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Outfits are an equipment type important to characters and adventurers, it's merely a fashion statement, it can provide protection, utility and inventory options for characters as they travel the world and defend themselves from hostile threats. Outfits usually consists of a full set of clothing that establishes a look and can be customized with additional mods and costume replacements to enhance the character's protection and/or abilities.

Anatomy of an Outfit

The base outfit portrays the style, purpose and identity of the character wearing it, the default outfit is usually personalized by the wearer before play and mostly cosmetic aside from base level mods and armour. In this system, 'Armour' is determined by an Outfit's armour mods, of which there are two layers, Inlay and Exterior; combinations of these two produce Light, Medium and Heavy armour classes. Additionally, only Medium and Heavy are considered 'armoured' for the purpose of what makes a character 'armoured'. Inlay armour mods do not prevent characters from using abilities that are suppressed with armour.

GM's Discretion
The amount of mods a character is allowed is determined by the GM's discretion and the appropriate outfit for the character's class.


Default Outfit Data
♦ Overall outfit appearance/name is cosmetic. Unless otherwise stated by the GM, an outfit with no stats does not affect gameplay.
♦ Outfits have a minimum of 3 mod slots and can have a maximum of 6. Two of these slots are required for the purposes of armour equipment mods.
♦ Outfit Mods are specifically changes to an outfit that require proper fitting or attachments and are separate from Accessories, which can be equipped and removed on the fly.

Default Outfit Mods
♦ For characters with no armour: they gain an outfit mod that provides access to Tools related to a character's skills at all times, for one skill group.
♦ For characters with armour: they gain either an Inlay-armour (Light), exterior-armour (Medium) or Inlay and exterior armour (Heavy). Equipment weight applies.


Generally, a character's ability to hold items and have an inventory is determined by their physicality and their Outfit. Even if a character is super strong, if they lack the pockets or limbs to carry items they won't be able to manage their inventory as well as a regular-strength character with lots of bags and pockets.

Inventory Rules
♦ A Medium sized character has 8 inventory slots by default. Items have a Slot-size which determines how much room this item will fill.
  ♦ The Outfit, as well as any items that are considered part of it (Mods), do not count towards filling inventory slots, nor do items that serve as containers for other items.
♦ All items have a slot size of 1 minimum, however items marked 'Stackable', 'Small' or 'Tiny' can allow identical items or small items to fit inside a single slot.
  (Example: Gold Coins are stackable (up to 50), therefore 50 Gold Coins can fit into one slot. A Green-herb item is Small, so two herbs can fit into one slot. Tiny allows 4 copies to fit into one slot.)

Inventory Rules based on Size
♦ The above rules imply the item is keyed towards a Medium-sized character. If an item is designed for a larger user, it's slot-size will be multiplied by its user's size category (or divided if smaller).
  (A Two-handed Sword for a Human takes 2 item slots, a Golian's two-handed sword takes 8 item-slots. A Homan's two-handed sword takes 1 slot and a Galvan's is considered 'Small')
♦ Characters with a size of 2 or greater have their total inventory slots multiplied by their actual size. Small-sized characters have their total item slots reduced by 25% per step to a minimum of 25%.
  (Since the effective size of items wielded by giants also increases the number of item slots they fill, the net gain is neglible for scaled items but vastly increased for carrying smaller-sized items)

Armour Mods

Armour for Outfits consists of two slots, an Inlay and Exterior, providing 1/3rd and 2/3rds of the total physical protection granted by an outfit. Warrior types and characters expected to be in the thick of battle are advised to take exterior armour mods with inlays, while most characters can do very well with just inlay armour mods.

Inlay Armour Mods
"Designed to fit underneath a character's Outfit or form fitting to the character's body. Usually very lightweight and suitable for most characters"

♦ Provides low level protections, such as 1 to 3 AR (Armor-rating) or ~20% DR (Damage Resistance) to certain damage types (almost always physical damage types, but sometimes others).
♦ Considered 'Light' for the purpose of armour definition. Abilities that typically deactivate due to 'wearing armour' do not deactivate while wearing Inlay armour mods.
Exterior Armour Mods
"Designed to fit on top of a character's outfit to provide outstanding protection from harmful impacts and forces, comes in Medium and Heavy variations with different degrees of protection and weight."

♦ Provides on average, the highest protections for physical armours, between 6 and 9 AR and 50% DR to certain damage types.
♦ Considered Medium for the purpose of armour definitions but can also be considered Heavy.
♦ Exterior Armour mods stack with Inlay armour to provide the best protection physical outfits can get. However, the combined weight of Inlay and Exterior can require a high amount of strength to manage.


A Lifeguard is a solid ring, bangle, belt, necklace or any other looped item with powerful wards that provide protection to an individual by trading lifeforce to prevent deadly attacks from killing them outright. In a Meta sense, Lifeguards are what give characters 'Hit Points' as opposed to vaguely unquantifiable wounds and injuries. Lifeguards can provide protection and other benefits. Lifeguards can take the form of accessories that can be taken off at will, however some Lifeguards can also be incorporated into outfits themselves. To be worn with Inlay and Exterior armour, Lifeguards require a third slot free for the ultimate protection.

♦ Provides another layer of protection for characters which can stack with Inlay and Exterior Armour.
♦ Can provide AR or DR, but usually provides the wearer additional hitpoints or 'barrier health', damage dealt will be removed from barrier health before a user's hit points are affected.
♦ Lifeguards can also add their own benefits as well, much like mods.

Utility Mods

Utility mods use the remaining free slots of an Outfit to provide bonuses and perks to a character, or expand their inventory in various ways. Some provide access to certain items used by skills in order to perform them (without taking up item slots), others may provide temporary bonuses to skill usage or how attacks and abilities work. Unlike Accessories, Utility mods are usually woven into and a part of the outfit.

Tool & Skill Mods
♦ Tool mods have the necessary tools as part of the outfit if they are needed by skills. This allows skill usage without consuming item slots.
♦ Tool mods can also grant the user a temporary bonus when applying their skills, the skill may not even require tools to begin with, the mod makes using the specific skill(s) easier for the user.
Insulation Mods
"Insulation mods are designed to protect the wearer from extreme temperatures, normally they can only prevent extreme heat or cold separately, but elaborate mods can do both"

♦ Warmth Insulation reduces the extremes of cold-temperature environments by one step.
♦ Cooling Insulation reduces the extremes of hot-temperature environments by one step.
♦ Adaptive Insulation reduces the extremes of both hot and cold temperature environments by one step.