Power Handling Technological Devices


These devices either supply power or are a source of power, store or transform power, or move power from place to place. Some are also Sensor Devices in that they can handle information, it is noted in the description whether they are active or passive sensors. There are leakage rules for some devices that mean that long-abandoned power sources may not work, even if still intact.

In a system of devices the power supply is often the critical part, and the optimum device is commonly +2L on the main device in the system. As a rule you are generally better off using a single large device rather than a number of smaller ones for power supply. Having redundancy in the power supply makes for a good design, though it can cause weight problems.

Power Cell                         L=1
Power Feed                         L=1
Energy Fluid                       L=1
Crystal Charger                    L=1
Coil Charger                       L=1
Energy Field Meter                 L=1
Power Crystal Meter                L=1
Activator                          L=1
Inactivator                        L=1
Energy Cell                        L=1

Energy Essence                     L=2
Power Crystal                      L=2
Interference                       L=-
Shielding                          L=-
Recharging                         L=-
Charger                            L=2
Wood Charger                       L=2
Coal Charger                       L=2
Oil Charger                        L=2
Converter                          L=2
Power Receiver                     L=2
Robust Power Receiver              L=2
Information Transmission           L=-
Transformer Crystal                L=2
Transformer Bank                   L=2
Solar Panel                        L=2
Power Link                         L=2
Power Coil                         L=2
Transformer Coil                   L=2
Reactor                            L=2
Heavy Energy Cell                  L=2
Electrothread                      L=2
Water Chute                        L=2
Wind Sheet                         L=2

Power Pack                         L=3
Micro Accumulator                  L=3
Potential Field Generator          L=3
Flooding Potential Field Generator L=3
Heavy Reactor                      L=3
Macro Energy Cell                  L=3
Micro Resonator                    L=3
Electrorope                        L=3

Universal Charger                  L=4
Accumulator                        L=4
Micro Pile                         L=4
Energy Beam Transmitter            L=4
Macro Reactor                      L=4
Heavy Power Receiver               L=4
Lightning Converter                L=4
Thermal Tap                        L=4
Power Cable                        L=-
Power Cell Synthesiser             L=4
Energy Essence Synthesiser         L=4

Fusion Core                        L=-
Fuel Core                          L=-
Fusion Marble                      L=-
Fusion Lamp                        L=5
Heavy Water Extracter              L=5
Variable Heavy Water Extracter     L=5
Golden Apple Synthesiser           L=5
Linked Crystals                    L=5
Linked Coils                       L=5
Power Resonator                    L=5
Resonator                          L=5
Heavy Energy Beam Transmitter      L=5
Hydrodynamic Generator             L=5
Volcanic Tap                       L=5

Nano Cosmic Tap                    L=6
Vacuum Tap                         L=-
Fusion Crystal                     L=-
Fuel Crystal                       L=-
Fusion Crystalette                 L=-
Fusion Generator                   L=6
Resonator Crystals                 L=6
Resonator Coils                    L=6
Macro Accumulator                  L=6
Macro Power Receiver               L=6
Resonator Interlock                L=6
Heavy Power Resonator              L=6
Heavy Resonator                    L=6
Macro Energy Beam Transmitter      L=6
Life Tap                           L=6
Micro Life Tap                     L=6
Micro Annihilator                  L=6
Ferum                              L=-
Annihilator Metal                  L=-
Sealed Micro Annihilator           L=6
Bio Tap                            L=6
Resonant Field Generator           L=6
Gas Giant Extracter                L=6
Power Crystal Synthesiser          L=6
Mantle Tap                         L=6
Transfer Field                     L=6
Ferum Synthesiser                  L=6

Micro Cosmic Tap                   L=7
Annihilator                        L=7
Sealed Annihilator                 L=7
Similar Crystals                   L=7
Similar Coils                      L=7
Macro Power Resonator              L=7
Macro Fusion Generator             L=7
Parallel Fusion Generator          L=7
Core Tap                           L=7
Energy Conduit                     L=7
Fusion Transmuter                  L=7

Macro Annihilator                  L=8
Sealed Macro Annihilator           L=8
Cosmic Tap                         L=8
Planar Cell                        L=8
Planar Generator                   L=8

Macro Cosmic Tap                   L=9
Solar Furnace                      L=9

Power Handling Device Overview

Type           Capacity  L  Notes
supply          5ep/rnd  2  price 2gp/ep, alchemical
             0.05ep/rnd  2  free, solar
                1ep/rnd  4  price ~1gp/190ep, fusion,
                            x10/extra L up to 1000ep/rnd at reduced price
storage        50ep      2  x10/extra L up to 5000ep, varying problems
reception      25ep/rnd  2   x2/extra L up to  400ep/rnd (approx.)
transmission  100ep/rnd  3              up to  400ep/rnd, varied by range
link           50ep/rnd  5              up to  500ep/rnd, varied by range

This is all via single devices, or paired devices, and many devices are restricted needing power transformation devices to work effectively.

Explanation of Power Handling Devices

Power Cell/Feed: a non-rechargeable, limited and unreliable power supply which requires no shielding and stores power by (al)chemical means. Acts as a power supply for devices included within the basic time and cost, e.g. Hypnotic Disc, Circuit Suppressor; or as a separate device giving +50% maximum power setting (minimal prices are normally charged for this). Power supplied is fixed during construction. Cell has 2D4 uses and supplies power only in bursts. Feed works for 2D4 rounds and supplies continuous power only. Increased L (up to 3rd) gives an extra 2D4 uses or rounds as appropriate or doubled maximum power, per extra L. Minimum and maximum devices are identified during construction, else the capacity is only known when one use or round is left. A special version may be built to supply the pre-fire/fire 2 segment power requirement of the Blast type of area of effect; if the 'fire' power requirement is within the capacity (e.g. 10ep when L=2 gives 12ep) then +1L gives 3D4 uses (e.g. 5+10ep, L=3 gives 3D4 uses); this allows L=4. Cost: 50(100)gp/L. Price: separate device- 500gp/L. Capacity: 4(6)ep (x2/extra L). Uses: 2D4 uses or rounds (+2D4/extra L). Weight: 1gp/4ep/2D4. Non Miniturisable.
Level: 1st.

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

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

Energy Fluid: is a specially blended fine oil and is used in a Charger or Converter to supply power, it requires oxygen to burn. May be cast to burn as double strength oil (1D8 for 2-3 rounds, AD&D: 2D10+1D10). As a 2nd level device a concentrated form (Essence) may be produced weighing a tenth, yielding the same power and burning for 2D4 damage for 2-3 rounds (AD&D: 2D12+1D12). May be produced as a 1st/2nd level Alchemical potion (10 uses). Given access to some high tech devices of L=4 or L=6 the cost and price might be far less. See Activator and Inactivator for safer use of these. Cost: 250gp, essence- 500gp. Price: 500gp ((30gp)), essence- 1000gp ((300gp)). Uses: 10. Weight: 5gp/use, essence - 0.5gp/use. Non Miniturisable.
Level: 1st.

Crystal Charger: recharges an unshielded Power Crystal of up to +2 L by up to maximum charge rate (10%/turn). Also usable on Power Coils similarly, when sometimes called a Coil Charger. Uses: varies. Weight: 50gp (150gp if shielded).
Level: 1st.

Coil Charger: see Crystal Charger.
Level: 1st.

Energy Field Meter: see "Sensor Devices".
Level: 1st.

Power Crystal Meter: see "Sensor Devices".
Level: 1st.

