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Crystallurgy Devices
Advanced Devices & Arcane
Interference
Advanced quartz devices tend to use adamant 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 crystallurgy 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 quartz 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 a Crystallurgy
competency requirement is a purely mental action if the
device is advanced, unless it requires the use of hands.
Shadow Vision Goggles
No
Competency Requirement
Price: 200
Weight: 3
Carry Slots: 0
Power Source: Internal (1 volatite crystal) or
External (negligible
charge).
This
device greatly amplifies incoming light, allowing you to see clearly in
dim light. It allows you to see in any Low Light condition
as if it were Medium Light. It has no effect in totally dark
environments, or for characters who already have shadow vision
naturally. When using this device, you must add 2 Hindrance to any roll
to resist being blinded by bright light. Without advanced status, it
does not allow you to see colors. Like normal vision, it is removed by the blinded status.
Effects per Size Increase:
Enables color vision. No more than 1 size increase is effective.
Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
For every 2 degrees of Crystallurgy competence, 1 Hindrance is removed
from this device's rules. A competency of Crystallurgy: 6 enables the
device to see colors even if it does not have the size increase to do
so.
Eye Screen
No
Competency Requirement
Price: 600
Weight: 3
Carry Slots: 0
Power Source: Internal
(1 volatite crystal) or External (negligible charge).
This device reacts to bright light to prevent it from blinding you,
without hampering your vision in the dark. It provides 1 Easing in
any CON roll to resist being blinded by bright light. It may be used simultaneously with night
and thermal vision (whether from devices or other sources). You cannot
use more than one Eye Screen at once.
The Easing from this Ability does not stack with that from Diffractive
Shielding (Arcana); consider only the greater Easing amount
between these two sources.
Size increases cannot be applied.
Effects of Advanced Device:
For every 2 degrees of Crystallurgy competency, the Easing is increased
by 1.
Greater Insendite Torch No
Competency Requirement
Price: 500
Weight: 5
Carry Slots: 2
Power Source: Internal (insendite).
This
device is much more powerful than a standard insendite torch, counting
as a bright light source (see Combat Stealth).
It may be safely put down or worn, without reducing its light level.
Size increases cannot be applied.
Cannot receive advanced status.
Infrared Torch No
Competency Requirement
Price: 600
Weight: 5
Carry Slots: 2
Power Source: Internal (insendite).
This
device's effects are identical to that of a Greater Insendite Torch,
but only for characters who are using a Shadow Vision, Thermal Vision,
or Seer Array device. Its light is invisible to all other characters
(even those with non-tech-based shadow vision).
Size increases cannot be applied.
Cannot receive advanced status.
Actuality Grenade
No
Competency Requirement
Price: 100
Weight: 1
Carry Slots: 1/2
Although a short-lived and cost-inefficient form of anti-illusion
countermeasure, this grenade can be the most powerful and effective.
When activated, this grenade disrupts all tech-based or arcane
illusions within short range, reducing their illusion strength by 4; if
this would call for an illusion strength below 0, the illusion is
completely dispelled
and disappears. The effects of this grenade continue in the same area
for 5 seconds (or until the end of your next turn). Strength reductions
against an illusion do not stack if multiple grenades are thrown, and
they are also non-stacking with the Illusion Disruptor device and
Actuality Aura (Arcana); consider only the greatest reduction amongst
all these sources. The grenade has no damaging
effects on its surroundings, merely emitting a faint flash and
disintegrating in place. It cannot be set to ignore certain illusions.
Effects per Size Increase:
Increases the effect on illusion strength by 2. Increases
carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
the effect on illusion strength by a percentage equal to 25 times your
degrees of Crystallurgy competency.
Miniaturization: 1/2 pound,
0 carry slots. Requires Crystallurgy: 2.
Voice Amplifier
No
Competency Requirement
Price: 200
Weight: 5
Carry Slots: 0
Power Source: Internal (1 insendite crystal).
