World Overview
Basic Premise
Lost Planet: Colonies is a high-technology, zero-magic survival world set on the frozen exoplanet E.D.N. III, where humanity can survive only by harvesting Thermal Energy from a hostile living ecosystem.
This is not a heroic frontier—
it is an industrial struggle for survival, controlled by corporate power, undermined by rebellion, and constantly threatened by native life.
Technology Level
High Technology, Harsh Limits
Advanced human technology exists:
Vital Suits (powered exoskeletons)
Energy and ballistic weapons
Deep-core mining operations
Orbital logistics and interstellar travel
Technology is not liberating:
It requires constant Thermal Energy
It breaks down in extreme cold
Repairs and spare parts are scarce
Most colonists live with:
Aging equipment
Jury-rigged systems
Black-market modifications
Technology keeps people alive—but only just.
Magic Level
No Magic (Hard Sci-Fi)
There is no spellcasting, divine power, or supernatural magic
Everything operates through:
Thermal Energy physics
Biological processes
Mechanical systems
Phenomena that feel mystical (Akrid behavior, Thermal surges, ancient ruins) are:
Poorly understood science
Misinterpreted alien ecology
Classified or suppressed research
This keeps the world grounded, tense, and lethal.
The Core Survival Loop
Life on E.D.N. III revolves around a single truth:
No Thermal Energy = Death
Thermal Energy powers:
Vital Suits
Weapons
Colony heating
Vehicles and defenses
Thermal Energy is obtained by:
Mining geothermal veins
Hunting Akrid
Salvaging ruins and wreckage
Loss of Thermal Energy causes:
Suit shutdown
Rapid hypothermia
Colony collapse
Every decision—political, military, or personal—is about Thermal Energy flow.
The Planet: E.D.N. III
Environmental Identity
Endless ice fields and snowstorms
Volcanic fissures and geothermal vents
Subsurface tunnel networks
Ancient ruins buried beneath ice
The planet is actively hostile, not just cold.
Sudden whiteouts
Icequakes
Thermal sink collapses
Massive Akrid migrations
Nature is the first enemy—humans come second.
Unique Life: The Akrid
The Akrid are native megafauna and swarm creatures that:
Produce massive amounts of Thermal Energy
Are aggressively territorial
Exist in ecological balance with the planet
They are:
Hunted for survival
Studied for exploitation
Feared as extinction-level threats
Akrid are not “monsters” in a fantasy sense—they are a biological response to human intrusion.
Human Power Structures
Corporate Colonialism
NEVEC dominates human activity
Colonies are corporate assets
Workers are replaceable
Compliance is enforced through:
Resource control
Military pressure
Information suppression
Opposing this are:
Snow Pirates
Independent colonies
Rogue researchers
Fractured military remnants
No side is clean. Survival always has a cost.
What Sets This World Apart
1. Energy Is Life, Not Currency
Thermal Energy is:
Food
Fuel
Shelter
Power
Time
Running out is not an inconvenience—it is a countdown.
2. Survival Over Heroism
This is a world where:
Retreat is often correct
Negotiation saves lives
Corporate orders conflict with human morality
Heroism exists—but it is expensive.
3. Technology Without Comfort
Despite advanced machines:
People freeze
Colonies fail
Equipment malfunctions
Death is sudden and common
Progress does not mean safety.
4. A Living, Reactive World
Over-hunting Akrid, aggressive mining, or corporate abuse causes:
Ecological backlash
Larger, deadlier Akrid
Thermal instability
Colony loss
The planet remembers what is done to it.
Player Experience (In One Sentence)
Players are Vital Suit operators trapped on a frozen world where every mission is a negotiation between survival, corporate control, and the consequences of exploiting a living planet.
PART I — ON-FOOT WEAPONS
(Used by unmounted pilots or dismounted Vital Suit operators)
On-foot combat is desperate and dangerous. Weapons emphasize Thermal efficiency, stopping power, and reliability.
