Alchemical Technological Devices


These are all devices which are (al)chemical in nature, except for the very high level devices which make these. All Techs have (Al)Chemical Theory II, some very high level devices require (Al)Chemical Theory III, which is difficult to learn safely, but Reality Theory II will usually substitute. (Al)Chemical Theory II is sufficient to use any of these devices, if they are to be freely used by Technicians they should have (Al)Chemical Technology II. Very few of the devices which are (al)chemical in nature can be Miniturised, without loosing some of their function.

Note that mithral and adamantite (and spectrum) are assumed to be atomic 'elements' in the same way that silver and iron are, and can not be synthesised by any form of molecular chemistry (atomic reactions); control of sub-atomic reactions is required. This ruling was introduced due to problems with 'mithral ferrocarbide' and 'adamantite essence', as well as synthetic mithral, and if they are not elements (Mi and Ad?) then several device specifications will need changing.

Oricalcum, the magical copper-like metal which is soft and warm to the touch but blunts adamantite weapons (true copper?), is not treated as part of the Tech spec, nor are things like Lesser and Greater Impervium; the Tech spec probably has too many incredibly strange or tough materials as it is, but people could always add them...

Also note that Techs tend to rely on others for their raw materials, they do not mine or process ore themselves except by using high level devices; asteroid mining, well away from inhabited areas, is sometimes used where massive amounts of raw materials are required.

Power Cell                      L=1
Power Feed                      L=1
Energy Fluid                    L=1
Activator                       L=1
Inactivator                     L=1
Energy Cell                     L=1
Arrows of Paralysis             L=1
Thread                          L=1
Air Supply                      L=1
Micro Air Supply                L=1
Air                             L=-
Infravision Fluid               L=1
Invisibility Fluid              L=1
Nose Filters                    L=1
Crystal Oil                     L=1
Crystal Blood                   L=1
Stone                           L=1
Purification Powder             L=1
Preserved Food                  L=1
Wound Binding                   L=1

Heavy Energy Cell               L=2
Cloth                           L=2
Rope                            L=2
Specialist Thread               L=2
Paralysis Darts                 L=2
Fast Air Supply                 L=2
Air Filters                     L=2
Heavy Air Supply                L=2
Stone Block                     L=2
Air Store                       L=2
Indefinate Preserved Food       L=2
Tissue Glue                     L=2

Macro Energy Cell               L=3
Crystal                         L=3
Specialist Cloth                L=3
Metalcloth                      L=3
Aircloth                        L=3
Thermocloth                     L=3
Electrocloth                    L=3
Dischargecloth                  L=3
Specialist Rope                 L=3
Self Charging Air Supply        L=3
Macro Air Supply                L=3
Stone Shaper                    L=3

Crystal Sheet                   L=4
Crystal Beam                    L=4
Multi Cloth                     L=4
Spacecloth                      L=4
Combatcloth                     L=4
Minor Dragoncloth               L=4
Cable Synthesiser               L=4
Cable                           L=-
Power Cell Synthesiser          L=4
Energy Essence Synthesiser      L=4
Shockcloth                      L=4
Inertcloth                      L=4
Chameleoncloth                  L=4
Circuitcloth                    L=4
Fieldcloth                      L=4
Jewelcloth                      L=4
Stone Synthesiser               L=4
Thread Synthesiser              L=4
Air Supply Charger              L=4

Food Synthesiser                L=5
Food                            L=-
Fusion Core                     L=-
Cloth Synthesiser               L=5
Eternacloth                     L=5
Dragoncloth                     L=5

Fusion Crystal                  L=-
Medi Kit                        L=6
Organic Synthesiser             L=6
Inorganic Synthesiser           L=6
Material Synthesiser            L=6
Bio Material Synthesiser        L=6
Smartcloth                      L=6
Scent Generator                 L=6
Ferum Synthesiser               L=6
Power Crystal Synthesiser       L=6

Medical Synthesiser             L=7
Catalysis Generator             L=7
Dureum                          L=-
Lucen                           L=-
Reflec                          L=-
Stelium                         L=-
Ferum                           L=-
Fine Scent Generator            L=7
Crystal Synthesiser             L=7
Fusion Transmuter               L=7

Matter Transmuter               L=8
Bithral                         L=-
Psi Crystal                     L=-
Organic Mass Processor          L=8
Mass Processor                  L=8

Matter Creator                  L=9
Psi Coil                        L=-
Mass Catalyser                  L=9

Materials

A number of materials are used in the construction of technological devices, the most common are metal and crystal. Crystal can take a number of forms but the device Crystal (Sheet/Beam) is the most common structural one and has a specific gravity (SG) of 4, i.e. it weighs four times as much as the same volume of water. Iron (at most mild steel) is the most common structural metal used and has a SG of 8, other materials are:

Material               SG
Water/Wood              1
Stelium/Iron Wood       2
Mithral/Adamantite      4
Spectrum/Crystal        4
Iron/Ferum              8
Copper/Bronze/Brass     9
Silver/Lead            11
Gold                   19
Platinum               21
Dureum/Lucen/Reflec   200

Techs do not use aluminium or concrete (they don't admit to knowing how to make it, unless the surrounding culture does) and the weight of copper or silver wiring is negligible. The SG of most stone can be assumed to be between 2 and 4, depending on variety. They are quite enthusiastic about iron wood as a structural material, and have been known to replace iron with bronze. They have quite good crystal-based water-proof varnishes and paints, and can easily make devices splash and moisture proof (see Protected Device in "Modification Devices"). They do not use synthetics such as plastics or composites; a really impressive device might be made from blue crystal and mithral.

