Personal Vacuum Protection (revised & expanded & other stuff

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Personal Vacuum Protection (revised & expanded & other stuff

Unread post by drewkitty ~..~ »

Personal Vacuum Protection


Space suits, normal suits, vacuum suits; no matter what you call them they are personal protective gear (PPG) developed to protect the user from the lack of pressure that is normally applied by an atmosphere.
These PPG are a part of every spacer’s life. They can be chunky & clumsy as a culture’s 1st space suits, or made of solid parts looking much like robots, or even close fitting suits that look more like SCUBA gear. Even magic societies that have come to space travel have their own types of vacuum protection ranging from suits of enchanted armor to nothing but an amulet.

First Generation Space Suits are stiff and bulky, being the best the culture can make when making their first trips into space. Wearing one of these suits will cut the user’s PP and PS in half if it is less normal P.S. These suits usually peek out at having only 6 hours of air when paired with an EVA pack designed to go with them (umbilical lines let the user have a working duration as long as they are able to keep awake) and having a 20 mile ranged radio. Along with the air supply and radio, they have a heat regulating system and a 100 foot tether. The down side to these suits is that even with help it takes a quarter hour to put on and with some it takes a full night’s sleep to decompress to the working pressure of the suit (to avoid getting the bends.) Generally they are only made to fit the average size person of the race, and will cost; in the culture’s monitory units; 20 to 100 times as much as the cost in credits. (Game Note: These are equivalent to the M.I.O. Pre-Flash vacuum suit.)
1st Gen Space Suits: Cost: 1,000 credits. SDC: 30. AR: 6.

Survival suits are little more than humanoid shaped survival spheres that let the user barely move about to get to a section of the ship that is holding atmosphere or across the void to an awaiting rescue shuttle. Unless the user have a Superhuman Physical Strength of 15+ (reducing the SHPS hero’s PP by half) or Supernatural Physical Strength, survival suits will reduce the user’s PP to 5. Survival suits and spheres (not always spheres in shape) typically only have enough air supply to keep the occupant alive for an hour’s time on their own.(Game Note: these are equivalent to the ones presented in M.I.O.) These suits are typically not used to do maintenance work or combat if there is no other choice because they tend to starfish (arms and legs sticking out from the center) reducing their utility of use.
Survival Suit (standard): Cost: 1,600 credits. SDC: 15. AR: 5.
Survival Suit (CNTº/Graphene⥾): Cost: 3,100 credits. SDC: 300*. NAR: 4.
*Only energy attacks will deplete the SDC of survival Suits made out of Carbon NanoTubes or ones made out of Graphene sheets.
⥾Graphene sheets can only be reliably grown by cultures with the ability to nano-assemble molecules from raw carbon.
ºCNT fibers can only be woven into sheets of gas retaining fabric by automated weavers that work at the nano-scale. They have t weave fibers that are not much bigger than the gas molecules they are meant to retain.

Galactic Vacuum Suit (Typical) are made to order to fit the end user perfectly. Being of close fit to the user the character will only loose one point of PP due to pressure starfishing (going spread eagle with both arms and legs) because of the close fit. However, if the suit is bought secondhand the fitting will be off and the user, and their effective PP will be reduced by at least another two points. Secondhand suits will often not be properly maintained and worn, having lost up to 5 SDC and 20% of their rated air supply duration…if sold by a reputable dealer. Even so, these suits are mainly for those individuals that are using them over their normal clothes and sporadically. An hour here, a quarter an hour there, or during a three hour space battle.
Features typically included in the typical galactic vacuum suits:
➢ Sticky Boots: Magnetic & Gravtic are the most common.
➣ 1,000 foot safety line.
➢ 10 hours of air consumables.
➣ Heat management system.
➢ 100 mile Radio Comm.
➣ Light Source: usually a headlamp.
➢ Mechanical Sticky Pads and other fasteners: for securing light tools while in a zero-G environment.
➣ 20 hours of internal power.
➢ Tether clip points.
➣ Umbilical hook up points.
➢ Emergency Radio Beacon.
➣ SDC: 35-45. (when new)
➢ Puncture Resistant: AR 15 vs. being holed.
A new vacuum suits cost between 5,000 and 20,000 credits depending on the quality of the suit and where it was purchased. With the higher end having more SDC and better quality features. This being said most cultures will standardize components and connectors that are used on every suit. Having standardized parts lets anyone within that circle fix any suit with the same parts. Note that not all polities use the same standardizations. The five major polities; the Atorian Empire, the TMC Charters, FAR Space, the TGE Charters, and the Toogarth Empire; all have their own standardization sets.
The standard vacuum suits can be augmented with kits that can be bought in most space stations. (An armoring kit can be found in the M.O.I. equipment section.)

