====== Clothing ====== Sun and cold can be as lethal as swords and arrows. Dressing like a member of a hated social group can likewise be fatal! Canny adventurers choose their wardrobe carefully. Note that many costs here depend on knowing Cost of Living (pp. B265-266). ==== Everyday Clothing ==== Low-tech clothing falls into two classes: wrapped and sewn. Examples of wrapped garments are the loincloth, kilt, toga, and sarong. Sewn ones include tunics, doublets, and breeches. Many articles are fastened with pins and cords rather than buttons and buckled belts. Virtually every culture has its own version of the tunic, cloak, cape, and mantle. Dress outfits and noble attire are usually more elaborate versions of everyday clothes, with something extra to denote status (see Clothing and Status, p. 99). === Summer Clothing === This is lightweight clothing: the thin, white Arabian thobe; the pleated linen kalasiris of ancient Egypt; an Indian sari made from cotton; or perhaps a loincloth or a grass skirt. It’s light, comfortable, and cool. In hot weather, loose clothes allow air to circulate and cool the body. Costs 10% of cost of living; weighs 1 lb. === Ordinary Clothing === Typical work wear or everyday dress for a temperate climate. It’s usually made of heavier material than summer clothing; it may simply be an extra layer worn over the top. Even this much clothing may increase FP costs in hot climates, as described under Fighting a Battle (p. B426). Costs 20% of cost of living; weighs 2 lbs. === Winter Clothing === This is outdoor clothing for colder climates. In freezing temperatures, it allows a HT roll at no penalty to avoid FP loss (see p. B430). It may be as simple as adding an extra layer to ordinary clothing or it may consist of heavy textiles or furs, but it must protect the whole body against heat loss – particularly feet, hands, head, and neck. If there are missing items, the GM may penalize HT rolls with the -1 per item recommended on p. B345. Winter clothing is heavy enough to provide limited protection against weapons: DR 1 vs. cutting. Costs 30% of cost of living; weighs 5 lbs. ==== Hand and Footwear ==== Ordinary and winter clothing include basic footwear in their cost and weight. Winter clothing includes basic hand wear, too. Such articles can be added to outfits that don’t include them, or be bought in superior versions for those that do. Custom-tailored shoes and boots can give skill bonuses. Articles made expressly for climbing give +1 to Climbing skill; similar bonuses are possible for skills like Hiking or Running. Buy such items as good quality: +4 CF; weight is unchanged. === Foot Wrappings (TL0) === The earliest foot protection was likely large, tough leaves or pieces of hide wrapped around the foot and bound with lacing. This would keep the feet warm while providing a little protection for the soles. Foot wrappings aren’t very durable and need replacing every few miles. Minimal foot protection: $2, 0.5 lb. More complete wrappings that cover the lower leg as well: $10, 2 lbs. === Mittens (TL0) === The earliest mittens were simple bags covering the hands to keep them warm. They probably consisted of fur offcuts, bound at the wrist. The oldest iconographic evidence dates to the mid-second millennium B.C., and depicts two Minoan youths boxing with padded hand protection. It is unclear whether these mittens had separate thumbs, as is common with modern ones. Mittens are clumsy, giving the wearer Bad Grip 1 (p. B123) and Ham-Fisted 2 (p. B138). (Armor designed for the hands – gauntlets – gives Ham-Fisted but not Bad Grip.) Basic mittens afford DR 1 vs. cutting: $8, 0.5 lb. Lightly padded boxing mitts (such as the Minoan example) give DR 1 vs. all damage: $20, 1 lb. === Moccasins (TL0) === Light, thin leather footwear preferred by hunters and other people who must move quietly. Use the same statistics for any light, functional shoe; e.g., Japanese tabi. Like bare feet, they give +1 to Stealth. DR 1*. $40, 1 lb. === Mukluks (TL0) === Soft boots made of moose or caribou hide lined with moss. They protect the feet against frostbite and erase -2 in Stealth penalties for walking on snow. DR 1*. $50, 2 lbs. === Sandals (TL0) === These are the footwear of choice in warmer climates. Their open construction consists of a hard sole with straps to bind it to the foot. Sandals give the underside of the foot DR 1. $25, 0.5 lb. === Hobnails (TL2) === Roman military sandals (caligae) were hobnailed. Adding hobnails to footwear increases cost by $25, weight by 1 lb.; e.g., hobnailed sandals are $50, 1.5 lbs. This improves the wearer’s footing, letting him ignore the -2 to attacks and -1 to defenses for bad terrain, but gives -1 to Stealth on tiled floors, cobblestones, bare rock, etc. === Gloves (TL1) === Gloves differ from mittens in having a separate sheath for each finger, allowing finer motor control. Early Greek and Roman texts record their use, but they were likely worn even earlier. Even fingered gloves hamper dexterity a little, giving the wearer Bad Grip 1 (p. B123) and Ham-Fisted 1 (p. B138). Gloves with open palms (same cost) negate Bad Grip but don’t protect against cold. Good-quality gloves (+4 CF) specifically tailored to the wearer reduce the DX penalty to -1. DR 1* vs. cutting. $15, 0.5 lb. === Shoes (TL1) === Shoes are any light leather or textile footwear that covers the foot but doesn’t protect the leg. Low-tech shoes aren’t carefully tailored, and there’s no such thing as a left/right pair. Shape depends on the fashion of the time; some are pointed while others are square-toed. They may simply slip onto the foot (slippers), or be fastened with lacing or buckles. DR 1. $40, 2 lbs. === Boots (TL2) === Boots are similar to shoes but made of thicker material, and longer, protecting part of the lower leg. With the advent of the stirrup, the riding boot sometimes had a heel to prevent the foot slipping through. DR 2. $80, 3 lbs. ==== HEADGEAR ==== Headgear is often included in a society’s everyday clothing. Don’t count its price and weight