STANDARD BALLISTIC WEAPONS
Handgun
Sidearm for emergencies
Low Thermal drain
Last line of defense when VS fails
Machine Gun
Standard issue for pilots
High rate of fire
Reliable against swarm Akrid
Rifle
Accurate mid-range weapon
Favored by scouts and escorts
Balanced Thermal use
Shotgun
Devastating at close range
Extremely effective in tunnels and ruins
High recoil, limited range
HEAVY INFANTRY WEAPONS
Rocket Launcher
Anti-Akrid and anti-VS
Limited ammunition
High Thermal cost
Grenade Launcher
Area denial
Effective against clustered Akrid
Dangerous in confined spaces
Sniper Rifle
Long-range precision
Used for weak-point targeting
Requires steady Thermal support
ENERGY-BASED INFANTRY WEAPONS
Plasma Gun
Superheated plasma discharge
Excellent against armored Akrid
High Thermal consumption
Laser Rifle
High accuracy
Minimal projectile drop
Less effective against heat-adapted targets
UTILITY & EXPLOSIVES
Grenades
Fragmentation, Thermal, or concussive
Used to break swarms or collapse tunnels
Thermal Recovery Units
Extract residual Thermal Energy
Used post-combat or in emergencies
PART II — VITAL SUIT (VS) WEAPONS
(Mounted weapons for large-scale combat)
VS weapons are interchangeable, modular, and devastating.
BALLISTIC VS WEAPONS
VS Machine Gun
Standard VS armament
Reliable against small and medium Akrid
VS Shotgun
Extreme close-range damage
Tunnel clearing and defense
Gatling Gun
High rate of fire
Massive Thermal drain
Used by elite pilots and Pirates
HEAVY ORDNANCE
Cannon
High-caliber, armor-piercing
Slow firing
Excellent vs Apex Akrid weak points
Heavy Cannon
Enhanced destructive capability
Requires stable Thermal reserves
Missile Launcher
Lock-on capable
Effective at range
Limited ammunition
Rocket Pod
Area saturation
Colony defense and swarm suppression
ENERGY VS WEAPONS
Plasma Cannon
Massive plasma discharge
High penetration
Extreme Thermal consumption
Laser Cannon
Precision weapon
Sustained fire possible
Less effective against Thermal-dense targets
INDUSTRIAL / IMPROVISED VS TOOLS
Drilling Arm
Mining and combat utility
Devastating melee capability
Salvage Claw
Grabbing, tearing, crushing
Pirate favorite
Mounted Mining Laser
Industrial tool repurposed for combat
Effective against structures and armored Akrid
PART III — FULL VITAL SUIT LIST
(Operational Frames on E.D.N. III)
Vital Suits are not vehicles — they are economic lifelines and weapons of survival.
LIGHT / GENERAL-PURPOSE VITAL SUITS
GTF-11 DRIO
Role: Civilian, scout, miner
Traits:
Lightweight
Energy efficient
Limited armor
Most common Vital Suit on the planet.
GTF-15 DRIO II
Role: Improved general-purpose
Traits:
Better armor
Enhanced Thermal circulation
Modular weapon mounts
Preferred by experienced pilots.
HEAVY / ASSAULT VITAL SUITS
PTX-140 HARDBALLER
Role: Combat, colony defense
Traits:
Heavy armor
High weapon capacity
Slower movement
Standard NEVEC assault platform.
PTX-140R HARDBALLER R
Role: Elite combat variant
Traits:
Reinforced armor
Improved mobility
Enhanced Thermal routing
Favored by NEVEC elites and Pirate champions.
SPECIALIZED / EXPERIMENTAL VITAL SUITS
EX-T400
Role: Experimental combat platform
Traits:
Advanced Thermal efficiency
High power output
Unstable systems
Often recalled after field trials.
EX-T440
Role: Advanced experimental model
Traits:
Superior performance
Complex maintenance
Classified components
Pilots assigned these rarely survive long.
INDUSTRIAL / MINING VITAL SUITS
MINING VARIANTS (Multiple Models)
Role: Extraction and construction
Traits:
Reinforced frames
Integrated drills and claws
Expanded Thermal storage
Often poorly maintained in independent colonies.
MODIFIED & SALVAGED VITAL SUITS
PIRATE-MODIFIED FRAMES
Role: Anything necessary
Traits:
Mixed components
Custom armor plating
Illegal weapon mounts
Unpredictable but deadly.
LEGACY FRAMES
Role: Rare, old-generation suits
Traits:
Outdated systems
Unique configurations
Difficult to repair
Often legendary among Snow Pirates.
