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