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Power PacksInsendite Power PackNo Competency Requirement
Price: 20 (not including crystal)
Weight: 3
Carry Slots: 1
This device holds 1 miniature insendite crystal - an affordable and
efficient source of energy, but one that can only be used very slowly.
It can provide power to a single device that lists "negligible charge"
in its power source. One insendite crystal is typically sufficient for
around 1 season of normal adventuring use. The crystals are smaller
versions of vehicle insendite; they weigh 1 pound each and cost 3 coins.
Effects per Size Increase: Can support 1 additional "negligible charge" device. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device:
Increases number of supported devices by a percentage equal to 25 times
your degrees of Adamantology or Crystallurgy competency (whichever excess is greater)
Volatite Power PackRequires either Adamantology: 1 or Crystallurgy: 1
Price: 100 (not including crystals)
Weight: 10
Carry Slots: 2
This device holds a maximum of 6 volatite crystals (120 charge) and
extracts their charge to provide a charge generation of 4 per turn.
Shutting down
the generator is a major action, as is starting it again; it expends no
energy simply to remain active, but must be shut down in order to
change the crystals. Changing each crystal is a slowing major action.
One volatite crystal weighs 1 pound, contains 20 charge, and costs 30
coins.
Effects per Size Increase:
Increases the maximum loaded crystals by 3, and increases the charge
generation per turn by 2. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the charge generation per turn by a percentage equal to 25 times
your excess degrees of Adamantology or Crystallurgy competency (whichever excess is greater).
Arcjet Power PackRequires Mechanical: 1
Price: 150
Weight: 10
Carry Slots: 3
It's possible to adapt small salvaged arcjet engines
to serve as personal power sources. Such a pursuit is highly dubious in
the eyes of many technologists, as it is bulky and inefficient compared
to other power packs. Still, they remain in use in Lur-Asko amongst
those who prefer engineering knowledge over adamant esoterica, and the
exhaust can be recycled and redirected for various beneficial effects
in some mechanical devices.
This device is fueled by a specialized propellant
canister, which weighs 5 pounds and contains 30 fuel units. Canisters
can be obtained in cities for 50 coins each. Changing each canister is
a slowing major action. Fuel units may be transferred between canisters
during a 4-hour rest. The device provides a charge generation of 2 per
turn, consuming 1 fuel unit per charge. Starting or shutting down the
device is a major action, but it takes 30 seconds to fully spin up
after starting. It must be shut down in order to change canisters. It
consumes 1 fuel unit every 5 minutes simply to remain started, besides
any charge generation. It makes noise audible at medium range while running.
Effects per Size Increase:
Increases the maximum loaded propellant canisters by 1, and increases the charge
generation per turn by 1. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the charge generation per turn by a percentage equal to 25 times
your excess degrees of Mechanical competency.
Exalted Power PackRequires Acoluthics: 1 and Mechanical: 1
Red-aligned
Price: 200 (not including fuel)
Weight: 10
Carry Slots: 2
This device counts as an acoluthic and follows all relevant rules. It is fueled by 2 specialized fuel cells, each of which weighs 3 pounds and contains 30
fuel units. Fuel cells may be obtained in Eer'Kalla or Uuranoss, and
are frequently stockpiled at other acolyte bases; when priced, they cost 40 coins each. Changing each fuel cell is a slowing major action.
Fuel units may be transferred between cells during a 4-hour rest. The device provides
a charge generation of 4 per turn, consuming 1 fuel unit per charge. Shutting down
the device is a major action, as is starting it again; it expends no
energy simply to remain active, but must be shut down in order to
change the fuel cells.
As a free action, you may overdrive the device to
double its charge generation for 1 round. You must roll d12 on INT upon
doing this, with 1 Hindrance for every previous time you have already
overdriven it within the last 15 minutes; if failed, the device is
disrupted and loses its consecration.
Effects per Size Increase:
Increases the maximum loaded fuel cells by 1, and increases the charge
generation per turn by 2. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the charge generation per turn by a percentage equal to 25 times
your excess degrees of Acoluthics or Mechanical competency (whichever excess is lesser).