Spectrum is a very rare, highly magical, metallic element, even more rare and magical than adamantite, which is silvery in colour with a rainbow sheen over its surface, hence its alternative name of 'rainbow metal'. It is sometimes called 'true mithral', and has connections with cosmic energy. It can be attuned to almost any form of radiation or energy (including magical and psionic), or used for energy shielding in a way matched only by dureum.

Material Saving Throws

Tech materials have very good saving throws, typically as if they are +1 magical (hard) metal unless otherwise noted. If iron is used it is protected with paint etc, which gives it a saving throw against acid as if it were +1 magical Gem (Rock crystal). Crystal objects do not need protection to gain the saving throw against acid as +1 magical Gem (Rock crystal), higher plus Crystal objects (+2 etc) gain better saves all round. The various form of Tech thread, cloth, and rope save as +1 magical ~, unless the save for +1 magical Gem (Rock crystal) is better; note the various specialist resistances (heat/cold, electricity, etc) which give the material a further +5 on saving throws against these in addition to their listed effects.

There are various Tech materials listed as nearly or almost indestructible: eternacloth, dureum (etc), and stelium. These should not be required to make saving throws against any normal forces or standard magical effects, they will typically survive undamaged things which would shatter/vapourise (or at least bend/melt) adamantite. If they are required to save, for example against things which normally have no saving throw, or artifacts, then they save as if +6 magical (hard) metal or +6 magical Gem (Rock crystal) whichever is better, with dureum (etc) gaining an extra +5 saves on top of this.

Explanations of Alchemical Devices

Power Cell/Feed: see "Power Handling Devices".
Level: 1st.

Power Cell: see Power Cell/Feed.
Level: 1st.

Power Feed: see Power Cell/Feed.
Level: 1st.

Energy Fluid: see "Power Handling Devices".
Level: 1st.

(In)Activator: see "Power Handling Devices".
Level: 1st.

Activator: see (In)Activator.
Level: 1st.

Inactivator: see (In)Activator.
Level: 1st.

Energy Cell: see Reactor in "Power Handling Devices".
Level: 1st.

Arrows of Paralysis: have a barb of crystalline paralysis venom which is effective if it penetrates the skin, unless a save V poison is made, for 1D4+1 turns. Alternatively by DM decision the venom effect is 2D6 paralytic subdual damage, 4D6 on larger opponents, half effect if save. As a 2nd level device a clip of 10, single use, Paralysis Darts to fit a normal Dart Gun/Rifle may be made; these may not be charged. Uses: once (each), Arrows- 10, Darts- 1 clip(10). Weight: as arrow/dart.
Level: 1st.

Thread: crystal fibre thread uneffected by all but the most violent heat and corrosives and as strong as the best organic thread. +100% thread may be made at +50% cost in time and money. Length: 100". Weight: 80gp.
Level: 1st.

Air Supply: supplies enough air for 12 game turns (2hrs) from an (al)chemical source. Initially full and takes one week to refill (in at least a Repairshop), at +1L takes a day (a Fast Air Supply), again in a Repairshop, and at +2L self-charges using 1ep/turn at no refill cost in one day (a Self Charging Air Supply), without the need for a Repairshop. Used in Breather Masks and Air Cyclers. A non-rechargable version which lasts 10mins can be made (a Micro or Emergency Air Supply), 10 at a time and each weighing 5gp. A Miniturised version of the full Air Supply would also only last 10mins, but take 1/12 time to refill. See Air. Also see Air Supply Charger. Cost: refill- 500gp(L=1 & L=2). Uses: refill- 1ep/turn(only L=3). Weight: 100gp, micro- 10x5gp.
Level: 1st.

Micro Air Supply: see Air Supply. Sometimes called Emergency Air Supply. Uses: once (each), 10. Weight: 5gp (each).
Level: 1st.

Air: is assumed to have SG 0.0013. The composition of air by volume is assumed to be 21% oxygen, the active part, 78% nitrogen, and 1% other gasses, including carbon dioxide. For simple calculations the oxygen is often assumed to be a fifth, 20%, and the nitrogen four fifths, 80%, ignoring the other gasses. Also for simplicity it is assumed that air, oxygen and nitrogen have the same SG, though pure oxygen is more than air, and pure nitrogen less.
Level: -.

Infravision Fluid: is used to fill the lenses in Infravision Lens (one measure fills both lenses) and two measures may be made in 5 days, or as a 1st level Alchemical potion (2 measures). Cost: 200gp. Weight: 7.5gp.
Level: 1st.

Invisibility Fluid: is used to fill the lenses in Invisibility Lens (one measure fills both lenses) and two measures may be made in 5 days, or as a 1st level Alchemical potion (2 measures). Cost: 200gp. Weight: 7.5gp.
Level: 1st.

Nose Filters: protect totally from gases, vapours and dusts which require to be inhaled to have an effect for a game turn. May wear and breathe through the mouth until it is required to use them. As a 2nd level device (Air Filters) will additionally extract sufficient air from water for normal (not melee) movement for a game turn. Uses: once. Weight: none.
Level: 1st.

Crystal Oil: a non-flamable crystal-based heavy oil which is very stable and makes quite a effective lubricant. May be made in a number of forms to be most efficient in a given 50deg C temperature range, from -50deg C to 250deg C, usually named by the bottom of it's range, e.g. Crystal Oil 0 for range 0deg C to 50deg C, so ~ -50 to ~ 200. As it is a non-conductor of electricity it is also used to cushion devices to make them more rugged; it is a reasonable conductor of heat. Typically resembles a transparent or pale yellow liquid, may be made in almost any colour (some Techs are fond of a blood-red colour, occasionally called 'Crystal Blood'). Used as a component in a number of devices. Uses: 10(flasks). Weight: 50gp/flask.
Level: 1st.

Crystal Blood: see Crystal Oil.
Level: 1st.

