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The first table chart below gives the average price of various garments of clothing, from underwear to tops in Delta Feareon credits. Take this to be the base cost of any clothing that you have. The following list then has the modification cost for various styles and what the availability is off that style. Simple mulitple the cost of the article of clothing by the modifyer shown. If you want to use more than one type of styling in your clothes, simple apply all modifyers for all styles and availability is considered to be rare unless all the styles you choose are common, in which case you can classify it as common as well.

After the style list comes a list of materials with brief descriptions. All clothes must be made of something so you must choose one of these materials for it to be made off. Once again there is an avaliability factor and price modifyer. Simple multiple the cost of the clothes so far with the availability modifyer. The availability only counts if it is off a rarer description than what the clothes are so far. You may also use more than one type of material in an item of clothing, but count the cost and availability as belonging to which material is highest.

Hints and Tips: Combining certain clothes with certain materials will give you armour, check out the desciptions. You should be able to make most types of clothes using this guide.


Clothing Chart

Underwear:2 Bra:5
Socks:2 Tights:5
Vest:5 Belt:10
Trousers:20 Shorts:15
Skirt (Short):15 Skirt (Knee):18
Skirt (Full):20 Dress:25
T-Shirt:5 Shirt:10
Jumper:12 Jacket:30
Tench Coat:50 Hat:5
Helmet:40 Gloves (wrist):10
Gloves (Elbow):30 Handbag:10
Rucksack:15 Shoes:15
Boots (ankle):20 Boots (Half Calf):30
Boots (Knee):40 Boots (Thigh):50

Style List

Formal
Cost Modifiyer:
x3
Availability: Common
Very smart and presentable clothing, often worn by business people and other such persons who wish to impress.

Second Hand
Cost Modifiyer:
x0.5
Availability: Common
Cheap clothes bought second hand. Can sometimes appear a little tattered or need some repair work done to them. Cheaper than clothes brought brand new.

Military
Cost Modifiyer:
x2
Availability: Common
Practical Military clothing as would be worn by military personnel such as combat trousers.

Named Brand
Cost Modifiyer:
x3
Availability: Common
Considered a sign of good taste amongst some communities, a named brand piece of clothing will have a popular clothing company or corporations name splashed across them. When combined with printed clothing, represents clothing bought in image of ones favorite band or simalar thing.

Printed
Cost Modifiyer:
x1.5
Availability: Common
Things like T-shirts (sometimes other items as well) that have slogon's, motto's, catch phrase and / or imagery cast across them of various forms. When combined with named brand, could be used to represent things like ones favorite band etc...

Fetish
Cost Modifiyer:
x4
Availability: Rare
Fetish clothing as normally worn by people like goths and other alternatives. Normally combined with materials like leather, PVC, syn-leather etc...

Expensive Brand
Cost Modifiyer:
x5
Availability: Rare
Simalar to named brand, Expensive Brand is something that is constructed by companies that are known for making really expensive good clothes. Usually combined with such things as Formal or Dinner Wear styles.

Dinner Wear
Cost Modifiyer:
x6
Availability: Rare
Smarter than the Formal Style, Dinner Wear is the sort of style that is used for things like ball room dancing and formal dinner parties, weddings etc... The sort of thing someone brings out only for special occasions.

Cat Walk Fashion
Cost Modifiyer:
x10
Availability: Rare
This is extravagant, bizarre and controversial styles of clothing that would normally be only reserved for models walking down the cat walk.

Royal Wear
Cost Modifiyer:
x30
Availability: Rare
The sort of clothing that is worn by upper crust personnage, such as Imperial court members in Resbinarge / Plainca Empires or the ruling houses of Delta Feareo for example. Very flashy yet strangely practical as well.


Materials List

Cotton / Polyester / Nylon / Other simalar fabrics
Cost Modifiyer:
x1
Availability: Common
Either simple artificially made or plant grown fibres that are very common and what most clothes are made out off. Cheap, practical and easy to wear.

Wool
Cost Modifiyer:
x2
Availability: Common
Made from the shaven coats of some animals like sheep where by the removal of the coat does not have an impact on the animals well being. Usually very warm, though sometimes can be a little itchy to wear.

Silk
Cost Modifiyer:
x3
Availability: Common
Sometimes artificially made, sometimes made from natural materials, silk has a very smooth like quality to it and a shinny appearance. Very loose normally.

True Leather / Suede
Cost Modifiyer:
x10
Availability: Rare
Made from the hides of animals killed for such purpose. Comes in a variety of colours and styles. True Leather and Suede is outlawed on a number of worlds. Very warm and hard wearing.

Synthetic Leather / Suede
Cost Modifiyer:
x4
Availability: Common
Artificially made leather and suede using artifical construction processes rather than having to kill animals for the product. Looks virtually identical to True Leather and Suede and is just as warm and hard wearing.

