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Adamantology Devices Advanced Devices & Arcane Interference
Advanced adamant devices tend to use telepathic links to enhance and
direct their higher functions. This link has extreme difficulty
coexisting with the much more sophisticated link created by arcane
adamant.
For this reason, any arcanist is unable
to access the advanced
effects of any adamantology device, regardless of any excess degrees of
competency.
The basic functions of each device are unaffected; still, it is rare
for an arcanist to heavily pursue conventional adamant technology,
usually leaving such
ambitions to their associates.
Because adamant telepathy only works with sentient
minds, non-sentients likewise cannot
access advanced effects.
Any action to use a device that lists an
Adamantology competency requirement is a purely mental action if the
device is advanced, unless it requires the use of hands.
Kinetic Shield
No
Competency Requirement
Price: 100
Weight: 3
Carry Slots: 0
Power Source: Internal
(1 volatite crystal) or External
Kinetic shields are ubiquitous across Lur-Asko, both in Alacrian and
modern times. They are the sole reason the continent's fighting arts
are not dominated by firearms, cannons, and explosives, and therefore
why melee combat, energy weapons, and archery are so widespread. In a
small, easy-to-use, and relatively affordable package, even the base
device immunizes the user against weapons that would otherwise render
Lur-Asko's battlefields rather Earthlike.
A kinetic shield charges its wearer with an
invisible energy field. This field protects the user against incoming
projectiles; however, it can only deflect projectiles that are moving
very quickly. The device's precise effect is to cause the
surface of an object to respond to a high-speed impact as if it were
millions of times stronger than it actually is. The force of such an
impact is therefore dispersed throughout the charged surface. To
prevent particularly powerful projectiles - such as rockets or cannon
shells - from flinging the user across the
battlefield via sheer momentum, kinetic shields also expand their
energy-dispersion field across the ground. This effectively "roots" the
user against impact, and means that only a flying user is vulnerable to
even the most powerful high-velocity forces. This effect is sometimes
visible; a cannon striking a shielded person will kick up dust in
a perfect circle around them.
Shielded surfaces briefly glow orange when struck by
a projectile (this
constitutes enough light to revert you to Low Stealth). When
active, a kinetic shield completely protects you from firearm
projectiles and explosive frag damage. The device expends no charge
against attacks from weapons that
inflict less than 100 shieldable damage. For larger attacks, the device
will expend 1 charge for every 100 blocked damage; if not enough charge
remains to block the entire attack, the charge is wasted, and the
attack is unaffected. Instead of internal charge, kinetic shields with
external power expend any unused
charge generation from your previous turn. If a kinetic shield runs
completely out of charge (or leftover charge generation), it can no
longer block any damage, even if the damage is below 100. No power is
used until a projectile
strikes,
therefore users typically keep the device active at all times.
If you use this device while flying,
falling, or otherwise not in contact with the ground, a
large enough attack may still harm you via inertia. Ships and vehicles
count as "ground" for the purposes of this rule. Such an attack
will inflict an amount of damage equal to 20% of the weapon's original
damage, minus your WGT. This damage always drives through armor. For
similar reasons, a kinetic shield also does not protect a character
from a fall, nor does it protect aircraft against high-speed
collisions; since a kinetic shield's effect is literally skin-deep, it
cannot protect one's insides from the inertia of a sudden stop.
By default, this device can only protect a
character of 20 AWGT or less. Larger models are often produced for
mounts. Vehicle kinetic shields are much larger and are described in
Vehicle Devices. Inanimate objects cannot generally be shielded, except
for fixed fortifications fitted with proper wiring (and typically
connected to repurposed vehicle shields).
Multiple kinetic shields can be used at once; this does not change
their effect, but can provide additional charge. You choose which
kinetic shield's charge is expended first; if not enough charge remains
to block an attack, the remainder can be subtracted from the next
shield.
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 Adamantology competency. You may apply
this effect to a kinetic shield worn by a mount you are riding.
Communication
Stone
No
Competency Requirement
Price: 100
Weight: 1
Carry Slots: 0
Power Source: None
Usually referred to as commstones,
these devices use the telepathic properties of adamant to communicate
over great distances. To begin using the stone, the user can simply
hold it and think of the person they wish to contact, provided they are
familiar enough with that person and that person also has a commstone.
For unknown or unclearly-remembered people, a digital code
corresponding to the target user's commstone can be entered. In either
case, a signal will be sent that provokes a reaction in the commstone
carried by the desired person, giving them a slight mental prodding to
answer it. Once answered, both stone users will have their senses of
hearing joined; one person will hear everything the other hears. One
has only to speak or even whisper - if they can hear themselves, so can
the other user. A deafened character will still "hear" the other
character, but cannot speak to them.