Stone: stone objects of up to 10gpwt may be made, up to 100gpwt of objects may be made. The stone may take most colours or simple patterns, resemble natural stone, or even be translucent, as required. Care is taken over the use of this to avoid effecting local economies and cultures. Cost: 50gp. Uses: none. Weight: varies.
Level: 1st.

Purification Powder: when sprinkled on foul water, or thoroughly mixed with bad food, either sufficient for one meal for one human equivalent, makes them fit to consume. This binds the contaminates, in the case of water into a powder easy to skim from the surface. This is a 1st level Alchemical potion. Has no effect on poison or drugs, so is not suitable for complete recycling; see Stoves & Stills in "Environmental Devices". Uses: 10. Weight: 0.5gp (each).
Level: 1st.

Preserved Food: produces food which will last several months and still be fit to consume, with full nutritional value. Included are herbal teas and a number of flavourings, and the food is sufficient for hard travel or vigorous physical work. A compressed form which is half weight but so tasteless to be almost inedible is possible as an alternate. At +1L Indefinate Preserved Food may be produced. Note that water is also needed, from some other source, as are cooking utensils, and how this food is prepared is an important factor in how edible it is. Uses: 10 days. Weight: 100gp, compressed- 50gp.
Level: 1st.

Wound Binding: is a single-use impregnated bandage which stops bleeding, and restores 1HP. Biological Theory I is required to understand how this works. Uses: 5. Weight: 1gp (each).
Level: 1st.

Heavy Energy Cell: see Heavy Reactor in "Power Handling Devices".
Level: 2nd.

Cloth/Rope: crystal fibre cloth or rope which is uneffected by all but the most violent heat and corrosives and is as strong as the best organic cloth or rope (silk/hemp). It is very difficult to dye so it is normally coloured during manufacture. Cloth armour will give AC6, and the standard device should give about enough for a full one-piece suit (tight-fitting with no pockets or seams) for a normal-sized human; assume that padding and fitments double the weight from the amount of Cloth used. +100% cloth/rope may be made at +50% cost in time and money. Weight: cloth- 40gp, cloth armour- 80gp, rope- 80gp. Size: cloth- 2 square yard/metre, rope- 10"x0.5inch.
Level: 2nd.

Cloth: see Cloth/Rope.
Level: 2nd.

Rope: see Cloth/Rope.
Level: 2nd.

Specialist Thread: some of the forms of Specialist Cloth may also be made as thread, at -1L. Metalthread would be very tough, Shockthread could act as a +1H.prob lash, Electrothread conduct 1ep/segment (10ep/round, +50%/extra L), Dischargethread as an Electro-Weapon, Circuitthread with multiple circuits which can carry a total as Electrothread, or carry information, Fieldthread cause a Field to follow the thread's surface (e.g. to give programmable lock picks), etc; the various other forms might be useful on occasion. Multi Thread corresponding to Multi Cloth at -1L can also be used. +100% thread may be made at +50% cost in time and money. Length: 100". Weight: 80-160gp (as equivalent cloth).
Level: 2nd.

Paralysis Darts: see Arrows of Paralysis.
Level: 2nd.

Fast Air Supply: see Air Supply. Cost: refill- 500gp(L=1 & L=2). Uses: none. Weight: 100gp.
Level: 2nd.

Air Filters: see Nose Filters.
Level: 2nd.

Heavy Air Supply: a larger version of Air Supply which supplies enough air for 1 day from an (al)chemical source. Initially full and takes one week to refill, Fast and Self Charging versions may be made at +1L and +2L respectively. Used in Air Cyclers. This also contains some reserve nitrogen as ammonium nitrate. See Air Supply and see Air Supply Charger. Cost: refill- 1000gp(L=2 & L=3). Uses: refill- 1ep/round(only L=4). Weight: 1000gp.
Level: 2nd.

Stone Block: allows the making of stone blocks of various shapes such as thin panels a tenth of an inch thick (3 of; 0.01tn each) or beams 6 inches thick (6 of; 0.1tn each) with holes or pegs; the more complex the shape the less may be made, e.g. if the shapes were very simple, such as cubes approx. 12 inches on a side (0.1tn each), ten could be made (brick-shape would be similar, or a hundred 0.01tn 'bricks'). All stone is micro flawed, and is as strong as +1 normal stone, but without any hidden cracks. Stone may take most colours or simple patterns, resemble natural stone, or even be translucent, as required. Care is taken over the use of this to avoid effecting local economies and cultures, for example only natural-looking stone is used externally, and only local building styles are used. Cost: 100gp. Uses: none. Weight: varies.
Level: 2nd.

Air Store: stores air using (al)chemical means, and given access to a vacuum, so as it can be released later. Stores the air from an Astrer Frame (see "Mechanical Devices") of 1tn Max (x2/extra L) filled with air (approx. 23 cubic feet or 2 cubic metres) at 1 (Earth) atmosphere pressure in 1 turn (x2/extra L), generally using an external vacuum, to depressurise the interior, and can be used to refill in 1 turn some time later. There is a 1% loss each time if the Astrer interior is opened to vacuum before refill, but the 'Store has 20% spare, allowing 20 stores and refills without pressure loss. For an extra one week work and 500gp cost a modified Thruster (see "Transport Devices") can be added which can store without needing an external vacuum, but using considerable more power. Can not be used to raise the pressure above 1 atmosphere. If the use of this is critical then a pair of 'Stores may be used for redundancy, and a pair of Power Cells and a Transformer Crystal fitted for emergency power. For a mini Standard Astrer Frame (L=4, 10tn Max) three Air Store III could be used in parallel. Note that only part of the air in a larger Astrer Frame need be stored, given an air-tight section such as an air lock. See Air. Uses: store- 10ep/turn, thruster- 40ep/turn, release- 20ep/turn. Weight: 20gp (x2/extra L), stored air- 80gp (x2/extra L), thruster- 50gp.
Level: 2nd.