separately, except as specified below. === Hats (TL0) === Hats come in all shapes and forms. Invented to protect the wearer from the elements, they quickly became fashion symbols and often denoted status. In extreme weather, a hat is crucial to survival. A hat specifically designed to resist damage is called a helmet (see Helmets, pp. 111-113). === Hoods (TL0) === Some articles of clothing – e.g., cloaks and parkas – have an integrated hood that can be pulled up to cover the head as needed. Adding a hood where one isn’t otherwise noted increases base clothing cost and weight by 10%. ==== Clothing and Status ==== In most cultures, attire broadcasts social status. The quality of the fabric and the cut of the tailoring are often good indicators. Then there are specific badges, such as the purple toga-stripe of the Roman senator, or the ermine worn by European royalty. In some circumstances, a person couldn’t hold a particular position without wearing suitable finery, and sumptuary laws (see Luxuries, p. 36) were rigorously enforced to prevent lower classes from dressing above their station. GURPS links clothing with Status – a person’s cost of living (pp. B265-266) determines the price of his clothes. The Basic Set doesn’t increase the tailor’s bill after Status 3, but this isn’t appropriate in low-tech societies. A Status 7 ruler dresses far more richly than any Status 3 lord! Use cost of living to determine clothing costs for any Status. Example: King Olaf (Status 7) has a $60,000,000 cost of living. A suitable set of summer attire costs 10% of this amount, or $6,000,000. It might incorporate the finest gem-studded cloth, the most expensive embroidery and threads, and appropriate jewelry and regalia. ==== Protective Clothing ==== These garments afford the wearer some sort of protection – perhaps from the weather or work-related injuries. They may have some value in battle, but that isn’t their primary purpose. === Cloak (TL0) === Cloaks (p. B287) are usually fastened about the neck with a cord or a clasp. Some are split to assist riding; others have armholes or even sleeves, and resemble ponchos (below). A cloak is versatile – it provides protection from the elements, will suffice as a sleeping blanket, and can serve as a makeshift tent. It can help to conceal items (+4 to Holdout). It can even be used to defend actively against attack. The simplest method is to wrap it around one arm and use it to ward off blows (a Block with the Cloak skill; see p. B184). Held out in front like a curtain, a heavy cloak stands a good chance of absorbing a light ranged weapon’s impact (see Arrow Curtains, p. 104). A cloak costs 10% of cost of living and weighs 2 lbs. A heavy one made from wool or leather provides DR 1 vs. cutting, costs 15% of cost of living, and weighs 3 lbs. === Parka (TL0) === A parka is a hooded, long-sleeved coat made from two layers of hide. The inner layer has inward-facing fur to trap heat. The outer layer can be waterproofed; see Wet-Weather Gear (below). Worn over winter clothing (p. 98) to protect against arctic conditions, it gives +5 to HT rolls to avoid FP or HP loss due to freezing temperatures (see p. B430). This combination is also thick enough to provide +1 DR vs. all attacks, but the layering results in the -1 DX penalty explained under Layered Armor (p. 103). $100, 10 lbs. === Poncho (TL0) === At its simplest, this is simply a blanket with a hole in it for the head. It can act as regular clothing or be worn as an extra layer to resist cold, but it hampers the arms somewhat (-1 DX when using the arms). Because of their bulk, ponchos – like cloaks – grant +4 to Holdout to conceal gear on the body. Cost and weight are as for ordinary clothing (p. 98). === Snow Goggles (TL0) === Made of wood with narrow eye-slits, these protect against snow-blindness. Vision is at -3. DR 1. $15, 1 lb. === Wet-Weather Gear (TL0) === Rain and spray can reduce clothing’s effectiveness in cold weather (see Cold, p. B430). A waterproofed cloak, parka, or poncho can be worn over clothing to keep the wearer dry. Waterproofing agents include beeswax, vegetable oil, animal fat, tree pitch, and lacquer. Waterproofing increases the basic garment’s cost by $50, weight by 1 lb. === Leather Apron (TL1) === Craftsmen such as blacksmiths and stonemasons often wear leather aprons to protect themselves and their clothes. These are flexible, but thick enough to resist light damage. A leather apron covers the front, protecting the torso except for the very top (protects on 1-5 on 1d), and the upper legs (protects on 4-6); see the Armor Locations Table (p. 100). DR 1. $60, 3 lbs. === Long Coat (TL1) === This is a trench coat, duster, overcoat, kaftan, or similar item that covers the torso and extends to the knees or below. It can conceal bulky items (+4 to Holdout), but may look out of place in some situations. $50, 5 lbs. A leather or heavy felt version provides DR 1: +4 CF, double weight. Even heavier leather variants were worn as armor and called “buff coats” during the English Civil War; treat these as armor (see Hide, p. 104). === Undercover Clothing (TL2) === Clothing designed to hide things gives a Holdout bonus. This may be accomplished through a special cut, hidden pockets, loops, reinforcements, panels, etc. An outfit that gives +1 (quality) to Holdout adds +4 CF; one that gives +2 (quality) adds +19 CF. === Beekeeper’s Outfit (TL3) === Medieval illustrations depict an ankle-length garment (probably linen or hemp canvas) with long sleeves and bloused gloves. A hood covers the head and shoulders, and a circular mesh protects the face for complete body coverage. This outfit isn’t heavy enough to turn blows (DR 0), but it will resist insect swarms (p. B461). $80, 5 lbs. === Fireproof Clothing (TL3) === Moslem sources record the use of fireproofing by soldiers who employed incendiaries on the battlefield. Exposed skin was protected by a paste of vinegar, red clay, dissolved talc, fish glue, and sandarac. Clothing was sometimes coated in this concoction, too – and brave