Armored Vacuum Suits can be made from both the standard vacuum suits and EVA suits by adding a number of armoring plates to the suit. The armoring can be done with off the self kits or incorporated into the suit as part of the user customization. The types of plates used (steel, ceramic, fullerene, flexible metal) in the armoring differ mainly in cost in credits and the penalties they impose. Other wise the armoring plates add 100 SDC, at AR 18 to the suit. (The attacker has to roll above an 18 to hit the suit.) These plates can made reflective (polishing or adding a reflective coating) to reduce the damage taken from lasers by half. Aftermarket kits, when added to an existing suit, will impose a -1 PP penalty. Suits manufactured with the armoring integral to the suit will not suffer the same penalty. Remember that adding armor to a vacuum suit in more involved than duct taping or epoxying the plates tot he suit.
Costs: integral, aftermarket kit, penalties.
Steel Armoring: 3,000 credits, 1,500 credits, -2 Spd. & -1 melee combat rolls, -15% acro/gym rolls.
Ceramic: 4,000 credits, 2,500 credits, -1 Spd. & -1 melee combat rolls, -12% acro/gym rolls.
Flexi-steel/FAS: 8,000 credits, 6,000 credits, none
K-Plate: 8,000 credits, 6,000 credits, -5% Spd. & -2 melee combat rolls, -10% acro/gym rolls.
Crystal: 5,000 credits, 3,000 credits, -1 Spd. & -1 melee combat rolls, -8% acro/gym rolls
Fullerene†: 6,000 credits, 3,500 credits, -1 melee combat rolls & -5% acro/gym rolls.
When the armoring is integral into a EVA suit, the Strength Weave layer can be modified to negate the speed penalties for 2,000 credits per penalty point negated. After negating the speed penalties the melee combat penalties can be negated for 3,000 credits per point of melee combat penalties.
GM Note: the above costs are only for giving the vacuum suits 100 SDC with AR 18. The Cost & penalties can be adjusted with greater or lesser SDC values. Also Atorian Diamond Armor was intentionally omitted for the same reasons given in the HU:AU book where the body suits of it are listed.

†Fullerene plates are 3D CNT Weaves that can absorb massive amounts of kinetic energy without degrading. This is done by converting the linear motion of a projectile attack into a vibrational energy within the whole plate. Then this vibrational energy is converted into heat that is radiated out of the plate. Depending on the size of the plate, they can negate damages up to 100 SD. Even so, absorbing this damage can deform the plate. Repairing-Reforming a plate to it’s pre-deformed state take “shaking’ the plate with the same amount of energy it took to deform it and pressing it back into shape with abrasion resistant press die heads. (Press Die Heads, see coin making process. Press die heads are the face of the stamp that presses the design into a coin.)

Survival Spheres, are minimalistic survival equipment made from one of the many atmospheric tight fabrics or mono-sheets. Other than 4 hour air supply and rescue beacon there is nothing else that is apart of the rescue spheres. They are much in the order of the breather masks required on air transports that give the passengers air to breath in case of cabin depressurization. While the best are made from Carbon NanoTubes or Graphene based structures, most are made as cheaply as the companies can and still be within their own planetary regulations or within their sector’s common safety regulations. Because they are commonly made so cheaply, and the lack of being able to move about to effect their own rescue, most life long spacers see their use as one step away from just giving up.
Designed for a single use activation within 15 years of production, normal survival spheres are not always spheres. But are commonly 5 foot long in their greatest dimension to fit most sentient race types. Having damage resistant coatings or layers outside the main atmospheric sealing layer and an internal resistant layer. As such they are immune to nearly all bare hand attacks and blunt force attacks, ignoring the first 20 points of damage from any individual attacks. Survival Spheres made out of CNT and Graphene are safe to use even a century after production. Even then, the typical regulations mandate their replacement for newly produced ones.
Standard Survival Spheres: Cost: 1,200 credits. SDC: 140.
CNT & Graphene Survival Spheres: Cost: 2,100 credits. SDC: 400.
ª Energy weapons and ship to ship weapons are fully effective vs. this limited immunity.

Anyone with their own types of vacuum suits are welcome to post them.
(I have yet to post the ones I have written up yet. Wanting comments about the revisions/expansions of the HU&MiO one posted here.)
Last edited by drewkitty ~..~ on Wed Apr 14, 2021 9:20 pm, edited 1 time in total.
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Re: Personal Vacuum Protection, revised & expanded.

