It should be noted that the average specific gravity of devices is 2, Miniturise could increase this to 3, and Micro Miniturise to 4. The weight of exotic materials, in coils etc, is reduced by miniturisation. Holographic Circuitry needs no shielding as the shielding is part of the holographic pattern and Projected Circuitry can project the shielding along with the rest of the device.
Shape Crystal L=1 Shape Power Crystal L=1 Shape Transformer Crystal L=1 Shape Power Receiver L=1 Tools & Materials L=1 Toolkit L=1 Specialist Toolkit L=1 Precision Toolkit L=1 Workshop L=1 Workshop Size L=- Folding Workshop L=1 Synthesiser Workshops L=- Repairshop L=1 Protected Device L=- Shape Power Pack L=2 Shape Heavy Power Receiver L=2 Improved Workshop L=2 Shape Linked Crystals L=3 Shape Resonator Crystals L=3 Superior Workshop L=3 Melder L=3 Material Welder L=3 Efficient Device L=4 Efficient Device(50%) L=4 Efficient Device(10%) L=4 Inefficient Device L=4 Inefficient Device(x2) L=4 Inefficient Device(x10) L=4 Reliable Device L=4 Reliable Device(x2) L=4 Double Redundant Device L=4 Demi Reliable Device L=4 Reliable Device(x1.1) L=4 Fixed Device L=- Miniturise L=4 Minor Embedding L=4 Modular Frame L=4 Modular Vehicle Frame L=4 Modular Robot Frame L=4 Enhanced Frame L=4 Shape Similar Crystals L=4 Blaster Remote L=4 Reliable Device(x3) L=5 Triple Redundant Device L=5 Reliable Device(x2.1) L=5 Micro Miniturise L=5 Embedded Circuitry L=5 Implanted Circuitry L=5 Transforming Frame L=5 Transforming Vehicle Frame L=5 Transforming Robot Frame L=5 Holographic Circuitry L=6 Nano Miniturise L=6 Automatic Device L=6 Implanted Prosthetics L=6 Bio Circuitry L=6 Material Components L=- Organic Synthesiser L=6 Inorganic Synthesiser L=6 Projected Circuitry L=7 Self Repairing Circuitry L=7 Crystal Synthesiser L=7 Crystal Components L=- Frame Synthesiser L=7 Frame Components L=- Intrinsic Bio Circuitry L=7 Catalysis Generator L=7 Synthesiser Repairshop L=7 Morphic Circuitry L=8 Synthesiser L=8 Matter Transmuter L=8 Synthesiser Workshop L=8 Eternity Circuitry L=9
Failed Devices: are those which dont work to some extent, rather than ones which dont work at all, which are refered to by the technical term 'Broken'. One reason is the device has been damaged in some way, another is use of Inefficient Device(x10) and failure of the roll when exceeding device construction limits (usually by Mad Scientists), a third is just failing (say by 5% to 10%) a Repair/Modify Machine roll, or doing a repair with inadequate resources. Failure can take many forms, for example a saving throw might need to be made for a weapon to activate, starting at 5, going up 2 every time it fails, and stopping working completely when the save exceeds 20 or a 1 is rolled; or a power supply might get erratic (produce surges or drop-outs) if run at more than 50% maximum capacity; or an Android Mould might always turn out bald, and/or blind-in-one-eye, and/or pasty skinned, and/or asthamatic (and/or with a limp) androids. As a rule only minor problems should occur for minor damage, but some devices might get progressivly worse, or only start failing after a period of use. DMs are encouraged to be inventive in ways appropriate to the circumstances, particularly when Techs are working at the limits (or beyond) of their skills.
Explanation of Modification Devices
Shape Crystal: is a skill or activity rather than a device and is used to shape naturally occurring multi-coloured crystals into Power Handling crystals, e.g. Power/Transformer Crystals. Basic crystal capacity is thrown on 1D100 (or may be restricted by DM), this is x3 if made into a Transformer Crystal (20% of crystals are only suitable for this anyway), and quartered/rnd for Power Receivers (fragile variety). Shaping factor is then thrown on 1D100, -10% per level below 4th, -25% for a Jeweller: 01 x0.25, 02-05 x0.5, 06-15 x0.75, 16-30 x1.0, 31-50 x1.25, 51-70 x1.5, 71-85 x1.75, 86-95 x2.0, 96-99 x2.5, 00 x5.0; if below 01 the crystal is useless. At +1L Power Packs may be shaped from crystals, these have x5 basic capacity, and Heavy Power Receivers which have basic capacity/rnd. At +2L Linked Crystals may be shaped but only 10% of crystals are suitable to make the matched pair, or Resonator Crystals where only 5% of crystals are suitable. At +3L Similar Crystals may be shaped but only 2% of crystals are suitable to make the matched pair. Crystals have a 5% chance of having concealed flaws which cause them to burn-out when over half the maximum energy is used. There is a 50% chance a crystal will be suitable to be shaped into a Powered Glow Sphere, a 25% chance a Tapping Glow Sphere. Cost: 10gp/ep, Trans/Link/Reson/Simi- 10gp/3ep, Receiv- 20gp/ep, Pack- 5gp/ep, Glow Sphere - 50gp. Weight: as approp.
Level: 1st.
Shape Power Crystal: see Shape Crystal.
Level: 1st.
Shape Transformer Crystal: see Shape Crystal.
Level: 1st.
Shape Power Receiver: see Shape Crystal.
Level: 1st.