Indefinate Preserved Food: see Preserved Food.
Level: 2nd.

Tissue Glue: each use is as a Tissue Welder (see "Biological Devices"), and each use can repair up to 10HP. Each application is usually used on a single wound, but with some care an application could be spread over several minor wounds. This is typically used with (minor) surgery, see the Biological Theory NWP, or the Healing or Herbalism NWP could make use of it; it takes considerably more time and care to use this than using a healing potion. Uses: 5. Weight: 1gp (each).
Level: 2nd.

Macro Energy Cell: see Macro Reactor in "Power Handling Devices".
Level: 3rd.

Crystal: crystal objects of up to 10gpwt may be made, up to 100gpwt of objects may be made. Shapes suitable for windows, such as plates 8inchx8inch or 10inch radius xtenth of an inch, or rods 8inch xquarter of an inch, or a number of other shapes may be made. Note that these shapes are precise, but may not be made with sharpened edges or points. The crystal may be transparent or opaque (e.g. ruby, sapphire, blue, grey, black) as required. Uses: none. Weight: varies.
Level: 3rd.

Specialist Cloth: comes in various forms with different functions and weights. Size is always 2 square yard/metre giving a basic AC6. Difficult to dye, usually coloured in manufacture. Armour and full suits, as well as other shapes, may be made (see "Technological Non-Weapon Proficiencies"). The basic cloth that may be made is Metal, Air, Thermo, Electro, or Discharge; Metal and Thermo weigh more than Cloth. At +1L Shock, Inert, Chameleon, Circuit, Field, or Jewel; Inert, Circuit, and Jewel weigh more than Cloth. At +2L Eterna may be made, and at +3L Smart may be made. See individual cloths for details, a number of cloths function as half effectiveness versions of the more specialist ones. Also see Cloth Synthesiser. +100% cloth may be made at +50% cost in time and money. Uses: none. Size: 2 square yard/metre. Weight: 40-80gp, cloth suit- x2.
Level: 3rd.

Metalcloth: has a metallic weave giving AC3 V edged or pointed weapons, AC5 V impact weapons (including 2-handed) for full body armour, as gloves act as a mace for 1D5 damage. Formed from a (40gpwt) metal web in Cloth, at +1 L mithral web (20gpwt) gives +1AC, at +2 L adamantite (20gpwt) gives +2AC. Uses: none. Size: 2 square yard/metre. Weight: 80gp, mithral & adamantite- 60gp.
Level: 3rd.

Aircloth: stops all gases bar hydrogen and helium, at +1 L even these. A fair insulator, note heat disipation problems if used in a space suit. Assume a full suit does not allow gasses in or out up to 20 (Earth) atmospheres pressure (+15/extra L). Uses: none. Size: 2 square yard/metre. Weight: 40gp.
Level: 3rd.

Thermocloth: stops heat, if fully enclosed take -100 damage from heat, cold or these breath weapons, else at most half damage (maximum -50). Also blocks infravision as blocks heat both ways, no ventilation and wearer roasts. At +1 L the heat flow can be controlled from near perfect insulator to good conductor, in patches if desired, Controlled Thermocloth. Uses: none. Size: 2 square yard/metre. Weight: 80gp.
Level: 3rd.

Electrocloth: insulates totally from electrical attacks, if fully enclosed giving -100 damage, else at most half damage (maximum -50). Uses: none. Size: 2 square yard/metre. Weight: 40gp.
Level: 3rd.

Dischargecloth: functions as an Electro Weapon of -1L (e.g. gloves, an electrified suit with insulating boots, a cloak) while protecting the wearer from the electrical discharge, and those striking the cloth with a conducting weapon can take damage as Electro Weapon of -2L (D3 or 1D6 stun if L=3). In some respects this is 'naked' Circuitcloth. Also gives a limited protection from electrical attacks, if fully enclosed giving -50 damage, else at most half damage (maximum -25). Uses: none. Size: 2 square yard/metre. Weight: 40gp.
Level: 3rd.

Specialist Rope: some of the forms of Specialist Cloth may also be made as rope, at the same L. Metalrope would be very tough, Shockrope could act as a +1H.prob flail, Electrorope conduct 10ep/segment (100ep/round, +50%/extra L), Dischargerope as an Electro Weapon, Circuitrope with multiple circuits which can carry a total as Electrorope, or carry information, Fieldrope which causes a Field to follow the rope's surface (e.g. to get a rigid, shaped, rope), etc; the various other forms might be useful on occasion. Also see Cable Synthesiser for alternatives. Multi Rope, corresponding to Multi Cloth, can also be made. +100% rope may be made at +50% cost in time and money. Uses: none. Weight: 80-160gp (as corresponding cloth). Size: 10"x0.5inch.
Level: 3rd.

Self Charging Air Supply: see Air Supply. Uses: refill- 1ep/turn. Weight: 100gp.
Level: 3rd.

Macro Air Supply: a far larger version of Air Supply which supplies enough air for 2 weeks from an (al)chemical source. Initially full and takes one week to refill, Fast and Self Charging versions may be made at +1L and +2L respectively. Used with Air Cyclers. This also contains some reserve nitrogen as ammonium nitrate. An Air Regenerator might more commonly be used. See Air Supply and see Air Supply Charger. Cost: refill- 1500gp(L=3 & L=4). Uses: refill- 10ep/round(only L=5). Weight: 10,000gp.
Level: 3rd.