When held in the hand,
this device amplifies your voice to be audible at much greater ranges.
The audible range is increased by one (see Combat
Stealth for details on audible range), sufficient for a normal
conversational voice to be understood at long range, and a shouted
voice at 1/4 mile.
Size increases cannot be applied.
Cannot receive advanced status.
Banshee Grenade
Requires Crystallurgy: 1
Price: 80
Weight: 1
Carry Slots: 1/2
Once it reaches its destination, this grenade begins emitting a
terrible screeching noise. All characters within engagement range of
the grenade are deafened, most normal glass windows within short range
will
shatter, and no character within medium range can be detected via
sound or understood via speech. The grenade will continue emitting
noise for 1 minute (12
turns); infuriatingly, if the grenade is attacked, the crystalline
innards will continue producing the noise even when pulverized. Organic
characters will continue to be deafened for 4 turns (20 seconds) after
the grenade expires or they leave engagement range of it.
Effects per Size Increase:
Increases the noise's duration by 30 seconds (6 turns). Increases
carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
the noise's duration by a percentage equal to 25 times your excess
degrees of
Crystallurgy competency.
Miniaturization: 1/2 pound,
0 carry slots. Requires Crystallurgy: 3.
Resonance Scanner
Requires
Crystallurgy:
1
Price: 600
Weight: 5
Carry Slots: 0
Power Source: Internal (1 volatite crystal) or
External. Must
be external if device has any size increases.
This
device assists the user in detecting crystallurgy-based illusions.
While wearing the eyepiece of this device, you count illusions as
having 1 less illusion strength against you (to a minimum of 0). It has
no effect on other characters. It has no effect if you have the blinded status, or are relying on echolocation.
This device consumes 1 charge every 10 minutes. You
cannot use more than one Resonance Scanner at once.
Size increases cannot be applied.
Effects of Advanced Device: For every 4 excess degrees of Crystallurgy competency, the effect on illusion strength is increased by 1.
Feedback Net
Armor Attachment
Requires
Crystallurgy: 1
Price: 1000
Weight: 5
Carry Slots: 0
Power Source: External
In order to function,
this device must be attached to a suit of quartz armor you are wearing.
As a free
action, you may charge this device to create a blast damage aura;
each charge stores 6 blast damage, and the maximum
stored damage is 12. See Combat
for damage aura rules. If your mount is also wearing quartz 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 Feedback Net at once (even to create
different damage auras).
Effects per Size Increase:
Increases the maximum stored damage by 6. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases maximum stored damage by a percentage equal to 25 times your
excess degrees of Crystallurgy competency.
Energy Reactive
Armor
Armor Modification
Requires
Crystallurgy: 1
Price: 600 (not including armor suit)
Weight: 5
Carry Slots: 0
Power Source: None
This device is added to a suit of quartz armor upon creation, and
cannot be removed. When created, a certain amount of drive is specified
(usually the amount of drive necessary to cause damage through the
armor). Whenever explosive blast damage or a ranged attack consisting
entirely of energy damage
hits you and the drive is at least the specified amount, the armor
reacts automatically and violently, doubling its own armor range
against that incident of damage.
When the armor reacts, it is physically damaged; its
armor range is not reduced, but it must be repaired at a forge before
it can react again. The repair costs 50 coins, and can only be
performed by a character who meets the armor's competency requirements.
Effects per Size Increase:
Only 1 size increase can be applied, and then only for a suit of heavy
armor. The armor may react against 1 additional attack before being
repaired. The repair price is always 50 coins per reaction. The price
of the armor suit is not considered when determining the price of a
size increase.
Use Total Device Weight chart.
Effects of Advanced Device:
Increases maximum reactions by a percentage equal to 25 times your
excess degrees of Crystallurgy competency. The repair price is always
50 coins per reaction.
Light-Ray Ranged Weapon
Requires
Crystallurgy: 1
Price: 500
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 heat damage.
Its offense
rolls are d6/d12/2d20.