warriors would occasionally don such garb, set themselves ablaze, and ride into the enemy to cause havoc! This long-sleeved and hooded garment of treated heavy wool, similar to the woolen garment used by firefighters until the 20th century, gives DR 4 vs. burning. $150, 6 lbs. ===== High-Tech Clothing ===== Clothing is often the only barrier between an adventurer and frostbite, sunburn, heat stroke, or even death... not to mention social calamities. The clothes in this section are described generically, to make them useful in any setting. Specific styles are intentionally given short shrift – even a brief survey would fill the entire book! Such concerns are left to the GM. Any good reference work on historical fashions will offer a wealth of inspirational descriptions and illustrations. Note that Styling (p. 10) often applies to clothing, and that clothes come in all the usual quality levels (p. B345). Assume LC4 except where noted. ==== Clothing Types ==== These notes elaborate on the Clothing rules on p. B266. Weights assume TL7 garments; to adjust weight for other TLs, see Clothing Materials and Technology (pp. 64-65). The complete outfits below include the cost of appropriate footwear but not its weight; see Footwear (pp. 68-69) for that. === Summer Clothes === This is lightweight clothing – perhaps a thin, white Arabian thobe; ao ba ba, the black pajamas of Vietnam’s Mekong Delta region; or swim trunks and a t-shirt. It’s light, comfortable, and cool. In hot weather, loose clothes allow air to circulate and cool the body. They aren’t always white; traditional black Bedouin robes absorb more sunlight than white garments, but this actually increases sweat evaporation by drawing more air through the cloth, so they feel cooler. If robes aren’t de rigueur in the campaign’s desert climes, lightweight clothing such as pants, a long-sleeved shirt, and a broad hat will prevent sunburn (p. B434). Cost is 10% of cost of living; weight is 1 lb. === Ordinary Clothes === This is typical work wear or everyday dress for a temperate climate: military uniform, shirt and trousers, t-shirt and bib overalls, etc. Even this much clothing may increase FP costs in hot climates, as described under Fighting a Battle (p. B426). Cost is 20% of cost of living; weight is 2 lbs. === Winter Clothes === This is outdoor clothing for colder climes. It may be as simple as a jacket or a coat over ordinary clothes (above), or as specialized as insulated coveralls. In freezing temperatures, it allows a HT roll at no penalty to avoid FP loss (see p. B430). For an outfit to count as winter clothes, it must protect the whole body against heat loss – particularly feet, hands, head, and neck (e.g., waterproof boots, gloves, a warm hat, and a scarf). If there are missing items, the GM may penalize HT rolls with the -1 per item recommended on p. B345. Cost is 30% of cost of living; weight is 4 lbs. === Arctic Clothes === This is an outfit similar to winter clothes (above), but with multiple layers and a water- and windproof exterior to help retain body heat and protect against biting arctic winds. Through TL6, furs, oilcloth, and greased wool or felt are common; at TL7-8, lighter materials appear. All such clothing gives +5 to HT rolls to avoid FP or HP loss due to freezing temperatures (see p. B430). As with winter clothing, if crucial items – gloves, hat, etc. – are missing, the outfit loses much of its effectiveness. When necessary, the wearer can remove a few layers to allow arctic clothing to act as winter or ordinary clothes. Cost is 50% of cost of living; weight is 15 lbs. == Frostbite == Frostbite is acute somatic damage to exposed flesh caused by freezing. It’s distinct from FP and HP losses to hypothermia (see Cold, p. B430), which represent metabolic damage. The two effects can and often do occur simultaneously! At the GM’s option, those exposed to freezing conditions lose 1 HP on any exposed hit location per FP lost to cold. This can cripple extremities or even limbs, and is cumulative with injury due to hypothermia. === Formal Wear === Top hat and tuxedo, waistcoat and kilt, sequined evening gown and Pierre Cardin handbag . . . these are clothes for stepping out in. Fashion dictates the exact style and cut that’s “in,” but one thing is for certain: it isn’t cheap. Cost starts at 40% of cost of living; weight is 2 lbs. === High-Fashion Attire === This represents ridiculously luxurious materials crafted by the world’s top designers, with glitz and glam to the hilt. Many high-fashion designs disregard the normal conventions of dress and decorum; some seem to defy the laws of physics. The chichi fabrics are equally outrageous: lace tatted by blind nuns, Andean vicuña cashmere, handwoven Thai silks, etc. Of course, the price for an original Oscar de la Renta or Jean-Paul Gaultier is astronomical. Cost starts at 100% of cost of living for Status 2 or above; weight is 1-4 lbs. ==== Clothing Accessories ==== Trimmings help complete any outfit. Attention to such details is crucial when stepping out in high society! For men, sleeve garters adjust the one-size-fits-all sleeves of TL5 shirts. Cufflinks are another important accessory – required for TL5 and often TL6 shirts, which lack cuff buttons, and stylish even today. During all of TL5-8, a necktie or a cravat adds color and distinction to a shirt. Well into TL7, hat, handkerchief, and pocketknife are also considered part of any respectable gent’s ensemble. For women, hosiery is a top priority through TL5-8. This includes leg garters in the days before nylon pantyhose, which stays up on its own (TL7). Trends in hats, gloves, handbags, and so on fluctuate annually. Veils are common in many times and places – for modesty, mystique, or protection from sunlight, dust, and insects. Characters start with accessories appropriate to their Status. Bought separately, such items cost 1% of cost of living per “outfit.” Weight is negligible. === Special Clothing === Certain “extras” can add functionality and/or flair to any of the outfits above. ==Hat (TL5)== Historically, man has worn many types of head coverings. Materials include wool (often felt), cotton, and leather. Styles, too, are highly variable – baseball caps, cowboy hats, derbies, fedoras, watch caps, and so on. Hats prevent sunburn, retain body heat, and/or keep rain out of the wearer’s face. They can be decorative or utilitarian, distinctive or ubiquitous (perhaps even helping someone blend into the crowd). Prices run from around 1% of cost of living for cloth caps to 10% of cost of living for leather or felt hats. Weight is negligible for most cloth; 0.5-1 lb. for leather or felt. ==Long Coat (TL5)== This is a trench coat, duster, overcoat, or similar item that covers the torso and extends to the knees or below. It can easily conceal bulky items (+4 to Holdout) but may look out-of-place in certain settings. It can be bought as undercover clothing (below) to increase its Holdout bonus. A leather version (x5 cost, x2 weight) gives DR 1. $50, 5 lbs. ==Undercover Clothing (TL5)== Clothing designed to hide things gives a Holdout bonus, cumulative with that for a concealable holster (p. 154). This may be accomplished through a special cut, hidden pockets and reinforcements, panels, etc. An outfit that gives +1 (quality) to Holdout has 5x its usual cost; +2 (quality) is 20x normal cost. ==Wet-Weather Gear (TL5)== Rain and spray can greatly reduce the effectiveness of clothing in cold weather (see Cold, p. B430). At TL5-6, wet-weather gear is a thick “gum” blanket or poncho; at TL7-8, it’s a lightweight synthetic suit. Because of their bulk, ponchos and the like grant +4 to Holdout when trying to conceal gear on the body. Cost and weight are as for ordinary clothes of the appropriate TL. ==Wicking Undergarment (TL8)== This special clothing was originally designed to be worn under body armor and later adapted for athletic use. Its fibers draw moisture away from the skin, helping keep the wearer dry and facilitating evaporative cooling. Gives +1 to all HT and HT-based rolls to avoid FP loss in hot weather (see Heat, p. B434). $30, neg. ====Clothing Materials and Technology==== The materials and features available for clothing advance alongside the rest of technology. Still, many people at TL8 happily wear clothes that have changed little since TL6 – even if soldiers and athletes favor state-of-the-art outfits. High-Tech splits the difference and uses TL7 as its baseline. ==TL5== At TL5, clothing is made from natural materials. Wool is a common choice in Europe and North America, but while sturdy, warm, and attractive, it is stifling in hot weather, absorbs and retains water (and dries slowly), and is difficult to keep clean. Cotton, breathable and lightweight, is popular in warmer areas. In colder climes, fur or fur-lined clothing is usual – fox, caribou, reindeer, bison, etc. Winter or arctic clothes made from fur are often heavy and cumbersome, but may provide DR 1 (GM’s option). Most waterproof clothing at TL5 is made of oilcloth: heavy canvas treated with oil and/or paraffin. At mid-TL5, an alternative is a stiff “gum” fabric painted with rubber. A rubberized coat is called a “slicker” – or sometimes a “Mackintosh,” in honor of its inventor. The principal fasteners at TL5 are buckles and buttons, although brass eyelets and hook-and-eye arrangements also see use. Easily lost buttons combined with easily soiled natural fabrics make it challenging to keep clothes serviceable and attractive. Housekeeping (p. B200) and Sewing (p. B219) are vital maintenance skills! ==TL6== With TL6 come many improvements. The garment industry takes its first steps into the Plastic Age with Bakelite buttons, PVC-impregnated hats, and two light, comfortable, and attractive fabrics: rayon and nylon. Less obvious but no less important is the standardization of clothing sizes. Two innovative fasteners appear at TL6: the metal snap and the awkwardly named “Automatic, Continuous Clothing Closure.” The latter becomes famous as the “zipper” after the B.F. Goodrich Co. uses it on its Zipper-brand galoshes. The zipper quickly spreads from the footwear business to the entire clothing industry. A more prosaic TL6 development is the belt loop. Previously, suspenders were the accessory of choice for holding up trousers, while a belt was considered a tool for carrying equipment. The famous miner’s “waist overalls” sold by Levi Strauss didn’t incorporate belt loops until 1922. Foul-weather gear improves during TL6, too. Quilted goose-down clothing – first sold as the Skyliner jacket by Seattle outfitter Eddie Bauer – reduces the bulk of arctic clothes. Vinyl-treated cloth makes a lightweight, if flimsy, waterproof overcoat. ==TL7== Synthetic fabrics continue to play a major role at TL7, as acrylic, polyester, and Dacron usher in the age of wash-and-wear clothing. These materials require much less maintenance than wool and other natural textiles, yet can be just as attractive. The first generation of synthetic insulation emerges, too, in the form of Lycra (also called Spandex) and polypropylene. Hook-and-loop fasteners, such as the popular Velcro brand, are another TL7 creation. ==TL8== At TL8, breathable, waterproof fabrics revolutionize active wear. Acrylic fleece and lightweight synthetic insulation dramatically reduce the weight and bulk of cold-weather clothing. Natural fibers meet synthetic treatments in the form of “microfiber”: fabrics woven from threads a fraction the thickness of a human hair. The resulting clothing is water- and stain-resistant, attractive, and comfortable – it can handle the toughest punishment and still look good. ===Clothing Technology Table=== This table shows how the innovations in Clothing Materials and Technology (pp. 64-65) affect the weight of the outfits under Clothing Types (p. 63). Select the outfit’s type and TL, and multiply its weight by the corresponding factor in the table; e.g., TL8 arctic clothes weigh 15 lbs. x 0.5 = 7.5 lbs. ^ Type ^ TL5 ^ TL6 ^ TL7 ^ TL8 ^ | Any but Arctic | x2 | x2 | x1 | x0.5 | | Arctic | x1.5 | x1.25 | x1 | x0.5 | ====Ultra-Tech Clothing==== Ultra-tech clothing can be woven of fibers that conduct electricity. Examples include silk organza, which uses a mix of normal silk and a silk thread wrapped in thin copper foil, as well as a variety of specialized plastic optical fibers. Electronic components may be sewn directly to the fabric or attached to the metallic yarn. Other devices can be temporarily fastened onto the fabric as necessary. This means the clothing functions as a databus that allows different electronic devices to talk to each other, or share power supplies, without the need for additional communicators. Power is usually supplied by a combination of woven solar power, body heat, and piezoelectricity generated from the flexing of the fabric when the user moves. “Smart clothing” is available at TL9+ at no extra cost. However, there are many other applications for these fabrics. ==Waterproof Coating (TL9)== Truly waterproof fabrics become available in TL8, although they suffer some degradation after a dozen cleanings. By TL9, water does not penetrate the weave even when completely immersed for years, and water-based paints, dyes, and chemicals sheet off instantly. It has no effect on oil-based fluids and solvents. Any garment can be bought waterproof; add 50% to cost at early TL9, 25% at TL9, 10% at TL10 or greater. ===Imprint Circuits (TL9)=== Simple microcircuits and microprocessors can be printed onto cloth (or even flesh). For $10, a solar-powered electronic device such as a chronometer or calculator can be imprinted onto nearly any surface. Artistic designs made out of multicolored LEDs are also available. ==Computer Clothing (TL9)== General-purpose computers can also be clothing. A small computer (p. 22) with the printed (p. 23) option will fit on a single garment such as a shirt or dress. At TL9 it is Complexity 3 and stores 10 GB. Complexity is +2 (TL10), +3 (TL11), or +4 (TL12). Data storage is multiplied by 1,000 per TL above TL9. $100, 0.5 lbs., 2B/20 hr. LC4. ==Varicloth (TL9)== This cloth uses imprinted circuits to alter its color and pattern. A sweater, dress, jacket, shirt, pair of pants, or skirt may be bought with a half-dozen different color patterns programmed into it. Running a finger over a sensor concealed in the garment switches it to the next pattern. The cost is three times the cost of normal clothing. ==Buzz Fabric (TL10)== Clothes, furniture covers, or other rough fabric surfaces can be engineered to clean themselves. Buzz-fabric fibers contain microscopic circuitry and brushes that eject dirt and grime. A buzz-fabric wearer can be totally clean moments after falling down in a mud puddle. Dirt is ejected, not destroyed: buzz fabric on a horizontal surface like a rug or mat would be a lot easier to clean (since grime would not be ground into it), but you would still have to go over it with a vacuum cleaner to remove the residual dirt and dust! Buzz fabric sheds water, and dries five times faster than normal cloth. This makes it very popular for rainwear. Despite its nickname, buzz fabric doesn’t make an audible noise. It costs twice as much as normal clothing or fabric, and versions are available for flexible armor and most types of environmental suits. Double the armor or suit’s basic cost in most cases; for bioplastic, add only 20% to cost. ==Responsive Fabric (“Memswear”) (TL10)== Clothing, footwear, and imitation-leather goods can be made with integrated microelectromechanical systems (MEMS). These tighten or loosen to produce a stylish and comfortable fit. While responsive fabric is not quite one-size-fits-all apparel, it offers more tolerance than ordinary “dumb” clothing. Responsive fabric can also change porosity, adjust to temperature and humidity, and absorb sweat stains. Responsive fabric costs three times as much as ordinary clothing. If it incorporates buzz fabric or varicloth (above), it costs four times as much. Including both costs five times as much as normal clothing. TL10+ bioplastic suits such as the biosuit or bioplas bodysuit already incorporate responsive fabric technology. ===Swimwear (TL9)=== This is a full-body ultra-smooth low-drag swimsuit and optional set of swim fins. Fins take four seconds to attach or remove, and add +1 to Basic Move for the purpose of figuring Water Move. When wearing fins on land, Move suffers a -1 penalty. Biomimetic Swimsuit (TL9): +1 to Basic Move for the purpose of figuring Water Move; with fins, the total bonus is +2. This design is inspired by fish skin, with a surface texture that decreases drag and turbulence by making water spiral off the body. $100, 0.2 lbs. ($150, 0.3 lbs. with fins). Bioplas Swimsuit (TL10): +2 to Basic Move for the purpose of figuring Water Moves; with fins, the total bonus is +3. This suit is similar to the biomimetic swimsuit, but incorporates a layer much like slickskin (p. 214). It also heals any rips automatically. The fins are detachable. $100, 0.1 lb. ($150, 0.2 lbs. with fins). ===Suitspray (TL9-11)=== This spray tube contains a smart polymer that sticks to bare flesh, then solidifies into a skintight fabric with the look and feel of a silk body stocking. It provides as much warmth as light summer clothing, while being porous enough to allow the wearer’s skin to breathe. Various colors are available, including skin tone, metallic colors, and translucent models. It has no DR. Donning suitspray requires spraying it over the body. It adheres to flesh but remains semi-liquid for about 30 seconds, enabling it to be lathered about for full coverage. The smart polymer can sense if it is not stuck to flesh, and if so will easily peel off instead of adhering. Thick body hair may stick through it; depilatory cream or the equivalent is a good idea. Most people prefer to put it on while in a bathroom with a mirror; this ensures full body coverage. Otherwise, embarrassing patches may be overlooked, although these can be easily fixed with an extra squirt or two. Suitspray takes about 20 seconds to spray on, half that if someone else is helping. It does