Stone Shaper: constructs stone blocks from raw stone using powerful energy fields to cut, shape and form it. Removes cracks and sorts out any other varieties of stone mixed with the required raw stone (which can then be shaped later), and can form stone from even chips and dust. Stone costs 50gp and takes one day, Stone Block 100gp and three days. Care is taken over how much stone is sold to whom, to avoid mass production problems, and to avoid effecting local economies and cultures, for example only natural-looking stone is used externally, and only local building styles are used. Uses: 10ep/turn. Weight: 1000gp.
Level: 3rd.

Crystal Sheet/Beam: allows the making of crystal plates or beams of various shapes up to 3'x3'xtenth of an inch (3 of; 190gpwt each) or 6'x3 inches x6 inches (6 of; 1900gpwt each) with holes or pegs; the more complex the shape the less may be made, e.g. if the shapes were very simple, such as spheres 7 inches radius (2000gpwt each), ten could be made. There is a 25% chance of all of these being flawed (-5% per level Tech is above 10th) giving a 5% chance of shattering when struck (for simplicity assume this happens on an unmodified roll of 20 when hit). Flawless crystal is nearly indestructible and weighs half as much as the same volume of iron. Crystal armour and weapons may be made, see "Technological Non-Weapon Proficiencies", see Crystal Armour in "Defence Devices", and see Crystal Sword in "Weapon Devices". Crystal is a basic +1 with a 20% chance of being +2, traditionally made transparent. At +1L the base bonus is +3 (20% +4), traditionally +3/+4 is ruby. Uses: none. Weight: varies.
Level: 4th.

Crystal Sheet: see Crystal Sheet/Beam.
Level: 4th.

Crystal Beam: see Crystal Sheet/Beam.
Level: 4th.

Multi Cloth: is a combination of Specialist Cloths having the properties of all of them, Metal and Shock cloth are not normally combined and the DM may disallow some combinations. Multi Cloth must be +1L on both of the component cloths, at +2L there may be three components. The combined cloth has the weight of the heaviest of the components. Some combinations are so commonly used they have their own names, for example Spacecloth for Air/Thermo, Combatcloth for Metal/Discharge, Minor Dragoncloth for Thermo/Electro, and at +1L Dragoncloth for Thermo/Inert. +100% cloth may be made at +50% cost in time and money. Cost: sum of component cloth cost x2. Uses: none. Weight: 40-80gp.
Level: 4th.

Spacecloth: at +1L Controlled Spacecloth combines Air/Controlled Thermo. See Multi Cloth.
Level: 4th.

Combatcloth: see Multi Cloth.
Level: 4th.

Minor Dragoncloth: see Multi Cloth.
Level: 4th.

Cable Synthesiser: a specialised Material Synthesiser which constructs insulated cabling from the raw materials of wire and thread. Works best using wire from an Inorganic Synthesiser and Thread (probably from a Thread or Cloth Synthesiser), though will work with manually drawn wire and spun natural thread; hammered wire or coarse thread is not usable. There is no cost if feed by an Inorganic Synthesiser and a Cloth Synthesiser. If run continuously this device may over-heat, the standard use assumes it is only used about 16hrs in 24. One cable may be being made at once. Care is taken over how much cable is sold to whom, to avoid mass production problems, and this device is mainly intended for constructing large vehicles and fixed installations. See Cable for details of cable types; a maximum of -2L is possible. Maximum: 1000gpwt per turn, x2/extra L. Uses: 10ep/100gpwt/turn. Weight: 10,000gp.
Level: 4th.

Cable: is made by a Cable Synthesiser in units of 100" length and the basic forms of cable are Power Cable, which can handle power up to 10ep/round (x10/extra L), and Audio/Control Cable, which can carry audio or basic control signals; these are nominally L=2. Video Cable at +1L can carry video signals, and at +2L Holo/Mind Cable can carry holographic or mental signals (these are effectively the same type of cable). Some form of signal booster (e.g. an Interface) may be required for signals over long cables or weak signals, a (matching) Coder at both ends can check the signal accuracy or encode signals for security. Many devices include some cable as part of the device. Cable takes a base 3 days to make, +2 days per +1L. Uses: none. Size: 100"x0.2inch (x2dia/+1L Power Cable).
Level: -.

Power Cell Synthesiser: see "Power Handling Devices".
Level: 4th.

Energy Essence Synthesiser: see "Power Handling Devices".
Level: 4th.

Shockcloth: becomes totally rigid when hit for one round, a larger rigid area is caused by a harder blow. Blunt impact weapons do quarter damage after 10HP have been stopped, cutting weapons or falling does sixth damage after 15HP have been stopped, impaling does eighth damage after 20HP have been stopped. As torso armour gives AC4, full armour AC0, gloves are as a +1H.prob mace. Uses: none. Size: 2 square yard/metre. Weight: 40gp.
Level: 4th.

Inertcloth: not effected by corrosives other than fluorine, including most acids/alkalis or these breath weapons; a waterproof non-conductor. If fully enclosed take no damage (from electricity only protects as Dischargecloth), else at most half. At +1 L not effected even by fluorine. Uses: none. Size: 2 square yard/metre. Weight: 80gp.
Level: 4th.

Chameleoncloth: as Chameleon Shield, see "Defence Devices", also blends into general surroundings. Uses: none. Size: 2 square yard/metre. Weight: 40gp.
Level: 4th.

Circuitcloth: may distribute power up to 10ep/round/device (+5ep/extra L) to a total of 100ep/round/square yard(metre) (+50ep/extra L), power devices up to 10gpwt woven into the cloth, or carry video (at +1L holographic or mental) signals anywhere within the cloth. Also gives a limited protection from electrical attacks, if fully enclosed giving -50 damage, else at most half damage (maximum -25). Uses: none. Size: 2 square yard/metre. Weight: 80gp.
Level: 4th.