Tools & Materials: not really even a 1st level device, but consists of various tools such as grippers, cutters, probes and levers, and materials such as (un)insulated wire, insulating cloth strips and gloves, small magnets, strong cord and natural crystals which glow when power passes through them. These are for use in the field rather than in the workshop. Techs use 'wizard' as the nickname of a tool that never does quite what you want. A number of specialised tool kits could be made, which are for a class of devices (e.g. "Force Field Devices", hence a Force Field Toolkit), at x10 cost, and giving +10% R/MM for just that class of devices; generally refered to as a Specialist Toolkit. Another variety of specialist toolkit, a Precision Toolkit, is also x10 cost, requires a Tech of at least 5th level to assemble (otherwise count as a 1st level device), and gives +5% R/MM for all devices, using a set of precision, and in some cases powered, tools. There is no extra advantage to using both a Precision Toolkit and a Specialist Toolkit on the same task, and in a Workshop the better of the Toolkit and Workshop bonus is used, i.e. the Toolkit bonus is only useful in a foreign Workshop. 1st level Techs are assumed to start with Tools & Materials. Sometimes called a Toolkit. Cost: 200gp, specialised - 2000gp. Weight: up to 50gp.
Level: 1st.
Toolkit: see Tools & Materials. Cost: 200gp.
Level: 1st.
Specialist Toolkit: see Tools & Materials. Cost: 2000gp.
Level: 1st.
Precision Toolkit: see Tools & Materials. Cost: 2000gp.
Level: 1st.
Workshop: is the process of setting up a workshop from scratch in an area where technology is established, costs 1000gp (+1000gp/extra L above 1st to be built in the workshop), and takes 3+D5 weeks. Moving an established workshop costs a tenth of the value and time (about 3-6days) as long as nothing goes badly wrong. Workshop maintenance is assumed to be part of the cost of the devices built in it. A workshop consists of tools, measuring instruments, benches, (al)chemical materials, crystal growth baths (and after a while generally a deep junk box), and can be assumed to be fully plumbed for water, heated/cooled and well-lit and capable of supplying 1ep/turn and storing 100ep (both x2/extra L) without any special devices being added. Workshops are assumed to be in an environment which supplies air, with stable (1G) gravity, is suitable to extract some energy from, and to dump excess heat into. Most normal materials can be worked, at +1L mithral can be worked, at +2L adamantite, and at +3L almost any material including dureum; anything that can be done with Tools & Materials can be done in a workshop, and a lot more. Being in a well-known workshop gives +5% UM and +15% R/MM, at +1L doubling the value of a workshop gives +5% to both of these (an Improved Workshop), and at +2L x10 value gives a further +5% to both (a Superior Workshop), not knowing the workshop can give minuses and should give at least -5% on the bonuses; getting to know one takes between hours and days, and building a device there or doing a major repair helps. Techs do not start with workshops and must generally set-up their own; DMs might allow a Workshop I to be set up by a 2nd or 3rd level Tech with an (INT+DEX/2)x3% chance, but not by 1st level Techs. See Workshop Size. Cost: 1000gp/L, improved- 2000gp/L, superior- 10,000gp/L, folding- x2. Uses: none. Non Micro Miniturisable.
Level: 1st.
Workshop Size: depends on the devices to be constructed in it, but to move around in one at least 30 square feet is recommended. As a rule the weight of a workshop is at least 100x the weight of any device to be built in it, but DMs might allow the repair or modification of devices up to a tenth of the workshop weight. The minimum weight of a workshop is about 2000gpwt (0.1tn), and they are Non Micro Miniturisable; as a rule repairshops are 75% of the weight of equivalent workshops. Normal devices are rarely more than 1000gpwt, so a 100,000gpwt (5tn) workshop will be sufficient, heavy devices such as 'Synthesisers are 10,000gpwt so a 50tn workshop, and beyond that are very heavy devices which weigh in the tonnes, and hence hundreds of tonnes workshops. The SG of a workshop or repairshop is typically no more than 0.5 (i.e. half the density of water), and may be far less, but for double the cost (after any modifier for Improved/Superior) the workshop may have tools and equipment which folds away or out, in one turn/L, a Folding (Improved/Superior) Workshop, which can improve the SG up to 2, and reduce workshop moving costs to a hundreth (about 7-13hrs). For example a 5tn (non-folding) workshop will fit in a 5'x10' room. Really big devices, such as Vehicle Frame, might be assembled 'outside', maybe within a force field to keep out undesirable bits of the environment, but note Techs desire for private working. See Vehicle Volume in "Mechanical Devices".
Level: -.
Folding Workshop: see Workshop Size.
Level: 1st.
Synthesiser Workshops: the various Synthesisers which are capable of making devices may be used as workshops. If a ~ Synthesiser, for example a Cloth Synthesiser (see "Alchemical Devices"), can make a given variety of device, then it may be used as a Workshop of equal L to build devices in the normal way. For example a Cloth Synthesiser of L=5 can synthesise Cloth of -3L hence L=2, one piece of cloth at a time. Instead it may be used as a Workshop of L=5 to build Cloth of up to L=5, again one piece at a time, assuming the Tech is capable of building devices of that L. In general a ~ Synthesiser may use one product to build one device, so a Cloth Synthesiser II of L=6, which can synthesise three pieces of cloth at a time, can be used to build three (Cloth) devices simultaneously. A ~ Synthesiser may be used to do all the manipulation required in building a device, assuming suitable raw materials are provided, and a Pattern Synthesiser which has the persona of a Technologist may use one to build devices (if sufficiently high level) without needing a robot body present to manipulate tools, given at least a video quality real-time communications link. Note that the Workshop Size limits do not apply to ~ Synthesisers acting as Workshops, but it may be needed to move the ~ Synthesiser around really large devices, and have some means to keep the weather (and maybe spectators) out. The Fast versions of Synthesisers do not when acting as Workshops allow devices to be built any more quickly.
