The PCs in my Clone Wars-era game are about to perform an illegal salvage operation of a Republic vessel in Separatist territory on an uninhabitable moon with no atmosphere and 1/3 gravity. They are looking for equipment to help with this difficult operation (repulsed clamps, EVA powersuits, envirosuits, etc.).
They may also want “magnetic boots” similar to the ones used by the Ranger Troopers in the train heist sequence of Solo. This is what I was thinking to recreate them:
Mag-Boots (250 credits/rarity 2, 1 ENC). Through the use of powerful magnets, Mag-Boots grant 2 boost dice to Athletics checks climb sheer or inverted metal surfaces in environments with normal gravity. Failure on such a check typically represents a lack of progress, and a wearer will not fall unless, at GM discretion, a Despair is rolled as part of the result. In a zero- or low-gravity environment, under normal circumstances, the wearer can climb such metal surfaces without the need of an Athletics check. Mag-Boots are bulky and not designed for running. Therefore, a wearer may not spend more than 1 maneuver per turn to move.
Opinions?
Edited by OriginalDomingoFont size