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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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