Activator: added to Energy Fluid (Essence) to activate its ability to burn (previously inactivated by Inactivator). As a 1st level Alchemical potion (10 uses). Given access to some high tech devices of L=4 or L=6 the cost and price might be far less. Price: 1000gp ((30gp)). Uses: 10. Weight: 0.1gp/use. Non Miniturisable.
Level: 1st.

Inactivator: added to Energy Fluid (Essence) to inactivate its ability to burn (re-activated by Activator). As a 1st level Alchemical potion (10 uses). Given access to some high tech devices of L=4 or L=6 the cost and price might be far less. Price: 1000gp ((30gp)). Uses: 10. Weight: 0.1gp/use. Non Miniturisable.
Level: 1st.

Energy Cell: see Reactor.
Level: 1st.

Energy Essence: see Energy Fluid.
Level: 2nd.

Power Crystal: stores energy in a distorted crystal lattice (by means of a powerful force field), energy is released in a controlled way by means of an easily generated weak force field. May not be charging and discharging simultaneously, i.e. both within one round. Shielding required per crystal is 100gpwt (of mundane materials). The crystals are multi-coloured rectangular prisms, crude forms have been known to occur naturally. See Shape Crystal in "Modification Devices". No special device is needed for discharging Power Crystals; assume anything needed is part of the 'wiring'. Leakage is 1ep/week. See Shielding, see Interference and see Recharging. Capacity: 25ep (x2/extra L up to 4th, +2D20/L above 4th). Rate: charge- 10%/turn; discharge- 20%(of maximum charge)/burst, 60%/rnd. Weight: 1gp/5ep. Non Miniturisable.
Level: 2nd.

Interference: occurs when two of the basic energy storage devices are brought within 5' of each other and both of them are unshielded. These include Power and Transformer Crystal, Linked, Resonator and Similar Crystals, and the Coil forms of these. Interference causes the loss of 4% of maximum charge per round from both devices (they do not explode), in the form of quite spectacular multi-coloured glows, flashes, and sparks, and sharp crackling and cracking sounds. If the device is being used to convey information then this is disrupted, but as long as there is not a total power loss inter-crystal (or coil) links are maintained. See Shielding and Information Transmission.
Level: -.

Shielding: as a rule, if mundane materials (iron, lead, platinum, etc) can be used as shielding, half the weight of mithral can be substituted. If adamantite replaces mundane materials a fifth weight can be used, or replacing mithral two fifths of the required weight of mithral. If dureum replaces mundane materials a tenth weight can be used, or replacing mithral a fifth weight, or replacing adamantite half weight. For example a Micro Pile requires 10gpwt of mithral for shielding as standard, 4gpwt of adamantite could be used, or 2gpwt of dureum. If spectrum (rainbow metal) is required for shielding then the only substitute is the same weight of dureum. Note that large quantities of more mundane materials may not be used as a substitute for rare ones. Power and Transformer Coil, and related devices, only require a tenth the shielding of corresponding Crystals. Note that the coils used in many devices are quite different to Shielding and may not be substituted in the same way. Non Miniturisable.
Level: -.

Recharging: is putting power into the various crystals and coils. This is part of the 'wiring' for Transformer Crystals and Transformer Coils. Power Packs cannot be recharged except by making a new device; DMs might allow use of an old device of the same L to give a 50% reduction in cost of construction. Power Crystals and Power Coils are both recharged in the same way, which may be efficiently done in a Workshop (or Repairshop) with no need for any extra devices. In the field a Crystal Charger is needed for efficient recharging, or improvised recharging using 2ep per 1ep recharged can be done using, for example, a Toolkit.
Level: -.

Charger: cleanly converts fuel into energy using oxygen and may contain an automatic Activator dispenser. One charge of fuel is used in one game turn (a charge= 50gpwt, except for 'Essence when 5gpwt). Fuels are dry wood, coal, oil, Energy Fluid, and Energy Essence; DMs may allow other fuels. Fuel supplies double energy at +1L, and at +2L a Charger fully functions as a Converter, a Universal Charger. Specialist versions of Charger may be built which function as if +1L (giving double energy), but only work for a single fuel, for example the Wood Charger, Coal Charger and Oil Charger. Also see Converter. These are all robust devices and may be used as a power source, probably with a Transformer Crystal. Assume oxygen usage is equivalent to a single human. Supplies: dry wood- 1ep/turn (2ep/turn at +1L), coal- 2ep/turn (4ep/turn at +1L), oil- 5ep/turn (10ep/turn at +1L), Energy Fluid/Essence- 10ep/turn (20ep/turn at +1L, 50ep/turn at +2L). Weight: 100gp (excluding fuel). Non Micro Miniturisable.
Level: 2nd.

Wood Charger: see Charger. Supplies: 2ep/turn. Weight: 100gp. Non Micro Miniturisable.
Level: 2nd.

Coal Charger: see Charger. Supplies: 4ep/turn. Weight: 100gp. Non Micro Miniturisable.
Level: 2nd.

Oil Charger: see Charger. Supplies: 10ep/turn. Weight: 100gp. Non Micro Miniturisable.
Level: 2nd.

Converter: cleanly converts fuel in the form of Energy Fluid or Energy Essence into energy using oxygen, and may contain an automatic Activator dispenser. One charge of fuel is used in one game turn (a charge= 50gpwt, except for 'Essence when 5gpwt). At +1L only weighs 100gp; there is no +2L Converter, but see Universal Charger. This is a robust device and may be used as a power source, probably with a Transformer Crystal. Assume oxygen usage is equivalent to a single human. Supplies: 50ep/turn (for 10 turns or mins on one charge). Weight: 200gp (excluding fuel; 100gp at +1L). Non Micro Miniturisable.
Level: 2nd.

Power Receiver: draws power from a Potential Field, or an Energy Beam it is tuned to, using a naturally occuring tuned crystal or a mithral coil, however if multiple receivers attempt to draw more energy than the total available then the nearest are satisfied first. Rather fragile though it may be made more robust at double cost which also gives it overload protection, a Robust Power Receiver. Can be used to handle information over an Energy Beam, or receive in a crude way from a Potential Field. Can detect when in the outermost 10% and the innermost 10% of the range of a 'Field or 'Beam, and the direction of the transmitter. Requires 1gpwt of mithral for coils, or a suitable crystal (fragile version only). See Information Transmission. Passive Sensor. Capacity: 25ep/rnd (+12.5ep/extra L). Weight: 10gp, robust- 15gp.
Level: 2nd.

Robust Power Receiver: see Power Receiver.

Information Transmission: all of the devices which transmitt power over a distance can also transmitt, and typically receive, information. Only half the maximum power must be used to be able to convey information. The quality of information is as an Audio Transceiver, a (Visi)Coder on both ends raises this to Visual Transceiver quality. One use of this is to only accept tuned Power Receivers (etc) that send the correct initial code. Those devices that do not have any feedback and just generate a passive field, such as Potential and Resonant Field Generator, may only send information in a very crude way by flickering the field using a Field Modulator. The speed varies by the plane the device uses, and is light speed for those using the physical or ethereal, and instantaneous for those using the astral or no-space similarity.
Level: -.

Transformer Crystal: a specialised Power Crystal which is not suitable for storage but which acts as a buffer between different energy rate devices, e.g. between an Accumulator and an installation with fluctuating power requirements. May be charging and discharging simultaneously (from/to different sources/destinations) using an easily generated weak force field. Leakage is 10% of maximum capacity per turn (i.e. 1% per round) unless a trickle charge, via another device, of at least 1% of maximum capacity is provided, continuously, per turn (i.e. 0.1% per round). No special device is needed for charging and discharging Transformer Crystals; assume anything needed is part of the 'wiring'. A reduced capacity version may be made at the same L, for example a Transformer Crystal 10%. See Shielding and see Interference. Capacity: 50ep (150ep at +1L, 500ep at +2L, then +2D8x10ep/extra L). Rate: 10%/segment safe, %overload is burn-out chance rolled once per turn. Weight: 1gp/15ep. Non Miniturisable.
Level: 2nd.