True Fur
Cost Modifiyer:
x12
Availability: Rare
True Fur is made from the furry coats of an animal, though what animal varies from item of clothing to item of clothing. True Fur is very warm but is illegal in many parts of the C69 Galaxy and tends to draw the attention of animal activists.

Synthetic Fur
Cost Modifiyer:
x6
Availability: Common
Synthetic artificial version of True Fur, the legal version of this popular item of clothing.

PVC
Cost Modifiyer:
x2
Availability: Common
PVC is a plastic like material. Quite hard wearing, it has a shinny like quality to it. Known to get very sticky when hot.

Plasti-Cloth
Cost Modifiyer:
x1.5
Availability: Common
Simalar to PVC but a lot easier to construct and looks a lot like normal cotton / polyester garments. It is heat and fire resistant, though can get sticky when heated. It can be worked into most styles and holds shape well.

Space-Cloth
Cost Modifiyer:
x4
Availability: Common
Artificial material that can seal in atmosphere and hold liquids. Often used in space suits.

Reicor
Cost Modifiyer:
x2
Availability: Common
Artificially produced cloth that is slightly heat resistant yet allows for 'sweating.' Quite hard wearing material.

Bio-Cloth
Cost Modifiyer:
x2 in Lafe, x7 elsewhere
Availability: Common in Lafe, Rare elsewhere
Bio-Cloth is actually slightly biological in design, and thus living to some degree like a plant or tree is alive. This makes for clothes that are capable of keeping themselves clean and healing any damage to itself over extended periods of time.

Leatherex
Cost Modifiyer:
x8
Availability: Rare
Artificially produced leather like Syn-Leather yet has some healing abilities like Bio-Cloth.

Idori
Cost Modifiyer:
x5 in Delta Feareo, x10 elsewhere
Availability: Rare in Delta Feareo, Super Rare elsewhere
Simalar to Reicor in design except that is incredible well suited to change it's ability to hold or release heat according to it's enviroment. All Idori material garments are made by the Syritex Mega Corporation in Delta Feareo and the style named brand should be taken with it.

Zyclonex
Cost Modifiyer:
x10 in Delta Feareo, x20 elsewhere
Availability: Rare in Delta Feareo, Super Rare elsewhere
Artificially produced material that holds shape incredible well and is also adhesive to skin allowing for styles of design that do not need to be fully or even at all supported in anyway. Very hard wearing, it also holds temperature well. The style named brand should be taken with Zyclonex as it is only produced by the Mega-Corporation Relas Front.

Assasians Silk
Cost Modifiyer:
x20
Availability: Rare
Assasians Silk is a type of Silk that has tiny strands of metal woven into it's fabric, making for a very tough piece of material that can be resistant to light blows and shots, yet also light and practical.

Intermesh
Cost Modifiyer:
x10
Availability: Rare
Light type of armour made of a number of interlinking pieces of metal rather like chainmail. Not as flexible as most types of material, it is probably the most flexible of all the armour type materials other than Assasians Silk.

Plasti-Plate
Cost Modifiyer:
x15
Availability: Rare
A strong plastic like plate armour that is rigid in design but can deflect blows from most light side arms. Many police forces work this into their uniform.

Carbonite Plate
Cost Modifiyer:
x25
Availability: Rare
Much tougher than Plasti-Plate, Carbonite Plate is also a lot heavier and is the beggining of what is known as power armour as usually motors and other electronics are required for the wearer to don it properly. Carbonite Plate must be worn with at least the trousers and boots made of the same material. Often worn by most smaller military forces.

Carbo-Titanium Plate
Cost Modifiyer:
x40
Availability: Rare
Exceedingly tough armoured material that can even survive explosions from things like missiles and grenades. Like Carbonite Plate, it is exceptionally heavy and is classified as power armour. Normally worn by the stronger military forces of larger nations.

Cartilidge Plate
Cost Modifiyer:
x40 in Lafe, x90 elsewhere
Availability: Rare in Lafe, Super Rare elsewhere
Armour nearly as tough as Carbo-Titanium Plate but light enough to be worn without the need for powered assistance. It is made of bio-organic materials and is thus capable of healing any damage inflicted to itself in the same way as Bio-Cloth over an extended period of time.

Super Cartilidge Plate
Cost Modifiyer:
x60 in Lafe, x120 elsewhere
Availability: Rare in Lafe, Super Rare elsewhere
Even tougher version of Cartilidge armour, must be worn like power armour, but in the case of super cartilidge plate the powered assistance comes from special muscular structures built into the armour. Like cartilidge plate, it is self-healing, though at a much quicker accelerated rate, sealing over holes in a manner of minutes. Super Cartilidge plate must be soaked for at least four hours every forty eight hours in a special enzyme solution so it can absorbed the nutrients from it. This enzymic solution is considered rare and can only be obtained from lafe for a cost of 25 per canister (which is good for one soaking only).