Fieldcloth: causes a Field to follow the cloth surface (e.g. a Force Field cloak, shaped and protected canvas), and similarly will act as the web for an Anti Gravity Web. Uses: none. Size: 2 square yard/metre. Weight: 40gp.
Level: 4th.

Jewelcloth: looks like a shimmering mass of jewelled threads, which change colour when it moves, and is almost impossible to soil or discolour. Additionally a full suit of this gives AC1 against lasers. Uses: none. Size: 2 square yard/metre. Weight: 80gp.
Level: 4th

Stone Synthesiser: constructs stone (blocks) from raw materials (i.e. the correct chemical elements) using powerful energy fields to control construction, or may be used to repair or modify existing stonework. Stone costs 50gp and takes one day, Stone Block 100gp and three days. Three sets of stone (blocks) may be being synthesised at once (+2/extra L). Correct repair is automatic if a scan is available of undamaged stonework, otherwise supervision and a Repair Machine roll is required; modification similarly if 'before' and 'after' scans are available. Note that only things constructed from stone (blocks), such as buildings, can be repaired, complex items like (carved) statues can not be. Requires a scan of the stone (block) to be synthesised from a Machine Scanner. Care is taken over how much stone is sold to whom, to avoid mass production problems, and to avoid effecting local economies and cultures, for example only natural-looking stone is used externally, and only local building styles are used. This device is effectively a highly specialised mix of Inorganic and Material Synthesiser. Uses: 10ep/turn. Weight: 1000gp.
Level: 4th.

Thread Synthesiser: see Cloth Synthesiser. No scan is required for thread, unlike cloth. Care is taken over how much thread is sold to whom, to avoid mass production problems. Uses: 10ep/turn. Weight: 1000gp.
Level: 4th.

Air Supply Charger: recharges three Air Supply or a single Heavy Air Supply (at +1L a Macro Air Supply) of any L, in one day, at no cost (but a need for air). This is done without the need for a Repairshop, etc. Cannot recharge any used reserve nitrogen, for example in the form of ammonium nitrate. At +1L five Air Supply or three Heavy Air Supply or a single Macro Air Supply can be simulateneously recharged, plus two devices per extra L. Note that the air consumed in recharging an Air Supply is 1/12 human equivalents, a Heavy Air Supply one human equivalent, and a Macro Air Supply 14 human equivalents. Uses: per supply- 1ep/turn, heavy- 10ep/turn, macro- 100ep/turn (at +1L). Weight: 1000gp.
Level: 4th.

Food Synthesiser: see "Biological Devices".
Level: 5th.

Food: see "Biological Devices".
Level: -.

Fusion Core: see "Power Handling Devices".
Level: -.

Cloth Synthesiser: constructs (specialist) cloth (or thread, or rope) from raw materials using powerful energy fields to control construction, or may be used to repair or modify existing cloth (in simple shapes; not most clothes, see Auto Tailor in "Biological Devices"). Cloth costs its standard construction cost (usually 500gp/L) and takes one day, plus two days per L above first, with a maximum of -3L. There is no cost if fed by a Inorganic Synthesiser except for exotic materials (e.g. mithral), if fed by an appropriate 'Transmuter there is no cost for any materials. One piece of cloth may be being synthesised at once (+2/extra L). Correct repair is automatic if a scan is available of undamaged cloth, otherwise supervision and a Repair Machine roll is required; modification similarly if 'before' and 'after' scans are available. Requires a scan of the cloth to be synthesised from a Machine Scanner. The is a version of this at -1L which can only construct thread, a Thread Synthesiser, again at most -3L Thread, i.e. a basic L=1. Care is taken over how much cloth is sold to whom, to avoid mass production problems. Uses: 10ep/turn. Weight: 1000gp.
Level: 5th.

Eternacloth: unsoilable, almost indestructible (almost as tough as dureum), yet very comfortable, and may be made to look like almost any fabric or combination of them, even furs (and at +1L even Jewelcloth). A full suit gives AC2 (+1AC/extra L, maximum AC0), and half damage (maximum -50) from heat/cold, electricity, corrosives, and stunner/blaster/disrupter fire. Additionally a pressure difference will cause it to become air-tight allowing a full suit of this to act as a vacuum suit as if Aircloth of -2L. May be made transparent and nearly invisible without weakening it; some use 'Disrupter fire to clean Eternacloth clothes. Almost impossible to modify clothes, etc, made from this, without an Auto Tailor of +2L (or a Material Synthesiser of +3L). May not be combined in Multi Cloth with other cloths. Uses: none. Size: 2 square yard/metre. Weight: 40gp.
Level: 5th.

Dragoncloth: see Multi Cloth.
Level: 5th.

Fusion Crystal: see "Power Handling Devices".
Level: -.

Medi Kit: see "Biological Devices".
Level: 6th.

Organic Synthesiser: see "Biological Devices".
Level: 6th.

Inorganic Synthesiser: produces good quality inorganic materials given the basic chemical elements in any form, including ores, poisons and waste. The output is suitable to 'feed' a Machine Synthesiser replacing a Catalysis Generator. May make materials such as iron in wire, sheet or bar form, various alloys similarly, synthetic stone, mortar, brick and pottery clay, crystal growth medium, graphite, salt, pure water, air and gases, and simple (al)chemical compounds. These materials are all produced at room temperature and liquefied gases may not be produced. Simple liquids and most mixtures of gases (such as air and water) take a turn, simple solids and complex liquids a game turn, and the most complex materials (such as shaped metals) no more than an hour. Versions may be constructed at -2L, Water Processor or Air Regenerator, which handle just water or air, and provide pure water by extracting contaminates, or maintain breathable air and correct temperature and humidity, at -1L both called an Environment Synthesiser. (Basic air for 2 humans, x10/extra L (above +2L x2/extra L), using 1ep/human/turn.) Care is taken over who this is sold to, to avoid mass production problems. May be making three different materials at once, +2/extra L. Maximum: 100gpwt per turn, x2/extra L. Uses: 20ep/100gpwt/turn. Weight: 1000gp.
Level: 6th.