Commstones can be deactivated, set to respond to
codes only, or specific users
blocked from "calling" it. There is no known method of "listening
in," making them a secure means of communication. Unfortunately, there
is no way to add a third party to the conversation.
Commstone usage requires the use of one hand by each character, and
still constitutes a verbal action for combat rule purposes.
By default, this device has a "reach" of 20
miles. The total range at which contact can be made is equal to the sum
of both commstones' reach. The link is unaffected by intervening
obstacles; only commjammers can reduce the effectiveness of these
devices.
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 Adamantology competency.
Common Examples: Standard
commstone (base device), grand commstone (10 size increases)
Illusionary
Communicator
No
Competency Requirement
Price: 150
Weight: 3
Carry Slots: 0
Power Source: None
"Illcomms" are similar in nature to commstones, but create an audio
or holographic connection rather than a neural link. They are more
useful
for communication between groups, as they will transmit all sound they
"hear" in their own location, as well as an image of their immediate
surroundings (if desired by the user). To make a "call" using these
devices, a code corresponding to another communicator must be entered.
Like telepathic commstones, illcomms can be
deactivated or certain "callers" blocked. The primary disadvantage of
the devices (besides their greater size and expense) is the difficulty
of using them subtly, making normal commstones more popular in covert
operations. Still, they are a similarly secure method of communication,
assuming no one literally eavesdrops or spies on the image.
The image conjured by this device is translucent and
obviously holographic; it is not realistic or solid enough to apply
rules for illusion strength or combat illusions.
By default, this device has a "reach" of 20
miles. Increases to this reach do not alter the hacking range. The
total
range at which contact can be made is equal to the sum of both
communicators' reach. The link is unaffected by intervening obstacles;
only commjammers can reduce the effectiveness of these devices.
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 Adamantology competency.
Communications
Jammer
No
Competency Requirement
Price: 800
Weight: 1
Carry Slots: 1
Power Source: None
Usually called commjammers,
these devices interfere with Communication Stone and Illusionary
Communicator devices. If the commjammer is within 1/2 mile of these
devices, they can neither make nor receive "calls." Large Alacrian
commjammers left turned on continue to be a hazard to the efforts of
adventurers across Lur-Asko, though their presence can also signal the
presence of a lucrative military ruin.
Commjammers cannot shut down ship-to-ship
communication if the ships are within 20 miles of each other; see Ships.
Effects per Size Increase:
Increases the device's jamming range by 1/2 mile. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the device's jamming range by a percentage equal to 25 times
your degree of Adamantology competency.
Kinetic Shield Sensitizer Requires
Adamantology: 1
Price: 1200
Weight: 3
Carry Slots: 0
Power Source: Internal
(1 volatite crystal) or External
This device increases
the sensitivity of any Kinetic Shield
device you're carrying, enabling it to block slower
projectiles such as arrows,
bolts, and slingstones. This is sometimes referred to as "blue" kinetic
shielding, due to the altered color the shield emits when impacted.
These slower projectiles never expend charge from the shield when
blocked, regardless of damage. However, the sensitizer consumes 1
charge upon activation, and another 1 charge for every minute (12
turns) it is kept active.
Activating or deactivating the device
is a free action. This action will cause you to briefly glow blue
(enough to revert to Low Stealth).
No more than
one Kinetic Shield Adapter can be used at one time, and it affects all
kinetic shield devices you happen to be using. You cannot share
the effects with any other characters.
By default, this device can only protect a
character of 20 AWGT or less.
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 WGT of a protected character by a percentage
equal to 25 times your degree of Adamantology competency. You may apply
this effect to a kinetic shield worn by a mount you are riding.
Remote Eye
Requires
Adamantology: 1
Price: 200
Weight: 3
Carry Slots: 0
Power Source: None
This device can be "tuned" to a particular tech, or to a character with
a Bionic Vision device. Tuning is a process that takes 1 minute, and
requires this device to be touched to the other character. You must
also have the other character's cooperation both to form and maintain
the link (a tech must be bound by you or an ally, and a character with
a bionic eye must be aware and willing). Once linked, you may use the
Remote Eye to display an image of whatever the linked character sees.
If the linked character is a tech bound by you, you may fully control
the tech through the link, just as if you were able to speak to it
yourself. Aside from this function, this device does not provide any
particular ability to communicate with the linked character. Although
you can control a bound tech through this device, it does not enable
the maintenance necessary to prevent them from returning to their
haywire state; multi-day remote eye excursions are not advisable.
