~ CLOTHING COMPENDIUM ~
Aesthetics. Practicality. Comfort. Deciding what to wear can be difficult, but rewarding.
Is it Clothing?
The rule in Flowerbound is that if it Pairs or Occupies, it is a Toy or something else, not Clothing.
CLOTHING ATTRIBUTES:
Affected Categories (AC) - This is simply the Organ Category or Categories that are affected when the Clothing is worn.
Inhibited Attributes (IA) - These are the Pairing Attributes that affected Organs cannot use while the Clothing is being worn.
Material Contour (MC) - Articles of Clothing come with their own Contour score. When worn, that score replaces the Contour score of any affected Organs. This usually represents the material the Clothing is made from.
Don-Doff Difficulty (DDD) - Some articles of Clothing require more effort to put on or take off than others. When donning or doffing Clothing, DDD, minus your Grace Score, times 6, represents the number of seconds required to do that. This usually represents the complexity of the Clothing.
Appendage Limit (AL) - The total number of Organ Appendages that the article of clothing can affect while worn. This usually represents the extent of the Clothing's coverage.
Contested Donning and Doffing:
While Clothing does not Pair with Organs, it's application and removal are still subject to the contested Maneuver rules when that application or removal are contested.
During an Encounter, you may wish to remove another character's Clothing (or force them into Clothing). If that other character cooperates with this, no rolls are made. However, just as when attempting a Pairing, that other character may resist your attempt to remove their clothing either firmly or violently, with you and them rolling the same Grace Checks you would make during any other contested Maneuver.
During those Grace Checks, the Don-Doff Difficulty of the Clothing is added to the result of the resisting player's Grace Check.
Fabric Scores:
Many types of Clothing can be made from various different materials, and as such have a different Material Contour depending on what they're made from.
Standard Fabric Scores for common fabrics:
Denim: -6
Cotton: -2
Leather: 0
Silk: +2
Lat
ex: +4
Dulled Stimulation:
When you wear Clothing, that Clothing may absorb some of the Stimulation you receive from Moves, reducing the actual amount of Stimulation that makes it through to your body.
If an Organ in a Category affected by your worn Clothing receives Stimulation, the amount of Stimulation you actually receive through that Clothing is half of the delivered Stimulation added to the Material Contour of the Clothing. This cannot flip the sign of the Stimulation nor exceed the pre-absorption total Stimulation.
Stimulation Through Clothing = sign(Stimulation) * clamp(0, abs(Stimulation), abs(Stimulation / 2) + Material Contour)
If you are wearing multiple articles of Clothing that affect a receiving Organ, the dulling of Stimulation stacks in sequence from the outside in.
FASHION:
The setting in which a game of Flowerbound is played may have Fashions to which Clothing may or may not adhere. Even in the Starheart Lodge, the aesthetics of the first four Apoasteries of the Mythos are widely known and recognized, even if those aesthetics are only rarely displayed via Clothing in particular.
Within any given setting, each article of Clothing that exists should have a Fashion Score for each distinct and well-known aesthetic and/or cultural category that non-player characters might react to. To create Fashion Scores for an article of Clothing, first enumerate the major aesthetic distinctions that exist in the setting. This list should be generated and distributed by the GM so that players are all using the same list. Then, start with all Fashion Scores at 0. For each Fashion, you may increase that Fashion Score by 1 so long as you simultaneously decrease the score of another Fashion by 1, up to a cap of 8.
In Summary:
- An article of Clothing's Fashion Scores must always sum to 0.
- No Fashion Score may have an absolute value greater than 8.
Fashion Scores may be applied to Basic Competencies under Moxie or Grace in some relevant circumstances as determined by the GM. It is up to the GM to track which non-player characters identify with or have opinions about which Fashions, and how that would apply.
Fashion in the Starheart Lodge
lilim - The aesthetics of Lilith. Lush greenery, vines, fruits, flowers, crude primitivism.
vena - The aesthetics of Venus. Clean futurism, clouds, geometric patterns, feathers, glass.
saden - The aesthetics of Sade. Sea life, cyclopean architecture, sleek bondage, chains, waves, neon.
kyrieth - The aesthetics of Valkyr. Lava, armor, gold, fire, halos, snow, sunrays.
