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This is outdoor clothing for colder climates. In freezing temperatures, it allows a [[HT]] roll at no penalty to avoid [[FP]] loss (see [[Cold|Cold (Hazard)]]). It may be as simple as adding an extra layer to ordinary clothing or it may consist of heavy textiles or furs, but it must protect the whole body against heat loss – particularly feet, hands, head, and neck. If there are missing items, the GM may penalize HT rolls with the -1 per item recommended on [[Cold|Cold (Hazard)]]. Winter clothing is heavy enough to provide limited protection against weapons: [[DR]] 1 vs. cutting. Costs 30% of [[cost of living]]; weighs 5 lbs.
This is outdoor clothing for colder climates. In freezing temperatures, it allows a [[HT]] roll at no penalty to avoid [[FP]] loss (see [[Cold|Cold (Hazard)]]). It may be as simple as adding an extra layer to ordinary clothing or it may consist of heavy textiles or furs, but it must protect the whole body against heat loss – particularly feet, hands, head, and neck. If there are missing items, the GM may penalize HT rolls with the -1 per item recommended on [[Cold|Cold (Hazard)]]. Winter clothing is heavy enough to provide limited protection against weapons: [[DR]] 1 vs. cutting. Costs 30% of [[cost of living]]; weighs 5 lbs.
==Hand and Footwear==
==Hand and Footwear==
TODO
Ordinary and winter clothing include basic footwear in their cost and weight. Winter clothing includes basic handwear, too. Such articles can be added to outfits that don't include them, or be bought in superior versions for those that do.
 
Custom-tailored shoes and boots can give skill bonuses. Articles made expressly for climbing give +1 to [[Climbing]] skill; similar bonuses are possible for skills like [[Hiking]] or [[Running]]. Buy such items as good quality: +4 [[CF]]; weight is unchanged.
===Foot Wrappings (TL0)===
The earliest foot protection was likely large, tough leaves or pieces of hide wrapped around the foot and bound with lacing. This would keep the feet warm while providing a little protection for the soles. Foot wrappings aren't very durable and need replacing every few miles. Minimal foot protection: $2, 0.5 lb. More complete wrappings that cover the lower leg as well: $10, 2 lbs.
===Mittens (TL0)===
The earliest mittens were simple bags covering the hands to keep them warm. They probably consisted of fur offcuts, bound at the wrist. The oldest iconographic evidence dates to the mid-second millennium B.C., and depicts two Minoan youths boxing with padded hand protection. It is unclear whether these mittens had separate thumbs, as is common with modern ones. Mittens are clumsy, giving the wearer [[Bad Grip]] 1 and [[Ham-Fisted]] 2. (Armor designed for the hands – gauntlets – gives Ham-Fisted but not Bad Grip.) Basic mittens afford [[DR]] 1 vs. [[cut]]ting: $8, 0.5 lb. Lightly padded boxing mitts (such as the Minoan example) give [[DR]] 1 vs. all damage: $20, 1 lb.
===Moccasins (TL0)===
Light, thin leather footwear preferred by hunters and other people who must move quietly. Use the same statistics for any light, functional shoe; e.g., Japanese tabi. Like bare feet, they give +1 to [[Stealth]]. [[DR]] 1*. $40, 1 lb.
===Mukluks (TL0)===
Soft boots made of moose or caribou hide lined with moss. They protect the feet against frostbite and erase -2 in [[Stealth]] penalties for walking on snow. [[DR]] 1*. $50, 2 lbs.
===Sandals (TL0)===
These are the footwear of choice in warmer climates. Their open construction consists of a hard sole with straps to bind it to the foot. Sandals give the underside of the foot [[DR 1]]. $25, 0.5 lb.
===Gloves (TL1)===
Gloves differ from mittens in having a separate sheath for each finger, allowing finer motor control. Early Greek and Roman texts record their use, but they were likely worn even earlier. Even fingered gloves hamper dexterity a little, giving the wearer [[Bad Grip]] 1 and [[Ham-Fisted]] 1. Gloves with open palms (same cost) negate [[Bad Grip]] but don't protect against [[cold]]. Good-quality gloves (+4 [[CF]]) specifically tailored to the wearer reduce the [[DX]] penalty to -1. [[DR]] 1* vs. [[cut]]ting. $15, 0.5 lb.
===Shoes (TL1)===
Shoes are any light leather or textile footwear that covers the foot but doesn’t protect the leg. Low-tech shoes aren't carefully tailored, and there's no such thing as a left/right pair. Shape depends on the fashion of the time; some are pointed while others are square-toed. They may simply slip onto the foot (slippers), or be fastened with lacing or buckles. [[DR]] 1. $40, 2 lbs.
===Boots (TL2)===
Boots are similar to shoes but made of thicker material, and longer, protecting part of the lower leg. With the advent of the [[stirrup]], the riding boot sometimes had a heel to prevent the foot slipping through. [[DR]] 2. $80, 3 lbs.
==Headgear==
==Headgear==
TODO
Headgear is often included in a society's everyday clothing. Don't count its price and weight separately, except as specified below.
===Hats (TL0)===
Hats come in all shapes and forms. Invented to protect the wearer from the elements, they quickly became fashion symbols and often denoted status. In extreme weather, a hat is crucial to survival. A hat specifically designed to resist damage is called a helmet (see [[Helmets]]).
===Hoods (TL0)===
Some articles of clothing – e.g., cloaks and parkas – have an integrated hood that can be pulled up to cover the head as needed. Adding a hood where one isn't otherwise noted increases base clothing cost and weight by 10%.
==Protective Clothing==
==Protective Clothing==
TODO
These garments afford the wearer some sort of protection – perhaps from the weather or work-related injuries. They may have some value in battle, but that isn't their primary purpose.
===Cloak (TL0)===
[[Cloak]]s are usually fastened about the neck with a cord or a clasp. Some are split to assist riding; others have armholes or even sleeves, and resemble ponchos (below). A cloak is versatile – it provides protection from the elements, will suffice as a sleeping blanket, and can serve as a makeshift tent. It can help to conceal items (+4 to [[Holdout]]). It can even be used to defend actively against attack. The simplest method is to wrap it around one arm and use it to ward off blows (a [[Block]] with the [[Cloak skill]]). Held out in front like a curtain, a heavy cloak stands a good chance of absorbing a light ranged weapon's impact (see [[Arrow Curtains]]).
 