This device's link is based on commstone technology,
and works to a maximum range of 10 miles. It does not interfere with
normal commstone use. The device ceases to function if either you or
the linked character enter an area affected by a Communications Jammer.
If used in combat, using a Remote Eye is a major action that requires a
free hand. It does not need to be constantly used and watched in order
to maintain the link. If tuned to a new character, the new link
entirely replaces the old; if you wish to keep links to multiple
characters, you must carry multiple Remote Eyes. Linked characters are
aware of when you break the link, but not necessarily of whether or not
you are currently watching it.
Effects per Size Increase:
Increases the device's range by 10 miles. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the device's range by a percentage equal to 25 times your
excess degrees of Adamantology competency.
Static Net
Armor Attachment
Requires
Adamantology: 1
Price: 1000
Weight: 5
Carry Slots: 0
Power Source: External
In order to function, this device must be attached to a suit of steel
or adamant armor you are wearing. As a free
action, you may charge this device to create an electric damage aura;
each charge stores 8 electric damage, and the maximum stored damage is
16. See Combat
for damage aura rules. However, this damage aura cannot react to
attacks from non-metallic (i.e. quartz or coral) melee weapons.
Unarmed, natural, or grappling
attack rules are unchanged. If your mount is also wearing metallic
armor, the aura may react to attacks on the mount.
Unused damage will remain in the aura for 1 minute
(12 turns).
You cannot use more than one Static Net at once (not even to create
different damage auras).
Effects per Size Increase:
Increases the maximum stored damage by 8. 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 Adamantology competency.
Common Examples: Hal'Tayatic
deterrent pack (2 size increases)
Polaron Net
Armor Attachment
Requires
Adamantology: 2
Price: 1200
Weight: 10
Carry Slots: 1
Power Source: External
In order to function, this device must be attached to a suit
of adamant armor you are wearing. As a free action,
you may spend 1 charge to provide a bonus of 3 to your armor range, and
to increase the drive of any adamant melee weapon you are wielding by
3. This effect lasts until your next turn. If the maximum charge per
turn is increased via size increases or advanced status, each charge
increases adamant armor range and adamant melee drive by 3. Other armor
bonuses (such as that from a shield) are not affected. If your mount is
also wearing adamant armor, it is affected. Although quartz technically
contains adamant, quartz armor and weapons are not affected by this
device.
The effects of this device do not stack with the
similar effects of Bolster Adamant (Arcana); if you are affected by
both that Ability and this device, consider only the greater effect.
You cannot use more than one Polaron Net at once.
Effects per Size Increase:
Increases the maximum charge per turn by 1. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases maximum charge per turn by a percentage equal to 25 times
your
excess degrees of Adamantology competency.
Miniaturization: 5 pounds,
0 carry slots. Requires Adamantology: 4.
Energy Shielding DeviceRequires
Adamantology: 1
Price: 1000
Weight: 10
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External. Must be external if device
has any
size increases.
In
a rough approximation of arcane shielding, this
device projects a visible, glowing bubble around the user.
Device-based
energy shielding devices are colloquially referred to as techshields, to distinguish them
from their arcane inspiration.
This device provides you with medium-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 20 shielding points, and the maximum shielding points that can
exist in the shield is 40. The shielding can also be provided to your
mount, provided the mount is no more than 40 AWGT.
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.
Due to the prioritization of defense against explosive effects in the
development of Alacrian techshields, this device's shielding points are
doubly effective against blast damage (that is, 1 shielding point will
remove 2 blast damage).
For as long as the shield is active and has at least
1 shielding point, it is visible and counts as a dim light source.
Although colors vary for both techshields and arcane shielding,
techshielding is readily identified by its less "smooth," often faceted
or segmented appearance, as well as its brightness.
If the shielding point maximum is raised to at least
120 via size increase or advanced status, you can switch the device
between medium- and
low-precision energy shielding as a free action. In low-precision mode,
the device can cover your entire engagement, or all groups/engagements
within short range. Switching to low-precision mode reduces current and
maximum shielding points to 25%, and any new charge creates shielding
points at a rate of 5 points to 1 charge (instead of 20 to 1). If you
switch from low-precision to medium-precision, current
shielding points are multiplied by 4, and the point maximum and charge
ratio are returned to their original values. The same device cannot
operate in
both modes at once. A matching glow on the device allows the shielder
to be identified even in low-precision mode, and they still count as a
moderate light source.
Due to field interference, you cannot effectively
use more than one Energy Shielding Device
at once (though you can still benefit from the low-precision shielding
of devices carried by others).
Effects per Size Increase:
Increases maximum shielding points by 40. Increases maximum mount AWGT
by 20. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases maximum shielding points and maximum mount WGT by a
percentage equal to 25 times your
excess degrees of Adamantology competency.