ENCUMBRANCE:
Clothing may inflict Penalties for being worn in certain circumstances. Mechanically, this is simplified down to three environmental factors.
Heat:
A heat Penalty reduces your effective Fitness.
If the GM declares that you are in a "hot" environment, sum up the Appendage Limits (AL) of all of your Clothing to get the Penalty to your Fitness.
If the GM declares that you are in a "cold" environment, you may use your summed AL to instead mitigate environmental penalties at the GM's discretion.
Weight:
A weight Penalty reduces your effective Grace.
To get the weight of an article of Clothing, add its DDD to its AL, then subtract its Fabric Score.
If the clothing is dry, divide the result by 10. If the clothing has been submerged in water recently, divide the result by 2. (Rounded down in both cases.)
Total up the weight of all of your worn Clothing to get the Penalty to your Grace.
Modesty:
A modesty Penalty may be applied to your effective Prowess, Moxie, or Ardor, but there are no set rules for these applications because unlike heat and weight, modesty is an entirely subjective factor that depends on the setting in which you are playing as well as the specific individuals you are interacting with within that setting.
The modesty of an article of Clothing may depend on any or all of its Attributes, any or all of its Fashion Scores, or simple cultural flavor.
Like a Fashion Score, and unlike heat and weight, modesty may range from negative eight (-8) to eight (8), with a value of 0 representing "plain nudity or equal to plain nudity".
~ EXAMPLES ~
Panties / Briefs
Affected Categories: Hips, Phallic Genitals, Yonic Genitals
Inhibited Attributes: [CanPenetrate], [CanEnsheathe], [IsPenetrable], [IsEnsheathable]
Material Contour: (Fabric Score) + 1
Don-Doff Difficulty: 0
Appendage Limit: 2
Bikini Bra
Affected Categories: Breasts
Inhibited Attributes: None
Material Contour: (Fabric Score) + 1
Don-Doff Difficulty: 0
Appendage Limit: 2
Modern Bra
Affected Categories: Breasts
Inhibited Attributes: [CanEnsheathe]
Material Contour: (Fabric Score) - 2
Don-Doff Difficulty: 9,000
Appendage Limit: 2
T-Shirt
Affected Categories: Breasts, Chest
Inhibited Attributes: [CanEnsheathe]
Material Contour: (Fabric Score)
Don-Doff Difficulty: 2
Appendage Limit: 4
A T-Shirt may optionally have a graphic design on it. If it does, it's Material Contour is reduced by 1.
Booty Shorts
Affected Categories: Hips, Phallic Genitals, Yonic Genitals
Inhibited Attributes: [CanPenetrate], [CanEnsheathe], [IsPenetrable], [IsEnsheathable]
Material Contour: (Fabric Score)
Don-Doff Difficulty: 1
Appendage Limit: 3
Formal Shirt
Affected Categories: Breasts, Chest
Inhibited Attributes: [CanEnsheathe], [IsSquishable]
Material Contour: (Fabric Score) - 3
Don-Doff Difficulty: 6
Appendage Limit: 4
Gloves
Affected Categories: Hands
Inhibited Attributes: None
Material Contour: (Fabric Score)
Don-Doff Difficulty: 5
Appendage Limit: Variable
Trousers
Affected Categories: Hips, Phallic Genitals, Yonic Genitals, Legs
Inhibited Attributes: [CanPenetrate], [CanEnsheathe], [IsPenetrable], [IsEnsheathable]
Material Contour: (Fabric Score) - 4
Don-Doff Difficulty: 8
Appendage Limit: 5
Shoes
Affected Categories: Legs
Inhibited Attributes: [CanGrip]
Material Contour: (Fabric Score) - 6
Don-Doff Difficulty: 10
Appendage Limit: Variable
A pair of shoes may optionally lack fastenings. If so, the shoes' Don-Doff Difficulty is 2 instead of 10.