Transformer Bank: coordinates up to 4 similar Transformer Crystals (of maximum L +2 that of the 'Bank). They must be matched Crystals of equal L, 50% chance of 2nd matching, 25% chance of 3rd, 12% of 4th; -25% overload chance per extra crystal (i.e. 4 gives 25% of normal chance). 'Crystals constructed in parallel by the same Tech have double the normal chance of matching. A Charger may be built-in and other power sources may be connected to recharge the crystals. Includes approx. 400gpwt of (mundane material) shielding, i.e. 100gpwt each; see Shielding to reduce the weight. Weight: 500gp (including Charger and any L of Crystals).
Level: 2nd.

Solar Panel: a thin grey panel which generates energy on exposure to direct sunlight, less if overcast (uses IR, normal light, and UV). At +1L may be double size giving more energy or be made as flexible as stiff leather, at +2L both. May be used directly exposed to vacuum, i.e. in space, which will generally give the maximum capacity if facing the right way. As a rule of thumb assume 50% capacity as standard. Note exposure to Continual Light spells of anything other than solar gods gives at most fifth energy, and the gods might notice and object to being used to power technology. In some worlds darkness or even shadow is a form of energy rather than the absence of energy, and varient 'Panels may be constructed to make use of this, the Anti Solar Panel which is pure white in colour and uses radiant darkness, and the Umbral Panel which is a strange shifting grey colour and uses shadow energy. Capacity: (up to) 1ep/turn, double size- 5ep/turn. Size: 1 square yard/metre, double- 4 square yard/metre. Weight: 10gp, double size- 40gp. Non Micro Miniturisable.
Level: 2nd.

Power Link: projects a short range, focused Energy Beam one inch in diameter by up to 6 inches long (x2/extra L) to a tuned Power Receiver at up to 12(.5)ep/rnd (+12.5ep/extra L). If only half the maximum power is used then information may be placed on the beam. Requires 1gpwt of mithral for coils. Active Sensor. Weight: 20gp.
Level: 2nd.

Power/Transformer Coil: has the same capacity as the corresponding Power Crystal but stores power in a field and is only suitable for embedding. The maximum power usage is as 'Crystal; only a tenth of the shielding is required and as much shielding may be Embedded in addition as the maximum weight of device. Leakage is 1ep/2yrs. A variant is the Transformer Coil with capacity as the corresponding 'Crystal; leakage is 1% per 10 game turns unless trickle charged continuously, via another device, 1% per 16.5hrs (100 g.turns, 0.0001% per round, approx. 10% maximum capacity per week). See Shielding, see Interference and see Recharging. Weight: 1gp/10ep, Trans.- 1gp/30ep. Non Micro Miniturisable.
Level: 2nd.

Power Coil: see Power/Transformer Coil.
Level: 2nd.

Transformer Coil: see Power/Transformer Coil.
Level: 2nd.

Reactor: converts fuel in a sealed (al)chemical Energy Cell into energy or recharges a cell using 150% of the power previously extracted from it; may not produce less than full capacity/rnd if converting. Energy per cell is 50ep (x2/extra L). Inactive Reactors and Energy Cells do not show up on most sensors as they don't involve constant energy fields, for the same reasons energy field suppression and damping devices do not normally work. Note that the (al)chemical materials used in Energy Cells are quite unpleasant, and the sealing is very rugged. It is also advisable to keep recharging energy cells away from anything heat sensitive. Cost is +250gp if cell is exchangable (Exchangable Reactor), cells must be no more than -1L of the Reactor. ((Energy Cells are 1st level devices with 50ep maximum (x2/extra L) costing 250gp/L to build, weight 150gp, 2nd=250gp, 3rd=450gp. Non Miniturisable.)) Capacity: 1ep/rnd (x2/extra L). Weight: 200gp (excluding cell). Non Micro Miniturisable.
Level: 2nd.

Heavy Energy Cell: see Heavy Reactor.
Level: 2nd.

Electrothread: see Specialist Thread in "Alchemical Devices". Assume conductors like this only need to be considered in cases of large systems, such as Installations, and not even generally speaking in large vehicles or robots.
Level: 2nd.

Water Chute: generates energy from moving water, using a diffuse force field. Needs 1 square metre of active water, such as a mill race, fed by a mill pond. Technologists are careful about the ecological damage that could be done by using too many of these. Supplies: 1ep/turn. Weight: 1000gp.
Level: 2nd.

Wind Sheet: generates energy from moving air. Needs a strong wind, which would briskly move a flag or tree branches. Damaged by winds above gale force, and works best on exposed coasts. Consists of a 1m x 2m sheet with a pole or frame, and at +1L can wrap or unwrap in a turn, to protect it from strong winds. Supplies: 1ep/hr. Weight: 100gp. Author: JGD.
Level: 2nd.

Power Pack: a greater capacity, fully shielded Power Crystal device which may not be recharged. The energy drawn per round is fixed in construction and a successful Modify Machine throw is required to adjust it; a Transformer Crystal may be used. Hence is suitable for powering devices which draw fixed amounts of power, e.g. weapons, some detectors; or to supply idling power. There are two standard versions, one of which supplies a burst of power, and the other which supplies continuous power; these correspond to the Power Cell and Feed (but with approximately 4x the capacity). A special version may be built to supply the pre-fire/fire 2 segment power requirement of the Blast type of area of effect. No special device is needed for drawing from Power Packs; assume anything needed is part of the 'wiring'. No Leakage (if DMs really require leakage use 1ep/200yrs). Maximum: 10%(of maximum charge)/segment, 50%/rnd. Capacity: 125ep(x2/extra L up to 5th, +2D20x5ep/L above 5th). Price: 4000gp (+1500gp/extra L). Weight: 1gp/25ep. Non Miniturisable.
Level: 3rd.

Micro Accumulator: stores power in a self-contained force field. The field cannot discharge its power suddenly (even if the device is destroyed). Has three states: off, charge, discharge; with a fixed 4% (dis)charge rate. Typically used with a Transformer Crystal. Capacity: 50ep (x2/extra L). Rate: 2ep, +1L- 4ep, +2L 8ep (dis)charge per round. Weight: 50gp (+25gp/extra 50ep capacity).
Level: 3th.

Potential Field Generator: projects a field from which energy may be drawn by a Power Receiver, the field is only blocked by magnetic materials. Two fields will destructively interfere drawing 5ep/rnd from both and no energy may be received from the overlapping volume. If multiple Power Receivers attempt to draw more than the maximum power then the closest are satisfied first. A Flood switch may be fitted at a cost of 500gp and 5 days (see Energy Field Damper), a Flooding Potential Field Generator, at +1L a selected 'Receiver may be flooded. Requires 10gpwt of mithral for coils. Capacity: 100ep/rnd, x2/extra L. Range: 3"rad (x2/extra L). Weight: 500gp.
Level: 3rd.

Flooding Potential Field Generator: see Potential Field Generator.
Level: 3rd.

Heavy Reactor: converts fuel in a sealed (al)chemical Heavy Energy Cell into energy or recharges a cell using 150% of the power previously extracted from it; may not produce less than full capacity/rnd if converting. Energy per cell is 500ep (x2/extra L). Cost is +500gp if cell is exchangable (Exchangable Heavy Reactor), cells must be no more than -1L of the Reactor. ((Heavy Energy Cells are 2nd level devices with 500ep maximum (x2/extra L) costing 250gp/L to build, weight 750gp, 3rd=1250gp, 4th=2250gp. Non Miniturisable.)) Also see Reactor. Capacity: 10ep/rnd (x2/extra L). Weight: 1000gp (excluding cell). Non Micro Miniturisable.
Level: 3rd.