Unread post by drewkitty ~..~ »

My persoanl vacuum protective gear

EVA Suits, a few steps above the typical vacuum suit, were developed for those spacers or station workers that spend an extensive amounts of time in hard vacuum for their work. These suits provide an unparalleled freedom of movement for the user for as long as the suit is worn. Looking like a shiny wetsuit with a helmet with a slim integrated life-support pack. Unlike the public’s concept of a space suit, this suit provides the pressure directly to the body instead of containing air to provide that pressure.

As with other suits, these suits are made in layers. The innermost layer is made from a foamed rubber-like substance which is latticed with the working of the life-support and heat management systems of the suit. (With humans it delivers oxygen to the skin and takes away the Carbon-Dioxide the skin gives off. Along with these are the bio-waste plumbing connections.) Going outward, there is a layer of close woven Carbon NanoTubes (CNT) forming a barrier that holds in even molecular hydrogen. Over this is a duplicate layer of CNT, as a back up for the inner layer. Then sandwiched between the inner two layers of CNT and a last outer layer of CNT is a layer of strength augmenting weave. This weave counters the, now small because of the technology, tendency of a suit to starfish in hard vacuum. With the basic models of both civilian and military EVA suits this strength augmentation is limited to just overcoming the starfishing tendency, & nothing more. Because EVA suits are compression suits they also serve as kinetic suits (HU 2nd ed core book page 142.) However, since they are made with CNT fabric are nearly impervious to damage, projectile damages are reduced to only one quarter, and is converted to just blunt damage. This is because the energy of the projectile round is spread over the body as a whole rather than a pin-point area. The CNT fabric can be penetrated, but only by energy weapons doing more than 40 points of SD in one blast; or by the standard ship to ship weapons.

EVA suits have all the normal features of the typical vacuum suit along with bio-waste collection systems. Further more the comms are able to reach out to 500 miles, the life-support systems have 48 hours of consumables and dual 1,000 foot tether lines. The ability to mate with a navigation pack (Nav-Pak) lets the individual move in micro-gravity and extend the life support functions significantly.
Cost: 28,000 credits for the basic model.
SDC: 250 SDC helmet, 120 Lifesupport backpack.
Secondhand EVA Suits do not come onto the market very often. Even so they will not fit right unless the individual is exactly the same body as the original user. Secondhand EVA suits will have the same -3 to PP as standard secondhand vacuum suits and will chaff the new user in their sensitive areas.

Nav-Pak is short for Navigation Pack, which is an accessory that integrates into the EVA suits seamlessly to give the user mobility in microgravity environments. Generating up to a quarter of a standard gravity of acceleration. With this acceleration it only needs 9.1 seconds to reach the recommended maximum relative speed of 50 mph. In addition to adding four days (98 hours) of air and power, a fully maintained and serviced Nav-Pak will have fuel for a full hour of constant use. When attached to a EVA suit the Nav-Pack covers & connects to the life-support backpack of the EVA suit.
Cost: 12,000 credits.
SDC: 280.
Vehicular AR: 8. (Note: VAR uses the same mechanic as Natural AR and Robotic AR.)
Standard Vacuum Suit and Nav-Pak connections are possible if the Nav-Pack was made for this (limited to the same parts standardization circle) or an adaptor kit is used. These adaptor kits are not sold to anyone, but are made by the suit mechanic doing the modifications and impose a -2% navigation penalty.

Tilimabok Light Magic Armor, this enchantment can be placed into many different objects as amulets, or as armor enchantments. These newly available magic personal protective magical equipment are not technically vacuum suits, they do protect the user from the harsh effects of hard vacuum and hazardous environments. These were designed to protect the user from from Nuclear, Biological and Chemical attacks along with protecting the user from the typical smallarms of a battlefield. This magic field is totally NBC protective and has 120 SDC while it is fully active. The side effect of this protection is that when in death pressure the field hold the air in it. The user will have about 6 minutes of air inside the field along with whatever dissolved life gasses they have in their blood. This should be enough to get into a more sturdy vacuum protection if available.
While they might not look all that impressive on paper, they do include the auto-activation function the full military enchantments as their main selling point.
➢ Protects the user fully from NBC dangers.
➣ Has a protection level of 120 SDC, that has and armor rating equivalent to a Natural Armor Rating of 4.
➢ Ready armor function: auto-activated before the user can be struck by any attack. Cost: 12 PPE per 27 hour day.
➣ Has an activation payload of two per day. With each activation costing 30 PPE and lasting 2 hours or till depleted or canceled.
◆ The anchor for these magic armor fields can be just about anything. A ring, a bangle, an anklet, bracers, shin guards, a beast plate…..just about anything. However, the most common form they are sold in is a set of accessories containing a pair of bangles, a pair of anklets and a pair of ear clips. Each are enchanted to resize to the user so they don’t just fall off.