If at least one size increase is made, the rolls are d6/d12/d20
instead.
Its charge per shot is 2, with 10 damage per charge. It follows all
normal rules for "conventional"
ranged weapons, such as penalties for one-handed wielding. It
uses the Energy
proficiency. Light-ray weapons have their damage reduced to 75% if they
shoot a long-range distance in foggy weather, or any distance through
thick smoke (such as from smoke grenades or 4th-degree fire hazards).
They also cause less area damage in AoEs; see Combat.
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 Crystallurgy competency.
Ultratorch Requires
Crystallurgy: 2
Price: 800
Weight: 10
Carry Slots: 3
Power Source: Internal (1 volatite crystal) or
External.
This
device consumes 1 charge per round (5 seconds) when activated. It
becomes an extreme light source (see Combat
Stealth).
It may be safely put down or worn, without reducing its light level. A
device set down must still be attended by a character meeting its
competency requirements, or it will deactivate 1 round later.
Effects per Size Increase:
1 size increase enables the device to trigger the sunlight weaknesses
of vampires and chasmtouched at engagement range. 2 more size increases
will increase that effect to short range. When operated in daylight
mode, the device
consumes an extra charge per round. Increases
carry slots by 2.
Use Total Device Weight chart.
Effects of Advanced Device: For every 4
excess degrees of Crystallurgy competency, you may treat the device as
though it had 1 more size increase.
Cloaking Device
Requires
Crystallurgy: 2
Price: 1000
Weight: 10
Carry Slots: 2
Power Source: Internal (1 volatite crystal) or
External. Must
be external if device has any size increases.
This device uses illusion-related
energy fields to
render you invisible, or at least harder to see. You may activate it or
deactivate it as a free action, though activation takes 1 round to
complete. It consumes 2 charge upon activation, plus 1 charge for every
minute it is kept active. While active, your visible range is decreased
by 1
range, as measured by the ranges defined in the Combat Stealth rules
(that is, engaged, short, medium, long, and travel), after resolving
the normal effects of light, clutter, and stealth level. Size increases
and advanced status
further decrease the range.
If this math would call for a lower range than engaged, you cannot be
seen even at engagement range. If you are heard, or otherwise do
something to tip off characters to your presence, they can attack you
via blind attack rules (see Combat). Remember that your actions may also cause you to revert
to a lower stealth level, potentially making you visible again. Emitting light still causes you to
revert to Low Stealth, but does not remove the effects of the cloak.
The cloak includes carried and inventory items, but any visible
phenomenon that occupies the area around you (such as flames from the
ignited status, visible medium-precision energy shielding, or a damage
aura) temporarily cancels out the effects of the cloak.
Anything that
reduces illusion strength (such as an actuality grenade) also reduces
the
effectiveness of cloaking. For every 2 illusion strength that would be
lost to those rules, your cloak's effectiveness is decreased by 1
range. This device does not stack with Arcane Cloaking; consider only
the more effective cloak if both are
used. Any cloak with an effectiveness of at least 1 range fully
immunizes you against the effect of thermal vision on character stealth.
Like other illusions, this Ability is effective against echolocation,
and has the same effect on that sense's "visible" ranges. It is
ineffective against sorcerers' darkeye and draconic clairvoyance. It
cannot be used to create other illusions.
If this
Ability is kept active in such a way that you would not be visible in
combat at engagement range without an INT roll, apply the following
rules to these non-combat situations:
-During long hides, apply the rules for hiding
within an illusion.
-During infiltration attempts, your visible range counts as 1 range
shorter than engaged range. If you fail the infiltration roll in such a
way that combat begins, it will begin at engagement range, and enemy
characters are aware of you and may make blind attacks. You may be able
to easily escape due to surprise turn order rules, but the enemy will
remember that something is amiss and
invisible, and will likely increase security.
Effects per Size Increase:
Increases the effect by 1 range. Excess range
decreases
beyond what's required for total invisibility are still useful for
opposing illusion disruption. Increases carry slots by 2.
