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Acoluthics
Acoluthic devices (or just "acoluthics") are devices
used only by draconic acolytes (see Factions,
Dragon Lore). They come with some heavy
restrictions and a dependency on Vicars, but
for those willing to
display the devotion required, they offer many unique capabilities. The
Hellpriest and Seraph Elite
Backgrounds specialize in these devices to various degrees, as do
many
Vicars themselves; while draconic doctrine in no way prohibits the use
of other categories of device, acoluthics carry special significance
and respect within acolyte culture.
Acoluthics can only be produced at Eer'Kalla or
Uuranoss,
and are virtually never resold elsewhere for fear of acolyte
retaliation. Many acoluthic users have their devices issued to them by
draconic authorities or awarded for successful missions, though the
listed prices are sometimes applicable, particularly for Inventors.
Consecration
Acoluthics require
draconic energies to
function - a requirement which doubles as a means of control
over the
devices and those who wield them. This energy is provided by a Vicar
(or more rarely, a dragon directly) through a process called
consecration. Dragons can consecrate as a major action. Consecration is a 15-minute process for an
active
Vicar, during which a bright red or white light appears above
the
Vicar's
head, and neither they nor the recipients may move around. The process
does not
require the constant concentration of the Vicar. Given the delay, it is
traditional for Vicars to give a homily to the assembled acolytes
during the process (usually doubling as a long exhortation social action). Consecration has a
range equal to the clairvoyance of the consecrator, and lasts
for a maximum number of hours equal to 3 times the dragon's Power;
the
Vicar or dragon can shorten this if desired. The consecrator can also
exclude specific characters or devices. An already-consecrated device
will have its consecration replaced by the new one, if the duration
would be longer.
There is no known way to artificially copy the
energies of consecration. This limits acoluthics to actual acolytes;
other characters, even those who adhere to Draconic philosophy, are
always excluded by the dragon. In most circumstances, dragons will
allow acolytes of other dragons of the same color to participate in
their consecrations. Any number of acoluthics within clairvoyance range
can be "de-consecrated" as a minor action by a dragon or Vicar, but
only if they were consecrated by the same dragon. Clairvoyance always
reveals which dragon has consecrated any acoluthic within range, as
dragons can recognize each other's energy signatures.
Some acoluthics have power requirements or other necessary
components for functioning. These requirements are in addition to the
energy of consecration.
Consecrated acoluthics, unlike a Vicar's
Abilities, are not considered to contain draconic energy for the
purposes of draconic non-aggression. Acoluthic users are therefore free
to harm an opposing dragon's aspect, and vice versa.
Mental Link
During consecration, a character's acoluthics are
bound to their brain signature. This process requires internal devotion
and adherence to draconic philosophy; the process will fail for others,
even if they were once acolytes. Once
complete, the acoluthic device
will only respond to that character for the duration of the consecration
- it has none of its useful effects
if picked up by any other character. Any action to use an acoluthic
which does not require the use of hands is a purely mental action.
If a consecrated device is removed more than a
few feet from its user for more than 5 seconds (1 round), it will lose
its
consecration. This is typically not a problem for items removed at camp
or even on the first round they are dropped in combat, but will be an
issue if the device is disarmed or grabbed away.
Consecrated devices also create mental strain,
forcing the user to rely on devotion and discipline rather than
individual will. For every 2 acoluthics
currently consecrated to a
character, they take a -1 penalty to WILL. A character cannot maintain
more consecrated acoluthics than they have bWILL. They may sever the
psychic link to any number of acoluthics as a free action, ending their
consecration. Acoluthics
will lose their consecration if their user dies (even if they are
revivable), but not if the user is merely paralyzed or incapacitated.
Whenever an acoluthic loses consecration for any
reason, it cannot regain that status until re-consecrated.
Light Emission
For the duration of their consecration, all
acoluthics emit light in certain patterns. Usually these are phrases or
scriptural verses in Draconic, though writing in Concordic is often
allowed, especially for users not fluent in Draconic. The color of the
light always matches the color of the dragon that performed the
consecration. Characters count
as dim light sources if they are carrying consecrated acoluthics, and
moderate light sources if they are carrying at least 3. The
light-emitting sections double as radiators for waste particles, and
thus
cannot be safely used if the light is covered. Acoluthics can be concealed in order to hide the light
for stealth purposes, but are ineffective while concealed (even if they
are armor modifications or attachments).
