Devices     The gadgets of the Ancient Ones and their later derivatives color all of Lur-Asko life - sometimes in the form of simple farming implements known by all peasants, sometimes as advanced devices that modern science has yet to understand. Those most relevant to the adventuring life are listed here.

Device Requirements & Technology Competencies    Some devices in Legends can be used by anyone, while others require degrees of competency in certain areas. Such requirements are always written in the style of (for example) Adamantology: 2, which would indicate 2 degrees of competency in the area of Adamantology. Technology competency is granted by Technology Competence Abilities, predominantly from the Study of Technology. All devices list the competencies required.
    Unlike weapons competencies, failing to meet a device's competency requirements means that you cannot use the device at all. Other competencies (such as melee or ranged competency) may be desirable for relevant devices; meeting the technology competency requirements does not necessarily make you competent in ranged attacks with a flamethrower device, for example.

    Unless otherwise stated (either in its own rules or in connected rules, such as for ranged weapons), a device does not require free hands. However, a device is ineffective when not carried, or when carried in a rucksack or other such container that makes it difficult to access. Devices carried by a mount do not count as carried by the rider.

    Unless otherwise stated, devices do not interfere with normal clothing, cold weather gear, or armor, even if some are "worn" in a similar way.

Identifying a Device    Upon encountering a device, you will generally be able to tell if you can operate it competently. You are also able to determine the purpose and capabilities of any device you are able to operate; this lore is part of the knowledge granted by your Technology Competence Abilities.

    If you do not meet the competency requirements to operate a device, you may still be able to identify it. You know the exact competency requirement of a device if that requirement is no more than 3 degrees higher than your own competency in that area (count your competency as 0 if you do not have the matching Ability). If the device has no competency requirement that is more than 3 degrees higher, you are able to determine its requirements and capabilities.

    If you are unable to identify a device, you can bring it to the device merchants in any notable city; they will typically provide you with the information free of charge, in the hopes that you might sell them a device you cannot use.

    Unless otherwise stated, the same object can never be more than one type of device at once. For example, a device cannot be both an Elemental Ranged Weapon and a Chemical Energy Weapon, even though both follow similar ranged weapon rules.

Size Increases    Each device listed here is really a category of devices, with the listed details pertaining to the simplest possible example of such a device. Your party might find a larger version of the device with higher weight and/or carry slots; all devices list the effects of size increases. Sometimes there are multiple possibilities for the effects of size increases; if so, the effect is chosen when the device is created, and cannot be altered later.

    While the effect of a size increase on carry slots may vary, most enlarged devices will increase their weight according to this chart, based on their initial weight:

Total Device Weight
Initial Device Weight Number of Size Increases:
1 2 3 4 5 6 7 8 9 10 etc.
1 2 4 7 11 16 22 29 37 46 56 Each size increase adds weight equal to the number of the increase multiplied by the device's original weight
3 6 12 21 33 48 66 87 111 138 168
5 10 20 35 55 80 110 145 185 230 280
10 20 40 70 110 160 220 290 370 460 560
15 30 60 105 165 240 330 435 555 690 840
20 40 80 140 220 320 440 580 740 920 1120
40
80
160
280
440
640
880
1160
1480
1840
2240

   Each size increase also increases a device's price by an amount equal to 50% of its listed base price. In some cases, a size increase might describe additional components placed on the "base model" of the device by a character with Device Rescaling (Technology). Most often, it simply describes a device that came out of the factory already larger than the default example of its type. For all devices, if there is a common or mass-produced example that has size increases, it will be mentioned alongside the lesser "base model."

    Some ranged weapons refer to the following chart to obtain their stat requirements. More than 6 size increases cannot be applied to such weapons; this would enter the realm of mounted and vehicle weapons.

Ranged Weapon Device STR Requirements
Size increases on ranged weapon device 0 1 2 3 4 5 6
STR req. (2-handed) none 3 6 10 15 20 32
STR req. (1-handed) 2 6 12 20 30 40 64

Miniaturization    Some devices can also be found in smaller versions than the listed base model, at the cost of increased price and altered tech competency requirements. Miniaturized devices have triple the base price of the standard device, but their exact weight, carry slots, and competency requirements vary with the device type. If a device does not list the rules for miniaturization, it cannot be miniaturized. Miniaturized devices cannot simultaneously be advanced devices (see below), and obviously cannot have size increases.

Advanced Devices    Devices which are not miniaturized can also sometimes be found with complicated features that can only be accessed by tech experts. These are termed advanced devices, and have double the price of a non-advanced device of the same type and same amount of size increases. Each device will list the effects of its advanced version; this will typically be some sort of greater capability for users with excess degrees of tech competency (for example, a device requiring Adamantology: 4 being used by a character with a competence of Adamantology: 6, who thus has 2 excess degrees). Advanced status does not actually raise the device's competency requirements. Users who do not exceed the device's requirements will simply not be able to access the advanced features.