Ætherial Silencer
Requires
Adamantology: 1
Price: 1100
Weight: 5
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External. Must be external if device
has any
size increases.
This device consumes 1 charge when activated, and 1 charge for every
minute kept active. It can be activated or deactivated as a free
action. While
active, it causes 2 silencing across all areas within short range of you (see Pseudogravity).
As a free action (or as part of the same free action to activate the
device), you may adjust the silencing to engagement range, or back to
short. If a higher amount of silencing is possible via size increases
or advanced status, you may also use a free action (or the same free
action) to adjust its exact value.
Due to field interference, you cannot effectively
use more than one Ætherial Silencer
at once (though you can still benefit from other characters' devices
within range).
Effects per Size Increase:
The silencing is increased by 1. Increases
carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the silencing by a percentage equal to 25 times your
excess degrees of Adamantology competency.
Particle Ranged Weapon
No
Competency Requirement
Price: 400
Weight: 3
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External. Must
be external if device has advanced status or more than 3 size increases.
This is a ranged energy weapon that inflicts 24 particle damage, with
offense rolls of d6/d20/X.
If at least 1 size increase is made, the rolls are d6/d12/X
instead.
Its charge per shot is 2, with 12 damage
per charge. It follows all normal rules for "conventional" ranged
weapons, such as penalties for one-handed wielding. It uses the Energy
proficiency.
Effects per Size Increase:
Increases charge per shot by 1. Alternatively, 1 size increase may be
used to change the offense rolls to d10/d12/2d12. 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
degree of Adamantology competency.
Common Examples: All Exuro
weapons in Ranged Weapons are
examples of this device, with varying amounts of size increases.
Elemental Ranged
Weapon
No
Competency Requirement
Price: 400
Weight: 3
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External. Must
be external if device has advanced status or more than 3 size increases.
This is a ranged energy weapon that inflicts 24 energy
damage, with
offense rolls of d6/2d20/X.
If at least 1 size increase is made, the rolls are d6/d20/X
instead.
The type of energy damage (heat, frost, electric, or blast)
must be selected when the device is created.
Its charge per shot is 2, with 12 damage
per charge. It follows all normal rules for "conventional" ranged
weapons, such as penalties for one-handed wielding. It uses the Energy
proficiency.
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
degree of Adamantology competency.
Common Examples: The
KA-84,
KAz-84,
and KA-86 arc staffs in Ranged Weapons
are examples of this device. The older
KA-57 and KAz-57 use inferior technology (though they are much more
affordable).
Rapid-Fire Particle Ranged Weapon
Requires
Adamantology: 2
Price: 600
Weight: 3
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External. Must
be external if device has advanced status or more than 3 size increases.
This is a ranged energy weapon that inflicts 20 particle damage, with
offense rolls of d6/d20/X.
If at least 1 size increase is made, the rolls are d6/d12/X
instead.
Its charge per shot is 2, with 10 damage
per charge. Its rapid fire charge limit is always double its
charge per shot.
It follows all normal rules for "conventional" ranged
weapons, such as penalties for one-handed wielding. It uses the Energy
proficiency.
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 Adamantology competency.
Common Example: Exuro
Rado-R
(base device), Exuro
Præliem-R (2 size increases)
Elemental Melee
Weapon
Melee Weapon Modification
Requires
Adamantology: 1
Price: 500
Weight: 3 (see notes)
Carry Slots: 1 (see notes)
Power Source: Internal
(1 volatite crystal) or External. Must be external if
device has any
size increases.
This
device is added to an adamant melee weapon, and cannot be
removed. When activated, it adds energy 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
type of energy damage (heat,
frost, electric, or blast) must be chosen when the device is
created. 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, such as Elemental Melee Attack
(Arcana).
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 Adamantology competency.
Pseudogravity
Flight Device
Requires
Adamantology: 1
Price: 1000
Weight: 3
Carry Slots: 2. 2 carry slots
are ignored like armor while the device is being worn.
Power Source: Internal (2 volatite crystals) or
External. Must
be external if device has more than 3 size increases.
This device uses pseudogravity for efficient personal flight. See Pseudogravity
for
general rules applying to this and all such devices. As a free action,
the device can spend charge to generate pseudogravity points for its
own use. Each 1 charge generates 10 pseudogravity points, and the
maximum amount of stored points (without size increases or advanced
status) is 10. Unused pseudogravity points expire 15 minutes after they
are created; an internally-powered device also loses all current points
when its crystal(s) are changed.
