Costuming

Costumes!

Costumes will follow fairly logically from the development of your character. As discussed earlier, the basic time period is generally 1880-1910 (but there may be exceptions).

For simplicity, choose an outfit that suits your character from a period you like, then punk it. The key to Steampunk costumes is the Stuff you add and carry with you.

Stuff helps you achieve the things you may want to do, whether it is communicating long distance, seeing the future, traveling to the past or trying to take over the world!!!
   (“Jägermonsters, cleanup aisle 2!”)

Thanks to the power of steam and the amazing scientific discoveries all these things and more are possible! Create or buy a gadget, clank, robot or automaton and the future is yours!

Colours!

Colours play a large part in defining the Steampunk world. They are largely earthy with browns, brass, bronze, gold, leathers and glass featuring heavily.

Just arrived are the artificial Dyes, bringing scarlet, fuscia, emerald green, cobalt blue and other jewel-like colours to the pallet.

Stuff!

GADGETS & CLANKS

Every ‘punker loves gadgets and clanks! These mechanical marvels can move, make noise, and occasionally self-destruct (on purpose or not). Sometimes they even seem to possess a rudimentary sentience! Clanks and Gadgets often have amazingly long, unwieldy and inappropriate names, just to add to the fun .

TOOLS

No self respecting Tinkerer would be without a minimum of basic tools and protective gear. At a pinch tools can be improvised, but it is not nearly as much fun as having your own. Even a lowly screwdriver can make the difference, so have fun and get creative!

WEAPONS

The mainstay of the Adventurer.
While it is true that incompetence can turn any mechanical marvel into an uncontrollable weapon of mass destruction, the Baron does not want to redecorate at this time. So the Windsor Palace has been outfitted with a new Field device, rendering complex weapons decorative but ineffective. In theory, complex weapons become deactivated or (in some instances) are automatically removed, leaving you with a cloak-room ticket. Mind you, this was built by a bunch of beginner Spark students and may malfunction when appropriately funny.

Failures by the Field system will be dealt with by Jägermonsters.

[Freeform] [Invitation] [Setting] [Characters] [Costuming] [GG Authors]

Clanks
Tools
Weapons
Weapons 02