Level: -.
Repairshop: a restricted version of Workshop which is only half cost in time and money, but is suitable for repair of, but not construction of, devices. However may be set up by a 2nd level Tech (1st level with an (Int+(Dex/2))x3% chance) even though it is nominally a 1st level device. Higher level/quality Repairshops are possible as higher level/quality Workshops, and may be built at the same level at only half cost. Lighting, heating/cooling, available power, ability to work materials, and bonuses is as the equivalent Workshop. A Repairshop may be upgraded to a Workshop for 75% of the cost of the Workshop. Repairshops are sometimes set up for Technicians, or in places not considered secure enough for a Workshop. See Workshop Size. Cost: 500gp/L, improved- 1000gp/L, superior- 5000gp/L, folding- x2. Uses: none. Non Micro Miniturisable.
Level: 1st.
Protected Device: most Tech devices are quite tough, but by default they are not water-proof or sealed against moisture, a problem adventuring Techs tend to run into quite quickly (it is not a good idea to try and use a damp Hand Blaster). Using crystal-based water-proof varnishes, paints, and seals, devices can be made splash and moisture proof, and resistant to minor immersion in water. (Minor) Embedding provides far more protection. As a rule this costs no more than 50gp per 1000gpwt of device (minimum 50gp) and does not take any extra time, and can be done as part of constructing the device. This work can be done after the device is constructed for 75gp per 1000gpwt of device (minimum 75gp) in a Repairshop, and may require a Repair/Modify Machine roll (probably with bonuses) if it is a device the Tech is not capable of constructing. Technicians are capable of carrying out this process. Typically speaking using Protected Device raises the price of a device by 500gp. A convention might be to put a 'p' after the device to indicate it is protected, e.g. Hand Blaster: cone Ip. Devices might be actually built so that their frames are totally water and vacuum proof, sometimes called Vproofing, though this mostly applies to Vehicle and Robot Frames which already have rules in them for these, and many devices are not likely to be much effected by vacuum anyway. If this is desired then the cost is 125gp/L and does not take any extra time, and can be done as part of constructing the device. Assume that a 20 (Earth) atmospheres pressure difference is normally protected against, and double the cost up to 250gp/L if corrosive resistance is also required, somtimes called VCproofing. Vproofing or VCproofing cannot be done after construction without a Repair/Modify Machine roll. A convention might be to put a 'v' after the device to indicate it is vacuum (and water) proofed, e.g. Hand Blaster: cone Iv, adding a 'c' if corrosion is added, e.g. Hand Blaster: cone Ivc.
Level: -.
Shape Power Pack: see Shape Crystal.
Level: 2nd.
Shape Heavy Power Receiver: see Shape Crystal.
Level: 2nd.
Improved Workshop: see Workshop.
Level: 2nd.
Shape Linked Crystals: see Shape Crystal.
Level: 3rd.
Shape Resonator Crystals: see Shape Crystal.
Level: 3rd.
Superior Workshop: see Workshop.
Level: 3rd.
Melder: permanently joins together two non-living things which are in close contact, using an energy field shaped like a knife. The join may be up to 6 inches deep (x2/extra L) and up to 10' long (x2/extra L) may be joined per turn; smooth flat surfaces are easiest, and the join is as strong as the two materials joined. May be used for cutting almost any non-living material as a Vibro Blade (see "Weapon Devices") of -1L, but it stops just above the surface of any living material. In theory could be used for combat against non-living things, base damage 1D6, and at higher L as an Energy Blade (see "Weapon Devices") of equal L. Almost any two materials bar dureum (and relatives) can be 'melded', at +1L dureum and lucen, and at +2L even reflec. Provides some feedback to touch, as it can pass through any non-living material it can meld with moderate resistance, but the resistance changes where the material changes, and gaps cause particularly clear changes. Techs are careful where they use this device, as it can upset people, or give them the wrong sort of ideas, and tend to leave visible fixings (such as (neat) weld marks, rivet heads, or bolt heads) on the outside of most devices that people might see. Note the problems with maintaining the insides of things with melded shells, without use of a Melder. DMs may rule that this is a 'personal device', and should be built by the Tech themselves, not sold, and quite possibly including an Identity Circuit. Sometimes called a Material Welder. Uses: 1ep/round (+1/extra L). Weight: 5gp (including Identity Circuit, if any).
Level: 3rd.
Material Welder: see Melder.
Level: 3rd.
Efficient Device: is not a device but the time and cost to construct a device with reduced power usage. Devices made more efficient in this way use half power (Efficient Device(50%)), if use only a tenth power (Efficient Device(10%)) have half effectiveness in their main capacity, e.g. damage done or protected from, weight maximum, movement maximum, radius of effect, etc. Power supplies may not be made efficient, either in terms of fuel used or power required to operate them. DMs may rule that some devices may not be made efficient; Mad Scientist devices (i.e. Inefficient Device(x10)) may never be made efficient. The L of Efficient Device used must be +2 on the L of the device, i.e. L=4th, a Hand Stunner but not a Hand Blaster. If a device is to be Miniturised its L counts as the L of Efficient Device not its own. Uses: none. Weight: none.