You may expend pseudogravity points to give yourself
a flying SPD of 4. The expended points must be at least 1/20 the pound
weight of yourself and your inventory (or at least 1) each round; extra
points above this amount have no effect. This Ability cannot be used on
another character. It does not require free hands. You cannot rush
using the flying SPD if you have 2 degrees of encumbrance, and you
cannot use this device at all if you have more than 2 degrees.
You cannot use more than one Pseudogravity Flight
Device at once, and its SPD does not stack with that from
Pseudogravitic Flight (Arcana); consider only the greater SPD if using
both. The device
must be "worn," and takes 1 minute to put on or take off.
You cannot rush using the flying SPD from this
device if
you have 2 degrees of encumbrance, and you
cannot use this device at all if you have more than 2 degrees.
Effects per Size Increase:
Increases pseudogravity point maximum by 10 and the flying SPD by 2. Increases carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the flying SPD by a percentage equal to 25 times your
excess degrees of Adamantology competency.
Common Example: Valyto (Alacrian
flight boots; 1 size increase, internal power)
Shielding Melee
Weapon
Melee Weapon Modification
Requires
Adamantology: 1
Price: 600
Weight: 3 (see notes)
Carry Slots: 1 (see notes)
Power Source: Internal
(1 volatite crystal) or External. Must be external if device
has any
size increases.
This
device is added to an adamant melee weapon, and cannot be
removed. When you use the weapon to hit an enemy with an energy damage
aura, the device provides you with high-precision energy shielding. It
cannot provide energy shielding in any other circumstance, except that
it can shield itself for the purposes of Damaging Objects rules. The
weapon must be powered ahead of time as a free action; each charge
spent creates 10 shielding points, to a maximum of 20. Unused shielding
points expire after 1 minute (12 turns).
If you are dual-wielding shielding melee weapons, only one can provide
shielding during the same attack. Dual-wielding a shielding melee
weapon
with a different weapon does not hamper its shielding.
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 the maximum shielding points by 10. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the maximum shielding points by a percentage equal to 25
times your
excess degrees of Adamantology competency.
Force Shield
Melee Weapon Modification
Requires
Adamantology: 1
Price: 600
Weight: 3 (see notes)
Carry Slots: 1 (see notes)
Power Source: Internal
(1 volatite crystal) or External. Must be external if device
has any
size increases.
This
device is added to an adamant shield, and cannot be
removed. It cannot be added to a pavise or buckler. The device provides
you with high-precision energy shielding, but only during attacks that
the shield's armor bonus would apply against. It
cannot provide energy shielding in any other circumstance, except that
it can shield itself for the purposes of Damaging Objects rules. The
shield must be powered ahead of time as a free action; each charge
spent creates 20 shielding points, to a maximum of 40. Unused shielding
points expire after 1 minute (12 turns).
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 shield. Otherwise, they are part of the belt pack
that connects to your power supply; the slots apply against your carry
factor even if the shield is in your hands. Belt packs are unique to
the shield and cannot be swapped with those of other devices (even
others of this type).
Effects per Size Increase:
Increases the maximum shielding points by 20. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the maximum shielding points by a percentage equal to 25
times your
excess degrees of Adamantology competency.
Shielding Projector
Requires
Adamantology: 2 and Diagnostics: 4
Price: 700
Weight: 3
Carry Slots: 1
Power Source: External
This device is only useful if you are also carrying an Energy Shielding
Device. As a major action, it may be used to "share" the
medium-precision shielding from that device with another character who
is grouped-up with you. It can also be shared with that character's
mount, provided the mount is no more than 50 WGT. Targeted characters
themselves cannot exceed 100 WGT. The projected shielding shares the
same shielding points and visuals as the normal function of the Energy
Shielding
Device, and does not interfere with the normal medium-precision
shielding of yourself. It cannot be used if your Energy Shielding
Device is in low-precision mode.
Even without size increases, this device always
requires two hands
to use, as its controls are quite complex. It must be held in the hands
in a manner similar to a ranged weapon, but does not count as a ranged
weapon. You
can end the projection at any time (and will be forced
to do so if you cease to have 2 hands on it), but cannot resume it
until
your next turn. If
you will
run out of shielding points during an attack that hits both yourself
and your projection target (such as an AoE), you choose who receives
priority.
This device can be used long-term, allowing you to share shielding
while traveling.
However, for every 5 minutes spent doing this, it consumes 1 charge and
requires you to spend 1
insight. Its charge use for shorter-term uses is negligible (though
charge must still be spent in the Energy Shielding Device).