Macro Energy Cell: see Macro Reactor.
Level: 3rd.

Micro Resonator: see Power Resonator.
Level: 3rd.

Electrorope: see Specialist Rope in "Alchemical Devices". Assume conductors like this only need to be considered in cases of large systems, such as Installations, and not even generally speaking in large vehicles or robots.
Level: 3rd.

Universal Charger: see Charger. Supplies: dry wood- 2ep/turn, coal- 4ep/turn, oil- 10ep/turn, Energy Fluid/Essence- 50ep/turn. Weight: 100gp (excluding fuel). Non Micro Miniturisable.
Level: 4th.

Accumulator: stores power in a self-contained force field. The field cannot discharge its power suddenly (even if the device is destroyed). Has three states: off, charge, discharge; with a fixed (dis)charge rate dependant on L. Typically used with a Transformer Bank. Capacity: 500ep (x2/extra L). Rate: 1% (5ep/rnd (dis)charge), +1L- 2%, +2L etc- 2.5% per round. Weight: 500gp (+250gp/extra 500ep capacity).
Level: 4th.

Micro Pile: a miniture Cold Fusion Generator which uses up a Fusion Core (price approx 15,000gp) in approx. 6 months ((400+D100)x10.5hrs or (400+D100)x6300ep), it can be told when there is only 10% left. Takes 0-3rnds (D6: 1-3=0, 4=1, 5=2, 6=3 rounds) to switch on and may be adjusted to anything between a tenth and full power (reduced power proportionally extends the life of the 'Core). Requires 10gpwt of mithral for shielding. Capacity: 1ep/rnd. Weight: 100gp (including 6gpwt 'Core).
Level: 4th.

Energy Beam Transmitter: creates up to three invisible beams of energy, 1"dia, on the ethereal plane which may be tapped by a tuned Power Receiver (or Heavy/Macro Power Receiver), one per beam. The beams pass through any material and track on the 'Receiver. A special version of 'Transmitter which has only one beam but with triple range may be built, called a Single Energy Beam Transmitter. Requires 150gpwt of mithral for coils. See Information Transmission. Active Sensor. Range: 36" (108"), x2/extra L. Capacity: 100ep/rnd/beam, x2ep/extra L. Weight: 5000gp.
Level: 4th.

Macro Reactor: converts fuel in a sealed (al)chemical Macro Energy Cell into energy or recharges a cell using 150% of the power previously extracted from it; may not produce less than full capacity/rnd if converting. Energy per cell is 5000ep (x2/extra L). Cost is +750gp if cell is exchangable (Exchangable Macro Reactor), cells must be no more than -1L of the Reactor. ((Macro Energy Cells are 3rd level devices with 5000ep maximum (x2/extra L) costing 250gp/L to build, weight 3750gp, 4th=6250gp, 5th=11,250gp. Non Miniturisable.)) Also see Reactor. Capacity: 100ep/rnd (x2/extra L). Weight: 5000gp (excluding cell). Non Micro Miniturisable.
Level: 4th.

Heavy Power Receiver: a heavy duty version of the Power Receiver. Quite robust and has overload protection. Requires 10gpwt of mithral for coils, or a suitable crystal. Passive Sensor. Capacity: 100ep/rnd (+50ep/extra L). Weight: 100gp.
Level: 4th.

Lightning Converter: supplies a pulse of power from an immense mast, erected on a high place in a lightning storm, when the mast is struck by lightning. Using this to get power out of a Tech generated (rather than controlled) storm is not very efficient. Supplies: D12x125ep (DM adjusted). Weight: mast- 25tns, converter- 10,000gp.
Level: 4th.

Thermal Tap: requires a geo-thermal energy source, such as hot springs or a volcanically active area to generate power by means of a downward projected remote force field. This is a varient on Energy Beam Transmitter. Use of the Tap warms the area around it, and may even reduce the chance of erruption. There may only be one within a 250"rad for it to work. Supplies: 100ep/rnd maximum (x2/extra L) (DM adjusted). Weight: 5000gp.
Level: 4th.

Power Cable: see Cable in "Alchemical Devices". Assume conductors like this only need to be considered in cases of large systems, such as an Installation, and not even generally speaking in a large Vehicle Frame or Robot Frame.
Level: -.

Power Cell Synthesiser: constructs Power Cells (or Power Feeds) from raw materials using powerful energy fields to control construction, or may be used to re-charge the normally non-rechargable 'Cells (or 'Feeds). This is basically an (al)chemical device. Cells or Feeds cost their standard construction cost (usually 100gp/L) and take one day, plus two days per L above first, with a maximum of -2L. There is no cost if fed by a Inorganic Synthesiser. One device may be being synthesised at once (+2/extra L). Recharge is automatic using one construction 'slot', has no materials costs, and takes 12hrs for any L (no limit on maximum L recharged, restored to original rolled capacity - which very usefully is now known). A lower level version of this device which recharges only is not possible, as this device is pushing the limits of the technology anyway. Usually priced at 500gp/L, recharge at 125gp/L. Care is taken over how many cells or feeds are sold and to whom, to avoid mass production problems, recharging is done to encourage recycling. Uses: 10ep/turn, recharge only- 1ep/turn. Weight: 1000gp.
Level: 4th.

Energy Essence Synthesiser: makes Energy Essence (and Energy Fluid) from raw organic materials. This is basically an (al)chemical device. Standard construction costs apply (500gp, 250gp for 'Fluid) and a batch of ten takes three days (one day for 'Fluid). There is no cost if fed by an Organic Synthesiser. One batch may be being synthesised at once (+2/extra L). For an extra 1000gp and a weeks work the 'Essence (or 'Fluid) synthesised may optionally have Inactivator mixed with it, and a suitable matching quantity of Activator is made, but without an Organic Synthesiser this increases each batch cost by 1000gp. Care is taken over how much 'Essence (or 'Fluid) is sold and to whom, to avoid mass production problems. Uses: 10ep/turn. Weight: 1000gp.
Level: 4th.

Fusion Core: not a device but something created by a Heavy Water Extracter and used to fuel Micro Piles, Fusion Lamps and Fusion Generators. A 'Core may only be used in the device it is first used in, but a skilled person can recognise a familiar device from the 'wear' on the 'Core. Used 'Cores grow smaller. Takes the form of a totally black 2 inch radius sphere with a complex and strangely beautiful internal structure only visible to magic sensitive creatures. If used as a concentration aid gives -10% on spell research time; this is very rarely known and does not apply if they have the optional gold coating or have been consumed to 10% or less. Sometimes called Fuel Core. Cost: 10,000gp(at 1ep/1gp). Price: (usually) 15,000gp. Uses: none. Weight: 6gp. Non Miniturisable.
Level: -.

Fuel Core: see Fusion Core.
Level: -.

Fusion Marble: is a smaller Fusion Core down to 10% capacity and weight and takes correspondingly less time to make. Otherwise as a 'Core. As a rule they go up in 10% steps and are named by their capacity, e.g. Fusion Marble(10%). Use of these allows easier miniturisation of Micro Piles and Fusion Lamps, reducing the required mass of shielding correspondingly to the maximum size of 'Marble usable. The same rules apply to Fusion Crystalette. Cost: 1,000-9,000gp(at 1ep/1gp). Price: (usually) 1,500-13,500gp. Uses: none. Weight: 0.6-5.4gp. Non Miniturisable. Author: JGD.
Level: -.