Use Total Device Weight chart.
Effects of Advanced Device:
For
every 2 excess degrees of Crystallurgy competency, the effect is increased by 1 range.
Illusion Emitter
Requires
Crystallurgy:
2
Price: 1000
Weight: 10
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or
External. Must
be external if device has any size increases.
See
Illusions.
This
device can project illusions at engagement range. Without size
increases or advanced status,
it can create illusions with a strength of 1 and a complexity of
1. When creating an illusion, you may sacrifice points of
illusion strength to gain an equal
amount of illusion complexity. Illusion strength cannot be reduced
below 0. The maximum image size is approximately as large as a ground
vehicle, or a creature of 200 AWGT.
Creating an illusion using this device is a major
action that costs 2 charge; maintaining an illusion with 3 complexity is also a
major action for each round the illusion is active. Less complex
illusions are a free action to maintain. If you fail to
maintain an illusion on any turn, it disappears. Illusions of less
complexity will continue behaving as you predetermined, so long as they
do not leave your range. You must have an unobstructed straight-line
path to the illusion in order to maintain it. Ending an illusion
voluntarily is a free action.
These devices use an Alacrian library of
pre-programmed images - virtually any character, creature, vehicle, and
item listed in Legends rules,
plus a wide variety of everyday objects. These electronic libraries are
massive, but will
not contain (for example) images of yourself, of specific individuals
you meet, or of unique objects you have found. By spending 5 minutes
with a character or item, you can scan their image into your device.
When projecting an illusion, this device consumes 1 charge per minute,
in addition to the 2 charge to begin the illusion.
The device cannot maintain more than one illusion at once, but you can
use multiple devices to maintain multiple low-complexity illusions.
Effects per Size Increase: Up
to 2 size increases may be devoted to range; the first increases range
to
short, and the second to medium. Any size increase may alternatively be
used
to increase illusion strength by 1 (which can then be optionally
sacrificed for complexity). Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
illusion strength by a percentage equal to 25 times your excess degrees
of Crystallurgy competency.
Image Scanner
Requires
Crystallurgy:
2 and Diagnostics: 2
Price: 1000
Weight: 5
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or
External.
This device allows you to gather and maintain an expanded library of
specific images for your Illusion Emitters. By spending 5 charge and 5
minutes with an individual character or specific item, you can scan
their image into this device. After that point, that image can be used
by any Illusion Emitter you are carrying at the same time as this
device. Unwilling characters must be restrained before scanning.
Size increases cannot be applied.
Cannot receive advanced status.
Miniaturization: 2 pounds,
0 carry slots. Requires Crystallurgy: 4 and Diagnostics: 3.
Blinding Array
Requires
Crystallurgy: 2
Price: 600
Weight: 15
Carry Slots: 1
Power Source: Internal
(1 volatite crystal) or External.
This device uses many small light-ray emitters too low-power to set off
energy shielding, but bright enough to disrupt characters' vision. As a
major action, it can target a single character or a whole engagement;
in the latter mode, use AoE rules to determine who is
affected. You are never affected if you target your own engagement. All
affected characters must make a roll on CON; the roll is d12 if a
single character was targeted, or d6 if a group was targeted. Any
character who fails is blinded until the end of your next turn. If they
fail by 20 or more, they are blinded permanently (until the status can
be removed via healing or special rules).
This
device
can be used at short range, and consumes 2 charge per use.
It is not considered a ranged weapon and does not require an offense
roll or free hand. It has no effect on characters who cannot see the
user.
Effects per Size Increase:
In
single-target mode, the character must add 1 Hindrance to their CON
roll to resist. For every 2 size increases, also add 1 Hindrance
for
characters affected by area mode. Increases
carry slots by 2.
Use Total Device Weight chart.
Effects of Advanced Device:
For every 2 excess degrees of Crystallurgy competency, add 1 Hindrance
to the CON roll to resist the device in single-target mode. Add half
this amount of Hindrance to the CON rolls in area mode.