Just as you cannot use more than one Energy
Shielding Device due to field interference, so you cannot use this
device to shield a character who already has an active Energy Shielding
Device. If two Shielding Projectors are used on the same character, the
one backed by the greater number of shielding points disrupts and ends
the effect of the other device (if both are tied, the earlier one
prevails). Since the projecting character can end their own effect at
any time, this can be used aggressively to take down the projected
shielding of an enemy. Characters with their own Energy Shielding
Device are never disrupted (even if their own shielding is weaker).
Shielding Projectors never interfere with low-precision techshields,
nor with any non-techshield source of medium-precision shielding.
Effects per Size Increase:
Allows the projector to share shielding with an additional character
simultaneously. Increases
carry slots by 2.
Use Total Device Weight chart. The device now requires STR in order to
use; consult the Ranged Weapon Device STR
Requirements chart and use the 2-Handed requirement (though the device
still does not count as a ranged weapon). Shielding Projectors being
used to shield more than one target never disrupt other projectors,
regardless of comparative shielding points. For each target beyond 1
being protected long-term, reduce the interval of charge and insight
cost by 1 minute, to a minimum of 1 minute. Valid mounts do not count
as extra targets.
Effects of Advanced Device:
The interval of charge and insight cost is increased by 1 minute for
every excess degree of Adamantology competency.
Pseudogravity Scanner
Requires
Adamantology: 2
Price: 600
Weight: 3
Carry Slots: 1
Power Source: External
As a free action, you may use this device to roughly estimate the
weight of any object
within medium range that you can see, rounded to the next lowest 10
pounds. This function cannot overcome stealth or illusions. You also
detect how much ætherial silencing (if any) is active at the object's
location. The device can be
integrated into an eyepiece, and does not require any free hands.
Additionally, this device provides a +TN of 2 in the
DEX rolls to use the Pseudogravity Tool and Pseudogravity Blaster
devices.
Effects per Size Increase:
Increases the +TN by 1. Increases
carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the +TN by a percentage equal to 25 times your
excess degrees of Adamantology competency.
Pseudogravity Tool
Requires
Adamantology: 2
Price: 1000
Weight: 3
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External. Must
be external if device has advanced status or more than 3 size increases.
This device generates a
low-acceleration but continuous field of pseudogravity until your next
turn. See Pseudogravity
for
general rules applying to this and all such devices. As a free action,
the device can spend charge to generate pseudogravity points for its
own use. Each 1 charge generates 10 pseudogravity points, and the
maximum amount of stored points (without size increases or advanced
status) is 10. Unused pseudogravity points expire 15 minutes after they
are created; an internally-powered device also loses all current points
when its crystal is changed.
Using this device, you may contribute to general labor process actions
with pseudogravity points; see General
Labor.
You may also use a slowing major action to lift and
move a target within short range. You must expend an amount of
pseudogravity points equal to 1/10 of the object's weight in pounds (or
at least 1); if you don't expend enough, it cannot be lifted and the
attempt is wasted. Extra points beyond the required amount have no
effect (besides potentially offsetting flight or silencing).
Once an object is lifted, you may choose to immediately
roll a d8 on DEX; if successful, you may move the object a short-range
distance horizontally and/or vertically. This roll is not a ranged
offense roll, but takes melee interference Hindrance (see Combat).
The object remains lifted until after your next turn; if
you are still able and within range, you may use this device repeatedly
to keep it aloft, and may roll on DEX once per major action to move it
further. Holding a lifted object without moving it does not require a
DEX roll, but does require pseudogravity points every turn.
This Ability never directly causes damage, though characters might take falling damage when it ends; see Falling.
After any turn on which you did not continue this Ability on a lifted
character, they fall during the next round's movement phase. A lifted
character is removed from cover and must add 2 Hindrance in all defense
rolls while lifted, even if they are an ally, and regardless of whether
you rolled on DEX to move them an appreciable distance. They
automatically fail all rolls on SPD (including flying SPD), but lose
any
knocked-down status. They cannot use Abilities that specify they are
unable to be used while flying.
If multiple devices lift the same object, each gets
a chance to move the object, but it cannot be moved more than short
range from its original position in 1 round. Consider the most recent
lift when determining when the object falls.
If a lifted object is picked up by any character,
its lifted status ends, unless the pseudogravity points spent to lift
it this round would be sufficient to lift the character as well, in
which case the character is now lifted. Whenever a lifted character
drops an item, the item remains lifted until after the lifter's next
turn. This is the only situation in which a single lift can include
more than one target.
If you lift water, you can move it into one willing
character; it will then cease being lifted, but also extinguish the
character's ignited status if its pound weight is at least double their
WGT.
You cannot lift yourself.
Even without size increases, this device always
requires two hands
to use, as its controls are quite complex. It must be held in the hands
in a manner similar to a ranged weapon, but does not count as a ranged
weapon.