A cloak costs 10% of cost of living and weighs 2 lbs. A heavy one made from wool or leather provides [[DR]] 1 vs. [[cutting]], costs 15% of cost of living, and weighs 3 lbs.
===Parka (TL0)===
A parka is a hooded, long-sleeved coat made from two layers of hide. The inner layer has inward-facing fur to trap heat. The outer layer can be waterproofed; see Wet-Weather Gear (below). Worn over winter clothing to protect against arctic conditions, it gives +5 to [[HT]] rolls to avoid [[FP]] or [[HP]] loss due to [[Cold|freezing temperatures]]. This combination is also thick enough to provide +1 [[DR]] vs. all attacks, but the layering results in the -1 [[DX]] penalty explained under [[Layered Armor]]. $100, 10 lbs.
===Poncho (TL0)===
This is simply a blanket with a hole in it for the head. It can act as regular clothing or be worn as an extra layer to resist cold, but it hampers the arms somewhat (-1 [[DX]] when using the arms). Because of their bulk, ponchos – like cloaks – grant +4 to [[Holdout]] to conceal gear on the body. Cost and weight are as for ordinary clothing.
===Snow Goggles (TL0)===
Made of wood with narrow eye-slits, these protect against [[snow-blindness]]. [[Vision]] is at -3. [[DR]] 1. $15, 1 lb.
===Wet-Weather Gear (TL0)===
Rain and spray can reduce clothing's effectiveness in cold weather (see [[Cold]]). A waterproofed cloak, parka, or poncho can be worn over clothing to keep the wearer dry. Waterproofing agents include beeswax, vegetable oil, animal fat, tree pitch, and lacquer. Waterproofing increases the basic garment's cost by $50, weight by 1 lb.
===Leather Apron (TL1)===
Craftsmen such as blacksmiths and stonemasons often wear leather aprons to protect themselves and their clothes. These are flexible, but thick enough to resist light damage. A leather apron covers the front, protecting the torso except for the very top (protects on 1-5 on 1d), and the upper legs (protects on 4-6); see the [[Armor Locations Table]]. [[DR]] 1. $60, 3 lbs.
===Long Coat (TL1)===
This is a trench coat, duster, overcoat, kaftan, or similar item that covers the torso and extends to the knees or below. It can conceal bulky items (+4 to [[Holdout]]), but may look out of place in some situations. $50, 5 lbs. A leather or heavy felt version provides [[DR]] 1: +4 [[CF]], double weight. Even heavier leather variants were worn as armor and called "buff coats" during the English Civil War; treat these as armor (see [[Hide]]).
==Clothing and Status==
In most cultures, attire broadcasts social status. The quality of the fabric and the cut of the tailoring are often good indicators. Then there are specific badges, such as the purple toga-stripe of the Roman senator, or the ermine worn by European royalty. In some circumstances, a person couldn't hold a particular position without wearing suitable finery, and sumptuary laws (see [[Luxuries]]) were rigorously enforced to prevent lower classes from dressing above their station.


GURPS links clothing with Status – a person's [[cost of living]] determines the price of his clothes. The Basic Set doesn't increase the tailor's bill after [[Status]] 3, but this isn't appropriate in low-tech societies. A [[Status]] 7 ruler dresses far more richly than any [[Status]] 3 lord! Use cost of living to determine clothing costs for any [[Status]]. Example: King Olaf ([[Status]] 7) has a $60,000,000 cost of living. A suitable set of summer attire costs 10% of this amount, or $6,000,000. It might incorporate the finest gem-studded cloth, the most expensive embroidery and threads, and appropriate jewelry and regalia.
=High-Tech=
=High-Tech=
Clothing is often the only barrier between an adventurer and frostbite, sunburn, heat stroke, or even death...not to mention social calamities. The clothes in this section are described generically, to make them useful in any setting. Specific styles are intentionally given short shrift – even a brief survey would fill the entire book! Such concerns are left to the GM. Any good reference work on historical fashions will offer a wealth of inspirational descriptions and illustrations.
Clothing is often the only barrier between an adventurer and frostbite, sunburn, heat stroke, or even death...not to mention social calamities. The clothes in this section are described generically, to make them useful in any setting. Specific styles are intentionally given short shrift – even a brief survey would fill the entire book! Such concerns are left to the GM. Any good reference work on historical fashions will offer a wealth of inspirational descriptions and illustrations.