Adamant Interference
Much like the Abilities of Vicars, the effects of
acoluthic devices are prohibited by adamant. In
order to retain the
use of their acoluthics, characters cannot wear or carry any adamant or
quartz items for longer than 1 round (5 seconds). If they pick one up,
they must drop it before the end of their next turn.
The devices
do not lose consecration and do not stop glowing, but lose their listed
device effects, and any continuing effects with a duration are ended.
Problem items include adamant and quartz weapons and armor,
volatite and insendite, Alacrian and elven ranged weapons, any device
found in the Adamantology, Crystallurgy, or Bionics device chapters,
and any
other device that lists an Adamantology or Crystallurgy competency
requirement. Elixirs do not contain enough adamant to interfere.
Fleeting contact with adamant-containing
items (such as being hit by an adamant weapon or projectile) does not
trigger this weakness. However, if an acoluthic user is grappled or
touched by another
character for more than 1 round, and the other character is carrying
any
adamant or quartz items, the same issue will occur. Quartz or adamant
shackles will also interfere with all acoluthics. Mounts that wear
quartz or adamant armor will interfere, but mount inventory otherwise
does not interfere.
Non-Vicar acoluthic users are not required to
swear an oath against the use of such items as Vicars are, but rarely
find it productive to switch between categories of devices.
Non-adamant-based tech, such as Mechanical or Corallurgy devices,
are the usual choices for acolytes wishing to diversify. The Hellcyst
and Exalted Power Pack devices
allow acoluthics and other non-adamant devices with power requirements
to be used.
Arcanists cannot use acoluthics.
Alignment
Some acoluthics are listed as red-aligned or
white-aligned. Although all acoluthics
are usable by acolytes of either
color, aligned devices are more difficult for the opposing color to
use. White-aligned devices have their
Acoluthics competency
requirements raised by 1 degree when used by red acolytes, and vice
versa. Characters are also unable to associate devices of
opposing
alignment with Device Affinity (Technology).
Devices which list unaligned
are not subject to these rules for either
color. The use of opposite-aligned devices is not socially or
doctrinally stigmatized by either faction, as there is enough common
philosophical ground to justify all types.
White-aligned acoluthics offten incorporate
Eer'Kallan organic technology derived from Therbolgite corallurgy,
while some red-aligned devices are more geometrically advanced,
incorporating mechanical competency.
Device Types
Draconic Kinetic Shield Requires
Acoluthics: 1
Unaligned
Price: 250
Weight: 3
Carry Slots: 0
Power Source: None
This device is equivalent in its effects to the Kinetic Shield
Adamantology device, with the
following exceptions:
-It contains no adamant or volatite.
-It is raised to 100% innate energy by consecration,
and loses 1% of this power whenever a normal kinetic shield would lose
1 charge.
-Shielded surfaces glow red or white when struck,
instead of orange.
-It blocks the slower-moving projectiles that
ordinarily require a Kinetic Shield Adapter.
Effects per Size Increase:
Increases the maximum AWGT of a protected character by 10. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the maximum AWGT of a protected character by a percentage
equal to 25 times your degree of Acoluthics competency.
Laurels of
Fellowship Requires
Acoluthics: 1
Unaligned
Price: 300
Weight: 1
Carry Slots: 0
Power Source: None
This device can be linked to up to 9 other devices of the same type,
when all
are consecrated simultaneously by the same consecrator. It creates a
telepathic link of sorts; it enables the linked characters to clearly
hear and understand each other's voices, regardless of audible range.
Even the deafened status is ineffective against this communication;
though the characters must still attempt to speak, the device
communicates their intended words mentally. Deafened characters may
therefore still affect each other with verbal actions.
If any individual device loses consecration or is
taken off, that character drops out of the link, but the others remain.
Still-consecrated devices that are put back on after being taken off
will reconnect to the link.
By default, this device has a "reach" of 40 miles.
The total range at which two characters can hear each other is equal to
the sum of
both devices' reach. The link is unaffected by intervening obstacles.
Effects per Size Increase:
Increases the device's reach by 20 miles. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the device's reach by a percentage equal to 25 times your
degree of Acoluthics competency.
