Photography by Max Wilkins
Class Clothing and Trappings
Any character may wear Class Clothing and Trappings in order to gain extra benefits, depending on what is worn, be it magical garments or healer’s kits.
In order to gain the benefit of Class Clothing and Trappings, armour cannot cover the Torso and cannot cover more than four armour locations. You can only gain one benefit from Class Clothing and Trappings.
Religious Vestments: Fantasy Holy Symbols, Scripture, Relics, Vestments. Benefit: An extra use of a Faith call per day
Magical Garments: Runes, Magical Symbols, Books, Robes. Benefit: An extra use of Magic call per day
Inspiring Garb: Musical Instruments, Scripts, Music notation, Storytelling devices. Benefit: An extra use of Inspiration call per day
Healer’s Kit: Apron, Surgical Tools, Bandages, Mask. Benefit: An extra use of Healing call per day
Class Clothing and Trappings is a vague and varied term. A religious vestment for a member of the Kingsrealm could be monk robes, while for a member of the Chaos Lands it could be a mantle of flowers. The same goes for Magical Garments, Inspiring Costume and Healers Kit. Class Clothing is not limited to the above examples, and is left up to the discretion of the Player as to what counts as Class Clothing and Trappings, but it should be as distinguishable as possible from other Class Clothing and Trappings.
Photography by Ed Williamson
Photography by Ed Williamson
Photography by Ed Williamson
Photography by Max Wilkins