Outfit Data

This section is dedicated to various items, services, and backgrounds available to the denizens of N◎VA to live their chosen lifestyles to the fullest. They are collectively referred to as Outfits. Below is a detailed explanation for how to read each Outfit's Data.

Outfit Data Explanation
The following is a breakdown of various aspects of Outfit Data.

Category
Each Outfit is divided into a collection of broad Categories. When choosing a Category for a  Skill it is among these that you denote. The only exception is the [Other] Category, where you instead choose one of its Subcategories(such as ). Below is a list of Outfit Categories.

Weapons
Largely consists of tools and devices designed to deal physical damage to a target.

Armor
Equipment designed to protect a person from physical harm

Cyberware
Cybernetic equipment installed directly into one's body.

Vehicles
From bicycles to planes, anything you can ride.

Trons
Taps, their related software, and other cybernetic or computational devices.

Residences
Data related to a character's home.

Services
Often non-physical Outfits that offer some form of societal benefit or perk related to your background or standing.

Other
Any Outfit that doesn't fit into the above Categories.

Subcategory
Each Category also possesses Subcategories that further distinguish Outfit types. These Subcategories can also denote what General Skill you need to use with the Outfit. A [Weapon] Outfit of the [Melee] Subcategory requires the  Skill to use, for example.

Subcategories of the [Other] Category are mechanically treated as if they are Categories.

Manufacturer
This denotes the Company that manufactured the Outfit. If the Manufacturer is listed as "All" then various companies have manufactured a similar product and you may choose whichever company you'd like.

Name
The name of the Outfit. If the Outfit has a "※" after its Name, then even if it's not part of [Category: Cyberware] it is treated as Cyberware and installed directly into the body.

Mechanical Data
Each Outfit possesses a variety of different numerical data to represent its mechanical abilities. Below is a list of each of these different data values.

Buy Rating(Buy)
An Outfit's Buy Rating represents how expensive or difficult to come by an Outfit is. It's displayed as something like [Buy: 20/3]. The left value is the Target Number one uses when making Buy Checks and the right value is the amount of Experience Points one spends to Preserve the Outfit.

If a Style Skill or special Rule calls for you to refer to the Buy Rating of an Outfit then consult the left value.

If an Outfit's Buy Rating is "-" then this indicates that it is either impossible to purchase with a  Check or is impossible to Preserve.

Hide Rating(Hide)
An Outfit's Hide Rating represents how unwieldy and difficult to conceal an Outfit is based on its weight, size, or form. The Hide Rating acts as the Target Number for the  Check needed to discover the Outfit. If an Outfit's Hide Rating is in parenthesis then this indicates that the Outfit cannot actually be hidden, but it can be disguised as something else more harmless and innocuous. If the Outfit's Hide Rating is denoted with a "-" then it is impossible to successful hide or disguise the item when equipped or carried.

Hide Ratings are denoted with two numbers. The number to the right of the "/" is the Outfit's Appearance Modifier, which modifies the Result to Appearance Checks in high security areas. An Appearance Modifier represents how difficult it is to openly carry the Outfit around. Mostly this represents Outfits that are considered illegal and thus incur a penalty to your Check. In other words, characters carrying around dangerous Outfits may find it more difficult to appear in Scenes.

Some Residences also possesses a Hide Rating. This denotes a Residence that can be made to blend in with their surroundings and be hidden in plain view.

Attack Rating(Attack)
An Outfit's Attack Rating represents the type of damage an Outfit does and how much it modifies the Damage of an attack made with it. Damage Types are divided into the below categories:

Defense Rating(Defense)
An Outfit's Defense Rating reduces the amount of Physical Damage received. The Defense Rating is divided into each Damage Type, and subtracts the denoted amount from that specific Damage Type.

If you have multiple Armor Outfits equipped, then add the total Defense Rating of that Damage Type from all Outfits together when subtracting Damage from an attack.

Parry Rating(Parry)
Parry Rating represents the amount of Damage you reduce from a Physical Attack on a Valid Parry Check with the Outfit. If the Parry Rating is "-" then you cannot Parry an attack with this Outfit.

Control Rating Modifier(Control)
Mainly used on Armor and Vehicle Outfits. It represents how cumbersome and difficult to move in an Outfit is, and is mostly incurs a penalty to your Control Ratings. If you have the Outfit equipped then you subtract it's Control Rating Modifier from all of your Control Values. If you have multiple Outfits equipped with a Control Rating Modifier then add the total value together when subtracting it from your Control Values.