Fusion Lamp: a more efficient, but less portable, Micro Pile which consumes a Fusion Core in approx. 4 months ((400+D100)x7hrs or (400+D100)x42,000ep), it can be told when there is only 10% left. Switch-on time and adjustment is as a Micro Pile. Requires 100gpwt of mithral for shielding. Capacity: 10ep/rnd. Weight: 1000gp.
Level: 5th.

Heavy Water Extracter: creates a Fusion Core by extracting Heavy Water from a water supply. Using a good water supply, e.g. fast stream, river; this takes a week, if sea water is used +25% cost for corrosion proofing. At +1L may make a Fusion Crystal in a month with a good supply. For an extra 1000gp cost a Fusion Marble may be made instead with 10% to 90% of the capacity of a Fusion Core and equivalent reduced weight, and at +1L a Fusion Crystalette may be made in a similar basis, sometimes called a Variable Heavy Water Extracter. For at extra 500gp finished 'Cores and 'Crystals can optionally receive a very thin coat of gold (which must be supplied), which protects them to a limited extent and removes the trance/concentration aid effects, sometimes called a Golden Apple Synthesiser. Uses: 10ep/turn (10,000ep/Core, 40,000ep/Crystal). Weight: 20,000gp.
Level: 5th.

Variable Heavy Water Extracter: see Heavy Water Extracter.
Level: 5th.

Golden Apple Synthesiser: see Heavy Water Extracter.
Level: 5th.

Linked Crystals: transmit power between two near identical crystals via the Ethereal Plane. These crystals are similar to Transformer Crystals of -3L and have the same capacity and overload chances, they will not work if shielded from interference with anything better than mundane materials. A trickle is required to continue operation, this can be from the crystal, but only indirectly such as via a Transformer Crystal. Before operation both crystals must be placed in (very near) contact and activated by charging with at least 10% of maximum capacity (i.e. 5/15/50ep). ((Linked Coils: as 'Crystals but only function if embedded. Active Sensor. Weight: 1gp/30ep(each). Non Micro Miniturisable.)) See Information Transmission, see Shielding and see Interference. Active Sensor. Range: the same plane, 50,000mls, reduced in higher gravity (50% if 2G etc). Capacity: 50ep/rnd (150ep/rnd at +1L, 500ep/rnd at +2L). Weight: 1gp/15ep(each). Non Miniturisable.
Level: 5th.

Linked Coils: see Linked Crystals.
Level: 5th.

Power Resonator: similar to an Energy Beam Transmitter but uses the Astral Plane, up to three Micro Resonators (or (Heavy) Resonators) may be attuned to this (+2/extra L). A Skew Generator of +1L gives x10 range (whether in vacuum or otherwise), a Warp Generator of +2L x100 range, and a Skew and Warp Generator x1000 range. Requires 150gpwt of adamantite for coils. ((Micro Resonator: as Power Receiver of -1L but used with a Power Resonator, but cannot detect any details of range or direction. Requires 1gpwt of adamantite for coils. Passive Sensor. Capacity: as 'Receiver of -1L. Weight: 10/15gp. Level: 3rd.)) See Information Transmission. Active Sensor. Range: the same plane, 50,000mls. Capacity: 100ep/rnd (x2/extra L). Weight: 5000gp.
Level: 5th.

Resonator: see Heavy Power Resonator.
Level: 5th.

Heavy Energy Beam Transmitter: creates up to three invisible beams of energy, 1"dia, on the ethereal plane which may be tapped by a tuned Heavy Power Receiver (or Macro Power Receiver), one per beam. The beams pass through any material and track on the 'Receiver. A special version of 'Transmitter which has only one beam but with triple range may be built, called a Single Heavy Energy Beam Transmitter. Requires 1500gpwt of mithral for coils. See Information Transmission. Active Sensor. Range: 50mls (150mls), x2/extra L. Capacity: 200ep/rnd/beam, x2ep/extra L. Weight: 50,000gp.
Level: 5th.

Hydrodynamic Generator: extracts power from moving water using large but diffuse force fields. Requires a bare, steep sided gorge with a reasonable drop over it, a modified underground river, a tidal bore, or heavy waves at a sea coast. Needs a 100 square metres of cross-section of active water (x2/extra L, i.e. 1ep/1sq.m). Techs are very careful in choosing sites for these to avoid ecological damage. Cost: x4 standard. Supplies: 100ep/rnd (x2/extra L). Weight: 50tns. Author: JGD.
Level: 5th.

Volcanic Tap: a Thermal Tap which requires an active (not extinct) volcano, and generates warm air, which may cause ecological considerations. Note that use of this device reduces the chance of erruptions. There may be only be one within a 2500"rad, which means generally only one, except for on large volcanos with multiple vents at least this distance apart. Supplies: 1000ep/rnd maximum (x2/extra L) (DM adjusted). Weight: 50,000gp.
Level: 5th.

Nano Cosmic Tap: draws very minor energy directly from the structure of reality. Reality Theory I is required. A basic 5ep/turn (0.5ep/rnd) may be tapped (x2/extra L). There must be an anchor mass of 0.5tns (11,000gpwt) for the Tap to work, however no anchor is needed if the Tap is Non Material or Areal. Requires 0.5gpwt of spectrum (rainbow metal) for coils. See Vacuum Tap. Capacity: 0.5ep/rnd (x2/extra L). Weight: 10gp.
Level: 6th.

Vacuum Tap: is a variety of Cosmic Tap which can only work in the vacuum of space. There is a variety of these for each of the standard ones, for example there is a Nano Vacuum Tap. These devices are more efficient, drawing twice the energy, and are x10/extra L capacity, rather than x2, but are otherwise just the same, except they will not work in an atmosphere, even inside a space vehicle. For example a Nano Vacuum Tap has 1ep/rnd capacity, requires a 0.5tn anchor mass, needs 0.5gpwt of spectrum for coils, and is 10gpwt.
Level: -.

Fusion Crystal: similar to a Fusion Core, this is not a device but something created by a Heavy Water Extracter II. Usable as a Fusion Core except lasts 3 times as long. Takes the form of a black, 2 inch radius, faceted crystal sphere with a complex and strangely beautiful internal structure which causes a trance if viewed directly by unfamiliar creatures unless save V paralysis. If used as a concentration aid gives -20% on spell research time; this is rarely known and does not apply if they have the optional gold coating. Sometimes called Fuel Crystal. Cost: 40,000gp(at 1ep/1gp). Price: (usually) 60,000gp. Uses: none. Weight: 6gp. Non Miniturisable.
Level: -.

Fuel Crystal: see Fusion Crystal.
Level: -.

Fusion Crystalette: see Fusion Marble. Cost and Price 4x Fusion Marble.
Level: -.

Fusion Generator: a more efficient, but non-portable, Micro Pile which consumes a Fusion Core in approx. 2 months ((400+D100)x3.5hrs or (400+D100)x210,000ep), it can be told when there is only 10% left. Switch-on time and adjustment is as a Micro Pile. Requires 1000gpwt of mithral for shielding. Capacity: 100ep/rnd. Weight: 10,000gp.
Level: 6th.

Resonator Crystals: as Linked Crystals of -1L but uses the Astral Plane. They will not work if shielded from interference with anything better than mithral. ((Resonator Coils: as 'Crystals but only function if embedded. Active Sensor. Weight: 1gp/30ep(each). Non Micro Miniturisable.)) See Information Transmission, see Shielding and see Interference. Active Sensor. Range: the inner planes, up to inter-planetary. Capacity: 50ep/rnd (150ep/rnd at +1L, 500ep/rnd at +2L). Weight: 1gp/15ep(each). Non Miniturisable.
Level: 6th.

