| A | B | C | D | E | F | G | H | I | J | K | L
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1 |  | Clothing |  |  |  |  |  |  |
2 |  | Name | DT | Class | Wg | Value | Effect | Notes |
3 |  | Pre-War Outfit | - | Clothing | 2 | 10 | - | - |
4 |  | Trader Outfit | - | Clothing | 2 | 25 | Barter +5 | - |
5 |  | Sexy Sleepware | - | Clothing | 2 | 25 | CHA +1 | Will certainly turn heads if worn during the day |
6 |  | Stable-Tec Scientist Scrubs | 2 | Clothing | 2 | 100 | INT +1, Science +5 | Does not effect Skillpoints per level |
7 |  | Wasteland Surgeon Outfit | 2 | Clothing | 2 | 50 | Medicine +5 | - |
8 |  | Stable Jumpsuit | - | Clothing | 1 | 25 | Melee +2, Speech +2 | - |
9 |  | Engineer Jumpsuit | - | Clothing | 2 | 25 | Mechanics +5 | - |
10 |  | Stable Utility Jumpsuit | - | Clothing | 2 | 50 | Mechanics +5, Lockpick +5 | - |
11 |  | Scientist Lab Coat | - | Clothing | 2 | 25 | Science +5 | - |
12 |  | Pre-War Businesswear | - | Clothing | 2 | 25 | Speech +5 | - |
13 |  | Hat (Cowboy, Desperado, Fez, etc) | - | Hat | 1 | 8 | PER +1 | - |
14 |  | Ministry of Peace Nurse Outfit | - | Clothing | 2 | 50 | Medicine +5 | - |
15 |  | Ministry of Peace Doctor's Coat | 2 | Clothing | 2 | 100 | Medicine +10 | - |
16 |  | Lantern Helmet | 1 | Hat | 2 | 100 | PER +1 | Integrated Lamp, Cannot be worn with heavy or environmentally sealed armor. |
17 |  | Talon Gas Mask | 0 | Mask | 2 | 50 | Poison Resistance +50% vs breatheable toxins, Radiation Resistance +10% | Designed for Griffins |
18 |  | Nightvision Goggles | - | Mask | 2 | 250 | You can see in the dark (penalties halved). PER +1 in dim or dark conditions. PER -1 in well-lit conditions. | Cannot be worn with heavy or environmentally sealed armor. |
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20 |  | Improving Clothing |  |  |  |  |  |  |  |  |  |
21 |  | Armor benefits from clothing cannot be increased by increasing the item condition above good, and are not lost if reduced to used condition. Clothing that is in heavily used condition or worse does not provide bonuses to DT, specs or skills. The perk Ah Fixed it has no effect on clothing. |
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23 |  | Clothing and Armor |  |  |  |  |  |  |
24 |  | Clothing provides no benefit if being worn under/over Armour. Usually this would not be a problem as the character can simply change out of their Armour when they want to gain the bonus given by the Clothes (when about to Lockpick a door, for example.) However if time is of the essence (such as a party member bleeding out), then things are a bit too urgent for a costume change. This is to prevent Clothes effectively becoming a permanent stats bonus if the character has them in his/her inventory. The GM is free to use common sense to decide when/if an outfit change is required and how long it would take (if keeping track of the time is even important to their situation.) Characters can be assumed to change back into their Armour at the earliest convenient moment so they do not go without their protection for long. |
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28 |  | Layering Clothing |  |  |  |  |  |  |
29 |  | Certain clothing can be worn together, allowing the character to gain the benefits of both. Hats or Helmets can be worn with any clothing or light armor that is not environmentally sealed. (Medium and heavy armors include protective helmets.) A coat can be worn over other clothing. Bonuses to DT stack. However, if two articles of clothing give bonuses to the same skill (such as a nurse outfit and a doctor coat), only the highest bonus applies. |
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31 |  | Examples of Unique Clothing |  |  |  |  |  |  |
32 |  | Name | DT | Class | Wg | Value | Effect | Notes |
33 |  | Sweetie Belle's Dress | 2 | Clothing | 2 | 500 | CHA +1, Barter +5, Speech +5 | - |
34 |  | Dangerous Mission Suit | 2 | Clothing | 2 | 100 | CHA +1, Stealth +5 | Cute! Comes complete with bunny ears. |
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