Have Space Suit, Will Travel : Random Space Suits of the Three Galaxies

Created by Taalismn. Posted with permission. (updated 6/22/2011)

“How long can you breath vacuum?”

Not all technology is created equal; if you think that everything’s going to work the same, you need to get out more. And in the wide open regions of the Three Galaxies, let alone the megaverse, if this applies to spacecraft, then it also applies to all the things that go in them...like spacesuits. Even with the best of intentions in trying to standardize everything at work in the larger and more prominent star-faring cultures, there’s going to be a lot of variation in even the basics.

Spacesuits are the working clothes of space-faring societies; unless they rely wholly on remote operation systems and their technology is COMPLETELY idiot proof, at some point somebody’s gotta leave the safety of the spacecraft to plant the flag, collect rocks, repair something outside(or plug a hole inside), or just take a look around. That means donning some means of taking a smaller version of the spacecraft’s safe, cozy, environment out with you when you exit the ship. Spacesuits are vital equipment, and often the last thing standing between a crew and dying in an emergency situation. As a piece of hardware aboard ship the spacesuit has to be something that you can absolutely rely on(though, as shall be seen, that isn’t always the case).

Not surprisingly, the Three Galaxies has spawned a vast array of different spacesuit designs to fit the various species and technologies on the space lanes. Only the most backwards of spaceports isn’t going to have a store or workshop offering suit repairs and suits for sale. Of course, most people will want brand new factory-fresh spacesuits, but there’s also a fair amount of trade in second-hand spacesuits, retreads, patch-ups, and rebuilds of everything from obsolete technology, space wreck salvage, overstocks, and the like.

Most societies will try to keep things simple and relatively foolproof to reduce the chance of a fatal flaw killing the wearer, and to keep the price down in mass-production off-the-shelf suits.

Of course, there are exceptions. The Altess, for instance, have invested in expensive ‘liquid metal’ technology that gives their body-flattering and customized skin-suits the armor value of hard-shell military suits. Some of the really super-advanced races do away with material spacesuits altogether and use personal force-fields. And some of the magic-using species create spacesuits that border on the miraculous...

Most player groups aren’t going to have to worry about spacesuit quality, and will likely have access to standard one-size/type fits all at the GM’s providence. However, for extra grit and realism, GMs might want to throw a few situations where that might not be so...like characters new to space travel having to outfit themselves on a budget, or having to make do in an emergency with whatever they find in the spaceship’s lockers.

The following are some general guidelines/suggestions for creating the working clothing of space.

A. Type: ---What kind of design are we talking here?Some general configurations of basic spacesuit design. 01-25 *Skinsuit---Skin suits are essentially pressure suit body stockings that rely on their skin tightness to keep pressure in the body. Skin suits have the advantages of being lightweight and small, but lack much in the way of protective value. Skin suits get a +25% on the Encumbrance and Weight charts, but -15% on Protective Value chart rolls

26-50 *Soft suit--’Soft suits’ are fairly typical of spacesuit design; a multilayer assemblage of an inner pressure suit and layers of insulation and protective mesh over it, with a hard helmet. Soft suits tend to suffer from ‘ballooning’, however, when pressurized, making them hard to move in, so they frequently operate with a lower atmospheric pressure inside, requiring wearers to ‘pre-breath’ before going out, and decompress when coming back in. Soft suits get a -10% on the Encumbrance and Weight charts.

51-75 *Combo-Suit---Combo-suits are a compromise between soft suit flexibility and hard suit protection. Typically has flexible limbs and a hard shell torso. These are the common standard of spacesuit design in the more advanced space faring cultures. Combo-suits get a +10% on the Protective Value chart.

76-00 *Hard suit---Hard suits are rigid hard shelled garments that typically rely on rotary joints and hinged bellow-joints for limb-movement. Their advantages are the ability to maintain room-pressure inside, as well as their heavy protective values, but they tend to heavy and cumbersome. Military and industrial spacesuits are typically Hard suits, and often have powered exoskeleton assists in moving and general operation. Hard suits get a +20% on the Protective Value chart, and -20% on the Encumbrance and Weight charts.

B. Tech Level: ---How sophisticated is it?

It’s a big universe, and tech levels vary. Not all primitive suits are going to be tissue-paper constructions and not all high-tech suits are walking luxury apartments, though.