Latest revision as of 19:49, 3 November 2014

Basic Set

You start with a full wardrobe appropriate to your Status – you need not purchase this separately. Cost of living covers normal wear and tear and gradual replacements, but if you suddenly need to replace your clothing, use the rules below.

Use full Status to figure the cost of a complete wardrobe. High-Status individuals own more clothes, and the crown jewels of Status 7 and 8 rulers are worth tens or hundreds of millions all by themselves! When buying just one outfit, though, treat Status greater than 3 as Status 3. Exception: Men's clothing becomes more conservative on TL5 and higher Earth, allowing most men to treat Status 2 and up as Status 2 when they buy one outfit. Men at Status 3 and up with Fashion Sense must still pay the full Status 3 cost in order to benefit from it.

Complete Wardrobe

Includes one to four sets of ordinary clothes, plus nightclothes, one set each of formal wear and winter clothes, and usually at least one outfit (lab coat, uniform, gym clothes, etc.) appropriate to your job or hobbies. 100% of cost of living; 20+ lbs.

Ordinary Clothes

One complete outfit, ranging in quality from castoff rags to designer fashions, depending on Status. At minimum: undergarments, plus a tunic, blouse, or shirt with hose, skirt, or trousers – or a long tunic, robe, or dress – and suitable footwear. 20% of cost of living; 2 lbs. Winter Clothes: As above, but heavier. Includes a hat or hood, boots, and (at TL6 or less) furs. 30% of cost of living; 4 lbs.

Formal Wear

Your "best outfit," which will usually include at least some accessories (hat, gloves, etc.) or jewelry. 40% of cost of living; 2 lbs.

Cosmetics

Natural or synthetic beauty aids. For one month's supply: 10% of cost of living; 2 lbs.

Low-Tech

Everyday Clothing

Low-tech clothing falls into two classes: wrapped and sewn. Examples of wrapped garments are the loincloth, kilt, toga, and sarong. Sewn ones include tunics, doublets, and breeches. Many articles are fastened with pins and cords rather than buttons and buckled belts. Virtually every culture has its own version of the tunic, cloak, cape, and mantle. Dress outfits and noble attire are usually more elaborate versions of everyday clothes, with something extra to denote status (see Clothing and Status).

Summer Clothing

This is lightweight clothing: the thin, white Arabian thobe; the pleated linen kalasiris of ancient Egypt; an Indian sari made from cotton; or perhaps a loincloth or a grass skirt. It's light, comfortable, and cool. In hot weather, loose clothes allow air to circulate and cool the body. Costs 10% of cost of living; weighs 1 lb.

Ordinary Clothing

Typical work wear or everyday dress for a temperate climate. It's usually made of heavier material than summer clothing; it may simply be an extra layer worn over the top. Even this much clothing may increase FP costs in hot climates, as described under Fighting a Battle. Costs 20% of cost of living; weighs 2 lbs.

Winter Clothing

This is outdoor clothing for colder climates. In freezing temperatures, it allows a HT roll at no penalty to avoid FP loss (see Cold (Hazard)). It may be as simple as adding an extra layer to ordinary clothing or it may consist of heavy textiles or furs, but it must protect the whole body against heat loss – particularly feet, hands, head, and neck. If there are missing items, the GM may penalize HT rolls with the -1 per item recommended on Cold (Hazard). Winter clothing is heavy enough to provide limited protection against weapons: DR 1 vs. cutting. Costs 30% of cost of living; weighs 5 lbs.

Hand and Footwear

Ordinary and winter clothing include basic footwear in their cost and weight. Winter clothing includes basic handwear, too. Such articles can be added to outfits that don't include them, or be bought in superior versions for those that do.

Custom-tailored shoes and boots can give skill bonuses. Articles made expressly for climbing give +1 to Climbing skill; similar bonuses are possible for skills like Hiking or Running. Buy such items as good quality: +4 CF; weight is unchanged.

Foot Wrappings (TL0)

The earliest foot protection was likely large, tough leaves or pieces of hide wrapped around the foot and bound with lacing. This would keep the feet warm while providing a little protection for the soles. Foot wrappings aren't very durable and need replacing every few miles. Minimal foot protection: $2, 0.5 lb. More complete wrappings that cover the lower leg as well: $10, 2 lbs.

Mittens (TL0)

The earliest mittens were simple bags covering the hands to keep them warm. They probably consisted of fur offcuts, bound at the wrist. The oldest iconographic evidence dates to the mid-second millennium B.C., and depicts two Minoan youths boxing with padded hand protection. It is unclear whether these mittens had separate thumbs, as is common with modern ones. Mittens are clumsy, giving the wearer Bad Grip 1 and Ham-Fisted 2. (Armor designed for the hands – gauntlets – gives Ham-Fisted but not Bad Grip.) Basic mittens afford DR 1 vs. cutting: $8, 0.5 lb. Lightly padded boxing mitts (such as the Minoan example) give DR 1 vs. all damage: $20, 1 lb.