CULTURAL NOTE: WHY VITAL SUITS MATTER
A Vital Suit is:
A job
A weapon
A life
Losing one can doom a colony
Pilots often name their suits
Some refuse to abandon them even when dying
FINAL SUMMARY (ONE SENTENCE)
Weapons on E.D.N. III are tools of survival, Vital Suits are the backbone of civilization, and whoever controls them controls who lives another day.
I. VITAL SUIT UPGRADE MODULES
(Modular, swappable, highly contested assets)
Upgrade modules are not cosmetic.
They determine who survives, who works, and who dominates.
A. THERMAL MANAGEMENT MODULES
Enhanced Thermal Circulator
Improves Thermal Energy efficiency
Reduces loss during combat and extreme cold
Standard on elite NEVEC units
Emergency Thermal Buffer
Stores reserve T-ENG for suit-critical failures
Buys minutes—not safety
Favored by independent pilots
Rapid Dissipation Vents
Prevents overheating from heavy weapons
Common on Pirate-modified suits
Vulnerable to damage
B. MOBILITY & FRAME MODULES
Reinforced Actuator Package
Increases lifting and melee force
Slower movement
Popular with mining and assault units
High-Mobility Leg Servos
Enhanced sprint and jump capability
Increased Thermal drain
Used by scouts and raiders
Ice Traction Stabilizers
Prevents sliding on unstable terrain
Essential in Polar Ice Fields
Rarely issued by NEVEC (cost-saving measure)
C. DEFENSIVE MODULES
Ablative Armor Plating
Sacrificial armor layers
Heavy but lifesaving
Standard colony defense retrofit
Thermal Insulation Layer
Protects against extreme cold and heat
Required near Thermal vents
Reduces internal space for weapons
Sensor Dampening Mesh
Reduces Thermal signature
Avoids Apex Akrid detection
Illegal under NEVEC regulations
D. SENSOR & CONTROL MODULES
Enhanced Targeting Suite
Improves weak-point acquisition
Essential against Apex Akrid
High power draw
Environmental Scan Array
Detects Akrid movement and instability
Used by scouts and researchers
Black-Box Command Node
Allows squad-level coordination
Found on NEVEC command suits
Pirate versions are heavily modified
E. WEAPON INTERFACE MODULES
Heavy Weapon Stabilizer
Enables use of cannons and gatlings
Required for Hardballer frames
Rapid Mount Coupler
Allows fast weapon swapping
Pirate favorite
Mechanically fragile
Industrial Tool Adapter
Converts mining tools into weapons
Common in independent colonies
II. LEGENDARY NAMED VITAL SUITS
(Rare, infamous, and story-defining)
These suits are known by reputation, not serial number.
“WHITE FANG”
Frame: PTX-140R Hardballer
History: Snow Pirate legend
Custom thermal dampening
Salvage claw + Gatling Gun
Known for surviving multiple Apex encounters
Said to “never run cold,” even when its pilot does.
“BLACK LEDGER”
Frame: EX-T440
History: NEVEC black-ops prototype
Classified Thermal routing
Sensor blackout capability
Entire colonies erased during its deployment
NEVEC officially denies its existence.
“COLD MERCY”
Frame: GTF-15 Drio II
History: Independent colony defense icon
Reinforced armor
Emergency Thermal Buffer
Saved three colonies before its pilot froze to death inside it
Still operational. Still feared.
“GRAVE DIGGER”
Frame: Mining Variant (Heavily Modified)
History: Deep-core salvage suit
Dual drilling arms
Heavy armor plating
Responsible for killing an Apex brood guardian
Moves slowly. Kills efficiently.
“ASH WARDEN”
Frame: PTX-140 Hardballer
History: Former NEVEC enforcer, now rogue
Missile launcher + Plasma Cannon
Thermal efficiency far beyond standard
Pilot vanished after refusing an extermination order
NEVEC has an open kill order on the suit.