Illusion
Disruptor
Requires
Crystallurgy:
2
Price: 1000
Weight: 15
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or
External. Must
be external if device has any size increases.
This
device disrupts
all tech-based or arcane
illusions within short range, reducing their illusion strength by 1; if
this would call for an illusion strength below 0, the illusion is
completely dispelled
and disappears. While active, the device consumes 1 charge per turn (or
12 charge per minute). It cannot be set to ignore certain illusions.
Overlapping Illusion Disruptors do not "stack" their effect on illusion
strength; consider only the most effective device when more than one is
present. They are also non-stacking with Actuality Grenades and
Actuality Aura (Arcana).
Effects per Size Increase:
Increases the effect on illusion strength by 1. 1 size increase may
instead by devoted to increasing the device's range to medium.
Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
the effect on illusion strength by a percentage equal to 25 times your
excess degrees of Crystallurgy competency.
Miniaturization: 8 pounds,
0 carry slots. Requires Crystallurgy: 4.
Artificial
Echolocator
Requires
Crystallurgy: 3
Price: 900
Weight: 5
Carry Slots: 1
Power Source: Internal (1 volatite crystal) or
External (negligible
charge).
This
device mimics the echolocation of dwarves and certain animals,
detecting your surroundings via sound and representing them visually.
You gain the benefits of echolocation, just as if you had it naturally.
The device consumes charge at a rate of 1 every 10 minutes.
Effects per Size Increase:
Increases the duration per charge by 10 minutes. Increases
carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
the duration per charge by a percentage equal to 25 times your excess
degrees of Crystallurgy competency.
Miniaturization: 3 pounds,
0 carry slots. Requires Crystallurgy: 5.
Thermal Vision
Requires
Crystallurgy: 3
Price: 1000
Weight: 3
Carry Slots: 0
Power Source: Internal (1 volatite crystal) or External
(negligible
charge).
This
device detects the thermal energy of your surroundings, causing you to
see in any No Light or Low Light condition as if it were Medium Light.
It cannot detect colors (but does not obstruct other forms of shadow or
normal vision which can). It also removes the effects of fog and smoke,
except for certain improved smoke grenades.
Thermal vision causes warm
objects (such as organic creatures) to appear much brighter than cold
areas. In addition to the above effects on vision, it removes all the
effects of organic characters' stealth
attempts against you; that is, all organic creatures are considered to
be in Low Stealth for the purpose of determining their visible range
against you. Cloaking devices protect characters from this effect.
Glass and similar transparent materials (such as
clear quartz) block thermal vision, against which they are similar to
mirrors. The device does not obscure your normal vision when it is in
use, allowing you to see through glass with your normal vision.
Contrary to popular belief, thermal vision cannot see through solid
objects, though it can differentiate between warm and cold areas of an
object's surface, potentially providing clues about what lies on the
other side.
Thermal vision does not protect you from being blinded, and is removed by the blinded status.
It allows you to
instantly locate objects warmer than their surroundings during
searches; this generally applies to uncloaked organic
characters using long hide rules.
Effects per Size Increase:
2 size increases may cause the device to see in all light conditions as
if they were High Light. No more than 2 size increases are effective.
Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
For every 4 excess degrees of Crystallurgy competence, the effect on
illusion strength is increased by 1.
Sonic Dampener
Requires
Crystallurgy: 3
Price: 1000
Weight: 10
Carry Slots: 1
Power Source: External
This
device creates an aura of lessened sound around your body, assisting in
moving quietly. The audible range of your movement noise, as well as
that of any noise produced only by you and your equipment, is reduced
by 1 range (see Combat Stealth).
This reduction affects projectile weapon noise and stealth melee
attacks, but not energy weapons or normal melee attacks. It does not
affect noise made primarily by other objects (such as the noise of
opening a door). Any noise normally audible at engaged range is
completely eliminated, even to animals and Adlet. The device consumes
charge at a rate of 1 per minute.