Effects per Size Increase:
Increases pseudogravity point maximum by 10. Increases
carry slots by 2.
Use Total Device Weight chart. The device now requires STR in order to
use; consult the Ranged Weapon Device STR
Requirements chart and use the 2-Handed requirement (though the device
still does not count as a ranged weapon).
Effects of Advanced Device:
Increases the maximum pseudogravity points by a percentage equal to 25 times your
excess degrees of Adamantology competency.
Pseudogravity Blaster
Requires
Adamantology: 2
Price: 1200
Weight: 3
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External. Must
be external if device has advanced status or more than 3 size increases.
This device creates a short-lived, high-acceleration pseudogravity
field, typically for the purpose of knocking down or injuring an enemy, and possibly removing them
from their group. See Pseudogravity
for
general rules applying to this and all such devices. As a free action,
the device can spend charge to generate pseudogravity points for its
own use. Each 1 charge generates 10 pseudogravity points, and the
maximum amount of stored points (without size increases or advanced
status) is 10. Unused pseudogravity points expire 15 minutes after they
are created; an internally-powered device also loses all current points
when its crystal is changed.
As a slowing major action, you can select an object
within short range, choose an amount of pseudogravity points to expend,
and roll d12 on DEX; this roll is not a
ranged offense roll, but takes melee interference Hindrance (see Combat).
There is no effect (beyond wasting pseudogravity points) if your DEX roll fails.
If you expend pseudogravity points at least equal to
1/10 the object's weight in pounds (or at least 1), the target is
knocked down and removed from grapples and cover (if it is a character)
or overturned (if it is a vehicle). Any pseudogravity points you expend
beyond this amount will cause damage to the target at a rate of 1
damage per point, with drive double the damage, inflicting Core
Injuries or Structural Failures. If the target is a character, they may
roll d20 on DEX to reduce this damage (but not the drive) by an amount
double their CON; any +TN valid for the DEX roll to reduce falling
damage is also valid for this roll.
If the amount of pseudogravity points you expended
was at least double what was necessary to inflict a knockdown (that is,
1/5 of the object's weight in points, or at least 2), you fling the
target hard enough to move it up to short range in any horizontal
direction. Alternatively, you may keep it in the same engagement, but
remove it from group defense. Although you choose the direction your
target travels, the throw is not precise enough to hit a secondary
target with it. You may choose a certain engagement to throw the target
into, but it does not strike any character or specific object. If the
object causes AoE effects as a result of taking the damage (for
example, throwing an impact-fused explosive), resolve the hit chances
as if it were a ranged attack with a failed offense roll.
Damage from this Ability is presumed to originate
from the target being tossed into obstacles, blasted into the ground,
flung upwards only to crash down, etc. Thus the damage occurs when the
object reaches its final location. If you wish to limit the damage, you
may voluntarily reduce it to half. A flying character takes no damage
unless it ends the throw on the ground or at engagement altitude
(though it will still be stunned by the called-for knockdown). If you
throw a character in such a way that they immediately face another fall
in their next movement phase (for example, throwing someone off a
cliff), you inflict no immediate damage; instead, you may add short
range to whatever fall they now face. You cannot target yourself.
Even without size increases, this device always
requires two hands
to use, as its controls are quite complex. It must be held in the hands
in a manner similar to a ranged weapon, but does not count as a ranged
weapon.
Effects per Size Increase:
Increases maximum charge used by 1. Increases
carry slots by 2.
Use Total Device Weight chart. The device now requires STR in order to
use; consult the Ranged Weapon Device STR
Requirements chart and use the 2-Handed requirement (though the device
still does not count as a ranged weapon).
Effects of Advanced Device:
Increases the maximum pseudogravity points by a percentage equal to 25 times
your
excess degrees of Adamantology competency.
Energy Shielding ArmorArmor Modification
Requires
Adamantology: 3 and Diagnostics: 3
Price: 3000
Weight: 10
Carry Slots: 1
Power Source: External
This device is added to a suit of non-Standux adamant armor upon
creation, and
cannot be removed. It resembles a normal Energy Shielding Device, but
uses the armor to imbue the wearer with high-precision energy
shielding (see Combat). Though complicated
to operate and much weaker than either
normal techshields or arcane shielding, it is one of very few ways to
obtain high-precision protection against all energy types via
devices.
As a free
action on your turn, you may
spend charge to create shielding points in your armor; each 1 charge
creates 10 shielding points, and the maximum shielding points that can
exist in the shield is 20. 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.