Material Synthesiser: constructs material goods from raw materials, such as cloth, wood, metal etc, using energy fields to control construction. Material goods can be things like clothes, furniture, tools, weapons, cooked food (from uncooked food), and any of the goods of civilization which do not constitute devices (or potions etc), i.e. zero level devices, however various devices can be incorporated if they are supplied. The time to produce the most complex materials rarely exceeds half a day and very simple things may be made in a turn. The cost of the raw materials varies but if fed by an appropriate Synthesiser, or Catalysis Generator/Matter Transmuter, there is no cost. Goods may be cleaned or repaired as well as synthesised. Generally requires a scan of the material to be synthesised from a Machine Scanner, though can be hand-programmed. Acts as a Machine Scanner of -2L (extra L reduces scan time to minimum, then increases range). For an extra 1500gp and one weeks work can include the equivalent of a Medi Scanner of -2L only capable of recording Body Patterns (and Food Patterns, and (non-living) Medical Patterns); a Bio Material Synthesiser. This enables a Material Synthesiser to function as an Auto Tailor of -1L (and hence a Body Cleanser of -2L) using its full capacity (i.e. it can do nothing else at the same time). There are lower level variant and specialist forms of Material Synthesiser, such as Cable Synthesiser, Auto Chef and Auto Tailor. Care is taken over who this is sold to, to avoid mass production problems. Three different materials may be being synthesised at once (+2/extra L). Maximum: 1000gpwt per turn, x2/extra L. Uses: 10ep/100gpwt/turn. Weight: 10,000gp.
Level: 6th.

Bio Material Synthesiser: see Material Synthesiser.
Level: 6th.

Smartcloth: acts as Aircloth and Thermocloth, both of -3L, and Circuitcloth of -2L. Also functions so that any part of either surface can act as a Full Spectrum Video Camera and/or a Full Spectrum Video Monitor. Complex video-quality signals can be switched throughout the crystal fibre structure of the cloth enabling it to act as a very advanced version of Chameleoncloth giving, with suitable computer processing, near invisibility or any appearance to the cloth, the default appearance is dull but slightly shiny grey. Can also act as an Air Regenerator of -2L. A full suit of this makes an almost perfect space-suit. May not be combined in Multi Cloth with other cloths. Uses: air regen- 1ep/human/turn. Size: 2 square yard/metre. Weight: 80gp.
Level: 6th.

Scent Generator: see "Environmental Devices".
Level: 6th.

Ferum Synthesiser: a specialist Catalysis Generator which can only make ferum (annihilator metal). Requires Reality Theory II or (Al)Chemical Theory III. Ferum may be made 10gpwt at a time (x2/extra L) taking a day, and from any source of iron, even (dead) blood. Does not function as an Organic Synthesiser or Inorganic Synthesiser, or a Heavy Water Extracter. Care is taken over who this is sold to, to avoid mass production problems. Maximum: 10gpwt (x2/extra L). Uses: 1440ep/1gpwt/day. Weight: 5,000gp.
Level: 6th.

Power Crystal Synthesiser: see "Power Handling Devices".
Level: 6th.

Medical Synthesiser: see "Life Devices".
Level: 7th.

Catalysis Generator: creates a 1'rad field effecting up to 10gpwt (x2/extra L) which forces non-nuclear reactions in non-living materials to go in a desired direction, as long as they occur at all. Requires Reality Theory II or (Al)Chemical Theory III. Simple organic substances may be made in a turn, difficult inorganic substances in an hour, and Dureum, Stelium and Ferum may be made in a day. May not be used to make more than simple organic substances; mithral, adamantite and spectrum (rainbow metal) may not be made. In addition the precise structure may not be controlled in a way suitable to reliably grow or culture finished crystals (see Matter Transmuter), though crystals suitable for use in Shape Crystal (see "Modification Devices") may be made in an hour. Functions as a (lower capacity) Organic Synthesiser and Inorganic Synthesiser of -1L, or a Heavy Water Extracter of -2L. Very effective for extracting elements or mixes of elements (such as steel) from raw materials. Care is taken over who this is sold to, to avoid mass production problems. One reaction may be being catalysed at once (+2/extra L, with the maximum weight divided between them). Uses: 1ep/1gpwt/turn. Weight: 10,000gp.
Level: 7th.

Dureum: a nearly indestructible grey-black substance (it is still around when adamantite vaporises) with a specific gravity (S.G.) of 200. It is effectively immune to most forms of attack, including fire, lightning, and acid (it also shrugs off 'Disrupter attacks), and to work it requires peculiarly tuned force-fields or specialist spells to soften it a little. In some respects it is also on the ethereal plane and it can strike out-of-phase or Half Phased things, or things needing magical weapons of up to +3 to hit. If taken ethereal or out-of-phase it does not effect the material plane. Suitable dureum shielding stops most skrying, or transport, magic or devices dead, unless they use the astral rather than ethereal plane. Dureum is a synthetic material which is normally only made using a Catalysis Generator.
Level: -.

Lucen: a nearly indestructible totally transparent and nearly perfectly conductive substance which is otherwise like Dureum. It may be fused to dureum to give a nearly indestructible bond, and is synthesised and may be used where dureum is. However it does not extend on to other planes, and so does not stop skrying, or transport, magic or devices as dureum. Lucen is a synthetic material which is normally only made using a Catalysis Generator.
Level: -.

Reflec: a nearly indestructible totally reflective and nearly perfectly insulating substance which is otherwise like Lucen (Dureum). It may be fused to lucen (or dureum) to give a nearly indestructible bond, and is synthesised and may be used where dureum is. It also does not extend on to other planes. Reflec is a synthetic material which is normally only made using a Catalysis Generator.
Level: -.