not wash off in ordinary water, but rinsing with a special soap or a sonic shower (p. 70) will remove it within 30 seconds. (So will 10 seconds of stunner fire, or any hit by a screamer.) Suitspray is popular with those who don’t mind showing off their bodies and who prefer not to carry bulky clothes when they travel; it also makes a good thermal undergarment. In some hotels, a shower may dispense a suit for a small fee ($4 added to the bill). Suitspray (TL10): A can holding enough suitspray to cover an adult human. $4, 0.25 lbs. Flakes off in two days if not removed. LC4. Video Suitspray (TL10): As above, but incorporates digital ink, transforming the body into a low-res video screen. This is usually controlled by a wearable computer, and is equivalent to programmable camouflage (p. 99). A can is $20, 0.25 lbs. LC4. Slicksuit Spray (TL10): Suitspray that incorporates a layer similar to slickskin (p. 214). It has the same effects as slickskin, but wears off after a day. The user should avoid spraying it on the soles of his feet or palms of his hands. A can is $40, 0.25 lbs. LC3. Living Suitspray (TL11): A thin layer of self-regenerating bioplas (pp. 170-171) increases the durability of the suitspray to one month. $20 ($40 for the video or slicksuit options, $100 for both), 0.25 lbs. LC4. ===Swarmwear (TL10)=== Any cloud of aerostat microbots (p. 36) can be programmed to hover in close formation around their master, forming a body suit, a trailing cloak, or a veil and cloak. The swarm will not cover the eyes or mouth unless commanded to do so. Swarmwear does not interfere with movement: the swarm tracks the user’s body with its sensors and adjusts to his motion. Up to four square yards of swarms can combine around a SM 0 person. Swarmwear is usually a single color (depending on the swarm’s own paint scheme). Chameleon swarms can change to multiple colors or patterns if desired. A one-square yard swarm is wispy; a two-square yard or larger swarm covering a single person will be opaque. Swarmwear can only act upon the wearer or anyone touching him. A person using swarmwear can’t move any faster than the swarm’s top speed (unless they land on him, which prevents them from performing their normal functions). A swarmclad person has DR 1, if covered by a swarm thick enough to be opaque. ===Clothing Belt (TL11^)=== This is a specialized form of holobelt (p. 98). It uses a belt-mounted miniature holotech projector to cast a threedimensional image around part or all of the user’s body. A dedicated computer allows the user to program whatever image he desires, and have the image match his movements. No image is as clear or realistic as a real holobelt’s, making the clothing belt useless as a disguise. However, anyone can program in a set of clothes, a mask or a simple cartoon-like face, fiddling with it until it looks right. Since the holograms emit light, spectacular fashion effects are possible. In regions with warm climates and in climate-controlled space habitats, clothing belts may replace clothing among those who can afford them. Waste heat from the belt helps the wearer keep warm. $1,000, 0.5 lbs., 2B/2 days. LC4. ===== Fashion Forward ===== The idea that clothes make the man is an ancient but persistent one. Fashion and ornament have been an ongoing concern from before the dawn of civilization to the present, and it’ll likely continue well into the future. GURPS Low-Tech and GURPS Dungeon Fantasy 8: Treasure Tables present ways of describing and pricing fancy clothes. This article does the same for future settings, providing haute couture for ultra-tech (TL9+) societies. ====Garments==== This table contains costs and weights for a range of common items of clothing. Light garments are short, loose and open, or made of lightweight fabrics, suitable for hot weather or showing off skin. Winter garments are long and/or made of thick, heavy fabrics, suitable for cold weather. As GURPS Ultra-Tech notes, conductive fibers in clothing are standard at TL9+. Garments can be a sort of hub for power distribution and personal networking for multiple devices. While most devices which need to communicate are likely capable of wireless communication, limiting them to a physical network is useful security. ^ Garment ^ Cost ^ Weight ^ Notes ^ | Belt | $14 | 0.25 | [1] | | Cap | $6 | 0.1 | [2] | | Cape | $18 | 2 | | Cloak | $46 | 5 | | Dress/robe, light | $37 | 0.6 | | Dress/robe, regular | $69 | 1.2 | | Dress/robe, winter | $103 | 3 | | Gloves | $14 | 0.5 | | Hat | $11 | 0.2 | [2] | | Hat, large | $17 | 0.3 | [2] | | Hooded cape | $20 | 2.2 | | Hooded cloak | $50 | 5.5 | | Hooded shirt, light | $24 | 0.44 | [3] | | Hooded shirt, regular | $48 | 0.88 | [3] | | Hooded shirt, winter | $73 | 2.2 | [3] | | Jacket, light | $33 | 0.6 | | Jacket, medium | $66 | 1.2 | | Keffiyeh/turban | $15 | 0.5 | | Long coat | $46 | 5 | [4] | | Overcoat | $99 | 3 | [4] | | Poncho | $23 | 3 | | Sandals | $22 | 0.5 | | Sash/scarf | $11 | 0.2 | | Shawl | $22 | 0.4 | | Shirt, light | $22 | 0.4 | [3] | | Shirt, regular | $44 | 0.8 | [3] | | Shirt, winter | $66 | 2 | [3] | | Shoes | $37 | 2 | | Short boots | $73 | 3 | | Skirt, light | $14 | 0.3 | | Skirt, regular | $28 | 0.6 | | Skirt, winter | $46 | 1.5 | | Slippers | $32 | 1 | | Tights, light | $17 | 0.3 | | Tights, regular | $33 | 0.6 | | Tights, winter | $50 | 1.5 | | Toga/Sari, light | $44 | 0.8 | | Toga/Sari, regular | $88 | 1.6 | | Toga/Sari, winter | $132 | 4 | | Trousers, light | $33 | 0.6 | | Trousers, regular | $66 | 1.2 | | Trousers, winter | $99 | 3 | | Tunic, light | $17 | 0.3 | [3] | | Tunic, regular | $33 | 0.6 | [3] | | Tunic, winter | $51 | 1.5 | [3] | | Underwear, brief | $10 | 0.2 | [5] | | Underwear, extensive | $40 | 0.5 | [5] | | Vest | $32 | 0.5 | Notes: * [1] Leather or sturdy cloth, strong enough to support pouches, holsters, and other gear. * [2] A cap is a small, brimless or nearly so piece of headgear such as a yarmulke, beret, or baseball cap. A hat is a somewhat larger item of headgear, such as a porkpie hat, fedora, or