Level: 4th.
Efficient Device(50%): see Efficient Device.
Level: 4th.
Efficient Device(10%): see Efficient Device.
Level: 4th.
Inefficient Device: is not a device but the time and cost to construct a device with increased power usage. Devices made less efficient in this way use double power (Inefficient Device(x2)) and will function as if one L higher in some respect. If use x10 power (Inefficient Device(x10)) the device is also x10 weight (if applicable), and total construction ability must be devoted to this, allowing a device to be built as if it was -1L, e.g. a 10th level Tech may build a 5th level device. This second option is normally only available to Mad Scientists but might be reasonable in some research projects. Power supplies should not be made inefficient, and DMs may rule that some devices may not be made inefficient; Mad Scientist devices are often made inefficient. Inefficient devices are generally tougher but are often more difficult, or even more dangerous, to use. The L of Inefficient Device used must be at least the L of the device for the x2 option, and is irrelevant for the x10 option. Uses: none. Weight: none.
Level: 4th.
Inefficient Device(x2): see Inefficient Device.
Level: 4th.
Inefficient Device(x10): see Inefficient Device.
Level: 4th.
Reliable Device: is not a device but the time and cost to construct a device so it is far more reliable. In the simplest case a device of at most -1L is made more reliable by duplicating the vital parts giving it +50% weight; this is called Reliable Device(x2). Alternatively at +1L with a device of at most -2L the vital parts are triplicated giving it +100% weight; this is called Reliable Device(x3). Sometimes called Double (Triple) Redundant Device. Devices where the vital part(s) are single crystals may not be made reliable in this way, e.g. most lasers, crystal-based computers, power storage and transformer crystals; duplicating or triplicating the whole device is necessary. Some devices are reliable anyway due to their design, e.g. Bionic Organs, Air Regenerator. If using the optional breakdown rules then Reliable Devices do not have the basic 1% chance of failing per day. Further they are all assumed to be designed to take attacks giving at most 1% failure chance, and 0.1% chance if would be designed to take attacks as standard. Alternatively using the saving throw rules Reliable Device(x2) must fail twice to stop working, Reliable Device(x3) thrice. Uses: none. Weight: none.
Level: 4th.
Reliable Device(x2): see Reliable Device.
Level: 4th.
Double Redundant Device: see Reliable Device.
Level: 4th.
Demi Reliable Device: a version of Reliable Device which partially rather than fully duplicates the vital parts of a device. This does not increase the weight (or only by 50% for triplication) but if the primary (or primary and secondary) device is disabled then the backup only functions at 10% in some way chosen in construction, e.g. a Gravitic Neutraliser might only support a tenth the maximum weight, or only have a tenth area. This is called Reliable Device(x1.1) (or Reliable Device(x2.1)). This functions as Reliable Device in loosing the basic 1% failure chance, all devices have at most 2% failure chance, and 0.5% chance if would be designed to take attacks as standard. Alternatively using the saving throw rules Reliable Device(x1.1) fails to 10% mode if it fails its save and must fail again to stop working completely, Reliable Device(x2.1) goes to 10% mode after failing twice, and only fails completely if this in turn fails. Uses: none. Weight: none.
Level: 4th.
Reliable Device(x1.1): see Demi Reliable Device.
Level: 4th.
Fixed Device: is a process whereby certain multi-function devices may be built at -1L by making them specialised or less flexible. Any special knowledge required to build the device must be at rank 3, e.g. Biological Theory III. An example of this is the Personal Auto Doc (an Auto Doc which only works for one person), or the Personality Recorder, or Android Programmer (Fixed Mind Probe/Programmer). The device must be the 'full' version to be able to be Fixed, for example a True Food Synthesiser only could be fixed to one recipe, and all devices to be Fixed must be approved by the DM (for example -1L might be too low a level to build the device at all). Other examples might be the Android Mould, but not the Lesser Android Mould, various of the Synthesisers, and certain Force Fields. A Portal Link is an example of a Fixed Device which is not -1L, but instead uses far less power, and many Reality (or Demigod) Devices are specialised Reality Generators. Some Fixed Devices may be formalised and added to the device tables, with DM permission, possibly reducing the specialised knowledge required to build them. The function the device is Fixed to may be changed at 10% of the construction cost and with a R/MM roll, with DM permission. Uses: none. Weight: none.
Level: -.
Miniturise: is not a device but the time and cost to construct a device with a tenth its normal mass. Some devices are listed as 'Non Miniturisable' and devices all of one piece, e.g. Power Crystal/Pack, Transformer/Recorder Crystal; may not be miniturised. Devices which gain their function directly from their material (such as Mechanical Devices, many Alchemical Devices, and certain Defence Devices and Weapon Devices), rather than indirectly by creating an effect such as via a force field, cannot be sensibly Miniturised without reducing their function. Shielding (see "Power Handling Devices") may not be miniturised. Note that where several devices can be constructed as one device, typically taking longer and costing more, Miniturise only needs to be used once to apply to all of them. Devices which have an Identity Circuit or a Sensitive Circuit included in them during construction will if Miniturised also reduce the 'Circuit. The L of Miniturise used must be higher than the L of the device, i.e. L=4th, a Heavy Laser but not a Blaster. Uses: none. Weight: none.
Level: 4th.
