Outfits

Outfits

Outfits are groups of clothing that have been created by a professional tailor with a design emphasis in mind.  Different from everyday clothes, tailored Outfits are carefully made to produce a specific effect and give off a certain impression.  When wearing an Outfit that corresponds to a given role and class, others see you as representative of that group and assign you certain expectations, positive and negative. Members of your own group feel a kinship with you and are more ready to take your word seriously.

All Outfits are designed in the style of a certain design and with a certain statement in mind, the combination of these two factors creates the Outfit.

Design, Statement and Key elements

The Design is the Outfit’s purpose, what the wearer is meant to be doing while wearing it.  These can be things like hunting, performing, celebrating, or officiating a ceremony.  Designs can be basically anything, but some examples are below.  
 
The Statement is the goal of the Outfit, in terms of what Social Condition it is favorable for.  When the wearer is discussing any topic that relates to their Outfit’s Role, such as wearing a Hunting outfit while discussing how to hunt a beast, they may call the Social Condition that matches their Outfit’s Statement.
 
The Physical costume of the outfit should have the key elements described by the Role and Statement.  The Key Elements listed must be present, but can be changed for the local Theater with the Fashionista Advanced Study.

Merchant

A cloth sash worn from the shoulder to opposite hip bearing the symbol of your advertised trade. It is illegal for a non-member of a local Trade Guild to wear such advertisement.

Peasant

Off-color patches on the knees and/or elbows. Dirt on the hands and face. A hat or other head covering.

Scum

 Torn, ratty, patched or tattered clothing. Rags, often with bloodstains, tied around rips or holes in the clothing from scuffles.

Gentry

Rich fabrics in the colors of the house you represent. Jewelry and other accessories befitting wealth and station.

Assassin

Dark leathers with a deep hood that shrouds the face

Hunter

Prominent greens and browns with rugged trousers and boots

Priest of Mankind

Priests use white robes with lion elements, incorporating fur trim or mantles, as well as a cloth stole.

Magician

Robes bearing the classic colors and symbols of the order.  Fire mages use reds, blacks and grays with designs of flame, Earth mages use browns and greens with eye designs, Water mages use blues and turquoise with a mirror design, and air mages do not use a standard outfit whatsoever. 

MagUS

Aa’boran Magi use blue robes with a hood. 

Indr’atma

Shariqyn Indr’atma magi wear white, diaphanous silks

Knight

Arming jackets or tabards featuring the standards and coat of arms.

Paladin

White armor or clothing with a fur trimmed white cape

Altariq

Shariqyn tribal warriors wear face-covering masks, flowing cloth caftans, and a covered head.

Asirim

Shariqyn elite slaves wear primarily red, with caftans, embroidery, cloth head-wrap.

Dangerous

Focused around Cowing others, the Outfit has primarily dark colors, with something to obscure the face, such as a deep hood or a mask.

Mysterious

Focused around Intriguing others, the Outfit has ostentation, frills and finery that are not necessary, perhaps even a hindrance, to the role of the Design.

Expert

Focused on earning others’ Trust, the Outfit has built-in sheathes, holders or some other mechanism for included access to the tools or equipment used by the Design, such as strapped poison-vials, a book-satchel, or knife-sheath.

Customary
Focused on encouraging Reasonable discussion, the Outfit follows the expected patterns for the Culture of the wearer.  The Key Elements of each culture are different, and discussed below.
Gothic

Only black, white or grey colors may be used (except the accent colors for nobles), and wearing a hood or veil.

Njordic

Fur lining and fur trim are used prominently. Beads and charms of bone or stone must be used as adornment.

DUnnick

The colors of green and brown are prominent. A plaid tartan representing familial affiliation is present.

Rogalian

A coat with high collars that cover the neck, often the use of chokers for women. The device of the noble house to whom you owe fealty.

Hestralian

At least five different prominent displays of color, often in the form of scarves, sashes, and other cloth accessories. Cosmetics or coal used to darken around the eyes.

Capacian

Long coats that reach the backs of the legs, upraised collars. A hat with a wide brim or triangular design.

Shariqyn

Robes and flowing garments. A headdress that covers the head and hair. At least ten pieces of jewelry, regardless of their worth.

Special Materials

Common mostly in the East, some clothiers create Outfits and other garments out of Silk rather than traditional materials.  Silk, imported even by the Shariqyn who sell it from the Elves, is a miraculous material of exceptionally light weight but incredible strength and durability.  Silk, though it is much more expensive, provides several benefits if the item is made from it.

The clothier must replace all components of Wool with Silk, one to one.  Silk Outfits behave as Light Armor on their principal pieces of clothing, and also give the wearer one Toughness call against Firearms.