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Outfit

From Metaforce TTRPG
Outfits and Armours are sets of clothing a character can wear, either for cosmetic or functional benefits. Armour describes outfits that protect the wearer from harm, whereas Outfits will serve other utilities and commonly worn for modesty reasons. The definition of an Outfit is a set of clothing that establishes a character's look, as such, all characters can start off with an Outfit for free.

Outfits are designed to fit a certain Size of character, it only matters if the outfit matches the character's size category. Unlike Weapons which can be reasonably wielded by undersized or oversized creatures, Outfits that don't match their wearer will either be too small or too big to wear and not offer the protection or benefits they grant. Certain wearable items have the ability to resize to their wearer (magically, technologically, or otherwise). In these cases, matching Outfit size to the wearer is not an issue.

Armour/Outfit Design

Name, Type and Appearance

Outfits and Armours have a Name, Type, and Appearance to describe what they look like, with or without pictures. Typing can be important for powers and abilities that focus on specific groups of equipment or for determining proficiencies and penalties.

Defense Properties

Outfits, and especially Armours, will have defence properties such as Deflection bonuses or Damage Reduction to help protect the wearer from harm. If it only protects from specific types it will be specified. If no damage types are specified it usually protects against all Physical damage (Sharp, Blunt, Pierce).

Armour Type

Armour Type usually refers to the weight class of an Armour. Variants include Light, Medium and Heavy. The heavier the armour the more the wearer is weighed down, but the more protected they will be from harm. Heavier armours benefit more from the material, features and enhancements it might have.

Outfits that aren't considered to be a type of armour are instead classed as 'Clothing', which offers the least protection possible, but can still benefit from enhancements.

Shown below is a chart of basic clothing/armour types and their benefits and drawbacks. This does not account for special materials which may modify these values.
Type Defense Values Damage Reduction Speed Penalty Typical Weight Benefits
Clothing None None None 0.1 No loss of mobility.
Light +2 Deflect 1.0x None 0.5 Provides protection with little to no loss in mobility.
Medium +4 Deflect,
-2 Reflex
1.0x -5ft 1.0 Offers a good deal of protection at the cost of some mobility.
Heavy +8 Deflect,
-4 Reflex
2.0x -5ft 2.0 Offers maximum protective capabilities at the cost of mobility.

Enhancements

Enhancements are aspects of a piece of equipment or even items that grant different or additional effects compared to their standard variants. These enhancements operate similarly to how Metaphors work on characters. A Base Enhancement will scale much like a Metaphor's ability, whenever the enhancement increases, so will the item/equipment's stats. A Special Enhancement functions like a Sub-ability and will often grant the item/equipment effects and functions it would not have had previously, these can also scale up with investment.

Base enhancements are fixed numbers, whereas Special Enhancements are Meta-dice of the appropriate value.

Armour Enhancements

For all armour, they can have a Base Enhancement to increase the amount of Deflection a character can resist, or it could improve their Evasion or reduce Reflex penalties. Armours can also reduce the amount of damage taken from specific or all types of damage (Damage Reduction).

Armour can have counter-measures against Homing and Piercing weapons, such as having a Shield Bonus against Homing attacks and Fortification against piercing.

Special Enhancements
Special Enhancements for Armour can take the form of Damage Reduction, that reduces specific types of damage by a fixed amount, Resistance, which halves the damage taken from types of damage including secondary effects.

Others include giving the wearer temporary health, enhancing their abilities, and other passive effects. Effects and functions can also be activated when required.