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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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