Seritium Plate
Cost Modifiyer:
x50 in Delta Feareo, x100 elsewhere
Availability: Rare in Delta Feareo, Super Rare elsewhere
Delta Feareon armour of incredible strength and toughness. Toughest armour in the galaxy as worn by the Delta Feareon Army.


Space Suits

Space Suits are made by purchasing the following items of clothing: Jumper, Helmet, Trousers, Boots (Ankle) and Gloves (Wrist). These then need to be made of an appropriate material. Such materials include: Space Cloth, Plasti-Plate, Carbonite Plate, Super Cartilidge Plate or Seritium Plate. Space suits made from Space Cloth are consider common. Once you have worked out the cost of this, times the whole product by two and then you will need to purchase a life support unit from the following list to complete the space suit:

Oxygen Pack (1 hour supply): 50 credits
Oxygen Pack (3 hour supply): 75 credits
Oxygen Pack (6 hour supply): 100 credits
Oxygen Pack (12 hours supply): 150 credits

Alternatively, In Delta Feareo or the IA, you can increase the suits availability to Rare and pay 500 credits to have a Carbon Recycler built into the suit (this costs 2000 outside Delta Feareo or IA and the availability is Super Rare). This has a ten day life support built in, and will produce 50 credits worth of recycled diamonds every ten days worth of use.

In Lafe, the other option is a bio-fungal life support system. This costs and 300 and is considered rare within Lafe (Super Rare outside of Lafe and costs 1500). It will support someone for thirty days, but after thirty days use, the fungal tanks need to be cleaned out, a rather messy job.

You may also purchase an EVA pack to add to the space suit to allow for movement away from a craft without the need for a tether line. This costs 400 credits, is considered common and will be good for 24 hours use, after which it will need to be refueled for a cost of 3 credits worth of H+ fuel from any good starport. Lafe EVA packs do not need to be refueled if it is part of a suit made of Super Cartilidge Plate, but must be soaked in a additional one Nutrient Enzyme solution canister along with the armour for four hours every forty eight hours. The cost and rarity is the same inside Lafe as a normal EVA suit, but costs 4000 and is Super Rare outside of Lafe.


Power Armour

Some types of armour are classified as Power Armour, that is, they are too heavy to be carried on their own and must be combined with electronic systems in order for the person wearing it to move. The costs of the electronic systems will have already been taken into account with the armour costs.

To have a full suit of Power Armour, the same items must be purchased as for a space suit. However, you do not necessarily have to have a full suit, but the barest minimum must be the trousers and boots (ankle). If you want a sleeve less top power armour, purchase a T-Shirt of the appropriate material as well. If you want it sleeved, buy a jumper instead.

Power Armour has the bonus's that additional equipment can purchased and added onto it, making you into one awesome killing machine while wearing it. Power Armour can also be made into a space suit by using the above rules for space suits. The following list gives a desciption of items that can be purchased to enhance the function of power armour. Those that are asterixed (*) may also be given as an enhancement to space suits made of space cloth.

Shoulder Mounted Spot Lamp*
Cost:
10
Availability: Common
A simple shoulder mounted spot lamp that projects a powerful beam of light to brighten up an area.

Magnetic Boot Clamps*
Cost:
20
Availability: Common
Magnetic Boot Clamps allow the boots to become magnetic at the touch of a button, allowing the wearer to stick to the sides of anything like starship hulls, metallic buildings etc...

Enhanced Visor*
Cost:
40 base
Availability: Common
Enhanced Visors allow for all sorts of digital read outs across their screen and a number of visionary aids. The base cost is 40, but this can also be combined with one or more of the following enhancements which can be activated or deactivated at will with the touch of a button (or just a thought if Neuro Link Up is purchased):

EquipmentCostAvailabilityDescription
Infra-Red Vision10CommonCan see in Infra-Red
UV Vision10CommonCan see in Ultra-Violet
Light Enhancement Mode15CommonEnhances available light, allows you to see in the dark.
Range Finder20CommonCan detect ranges to certain targets.
Blindness Protector25CommonProtects the wearer from being blinded by bright lights
Radar50RareWorks upto 50 metres
Sonar50RareWorks upto 50 metres
Radio Vision75RareAllows radio signals to be seen
Sound Vision75RareAllows sound to be seen as a visual graphic
EM Vision90RareAllows for EM radiation to be seen, such as functional electronics
Zoom feature50CommonWorks for distances upto 100 miles

Enhanced Visors can also be built into normal helmets or a pair of specially built shades costing 60 credits (rare item)

Communication Equipment*
Cost:
25
Availability: Common
This is a close band communication systems that may work with a group set of communication gear. Functions with communication headsets (see miscellanious gear). It can also be tied into any national communication gear that is carried (also see miscellanious gear).