    The effect of an advanced device is often similar to that of a larger device. When both size increases and advanced status modify the same aspect of a device, apply any relevant math from the size increases first, followed by the advanced status, rounding down at the end.
Modifications & Attachments    Some devices are listed as modifications or attachments. This refers to an association with another item, which may or may not follow device rules itself. Most commonly, the subject of a modification or attachment will be a suit of armor, melee weapon, ranged weapon, or round of ammunition.

    Attachments are just that - something attached to the other object, but not limiting it nor excluding other attachments. Modifications, on the other hand, represent a fundamental alteration of the other object, and cannot coexist with other modifications; only one modification can be added to an item, and it typically cannot be removed. Modified items can generally still receive attachments.

    Unless otherwise stated, the weight and carry slots of modifications and attachments are added to those of the modified item, and are not negated by rules specific to the modified item (for example, the carry slots of armor attachments are not negated by wearing the armor). Advanced device costs are based only on the cost of the device, not the base weapon.

    Attachments may be put on or taken off by anyone competent with both the attachment and the device it attaches to (if any). This process generally takes only a few minutes at most. Modifications can only be added to an item by a character with the competencies and Invention Abilities that would be required to create both devices (see below). This process can only be done at city forges, and cannot be reversed unless otherwise stated in the modification's rules.

    Armor modifications survive any armor adjustments (see Adjusting Armor). However, the armor itself cannot receive any adjustment that would result in the original modification no longer being compatible with it.

    Shields may receive melee weapon attachments and modifications. No other type of non-melee-weapon object being improvised as one can receive them unless otherwise stated.

Device Availability

    The base model of a device, as well as any listed common example with size increases, can generally be found for sale in the largest cities of each realm (unless otherwise stated). These devices can usually be found in other major cities as well, if their price is 1,000 coins or less; social searches for more expensive devices may also be possible there. Shade and draconic devices are only available through their respective factions.

    Devices with amounts of size increases not listed under common examples, as well as miniaturized and advanced devices, can typically only be obtained through lucky ruin finds, powerful social connections, or the assistance of an Inventor in your party (see Inventing Devices below). This is because Inventors capable of producing rare devices tend to be scooped up by major factions, city-state militaries, or other adventuring parties.

Inventing Devices     It may not always be the GM who is using the rules in this chapter to create a device. If you have taken Invention Abilities from the Study of Technology, you are able to manufacture such devices using your own creativity, applying whatever size increases or advancement you are willing and able to apply. In order to create a device, you must meet its competency requirements as normal, and you must also have matching Invention Abilities for each kind of competency (see Technology). The descriptions of devices are kept deliberately abstract, so you are free to come up with your own portrayal of your device's appearance.

    To invent devices, you must utilize specialized, non-portable equipment which is typically found in city forges. Each invention requires a plethora of unique components, and all consume a large amount of volatite, steel, coral, quartz, adamant, or other raw materials as well. The ingredients are far too numerous and particular to track; you must simply pay a cost equal to 80% of the normal price for such a device (counting any price changes from size increases, miniaturization, or advanced status). This reduction to 80% occurs before any price modifications from local economics, Sales Mastery (Culture), or haggling, all of which can be applied to the total material cost. Traditionally, city forges allow Inventors to use their facilities to assemble these materials at infra cost; the publicity and novelty of having an inventor use their forge far outweighs the expense. The amount of time it takes to create a device is a number of hours equal to 1/40 of your coin cost (or 1/50 of the normal cost). Time spent inventing does not count as rest. Any fuel or other consumable energy source found in a device's description cannot be invented, and must be bought at full price.

    You may create a device with any valid number of size increases, but must decide the number when beginning the process. Likewise, you may create miniaturized devices (assuming you meet the modified stat requirements), but must decide this upon beginning. After you have created the device, you may not alter its number of size increases nor change whether or not it is miniaturized, unless you have Device Rescaling (Technology). You may not invent advanced devices without Advanced Invention (Technology); if you have that Ability, you may add advanced status to a previously non-advanced device by paying the difference in cost and invention time (including the 80% reduction from materials as normal). These rules apply to all devices, even if you did not invent them.

    The slight coin savings can benefit any party, but the main payoff of inventing devices is typically in the area of versatility. City shops typically only sell base model devices or common configurations. Don't be afraid to experiment and tailor devices to your party and goals.

Power Requirements     Some simple devices may have internal chambers for volatite crystals. Others are too finicky or draining, and require external power sources.
    
Amounts of energy are quantified in charge - a generic Alacrian unit used as a measurement of energy throughout Lur-Asko technology. External power sources (such as the Volatite Power Pack) list the charge generation that they provide. This number refers to the maximum charge the power source can provide per round (5 seconds). In other words, if your power source has a charge generation of 10, you cannot expend more than 10 charge through connected devices during your turn, and the remaining time until your next turn.