Moccasins (TL0)

Light, thin leather footwear preferred by hunters and other people who must move quietly. Use the same statistics for any light, functional shoe; e.g., Japanese tabi. Like bare feet, they give +1 to Stealth. DR 1*. $40, 1 lb.

Mukluks (TL0)

Soft boots made of moose or caribou hide lined with moss. They protect the feet against frostbite and erase -2 in Stealth penalties for walking on snow. DR 1*. $50, 2 lbs.

Sandals (TL0)

These are the footwear of choice in warmer climates. Their open construction consists of a hard sole with straps to bind it to the foot. Sandals give the underside of the foot DR 1. $25, 0.5 lb.

Gloves (TL1)

Gloves differ from mittens in having a separate sheath for each finger, allowing finer motor control. Early Greek and Roman texts record their use, but they were likely worn even earlier. Even fingered gloves hamper dexterity a little, giving the wearer Bad Grip 1 and Ham-Fisted 1. Gloves with open palms (same cost) negate Bad Grip but don't protect against cold. Good-quality gloves (+4 CF) specifically tailored to the wearer reduce the DX penalty to -1. DR 1* vs. cutting. $15, 0.5 lb.

Shoes (TL1)

Shoes are any light leather or textile footwear that covers the foot but doesn’t protect the leg. Low-tech shoes aren't carefully tailored, and there's no such thing as a left/right pair. Shape depends on the fashion of the time; some are pointed while others are square-toed. They may simply slip onto the foot (slippers), or be fastened with lacing or buckles. DR 1. $40, 2 lbs.

Boots (TL2)

Boots are similar to shoes but made of thicker material, and longer, protecting part of the lower leg. With the advent of the stirrup, the riding boot sometimes had a heel to prevent the foot slipping through. DR 2. $80, 3 lbs.

Headgear

Headgear is often included in a society's everyday clothing. Don't count its price and weight separately, except as specified below.

Hats (TL0)

Hats come in all shapes and forms. Invented to protect the wearer from the elements, they quickly became fashion symbols and often denoted status. In extreme weather, a hat is crucial to survival. A hat specifically designed to resist damage is called a helmet (see Helmets).

Hoods (TL0)

Some articles of clothing – e.g., cloaks and parkas – have an integrated hood that can be pulled up to cover the head as needed. Adding a hood where one isn't otherwise noted increases base clothing cost and weight by 10%.

Protective Clothing

These garments afford the wearer some sort of protection – perhaps from the weather or work-related injuries. They may have some value in battle, but that isn't their primary purpose.

Cloak (TL0)

Cloaks are usually fastened about the neck with a cord or a clasp. Some are split to assist riding; others have armholes or even sleeves, and resemble ponchos (below). A cloak is versatile – it provides protection from the elements, will suffice as a sleeping blanket, and can serve as a makeshift tent. It can help to conceal items (+4 to Holdout). It can even be used to defend actively against attack. The simplest method is to wrap it around one arm and use it to ward off blows (a Block with the Cloak skill). Held out in front like a curtain, a heavy cloak stands a good chance of absorbing a light ranged weapon's impact (see Arrow Curtains).

A cloak costs 10% of cost of living and weighs 2 lbs. A heavy one made from wool or leather provides DR 1 vs. cutting, costs 15% of cost of living, and weighs 3 lbs.

Parka (TL0)

A parka is a hooded, long-sleeved coat made from two layers of hide. The inner layer has inward-facing fur to trap heat. The outer layer can be waterproofed; see Wet-Weather Gear (below). Worn over winter clothing to protect against arctic conditions, it gives +5 to HT rolls to avoid FP or HP loss due to freezing temperatures. This combination is also thick enough to provide +1 DR vs. all attacks, but the layering results in the -1 DX penalty explained under Layered Armor. $100, 10 lbs.

Poncho (TL0)

This is simply a blanket with a hole in it for the head. It can act as regular clothing or be worn as an extra layer to resist cold, but it hampers the arms somewhat (-1 DX when using the arms). Because of their bulk, ponchos – like cloaks – grant +4 to Holdout to conceal gear on the body. Cost and weight are as for ordinary clothing.

Snow Goggles (TL0)

Made of wood with narrow eye-slits, these protect against snow-blindness. Vision is at -3. DR 1. $15, 1 lb.

Wet-Weather Gear (TL0)

Rain and spray can reduce clothing's effectiveness in cold weather (see Cold). A waterproofed cloak, parka, or poncho can be worn over clothing to keep the wearer dry. Waterproofing agents include beeswax, vegetable oil, animal fat, tree pitch, and lacquer. Waterproofing increases the basic garment's cost by $50, weight by 1 lb.

Leather Apron (TL1)

Craftsmen such as blacksmiths and stonemasons often wear leather aprons to protect themselves and their clothes. These are flexible, but thick enough to resist light damage. A leather apron covers the front, protecting the torso except for the very top (protects on 1-5 on 1d), and the upper legs (protects on 4-6); see the Armor Locations Table. DR 1. $60, 3 lbs.