Vicarfire Brazier Requires
Acoluthics: 1
Unaligned
Price: 350
Weight: 40
Carry Slots: 5
Power Source: None
Unlike most devices with competency requirements, this device can be
set down and remain effective when unattended, and it is the only
acoluthic that does not lose its consecration with distance from the
user. Also unlike other acoluthics, it can only be linked to a Vicar,
and no more than one brazier can be linked.
When consecrated, the device appears to contain a
fire that burns without fuel; this functions as a bright light source,
though it only emits heat comparable to a torch. The reddish or whitish
tinge of the fire readily identifies the device. If its user is a
Vicar, they and their dragon receive clairvoyance centered on the
device, to a range one less than their normal clairvoyance range. This
does not replace their normal clairvoyance centered on themselves. The
Vicar's Draconic Abilities that require a target within clairvoyance
range can be targeted through the device.
Nearly every Red abbey has at least one active
brazier which is never allowed to go out, often as a matter of draconic
commandment.
Effects per Size Increase:
1 size increase raises the device's light level to extreme. 1 more
causes the device to trigger the sunlight weakness of vampires and
chasmtouched within short range. Increases
carry slots by 5.
Use Total Device Weight chart.
Effects of Advanced Device:
The device remains consecrated longer than a normal acoluthic; its
duration is increased by a percentage
equal to 25 times your excess degrees of Acoluthics competency.
Exalted
ArmorArmor Modification
Requires Acoluthics: 1
Red-aligned
Price: 400
Weight: 0
Carry Slots: 0
Power Source: None
This device is added to a suit of steel armor upon
creation, and cannot be removed. When consecrated, it imbues the armor
with exotic energies and magnetic fields, providing an armor bonus of
8. This enables acoluthic users to compete with quartz and adamant
armor, for a much more affordable cost.
The energy of this device is incompatible with the
natural armor range provided by Aspect Channeling (Draconic), and will
be temporarily suppressed by that Ability. Vicars may decline the armor
portion of the aspect if the effect of this device is preferable.
Effects per Size Increase:
Only 1 size increase can be applied, and then
only for a suit of heavy armor. The armor bonus
is increased by 2.
Effects of Advanced Device:
The armor bonus (after considering any size increase) is increased by a
percentage
equal to 25 times
your
excess degrees of Acoluthics competency.
Hellbone ArmorArmor
Modification
Requires Acoluthics: 1
White-aligned
Price: 400
Weight: 0
Carry Slots: 0
Power Source: None
This device is added to a suit of coral armor upon
creation, and cannot be removed. When consecrated, it imbues the armor
with exotic energies, providing an armor bonus of 6. This enables acoluthic users to compete with quartz and adamant
armor, for a much more affordable cost.
The energy of this device is incompatible with the
natural armor range provided by Aspect Channeling (Draconic), and will
be temporarily suppressed by that Ability. Vicars may decline the armor
portion of the aspect if the effect of this device is preferable.
Effects per Size Increase:
Only 1 size increase can be applied, and then
only for a suit of heavy armor. The armor bonus
is increased by 2.
Effects of Advanced Device:
The armor bonus (after considering any size increase) is increased by a
percentage
equal to 25 times
your
excess degrees of Acoluthics competency.
Sunfire Ranged Weapon Requires Acoluthics: 1
Unaligned
Price: 600
Weight: 3
Carry Slots: 1
Power Source: External
This is a ranged energy weapon that inflicts 20 heat damage.
Its offense
rolls are d6/d12/X.
If at least one size increase is made, the rolls are d6/d12/2d20
instead. Its charge per shot is 2, with 10 damage
per charge. It follows all normal rules for "conventional" ranged
weapons, such as penalties for one-handed wielding. It uses the Energy
proficiency.
Although the damage counts as heat for the purposes
of all other rules (such as weakness/resistance and energy shielding
specifics), it also inflicts the special effects of particle damage.
Unfortunately, the weapon is necessarily unshielded during use; after
any combat in which you fired this weapon, you must roll to avoid
contracting war fever, just as if you took a degree of injury from
particle damage. 1 Hindrance is added to this roll if you fired at
least 20 charge, just as if you took 3 degrees. Actual injuries you
suffer from particle damage stack with this exposure for Hindrance
purposes.
Effects per Size Increase: Increases charge per shot by 1. Increases
carry slots by 2.
Use Total Device Weight chart. Use Ranged Weapon Device STR
Requirements chart.
Effects of Advanced Device: Charge per shot is increased by a percentage equal to 25 times your
excess degrees of Acoluthics competency.
Sunfire Melee
Weapon Melee Weapon
Modification
Requires Acoluthics: 2
Unaligned
Price: 600
Weight: 3 (see notes)
Carry Slots: 1 (see notes)
Power Source: External
This
device is added to a steel or coral melee weapon, and cannot be
removed. When activated, it adds heat damage to the weapon's
normal damage, according to the rules in Combat. The damage is equal
to 8 per charge used. The maximum
charge per attack (without size increases or advanced status) is 1. The usage of this device must be decided before the
attack is performed, and the charge is wasted if the attack fails. If
used during Sweeping Offense, the energy damage can only be used
against one target. For reasons of simple physics, the total
charge used on a weapon cannot exceed the weapon's SR, even if the maximum charge is increased. This
device also cannot be used simultaneously with any other effect that
adds energy damage to a melee weapon.
Although the damage counts as heat for the purposes
of all other rules (such as weakness/resistance and energy shielding
specifics), it also inflicts the special effects of particle damage.
Unfortunately, the weapon is necessarily unshielded during use; after
any combat in which you activated the effect of this weapon, you must
roll to avoid
contracting war fever, just as if you took a degree of injury from
particle damage. 1 Hindrance is added to this roll if you expended at
least 20 charge, just as if you took 3 degrees. Actual injuries you
suffer from particle damage stack with this exposure for Hindrance
purposes.
The listed weight and carry slots for this device
are ignored if it uses internal power; the technology is integrated
into the mass of your weapon. Otherwise, they are part of the belt pack
that connects to your power supply; the slots apply against your carry
factor even if the weapon is in your hands. Belt packs are unique to
the weapon and cannot be swapped with those of other devices (even
others of this type).
Effects per Size Increase: Increases maximum charge used by 1. Increases
carry slots by 2.
Use Total Device Weight chart.
Effects of Advanced Device: Increases maximum charge used by a percentage equal to 25 times your
excess degrees of Acoluthics competency.
Crucible
of ReprisalArmor Attachment
Requires
Acoluthics: 1
Unaligned
Price: 900
Weight: 5
Carry Slots: 0
Power Source: External
In order to function, this device must be attached to a suit of armor
you are wearing. As a free
action, you may charge this device to create a blast damage aura;
each charge stores 6 damage, and the maximum
stored damage is 12. You may choose either heat or particle damage. See Combat
for damage aura rules. Unused damage will remain in the aura for 1 minute
(12 turns).
You cannot use more than one Crucible of Reprisal at once (not even to
create
different damage auras).
Effects per Size Increase:
Increases the maximum stored damage by 6. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases maximum stored damage by a percentage equal to 25 times your
excess degrees of Acoluthics competency.
Tome of Condemnation Requires Acoluthics: 2
Unaligned
Price: 500
Weight: 5
Carry Slots: 2
Power Source: None
When consecrated, this large book contains glowing,
psychically-amplified passages of draconic imprecatory scripture. When
you can see the device and are holding it in hand, you gain a +TN of 2
in the social offense rolls for short exhortations using Devoted
Comrade (Appeal), or the social offense rolls for short rebukes using
Devoted Rival (Appeal). This is only effective on social actions
performed in combat against at least one sentient adversary.
Additionally, after any combat in which you used the effects of this
device at least once, you and all allies who heard you and adhere to
your philosophy take 1 less trauma from the combat.
Holding two Tomes of Condemnation has no extra
effect. If multiple characters use Tomes, the effect on trauma does not
stack.
Size increases cannot be applied.
Effects of Advanced Device:
Increases the +TN by 1/4 your
excess degrees of Adamantology competency.
Standard of Valor Requires Acoluthics: 2
Red-aligned
Price: 800
Weight: 10
Carry Slots: 12
Power Source: None
When held aloft as a major action, the glowing symbols on this device
create psychological reactions in all characters who can see it and who
adhere to your philosophy. All such characters (including you) treat
their terror as 10 lower for as long as you continue to hold up the
standard (a free action on subsequent turns), provided they can see it.
Both the major action to begin using this device and the free action to
continue it require at least one hand. You may use this device as a
melee weapon, in which case it functions as an SR4 steel spear; if
currently consecrated, it functions as Prestige quality. It may receive
melee weapon attachments and modifications. Attacking with
the device does not interfere with its "held up" status and normal
effects. Finally, whenever this device is in your hand, you receive a
+TN of 2 in the social offense roll for rallying.
If you have the Valiant Attribute, the effect on
terror is raised to 13.
Multiple Standards of Valor, even if held by different characters, do
not stack their effects on terror; consider only the most effective
device.
Effects per Size Increase:
Increases weight by 1 pound, carry slots by 0.5, melee weapon SR by 1,
and +TN by 1.
Effects of Advanced Device: The effect
on terror is increased by a
percentage
equal to 25 times
your
excess degrees of Acoluthics competency.
Standard of Transgression Requires Acoluthics: 2
White-aligned
Price: 800
Weight: 10
Carry Slots: 12
Power Source: None
When held aloft as a major action, the glowing symbols on this device
create psychological reactions in all characters who can see it. Though
the symbols don't actually change, sentient characters perceive them as
declaring their misdeeds. All such characters take 10 more terror from
any intimidation social action you perform on your next turn. They do
not need to continue seeing the device. The major action to use the
device requires at least one hand. You may use this device as a
melee weapon, in which case it functions as an SR4 coral spear; if
currently consecrated, it functions as Prestige quality. It may receive melee weapon attachments and modifications. Finally,
whenever this device is in your hand, you receive a +TN of 2 in the
social offense roll for intimidation.
If you have the Uncompromising Attribute, the effect
on terror is raised to 13.
Because of the reliance on the concept of wrongdoing,
Nihilists and Dark Path adherents are immune to the extra terror from
this device.
Multiple Standards of Transgression, even if held by different
characters, do
not stack their effects on terror; consider only the most effective
device.
Effects per Size Increase:
Increases weight by 1 pound, carry slots by 0.5, melee weapon SR by 1,
and +TN by 1.
Effects of Advanced Device: The effect
on terror is increased by a
percentage
equal to 25 times
your
excess degrees of Acoluthics competency.
Belt of Guarding Faith Requires Acoluthics: 2
Unaligned
Price: 1000
Weight: 10
Carry Slots: 1
Power Source: External
This device provides you with high-precision
energy shielding (see Combat).
As a free
action on your turn, you may
spend charge to create shielding points in your shield; each 1 charge
creates 10 shielding points, and the maximum shielding points that can
exist in the shield is 20. The shielding can also be provided to your mount, provided the mount is no more than 50 WGT.
Unused shielding points expire 5 minutes after they are created.
Shielding points cannot be converted back into charge. The shield may
be
turned off (wasting all current shielding points) as a free action.
If you have the Faithful Attribute, the maximum
shielding points (after considering any size increases or advanced
status) are increased by 25%.
The shielding from this device is physically
redundant with Null-Energy Shielding (Draconic), and will be
deactivated if you use that Ability.
Due to field interference, you cannot effectively
use more than one Belt of Guarding Faith
at once.
Effects per Size Increase:
Increases maximum shielding points by 20. Increases maximum mount WGT by 50. Increases
carry slots by 0.5.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases maximum shielding points by a percentage equal to 25 times
your
excess degrees of Acoluthics competency.
Shield of Remonstrance Melee Weapon Modification
Requires Acoluthics: 2
Red-aligned
Price: 600
Weight: 0
Carry Slots: 0
Power Source: None
This
device is added to a steel shield of at least heater size, and cannot
be
removed. The shield's armor bonus is doubled. Additionally, its glowing
symbols create psychological reactions in your enemies; whenever you
use Aggravating Distraction (Appeal) on a character who can see you,
you receive a +TN of 2 in the INT roll for that Ability, and the target
must add 1 Hindrance in the WILL roll to resist. Characters who can
"see" you with senses other than normal, shadow (such as clairvoyance,
darkeye, or thermal vision) are not valid for this effect.
Size increases cannot be applied.
Effects of Advanced Device:
Increases the +TN by 1/4 your
excess degrees of Adamantology competency.
Admonishing Melee Weapon Melee Weapon Modification
Requires Acoluthics: 2
White-aligned
Price: 700
Weight: 0
Carry Slots: 0
Power Source: None
The consecration energy improves this weapon's performance against
armor and makes its wounds unusually painful, even through the
adrenaline-haze of combat. It may modify any coral melee
weapon, and it increases the weapon's drive by 8. Whenever the weapon
inflicts an injury that would not normally include an endurance roll,
the victim must make a d6 endurance roll; if the injury would normally
include an endurance roll, 1 Hindrance is added. Degrees of injury from
this weapon inflict a minimum of 3 trauma each, even if healed
immediately.
Size increases cannot be applied.
Effects of Advanced Device:
Further increases the weapon's drive by 2 times your excess degrees of
Acoluthics competency.
Greaves of the Firm Foundation Requires Acoluthics: 3
Unaligned
Price: 1000
Weight: 3
Carry Slots: 1
Power Source: None
This device causes 4 silencing (see Pseudogravity),
over an area encompassing only you, your inventory, your mount, and any
character you are touching. The device cannot be deactivated except by
ending its
consecration or taking it off.
If you have the Cool-Headed Attribute, the silencing is increased by 1.
Due to field interference, you cannot effectively
use more than one of this device
at once (though you can still benefit from the similar effects of other silencing devices or Abilities).
Effects per Size Increase:
The silencing is increased by 2. Increases
carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the multiplier by a percentage equal to 25 times your
excess degrees of Acoluthics competency.
Thorn of Mortification Requires Acoluthics: 3
White-aligned
Price: 1100
Weight: 1
Carry Slots: 0
Power Source: None
This device is quite painful to wear; putting it on inflicts damage
equal to your injury factor, causing a degree of Superficial Injury,
and this damage and injury cannot be healed while the device is worn.
The 2 trauma inflicted by this degree of injury is repeated for every
day it is kept on. These effects apply whether or not the device is consecrated.
In exchange, you gain the following benefits for as
long as it is both worn and consecrated:
-A +TN of 3 in all endurance rolls.
-Immunity to contracting injury complication and
hellplague, and you immediately begin recovering from existing
infections of these diseases.
-A+TN of 3 in all disease-related CON rolls.
You cannot effectively use more than one of this
device
at once.
Size increases cannot be applied.
Effects of Advanced Device:
For every excess degree of Acoluthics competency, the +TNs are raised
by 1 each.
Phylactery of Perseverance Requires Acoluthics: 4
Unaligned
Price: 1100
Weight: 1
Carry Slots: 0
Power Source: None
This device is a small box filled with draconic proverbs of your
choice, which are psychically communicated to your mind during times of
great difficulty. After seeing the result of a trauma
d6 combat roll (see Trauma), you may
consider the roll result to be no effect
instead. This effect cannot be used again until after your next 4-hour rest.
You cannot effectively use more than one of this
device
at once.
Size increases cannot be applied.
Effects of Advanced Device:
For every 3 excess degrees of Acoluthics competency, you may use the
device on one more d6 roll before resting.
Healer's Aspergil Requires Acoluthics: 4 and Corallurgy: 1
Unaligned
Price: 800
Weight: 1
Carry Slots: 1
Power Source: None
When you have this device at hand while performing
the accelerated healing function of Elixir Thaumaturgy - Major Healing
(Nature), the exhaustion taken by the recipient is reduced to 4, plus 4
for every injury healed.
Using multiple Aspergils has no extra
effect.
Size increases cannot be applied.
Effects of Advanced Device:
For every 1 excess degree of Acoluthics or Corallurgy competency
(whichever excess
is lesser), the total exhaustion cost for an affected usage of
accelerated healing is reduced by 1, to a minimum of 1/2 the normal
cost.
Seal of Discernment Requires Acoluthics: 4
Unaligned
Price: 1300
Weight: 3
Carry Slots: 0
Power Source: None
This device provides you with a +TN of 4 during the WILL rolls to
resist Word of Confusion (Sorcerer). For every other allied character
you are grouped-up with who also has a consecrated device of this type,
the +TN is increased by 1, to a maximum of 4 other characters.
You cannot effectively use more than one of this
device
at once.
Size increases cannot be applied.
Effects of Advanced Device:
Increases the +TN by 1/2 your
excess degrees of Acoluthics competency.
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