Stelium: a hard, light, nearly indestructible silvery metal with a specific gravity (S.G.) of 2. It is a conductor of (magical) forces associated with transport, and it is particularly easy to find things made of this using skrying. Stelium is normally only made using a Catalysis Generator, though very small quantities may be found naturally near exploded stars.
Level: -.

Ferum: see "Power Handling Devices".
Level: -.

Annihilator Metal: see Ferum.
Level: -.

Fine Scent Generator: see "Environmental Devices".
Level: 7th.

Crystal Synthesiser: makes various crystals by very finely controlled (al)chemical processes; thread, rope and cloth of any sort is not possible. Requires Reality Theory II or (Al)Chemical Theory III. Various forms of glass, shaped into lenses, or ready to make mirrors from, may also be made; complex shapes like bottles or tubeing are not possible, use a Material Synthesiser for these. It is assumed that the raw material can be obtained from something like an Inorganic Synthesiser, a Matter Transmuter allows anything to be used as raw material. Nearly all crystals, including individual pieces of Crystal, Crystal Swords, and crystals suitable for Shape Crystal, may be grown in a game turn; a Fusion Core, a Crystal Sheet, or a Laser Cannon Crystal in an hour; a Fusion Crystal, or a (Cultured) Psi Crystal in 2hrs; a (Synthetic) Psi Crystal or Crystal Shield in 4hrs; and a Crystal Beam or Crystal Armour (without shield) in 10hrs. Most crystals are perfect, but the reliability of Crystal (Sheet/Beam, Armour, Shield, or Swords, etc) is 85% (+10%/extra L), and Cultured Psi Crystal is 75% (+20%/extra L). Roll once after synthesis to see if flawed, and also roll the 20% chance of Crystal (Sheet/Beam, Armour, Shield, or Swords, etc) being an extra +1. Embedding may not be done in synthesised crystal. Where crystals are devices with a L at most -3L is possible. Note that Dex (see "Computer Devices") is not a crystal, and that Fusion Cores and Fusion Crystals require heavy water to make. Very great care is taken over who this is sold to, to avoid mass production problems. One crystal may be being synthesised at once. See Crystal Components in "Modification Devices". Uses: 5ep/1gpwt/round (maximum 150ep/round for any crystal). Weight: 10,000gp.
Level: 7th.

Fusion Transmuter: see "Power Handling Devices". Requires Reality Theory II or (Al)Chemical Theory III. A specialist Matter Transmuter also using some of the capabilities of a Catalysis Generator, which can only make Fusion Cores in an hour and Fusion Crystals in two hours, from any raw materials. Maximum: 10gpwt (x2/extra L). Uses: 5ep/1gpwt/round. Weight: 5,000gp.
Level: 7th.

Matter Transmuter: changes non-living materials from one thing to another by controlling sub-atomic reactions. Requires Reality Theory II or (Al)Chemical Theory III. Can transmute to iron, silver, gold, or any natural element in a turn, can synthesise Dureum, Stelium or Ferum in 4hrs, and can make mithral (or bithral) in a day. At +1L synthesise a Psi Coil in 4hrs, and adamantite in a day. At +2L can synthesise spectrum in a day. Can function as a Catalysis Generator of -1L (and hence an Organic Synthesiser and Inorganic Synthesiser of -2L), but using more power, and as a Crystal Synthesiser of -1L. Also as a Fusion Transmuter of equal L. Great care is taken over who this is sold to, to avoid mass production problems. One material may be being transmuted at once (+2/extra L, except for crystals, with the maximum weight divided between them). Maximum: 10gpwt at a time (x2/extra L). Uses: 5ep/1gpwt/round. Weight: 10,000gp.
Level: 8th.

Bithral: is a name sometimes used for 'black mithral', another variety of mithral. This has the same material properties as mithral, but it is generally considered far less attractive, and is not generally used in enchantments (whether it is less effective in enchantments, Techs do not care). Where mithral is used in Tech devices, whether for coils or shielding, bithral can almost always be used. One reason for the use of bithral rather than mithral is that if a Matter Transmuter is used to synthesise it, then bithral is likely to have far less economic impact than mithral (though Techs charge half the price for it). Another known variety of mithral is 'green mithral', and there may well be others, but Techs do not tend to make use of these. Different varieties of mithral may be considered to be something like elemental isotopes, with standard (silver) mithral being the best known, but not necessarily most common, one.
Level: -.

Psi Crystal: see "Aura Devices".
Level: -.

Organic Mass Processor: see "Biological Devices".
Level: 8th.

Mass Processor: is an Inorganic Synthesiser with no weight limit. As a Inorganic Synthesiser of -1L. May be making five different materials at once, +2/extra L. These are not normally sold, but are needed for processing the massive quantities of materials, e.g. from asteroid mining, for the larger Frames (else they would be considered "Demigod Devices"). Uses: 20ep/100gpwt/turn. Weight: 5000gp.
Level: 8th.

Matter Creator: see "Creation Devices".
Level: 9th.

Psi Coil: see "Aura Devices".
Level: -.

Mass Catalyser: is a Catalysis Generator with no weight limit. Requires Reality Theory II or (Al)Chemical Theory III. As Catalysis Generator of -1L for reactions catalysed, and as a (fewer reactions) (Organic) Mass Processor of -1L. Three reactions may be being catalysed at once (+2/extra L). These are not normally sold, but are needed for processing the massive quantities of materials, e.g. from asteroid mining, for the larger Frames (else they would be considered "Demigod Devices"). Uses: 1ep/1gpwt/turn. Weight: 10,000gp.
Level: 9th.