Long Coat (TL1)

This is a trench coat, duster, overcoat, kaftan, or similar item that covers the torso and extends to the knees or below. It can conceal bulky items (+4 to Holdout), but may look out of place in some situations. $50, 5 lbs. A leather or heavy felt version provides DR 1: +4 CF, double weight. Even heavier leather variants were worn as armor and called "buff coats" during the English Civil War; treat these as armor (see Hide).

Clothing and Status

In most cultures, attire broadcasts social status. The quality of the fabric and the cut of the tailoring are often good indicators. Then there are specific badges, such as the purple toga-stripe of the Roman senator, or the ermine worn by European royalty. In some circumstances, a person couldn't hold a particular position without wearing suitable finery, and sumptuary laws (see Luxuries) were rigorously enforced to prevent lower classes from dressing above their station.

GURPS links clothing with Status – a person's cost of living determines the price of his clothes. The Basic Set doesn't increase the tailor's bill after Status 3, but this isn't appropriate in low-tech societies. A Status 7 ruler dresses far more richly than any Status 3 lord! Use cost of living to determine clothing costs for any Status. Example: King Olaf (Status 7) has a $60,000,000 cost of living. A suitable set of summer attire costs 10% of this amount, or $6,000,000. It might incorporate the finest gem-studded cloth, the most expensive embroidery and threads, and appropriate jewelry and regalia.

High-Tech

Clothing is often the only barrier between an adventurer and frostbite, sunburn, heat stroke, or even death...not to mention social calamities. The clothes in this section are described generically, to make them useful in any setting. Specific styles are intentionally given short shrift – even a brief survey would fill the entire book! Such concerns are left to the GM. Any good reference work on historical fashions will offer a wealth of inspirational descriptions and illustrations.

Note that Styling often applies to clothing, and that clothes come in all the usual quality levels. Assume LC4 except where noted.

Clothing Types

These notes elaborate on the Clothing rules from Basic Set (above). Weights assume TL7 garments; to adjust weight for other TLs, see Clothing Materials and Technology. The complete outfits below include the cost of appropriate footwear but not its weight; see Footwear for that.

Summer Clothes

This is lightweight clothing – perhaps a thin, white Arabian thobe; ao ba ba, the black pajamas of Vietnam's Mekong Delta region; or swim trunks and a t-shirt. It's light, comfortable, and cool. In hot weather, loose clothes allow air to circulate and cool the body. They aren't always white; traditional black Bedouin robes absorb more sunlight than white garments, but this actually increases sweat evaporation by drawing more air through the cloth, so they feel cooler. If robes aren't de rigueur in the campaign's desert climes, lightweight clothing such as pants, a long-sleeved shirt, and a broad hat will prevent sunburn. Cost is 10% of cost of living; weight is 1 lb.

Ordinary Clothes

This is typical work wear or everyday dress for a temperate climate: military uniform, shirt and trousers, t-shirt and bib overalls, etc. Even this much clothing may increase FP costs in hot climates, as described under Fighting a Battle. Cost is 20% of cost of living; weight is 2 lbs.

Winter Clothes

This is outdoor clothing for colder climes. It may be as simple as a jacket or a coat over ordinary clothes (above), or as specialized as insulated coveralls. In freezing temperatures, it allows a HT roll at no penalty to avoid FP loss. For an outfit to count as winter clothes, it must protect the whole body against heat loss – particularly feet, hands, head, and neck (e.g., waterproof boots, gloves, a warm hat, and a scarf). If there are missing items, the GM may penalize HT rolls with the -1 per item recommended on equipment modifiers. Cost is 30% of cost of living; weight is 4 lbs.

Arctic Clothes

This is an outfit similar to winter clothes (above), but with multiple layers and a water- and windproof exterior to help retain body heat and protect against biting arctic winds. Through TL6, furs, oilcloth, and greased wool or felt are common; at TL7-8, lighter materials appear. All such clothing gives +5 to HT rolls to avoid FP or HP loss due to freezing temperatures. As with winter clothing, if crucial items – gloves, hat, etc. – are missing, the outfit loses much of its effectiveness. When necessary, the wearer can remove a few layers to allow arctic clothing to act as winter or ordinary clothes. Cost is 50% of cost of living; weight is 15 lbs.

Formal Wear

Top hat and tuxedo, waistcoat and kilt, sequined evening gown and Pierre Cardin handbag...these are clothes for stepping out in. Fashion dictates the exact style and cut that's "in," but one thing is for certain: it isn't cheap. Cost starts at 40% of cost of living; weight is 2 lbs.

High-Fashion Attire

This represents ridiculously luxurious materials crafted by the world's top designers, with glitz and glam to the hilt. Many high-fashion designs disregard the normal conventions of dress and decorum; some seem to defy the laws of physics. The chichi fabrics are equally outrageous: lace tatted by blind nuns, Andean vicuña cashmere, hand-woven Thai silks, etc. Of course, the price for an original Oscar de la Renta or Jean-Paul Gaultier is astronomical. Cost starts at 100% of cost of living for Status 2 or above; weight is 1-4 lbs.