Resonator Coils: see Resonator Crystals.
Level: 6th.

Macro Accumulator: stores power in a self-contained very dense force field. The field cannot discharge its power suddenly (even if the device is destroyed). There must be an anchor mass of 2.5tns (55,000gpwt) (x2/extra L) or there is a risk based on the amount of power it contains that the field will be left behind if the device is suddenly moved (10% is safe, 1% per 5% above this), however no anchor is needed if the Accumulator is Non Material or Areal. Capacity: 5,000ep (x2/extra L). Rate: unlimited storage or discharge per round. Weight: 5,000gp (+2,500gp/extra 5,000ep capacity).
Level: 6th.

Macro Power Receiver: A very heavy duty version of the Power Receiver. Quite robust and has overload protection. Requires 100gpwt of mithral for coils; there is an equivalent crystal version which is slightly less robust, but requires no mithral. Passive Sensor. Capacity: 400ep/rnd, x2ep/extra L. Weight: 1000gp.
Level: 6th.

Resonator Interlock: transfers massive amounts of power between two interlocked resonators via a 'pinch' in the astral plane. Constructing this device involves making both of the resonators which interlock. If the resonators are transferring power and they are moved too far apart to function then there will be a massive flash of light from the one sending the power causing a save V magic at -2 or permanently blind and lasting D6 rounds/1000ep transferred if save, and a magnetic pulse will raise all conductive objects within 3" by 10deg C/1000ep transferred. Requires 2x1500gpwt of adamantite for coils. See Information Transmission. Active Sensor. Range: 36" (x2/extra L). Capacity: 1000ep/rnd (x10/extra L). Weight: 50,000gp each.
Level: 6th.

Heavy Power Resonator: similar to an Energy Beam Transmitter but uses the Astral Plane, up to three Resonators (or Heavy Resonators) may be attuned to this (+2/extra L). A Skew Generator of +1L gives x10 range (whether in vacuum or otherwise), a Warp Generator of +2L x100 range, and a Skew and Warp Generator x1000 range. Requires 1500gpwt of adamantite for coils. ((Resonator: as Heavy Power Receiver of -1L but used with a Heavy Power Resonator, but cannot detect any details of range or direction. Requires 10gpwt of adamantite for coils. Passive Sensor. Capacity: as 'Receiver of -1L. Weight: 100gp. Level: 5th.)) See Information Transmission. Active Sensor. Range: the same plane, 50,000,000mls. Capacity: 200ep/rnd (x2/extra L). Weight: 50,000gp.
Level: 6th.

Heavy Resonator: see Macro Power Resonator.
Level: 6th.

Macro Energy Beam Transmitter: creates up to three invisible beams of energy, 1"dia, on the ethereal plane which may be tapped by a tuned Macro Power Receiver, one per beam. The beams pass through any material and track on the 'Receiver. A special version of 'Transmitter which has only one beam but with triple range may be built, called a Single Macro Energy Beam Transmitter. Requires 15,000gpwt of mithral for coils. See Information Transmission. Active Sensor. Range: 50,000mls (150,000mls), x2/extra L. Capacity: 400ep/rnd/beam, x2ep/extra L. Weight: 500,000gp.
Level: 6th.

Life Tap: uses a dormant life field (deep trance, unconscious, sleep, or sus an) to tap energy directly from the structure of reality. Reality Theory I is required. A basic 1ep/rnd may be tapped (x10/extra L). This power is suitable for a Sus An (or Life Support) Generator, or a (Lesser) Android Mould. Only one 'Tap may be used per creature, it must be (not un)willing, and it must weigh at least 40lb (lower weight proportionally reduces power). Further the power may be supplied to Power Receivers in a way similar to a personal sized Potential Field Generator and only limited by the 'Tap's capacity. Heavy use of this device, for example always using it while sleeping, can weaken the hold of the spirit on the body, WIS+CON nights continuous, separated by at least WIS nights non-use, is safe. Use while in sus an, or while subject to a support field, is always safe. DMs might allow 1ep/game turn drawn, and 1ep/turn distributed, safely (neither increasing at greater L). Also see Micro Life Tap. Capacity: 1ep/rnd (x10/extra L). Weight: 100gp.
Level: 6th.

Micro Life Tap: is a very small, continuous, lower-powered Life Tap. Reality Theory II is required. This version does not strain the spirit, but only draws 1ep/turn and may distribute 1ep/rnd (neither increase at higher L); note this is irrelevant to the creature's activity, but it must weigh at least 4lb. Capacity: 1ep/turn. Weight: 2gp.
Level: 6th.

Micro Annihilator: converts matter into energy on a small scale. Provides 10ep/rnd (x2/extra L) by annihilating Ferum (a special form of iron, usually produced by a Catalysis Generator), at about 2.5% efficiency (x2/extra L). Requires careful supervision or it will stop working or over-heat; supervision is not required if it is fed directly by a Catalysis Generator. Annihilator Control program will provide suitable supervision as long as there is at most 1% impurities in the iron. The weight of iron used is microscopic. Requires 10gpwt of spectrum (rainbow metal) for shielding. Capacity: 10ep/rnd (x2/extra L). Weight: 100gp.
Level: 6th.

Ferum: is a special form of iron, which is usually produced by a Ferum Synthesiser or a Catalysis Generator, and takes the form of a heavy red-brown liquid. Sometimes called Annihilator Metal. The weight used in Annihilator power supply devices is microscopic as they convert matter into energy. Impurities in this, even a film of rust caused by air, can cause Annihilator devices to over-heat, more than 1% impurities of any sort makes it useless without manual supervision. The only way impurities can be completely avoided is by direct feed from, for example, a Catalysis Generator. Cost: 1440gp/gpwt(at 1ep/1gp). Price: (usually) 2000gp/gpwt. Uses: none. Weight: 1gp.
Level: -.

Annihilator Metal: see Ferum.
Level: -.

Sealed Micro Annihilator: is a special dureum-sealed version of Micro Annihilator which is constructed with a feeder system containing enough pure Ferum fuel to run continuously indefinitely (hundreds of years (200+4D6x10yrs), at +1L tens of thousands (20k+4D6x1kyrs), and at +2L millions (2m+4D6x100kyrs)). Avoids the normal problems of over-heating, but is not maintainable without access to devices of L=8. May be turned on and off as desired, but there is a flat 1% chance cannot be turned on again. Corresponding versions of Annihilator and Macro Annihilator with x10, and x100, mass of dureum are possible (and hence x2Wt). Requires 10gpwt of spectrum (rainbow metal), and 100gpwt of dureum, for shielding. Capacity: 10ep/rnd (x2/extra L). Weight: 200gp.
Level: 6th.

Bio Tap: see Bio Circuitry in "Life Devices".
Level: 6th.

Resonant Field Generator: similar to a Potential Field Generator but uses the Astral Plane, projects a field from which energy may be drawn by Micro Resonators (or (Heavy) Resonators), the field is only blocked by a Portal Block of at least +1L. Multiple fields may overlap with no problems. If multiple 'Resonators attempt to draw more than the maximum power then the closest are satisfied first. Requires 10gpwt of adamantite for coils. See Information Transmission. Active Sensor. Range: 5,000mls (x2/extra L). Capacity: 100ep/rnd, x2/extra L. Weight: 500gp.
Level: 6th.

Gas Giant Extracter: acts as a Heavy Water Extracter of -1L, but from the upper atmosphere of gas giant planets, like Jupiter. Does not normally have the gold coating or 'Marble/'Crystalette capabilities added, and will only need the corrosion proofing for corrosive atmospheres. Uses: 10ep/turn. Weight: 20,000gp. Author: JGD.
Level: 6th.

