Here you are. You've survived your trainride up the artery of the Cat's Cradle in one piece, and your train comes out into a vast, tiled room with many vaulted doors and people in bulky suits. The train belches one last bit of exhaust as the air is siphoned out of the room (to be bottled and compressed and sold as cheap oxygen tanks) and the huge doors open, the bright light of the sun cutting through the thin glow of shielded lamps along the walls. Your carriage judders as the rail's guage switches, and you're suddenly out, with a huge expanse of blackness above you and an endless plain of ash around you. You're finally on the Moon...
Spacesuits: They aren't exactly dedicated for space; a lot of people just modify diving suits, or vice versa. Anything that keeps the pressure, temperature, and oxygen inside roughly survivable will work. Some brave souls rely on magic or Breaking, but that kinda shit doesn't always work on the Moon (1-in-4 chance for Visitor artifacts to fail). Most of them take up a lot of inventory space and make it tough to move deftly, and the ones that don't are delicate beyond belief.
Euler Vacuum Suit
Cost: 200 slugs, 40 minutes
Bulky, metal, stolid. Reduces your Dexterity by 3, and every hour you spend walking wastes more of your reserves (gain a point of exhaustion, if you're playing 5e.) AC like plate. Takes up 6 inventory spaces, makes you encumbered, whatever; they fucking suck to walk in, but who wants to walk on the Moon anyway? It's weird, and cold, and haunted, and there's always a wind blowing that you can feel through your suit (its a metaphysical wind, tugging at one of your souls). Euler suits can utilize two tanks of oxygen at one time, and have slots for four more in reserve.
Chester E. McDuffee's patented diving suit - 1911 |
LeBeaux Walkabout
Cost: 250 slugs, 50 minutes
These suits are barely more than inflated, sealed leather and harnesses for your oxygen tanks, but they're very stylish and don't restrict movement. LeBeaux's is a famous department store back in the fractured land of Massachusetts, and they regularly shipped these designer suits up to the burgeoning lunar cities back in the early days of the colonization efforts, but most experienced spacers don't put much stock in their protection. No movement or Dexterity penalties, but you also can't put armor on under it. Any slashing or piercing damage you receive punctures the suit; you have 1d4 rounds before your air runs out to fix the leak or die. You also need to wear lots of layers of wool or synthetic fabric underneath, because the Moon is cold. Holds one tank, with one in reserve.
I tried to find one that fit more with the idea, but "vintage leather suit" was a bad idea to google |
Hargrave Spikesuit
Cost: illegal, because whoever owns one must be a pirate
The pirate-lord Hargrave doesn't make suits, but his crews cobble them together from stolen suits. They usually scrub the blood out first, too. They weld nails and screws and razors to the outside of scavenged spacesuits, deterring predator beasts and lunar militia alike. They hug you to rupture your suits, if they can. Reduces your Dexterity by 1d3, and have similar exhaustion effects as the Euler suits. AC like studded armor, and they take up 4 inventory spaces. A critical hit against them knocks a piece off. Making a grapple or unarmed attack against someone while wearing a spikesuit does an additional 1d4 piercing damage on a success. Can hold 1d2 tanks of oxygen, with none in reserve except those you actually carry.
Like this, but somehow more horrifying |
Light sources: The Moon is cold. It's also dark. Even during the day, it's a doomed adventurer who forgets about light. There's no (or at least very little) atmosphere on the Moon, and the sun shines with an intensity not known on Earth, but the Moon is riddled with rocky outcroppings and caves and forests of strange, petrified madness-trees, and you can be plunged into absolute darkness at any time. Ash-storms roil about on the surface, and the ancient halls of the dead beneath the ground have long been abandoned and rendered dark.
Arc-Lamp
Cost: 50 slugs, 10 minutes
You can clip these lights to your suit. Provide them with a charge, either thaumaturgic or via a battery, and they produce a bright blue beam that cuts through darkness like a knife for 60-70'. They get hot. It takes about 6 hours before you would even start to feel that through a suit, but if you're just holding one, it's too hot to hold after about an hour of continuous use. They need to be hooked up to your oxygen supply, but they don't consume an about to be appreciable.
Moonstone
Cost: 175 slugs, 35 minutes
Veins of luminescent silicate flow beneath the surface of the Moon like silver blood. It has a similar composition to the reified madness produced in an aurora by the polyp-trees. Most scholars agree that it is the same thing, but acted on by the miniscule pressure of the Moon over billions of years. Either way, the chunks of it glow brighter when shaken, so a lot of people put them in cages attached to their suits and power them that way. They're toxic, so don't touch them with your bare hands. If you do, roll on your favorite mutation or madness table and gain a random effect. Some people grind them up and snort them. They produce a soft white light in a 20' radius, or 40' if shaken vigorously, which then fades away after 3 rounds.