Range
Range represents the effective distance a Weapon Outfit can be used in. Ranges are divided into five distinct Range Steps: Close, Short, Medium, Long, and Extreme. Close Range requires you to be in an Engagement with the Character.

If your Target is not in Range of your weapon, either because they are too far or too close, then you cannot use that Weapon Outfit in your attack. Below is a chart depicting the approximate distances of each Range Step.

Speed Factor(SF)
Speed Factor represents a vehicle's top speed. SF represents how much the Operator of a Vehicle can move during Combat

Hack Rating(Hack)
An Outfit's Hack Rating represents the strength of its electronic/digital security and acts as the Target Number for  Checks against it. If the Hack Rating is "-", then the Outfit is not equipped with cybernetic components that can be hacked.

Capacity(Cap)
Capacity represent how many Vehicle Options or Software a Vehicle or Tap can equip.

Passengers(Ride)
How many people can ride in the Vehicle, including the Operator.

Appearance Rating(Appear)
This Rating appears on Residences and combined with the Appearance Rating of the Area it is within represents the Target Number for an Appearance Check to show up at the Residence.

Security Rating
Security Rating represents the difficulty of infiltrating a Residence or Facility and acts as the base Target Number in a Check to infiltrate it. It also doubles as the facility's Hack Rating.

Slot
The Slot of an Outfit denotes where you equip the Outfit onto your Character. Typically, unless otherwise stated, a Cast Member can only equip one Outfit to each Slot.

Sometimes an Outfit's Slot will be listed as something like [Slot: One Hand(Nails)]. For the purposes of of categorizing Slots you can essentially ignore the part in parenthesis. [Slot: One Hand(Nails)] and [Slot: One Hand] are the same Slot.

There are a large variety of Slots. Below are a few examples.

One Hand/Two Hands
These indicate Outfits that need to be held in one or both hands to be equipped. If you have more than two arms then you can equip as many of these as you have arms available. 1 arm for each One Hand, and 2 arms for each Two Hand.

Weapon
This Outfit is a Weapon Option part and is equipped directly onto a Weapon. Some Weapon Options, such as a Silencer or a Scope for a gun, can only be equipped on specific types of Weapons. These Outfits are listed as [Slot: Weapon(Subcategory)] and while the Slot is mechanically treated just the same as [Slot: Weapon] the Outfit can only be equipped on Weapon Outfits of the denoted Subcategory.

Weapon Options are automatically equipped to a Weapon when that Weapon is equipped. A Weapon may only have one Weapon Option equipped.

Special Ammo
[Slot: Special Ammo] Outfits represent specialized ammunition for specific situations and can only be equipped on Ranged Weapon Outfits.

Operator
This is the Slot that Vehicles occupy. A Character can only operate one Vehicle at a time.

Option Slot(Cap)
Outfits such as Vehicles and Taps possess their own Slots that certain Outfits can be equipped onto and the amount of Slots is denoted in their Data. Outfits listed as having [Slot: Vehicle], [Slot: Tap], and such can be equipped to these Outfits. You can equip as many of these as you have Slots available on an Outfit.

Vehicle
Outfits with this Slot represent Vehicle Options, including Mounted Weapons. You can equip as many Vehicle Options as your Vehicle's Capacity allows. Some Outfits are listed as [Slot: Vehicle(Subcategory)] and while the Slot is mechanically treated just the same as [Slot: Vehicle] the Outfit can only be equipped on Vehicle Outfits of the denoted Subcategory.

Cyberbrain
This is the Slot that Taps occupy. You can only control one Tap at a time. This is because in the Neuro Age Taps are normally controlled by wirelessly linking it with your nervous system. You normally only have one such link available, and to go beyond that requires very impressive methods and abilities.

Tap
Outfits with this Slot are Software that can be installed on a Tap. Each Tap has its own Capacity for the amount of Software that can be installed.

Residence
This Slot is used by Residence Options, such as security devices, that can be installed in your Residence.

Any
Mainly used by Cyberware. The Outfit is embedded in your body somewhere of your choice. You can equip multiple [Slot: Any] Outfits at once. If an Outfit says something like [Slot: Any(Nerves)] then you can embed another different [Slot: Any] Outfit into that same Slot. Mostly, these are Outfits embedded into the nervous system, but there are others.