Clothing Accessories

Trimmings help complete any outfit. Attention to such details is crucial when stepping out in high society! For men, sleeve garters adjust the one-size-fits-all sleeves of TL5 shirts. Cufflinks are another important accessory – required for TL5 and often TL6 shirts, which lack cuff buttons, and stylish even today. During all of TL5-8, a necktie or a cravat adds color and distinction to a shirt. Well into TL7, hat, handkerchief, and pocketknife are also considered part of any respectable gent's ensemble. For women, hosiery is a top priority through TL5-8. This includes leg garters in the days before nylon pantyhose, which stays up on its own (TL7). Trends in hats, gloves, handbags, and so on fluctuate annually. Veils are common in many times and places – for modesty, mystique, or protection from sunlight, dust, and insects.

Characters start with accessories appropriate to their Status. Bought separately, such items cost 1% of cost of living per "outfit." Weight is negligible.

Special Clothing

Certain "extras" can add functionality and/or flair to any of the outfits above.

Hat (TL5)

Historically, man has worn many types of head coverings. Materials include wool (often felt), cotton, and leather. Styles, too, are highly variable – baseball caps, cowboy hats, derbies, fedoras, watch caps, and so on. Hats prevent sunburn, retain body heat, and/or keep rain out of the wearer's face. They can be decorative or utilitarian, distinctive or ubiquitous (perhaps even helping someone blend into the crowd). Prices run from around 1% of cost of living for cloth caps to 10% of cost of living for leather or felt hats. Weight is negligible for most cloth; 0.5-1 lb. for leather or felt.

Long Coat (TL5)

This is a trench coat, duster, overcoat, or similar item that covers the torso and extends to the knees or below. It can easily conceal bulky items (+4 to Holdout) but may look out-of-place in certain settings. It can be bought as undercover clothing (below) to increase its Holdout bonus. A leather version (×5 cost, ×2 weight) gives DR 1. $50, 5 lbs.

Undercover Clothing (TL5)

Clothing designed to hide things gives a Holdout bonus, cumulative with that for a concealable holster. This may be accomplished through a special cut, hidden pockets and reinforcements, panels, etc. An outfit that gives +1 (quality) to Holdout has 5× its usual cost; +2 (quality) is 20× normal cost.

Wet-Weather Gear (TL5)

Rain and spray can greatly reduce the effectiveness of clothing in cold weather (see Cold). At TL5-6, wet-weather gear is a thick "gum" blanket or poncho; at TL7-8, it's a lightweight synthetic suit. Because of their bulk, ponchos and the like grant +4 to Holdout when trying to conceal gear on the body. Cost and weight are as for ordinary clothes of the appropriate TL.

Wicking Undergarment (TL8)

This special clothing was originally designed to be worn under body armor and later adapted for athletic use. Its fibers draw moisture away from the skin, helping keep the wearer dry and facilitating evaporative cooling. Gives +1 to all HT and HT-based rolls to avoid FP loss in hot weather (see Heat). $30, neg.

Clothing Materials and Technology

The materials and features available for clothing advance alongside the rest of technology. Still, many people at TL8 happily wear clothes that have changed little since TL6 – even if soldiers and athletes favor state-of-the-art outfits. High-Tech splits the difference and uses TL7 as its baseline.

Clothing Materials and Technology: TL5

At TL5, clothing is made from natural materials. Wool is a common choice in Europe and North America, but while sturdy, warm, and attractive, it is stifling in hot weather, absorbs and retains water (and dries slowly), and is difficult to keep clean. Cotton, breathable and lightweight, is popular in warmer areas. In colder climes, fur or fur-lined clothing is usual – fox, caribou, reindeer, bison, etc. Winter or arctic clothes made from fur are often heavy and cumbersome, but may provide DR 1 (GM's option).

Most waterproof clothing at TL5 is made of oilcloth: heavy canvas treated with oil and/or paraffin. At mid-TL5, an alternative is a stiff "gum" fabric painted with rubber. A rubberized coat is called a "slicker" – or sometimes a "Mackintosh," in honor of its inventor.

The principal fasteners at TL5 are buckles and buttons, although brass eyelets and hook-and-eye arrangements also see use. Easily lost buttons combined with easily soiled natural fabrics make it challenging to keep clothes serviceable and attractive. Housekeeping and Sewing are vital maintenance skills!

Clothing Materials and Technology: TL6

With TL6 come many improvements. The garment industry takes its first steps into the Plastic Age with Bakelite buttons, PVC-impregnated hats, and two light, comfortable, and attractive fabrics: rayon and nylon. Less obvious but no less important is the standardization of clothing sizes.

Two innovative fasteners appear at TL6: the metal snap and the awkwardly named "Automatic, Continuous Clothing Closure." The latter becomes famous as the "zipper" after the B.F. Goodrich Co. uses it on its Zipper-brand galoshes. The zipper quickly spreads from the footwear business to the entire clothing industry. A more prosaic TL6 development is the belt loop. Previously, suspenders were the accessory of choice for holding up trousers, while a belt was considered a tool for carrying equipment. The famous miner's "waist overalls" sold by Levi Strauss didn’t incorporate belt loops until 1922.