III. FACTION LOADOUTS
(Standardized VS configurations by faction)
NEVEC SECURITY FORCES
Typical Frames
PTX-140 Hardballer
PTX-140R (elite)
Weapons
Cannon
Missile Launcher
VS Machine Gun
Modules
Enhanced Thermal Circulator
Black-Box Command Node
Ablative Armor
Doctrine
Overwhelming force
Zero retreat
Collateral acceptable
NEVEC BLACK-OPS (UNOFFICIAL)
Typical Frames
EX-T400 / EX-T440
Weapons
Plasma Cannon
Laser Cannon
Heavy Cannon
Modules
Sensor Dampening Mesh
Advanced Targeting Suite
Emergency Thermal Buffer
Doctrine
Eliminate evidence
No survivors
Mission secrecy above all
INDEPENDENT COLONIAL DEFENSE
Typical Frames
GTF-11 Drio
GTF-15 Drio II
Weapons
VS Machine Gun
Shotgun
Rocket Pod (rare)
Modules
Reinforced Actuators
Emergency Thermal Buffer
Ice Traction Stabilizers
Doctrine
Hold the line
Protect infrastructure
Retreat if possible
SNOW PIRATES
Typical Frames
Salvaged Hardballers
Modified Drios
Legacy Frames
Weapons
Gatling Gun
Salvage Claw
Missile Launcher
Modules
Rapid Mount Coupler
Sensor Dampening Mesh
High-Mobility Servos
Doctrine
Hit hard
Move fast
Never fight fair
RESEARCH & SCOUT UNITS
Typical Frames
GTF-15 Drio II
Experimental light variants
Weapons
Machine Gun
Laser Rifle (mounted)
Minimal heavy armament
Modules
Environmental Scan Array
Enhanced Sensors
Thermal Insulation Layer
Doctrine
Avoid confrontation
Gather data
Escape first
IV. FINAL CONSOLIDATED TRUTH
Upgrade modules decide survivability
Legendary suits shape history
Faction loadouts reveal ideology
Vital Suits are civilization
Lose the suit, lose the future.
ONE-SENTENCE SUMMARY
Vital Suits on E.D.N. III are not equipment but identity—upgraded, weaponized, and remembered long after their pilots are gone.
VITAL SUIT PROGRESSION TREES
Lost Planet: Colonies (E.D.N. III)
CORE DESIGN PHILOSOPHY
Vital Suit progression is driven by:
Access, not experience
Maintenance, not power growth
Risk, not inevitability
Advancement happens when pilots:
Salvage rare components
Earn faction trust
Survive catastrophic encounters
Take political or ethical risks
No tree is strictly “better.”
Each creates trade-offs.
PROGRESSION STRUCTURE
Each Vital Suit progresses along three concurrent axes:
Frame Tier – the suit itself
System Specialization – what it does best
Reputation Locks – who lets you install what
A pilot may advance unevenly across these axes.
I. FRAME TIER PROGRESSION
This represents hardware access, not skill.
TIER 1 — CIVILIAN / STARTER FRAMES
(Baseline survival)
Examples
GTF-11 Drio
Mining Variants
Capabilities
Basic life support
Limited weapon mounts
Minimal armor
Typical Unlock Conditions
Colony-issued
Inherited
Purchased with debt
Survival is possible—but fragile.
TIER 2 — REINFORCED GENERAL-PURPOSE
(Reliable independence)
Examples
GTF-15 Drio II
Upgraded Mining Frames
Capabilities
Modular upgrades
Improved Thermal circulation
Expanded weapon options
Unlock Conditions
Salvage success
Colony trust
Pirate barter
You are no longer disposable.
TIER 3 — ASSAULT & ELITE FRAMES
(Regional power)
Examples
PTX-140 Hardballer
PTX-140R Hardballer R
Capabilities
Heavy weapons
High armor
Squad integration
Unlock Conditions
NEVEC contract
Major salvage operation
Pirate war spoils
Your presence changes the battlefield.
TIER 4 — EXPERIMENTAL / LEGENDARY
(Story-defining)
Examples
EX-T400
EX-T440
Named Legendary Suits
Capabilities
Exceptional Thermal efficiency
Advanced systems
Unstable or classified components
Unlock Conditions
Black-ops missions
Apex Akrid encounters
World-altering choices
The suit becomes a liability as much as an asset.
II. SYSTEM SPECIALIZATION TREES
A Vital Suit can specialize in one primary path and one secondary path.
Going deeper locks out others.
