STAR ARMY

Sci-fi roleplaying and worldbuilding community

User Tools

Site Tools


guide:custom_apparel

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
guide:custom_apparel [2015/01/26 19:40] – [Apparel Types] aendriguide:custom_apparel [2015/08/26 17:20] – [Apparel Types] aendri
Line 4: Line 4:
  
 ===== General Info ===== ===== General Info =====
 +
 +
 Some basic limitations apply. Your character must have reasonable access to a faction with the capacity and the materials to make whatever it is you want. It needs to stay reasonable, no massive Space Marine armor that is miraculously light. Some of the upgrades are mutually exclusive, they just can't be combined, primarily the packs, and the various coatings. This also includes things like the tightened weave and breathable materials upgrades. Keep in mind that a top of the line set of armor will generally cost more than the 3000KS starter cash limit most characters have, so you may have to wait until later in the characters life to get some of the really high end stuff. Some basic limitations apply. Your character must have reasonable access to a faction with the capacity and the materials to make whatever it is you want. It needs to stay reasonable, no massive Space Marine armor that is miraculously light. Some of the upgrades are mutually exclusive, they just can't be combined, primarily the packs, and the various coatings. This also includes things like the tightened weave and breathable materials upgrades. Keep in mind that a top of the line set of armor will generally cost more than the 3000KS starter cash limit most characters have, so you may have to wait until later in the characters life to get some of the really high end stuff.
  
 All items made with this list need to be approved by a GM, and anything valued over 1500KS should be put through the NTSE. All items made with this list need to be approved by a GM, and anything valued over 1500KS should be put through the NTSE.
 +
 +
  
 ==== Cost ==== ==== Cost ====
-Cost is calculated for each item in the same basic manner. Each item has a number designated for both light and heavy materials. Those indicate the overall quantity of materials that go into the item, and can be increased or decreased by certain upgrades to the item. Obviously, as the quantity of materials goes up, so does the weight. A decent rule of thumb for a minimum weight is 1 lb for each light material, and 2 lbs for each heavy material. The one caveat is that light points can never drop below 1, as that is the minimum material needed to either hold the item together, or is the entirety of the item.+ 
 + 
 +Cost is calculated for each item in the same basic manner. Each item has a number designated for both light and heavy{{  http://i.imgur.com/O5cGQA4.png?250|}}  materials. Those indicate the overall quantity of materials that go into the item, and can be increased or decreased by certain upgrades to the item. Obviously, as the quantity of materials goes up, so does the weight. A decent rule of thumb for a minimum weight is .5 lbs for each light material, and 2 lbs for each heavy material. The one caveat is that light points can never drop below 1, as that is the minimum material needed to either hold the item together, or is the entirety of the item.
  
 Calculating the cost is done by accounting the value of the chosen material for each point used. So, for example, a plain shirt has 5 light materials in it. If it is made entirely out of SynAraS with no upgrades whatsoever, the shirt would cost 400ks, 80ks for each quantity of SynAraS included. Items //can// be made out of multiple materials if desired, but all materials need to be specified and accounted for. Each item has to account for all materials listed for it's item type, those counts are set. Calculating the cost is done by accounting the value of the chosen material for each point used. So, for example, a plain shirt has 5 light materials in it. If it is made entirely out of SynAraS with no upgrades whatsoever, the shirt would cost 400ks, 80ks for each quantity of SynAraS included. Items //can// be made out of multiple materials if desired, but all materials need to be specified and accounted for. Each item has to account for all materials listed for it's item type, those counts are set.
  
 There is a baseline cost of 25KS attached to any custom order for every 5 material points included, rounded up. This means something with 12 points would count as having 15, and would add 75KS to the total cost to reflect the labor involved in the creation. There is a baseline cost of 25KS attached to any custom order for every 5 material points included, rounded up. This means something with 12 points would count as having 15, and would add 75KS to the total cost to reflect the labor involved in the creation.
 +
 +
  
 ==== Upgrades ==== ==== Upgrades ====
 +
 An item **can** still be upgraded after creation, but there are a few things to keep in mind while doing so. First, is that the base construction materials can't be altered. If it was made out of rubber in the first place, you can't upgrade that to SynAraS after the fact. This also applies to upgrades that would alter those base materials, such as tightened weave, or breathable materials. Those upgrades can only be applied during the initial creation. An item **can** still be upgraded after creation, but there are a few things to keep in mind while doing so. First, is that the base construction materials can't be altered. If it was made out of rubber in the first place, you can't upgrade that to SynAraS after the fact. This also applies to upgrades that would alter those base materials, such as tightened weave, or breathable materials. Those upgrades can only be applied during the initial creation.
  
Line 25: Line 34:
 ===== The Guide ===== ===== The Guide =====
 ==== Nomenclature Information ==== ==== Nomenclature Information ====
 +
 <code>===Name=== <code>===Name===
  
Line 44: Line 54:
 ==== Apparel Types ==== ==== Apparel Types ====
 === Headgear === === Headgear ===
 +== Hat ==
 +From ballcaps to cowboy's hats, hats have been a staple across history, and the modern era is no exception. While they offer little to no protection, a fair bit of technology can be built into them nonetheless.
 +  * **Light Materials:** 1
 +  * **Heavy Materials:** 0
 +
 == Visor == == Visor ==
 Favorites of snipers and technical staff, visors provide much needed tactical information. On worlds with difficult optics, visors are often used to filter out blinding sunlight, or amplify it in low light settings. Typically, they are equipped with range finders, comms systems and scanning gear. Favorites of snipers and technical staff, visors provide much needed tactical information. On worlds with difficult optics, visors are often used to filter out blinding sunlight, or amplify it in low light settings. Typically, they are equipped with range finders, comms systems and scanning gear.

guide/custom_apparel.txt · Last modified: 2023/12/20 18:20 (external edit)