Apparel refers to any worn articles that provide bonuses to the user. Users can only count as wearing one piece of apparel and each item of clothing does not count as separate pieces of apparel . Apparel can be any or all worn articles but is separate from armour. Apparel has to be things that can be removed, examples of apparel can range from a soldiers military fatigues aiding stealth through their camo patterns to a crucifix that provides a bonus to a users resolve.
The table below demonstrates the bonuses that apparel can confer to player characters and the associated cost as determined by their quality.
| Quality | Skill modifiers | Reputation modifiers | Cost |
| Poor | +1DS to 2 skills of your choice | -1 to reputation with everyone. |
D6x10 cryptoscrip |
| Standard | No bonuses | No bonuses | 3 D6x10 cryptoscrip |
| Fine |
+1 bonus die to skill test of your choice.
|
5 D6x100 cryptoscrip | |
| Exceptional |
+1 bonus die to 3 separate skills test of your choice, +2 DS to 1 of your choice skill. |
+1 reputation with everyone. | 7 D6x1000 cryptoscrip |
The quality of apparel can be changed by certain events or actions, it might be damaged or deteriorate over time or it might be altered or improved. The GM will guide these instances but if your apparel is not damaged and clean you will likely receive all of its stated benefits. Your apparel may provide other narrative or mechanical benefits based on the GM’s discretion on a case to case basis but apparel is limited to the benefits described above.