A. ASSAULT TREE — “BREAK THE LINE”
Focus: Firepower, durability, intimidation
Branch Progression
Reinforced Armor Plating
Heavy Weapon Stabilizer
Enhanced Targeting Suite
Multi-Weapon Loadout Capability
Trade-Offs
Massive Thermal drain
Reduced mobility
High maintenance cost
Favored By
NEVEC forces
Colony defenders
Apex hunters
B. MOBILITY TREE — “MOVE OR DIE”
Focus: Speed, evasion, positioning
Branch Progression
High-Mobility Leg Servos
Rapid Thermal Redistribution
Sensor Dampening Mesh
Extreme Environment Traversal
Trade-Offs
Lower armor
Limited heavy weapons
Vulnerable when cornered
Favored By
Snow Pirates
Scouts
Couriers
C. SURVIVAL TREE — “OUTLAST EVERYTHING”
Focus: Thermal efficiency, redundancy
Branch Progression
Emergency Thermal Buffer
Enhanced Thermal Circulator
Auto-Seal Life Support
Long-Duration Operation Mode
Trade-Offs
Less offensive capability
Slower combat tempo
Lower intimidation factor
Favored By
Independent pilots
Deep explorers
Harmonizer bearers
D. INDUSTRIAL TREE — “TURN TOOLS INTO WEAPONS”
Focus: Utility, salvage, close combat
Branch Progression
Industrial Tool Adapter
Reinforced Actuator Package
Dual-Tool Mounts
Structural Breach Optimization
Trade-Offs
Limited ranged combat
High mechanical stress
Requires constant repairs
Favored By
Miners
Salvagers
Pirate engineers
E. COMMAND & CONTROL TREE — “CONTROL THE FIELD”
Focus: Coordination, information dominance
Branch Progression
Environmental Scan Array
Black-Box Command Node
Squad Thermal Sync
Tactical Override Authority
Trade-Offs
Less personal combat power
High-value target
Information liability
Favored By
NEVEC officers
Pirate captains
Veteran leaders
III. REPUTATION & ACCESS LOCKS
Some upgrades are not technical barriers, but political ones.
NEVEC-LOCKED UPGRADES
Black-Box Command Node
Experimental Thermal routing
Elite armor composites
Unlocked via:
Contracts
Loyalty
Complicity
PIRATE-LOCKED UPGRADES
Sensor Dampening Mesh
Rapid Mount Couplers
Illegal weapon mounts
Unlocked via:
Trust
Shared raids
Blood debt
COLONY-LOCKED UPGRADES
Emergency systems
Salvage retrofits
Long-duration modules
Unlocked via:
Protection
Sacrifice
Community loyalty
IV. HARMONIZER INTEGRATION (OPTIONAL, RARE)
If a pilot possesses a Harmonizer:
Survival Tree upgrades become exponentially stronger
Assault and Mobility trees still function—but risk overload
Harmonizer use attracts:
NEVEC attention
Apex Akrid indirectly
Pirate interest
A Harmonizer does not skip progression.
It raises the stakes of every choice.
V. ENDGAME STATES (NOT ENDINGS)
A fully progressed Vital Suit does not mean safety.
Possible outcomes:
Legendary status
Targeted elimination
System instability
Forced retirement
Becoming a regional power
No suit lasts forever.
FINAL TRUTH (ONE SENTENCE)
Vital Suit progression on E.D.N. III is not about becoming stronger—it is about choosing what you are willing to sacrifice to survive longer than everyone else.
VITAL SUIT FAILURE & DEGRADATION RULES
Lost Planet: Colonies (E.D.N. III)
DESIGN INTENT
Vital Suits are:
Essential
Finite
Failing faster than they can be replaced
This system ensures:
Long missions feel dangerous
Heavy combat has consequences
Maintenance matters as much as combat skill
“Legendary” suits accumulate scars instead of perfection
Failure is predictable, not arbitrary.
CORE CONCEPTS
Every Vital Suit tracks three condition states:
Integrity – Physical condition
Thermal Stability – Energy efficiency and safety
System Stress – Accumulated operational strain
Damage, overuse, and bad decisions degrade these states.