01-10 Crude---Somehow, some species get into space travel before their technology fully matures(at least in human terms). In the more advanced cultures of the Three Galaxies, suits of this tech-level generally cost 40-70% LESS than standard suits (unless the suit has some special collector’s value). Suits of this tech-level often resemble old-fashioned diving suits or full-body suits of heavy armor. Crude Suits roll at -20% in all the following categories and get only ONE roll on the Special Systems chart.

11- 30 Basic----Modern-day NASA and Russian spacesuits are at the low end of this tech-level. Basic Suits roll at -10% in all the following categories and get only ONE roll on the Special Systems chart.

31-69 Advanced--- This is about the CCW/TGE standard, and represent a fairly advanced space faring civilization. Advanced Suits get NO penalties or bonuses rolling on the following charts and get 1d4 rolls on the Special Systems chart.

70-89 Sophisticated--- Sophisticated Suits roll at +10% in all the following categories and get 1d6 rolls on the Special Systems chart.

90-00 Ultra-Tech---Ultra-Tech Suits roll at +20% in all the following categories and get 2d4 rolls on the Special Systems chart.

C. Condition: --- How badly beat up is this suit?

Another reason to do proper and regular suit maintenance, and to check the suit lockers of any spaceship you just came aboard.

01-05 Last Legs---This suit is -50% of base SDC/MDC, and can only go an additional 1d4 hours before something on it breaks. Roll 1d4+1 times on the Technical Issues Table

06-15 Poor---This suit is -25% of base SDC/MDC, and has some technical issues. Roll 1d4 times on the Technical Issues table.

16-40 Satisfactory---This suit is -10% of base SDC/MDC, but is otherwise okay.

41-80 Good---This suit has been broken in, has some man-hours behind it, but is otherwise perfectly functional

81-00 Factory-New!---Or as close to it...maybe even better

D. Endurance: --- How long have I got to breath in this thing?

Like scuba-diving, life support lasts only so long before you gotta start thinking about coming up/in for air.

01-25 Short---2d4 hours

26-69 Modest---6d6 hours

70-89 Long-----2d6x10 hours

90-00 Extreme---2d4x10 DAYS

E. Weight: --- How much weight do you gotta haul around wearing this thing?

Because you’re only carrying a miniature atmosphere, pressure containment, and physical protection wrapped around you. It’s gonna weigh SOMETHING.

01-40 Heavy: 26-50 lbs

41-80 Medium: 16-25 lbs

81-00 Light: 10-15 lbs

F. Encumbrance: --- How well can I move in this thing?

Unless you’re planning on just standing in one place, you’re going to want to move. However, with a badly designed suit, you may be unable to do much movement.

01-10 Virtually Immobilized---Be it by weight, pressure, or poorly placed jointing, the suit can hardly be moved around in. Reduce Speed and all movement bonuses by 75%

11-44 High---Imposes a -20-25% movement penalty and physical skill impediment

45-74 Moderate---Imposes a -10% to speed and physical skills

75-90 Low---Imposes minimal movement penalties: -5%

91-00 None!---The wearer can move about in the suit as if it wasn’t there! No penalties for movement.

G. Protective Value: --- How much more of a beating can this suit take?

How tough is the suit?

01-10 Low SDC: ( 1d4x10)(A.R. 2d6)

11-24 Mid range SDC: ( 2d4x10)(A.R. 2d6)

25-40 High SDC: ( 1d4x100)(A.R. 2d6)

41-60 Low MDC: 25-50 MD( 1d6x10 MD)

61-75 Medium: 60-80 MD ( 2d4x10 MD)

76-89 Heavily Armored:--- 100-200 MD(4d6x10 MD)

95-00 Battle-Proof---The suit rivals many power armors for protective value: (1d4x100 MD)

H. Power plant: --- What powers the suit’s systems?

Power is always an issue with spacesuits, right after life support.

01-60 Batteries---Whether they’re electrical or gas-pressure, or some combination, the suit runs off batteries with a limited energy life. Power endurance is typically 1d4x the life support endurance(allowing for multiple tank-ups before needing to replace the batteries)

61-70 Solar Powered---The suit has an array of solar panels that keep the suit powered; as long as there’s sunlight. In darkness, the suit relies on back-up batteries. Being in ‘dark mode’ means that certain systems, such as communications or exoskeleton augmentation, can run at full capacity only for a limited time (1d4 hours) before suffering from power loss(or needing to be turned off to conserve power for more vital functions).