cowboy hat. A large hat is a particularly big item of headgear with a notably large crown, brim, or both, such as a top hat, “coolie” hat, or a colonial era tricorn or bicorn hat. * [3] A tunic is a square, sleeveless top like a large vest; a shirt has sleeves. Winter shirts/tunics include sweaters, sweatshirts, and similar insulated tops. * [4] A long coat is a full-length but uninsulated garment such as a duster or raincoat. An overcoat is insulated for cold-weather use. * [5] Brief underwear is a minimal set of undergarments, such as socks, briefs or loincloth, and a minimal bra if needed. Extensive underwear adds undershirts or more structured foundation garments like girdles and corsets. ====Fashion Technologies==== Expensive outfits are still impressive, or perhaps it’s that impressive outfits are expensive. Flattering cuts and attractive colors and accessories cost money. Those who dress carefully gain a reaction bonus from those who can see them. The bonus depends on the total cost of styling and decorative embellishments for the entire outfit. An outfit with a total cost twice or more the basic cost of an outfit (20% of monthly cost of living, or $120 for Status 0) provides +1 reaction bonus. A total cost five times or more the cost of a basic outfit provides +2 reaction bonus, or +3 for an outfit worth 10 times basic cost or more. GURPS Ultra-Tech provides a number of clothing options (pp. 38-40), but those aren’t necessarily options to make garments more attractive. An untailored uniform using varicloth to switch between khaki and olive drab, for example, is unlikely to impress anyone despite its cost. The options below specifically address styling which helps provide reaction bonuses. ===Conventional Garments=== The things that have traditionally made low-tech clothing expensive and attractive become vastly cheaper at higher TLs. Chemists started making synthetic dyes in TL5, and developments in the field proceeded rapidly, providing cloth producers a palette of colors as diverse as it is inexpensive. Embroidery can be performed by machine, printing has gone far beyond wood blocks, painting has been replaced by inexpensive silk screening, and so on. Unlike preindustrial TLs, where any decorative embellishment was the product of significant labor and a sign of wealth, passive physical decoration is cheap and only the right kinds of embellishment cost more money (and provide reaction bonuses!). With technological developments come new and radically different concepts in clothing: varicloth, living plastic, and more. Still, garments made out of woven cloth or analogous substances (durable papers, breathable felts, soft-textured plastics and rubbers) are likely to endure. As ultra-tech fabrication techniques make clothes cheaper, they’ll get closer and closer to being disposable, and fashions will change with dizzying speed. The positive impression one’s clothing makes, then, will be dependent on the freshness of the look. Conventional garments, made out of simple cloth, may be purchased for any price above what’s indicated in the table on p. 24, up to a total of 20 times the garment’s base value. The premium price may indicate a particularly stylish design, high-quality fabrics, exclusive maker label or other desirable logo, decorative stitching, fancy buttons, and so on. The price premium counts toward the total cost of the outfit for the purposes of figuring reaction bonuses. However, that bonus can fade over time as that static look becomes dated and unfashionable. The GM may roll 3d annually for any garment. On a roll less than or equal to the TL, the effective value of the garment in excess of its base price is reduced by half of that original excess for purposes of calculating a reaction bonus. After two such successful rolls, the garment provides no reaction bonus. A successful roll against Current Events (Popular Culture) reveals the current effective value of a garment. Example: Someone at TL10 buys a shirt for $150 and trousers for $200. With shoes, the total value of the outfit is $387, more than double the base price of a Status 0 outfit ($120) but less than five times, for a reaction bonus of +1. After a year, the GM rolls an 8 for both the shirt and the trousers. The excess value of the shirt (150 – 44 = 106) is halved (106/2 = 53), making the effective value of the shirt $87. The excess value of the trousers (200 – 66 = 134) is halved (134/2 = 67), making their effective value $133. The effective value of the ensemble is now $257, just barely over the double cost threshold and still giving +1 reaction bonus. If either shirt or trousers goes farther out of style, the outfit doesn’t provide enough current pizzaz for a reaction bonus. ===Varicloth=== Varicloth (Ultra-Tech, p. 39) doesn’t have an inherent decorative value, and its extra cost doesn’t count toward the value of decorated clothing for calculating reaction bonuses. Many uses are purely utilitarian. For example, a varicloth garment may contain designs like high-visibility bright orange stripes for hunters or agency logos for law enforcement. For such utilitarian patterns, only the base cost of the garment counts toward the value of the outfit for the purpose of determining reaction bonuses. Thus, a varicloth shirt has a price tag of $132, but when calculating reaction bonuses, it counts as having a value of $44. However, “designer” patterns are available for varicloth, presenting a more stylish appearance. High-quality patterns may be purchased for any price up to 19 times the base value of a comparable static garment. When in use, add the value of that pattern to the value of the outfit for calcualting reaction bonuses. For example, a varicloth shirt using a $50 pattern design contributes $50 + $44 = $94 to the value of the outfit. Like more expensive conventional garments, the value of patterns can decline over time, following the same rules: on a roll of TL or less made annually, the pattern loses half of its original value. However, varicloth garments may be