The Outfits system is central to your character's creation, influencing your abilities and providing additional defense bonuses.
When you select an Outfit, it becomes exclusive to your character, meaning you cannot change it later.
Starting Weapons
The weapons and secondary equipment at the start are determined by your Outfit.
Later, you will have the opportunity to acquire new weapons to replace them and/or enhance them to make them more powerful. The mechanisms for buying and upgrading weapons are detailed in the Game Master's Guide.
Outfit Abilities
Outfit Abilities enrich the actions your character can undertake. Some abilities are specific to combat, others are intended for roleplay, and some are versatile, usable in both contexts.
The Ability system is common to Creatures and Outfits, and we will return in detail to their structure in a later section.
Each Outfit offers 8 Abilities that you can unlock. To unlock an Ability and its evolutions, you must use Ability Points (AP) accumulated during your adventures during a long rest phase.
Acquiring an Ability or an evolution of an Ability costs 3 AP. It is important to note that evolutions require a minimum level to be unlocked.
Here is an example to illustrate the unlocking of ability evolution.
Sneak Attack
If the character is stealthy or behind the opponent, they can perform a sneak attack. The character benefits from a +2 bonus to their action test.
- Level 3: The bonus increases to +3.
- Level 5: The bonus increases to +4.
- Level 7: The bonus increases to +5.
Your character has acquired the "Sneak Attack" ability. At level 1, this bonus is +2. Upon reaching level 3, they spend 3 CP to unlock the first evolution, increasing the bonus to +3. This evolution is only accessible because your character has reached the required level.
At level 1, the first 2 abilities of your Outfit are provided for free.
Defense Bonuses/Penalties
Outfits offer defense bonuses or penalties that directly affect the character's defense attributes.
The bonuses/penalties for physical (Def PHY) or magical (Def MAG) defense range from -4 to +4.
For example, an Outfit could add +1 to Physical Defense (Def PHY) and +3 to Magical Defense (Def MAG), enhancing its resistance to physical and magical attacks.
Durability | Advanced Rule
Each Outfit has an initial durability that varies from 5 to 10 points. The state of the outfit deteriorates when it has been exposed to damage during a fight.
The impact on durability is determined at the end of combat and depends on the level of damage sustained by the character.
- No damage sustained: The durability of the outfit remains unchanged.
- Damage sustained without reaching 0 HP: The outfit loses 1 point of durability.
- Damage sustained with 0 HP: The outfit loses 2 points of durability.
When the durability of an outfit reaches 0, it is broken. The character can no longer use the abilities associated with that outfit and no longer benefits from its defense bonuses.
The character must then repurchase the same outfit but can repair it before it completely deteriorates.
Repair
An outfit can be repaired for a cost based on the points of durability lost. Here is the formula to calculate the cost of a repair:
Repair Cost = 10 x Points of durability lost
Purchase
If the durability points of your Outfit reach 0 you will need to purchase a new one. Here is the formula to calculate the price of an outfit:
Outfit Price = 10 x (Max Durability + Def PHY + Def MAG)
Only the defense bonuses/penalties provided by the Outfit are to be considered. Note that it will be financially more advantageous to repair your Outfit before it completely deteriorates.
Resistances and Weaknesses | Advanced Rule
Outfits and Creatures may have resistances and/or weaknesses to certain types of damage (Fire, Ice, Blunt, etc.) exploitable during combat phases.
When a character attacks an opponent exploiting their weakness, they gain an additional +3 bonus to their attack test.
Conversely, when a character attacks an opponent resistant to their type of attack, they incur a penalty of -3 to their attack test.
In the case of a critical success and the use of the Progressive Damage Bonus advanced rule, the damage bonus awarded by the gap between the attack test and the opponent's defense must take into account this bonus or penalty.
The management of critical successes and failures will be explained in detail in a forthcoming section.