71-90 Micro-Nuclear Power plant----This is a radionic battery or mini-fusion device that can give 5-10 YEARS of power before needing recharging/replacement.

91-95 Life Energy---Whether it’s a tailored organic creation, or a magical device, the suit draws on the life energy of its occupant to keep systems going, drawing 1d4 PPE per every 4d6 hours of operation(stats vary depending on the efficiency of the system).

96-00 Other---This could be some rare exotic energy source like a zero-point tap

I. Special Features: --- What does this green button do?

So, besides air and pressure, what else does the suit have going for it?

01-15 Quick-Don---The suit is designed for fast-donning, either being a single-piece with a single convenient opening, special zipper arrangement, or even power-assist suiting-up servos. The suit can typically be donned in under a minute.

16-20 Auto-Don----The suit has mechanisms that assist the wearer in putting the suit on, reducing suit-up time by as much as 75%. In addition, the suit responds to dangerous drops in pressure or other environmental hazards by auto-deploying(or, if already on, automatically sealing up).

21-22 Self-repairing---Smart plastics, nano-tech, impregnated spells, or the like, the suit can repair minor breaches. More sophisticated (ultra-tech class) suits can repair more serious damage. Can restore 3d10 SDC/MDC in 1d4 melees.

23-29 Extra Radiation Shielding---The suit can handle intense levels of radiation(such as standing next to a breached reactor, or standing out next to a solar flare). Radiation weapons like microwave cannon and neutron guns do NO damage.

30-32 Laser Reflective Armor---Lasers do HALF damage

33-35 Thermal Protection----Heat-based weaponry, including plasma weapons, do only 25% of their normal damage.

36-37 Deep-Dive Capable--All spacesuits are to some extent or other amphibious/watertight; this suit takes it further, being reinforced against terrestrial water pressures of 3d10 miles.

38-39 In-Suit A.I.---The suit has a small, advanced computer with a Robotic A.I. and a basic ‘personality’. The suit A.I. cannot move the suit but can act as a second set of eyes/ears, and offer the wearer advice. The AI is typically a verbal interface database and systems diagnostic system, keeping the wearer advised as to suit condition and providing access to technical information. The AI can be programmed with a personable voice to provide the wearer with a sense of companionship while all alone in the deep dark.

A typical Suit AI will have Radio: Basic and Read Sensory Instruments at 80%, is programmed with an understanding of 2d4 languages at 80%, First Aid(80%, database only) and can have 2d6 skills from Communications, Electrical, Mechanical, Science, or Technical(all at 75%, and are read-back databases with tutorials).

If programmed as an ‘over-watch’ system using the suit’s sensors, the A.I. gives a +1 to Initiative/Perception rolls.

40-43 Impact Protection---Maybe it’s inflatable bladders, or shock-webbing, or miniature point-of-impact force-fields, but the spacesuit is particularly resistant to physical damage like being punched, kicked, or thrown about; takes only HALF damage from kinetic impacts.

44-48 Exoskeleton---A powered exoframe that augments the wearer’s movements and strength. +5d6 to P.S., +1d6 to Speed, and increase SDC/MDC by 1d6x10%, depending on the quality of the suit.

49- 54 Integral Movement Jets----The suit has small maneuvering jets or some sort of space maneuvering system that allows the suit to move faster and more precisely in zero-gravity(works ONLY in zero-G). Typically gives a +15% to Zero Gravity Movement and can hit speeds of 30 MPH.

55-57 Integral Jet Pack---Has a flight system built into the back and/or legs. Depending on the sophistication of the suit, this could be a restartable liquid fuel(or even solid fuel) rocket, steam-jet, compressed gas thruster, contra-gravity system, or magic flight system.Allows the suit to fly, even under terrestrial gravity and atmospheric conditions. A typical jet pack system can hit speeds of 2d6x10 MPH, and can go 1d4 hours before needing to cool down/recharge.

58 Multiple Forms----Through the use of advanced memory materials, nanite reconfiguration, or simply very clever design, the spacesuit can be made over into another shape of form, be it a more easily stored ball or case for storage, a tent, parasol, hang-glider, or casual clothing.