Bio-Film Armor, is a layer of transparent armor that is in fact a second skin that is placed over the skin of the user to make them impervious to the macro effects of being exposed to hard vacuum. This bio-film does not give the user the ability to breath in hard vacuum or protect them from temperature changes. Because most flesh and blood people are …tubes… this bio-film is inside and out, holding the user together. Speaking of costs this vacuum protection is all too limited for the normal spacer to afford, and the procedure to wrap the user in it takes exacting skill. Altogether the complete cost is 10 million credits. The user has to be more important than a pair of lovely angels to afford to get the Planetary Occupation Safety Agency to pay for this armor. Along with protecting the user vs hard vacuum it also protects the user from being cut by unpowered blades. Like with EVA suits and Kinetic Armor, this intimately fitted armor will block penetration of most projectiles and reduce the damage caused by them.
Last edited by drewkitty ~..~ on Fri Apr 16, 2021 9:02 pm, edited 1 time in total.
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Re: Personal Vacuum Protection (revised & expanded & other s

Unread post by drewkitty ~..~ »

Holographic Costuming


In the Lafiled sector four hundred and fifty years ago the artificers that founded UR Costuming Outfitters, Ltd. produced their first wearable holographic projectors. Along with the moly-circuit computer cores they were paired with, the projectors were able to project a full figure hiding hologram that followed the wearers movements. However, the original devices were bulky and the user needed to wear assorted sensors on their bodies for the projections to follow the user’s movements. (Much like how the motion capture technology of earlier times.) It was not till  after the findings of several fundamental science discoveries that allowed the development of holographic fabric, that had integrated position sensors, holographic projectors, and massively paralleled micro-computer cores, did the the come close to full fruition. It was not until the the integration of micro force field transmitters did the fullness of the project creators envisioned at its start of the 93 years it took to fulfill.

The initial developers were inspired by a traveling Super who’s super-power allowed her to make clothes out of, what they surmise to have been, forcefield projections. This allowed this super to move more freely within a crowd because she was dressed like everyone else, or to be the center of attention having the best up-to-date fashion. The initial developers had seen the super use her powers to engage in both of these activities within a few minutes of each other. Sneaking into the room wearing a drab outfit to look like an underling, then changing her outfit, while walking between the backs of two men, into a bright top of the line current high fashion outfit. All of this to mingle and talk to the whole room of policy makers. Then moving off to the side of the room and changing her outfit again while out of sight of the main room to that of a security person. Openly walked out of the room without the people in the main room noticing she had left.

The initial devices developed could project a disguising field over the user. Projecting an assortment of different types of clothes that seam realistic to the casual touch, and atmospheric interactions around the user. Keeping the forcefield projectors in sync with the holo-projectors was still a problem whit the first generation devices. Even thou the devices use force field projectors to mimic the weight and feel of the clothes being projected around the user, the force fields provide only as much as the fabric they as suppose to look like. Because of this the typical civilian models do not provide any protection to the user from weapon attacks. However, models made for governmental officials can offer some protection but their users. However, the power requirements for these restricted use models are higher than a normal force field projector’s when they are set to provide that protection. In concurrently developed were the the Camouflaging fields that. protecting soldiers from observation, and give them light protection from attacks.

Even thou the these outfitting devices have been around for the better part of two centuries, most of the outfitting products are out of the price range of the ordinary person. As such they are mainly play things for the rich. And are useful tools for thespians and idol singers (people who can get a loan to buy them and write off them as a business expense.) It was just twenty years ago that UR Costuming Outfitters, Ltd.; the company that was formed by the initial developers; started producing the ‘Everyday Outfitting’ product line. Made for sale within the price range of the common consumer.

First Generation Holo-Disguises: These devices consist of a light harness with attached holo-projectors along the straps, with a belt mounted computer core and power source.  Along with the harness there are sensor straps that need to be applied to the user’s limbs to provide position data to sync The hologram produced by this device covers the whole user. These unit match the user’s movements at an accuracy rate of 0.05 seconds while walking. (In other words the maximum delay between the movement starts and the holo follows is 0.05 seconds.) Powers Note: Military versions of these devices when configured for camouflage, not available in civilian models, act as an equivalent to the chameleon abilities (sub-power #1) of the Chameleon Super power.