Minor Embedding: is not a device but the time and cost to embed the circuits of up to three (+2/extra L) devices in Crystal objects constructed in parallel, making them far less likely to be damaged. Embedded circuits may be up to 5gpwt each, assume circuits only weigh 75% of the complete device (except for devices like ~ Coils, which are only suitable for embedding). Shielding up to 5gpwt may be embedded with each circuit. Terminals to allow power/information in/out do not change the weight. Typical devices might be Pulse Blasters and Power Receiver, Sensors, or a Miniturised (Personal) Force Field Generator. It is almost impossible to repair embedded circuits, without use of very high technology (e.g. Disintegrator, then re-embed). Uses: none. Weight: none.
Level: 4th.
Modular Frame: is not a device but the time and cost to construct a Vehicle or Robot Frame so that that it can break down into, or be assembled from, smaller frames each of which functions as a separate vehicle or robot. Mechanical Theory III is required. In addition the time and cost to build all the individual module frames must be taken, as well as the time and cost of the full frame; this can be done in parallel. At the basic L there may be up to three modules, +2/extra L. For particularly complex modular frames the DM may decide that the total vehicle or robot must be Researched. Once the total system of devices has been designed and built spare duplicate modules can be built at only +20% on the standard frame time and cost, to replace damaged modules. Note that the total weight of the assembled frames is equal to the sum of the module frames, though the maximum weight carried may be different to the sum of the module's maximum weight; the full and module frames weigh +20% of the standard frame weight without increasing maximum weight. The L of Modular Frame must be +1L on the basic Vehicle Frame or Robot Frame to be modularised, and at least +2L on the individual basic frames it breaks down into. For example a mini Heavy Groundster Frame, mini Heavy Flitter Frame and a Standard Astrer Frame, each having a standard weight of 5tn, combine to form a varient maxi Standard Astrer Frame, weight 15tn. The weight is +20% so the module frames weigh 6tn, and the full frame 18tn. One of the module frames is an astrer, with a basic L=3, so Modular Frame II (3+2L, L=5) must be used (which would allow up to five modules). The full frame is an astrer, again with a basic L=3, so just Modular Frame (3+1L, L=4) would be sufficient, but as a module needs Modular Frame II this must be used. So to build the complete set of frames four devices of L=5 must be built (the modules, and Modular Frame II), and one of L=6 (the full frame). Uses: none. Weight: +20%.
Level: 4th.
Modular Vehicle Frame: see Modular Frame.
Level: 4th.
Modular Robot Frame: see Modular Frame.
Level: 4th.
Enhanced Frame: is not a device but the time and cost to construct an improved Vehicle or Robot Frame. Must be at least +1L on the Frame. If the Frame is built from Crystal (Sheet/Beam) parts then a increase of +2 AC is gained (whether +1 or +2 Crystal), at +1L using +1L of Crystal +4 AC is gained (whether +3 or +4 Crystal). If the Frame is built from Mithral parts then an increase of +2 AC is gained, at +1L from Adamantite parts +4 AC, at +2L from Dureum parts +5AC; note the ability to work the appropriate material is required (see Workshop), called Improved Enhanced Frame. Alternatively if an improved material is used but the frame is only 50% weight then half the AC bonus and +50% move is gained (75% weight and +25% move for Android Robot Frames), called Lighter Enhanced Frame. Another alternative allows +1HD to be added for an extra week's work and +500gp cost (an extra +1L is required for Heavy Robot Frames) without modifying frame/maximum wt or power usage, at +1L (+2L for Heavy Robot Frame) +2HD may be added for an extra 2 week's work and +1000gp cost; called Tougher Enhanced Frame. For Vehicle Frames the extra cost multiple for Standard, Heavy, etc, Frame should be applied to the extra HD cost (e.g. x4 for Heavy Astrer, giving +2000 or +4000gp). Finally, if a Frame has less than average hit points, e.g. with 4HD has less than 18 (4.5x4), it may be 'upgraded' to the average by anyone who Understands it, at 1HP per 100gp and 1 weeks work; an Upgraded Enhanced Frame. Costs for very large Vehicle and Robot Frames may be considerably higher. Enhanced Frame may be used several times to make an Improved or Lighter Enhanced Frame, a Tougher Enhanced Frame, and an Upgraded Enhanced Frame.
Level: 4th.
Shape Similar Crystals: see Shape Crystal.
Level: 4th.
Blaster Remote: is not strictly a "Blaster Device", but a device which provides an alternative output for a Blaster of equal L. The blast effect instead of being as a standard Blaster, instead becomes as a Hand Blaster of -1L, from the remote, which may be up to 5' from the Blaster. A second remote can be constructed at a cost of 1000gp and two weeks work. A remote may 'fire' more frequently than its Blaster, but the maximum rate at which damage can be delivered (even with two remotes) will still be the same, e.g. a Blaster delivers 6D6, a Hand Blaster of -1L 3D6, so the remote may 'fire' twice as fast. While the remote is being used the Blaster may not be, and it requires a round in which neither is used to switch between them. Other varieties such as Blaster Cannon functioning as Blaster (or a Hand Blaster), or Stunner/Disruptor which functions as Hand Stunner/Disruptor, also use a Blaster Remote of equal L, as does a Stunner. A Space Blaster functioning as a Blaster Cannon (etc) can be used in an atmosphere, but in atmosphere a Skew/Warp Generator is not useful. Uses: none. Weight: 50gp.
Level: 4th.
Reliable Device(x3): see Reliable Device.
Level: 5th.