Power Crystal Synthesiser: makes power storage or handling crystals by very finely controlled (al)chemical processes. Requires Reality Theory II or (Al)Chemical Theory III. The raw material are the standard cost, but have no cost if obtained from an Inorganic Synthesiser. Exhausted Power Packs are ideal raw materials, and if re-made into Power Packs cost nothing. Power Crystals, Transformer Crystals, (crystal-based) Power Receivers, Power Packs, Heavy Power Receivers, and crystals suitable for power-related Shape Crystal, may be grown in a game turn. At higher L Macro Power Receivers, Linked Crystals, Resonator Crystals and Similar Crystals may be made. A lower level version of this device which only 'recharges' Power Packs is not possible, as this device is pushing the limits of the technology anyway. Usually priced at 1000gp/L, 'recharge' of Power Packs at 250gp/L. In addition is capable of acting as a Crystal Charger of -2L. Very great care is taken over who this is sold to, to avoid mass production problems. One crystal may be being synthesised at once, of at most -2L. Uses: 5ep/1gpwt/round (maximum 150ep/round for any crystal). Weight: 10,000gp.
Level: 6th.

Mantle Tap: a Thermal Tap which requires a major crustal fault, far larger than a single active volcano, and radiates heat energy into space, which avoids (most) ecological considerations. Note that use of this device reduces the chance of erruptions. There may be only be one within a 25,000"rad, generally one per continent. Supplies: 10,000ep/rnd maximum (x2/extra L) (DM adjusted). Weight: 500,000gp.
Level: 6th.

Transfer Field: can transfer power to devices within its field without them needing any sort of receiver. Force Field Theory III and Reality Theory I is required. Can transfer to a base three devices (+2/extra L) within the radius, up to 100ep/rnd (+1L 10,000ep/round, +2L any ep/rnd) per device. Information up to the equivalent of vision may also be conveyed. Uses: radius- 1ep/1"rad/round. Weight: 10,000gp.
Level: 6th.

Ferum Synthesiser: see "Alchemical Devices".
Level: 6th.

Micro Cosmic Tap: draws energy directly from the structure of reality. Reality Theory II is required. A basic 5ep/rnd may be tapped (x2/extra L). There must be an anchor mass of 5tns (110kgpwt) for the Tap to work, however no anchor is needed if the Tap is Non Material or Areal. Requires 5gpwt of spectrum (rainbow metal) for coils. See Vacuum Tap. Capacity: 5ep/rnd (x2/extra L). Weight: 100gp.
Level: 7th.

Annihilator: converts matter into energy. Provides 100ep/rnd (x2/extra L) by annihilating Ferum (a special form of iron, usually produced by a Catalysis Generator), at about 25% efficiency (x2/extra L). Requires careful supervision or it will stop working or over-heat; supervision is not required if it is fed directly by a Catalysis Generator. Annihilator Control program will provide suitable supervision as long as there is at most 1% impurities in the iron. The weight of iron used is microscopic. Requires 100gpwt of spectrum (rainbow metal) for shielding. Capacity: 100ep/rnd (x2/extra L). Weight: 1000gp.
Level: 7th.

Sealed Annihilator: see Sealed Micro Annihilator. Requires 100gpwt of spectrum (rainbow metal), and 1000gpwt of dureum, for shielding. Capacity: 100ep/rnd (x2/extra L). Weight: 2000gp.
Level: 7th.

Similar Crystals: as Linked Crystals of -2L but uses a no-space similarity link. This link is almost incapable of being blocked except by tampering with one or other crystal. Note that any form of shielding from interference, even dureum, may be used. ((Similar Coils: as 'Crystals but only function if embedded. Passive Sensor. Weight: 1gp/30ep(each). Non Micro Miniturisable.)) See Information Transmission, see Shielding and see Interference. Passive Sensor. Range: across any plane, other universes, anywhere. Capacity: 50ep/rnd (150ep/rnd at +1L, 500ep/rnd at +2L). Weight: 1gp/15ep(each). Non Miniturisable.
Level: 7th.

Similar Coils: see Similar Crystals.
Level: 7th.

Macro Power Resonator: similar to an Energy Beam Transmitter but uses the Astral Plane, up to three Heavy Resonators may be attuned to this (+2/extra L). A Skew Generator of +1L gives x10 range (whether in vacuum or otherwise), a Warp Generator of +2L x100 range, and a Skew and Warp Generator x1000 range. Requires 15,000gpwt of adamantite for coils. ((Heavy Resonator: as Macro Power Receiver of -1L but used with a Macro Power Resonator, but cannot detect any details of range or direction. Requires 100gpwt of adamantite for coils. Passive Sensor. Capacity: as 'Receiver of -1L. Weight: 1000gp. Level: 6th.)) See Information Transmission. Active Sensor. Range: the same plane, 50,000,000,000mls. Capacity: 400ep/rnd (x2/extra L). Weight: 25tns.
Level: 7th.

Macro Fusion Generator: a phased set of Fusion Generators which consumes three Fusion Crystals in approx. 3 months ((400+D100)x5hrs or (400+D100)x3,000,000ep), it can be told when there is only 10% left. Switch-on time is 3x a Micro Pile, and adjustment is as a Micro Pile. Cannot use Fusion Cores. This device pushes cold fusion technology to the limits, and if run at more than 80% capacity needs to be carefully supervised with Power Handling Technology II, or it will burn-out spraying molten shielding around, (D20)D10 damage 2"rad. For every year it is used without a complete strip-down maintenance this safe capacity falls by 10%, to a minimum of 40%, regular preventative maintenance (say monthly, requiring one hour shut-down) using Power Handling Technology III (or Reality Theory II) gives a safe capacity of 90%. Use at reduced capacity does not increase Fusion Crystal life. Note the original version of this was built by a Mad Scientist, and it has been carefully redesigned to make it much safer; see Parallel Fusion Generator for a far more sane design. Requires 10,000gpwt of mithral for shielding. Capacity: 1000ep/rnd. Weight: 50,000gp (2.5tns).
Level: 7th.

Parallel Fusion Generator: can act as up to ten parallel Fusion Generators which each consume a Fusion Core as standard. Fusion Crystals could be used instead, but if so then no Fusion Cores must be used with them. Used and fresh fusion fuel can not be mixed, i.e. swap all 'Cores or 'Crystals together. Evens out the load so that ((450+D50)x3.5hrs or (450+D50)x210,000ep) use is gained from each 'Core (roll once for each new set of cores), and know when only 10% use is left. Switch-on time and adjustment is as a Micro Pile. At +1L up to twenty parallel Fusion Generator equivalents, at +2L forty. This device is in many respects the 'sane' version of the Macro Fusion Generator, and was developed after it, but while safe, it uses more fuel and is less efficient. Requires 10,000gpwt of mithral for shielding. Capacity: 100ep/rnd/'Core, maximum- 1000ep/rnd (x2/extra L). Weight: 50,000gp (2.5tns).
Level: 7th.

Core Tap: a Thermal Tap which suppresses any volcanic activity within a 250,000"rad, and radiates massive heat energy into space. Generally there is only one per planet, however if there are multiple on a planet then they must be evenly spaced at least 950mls (straight-line distance) apart, for example one per pole and evenly round equator; to allow multiple 'Taps the planet must be at least 950mls diameter (Earth is about 8000mls). If the Core Tap can actually be placed at the core, for example using Areal Circuitary, and in which case there can definately be only one per planet, then it supplies x10 power. Note that this will only work on planets which have a geologically active, generally molten, core. DMs may disallow this device, or move it to "Demigod Devices" if desired. Supplies: 100,000ep/rnd maximum (x2/extra L) (DM adjusted). Weight: 5,000,000gp.
Level: 7th.