Due to the prioritization of defense against explosive effects in the
development of Alacrian techshields, this device's shielding points are
doubly effective against blast damage (that is, 1 shielding point will
remove 2 blast damage).
Though you obviously cannot wear multiple armor devices at once, this
device can safely coexist with a normal Energy Shielding Device, and
does not interfere with other sources of energy shielding.
The weight and carry slots of this device are added
to those of the suit of armor, but the slots from this device are not
ignored when the armor is worn, as they consist of additional bulky
components. Size increases may be added to this device regardless of
the exact armor type or whether it is heavy. If disabled or destroyed
by Damaging Objects rules, only the extra effects of the modification
are lost.
Effects per Size Increase:
Increases maximum shielding points by 20. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases maximum shielding points by a percentage equal to 25 times
your
excess degrees of Adamantology or Diagnostics competency (whichever
excess is lesser).
Miniaturization: 5 pounds,
0 carry slots. Requires Adamantology: 3.
Personal
Teleporter
Requires
Adamantology: 4 and Diagnostics: 4
Price: 4000
Weight: 15
Carry Slots: 2
Power Source: External
This
device enables you to teleport as a slowing major action. You may
teleport to
any valid location within medium range that you can see, at a cost of
30 charge. There must be an unobstructed path from yourself to at least
part of your destination (for example, you can teleport through an open
window you would not normally fit through, but not through a closed
window). This form of teleportation is low-precision (see Combat).
It
can teleport a maximum weight of 300 pounds. Using the device creates a
distinctive noise audible to long range at both the origin and
destination locations. It also emits momentary light, reverting you to
Low Stealth.
Effects per Size Increase:
Increases the maximum teleport weight by 50 pounds. Instead of this
effect, any size increase can be dedicated to either increasing the
teleportation to medium-precision, or to changing it to a slowing minor
action. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases the maximum teleport weight by a percentage equal to 25 times
your
excess degrees of Adamantology competency. If you have 2 excess degrees
of Diagnostics competency, the action to use the device is no longer
slowing.
Miniaturization: 8 pounds,
0 carry slots. Requires Adamantology: 7 and Diagnostics: 7.
Personal Æther
Rattler
Requires
Adamantology: 5 and Crystallurgy: 4
Price: 5000
Weight: 15
Carry Slots: 1
Power Source: External
This
device is a smaller version of the Alacrian Rattlers used to block
Worldmirror use. As a free action, at a cost of 1 charge per turn, it
prevents any use of
the Personal Teleporter device or Arcane Mirror (Arcana), providing
either end of the potential
teleport is within medium range of you. It has no effect on
Worldmirrors, boarding mirrors, Sleeper's Step (Sorcerer), or other
sources of teleportation. Any charge/insight spent on a teleportation
attempt is wasted.
Effects per Size Increase:
Increases the effect's duration per charge by 1 turn. Increases carry
slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device:
Increases the turn duration by a percentage equal to 25 times
your
excess degrees of Adamantology competency.
Miniaturization: 8 pounds,
0 carry slots. Requires Adamantology: 7 and Crystallurgy: 4.
Energy Grenade
Requires
Adamantology: 1
Price: 100
Weight: 1
Carry Slots: 1/2
This grenade inflicts 36 impact damage and 18 area damage. The type
of damage
- particle, heat, frost, electric, or blast - must be selected
when the device is created.
Effects per Size Increase:
Increases impact damage by 12 and area damage by 6. Increases carry
slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device:
Increases both impact and area damage by a percentage equal to 25 times
your
excess degrees of Adamantology competency.
Miniaturization: 1/2 pound,
0 carry slots. Requires Adamantology: 3.
Energy Bomb
Requires
Adamantology: 6
Price: 800
Weight: 40
Carry Slots: 4
This device is similar to Energy Grenade, except
that lesser point ZAoE rules are used for its damage.
The
type of damage
- particle, heat, frost, electric, or blast - must be selected
when the device is created. The device's high damage is 50 and its low
damage is 25. Its impact damage (used in the same situations as an
aircraft bomb's impact damage) is always 4 times its high damage.
The bomb can be set to go off after a delay,
provided the character
doing so meets the bomb's competency requirements. The delay cannot be
longer than 1 minute (12 turns). It may also be keyed to a conventional
satchel detonator using Repurposed Ordnance (Technology); only
characters who meet the bomb's competence requirement may activate the
detonator.
Effects per Size Increase:
Increases high damage by 20 and low damage by 10. 4 size increases may
instead be devoted to upgrading the device to use the
rules for a greater point ZAoE instead of a lesser. Increases
carry slots by 4.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases both high and low damage by a percentage equal to 25 times
your
excess degrees of Adamantology competency.
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