Hellcyst Power PackRequires Acoluthics: 1 and Corallurgy: 1
White-aligned
Price: 200 (not including fuel)
Weight: 10
Carry Slots: 2
This device counts as an acoluthic and follows all relevant rules. It is fueled by 2 specialized biofuel cells, each of which weighs 3 pounds and contains 30
fuel units. Fuel cells may be obtained in Eer'Kalla or Uuranoss, and
are frequently stockpiled at other acolyte bases; when priced, they cost 40 coins each. Changing each fuel cell is a slowing major action.
Fuel units may be transferred between cells during a 4-hour rest. The device provides
a charge generation of 4 per turn, consuming 1 fuel unit per charge. Shutting down
the device is a major action, as is starting it again; it expends no
energy simply to remain active, but must be shut down in order to
change the fuel cells.
As a free action, you may stimulate the device by
allowing it to consume part of your body chemistry. This doubles the
device's charge generation for 1 round, but inflicts 10 damage on you,
causing Superficial Injuries.
Effects per Size Increase:
Increases the maximum loaded fuel cells by 1, and increases the charge
generation per turn by 2. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the charge generation per turn by a percentage equal to 25 times
your excess degrees of Acoluthics or Corallurgy competency (whichever excess is lesser).
Solar Power PackRequires Crystallurgy: 3 and Diagnostics: 2
Price: 800
Weight: 10
Carry Slots: 2
This device uses a reversed illusion projector to gather solar energy
from a broad area around the user. It holds a maximum of 100 charge and
provides power with a charge generation of 8 per turn.
This power source recharges at a rate of 1/10 of its maximum charge
every hour while within short range of direct sunlight. Overcast
weather reduces this rate to 20% of normal. There is no other way to
recharge it.
Effects per Size Increase:
Increases the maximum charge by 20 and the charge
generation per turn by 2. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the charge generation per turn by a percentage equal to 25 times
your excess degrees of Crystallurgy competency.
Adamant Battery Power PackRequires Diagnostics: 3 and Adamantology: 3
Price: 3000 (not including battery)
Weight: 10
Carry Slots: 2
Adamant batteries are exceedingly rare, and require a massive amount of
computing power to manage their relatively slow energy output. They are
not commonly available in any market, and are only found deep in
Alacrian city strata. These
significant drawbacks are offset by one advantage for any
technologist lucky enough to find one: they contain 80,000 charge.
This power source holds a single adamant battery, which cannot be
recharged. It provides a charge generation of 10 per turn.
Effects per Size Increase:
Increases the charge
generation per turn by 2. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the charge generation per turn by a percentage equal to 25 times
your excess degrees of Diagnostics competency.
CapacitorRequires Adamantology: 2
Price: 500
Weight: 5
Carry Slots: 1
Power Source: External
Adamant capacitors do not actually generate energy themselves, but
store it and make it available for instant use. As a free action, you
can load the capacitor with charge from your other power sources, just
like any other device that uses charge. The capacitor can hold a
maximum of 6 charge. On subsequent turns, all charge in the capacitor
is available for use in your other devices, in addition to the charge
from your normal power sources.
It is not common
practice to charge a capacitor when its energy will not be immediately
used, as doing so can cause damage to your power system. To prevent
disaster, the capacitor will harmlessly discharge itself after 30
seconds (6 turns) of constantly holding charge. Capacitor charge not
used to power devices is wasted; it cannot be returned to your power
sources' fuel supply. The capacitor can be discharged as a free action,
which can occur on the same turn (and before) the free action to load
it.
Effects per Size Increase:
Increases the charge maximum by 3. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the charge maximum by a percentage equal to 25 times
your excess degrees of Adamantology competency.
Wireless Power TransmitterRequires Adamantology: 5 and Diagnostics: 2
Price: 2000
Weight: 10
Carry Slots: 0
Power Source: External
This device is an attachment to one of your power source devices. It
enables that power source to provide its charge to your other devices
without a physical connection (such as a cable). Notably, this removes
the significant Offense/Defense penalty from melee weapon devices. You
must still be holding or carrying the device that is receiving power.
Only one Wireless Power Transmitter can be safely used at a time.
Effects per Size Increase:
The transmitter becomes effective on another power source you are carrying. Increases carry slots by 1/2. Use Total
Device Weight chart.
Effects of Advanced Device:
Increases the number of power sources by a percentage equal to 25 times
your excess degrees of Adamantology competency.
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