59-63 Helmet Optics---The helmet has integrated optical augmentation, either a slide-down faceplate mounting the extra optics, or a reconfigurable faceplate. Typically has 1d4 (possibly more) types of optics such as ultraviolet, infra-red, low-light, telescopic, magnification, laser-distancing, still- or video camera, PPE sensor, etc.. This can be expanded, if so desired, to include more sensors such as motion detectors, radiation detectors, and gravitic mappers. 64-70 Tool Gauntlet---The hand and forearm sport a mini-toolkit with powered drill, screwdriver, snips, wrench, telescoping prod, soldering iron, etc.

71-73 Light Pads---The suit is covered in light sources(lamps, LED panels, liquid crystal displays, holo-panels) that provide overall illumination around the suit and can, under crisis conditions, make the wearer easier to see(and rescue)

74-80 Recycler----The suit recycles the wearer’s wastes, reclaiming water and purifying it for drinking. Can recycle oxygen just about indefinitely as long as it has power.

81-83 Advanced Recycler---This goes beyond recycling water, and actually recycles solid waste, sanitizing it and reclaiming part of it through various chemical/mechanical/mystic properties into reusable nutrient, extending in-suit food supplies by as much as 50%.

84-88 Long Range Communications---Has better than average communications, with an extra-powerful radio transmitter or directional laser communicator(may have to deploy a small folding directional aerial or laser dish to operate). Ultra-Tech suits may even have a miniature FTL-radio system built in.

89-90 Solar Panels---As long as this system has sunlight, it has power(ignore, if suit already has solar power)

91-92 Roomy---Either by being extra-large or having a variable form configuration, the suit actually allows the wearer to pull in their arms into the chest cavity/helmet and enjoy a shirt-sleeve environment

93-95 Magnetic Grips---Work on metal objects

96-97 Molecular Grips---Work on just about anything

98-99 Integral Auto-doc----A built-in diagnostic system that monitors the wearer’s health and can sound an alert if certain physical parameters are exceeded. An auto-drug injector can administer one of several different drugs...typically an analgesic, antibiotic, atropine, or anti-inflammatory, though some users may program in combat stimulants or sedatives. Special conduits administer healing salves, and special locking systems(or inflatable bladders) can be used to apply tourniquets or immobilize broken limbs(inflatable splints). Damage recovery is generally equal to a combination RMK/IRMSS set-up)equiv. to medical doctor’s surgical skill of 75%) .

100 Emergency Stasis---The suit is rigged to put the wearer into a state of suspended animation, or at least lower metabolic activity, in event of an emergency. Depending on the sophistication of the suit, these systems can operate for 1d4 weeks or even 5d10 YEARS.

j. Technical Issues --- What’s most likely to go wrong first?

When spacesuits go bad, there’s a range of problems that can make the wearer’s life hell, for however much longer that lasts.

01-20 Slow Leak---There’s a slow air leak somewhere in the suit, reducing Life Support Endurance by 10%.

21-30 Communications Problems---The communications system has seen better days; reduce range by 7d10%, and communications will be static-filled and hard to understand(in either direction; -2d10% to attempts to make sense of messages).

31-35 Life Support Problems---The regulation systems are on the fritz; not instantly lethal, but may not be moderating humidity, temperature, and vital gas mix correctly; wearer will fatigue twice as fast while wearing the suit.

36-40 Fragile Build---Weakened seams, rotting materials, overstretched joints; the suit isn’t as resilient as it used to be. Physical attacks(punches, kicks, grappling) do DOUBLE damage to the suit.

41-50 Short-Outs---Electrical systems cut in and out intermittently 1d4 times per 15 minutes, not enough to seriously jeopardize the wearer, but enough to scare them badly. Lights flicker, radio is rife with static, and the AC ‘pulses’.

50-55 Electrical Problems---The opposite of Short-Outs; some of the systems cannot be turned off, wasting electrical power (reduce Power Source endurance by as much as 20%) and potentially jeopardizing the wearer(radio keeps broadcasting the presence of the suit, lights don’t go off, etc.)