Triple Redundant Device: see Reliable Device.
Level: 5th.
Reliable Device(x2.1): see Demi Reliable Device.
Level: 5th.
Micro Miniturise: is similar to Miniturise and if used in parallel with it reduces a device to a hundredth of its normal mass/volume. Some devices are listed as 'Non Micro Miniturisable' and devices with large components, particularly crystals, e.g. Lasers, Recorder, Computers; may not be micro miniturised. The L of Micro Miniturise used must be +2L on the device, e.g. L=5th, a Stunner but not a Blaster. Uses: none. Weight: none.
Level: 5th.
Embedded Circuitry: is not a device but the time and cost to embed the circuits of up to three (+2/extra L) devices in Crystal (Sheet/Beam) constructed in parallel, making them far less likely to be damaged. Embedded circuits may be up to 50gpwt each, assume circuits only weigh 75% of the complete device, except for Prosthetics where the crystal provides the frame so only 10%. Shielding up to 50gpwt may be embedded with each circuit. Terminals to allow power/information in/out do not change the weight. Typical devices might be Hand Blasters, Power Link and Power Receiver, Micro Pile (only just and partially, as external access is needed to the 'Core) and Transformer Coil, Miniturised Gravitic Neutraliser and Field Focuser, or a Force Field Generator. It is almost impossible to repair embedded circuits, without use of very high technology (e.g. Disintegrator, then re-embed). Uses: none. Weight: none.
Level: 5th.
Implanted Circuitry: see "Biological Devices".
Level: 5th.
Transforming Frame: is not a device but the time and cost to construct a Vehicle Frame or a Robot Frame so that that it can mechanically change between a number of different functional shapes. Mechanical Theory III is required. In addition the time and cost to build all the individual shapes must be taken. At the basic L there may be two shapes, +1/extra L. For particularly complex transformations the DM may decide that the vehicle must be Researched. The different shapes may hide/reveal or allow different functions, e.g. weapons, hanger areas, drive systems; or could be used for things like 'Q' ships, or to give a more efficient drive array. Note that the weight of the different shapes is the same. The L of Transforming Frame must be +2L on the on the basic Vehicle Frame or Robot Frame to be transformable; Modular Frame of +1L may also be used without requiring a greater L as modularity makes for easier transformation, e.g. individual Vehicle Frames L=3, Vehicle Frame L=4, Modular Frame L=5, Transforming Frame L=6. Note that a Transforming Modular Frame does not have the +20% frame weight. For example a mini Heavy Astrer Frame can transform into a Giant (medium) Hidden Wheel Robot Frame, both having a weight of 25tn. The basic astrer is L=3, and the basic hidden wheel robot is L=2, so 3+2L, Transforming Frame (L=5) is sufficient. So two devices of L=5 are required (the astrer, and Transforming Frame), and one of L=6 (the robot). If instead transformed into a Giant Light Humanoid Robot Frame then, as the basic humanoid robot is L=4, Transforming Frame II (4+2L, L=6) would be required (which would allow up to three shapes), and the robot would be L=8 (4+4L). Uses: none. Weight: none.
Level: 5th.
Transforming Vehicle Frame: see Transforming Frame.
Level: 5th.
Transforming Robot Frame: see Transforming Frame.
Level: 5th.
Holographic Circuitry: is not a device but the time and cost to allow the surface of various materials, including cloth, leather and stone, to be covered by the 'circuits' of a device reduced to an effectively weightless pattern, also called Nano Miniturise. Reality Theory I is required. Any device must be capable of being Micro Miniturised, this may mean total redesign of some devices and might need the ability to build +1L to ignore 'Non Micro Miniturisable' and +2L to ignore 'Non Miniturisable' on the L of Holographic ~ to be used, if the DM allows this. The L of Holographic Circuitry used must be +3L on the device, e.g. L=6th, a Stunner but not a Blaster; and the device must use no more than 10ep/use or 10ep/turn (both x10/extra L) or have a 10% chance/use or turn per 10% extra of burning-out. Any required shielding is assumed to 'holographised' as well. It is not necessary to use Miniturise and Micro Miniturise in parallel. Note that it is almost impossible to repair Holographic Circuitry without access to devices of at least L=8 (e.g. Reality Generator, Integrator II). Uses: none. Weight: none.
Level: 6th.
Nano Miniturise: see Holographic Circuitry.
Level: 6th.
Automatic Device: is not a device but the extra skill, cost and time required to build a form of a complex device which does not need any special skill to operate, or external programs normally required for that device. Computer Theory II is required in addition to any other specialist knowledge required to build the device. This is done by re-designing the device at +2L and including automatic controls (hence the need for the Computer Theory) to replace specialist operating knowledge, such as Biological or Multi-Planar Theory. This is only possible with devices of at least L=4+ (hence raised to L=6+). Range, power usage, weight and other characteristics are in all ways as the device of -2L. 'Automatic' is normally placed in front of the standard name, e.g. an Automatic Spy Beam (L=8) compared with a Spy Beam (L=6). Note that unlike Modification Devices such as Miniturise this does not involve two 'devices', but just raises the device level by two.
Level: 6th.
Implanted Prosthetics: see "Biological Devices".
Level: 6th.
Bio Circuitry: see "Life Devices".
Level: 6th.