Second Generation Holo-Disguises, act much like the 1st generation devices, but consist of a network of discreet clip on projectors networked to a 3 inch round & 1 1/2 inch thick control core. Each projector contains a micro-power cell, that allows a duration of 30 minutes of use per charge. All the units, six projectors and one portable control core come with a base unit that can recharge all at the same time, as well as reprogram the projectors to a new, preloaded, pattern. The base station can accept new patterns from external computers through ether a hard connection or wirelessly. Governmental militaries can purchase uniforms with this technology built into them  at four times the civilian cost.
Powers Note: Military versions of these devices when configured for camouflage, not available in civilian models, act as an enhanced equivalent to the chameleon abilities (sub-power #1) of the Chameleon Super power with percentages @ 98%, 90%, 70% respectively.

Third Generation Holo-Disguises, uses a fabric impregnated with sensors and projectors that make the mimicked clothes realistic. The third-generation holo-fabrics can, in real time change the outfits of wearer even when preforming acrobatics and in a combat situation. Thus, a singer or actor can in front of an audience change outfits in the blink of an eye on stage.  Civilian models are made as tight fitting body suits, or in parts as trousers, shirts, headgear, and skirts. Governmental militaries can purchase uniforms with this technology built into them at four times the civilian cost.

Military versions of these devices are optimized to camouflage the user from being seen (this is not an available option for civilian models.) Acting as optical camouflage much like the invisibility simple makes the target invisible. It takes a Cyborg with optical implants or soldier with HUD battle helmet and some dedicated support software (or an A.I.) to detect the optically camouflaged person via sight. This leaves detection by sound as a primary detection method. However, there are sound suppression equipment that can be utilized to negated detection via sound.

Nearly all polities in the Lafiled sector have legal restrictions in place that forbid the manufacture of outfitting products that change the appearance of the user’s facial features. Whether by a stand alone device or integrated into larger holo suit. Because of this no company that produces these outfitting products sell any to the public.


The UR Costuming Outfitters. Ltd.


UR-Series Power Storage Devices, were developed to work specifically with the XM-series of theatrical outfitting products. As such they are incompatible with any self defense products other companies may sell. This was done to avoid thieves from targeting theatrical troops’ production equipment to resell to transients or other criminal enterprises for use in self-defense equipment.

UR-17 Full eClip, are designed to only be used with the higher end UR & XM series products, being thinner and wider to fit within the outfitting products. Even so they still hold the same amount of energy as what held in those for use in self defense products. Cost: 3,000 credits.

UR-20 Mini-e-Clip, are designed to give the users the full performance of a full UR e-clip, but in only a quarter the size. However, because these are smaller, their charges only last half the duration as full e-clips. This was allowed by that their energy density is twice as much as the full e-clip. Because this is proprietary technology, no one outside the company know the specifics about the manufacturing process that allows the mini-e-clips to hold double the normal energy density as the normal full e-clips. However, even thou they carry only half the charge as full UR e-clips, more and more professional theatrical productions are willing to switch over to the mini-e-clips because they are less noticeable than the full UR e-clips and they work in the same sockets as the full UR e-clip. Cost: 3,000 credits

URC-37 e-Clip Charger, able to charge both the URC mini-e-clips and the full URC eClips these devices can charge the mini-e-clips can recharge then in a minute from the charger's capacitor, if fully charged (it being left plugged in will keep the internal Capacitor fully charged unless there is heave usage) having a ready capacity of five charges in the on-board stored power, or it can charge up the mini-e-clip in 5 to 30 minutes depending on the power supply. Or it can recharge a full URC eClips in 5 minutes from its on-board stored power, or it will take 10 to 45 minutes to charge the full eClip directly depending on the power supply. Cost: 8,000 credits.

UR-40 Micro e-Clips, are specifically made for the XM-xxx Everyday Outfitting products. And are not compatible with the Professional outfitting products. Cost: 700 credits.

URC-40 Micro e-clip Wall Socket Charger, will charge only the UR-40 Micro e-clips. From zero to full charge it will take 8 hours of charging time. It will automatically discontinues the charging once it senses a full charge has been reached. Cost: 700 credits

URBC Base Computer, this computer tablet is used to develop the whole projections for the XM series of Holographic outfitting products and as a memory node that can store the appearances of thousands of individual articles of clothing that can be assembled for outfits, and storage of thousands of different outfit sets. These computer tablets interface with the XM series products wirelessly, to update or change out the outfits within the on-board memory of the XM series. Cost: 7,000 credits.

