Outfits are groups of clothing that have been created by a professional tailor with a design emphasis in mind. Different from everyday clothes, tailored outfits are carefully made to produce a specific effect and give off a certain impression. All outfits are designed in the style of a certain culture and social class. The cultural and class-related identity of the clothes imparts certain kinds of abilities on its wearer. When wearing an Outfit that corresponds to a given culture and class, others see you as representative of that group, and assign you certain expectations, positive and negative. Members of your own culture or class feel a kinship with you and are more ready to take your word seriously. When speaking to someone that is of the culture or class that your Outfit represents, you may use a class corresponding skill with that person as if it were extra uses of the Persuade skill.
Merchant: Mercantile
Scum: Streetwise
Peasant: Survival
Gentry: Etiquette
Magician: Academics
Priest: Liturgy
Knight: Leadership


In order to count as the appropriate Outfit, style of clothing must contain certain key elements which identify it as the iconic cultural dress of the specific Culture and Class that is being represented.

Gothic: Only black, white or grey colors may be used (except the accent colors for nobles). A hood or other head covering must be worn.
Njord: Fur lining and fur trim are used prominently. Beads and charms of bone or stone must be used as adornment.
Dunnick: The colors of green and brown are prominent. A plaid tartan representing familial affiliation is present.
Rogalian: A coat with high collars that cover the neck, often the use of chokers for women. The device of the noble house to whom you owe fealty.
Hestrali: At least five different prominent displays of color, often in the form of scarves, sashes, and other cloth accessories. Cosmetics or coal used to darken around the eyes.
Shariqyn: Robes and flowing garments. A headdress that covers the head and hair. At least ten pieces of jewelry, regardless of their worth.
Cappacian: Long coats that reach the backs of the legs, upraised collars. A hat with a wide brim or triangular design.
Merchant: A cloth sash worn from the shoulder to opposite hip bearing the symbol of your advertised trade. It is illegal for a non-member of a local Trade Guild to wear such advertisement.
Scum: Torn, ratty, patched or tattered clothing. Rags, often with bloodstains, tied around rips or holes in the clothing from scuffles.
Peasant: Off-color patches on the knees and/or elbows. Dirt on the hands and face. A hat or other head covering.
Gentry: Rich fabrics in the colors of the house you represent. Jewelry and other accessories befitting wealth and station.
Magician: Robes bearing the classic colors and symbols of the order.  Fire mages use reds, blacks and grays with designs of flame, Earth mages use browns and greens with eye designs, Water mages use blues and turquoise with a mirror design, and air mages do not use a standard outfit whatsoever.  All Magician Outfits use a raised hood or a tall hat.
Priest: Priests use white robes with lion elements, incorporating fur trim or mantles, as well as a stole.
Magus:  Aa'boran Magi use blue robes with a hood. 
Knight: Arming jackets or tabards featuring the standards and coat of arms.
This means that if a member of the Gothic Gentry were wearing an Outfit befitting one, he could use any ranks in Etiquette as extra uses of Persuade with any Gothic characters and any Gentry characters. A Gothic Peasant could do similar things with other Peasants and other Gothic characters with the Survival skill. As well, a character of the wrong culture or class can still benefit from an Outfit they have the skill for, such as a Merchant pretending to be a Nobleman or a Rogalian diplomat wanting to make a good impression with Gothic peoples by dressing the part.

Some Outfits designed by masters of their craft can produce even better results, using the Perks and Flaws below.  These Perks and Flaws affect how the user is received to everyone they encounter, and are not tied to a specific Social Class or Culture.



The outfit gives off an air of confidence and propriety, common of formal attire or business attire.
Effect: The wearer gains an additional use of the Persuade skill.

The outfit pushes the limits of common decency in a way that causes the viewer to be impressed by your boldness
Effect: The wearer gains an additional use of the Seduce skill.

The outfit serves as an indicator of official authoritative position, and gives off an air of certainty.
Effect: The wearer gains an additional use of the Sincerity skill.

The outfit has clean lines and colors that let the user know that the wearer is of the highest quality and caliber, no one to be trifled with.
Effect: The wearer gains an additional use of the Intimidation skill.

The outfit reminds the wearer and those who see them of the responsibility and trust required in the one who wears it.
Effect: The wearer gains an additional use of the Discipline skill.



The outfit's fashion is shocking and it is difficult to take the person wearing it seriously.
Effect: The wearer must expend twice the uses of the Persuade skill while wearing this to activate the skill.

The outfit just doesn't look right, and it is distracting. The person wearing it has trouble convincing people that they can keep control of situations.
Effect: The wearer must expend twice the uses of the Seduce skill while wearing this to activate the skill.

The fashion of the outfit isn't technically wrong, but it is very unusual and people seem to be automatically on their guard while dealing with its wearer.
Effect: The wearer must expend twice the uses of the Sincerity skill while wearing this to activate the skill.

Anyone who would wear such a thing obviously doesn't think very highly of themselves, and no one is scared of them.
Effect: The wearer must expend twice the uses of the Intimidate skill while wearing this to activate the skill.

The outfit is scratchy, or tight, or just doesn't feel right, and it is hard to feel centered or relaxed while wearing it. All you can think of is when you can get out of this thing.
Effect: The wearer must expend twice the uses of the Discipline skill while wearing this to activate the skill.