Energy Conduit: is a device in two matched parts which can transfer massive amounts of energy down the line-of-sight beam between them. Each end must be supplied with 50ep/round (x2/extra L) to generate the blue (due to ionizing the atmosphere) beam, which transfers 10,000ep/round (x10/extra L) at light speed. More gpwt mass in the beam than the power transfered shuts down the beam, and it does 1D6/round/500ep transfered to things in it which do not shut it down. Requires 50gpwt of spectrum (rainbow metal/true mithral) for coils (25gpwt for each end). Uses: each end- 50ep/round (x2/extra L). Capacity: 10,000ep/round (x10/extra L). Weight: each end- 5,000gp.
Level: 7th.

Fusion Transmuter: a specialist Matter Transmuter which can only transmute from any material elements to Fusion Cores and Fusion Crystals. Requires Reality Theory II or (Al)Chemical Theory III. This transmutes to heavy water and then to a Fusion Core (takes an hour), or a Fusion Crystal (takes two hours); assume for simplicity the initial step takes no time. A gold coating is not possible, as a Golden Apple Synthesiser, though maybe one could be added afterwards using something like a Material Synthesiser. This device is constructed to some extent by rote, unless have Demigod Technology II, and is here rather than in "Demigod Devices" because it is so useful, and Techs are respectfully requested not to abuse it by extrapolating from its existance. Note that 'Cores and Crystals are 6gpwt, unless the smaller varieties are made; all being made together should be the same type and variety (pairs of Fusion Marble(80%) might be popular for optimum usage, i.e. 2 x 5gpwt). A price of 10,000gp and 20,000gp is usually charged for the full sized 'Cores and 'Crystals respectively. Very great care is taken over the selling of Fusion Transmuters, to avoid mass production problems, and it may not even be admitted that one has been used rather than a Heavy Water Extracter. Maximum: 10gpwt (x2/extra L). Uses: 5ep/1gpwt/round (1200ep/1gpwt/hr). Weight: 5,000gp.
Level: 7th.

Macro Annihilator: converts matter into energy using a system of several Annihilators. Provides 1000ep/rnd (x2/extra L; maximum +2L) by annihilating Ferum (a special form of iron, usually produced by a Catalysis Generator), at about 25% efficiency (x2/extra L). Requires careful supervision or it will stop working or over-heat; supervision is not required if it is fed directly by a Catalysis Generator. Three copies of Annihilator Control program will provide suitable supervision as long as there is at most 1% impurities in the iron. The weight of iron used is microscopic. Requires 1000gpwt of spectrum (rainbow metal) for shielding. Capacity: 1000ep/rnd (x2/extra L). Weight: 10,000gp.
Level: 8th.

Sealed Macro Annihilator: see Sealed Micro Annihilator. Requires 1000gpwt of spectrum (rainbow metal), and 10,000gpwt of dureum, for shielding. Capacity: 1000ep/rnd (x2/extra L). Weight: 20,000gp.
Level: 8th.

Cosmic Tap: draws major energy directly from the structure of reality. Reality Theory III is required. A basic 50ep/rnd may be tapped (x2/extra L). There must be an anchor mass of 50tns (1.1Mgpwt) for the Tap to work, however no anchor is needed if the Tap is Non Material or Areal. Requires 50gpwt of spectrum (rainbow metal) for coils. See Vacuum Tap. Capacity: 50ep/rnd (x2/extra L). Weight: 1000gp.
Level: 8th.

Planar Cell: stores power in what is effectively a nearly undetectable pocket universe, which is created when this device is created. Reality Theory II and Multi Planar Theory II is required. This functions as a Macro Accumulator, with no need for an anchor mass. This device effectively includes a not usually physically accessable Cache and a Cache Key, see "Creation Devices", but the Cache is only suitable for containing power, and does not contain a reality suitable for living, or even material, things. The usual rules apply for re-attaching the Cache if this device is so badly damaged contact is lost with it; note that this device is very rugged, and should be treated as embedded in +4 Crystal. Rate: unlimited storage or discharge per round. Capacity: 50,000ep (x2/extra L). Weight: 50gp.
Level: 8th.

Planar Generator: generates power in what is effectively a nearly undetectable pocket universe, which is created when this device is created. Reality Theory II and Multi Planar Theory II is required. This functions in all respects as a Fusion Generator, consuming a Fusion Core (or Fusion Crystal), which must be provided, in the standard time. The exceptions are that no mithral is needed in the construction for shielding (the pocket universe provides that), and that part-used 'Cores (or 'Crystals) may not be removed (they effectively cease to physically exist after insertion). A Macro Fusion Generator could not be used instead, as this is not stable enough, but at +1L can act as a Parallel Fusion Generator of -2L. This device effectively includes a not usually physically accessable Cache and a Cache Key, see "Creation Devices", but the Cache is only suitable for generating power, and does not contain a reality suitable for living, or even material, things. The usual rules apply for re-attaching the Cache if this device is so badly damaged contact is lost with it; note that this device is very rugged, and should be treated as embedded in +4 Crystal. Capacity: 100ep/round, core- (400+D100)x210,000ep, crystal- (400+D100)x630,000ep. Weight: 50gp (weight of 'Crystal/'Core is ignored).
Level: 8th.

Macro Cosmic Tap: draws massive energy directly from the structure of reality. Reality Theory III is required. A basic 500ep/rnd may be tapped (x2/extra L). It is almost impossible to externally interfere with a running 'Tap (e.g. to damp or suppress it), even with a Reality Generator. There must be an anchor mass of 500tns (11Mgpwt) for the Tap to work, however no anchor is needed if the Tap is Non Material or Areal. Requires 500gpwt of spectrum (rainbow metal) for coils. See Vacuum Tap. Capacity: 500ep/rnd (x2/extra L). Weight: 10,000gp.
Level: 9th.

Solar Furnace: is in effect a mini-sun, which 'burns' lighter elements below iron (preferably hydrogen) to iron. Force Field Theory III and Reality Theory II is required. This converts matter to energy. This device is in two parts, a furnace and a tap. The furnace once lit is self-sustaining, and will burn almost indefinately on minute quantities of fuel (it is almost impossible to interfere with, without a Reality Generator of +1L, except by 'poisoning' it), but the tap requires 1000ep/round (x2/extra L) to generate a blue beam which allows it to draw 10,000ep/round (x10/extra L) from the furnace. Once lit it is almost impossible to safely move this, unless it is associated with an anchor mass of 50,000tns (1.1Tgpwt). It takes one day to light, and two days to shut down, so that it can reliably be re-lit. Every two months of continuous running no power must be tapped for two hours to clear-out accumulated iron, or the maximum power tapped will drop 2% per further month of non-maintenance, after a year 10% capacity is permanently lost, a second year 20%, and after a third year 40%, and thereafter unless continuously supervised may permanently shut down at any moment (50% chance, check once per day). A varient is the Setting Solar Furnace, which is lit for a continuous period between eight and sixteen hours per day, and is automatically cleaned during the continuous eight to sixteen hours that it is 'banked' (during which however it should not be moved unless properly anchored). DMs should note that a furnace can be poisoned far faster by adding minute quantities of iron to it, which however is not effective on the Setting variety. The furnace may not be Non Material or Areal, though in theory the tap could be. Requires 50gpwt of spectrum (rainbow metal/true mithral) for coils for the tap, and 500gpwt of dureum for the furnace. Uses: 1000ep/round (x2/extra L). Capacity: 10,000ep/round (x10/extra L). Weight: 100,000gp (tap- 10,000gp).
Level: 9th.