Foul-weather gear improves during TL6, too. Quilted goose-down clothing – first sold as the Skyliner jacket by Seattle outfitter Eddie Bauer – reduces the bulk of arctic clothes. Vinyl-treated cloth makes a lightweight, if flimsy, waterproof overcoat.

Clothing Materials and Technology: TL7

Synthetic fabrics continue to play a major role at TL7, as acrylic, polyester, and Dacron usher in the age of wash-and-wear clothing. These materials require much less maintenance than wool and other natural textiles, yet can be just as attractive. The first generation of synthetic insulation emerges, too, in the form of Lycra (also called Spandex) and polypropylene. Hook-and-loop fasteners, such as the popular Velcro brand, are another TL7 creation.

Clothing Materials and Technology: TL8

At TL8, breathable, waterproof fabrics revolutionize active wear. Acrylic fleece and lightweight synthetic insulation dramatically reduce the weight and bulk of cold-weather clothing. Natural fibers meet synthetic treatments in the form of "microfiber": fabrics woven from threads a fraction the thickness of a human hair. The resulting clothing is water- and stain-resistant, attractive, and comfortable – it can handle the toughest punishment and still look good.

Clothing Technology Table

This table shows how the innovations in Clothing Materials and Technology affect the weight of the outfits under Clothing Types. Select the outfit's type and TL, and multiply its weight by the corresponding factor in the table; e.g., TL8 arctic clothes weigh 15 lbs. × 0.5 = 7.5 lbs.

Type TL5 TL6 TL7 TL8
Any but Arctic ×2 ×2 ×1 ×0.5
Arctic ×1.5 ×1.25 ×1 ×0.5

Ultra-Tech

Ultra-tech clothing can be woven of fibers that conduct electricity. Examples include silk organza, which uses a mix of normal silk and a silk thread wrapped in thin copper foil, as well as a variety of specialized plastic optical fibers. Electronic components may be sewn directly to the fabric or attached to the metallic yarn. Other devices can be temporarily fastened onto the fabric as necessary. This means the clothing functions as a databus that allows different electronic devices to talk to each other, or share power supplies, without the need for additional communicators. Power is usually supplied by a combination of woven solar power, body heat, and piezoelectricity generated from the flexing of the fabric when the user moves.

"Smart clothing" is available at TL9+ at no extra cost. However, there are many other applications for these fabrics.

Imprint Circuits (TL9)

Simple microcircuits and microprocessors can be printed onto cloth (or even flesh). For $10, a solar-powered electronic device such as a chronometer or calculator can be imprinted onto nearly any surface. Artistic designs made out of multicolored LEDs are also available.

Computer Clothing (TL9-12)

General-purpose computers can also be clothing. A small computer with the printed option will fit on a single garment such as a shirt or dress. At TL9 it is Complexity 3 and stores 10 GB. Complexity increases by +2 per TL, and data storage is multiplied by 1,000 per TL. $100, 0.5 lbs., 2B/20 hr. LC4.

Prison Overalls (TL10)

Bright orange overalls made of special fabric which repels dirt (and attempts to dye it) and is very difficult to tear apart. While very durable, the fibers of the material are short, and ropes made of it break very easily. $25, 2 lbs., LC3 (illegal to wear unless you are a prisoner).

Varicloth (TL9)

This cloth uses imprinted circuits to alter its color and pattern. A sweater, dress, jacket, shirt, pair of pants, or skirt may be bought with a half-dozen different color patterns programmed into it. Running a finger over a sensor concealed in the garment switches it to the next pattern. The cost is three times the cost of normal clothing.

Buzz Fabric (TL10)

Clothes, furniture covers, or other rough fabric surfaces can be engineered to clean themselves. Buzz-fabric fibers contain microscopic circuitry and brushes that eject dirt and grime. A buzz-fabric wearer can be totally clean moments after falling down in a mud puddle. Dirt is ejected, not destroyed: buzz fabric on a horizontal surface like a rug or mat would be a lot easier to clean (since grime would not be ground into it), but you would still have to go over it with a vacuum cleaner to remove the residual dirt and dust!

Buzz fabric sheds water, and dries five times faster than normal cloth. This makes it very popular for rainwear. Despite its nickname, buzz fabric doesn't make an audible noise. It costs twice as much as normal clothing or fabric, and versions are available for flexible armor and most types of environmental suits. Double the armor or suit's basic cost in most cases; for bioplastic, add only 20% to cost.

Responsive Fabric ("Memswear") (TL10)

Clothing, footwear, and imitation-leather goods can be made with integrated microelectromechanical systems (MEMS). These tighten or loosen to produce a stylish and comfortable fit.

While responsive fabric is not quite one-size-fits-all apparel, it offers more tolerance than ordinary "dumb" clothing. Responsive fabric can also change porosity, adjust to temperature and humidity, and absorb sweat stains. Responsive fabric costs three times as much as ordinary clothing. If it incorporates buzz fabric or varicloth (above), it costs four times as much. Including both costs five times as much as normal clothing. TL10+ bioplastic suits such as the biosuit or bioplas bodysuit already incorporate responsive fabric technology.