Material Components: is the use of materials made using an Organic Synthesiser or Inorganic Synthesiser in the construction of devices, rather than buying these materials or making them up on a per material basis. This can reduce the cost of devices which are not mainly based on crystals by 50% (DMs may rule only 25%), which is cumulative with the use of Crystal Components. It can be assumed that using material components made by a device does not change the time needed to construct a device. At +1L using a Catalysis Generator removes any cost of constructing devices, except for exotic materials such as mithral (but note that the correct material elements are still required from somewhere). At +2L using a Matter Transmuter removes any cost of constructing devices, assuming it is capable of making any required exotic materials, such as adamantite and spectrum. Note however that all these devices use power, and it is possible the power cost might exceed the cost of buying the materials.
Level: -.
Organic Synthesiser: see "Biological Devices".
Level: 6th.
Inorganic Synthesiser: see "Alchemical Devices".
Level: 6th.
Projected Circuitry: is not a device but the time and cost to destroy a device and store its Matter Pattern in Crystal. Reality Theory I is required. The device is re-created as a clearly visible fully material full-sized form from the pattern using 1ep/100gpwt/round. Up to three devices may be stored in a single crystal (+2/extra L), the "Miniturise" on a Miniturised device, and many other Modification Devices, does not count as a device, though it increases the L. No power may be stored in a pattern, though power sources as well as patterns could be Embedded; initial information in information storage devices may be stored. The device(s) may be at most -4L, e.g. a Stunner but not a Blaster. This is compatible with Pattern Objects in "Creation Devices". The 'destruction' effectively 'burns' a one-off Matter Scan into the crystal, using an effect similar to a Decayer (see "Creation Devices"), with a dedicated Projector for the patterns of those specific non-living things. The crystal is a minimum of about 4gpwt, and may be Miniturised, but not Micro Miniturised; there is a coil version (about 2gpwt) which must be embedded to work and may be Micro Miniturised. Range: touch. Uses: none. Weight: none.
Level: 7th.
Self Repairing Circuitry: is not a device but the time and cost to enable a device to repair itself. Reality Theory I is required. This requires a Crystal with the Matter Pattern of the circuitry of the device produced using Projected Circuitry of equal L (note this destroys the device). As long as the Crystal is undamaged and powered damage may be repaired at 10% per round (+10%/extra L) using 1ep/10gpwt returned to its correct functioning; changing Programming Device programs and other changing information in devices may not be repaired by this means. If there is not enough mass then missing parts may be 'projected' as Projected ~. Range: touch. Uses: none. Weight: none.
Level: 7th.
Crystal Synthesiser: see "Alchemical Devices".
Level: 7th.
Crystal Components: is the use of crystals made using a Crystal Synthesiser in the construction of devices, rather than custom synthesis on a per device basis. Many Tech devices, particularly those up to L=6, use very carefully grown crystals as a major part of their construction, e.g. Video Crystals in Video Cameras. If these crystals are grown separately then in many cases 25% to 50%, or in some cases 100%, of the device costs in time and money could be saved. If the device is described as a crystal, or can be made using Shape Crystal then 100% of the costs may be saved, if the device is described as being a coil then none, if it is described as including coils then 25%, and otherwise 50%; DMs are allowed to rule that only a 25% saving may be made for a device, and this should normally be the case above L=6 (Computers and Macro Computers are one exception). If the saving is 100% then the device may be at most -3L, if 50% then -2L, and 25% -1L. Laser Crystals (see most "Laser Devices") are an exception and give a 50% time saving, and a money saving of 100% minus half the standard device cost, and may be used in devices of at most -2L; DMs should rule on other devices of non-standard cost, but the savings are unlikely to be as great. Devices vary greatly in the number of crystals in them, but one hour's use of a Crystal Synthesiser per L in a suitable Workshop will be enough for any device; this includes set-up time and checking.
Level: -.
Frame Synthesiser: makes various frames using very carefully controlled force fields to cut, join and shape material. Mechanical Theory II and Computer Theory II is needed to construct, and Mechanical Technology II to use this. Various large sheets may also be made, but this is more the province of a Material Synthesiser. Includes devices which it uses to move around the construction site and carry things if necessary, a Surface and Structure Scanner which it uses to check construction, and various systems to process raw materials; this is effectively a specialised construction robot (note it is vacuum-proofed). In addition to Vehicle and Robot Frame the frames of Robot Arm, Leg, Claw, (Basic) Hand, and Tentacle may be made. Given at least Medical Technology then Prosthetic Frame is possible. The maximum L that can be made is -2L, which can include (Micro) Miniturise. The time to construct Vehicle Frames up to about 30tns, and Robot Frames (and other components) up to about 3tns, is 1 day at L=1, plus 2 days/extra L. For Vehicle Frames and Robot Frames (and other components) 10x weight two 'Synthesisers of equal L working together take the same time. Macro+ Vehicle Frames and Greater Giant+ Robot Frames are really beyond this device, ten 'Synthesisers working together might go further, to another 10x weight. However, a single Frame Synthesiser may fully repair any weight of frame of up to equal L, assuming it is not totally wrecked, rarely taking more than 30% of the construction time, and rarely more than 3% for just a 'lash up'. A power supply capable of supplying at least 10ep/round, and preferable 100ep/round, is recommended, and a remote power link of some kind (e.g. Energy Beam Transmitter and Heavy Power Receiver) if the Synthesiser will have to move around. Very great care is taken over who this is sold to, to avoid mass production problems. One frame of one device may be being worked on at once. See Frame Components, and see "Mechanical Devices". Cost: standard x 3. Uses: 5ep+/round. Weight: 10,000gp.
