Armour (The Agency for the Investigation of Paranormal Occurrences Supplement)

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Armour is what makes you not dead, but in this setting, it also has to be inconspicuous.

Standard Armour[edit]

Technically, all the armour from the Players Handbook is available, but exactly none of it is inconspicuous, and most medieval war gear will get you picked up either by local authorities or (possibly more importantly) by the kind of monsters that have evolved a keen eye for knights in shining armour, and anyone else that used to hunt them back when the paranormal was more well known.

Modern Armour[edit]

The agency provides a number of tailored, inconspicuous, and monster-proof (ish) options.

Firearm Resistant Armour[edit]

Certain armours in this setting are resistant to firearms. Ballistic damage is any piercing damage that originates from a firearm. Damage Reduction (DR) reduces damage by a flat value. Resistance, as standard, halves incoming damage of the specific type.

Armour Armour
Armour Armour Class (AC) Strength Stealth Properties Weight
Light Armour
Heavy Coat 11 + Dex mod - Disadvantage - 6lb
Leather Jacket 11 + Dex mod - - - 4lb
Light undercover Vest 11 + Dex mod - - DR2 Ballistic 2lb
Kevlar-lined Jacket 12 + Dex mod - - DR2 Ballistic 8lb
Undercover Vest 13 + Dex mod - - DR2 Ballistic 3lb
Medium Armour
Concealable Vest 13 + Dex mod (max 2) - - DR3 Ballistic 4lb
Light Tactical Vest 14 + Dex mod (max 3) - - DR3 Ballistic 8lb
Tactical Vest 15 + Dex mod (Max 2) Str 10 Disadvantage Ballistic Resistance 10lb

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