Swimwear (TL9)

This is a full-body ultra-smooth low-drag swimsuit and optional set of swim fins. Fins take four seconds to attach or remove, and add +1 to Basic Move for the purpose of figuring Water Move. When wearing fins on land, Move suffers a -1 penalty.

Biomimetic Swimsuit (TL9)

+1 to Basic Move for the purpose of figuring Water Move; with fins, the total bonus is +2. This design is inspired by fish skin, with a surface texture that decreases drag and turbulence by making water spiral off the body. $100, 0.2 lbs. ($150, 0.3 lbs. with fins).

Bioplas Swimsuit (TL10)

+2 to Basic Move for the purpose of figuring Water Moves; with fins, the total bonus is +3. This suit is similar to the biomimetic swimsuit, but incorporates a layer much like slickskin. It also heals any rips automatically. The fins are detachable. $100, 0.1 lb. ($150, 0.2 lbs. with fins).

Suitspray (TL9-11)

This spray tube contains a smart polymer that sticks to bare flesh, then solidifies into a skintight fabric with the look and feel of a silk body stocking. It provides as much warmth as light summer clothing, while being porous enough to allow the wearer's skin to breathe. Various colors are available, including skin tone, metallic colors, and translucent models. It has no DR.

Donning suitspray requires spraying it over the body. It adheres to flesh but remains semi-liquid for about 30 seconds, enabling it to be lathered about for full coverage. The smart polymer can sense if it is not stuck to flesh, and if so will easily peel off instead of adhering. Thick body hair may stick through it; depilatory cream or the equivalent is a good idea. Most people prefer to put it on while in a bathroom with a mirror; this ensures full body coverage. Otherwise, embarrassing patches may be overlooked, although these can be easily fixed with an extra squirt or two.

Suitspray takes about 20 seconds to spray on, half that if someone else is helping. It does not wash off in ordinary water, but rinsing with a special soap or a sonic shower will remove it within 30 seconds. (So will 10 seconds of stunner fire, or any hit by a screamer.) Suitspray is popular with those who don't mind showing off their bodies and who prefer not to carry bulky clothes when they travel; it also makes a good thermal undergarment. In some hotels, a shower may dispense a suit for a small fee ($4 added to the bill).

Suitspray (TL10)

A can holding enough suitspray to cover an adult human. $4, 0.25 lbs. Flakes off in two days if not removed. LC4.

Video Suitspray (TL10)

As above, but incorporates digital ink, transforming the body into a low-res video screen. This is usually controlled by a wearable computer, and is equivalent to programmable camouflage. A can is $20, 0.25 lbs. LC4.

Slicksuit Spray (TL10)

Suitspray that incorporates a layer similar to slickskin. It has the same effects as slickskin, but wears off after a day. The user should avoid spraying it on the soles of his feet or palms of his hands. A can is $40, 0.25 lbs. LC3.

Living Suitspray (TL11)

A thin layer of self-regenerating bioplas increases the durability of the suitspray to one month. $20 ($40 for the video or slicksuit options, $100 for both), 0.25 lbs. LC4.

Swarmwear (TL10)

Any cloud of aerostat microbots can be programmed to hover in close formation around their master, forming a body suit, a trailing cloak, or a veil and cloak. The swarm will not cover the eyes or mouth unless commanded to do so.

Swarmwear does not interfere with movement: the swarm tracks the user's body with its sensors and adjusts to his motion. Up to four square yards of swarms can combine around a SM 0 person.

Swarmwear is usually a single color (depending on the swarm's own paint scheme). Chameleon swarms can change to multiple colors or patterns if desired. A one-square yard swarm is wispy; a two-square yard or larger swarm covering a single person will be opaque. Swarmwear can only act upon the wearer or anyone touching him.

A person using swarmwear can't move any faster than the swarm's top speed (unless they land on him, which prevents them from performing their normal functions).

A swarmclad person has DR 1, if covered by a swarm thick enough to be opaque.

Waterproof Coating (TL9)

Truly waterproof fabrics become available in TL8, although they suffer some degradation after a dozen cleanings. By TL9, water does not penetrate the weave even when completely immersed for years, and water-based paints, dyes, and chemicals sheet off instantly. It has no effect on oil-based fluids and solvents. Any garment can be bought waterproof; add 50% to cost at early TL9, 25% at TL9, 10% at TL10, free at TL11-12.

Clothing Belt (TL11^)

This is a specialized form of holobelt. It uses a belt-mounted miniature holotech projector to cast a three-dimensional image around part or all of the user's body. A dedicated computer allows the user to program whatever image he desires, and have the image match his movements. No image is as clear or realistic as a real holobelt's, making the clothing belt useless as a disguise. However, anyone can program in a set of clothes, a mask or a simple cartoon-like face, fiddling with it until it looks right. Since the holograms emit light, spectacular fashion effects are possible.

In regions with warm climates and in climate-controlled space habitats, clothing belts may replace clothing among those who can afford them. Waste heat from the belt helps the wearer keep warm. $1,000, 0.5 lbs., 2B/2 days. LC4.