When using this device, you lose any echolocation
you have (whether natural or artificial). It does not alter your
"visible"
range to echolocation, as the failed echoes are equally conspicuous as
not.
Effects per Size Increase:
Increases the duration per charge by 1 minute. Increases
carry slots by 1/2.
Use Total Device Weight chart.
Effects of Advanced Device: Increases
the duration per charge by a percentage equal to 25 times your excess
degrees of Crystallurgy competency.
Miniaturization: 5 pounds,
0 carry slots. Requires Crystallurgy: 5.
Wave-Dispelling Armor
Armor Modification
Requires
Crystallurgy: 3
Price: 800
Weight: 5
Carry Slots: 0
Power Source: None
This device uses contrary resonances to counteract the effects of blast
waves. It is added to a suit of quartz armor upon
creation, and cannot be removed. It provides you with high-precision
energy shielding (see Combat);
however, this shielding is only effective against blast
damage. The device can contain a maximum of 70 shielding points, and
has current points equal to this maximum when it is created. Whenever
its shielding points are used but not exhausted, the crystalline
lattices will
gradually return to equilibrium, replenishing 5 shielding points at the
beginning of each of your turns. Unfortunately, if the device's
shielding points
are depleted to 0, its structure is ruined and it will no longer
regain shielding points. To restore this functionality, it must be
repaired at a city forge, at a cost of 50 coins.
When not worn, the
armor will shield itself if targeted via Damaging Objects rules,
even unattended. Its competency requirements apply to wearing it, not
just using its features.
Whether worn or unworn, the device and its shielding cannot be
deactivated; its shielding consists of automatic structural reactions.
Effects per Size Increase:
Only 1 size increase can be applied, and then
only for a suit of heavy armor. The shielding point maximum is
increased by 40. Use Total Device Weight chart.
Effects of Advanced Device:
The shielding point maximum is increased by a percentage equal to 25
times
your
excess degrees of Crystallurgy competency.
Mapping Sonar
Requires
Crystallurgy: 4 and Diagnostics: 2
Price: 1800
Weight: 10
Carry Slots: 1
Power Source: External
This device has two modes: active and passive.
In active mode, it emits a loud pinging noise
capable of mapping buildings or underground ruins, to a maximum
distance of 2 zones. It will reveal the general shape of every room and
any large objects within. Characters who are standing on the ground or
submerged in water will register on the scan, but will usually require
a d20 roll on INT to discern from inanimate objects; this roll is made
once for all characters, and may be repeated if you ping the device
again. Similar INT rolls can also be used to discern the nature of
other objects, though only broadly. For instance, an INT roll can
discern a character from a vehicle from a rock, but not the WGT of the
character or the exact type of vehicle. The device consumes 2 charge
per
ping, and cannot ping more than once every 30 seconds (6 turns). The
pinging noise is audible throughout the device's mapping range. You
must be standing on the ground or submerged in water in order to use
this mode.
In passive mode, the device detects audible sounds
at much greater ranges than you can by ear. It can detect sounds at two
ranges longer than normal (for example, medium range for a sound
normally audible at
engaged range). Much like normal hearing, the
device cannot pinpoint an exact range to the sounds, but will display
their direction. It can isolate the sounds from a particular direction
and let you listen in, possibly allowing you to identify the source or
eavesdrop. It can also be configured to run continuously and
raise an alarm when a new type of sound is detected. The device
consumes negligible charge in passive mode.
This device is not sufficient to provide
echolocation or otherwise be considered a form of sight, and will not
discern illusions from real objects. Interacting
with it in combat is always a major action.
Effects per Size Increase:
The range of active mapping is increased by 1 zone. Increases
carry slots by 1.
Use Total Device Weight chart.
Effects of Advanced Device:
You gain a +TN in the INT rolls for this device equal to 1/2 your
excess degrees of Crystallurgy competency.
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