    Changing the volatite crystal in a device with internal power is a major action that requires a free hand; external power sources vary in their method of recharging. Quick Reload (Marksmanship) is effective only for devices with internal volatite crystals and "Ranged Weapon" in their title. Devices with "Weapon" in their title must be held in the hand in order to reload.

    Ordinarily, devices with external power sources must be connected to those sources via cables or other physical conduits. The details of this are not important enough to be covered in any rules, with one exception: Externally-powered melee weapons that are also devices have their Offense and Defense ratings reduced by 2 (to a minimum of 1) by their cable. Cables will be disconnected (not damaged) if the device is dropped or grabbed away; reattaching a cable to a device is a slowing major action.

    Note that there is nothing stopping you from carrying multiple power sources. However, power sources are usually quite bulky, and carrying one with size increases is almost always more efficient than carrying another. If you carry multiple power sources, they can be considered connected (meaning you do not need to specify a single power source to be connected to each device); however, all connected power sources fail if one is disabled via Damaging Objects rules. No device (including power sources) may be used while they are in a rucksack.

    Remember that each volatite crystal contains 20 charge, costs 30 coins, and weighs 1 pound.

    Some low-demand devices are powered by internal insendite crystals, which do not typically need to be replaced during the course of an adventuring campaign.

Grenades     Any device with "Grenade" in its title follows the rules for thrown weapons found in Combat. They require a STR of 3 to throw; the requirement is doubled for every size increase. Miniaturized grenades have no STR requirement. Grenades do not require power sources.
    All grenades normally detonate on impact, but can be set to explode one turn later, as per the rules for normal grenades.
    Grenade devices cannot be fired from grenade launchers unless produced to do so (see below).

Grenades as Launcher Ammo

    All grenade device rules can be alternatively used to create special ammunition for grenade launchers or rocket launchers, instead of the normal volatite-based ammunition. To do so, simply follow four rules:
    1. Upon creating the device, you must specify the type of launcher it is a projectile for (grenade launchers all count as one type). It cannot be used normally as a thrown grenade.
    2. The total cost of the device is increased by the cost of a normal projectile for the same launcher (for rocket launchers, use the frag price). This cost is not included in the base device cost when determining the price of size increases, miniaturization, or advanced status.
    3. For rocket launchers: The maximum weight of the device is 2 pounds (1 size increase) for a Spina projectile, 4 pounds (2 size increases) for a Vapos, or 7 pounds (3 size increases) for an Elæa. Regardless of weight, it has the same number of carry slots as a normal projectile for that launcher. Grenade devices cannot be made into disposable launchers. For grenade launchers: The device must be miniaturized, and the ammunition has the same weight and carry slots as normal ammunition, regardless of device type.
    4. For the purpose of advanced device effects, the user's relevant tech competency is capped at their degree of Marksmanship tech competency. For example, a user with competency of Adamantology: 6 and Marksmanship: 4 must consider their Adamantology competency to be 4 for the purpose of the launched device's advanced effects.
    Only characters who meet the modified projectile's competency requirements can fire it, load it, or assist in loading it. The firing character applies any effects of advanced status, as normal. Modified projectiles still have minimum-range safeties, unless those are removed separately using Repurposed Ordnance (Technology).

Devices Aside from power sources, devices are sorted based on their dominant competence requirement.

Power Packs These devices are used to power Adamantology, Crystallurgy, Mechanical, and some Athletics devices.
Competence Study: Technology

Acoluthics These devices are wielded by draconic acolytes, requiring both philosophical devotion and the daily oversight of a Vicar.
Competence Study: Technology

Adamantology Devices These powerful devices manipulate energy and the æther, often attempting to imitate or counter the feats of arcanists.
Competence Study: Technology

Athletics Devices These devices are distinguished by the athletic training required to use them effectively.
Competence Studies: Athletics, Technology

Bionic Devices These devices are installed within your own body, expanding - or replacing - your natural capabilities.
Competence Studies: Athletics, Technology

Chemistry Devices If you enjoy crude but effective solutions, using common elements of the world to defeat the more advanced, look here.
Competence Study: Technology

Corallurgy Devices These "devices" include living entities that can replenish themselves, as well as organic compounds with various effects on living creatures.
Competence Studies: Nature, Athletics

Crystallurgy Devices These devices are focused on the shaping of light and sound - projecting and dispelling illusions, blinding enemies, or even weaponizing beams of light.
Competence Study: Technology

Demiarcana These devices are used by some arcanists to stretch their insight and defend themselves in unique ways.
Competence Study: Arcana

Marksmanship Devices These devices consist of various attachments and special ammunition types for ranged weapons.
Competence Studies: Marksmanship, Technology, Nature

Mechanical Devices Characterized by an abundance of moving parts, these devices are often themed around freedom of movement for the user themselves.
Competence Study: Technology

Shade Devices These devices are used by Aterr to amplify their power.
Competence Study: Arcana