Level: 7th.
Frame Components: is the use of frames made using a Frame Synthesiser in the construction of devices, rather than custom forming on a per device basis. Many Tech devices include some form of frame, but this is aimed at Robot and Vehicle Frames, and other robot components such as limbs and manipulators. If a Vehicle Frame is synthesised then 100% of the cost in time and money can be saved, for a Robot Frame (or component) the saving is 50% time and money as there are a considerable number of non-frame parts. Modular and Transforming Vehicle Frames similarly only give a 50% saving in time and money. Android Robot Frames synthesised lack an Android Robot Skin.
Level: -.
Intrinsic Bio Circuitry: see "Life Devices".
Level: 7th.
Catalysis Generator: see "Alchemical Devices".
Level: 7th.
Synthesiser Repairshop: functions as a Repairshop of equal L, see Synthesiser Workshop. Note that functions as a Organic Synthesiser and Inorganic Synthesiser of -1L for the purpose of processing raw materials to repair devices. Uses: 10ep/turn. Weight: 10,000gp.
Level: 7th.
Morphic Circuitry: is not a device but the time and cost to enable a device to change between a number of shapes/functions. Reality Theory I is required. The Matter Pattern of the alternative devices must have been stored in one Crystal by means of Projected Circuitry of lower L (note this destroys the devices). Composite devices are possible, but all devices and alternate shapes must be within a single Crystal. A chosen device is 'created' by reshaping the material of another device (not necessarily stored in the crystal, but if not its shape is lost) from a pattern using 1ep/10gpwt to reshape it. If there is not enough mass to reshape then treat as Projected ~, if there is too much it must be suppressed using 1ep/100gpwt/round. The unequal mass may be stored or retrieved from an associated time-less Cache, preferably via a Cache Key rather than a Cache Manager, if desired. The shape taken is the original device stored in the Crystal, ignoring any damage it may have taken when there 'previously'; any power or information stored in the device is lost when it is reshaped (power lost as light), unless there is a corresponding place for them in the device changed into. With a Modify Machine roll a different device may have the 'morphic crystal'; there is always at least a 5% chance this will destroy the crystal. Also can function as Self Repairing Circuitry of -1L. Range: touch. Uses: none. Weight: none.
Level: 8th.
Synthesiser: functions as any form of specific Synthesiser of -1L, or even several different ones at once. Requires the knowledge that would be needed to construct any specific Synthesiser it may function as; Reality Theory I is required. Also functions as any form of scanner as a specific Synthesiser would (functioning as a scanner does not use one of its products). It has all the restrictions of the specific synthesiser. May also function as an Auto Tailor of -1L. At +1L may function as an Android Mould of -3L, using three of its 'products' to grow one android, or as a Medi Scanner of -4L, or as a (Robot) Personality Recorder or Android Programmer of -3L. At +2L may function as a Universal Personality Recorder of -3L, or as a Catalysis Generator of -2L as one of its products. Three different products may be synthesised at once (+2/extra L). A Pattern Synthesiser is not one of the synthesisers it can function as, however a Synthesiser Workshop (or a Synthesiser Repairshop) is. It does not functions as a 'Fixed' version of a device, such as the Ferum Synthesiser, or 'Multi' versions of devices, such as the Multi Android Mould. Can function as an (immobile) Frame Synthesiser, i.e. probably limited to 5000gpwt Frames. Requires Synthesiser Control program plus the programs for all the specific Synthesisers acted as. Uses: 10-100ep/turn. Weight: 10,000gp.
Level: 8th.
Matter Transmuter: see "Alchemical Devices".
Level: 8th.
Synthesiser Workshop: functions as a Workshop of equal L, except for not storing and supplying power. Reality Theory I is required. A Tech may become familiar with this and gain the +5% UM and +15% R/MM, however an Improved or Superior version of this does not exist. May be assumed to include a number of scanners used for checking work, and a variety of information storage and display systems. Functions as a Organic Synthesiser and Inorganic Synthesiser of -1L for the purpose of processing raw materials to build devices, and can usefully be connected to a Catalysis Generator or Matter Transmuter. Also functions as a Bio Material Synthesiser of -2L. Workshop Size limits on maximum size of device constructed do not apply. There is a Synthesiser Repairshop at -1L which can act as a Repairshop of equal L, but is otherwise similar to this (except does not function as a Bio Material Synthesiser). No programs are required, but all the functions require a Technologist (of at least 4th level) to operate. Uses: 10ep/turn. Weight: 10,000gp.
Level: 8th.
Eternity Circuitry: is not a device but the time and cost to enable a device to be almost indestructible. Reality Theory II is required. The Matter Pattern of the device must have been stored in a Crystal by means of Projected Circuitry of lower L (note this destroys the device). Composite devices are possible, but all devices must be within a single Crystal. The device is continually re-created by reshaping its material from its immaterial pattern using 1ep/100gpwt to re-shape it if necessary; if there is not enough mass to re-create then mass is created using 1ep/1gpwt. Changing Programming Device programs and other changing information in devices may be repaired by this means as long as the repair of the device they are in is almost immediate. At +1L power to re-shape/create is tapped directly from reality, as a Cosmic Tap of -2L with no need for an anchor mass. Pieces removed from the device will eventually fade away and are automatically destroyed if re-shaped. A properly used Reality Generator II+ (or a Wish) is one of the few ways a device protected by an Eternity Circuit can be destroyed. Range: touch. Uses: none. Weight: none.
Level: 9th.