I. INTEGRITY (STRUCTURAL DAMAGE)
Represents: Armor, frame, actuators, seals
Integrity States
Optimal – Fully functional
Worn – Cosmetic damage, minor penalties
Compromised – Serious structural issues
Critical – Catastrophic failure imminent
Integrity Degradation Triggers
Direct hits from heavy weapons
Melee attacks by large Akrid
Collapsing terrain or icequakes
Repeated combat without repair
Effects by State
Worn
Increased repair time
Minor movement penalties
Armor failures begin to occur
Compromised
Random system malfunctions under stress
Reduced load capacity
Actuator lag during combat
Critical
One strong hit may:
Immobilize the suit
Breach life support
Force emergency shutdown
At Critical Integrity, retreat is survival.
II. THERMAL STABILITY (ENERGY CONTROL)
Represents: Thermal circulation, containment, efficiency
Thermal Stability States
Stable
Fluctuating
Unstable
Runaway
Thermal Degradation Triggers
Overuse of heavy weapons
Operating in extreme environments
Rapid Thermal depletion and refilling
Damage to circulation systems
Effects by State
Fluctuating
Increased Thermal drain
Heat spikes interfere with sensors
Unstable
Risk of overheating or freeze-lock
Emergency Thermal dumps may trigger automatically
Runaway
Imminent meltdown or thermal collapse
Pilot must:
Shut down the suit
Dump Thermal reserves
Abandon the suit
Runaway Thermal events are often fatal.
III. SYSTEM STRESS (WEAR & TEAR)
Represents: Accumulated strain from use
System Stress increases when:
Missions exceed safe duration
Repairs are rushed or skipped
Emergency systems activate
Experimental modules are used
Stress Thresholds
Low Stress – Normal operation
Moderate Stress – Minor glitches
High Stress – Cascading failures possible
Max Stress – Forced failure check required
Stress Effects
Moderate Stress
Delayed response times
Sensor lag
Increased Thermal consumption
High Stress
Random subsystem failures
Weapon jams
Actuator lock-ups
Max Stress
Mandatory failure roll or narrative consequence
GM chooses or rolls:
Weapon offline
Mobility loss
Thermal spike
Life support warning
Stress only resets through proper maintenance, not rest.
IV. FAILURE EVENTS (WHEN THINGS GO WRONG)
When a suit at Compromised Integrity, Unstable Thermal, or High Stress is pushed further, trigger a Failure Event.
Example Failure Events
Actuator Seizure – Movement severely limited
Weapon Hardlock – Mounted weapon unusable
Seal Breach – Pilot begins losing Thermal rapidly
Sensor Blackout – Blind operation
Thermal Surge – Immediate drain or forced dump
Failures stack.
Multiple failures = death spiral.
V. MAINTENANCE & REPAIR
FIELD REPAIRS
Temporary fixes
Reduce penalties but increase System Stress
Risk worsening damage if rushed
Used in emergencies only.
PROPER MAINTENANCE
Requires:
Tools
Time
Safe environment
Skilled mechanic
Can:
Restore Integrity states
Reduce System Stress
Stabilize Thermal systems
Colonies with poor VS bays cannot keep suits alive long-term.
PARTS & SCARCITY
Some damage cannot be repaired without:
Rare components
Salvaged parts
Black-market deals
This forces:
Trade-offs
Cannibalizing other suits
Ethical decisions
VI. DEGRADATION OVER TIME (LONG-TERM WEAR)
Even without combat:
Every extended deployment adds Stress
Cold degrades seals
Heat degrades circuitry
Age reduces maximum efficiency
A Vital Suit will inevitably decline.
Legendary suits are famous because they lasted longer—not because they were perfect.
VII. HARMONIZER INTERACTION (IF PRESENT)
A Harmonizer:
Reduces Thermal Stability degradation
Delays Runaway events
Does not prevent Integrity damage
Increases consequences if it fails
When a Harmonizer-linked suit fails:
Damage is sudden
Recovery is unlikely
NEVEC attention spikes immediately
VIII. ABANDONMENT & LOSS
Pilots may be forced to:
Eject
Shut down permanently
Abandon a suit to survive
Abandoned suits become:
Salvage
Pirate prizes
Legendary wrecks
Death traps
Some pilots die trying to save their suits.
IX. WHY THIS MATTERS IN PLAY
Players plan missions carefully
Retreat becomes meaningful
Maintenance scenes matter
Combat feels costly
Every suit tells a story through damage
FINAL TRUTH (ONE SENTENCE)
Vital Suits on E.D.N. III do not fail because they are weak—they fail because the world grinds everything down eventually.