Travel Cases for the UR products can be bought with customized logos applied. Cost: 200 credits. With Logos: 1,000 credits.
XM Storage cases have a power supply that can be hooked up to to maintain the outfitting product’s internal memory. Cost: 2,000 credits. With Logos: 3,000 credits.

The XM-series Professional Live Costuming theatrical outfitting products are the top top of the line products. They were developed with the idea that they could be brought by any theatrical troop to supply their thespians with the proper outfitting for their productions. To this end they are machine washable, stain resistant and fully adjustable to most body types of similar sizes. The XM base computers and tablets are able to wirelessly connect with the individual outfitting products being used on-stage to effects costume changes from the product’s internal memories. The outfitting bases can also change the outfit styles stored within the individual pieces. This function in older models is restricted to times when they are not in use. Newer models the outfits can be changed or updated on the fly while the performer is on-stage. There are several idol performers that have production crews behind the scenes actively modifying the singer’s outfitting’s projections during the concerts.
Due to legal restrictions placed on any type of outfitting products within the Imari Sector when these outfitting products are produces. These legal restrictions make it illegal to produce an outfitting product that changes the appearance of the user’s face or other exposed limbs. So the user, or anyone else, cannot change the facial features to frame others to avoid being arrested via facial recognition.

XM—004 Professional Costuming Holo-Harness, this first generation costuming equipment is still a popular within the theatrical communities. With current updates these costuming equipment is able to interface with the newer base computer tablets, even while being able to still be controlled by their older control consoles. These harnesses can only hold one costume outfit set up, but with a wireless link they can changed fairly easily through a base console. Because this is a harness, having physical links between each of the projectors, it can use a full UR e-clip to power it, these harnesses will only last 3 hours. Since most theater productions only last two and a half hours, this is plenty time to put on a play within the duration. Cost: 9,000 credits.

XM-084 Professional Costuming Headdress, This first generation stand alone accessory can create the image of almost any type of headgear: hats of any sort and hair accessories, and even fantastic hair styles. As a second generation product, it has to be controlled separately from the other parts of the theatric outfitting gear. These accessories are limited to what they can cover due to legal restrictions. They will not change the appearance of the user and cannot cover more than 60% of their faces. The current model ( XM-184 ) only changed that it is a headband clip instead of an elastic headband, and it integrates seamlessly with the current systems seamlessly. Both the XM-084 and XM-184 have an internal power supply that will last 1.5 hours when fully charged. But the XM-184’ s power source is made from the same technology as the UR-Mini-e-clips, allowing it to be smaller. Cost: 3,000 credits. (XM-184 Cost: 5,000 credits.)

XM-121 Professional Live Costuming Shirt, able to produce the image and feel of of clothing covering the upper portion of the humanoid thespian. The native memory can hold up to ten style/outfit changes within its memory. These changes can be controlled remotely via a wireless connection to the base computer; they also can be changed via tactile or verbal inputs. If left up running, a UR Full e-clip will last 44 hours. While a UR Mini-e-clip will only last 22 hours. Cost: 7,000 credits

XM-122 Professional Live Costuming Trousers, able to produce the image and feel of of clothing covering the lower portion of the humanoid thespian. The memory within the outfitting trousers can hold up to ten style/outfit changes within its memory. These changes can be controlled remotely via a wireless connection to the base computer; they also can be changed via tactile or verbal inputs. If left up running, a UR Full e-clip will last 44 hours. While a UR Mini-e-clip will only last 22 hours. Cost: 7,000 credits

XM-132 Professional Live Costuming Outfit, is a body suit able to store up to 150 different pre-programed outfits. Projecting a minimal forcefield to simulate realness to the clothing to the observes. The XM-132 can change between preprogramed settings/outfits almost seamlessly in response to ether a preprogramed tactile or verbal command. With not even a flicker when the change is made. However, to pull the absolute most out of these body-suits they need to be custom fit to the user. Making them more expensive than normal vacuum suits. Even with he close fit tailoring the outfitting product can enhance the appearance of the user’s body to look and feel fuller than it is or to have a corset effect on the user's body making it look thinner by tricking the eyes of the audience. By itself this outfitting product will not change the look or feel of the user’s hair, for that is a separate product to fall within the legal restrictions.
The one thing that the XM-132 can do that the rest of the products can’t, is to project the appearance of the user’s skin as if the user wasn’t wearing something over that portion of their body. This is also only possible if the user has had a full body optical scan. While the map of the user be touched up, there is a digital code that gets embedded into the data. This watermark code will show up every 3 seconds somewhere in the projection. The digital watermark flashes in the projection that is long enough for high speed cameras to pick up, but too short for typical flesh and blood beings to notice. So long as the data set is user on the registered user, the watermark is clear to read. If the data set is used on someone else it will be distorted. Showing the user of the outfitting product and the user of the data set are two different people. While finding someone with the exact same body as the person you intend to frame is technically possible, it is so unlikely that it is all but impossible to find a perfect match.
When powered by a fully charged UR e-clip the costuming effects of the XM-132 can last 24 hours. Even so it is not recommended to use these products with less than half a charge on the e-clip. Nor is it recommended to use Mini-e-clips with this product. Loss of power to the product could result in loss of data and control software. Even a half charge full e-clip with last years at storage power levels. Cost: 75,000 credits.

