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Table of Contents
EXOHUMAN CLOTHING, FASHION AND TEXTILES IN THE GAMMA AGE
Overview
ExoHuman clothing in the Gamma Age is shaped by two primary forces:
- Resource scarcity caused by the Peace Treaty with the Alliance of Native Tribes
- Sustainability goals enforced by the Federal Confederation
As a result, personal and professional clothing is centrally distributed and regulated by the Federal Allotment Agency with oversight from the GAIA AI.
Unlike the Beta Age, where fashion and individual expression flourished, the Gamma Age prioritizes uniformity and efficiency over personal style. The production of new fashion is outlawed, and the Federal Garment Manufactory in New Kourou supplies standardized clothing for all citizens.
The foundation of the Federal Garment Manufactory (FGM) in 2632 marked the end of private textile production, nationalizing all garment manufacturing under Communardism. The once-thriving Karabulut Garment Manufactory (KGM), which pioneered the large-scale use of Hekana (“Alien Cotton”), was absorbed into the FGM. The Federal Confederation shut down KGM’s agricultural operations, citing resource overuse and land disputes with Native Tribes. Today, Hekana-based textiles are still issued, but cultivation is strictly limited, with only two government-run fields in the Hope Region, managed exclusively by the FGM.
The Last Frontier’s Influence on Gamma Age Clothing
ExoHuman clothing in the Gamma Age is directly inspired by resource-saving practices aboard the Last Frontier, where settlers received only three types of full-body suits:
- A space suit for emergencies
- A leisure suit for casual wear
- A work suit tailored to professional duties
Each settler had only two copies of each suit, and after death, their clothing was recycled for the next generation. Clothing was also designed to be adjustable in case of pregnancies or weight changes.
Upon arrival on VOI 700 D, the settlers inherited large stockpiles of these synthetic textiles, initially intended to sustain multiple generations. While individual fashion was briefly reintroduced during the Beta Age, it was ultimately abolished in 2632 when the first government of Aisha Patel implemented the economic model of Communardism.
The Federal Garment Manufactory & The Clothing Distribution System
The Federal Garment Manufactory (FGM) was founded in 2632 to provide state-controlled textile production. Under this system, every citizen receives a “clothing set”, designed to last a lifetime.
- Clothing is replaced only when worn out, as determined by the Allotment Card system.
- Repairs must be done at local Federal Sewing Shops.
- Annual clothing refresh cycles ensure that all citizens maintain functional attire.
This model prevents wasteful textile production and reinforces equality among all ExoHumans.
Types of Clothing in the Gamma Age
Since VOI 700 D presents different environmental challenges, the standard clothing sets vary between the Habitual Belt and the Dark Side:
Habitual Belt Clothing Set
Standardized for the mild climate of the settlements New Kourou, Hope, and Morningstar.
- Dress shirt (optimized for Habitual Belt weather)
- Convertible pants (can be shortened with a zipper)
- Boot-like shoes
- A rucksack
Dark Side Clothing Set
Designed for extreme cold in Firetown and the Ralar Region.
- Dress shirt
- Insulated sweater
- Convertible pants
- Warm lined boots
- Hooded winter coat
- Gloves
- Face cloth & cap
- A rucksack
Workwear Production
For jobs requiring specialized clothing, the FGM also produces workwear, such as:
- Protective uniforms for Miners in the Federal Copper Mine, Cooks in the Federal Food Plant, medical staff, and factory workers.
- Federal Sheriff and Local Sheriff uniforms, which are distinct from civilian clothing but still regulated.
The Federal Textile Recycling Plant (FTRP)
The Federal Textile Recycling Plant (FTRP) in New Kourou is part of the Federal Waste and Recycling System (FWRS) and ensures that worn-out clothes are repurposed for sustainability.
Operations
- Textile Collection: Worn-out clothing is returned through Federal Courier Service collection points.
- Sorting: Recyclable textiles are separated from non-reusable waste.
- Deconstruction: Textiles are dismantled into raw fibers using specialized machinery.
- Fiber Processing: Recovered fibers are cleaned, treated, and repurposed.
- Quality Assurance: The recycled fibers undergo durability checks before reuse.
Products & Uses
- Recycled Fibers: Used by the FGM to produce new clothing sets.
- Insulation Materials: Low-quality fibers are repurposed for housing insulation.
This closed-loop system ensures minimal waste and resource efficiency.
Remnants of Pre-Gamma Age Fashion & Black Market Trade
Although personalized fashion is banned under Civil Code (Section 8), many older garments from the Beta Age still exist. Many of these garments were originally produced by the Karabulut Garment Manufactory, which pioneered the use of Hekana (“Alien Cotton”) for durable, breathable clothing. While Hekana-based textiles are still issued through the FGM, older, custom-made Beta Age garments remain highly sought after in Firetown’s black market.
- Most citizens only wear their old Beta Age clothes on special occasions to preserve them.
- On the black market in Firetown, individual clothing is highly valuable and is often exchanged for Kourou, the outlawed Beta Age currency.
- Illegal clothing transactions are punishable like all other black-market activities.
The Individualists’ Defiance Through Fashion
The Individualist Party openly opposes state-controlled clothing distribution, arguing that it erases personal identity. To distinguish themselves, Individualist leaders wear personalized outfits as a political statement.
- Many Individualists illegally purchase fashion on Firetown’s black market.
- Rumors suggest that one of Firetown’s two Federal Sewing Shops secretly produces custom fashion for Individualist elites.
The Outlaws’ Rejection of Uniformity
Unlike the Individualists, Outlaws have completely rejected the Federal Confederation’s system.
- Gangs like the Jane Mendoza Gang wear extravagant, customized outfits looted from Federal Courier Service caravans.
- Each gang has its own style, using stolen materials to craft unique looks.
- The Outlaws’ non-conformist fashion is a symbol of defiance against Communard control.
Tactical Advice for Dungeon Masters
The Gamma Age’s rigid clothing system offers unique opportunities for missions, social conflicts, and underground trade networks.
1. Smuggling & Black Market Operations
- “The Fashion Smuggler” – A Firetown tailor is accused of secretly making custom clothing. The players must track down their underground operation—will they expose it or help them escape?
- “The Shipment Heist” – A caravan carrying old Beta Age textiles is set to be destroyed. Can the players steal the cargo before it's incinerated?
2. Political Intrigue & Rebellion
- “The Individualist Disguise” – The Federal Sheriff is trying to infiltrate a secret Individualist's event in Firetown but lacks an illegal fashion set to blend in. Can the players acquire a custom outfit without drawing suspicion?
3. High-Stakes Fashion Crimes
- “The Last Beta Age Dress” – A dying settler wishes to be buried in her mother’s Beta Age gown, but the dress has been stolen. Can the players recover the priceless artifact?
- “Firetown’s Fashion Kingpin” – A mysterious figure known as “The Weaver” is behind the largest illegal textile ring. Is he a folk hero or a threat to Federal control?