56-60 Poor Visibility---The helmet optics/sensors are yellowed, scratched up, simply fog up, or are just poorly designed, making it difficult to see out; -1d6 to Perception rolls or -1d6 to Initiative (depending on which you use)

65-75 Joint Lock---Be it rusty joints, over pressured bellow-joints, or fuzed rotary cuffs, the suit is increasingly difficult to move in, increasing Encumbrance. Reduce movement (speed and bonuses) by HALF(on top of an existing design issues, this can lead to some serious problems).

76-80 Poor Seals---The seals and joints don’t catch as well as they should, the helmet needs to be forced on, and the closures need a little extra effort to make fast. Donning and striping off the suit takes TWICE as long.

81-85 Incompatible Connectors---The external connectors are worn, or just aren’t standard anymore, making hooking up to an external life support hook-up, computer port, or power plug difficult(if not impossible) unless some jury-rigging is done(and enough duct tape applied).

86-90 Bad Heat Management---The suit overheats badly; heat-based attacks do DOUBLE damage to the suit, and the wearer likely suffers constantly from heat-related issues.

91-95 Poor Insulation---Alternately, the suit cannot RETAIN heat well; unless the wearer can handle near- freezing cold, they’re going to be courting frostbite and hypothermia, even with the suit heaters on full-blast. +10% to fatigue and GMs may want to apply a +1d4 exposure damage per every 10 minutes spent in deep shadow/cold conditions.

96-00 Fitting Problem---The generalism of ‘one size fits all’ no longer applies to this suit, even within its general size category(extra-small, small, medium, large, etc...). The elastic gathers no longer pull, the zippers stick, the adjustment actuators no longer work as smoothly as they should, and wearers will find the suit seems either too loose or too tight; -1 to strike, parry, and dodge, and +10% to fatigue while wearing the suit.

Example Suits:

*PVR-0327(Skin suit) ---The product of the Valar-Ryzell, the PVR is a lightweight skin suit made of tough light MDC bioplas. The PVR is interesting in that it can be worn as two separate pieces, looking like a pair of brightly colored plastic harem pants and a long sleeved high-collared harem shirt, crossed with flexible metal belting, joined at a small back plate, leaving the chest and midriff exposed, but when activated, the suit seals together, extrudes gloves and boot seals, and unfolds a fabric hood over the wearer’s head. Worn by men and women alike, the PVR is typical of the spacesuits worn by Valar-Ryzellian civilians. Originally restricted to Valar-Ryzell space, with the political turmoil in that region of space, the PVR has been licensed by fleeing refugee technicians to concerns elsewhere in the Three Galaxies, particularly the Syndian Mercantile Associative, whose ships have begun marketing these suits elsewhere in the 3G. Type: Skin suit Tech Base: Advanced Weight: 10 lbs MDC: 30 Main Torso, 10 each limb, 25 helmet Encumbrance: None Life Support: 5 days Features: *Multiple forms---Can be configured as civilian clothing, or as a compact breadbox-sized case for easy stowage *Extended Duration Life Support---A very compact life support system recycles oxygen and water *Glow-Panels---The suit fabric can glow with reading lamp intensity, allowing for easier working in the dark, or quick location by rescue workers. *Solar Recharge---Standing out in open sunlight for 4 hours completely recharges the suit systems. *Limited Self-Repair---The Bio-plastic can repair 1d6 MDC every 15 minutes, up to 30% of a location’s baseline MDC, and seals punctures automatically. *Quick/Auto-Don---Can be easily put on in 1 minute, and if already donned, auto-deploys in 5 seconds. Cost: 40,000 credits

