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guide:custom_apparel [2015/01/26 19:40] – [Apparel Types] aendri | guide:custom_apparel [2023/02/26 10:20] – link scarves wes | ||
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===== General Info ===== | ===== General Info ===== | ||
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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. | ||
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==== 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. | ||
- | 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' | + | |
+ | 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 .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. | ||
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+ | 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 its 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. | ||
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==== Upgrades ==== | ==== Upgrades ==== | ||
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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. | ||
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===== The Guide ===== | ===== The Guide ===== | ||
==== Nomenclature Information ==== | ==== Nomenclature Information ==== | ||
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< | < | ||
- | | + | * Type: |
- | | + | * Role: |
- | * **Weight:** | + | * Mass: |
**Description: | **Description: | ||
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==== Apparel Types ==== | ==== Apparel Types ==== | ||
=== Headgear === | === Headgear === | ||
+ | == Hat == | ||
+ | From ballcaps to cowboy' | ||
+ | * **Light Materials: | ||
+ | * **Heavy Materials: | ||
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== 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. | ||
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== Boots == | == Boots == | ||
- | A boot is a type of shoe that covers at least the foot and the ankle and sometimes extends up to the knee. Most have a heel that is clearly distinguishable from the rest of the sole, even if the two are made of one piece. | + | A boot is a type of shoe that covers at least the foot and the ankle and sometimes extends up to the knee. Most have a heel that is clearly distinguishable from the rest of the sole, even if the two are made of one piece. |
* **Light Materials: | * **Light Materials: | ||
* **Heavy Materials: | * **Heavy Materials: | ||
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== Shoes == | == Shoes == | ||
- | Typically, shoes cover the entire foot, and stop right above or below the angle. Shoes are comprised | + | Typically, shoes cover the entire foot, and stop right above or below the angle. Shoes are composed |
* **Light Materials: | * **Light Materials: | ||
* **Heavy Materials: | * **Heavy Materials: | ||
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== Reversible clothing == | == Reversible clothing == | ||
- | Reversible clothing has a second pattern on the other side. While the cops are looking for a punk in a white cotton | + | Reversible clothing has a second pattern on the other side. While the cops are looking for a punk in a white cotton |
This upgrade cannot be applied to armored items. | This upgrade cannot be applied to armored items. | ||
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== Sensor Network, External == | == Sensor Network, External == | ||
- | Without a HUD or something to use the signals this is useless. This is comprised | + | Without a HUD or something to use the signals this is useless. This is composed |
== Sensor Bafflers == | == Sensor Bafflers == | ||
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== Elastic/ | == Elastic/ | ||
- | These materials can stretch, in some cases several times their length, without permanent damage, though there may be some temporary distortion. These are sometimes used with mobile fabrics to increase their mobility. They also work nice for a scarf/ | + | These materials can stretch, in some cases several times their length, without permanent damage, though there may be some temporary distortion. These are sometimes used with mobile fabrics to increase their mobility. They also work nice for a [[items: |
== Hobbles == | == Hobbles == | ||
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=== Special Ops Combat Suit === | === Special Ops Combat Suit === | ||
- | | + | * Type: Light Stealth Suit |
- | | + | * Class: Full Body Armor |
- | * **Weight:** 35 Ibs | + | * Mass: 35 Ibs |
**Base Materials: | **Base Materials: | ||
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=== Max's Body Armor === | === Max's Body Armor === | ||
- | | + | * Type: Full Light Body Armor |
- | | + | * Role: Protection |
- | * **Weight:** 27 lbs | + | * Mass: 27 lbs |
**Description**: | **Description**: | ||
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He also keeps an image of his current rank stenciled onto the left breast of the armor at all times, since it's non-standard issue, just to avoid confusion. | He also keeps an image of his current rank stenciled onto the left breast of the armor at all times, since it's non-standard issue, just to avoid confusion. | ||
- | **Field Maintenance Procedure**: | + | **Field Maintenance Procedure**: |
**Price:** 4860 KS | **Price:** 4860 KS | ||
=== Kumiko' | === Kumiko' | ||
- | | + | * Type: Ballistic Mesh gloves |
- | | + | * Role: Protection and aesthetics |
- | * **Weight:** 1.5lbs | + | * Mass: 1.5lbs |
**Description: | **Description: | ||
**Value:** 290 KS | **Value:** 290 KS |