XM-xxx Everyday OutFitting products are produced for real world wear. They cost 15% less than the Professional products and lack the on the fly outfit changes possible for those made for the stage. But they can be controlled through software the user can download to their personal communicator. To reset the Everyday Outfitting products means to cancel the old settings before a new setting can be invoked to be projected. This means that the user should find a space where they don’t mind being seen in bland close fitting clothes for a few moments. Like with the professional outfitting products, these products are machine washable. Because they are made for everyday use they are a little bit more durable. Not needing to be washed as delicates. (It is still recommended to be washed in the delicate cycles.) The Micro-e-clips that power these Everyday Outfitting products can be charged with a wall socket charger.
Everyday Outfitting products come in four types: shirt, trousers, body suit, and skirt/kilt.

XM-xx4 Skirt/Kilt: is the only Everyday outfitting product that does not have a professional counterpart. The length of the physical core of the XM-xx4 can be controlled to be long (38 inches) or very short (9 inches) besides changing it appearances. These were requested in user feedback session for use in dancing. Where the feel and flow of the skirt/kilt is a part of the experience. Cost: 6,200 credits.
Note: the XM-xx4 have found a niche in theatrical productions as throwable capes. With the script calls for the article of clothing to be removes and thrown.


XMG Military Camouflaging Harnesses & Outfits.

These top of the line optical camouflage in the Lafiled sector. When using their third generations optical camouflage outfits the users of these products are effectively invisible to the naked eyes of nearly all of the races in the galaxy. Having a wide spectrum reproducing capabilities. The over spread of the normal optical spectra includes both the ultraviolet and the inferred spectra into their projections. It takes optical sensors with special imbedded software to pick out the camouflaged person from the background. The user can choose to see the outputs of the software ether in their HUDs or cybernetic eyes.
The XMC line of products do have limitations even if they are top of the line in all respects. Camouflage harnesses, even the current products, can only project their camouflaging effects at second generation levels. This is because it is a field that covers the user. It is the imbedded projectors of the outfitting cloth that allows the the third generation body suits to reach the point of almost absolute invisibility. Even so, firing a weapon cannot be hidden from sight while actively firing. even with a harness camouflage field.
Unlike the XM professional outfitting products, the URCL military camouflaging products use the standard e-clips that fit into nearly all of the Lafiled sector’s production standards circle. Because of the advances in technology that cam about with the development of the XM series of costuming products, each force field core is made from a self repairing nano-architecture. The result of this, as long as power is applied to the core it will repair itself at a rate that recovers 10 SDC of protection per hour. Each storage clip for the replacement force field cores has a power cell that delivers power to the cores. So once a depleted core is slipped into the storage clip it will self repair to its un-depleted level of protection. However, there is a limit to it self repair. After a thousand cycles, it will lose one point of protection each repair cycle.

XMC—040 Military Camouflage Harness, this accessory covers the user with a holographic projection that hides them from direct visual detection. Scanning the surroundings and changing the projection to match what is scanned. Its camouflaging abilities are equal to the chameleon super ability. These harnesses can integrate into the soldier’s helmet HUD. Letting the HUD display what the optic Camouflage sensors are seeing. I whatever direction from the harness the soldier wishes. These first generation optical camouflage uses a field to bring about their camouflage effects. However, they only cover an area of a large sophent. So can’t be used on large Robot vehicles or power armors. Cost: 20,000 credits.

XMC—050 Military Camouflage Harness, this variant of the XMG-040 was designed for use with power armors, small humanoid robot vehicles and giant humanoids. Cost: 30,000 credits.