Shoulder Mounted Camera*
Cost:
40
Availability: Common
A shoulder mounted camera can be mounted to the same shoulder as a shoulder mounted spotlight if wanted. It can record upto 10 hours worth of footage onto a microdisk. If communication equipment is purchased, it can also be transmitted on a close band frequency to other persons capable of recieving the signal and images can be played back from microdisk if an Enhanced Visor is worn in the suit.

Wrist Weapon Mount
Cost:
50
Availability: Rare
This is a special chasis built to the arm of a power suit that allows a weapon of pistol size to be attached to the forearm of a power suit. This will still need a seperate trigger unless neuro enhancements are taken.

Swing Out Weapon Mount
Cost:
250
Availability: Rare
Swing out weapon mounts can carry any weapon of rifle or heavy classification. When attached to a weapon mount, the weapon can be fired one handed and still be just as accurate as if fired two handed. Swing out weapon mounts are attached to the waist.

Shoulder Mounted Weapon
Cost:
200
Availability: Rare
Shoulder Mounted Weapons can carry a weapon of either pistol of rifle classification and work in one of two ways. Either they follow the owners line of site and are fired at the touch of a button (Enhanced Visors help with this as they can project a cross hairs to show where the shot will hit) or they can be connected with a Neuro link so that the owner can decide at whim where the weapon will point and fire at a thought.

Strength Enhancements
Cost:
500
Availability: Rare
Strength Enhancements allow the user to double their strength, lifting objects and throwing things that they otherwise couldn't.

Blades
Cost:
10 per blade
Availability: Rare
Some suits have a variety of blades that can be folded away built into them, enhancing the suits deadliness in combat. This enhancement is just for the holder, the blade that is be attached must be bought seperately from the close combat weapons list.

Smoke Generators
Cost:
50
Availability: Rare
Need to hide? Carry your own cover in the form of smoke generators. The smoke canisters (5/r) need to be replaced after every five uses.

Shielding Unit
Cost:
750
Availability: Rare
Not enough protection? How about carrying your own personal shielding unit for that additoinal protection when involved in difficult situations.

Neuro Link Up
Cost:
1500
Availability: Rare
A Neuro Link Up is both a power armour suit enhancement and a cybernetic implant (except in Lafe bio-suits (see below). in which case, it is a bio-enhancement to the wearer) which enable the wearers mind to connect directly to the suits systems. Anything that the suit needs to activate, can be activated at whim without the need to touch any buttons. A Neuro-Link up also increases a persons reactions and reflexes while wearing the suit.

Enhanced Targetting Systems
Cost:
500
Availability: Rare
Combined with an Enhanced Visor, it allows for better targetting abilities, guiding your actions where necessary when using a weapon, whether hand held or suit mounted. It works even better with a Neuro-Link Up enhancement.

Lafe Bio Suits:
Power suits made from the Lafe material Super-Cartilidge Armour are called Bio-Suits and can be just as strong but are also considered to somewhat alive. They can have any of the enhancements that are mentioned above still but also have the ability to heal themselves if damaged. Only Lafe Bio-Weapons can be attached to Bio-suit weapon mounts however. Enhancements bought for a bio-suit outside of lafe cost twice as much and are considered one class higher in availability (common becomes rare, rare becomes super rare).


Size Matters

Naturally, clothes will cost different costs depending on the size of the person wearing it. The costs above reflect the costs for a person of typical human size. If the race is off a much shorter height (like a Kaecian for example) then the cost is halved. If the race is incredible small (like Funok), then the cost is one fifth of the original cost. Larger races (like Katani and Obleeans) double the cost of any clothes.

Also, not all nations cater for various body shapes. Costs are doubled if your race is not listed as either a major or minor race of the nation you are within. Also the availability rises by one class as well. The only exception to this is in Lafe who cater for all shapes and sizes due to the variety amongst their mutant population.


Clothing in a Can

Spray on clothes are also available in all nations. These come in spray cans that are good for two to three uses depending on how the clothes are applied. The result is a very tight fitting form of clothing that can be peeled away afterwards and discarded. Handy for those who do not like to do much washing or don't have much space to store clothes. The standard version of this costs 10 credits a canister and is a common item.

There is also an enhanced version of this available in most places. It's is consider rare and costs 50 credits a canister, but the suit gives additional bonus's to the wearer such as increased energy, slightly higher toxin immunity and a refreshing feeling.

Finally, there is a Lafe version of it is considered rare in Lafe and Super Rare outside, costs 100 credits per canister (500 outside of Lafe), which not only does all that, but also increases the healing speed of the wearer and slightly enhances their strength.




































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