This is gallium. Moonstone is like this but glowy |
Plutonium Orbiter
Cost: 100 slugs, 20 minutes
A bit of Plutonium, struck from an elemental. It circles your head and emits an etiolated orange light in a 5' radius, leaving tracers and emitting sine-wave sparks as it does. If someone casts a mind-reading spell on you, they catch some of the Plutonium as well, and it's pissed. Looking at it too long gives you a headache. You can cast the spell light (even if you don't know it or have spellcasting normally) on anything made of metal, as long as you keep ahold of it. The orbiter does 1 point of radiation damage every day you have it equipped, and after every month that passes, gain a cumulative chance to mutate.
Vial of Lunar Slug Oil
Cost: 20 slugs, 4 minutes
Glass bottle with a steel stopper. A substance that isn't really oil, harvested from Lunar Slugs (creatures that aren't really slugs). It smells like lemons and graveyard wind, and glows intensely when fed meat. The oil is actually the slugs' way of reproducing, each drop containing millions of microscopic lunar slugs that are usually hibernating. When a food source is introduced, they begin feasting and fighting, causing the chemical reaction that makes them glow. After 5 feedings, the glow is dimmer as the slugs die, and after 10 one slug remains, large enough now as to fill the vial with no room to spare. When you find it, the vial has been fed 1d4+1 times already.
Oxygen tanks: This is the main thing you need to survive on the Moon. Oxygen is so important that the entire lunar economy is based on how many minutes of it you have. In Cambridge and the Harvard Lunarium are quantum-paired banks that will exchange your slugs for minutes (represented by paper scrip), usually at a rate of 5 slugs to 1 minute (although this depends on your trustworthiness as a creditor). This might get complicated when calculating XP (I use currency as XP) so I might just make it 1:1, but I want oxygen to feel even more valuable than magic or food on the Moon.
There aren't that many variants with oxygen tanks. They all contain about an hour's worth of air, and they all plug into the same adapters on your suits. However, the quality of oxygen differs, and some people pay more for air from certain parts of the world below. A shitty tank will only cost about 5 slugs, but if you get attacked and the to-hit is more than 18 the tank will leak. A good tank will set you back about 20 slugs.
Some more loose adventurers add applicators to their tank supply, vials of gas that can be added to their oxygen to give them short-lived bonuses, like nitrous in cars.
Laughing Gas
Cost: 20 slugs, 4 minutes
Anaesthetic and dissociative vapor, allows you to shrug off pain for 1d6 rounds. You can't stop laughing. When you take damage during this time, it is put off until the time that the gas wears off. You suffer no fear effects, and if an attack would kill you, you ignore it. If you recover that HP before the gas wears off, you live. Otherwise it all comes at once.
Ghost Haze
Cost: 30 slugs, 6 minutes
Distilled from the souls of the dead found clustered on the Moon. Lets you and everything you're carrying become incorporeal for 1d4 rounds. If you're phasing in something when the effects wear off, you become stuck, and take 3d10 radiation damage. Otherwise can't take or deal damage in the ghost-state.
Fumes of Leto
Cost: 60 slugs, 12 minutes
The Mad Mage Leto produced this vapor formula before he died and converted his mass into writhing bunches of worms. It allows you to see approximately 3 seconds into the future for one minute. The sensory ghosting and overloading is intense (Wisdom save or temporary insanity) but if you power through you can anticipate any incoming attacks, and your attacks do an additional 1d4 damage as you can target them more precisely.
This is starting to get long, so I think I'll end it here. But I still have some ideas about weapons and stuff, maybe transportation.
Cost: 20 slugs, 4 minutes
Anaesthetic and dissociative vapor, allows you to shrug off pain for 1d6 rounds. You can't stop laughing. When you take damage during this time, it is put off until the time that the gas wears off. You suffer no fear effects, and if an attack would kill you, you ignore it. If you recover that HP before the gas wears off, you live. Otherwise it all comes at once.
Ghost Haze
Cost: 30 slugs, 6 minutes
Distilled from the souls of the dead found clustered on the Moon. Lets you and everything you're carrying become incorporeal for 1d4 rounds. If you're phasing in something when the effects wear off, you become stuck, and take 3d10 radiation damage. Otherwise can't take or deal damage in the ghost-state.
Fumes of Leto
Cost: 60 slugs, 12 minutes
The Mad Mage Leto produced this vapor formula before he died and converted his mass into writhing bunches of worms. It allows you to see approximately 3 seconds into the future for one minute. The sensory ghosting and overloading is intense (Wisdom save or temporary insanity) but if you power through you can anticipate any incoming attacks, and your attacks do an additional 1d4 damage as you can target them more precisely.
This is starting to get long, so I think I'll end it here. But I still have some ideas about weapons and stuff, maybe transportation.