XMF—071 ForceField Harness, this harness projects a forcefield around the typical sized user, providing protection light battlefield protection. Developed for scouts, the forcefield doesn’t activate till the individual is attacked. So the energy signature of the forcefield does not give the scout away. Unlike other forcefield devices, the core of the device can be easily replaced when the protection of the field is depleted. Because of this the soldier can scouting when those with regularly constructed forcefields have to back off and withdraw. Each e-clip will power the device for 45 minutes of protection. Cost: 25,000 credits. Force Field SDC: 80. Replacement Core: 15,000 credits.

XMF—075 & XMF—078 ForceField Harnesses, these harness projects a forcefield around the typical sized user, providing medium & heavy battlefield protection respectively. These always on force fields are the mainstay of battlefield. With the —075 and the —078 the developers tried something new with a fat disc shaped forcefield that can deflect projectile weapon rounds. It was found to reduce the damage done to the forcefield is reduced to a tenth of the normal damage the attack would of normally delivered. Even so this format of a forcefield costs more energy than it would for spherical forcefield. Because of this the 075 and 078 were made to switch between forcefield shapes. Each shape needing a different core to project it. This also led to the development of a forcefield core the projected a parachute sided field. But this design was rejected for normal operations because the chute-field was more easily detected then a physical chute.
➢XMF-075 Medium ForceField Harness: Cost: 20,000 credits for harness base systems. Marquise shaped field core: 40,000 credits.
Spherical Field Core Cost:30,000 credits. SDC: 130.
➣XMF-078 Medium ForceField Harness: Cost: 22,000 credits for harness base systems. Marquise shaped field core: 44,000 credits.
Spherical Field Core Cost: 35,000 credits. SDC: 190.

XMF—076 & XMF-079 ForceField Harnesses, these are the power armor, small humanoid robot vehicles, and giant sized humanoids variants of the XMF-075 & XMF—078 Forcefield Harnesses.
XMF-076 Medium ForceField Harness: Cost: 25,000 credits for harness base systems. Marquise shaped field core: 44,000 credits.
Spherical Field Core Cost: 34,000 credits. SDC: 130.
XMF-079 Medium ForceField Harness: Cost: 28,000 credits for harness base systems. Marquise shaped field core: 48,000 credits. Spherical Field Core Cost: 39,000 credits. SDC: 190.

XMC—128 Military Camouflage Uniform, are UR Costuming Outfitters. Ltd.’s military optimized version of their XM-132 product. These battle-dress are fitted to individual soldiers as well as normal space suits. This is to cut down on extraneous movement in the device’s fabric base. Unlike the XMG-040, the XMG-128 not only can camouflage the soldier on the battlefield, they can make them look like they are ordinary civilians with outfitting application software similar to the the XM-132’s. Not only can it make the soldier ‘disappear’ into optic camouflage invisibility or just by blending into the crowd.
As with the XMG-040, the soldier can link up to their HUD or cybernetic eyes to the input from the uniform to be able to look in any direction centered on any part of the uniform. So in effect the soldier can literally just stick the tip of a finger around a corner to see around that same corner. Cost: 100,000 credits.

XMF-192 ForceField Harness, an accessory to XMG-128 that integrates with the XMG-128’s system to provide a protective forcefield barrier to the soldier on the battlefield. Unlike most other forcefield protective systems the XMF-192 effect field is disc like, and will deflect nearly all projectiles away from the soldier instead of blocking them. Because of this the damage from the projectiles to the field is reduced to just one tenth of the damage of the attack. To do full damage to the protective field the projectiles need to fired from above. At an angle greater that 50 degrees above the horizontal. Even this can be negated by an experienced soldier, by shifting the angle of the plane the force field to match the angle that the attacks from above are coming from. Unlike other force field devices, the core of the device can be easily replaced when the protection of the field is depleted. Because of this the soldier can carry on attacking even after the soldiers with regularly constructed force fields have to back off and withdraw. Each e-clip will power the force field for 45 minutes of use.
Cost: 40,000 credits. SDC: 250. Replacement FF core: 20,000 credits.
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kiralon
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Comment: Kill it with Fire.

Re: Personal Vacuum Protection (revised & expanded & other s

Unread post by kiralon »

I like the UR and XM ranges, they are fairly well thought out, however i think the vehicular AR of the NAVpack might be a little high.
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drewkitty ~..~
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Re: Personal Vacuum Protection (revised & expanded & other s

Unread post by drewkitty ~..~ »

kiralon wrote:I like the UR and XM ranges, they are fairly well thought out, however i think the vehicular AR of the NAVpack might be a little high.

Fixed....looked to have been a c/p error.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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