-
Outfits with [Slot: -] are Outfits whose Slots are undefined. Things that can't be physically carried. Backgrounds, which represent past experiences, are included in this category.

Common Terms in Outfit Explanations
This section goes over a few important terms used in Outfit explanations.

Thrown
Some Weapons can be thrown as part of an attack. If the Weapon is thrown, then it is lost after that attack. [Throwable Only] Weapons can only be used as thrown Weapons.

Full-Auto(FA)
Weapons that have FA followed by a value(such as FA3) are Full-Auto Capable Weapons and can be used in Full-Auto Attacks.

-Only
Some Outfits are listed as only usable by certain Styles, and you need at least one Style Level in that Style to equip or use them.

Effect Stacking
Unless stated otherwise, the effects of multiple copies of the same Outfit do not stack even when used together.

For example, if you take the same Drug that increases [Life] by +1 three times you still only gain a +1 in [Life]. However, if you take this Drug and then a different type of Drug that also increases [Life] by +1 then you gain +2 [Life].

Equivalent Outfits
As long as the mechanical data of an Outfit stays the same, then Players are free to change the cosmetic and flavor details of the Outfit such as its name, appearance, design, manufacturer, and so on. This is known as an Equivalent Outfit. You must have the RL's approval to do so, however.

The most important thing to remember is that the altered Equivalent Outfit should not offer any merits or demerits compared to the original Outfit it is based on. If a Player wishes to refluff their hand grenades as exploding playing cards, for example, then if these playing cards are discovered by someone else in a body search then they must be treated as if they were hand grenades. Furthermore, it is the Player's responsibility to explain the details and setting info of their Equivalent Outfit. If they have no such explanation, then there's no real reason for an RL to recognize the Equivalent Outfit.

Damaged Outfits and Repairing Them
If an Outfit is [Damaged] or [Destroyed] through the use of a Style Skill or Oufit effect, then that Outfits features and effects cease to function. In other words, you can't use the Outfit at all.

[Destroyed] Outfits are completely, irreparably broken. Unless you buy another one you cannot use this Outfit any longer.

[Damaged] Outfits can be repaired with the appropriate  Skill on a Target Number of 15.

Carrying Weapons
There are various areas and facilities; such as White Area establishments, security businesses, and the Blackhounds; that would bar entry of armed individuals and require body checks of them on entry.

In these situations, roleplaying this out with a Security Officer Troop or Guest may not be entirely necessary unless there's a good reason for it. Instead, each Outfit comes with an Appearance Modifier(typically a penalty), and whether or not someone can sneak in their weapons past security is down to whether they can pass an Appearance Check while carrying the Outfit or not. This means that any Outfit without an Appearance Penalty is free to be carried at all times.

There are some particularly big and dangerous Outfits within TNX, and an RL is obviously going to want to pay close attention to how restrictfing it is to carry these around. An RL should always check with their Players before an Appearance Check to confirm whether or not they're taking such Outfits with them.

Of course, if they don't take the Outfit with them then they can't use the Outfit or receive the benefits of its effects.

Concealing and Discovering Outfits
With the exception of Weapons and Armor, a Character may wish to hide what kind of Outfits they're carrying from an opponent, or alternatively they'd wish to figure out which Outfits an opponent has on them. In these situations, they can make a  Check with a Target Number of the Outfit's Hide Rating to discover their hidden Outfits.

If an RL wishes to keep a Guest's Outfits undetermined they can simply not allow a Check to discover their Outfits.

Discovering Multiple Outfits
Using an individual  Check to discover each and every one of a Guest's Outfits can take up a whole lot of time. However, it's particularly difficult to determine just what kind of Result is needed to discover additional hidden Outfits with varying Hide Ratings.

In this situation, the RL should treat the  Check like an Info-Gathering Check. As long as the Check beats the Hide Rating of one Outfit, it is considered a success, and if the Result meets or beats multiple Hide Ratings of multiple Outfits, they learn about those Outfits as well, just like obtaining multiple Info Pieces.

Concealing an Outfit
If a Character wishes to actively conceal an Outfit from another Character's attempt to discover it with  they may make an Opposed Check as the Defender using . Of course, depending on the situation or your available cards, it might be better off to rely on your Hide Rating and let the Check happen unopposed.