*Gheni PEPS-01(Combo Suit)---The ‘Peppy’ is a mass-production spacesuit that was put out by Gheni TeleComm Industries as part of a promotion scheme to put their name ‘in every spaceport’. The Gheni PEPS-01 is a basic humanoid hybrid suit with a hard shell torso and flexible limbs, and a locked-position bubble helmet of fairly standard design and reliable performance, with the added feature of a ‘universal’ datapad and cellular comm system built into one of the forearms that would allow for quick and easy access to port public-access datawebs. The aim was to put GTI in the minds of everybody and put brand-name recognition for Gheni just about everywhere. Unfortunately, after an initial blush of promotional enthusiasm, GTI’s communications franchise suffered a number of setbacks, it failed to expand as hoped, and buyers of the suits quickly discovered that the ‘universal’ access systems were only compatible with GTI software and network hardware(which was disappearing from many of its advertized locations). Furthermore, the suits themselves contained a number of purely promotional gimmicks that couldn’t be turned off and were too integrated with the suits’ systems to be easily removed. A much pared-down and re-organized GTI refused to buy back the suits, and has since tried to distance itself from the whole failed campaign, so the (several million) suits have since been dumped on the open market at fire sale prices. Though not particularly bad suits with regards to the basics, the PEPS-01 have acquired a reputation as ‘gimmicks’ and as such are not popular with serious space travelers. Still, they can be found in the low-end racks at various spaceport fitters. Type: Combo-Suit Tech Base: Advanced Weight: 25 lbs MDC: 45 Main Torso, 15 each limb, 30 helmet Encumbrance: Modest; -5% Life Support: 5 hours Features: *Universal Backpack Mounting *Integral Database and Communications Comm---This is a wireless comm system with a 10 mile range that allows datanet connections with local world-webs. The system also included a translation matrix programmed with up to 12 different languages and general species databases for up to 12 different galactic species at a proficiency of 75%, to facilitate inter-species communications. However, due to the collapse of the GTI franchise and the obsolete nature of the software, there’s only a 15% chance of being able to hook up to local datanets without seriously hacking the suit systems. The system will work perfectly fine with GTI’s network, but that system is hardly ‘universal’.

Worse, accessing the general databases has a 25% chance of triggering an in-suit mini-promotional spiel for GTI that goes on in the background for ten minutes and can be quite distracting, in that it can’t be turned off. There’s also a 20% chance of triggering a music loop that plays a tuneless commercial ‘peppy’ jingle for ten minutes up to 1d6 times before cutting out.

HoloPanels---The PEPS-01 is covered with bright holo-panels that can stream video. Unfortunately, all it does is play GTI ad slogans and associated ‘viral’ vids downloaded through the GTI comm network(including some rude anti-GTI messages that got hacked into the network during its problems) that cannot be turned off.

Cost: When they first came out, the PEPS were being sold for 30,000 credits as part of GTI’s promotional campaign. Since then, and the coming out of the more annoying quirks of the suit, the suits can be found for 20,000 credits or less.

*Herkenhoffer H-50 Lifeguard---The Herkenhoffer Corporation is a low-tech firm on a ‘lost’ human colony world that has recently re-established contact with the rest of space faring civilization. The locals have enthusiastically geared up their primitive industries to produce goods for export, in order to buy all the high-tech wizbangs now available to them. Herkenhoffer Corporation is a rather unique collaboration between a local company eager for business, and a galactic distributor, eager to take advantage of cheap local labor, The H-50 ‘Lifeguard’ is a low-cost, low-tech spacesuit incorporating some basic galactic tech(MDC materials mainly), put together by local labor, and sold on the cheap in the galactic markets. The H-50 is a heavy, cumbersome monstrosity of a suit that resembles an iron-torso, rubber-bellows-limbed, deep-diving suit complete with fixed helmet. A big heavy battery back adorns its back, and multiple gas bottles hang from its back. It is not exactly a suit to inspire confidence, but oddly enough, the suit is actually fairly serviceable. Its large battery capacity and air tankage actually are fairly long duration, lead-impregnated armor and fabric make it very radiation proof, and it’s incredibly tough. If you just need to sit out a situation and not move around much, the H-50 ‘Lifeguard’ is actually pretty good at keeping the wearer alive.It would actually sell pretty well, if it weren’t so cumbersome and the helmet so confining. As it is, the H-50 seems to get around; the big suits seem to pop up in second-hand spacesuit shops in unlikely corners of the Three Galaxies for some inexplicable reason. Type: Combi-Suit Tech Base: Crude Weight: 80 lbs Protective Value:(SDC/MDC): 100 MD Main Torso, 35 each limb, 80 MD helmet Encumbrance: -25% to Speed and movement Life Support: 30 hours

Features:

-Battery Powered

-Basic Radio---5 mile range

-Heavy Radiation Shielding

- Poor Visibility; -2 to Perception/Initiative rolls

-Stiff Joints--Wearers fatigue at DOUBLE the normal rate.

Cost: 45,000 credits

Blank Suit Stats block: for convenience.

Type:

Tech Base:

Weight: lbs

Protective Value:(SDC/MDC): Main Torso, each limb, helmet

Encumbrance:

Life Support:

Features:

Cost: