Back to Devices 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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