Gear of The Black

 BATON

Cost: 30 credits/75 platinum

Availability: The Alliance

Also called swagger sticks, ceremonial batons are favored as a sign of authority by high-ranking Alliance officers. Those crested with the insignia of an eagle indicate upper echelons. During the Unification War, Browncoats were told to concentrate fire on anyone carrying a baton. This curbed their popularity dramatically. It's been a few years now and they're coming back into fashion a bit, however they're quite typically issued not bought.


CLOTHES, REGISTERED COMPANION

Cost: 50 credits/125 platinum

Availability: The Core

There are few things in the 'Verse as heart-stopping wondrous as the sight of a Companion in the altogether, but a close second would be a Companion dressed in his or her full regalia. Elegant lines and the highest craftsmanship in the classic sense, a Companion's garments manage the difficult balance between being outstanding and utterly at place, both at once. Whether it be a ball-gown, a robe, or a paislied kimono, a single set of Companion's clothes are usually worth more'n the horse you rode in on.


COLD-WEATHER GEAR

Cost: 10 credits/25 platinum

Availability: Everywhere

An insulated outfit offering the best in protection from cold temperatures, whether weather-based or in an environment offering similar conditions. It consists of an insulated parka, hood, gloves, pants, and heavy boots. 


DRESS, PARTY

Cost: 15 credits/38 platinum

Availability: Everywhere

When you need to look your best for that oh-so-special invite, it's time to pull out all the stops and put your party dress on. Could be made-to-order, or you could buy whatever looks prettiest in the shop window. As a warning, those who can afford to get theirs made special are quick to judge those who can't.


FIREFIGHTING GEAR

Cost: 40 credits/100 platinum

Availability: The Core

Flame-retardant, heat-shielded garments of the type used by firefighters on ground or in the Black. This includes a sealed helmet with an air filtration system or oxygen bottles, a heavy jacket, boots, pants, gloves, and a harness for equipment such as a fire axe, extinguisher, and a prybar. 


FROCK, GINGHAM

Cost: 2 credits/5 platinum

Availability: Everywhere

A common sort of dress, worn by settlers out on the Rim. Frilly floral bonnet optional.


HAT

Cost: 1.3 credits/4 platinum

Availability: Everywhere

Whether it's a fine cowboy hat, a knit cap from your mother, or a natty bowler worn by criminal lowlifes, a hat is good for two things: keeping the sun off your head and swatting flies.


PONCHO

Cost: 0.8 credits/2 platinum

Availability: Everywhere

A hooded rain slicker usually made of thin nylon or vinyl. It doesn't offer any benefits other than keeping you dry, but that's enough for most folks.


SHIRT, FLORAL PRINT

Cost: 1.8 credits/5 platinum

Availability: Everywhere

A causal, short-sleeved shirt for the free-spirited sort of dresser, comfortable, cool, and visually refreshing all at once.


SUIT, MEN'S

Cost: 20 credits/50 platinum

Availability: Everywhere

A fine two- or three-piece suit in whatever style you favor. You can get a good measure of a man by the suit he wears. For those with serious money, it's bespoke; with a little money, it's tailored; for the rest, its off-the-rack.


UNIFORM, ALLIANCE

Cost: N/A

Availability: The Alliance

Sometimes it's a useful thing to have a spare Alliance uniform around, whether it be from a soldier or an officer. There're few people in the 'Verse that'll ask question of someone in the black and grays. If you're smart, you'll steal a set. If you're dumb or just plumb crazy, you take one the prior owner got no more use for. Might want to take caution to wash the blood out before you try to pass yourself off as someone you're not. Naturally, there's considerable penalty for owning Alliance threads, but for some jobs, the gains outweigh the risks.


UNIFORM, MEDICO

Cost: N/A

Availability: The Core

Say you want to infiltrate a hospital to lay hands on some expensive pharmaceuticals, medical gear, or to take advantage of the best facilities the Alliance has to offer. Having a medico uniform on hand is the sly way to go about getting what you want. It's not necessarily illegal to possess a medico's uniform if you don't have the IdentCard to go with it, but more'n likely you're up to something that'll put you on the wrong side of the law. Not to mention it's a bit hard to come by by legal means, since they're only issued by hospital instead of being available by purchase.


UNIFORM, TECHNOCRAT

Cost: N/A

Availability: The Alliance

As with the Alliance black and grays, showing up looking like a technocrat opens all kinds of doors, sometimes without anyone daring to ask you to show your IdentCard. This item is also issued by the Alliance instead of up for purchase. Usually, out on the Rim, a Technocrat's uniform is a sign that you screwed up big enough to earn a visit from the head office. That'll put fear into a man's heart, and a fearful man is a careless man.


VESTMENT, SHEPHERD'S

Cost: N/A

Availability: The Core

The black coat and pants, grey shirt and white collar all come with the ordainment. It's not illegal for non-Shepherds to wear the vestment, but true believers might take offense; especially since you can't just purchase this kind of get-up in the store.


WALKING STICK

Cost: 3.2 credits/8 platinum

Availability: Everywhere

A cane roughly a meter in length, with an end that's either a knob, curved, or bent. Some walking sticks conceal thin-bladed swords, small pistols, explosive charges, or even more sophisticated technological devices. In desperate times, a walking stick can serve as a light club.