Costuming Suggestions

Costuming and Props


With spiffing costuming and props, the method of handing out mechanical bonuses will be as follows:

If something is an important part of your character then you might consider making it a Personal Asset. This makes it always come back, and always means you’re going to benefit from the compels, etc.

If it’s something you pick up in play (like a contained ghost) you can do one of two things with it:

1) Component

Components store a single Fate Point between games. There are four kinds of components: Focus; Channel; Critical Components; and Power-Sources. There are also five types of sciences (Medicine, Alchemy, Galvanics, Natural Sciences and Parapsychology) which don’t generally work well with each other, so are difficult to combine. I’d see a contained manevolent ghost as a decent Power Source, but doubt you want to make it a Channel or Focus for anything. Four combined Fate-powered Components can be made into Devices with successful Academia and/or Tradesman checks.

2) Device

If you just want to make a cool Prop, you can make into a Situational Aspect that _any_ player can interact with. Come see a GM before game, and we’ll attach a little tag to your prop with the Aspect and discuss Tags and Compels with you (some of which are described in the Primer, but I need to clean up that section).

Other players will be able to mess with Devices and Components, borrowing guns, offering Fate Points as Compels for Situational Aspects, etc (noooo….my precious galvanic elementizer!), and if it’s Situational Aspect it may not come back. Same with "borrowing" Components (Excellent, now I have a fresh Zombie Brain for my Anti-Aging Solution! Mwa-hah. Mwahahah. Ahem.).

Costume suggestions

Working Class

Members of the Working Class often have very little in the way of starting assets. They will own the threadbare clothes on their back, which are generally second-hand or ill-fitting. They may own a few curios or trinkets that may have been passed down through the family, but nothing that has any real value over a few shillings (or a pound at most). Skilled Laborers will probably have an old, second hand respirator and a few used filters to use in it. They will also possess whatever tools their trade may require in a small satchel. Unskilled Laborers start with nothing more than their clothes, a bundle of rags to hold over their face and perhaps a pack of cigarettes.



His wardrobe is suitable for the highest echelons of academia. He also begins with a high-quality respirator, and any specific items he may need for his special studies (lobotomy tools, psychiatric medications, or other supplies), and a very comfortable couch.


An Aristocrats owns a fine wardrobe suitable for leisure as well as state occasions. He likewise possesses a number of fine brass or silver-plated respirators.


Barristers begin play with wardrobe of respectable, well-made suits. They will also own one fine set of robes and wig for court appearances. Barristers will also possess a brass respirator for their time in the smog.


Criminals will generally have a few changes of clothes, all of which are in varying degrees of disrepair.


A Detective will generally wear a rubber or leather armored long coat, and carry a notebook, and a standard respirator.


Dhampir own a small wardrobe of the latest fashions, but will need to spend money to keep up with trends. Most of his funds will likely be spent on arms and maintaining his lifestyle.


Doctors begin play with a medical valise containing all necessary tools for their craft as well as a small and respectable wardrobe of well-made clothes. They will also have one fine suit of clothes as well as a brass respirator.


Entertainers possess simple clothes of common make and rarely have respirators to their names. Artists will have the requisite art supplies for their field. Courtesans and very high profile artists (or those lucky enough to have Patronage) start with quite a few articles of fashionable clothing. Artists will have quite a few supplies required for their craft (e.g. paints, tools, brushes, etc.).


The Exorcist begins with the symbols and trappings of his faith, a selection of theological texts, and a sober wardrobe. This wardrobe may include a clerical collar. The character also possesses a quality respirator.


They will own a large wardrobe of fashionable and well-made clothes as well as a brass respirator. They are also likely to have certain props relevant to the business they are in.


The Medium begins with an extensive wardrobe appropriate to her social standing and mediumistic or theatrical persona. For example, a spiritualist catering to the bereaved of the middle and upper classes will dress demurely while a Medium of the lower class may cultivate the appearance of a gypsy mystic.


The Mourner begins with an exculpus and an armoured leather corset that were both custom made for her. She will possess a large wardrobe of mourning clothes custom made for the concealment of her exculpus. The Mourner has a matte-black respirator that will generally be worn beneath a veil while she is outdoors.


In addition to these senses, parapsychologists have a wealth of specialized devices at their disposal for detecting, communicating with, and containing spirits. Many have access to technology that enables them to contact the dead or mimic the effects of psychical devotions, as well as access to Books and Research papers.


Assuming he is gainfully employed and not a ward of an institution, the Psychic will have various and sundry mystical accoutrements that they have accumulated over the years. They will also possess a simple but functional wardrobe as well as a rudimentary respirator.

A Psychic with the Unlicensed Psychic Consequence will have the poor-quality clothes of the Working Class, as will a licensed Psychic with only Empathy or psychokinetic Devotions. A licensed Psychic with Extrasensory Perception, Prescience, or Telepathy may have the trappings of a Middle Class character, while a player creating a professional psychical consultant may wish to consider improving his character’s social and financial situation by selecting the Upper Class or Wealth Stunts.


Kept Servants are provided with sturdy clothes of decent quality and may also possess a few outfits of cast-off clothing from their master or mistress. These second hand clothes will be of good quality but older and possibly threadbare. Servants will have older, but functional respirators that they can borrow from the family when they leave the home on errands. They will have at least two work outfits of good quality and one personal outfit of poor quality.


Active duty members of the military are fully cared for. They are provided with well-made and sturdy clothes, all the equipment they might need (including weapons and respirators).

Retired members are provided with two dress uniforms as well as two suits of clean, well-made clothing and a respirator on their retirement. Members that served with distinction are given a brass respirator and allowed to retire with a single service revolver.

Each soldier is issued a Deathwatch uniform and equipment. When on duty, he wears full Deathwatch armour and carries standard weaponry, including a rifle, pistol, bayonet, knife, two grenades, four clips of sidearm ammunition, and a box of rifle shells. Additional equipment and munitions are issued as the DSF deems necessary, with galvanic weapons and flamethrowers being typically reserved for officer’s use.

For further details, see Unhallowed Metropolis Revised p.332, p.194, and p.88.


Badge: The Deathwatch badge is a skull and crossbones with a scroll underneath bearing the motto “or Glory”.

Rifle Brigade Uniforms

Badge: The scroll under the skull and crossbones of the DSF badge is replaced with a hunting horn.

Penal Corps Uniforms

Badge: None.


Undertakers start with a few changes of threadbare but functional clothes, a respirator, and a lot of weapons and armour. They are also likely to be carrying their bounty-hunter Licence.

Costuming Suggestions

Her Majesty's Finest [UnMet] sparksman sparksman