reprogrammed, loading on different sets of patterns as they are purchased. ===Other Programmable Clothing=== Video suitsprays, swarmwear, and clothing belts (UltraTech, pp. 38-39) follow the same rules as varicloth. They are not inherently attractive or impressive. They may, however, be programmed to be so. Designs may be purchased which count toward the value of the outfit for the purposes of calculating reaction bonuses, but their value is liable to decrease over time. ===Bioplastic=== At TL10, bioplastic becomes available for use in garments as well as in high-performance applications like armor and space suits. The major benefit is that bioplastic clothing is selfrepairing, stitching itself back together after hits to the wearer doing up to its base value/12 points of damage, rounded up. For example, a bioplastic shirt can repair the hole made after an attack doing up to 44/12=3.66 or 4 points of damage. Bioplastic garments cost three times as much as plain cloth and provide no inherent fashion advantage, though they can benefit from styling as conventional garments do. ===Responsive Fabric=== Responsive-fabric garments (Ultra-Tech, p. 39) are, like varicloth, not inherently more stylish than plain clothes. They typically provide only their base value toward reaction bonuses. However, responsive-fabric garments may be reconfigured to make them look and fit better. Make an IQ-based roll against Sewing skill; Fashion Sense gives +1. In a campaign where clothing matters, the GM may allow more specifically applicable skills, such as Artist (Fashion). On a success, double the base value of the garment for the purposes of calculating reaction bonuses. For example, a responsive-fabric shirt may be adjusted to have an effective value of $88 toward the effective cost of an outfit. ===Other Materials=== Other radical kinds of materials become available at higher TLs. These are essentially all for show, with only incidental practical effects. Like old-fashioned decorative embellishments, these achieve effects which are rare and expensive to duplicate. Anyone can make a knock-off logo, but it’s expensive to create a knock-off coat of bark and lichen. These garments, therefore, retain their value for calculating reaction bonuses over time; there are no rolls to reduce their effective value. ==Kinetic Fabric (TL9)== The fabric has “moving parts,” sections of fibers which physically move, possibly bending, expanding and contracting, or even traveling through the weave of the fabric. This can be used for effects like a ring of figures marching around a wrist or neck band, or thickened ribs on what appears to be a cable-knit sweater rearranging themselves into different patterns. The cost is double that of normal clothing. It may be combined with varicloth for quadruple the base cost of the garment, but only the initial doubling counts toward the value of the garment for calculating reaction bonuses. However, the value of varicloth patterns do count separately. For example, a kinetic fabric shirt costs $88, all of which counts toward the value of the outfit; a varicloth version costs $176, but without designer patterns, the shirt still only costs $88 toward the value of the outfit. 2A/10 hr. LC4. ==Magnetic Fluid (TL9)== The “fabric” of the garment consists of tiny connected cells with a magnetic grid underlying it. The cells contain a mixture of a fluid and powder responsive to magnetic attraction. The grid is controlled by a simple computer which turns magnets on and off, making the powder swirl through the fluid in interesting patterns. Too slow to act as even a makeshift low-resolution display, the flowing patterns resemble a lava lamp or shifting ink blots. Triple cost and weight of normal clothing. B/6 hr. LC4. ==Video Cloth (TL9)== Video cloth uses flexible materials to make an entire garment a high-resolution video screen. It must be attached to a small computer (Ultra-Tech, p. 22) or dedicated input device ($25, negligible weight) providing a video feed. Entertaining as it may be, it emits a gentle glow, so it’s utterly useless for real camouflage. Indeed, reduce darkness penalties by -4 within one yard of the wearer. Multiply cost of its base garment by five; lightweight built-in speakers to play audio accompanying the video cost $50. B/10 hr. LC4. ==Living Garments (TL10)== Unlike bioplastic or living metal, which only mimic certain biological functions, these are //actually// alive. Plant-based living garments are genetically engineered outerwear with surfaces of leaves, bark, moss, and even blooming flowers, but are flexible enough to wear as clothing. Animal-based garments are mostly living skin, frequently with a soft-fur surface, but sometimes a textured-skin surface like alligator skin. They also contain rudimentary organs like lungs and a heart to keep the whole thing alive and give the garment signs of movement on its own. They may be worn for up to 12 hours without damage, but must be returned to special environmental storage for hydration, feeding, and other maintenance for at least a few hours before they are worn again. The garments themselves are four times the cost and weight of a regular garment, and storage costs 1% of the garment cost per month. LC4. ==Force Suit (TL12^)== A force suit is essentially a complex but very low-powered conformal force screen (Ultra-Tech, p. 191). It can be used simply to invisibly cover the user, providing insulation and protection from the elements but leaving the user essentially naked. However, it has more aesthetic applications than that. A force suit projects a two-layered screen with a thin void in the middle, which may be filled with any number of things: colorful vapors, the dust of crushed colorful minerals, point sources of electricity creating colorful arcs of plasma, even a layer of water and tiny fish, making it a wearable aquarium. These are held in place by the force field, moving along with the wearer. A force suit provides DR 1. $800, 1 lb. (the “filling” may require extra cost and weight). B/4 hr. LC4.