Transport Technological Devices


These devices move from one place to another, or assist in the movement, and frequently are most sensibly used in a vehicle (see Vehicle Frame). Many require Multi-Planar Theory to build, or in some cases to operate; this is noted in the description.
Thruster                    L=1
Motor                       L=1
Suspension                  L=1
Vehicle Wheels              L=-
Vehicle Tracks              L=-
Vehicle Frame               L=1

Anti Gravity Web            L=2
Pulse Jets                  L=2
Micro Pulse Jets            L=2
Vacuum Pulse Jets           L=2

Gravitic Neutraliser        L=3
Gravity Drive               L=3
Heavy Gravity Drive         L=3
Macro Gravity Drive         L=3
Field (De)Focuser           L=3
Gravitic Focuser            L=3
Lift Field Generator        L=3
Floater Drive               L=3
Heavy Floater Drive         L=3
Floater Jumps               L=-
Reaction Jets               L=3
Micro Reaction Jets         L=3
Vacuum Reaction Jets        L=3
Stabaliser                  L=3
Transfer Crescents          L=3
Teleport Focus              L=3

Momentum Generator          L=4
Non Relative Drive          L=4
Star Drive                  L=4
Drive Synchronisation       L=-
Heavy Star Drive            L=4
Saucer Drive                L=4
Macro Star Drive            L=4
Tea Pot Drive               L=4
Transfer Link               L=4
Cargo Link                  L=4
Teleport Key                L=4
Thrusters                   L=4
Micro Thrusters             L=4
Vacuum Thrusters            L=4
Micro Stabaliser            L=4
Prosthetics                 L=4
Flight Suit                 L=4
Gravitic Controller         L=4
Gravitic Controller Tuning  L=-
Gravitic Controller Limits  L=-
Faux Gravity Drive          L=4
Crystal Portal              L=4

Skew Generator              L=5
Matter Transmitter          L=5
Gambler's Transmitter       L=5
Half Phase Interface        L=5
Macro Thrusters             L=5
Vacuum Macro Thrusters      L=5
Gambler's Link              L=5
Material Portal             L=5
Gravitic Node               L=5
Gravitic Plane              L=-
Gravitic Volume             L=-
Heavy Gravitic Focuser      L=5

Warp Generator              L=6
Half Phase Generator        L=6
Transporter                 L=6
Compact Transporter         L=6
Safe Link                   L=6
Safe Transmitter            L=6
Crystal Transfer Portal     L=6
Heavy Gravitic Node         L=6
Macro Gravitic Focuser      L=6

Portal Generator            L=7
Teleporter                  L=7
Jump Generator              L=7
Jump Types                  L=-
Jump Problems               L=-
Jump Control                L=-
Portal Link                 L=7
Macro Transporter           L=7
Macro Gravitic Node         L=7

Automatic Transporter       L=8

Automatic Portal Generator  L=9

Movement and Space

It may be necessary to translate scaled movement in inches (") into some form of real measure. If this is needed then every 12" of ground movement used at maximum efficiency under ideal conditions is assumed to be 10mph, and every 12" of air movement is 30mph.

Space is assumed to start at 25mls high on an Earth-like world and a number of devices have a different form of movement in space measured in G, which means acceleration. 1G is one Earth gravity, 32'/s/s or 9.8m/s/s. Some devices, which can typically only be used in space, act as an FTL (Faster Than Light) drive, and their movement is measured in lights, which mean light-years/year, or multiples of the speed of light.

Planes

Technological Devices are concerned with the Prime Material (Physical) Plane, the Ethereal Plane among the Inner Planes, and the Astral Plane; they are not concerned with the Outer Planes. Some theories have a Sub Material Plane below the Physical, which is an exact mirror of the medium to long term details of the Physical, except no living things exist there, and it is not healthy to visit it for long. Out-of-Phase, or Half Phase, is assumed to exist between the Physical and Ethereal, but generally objects are not altogether stable there, and have a tendancy to drift or fall to the Physical. The Ethereal is supposed to be easily distorted by devices to send signals, power or even objects over distance (e.g. ESP or Dimension Door spell), without going through the corresponding physical space, but typically needs coils of unusual material or equivalent force fields. The Astral is distance-less if accessed in the correct way, and signals, power or objects can be moved instantly through it without distance being a consideration (e.g. Crystal Ball or Teleport Spell); devices typically need coils of exotic materials or equivalent force fields. If it is relevant then DMs may consider different galaxies to have different Astral Planes, typically different solar systems have different (though possibly over-lapping) Ethereal Planes.

Visibility of Transport Effects

The visibility of the various effects used by Transport Devices might on occasion be quite important, for example for locating or identifying them. Otherwise (nearly) invisible effects might be made visible by using a synchronised Shaped Light Generator, the colour might even be changed to show different operating conditions. A lot of the devices are 'flight by radio' and have no visible jets or blasts, but even these might reasonably produce diffraction effects, or (harmless) fox-fire. The various Jets and Thrusters are quite clearly visible, with flame-like jets, in any case.

Explanation of Transport Devices

Thruster: directs a jet by no visible means at great speed. May be used to guide self in air (or liquid) at a speed up to 6" while using an Anti Gravity Web, or discharged at an opponent (beware recoil) to prevent attack that round. The opponent must throw strength or less on a D20 to remain standing. Melee use uses a continuous 5 segment burst, and hence 5 rounds per discharge. Includes a special Power Cell, but can be externally powered at 4ep/turn or 2ep/discharge. Uses: 2D4x10 rounds. Weight: 50gp.
Level: 1st.

Motor: includes linear, rotary motors and solenoids; functions by means of two interacting force fields generated by coils. A rotary motor can move up to 1/8tn (2750gpwt) at 6" using 1ep/275gpwt/turn, double maximum weight and x2 speed for the same usage per extra L. Suspension is a linear motor which cushions shock for 2750gpwt using 1ep/2200gpwt/turn, double weight for same energy per extra L. A second Motor or Suspension may be made at +50% cost and time. Several smaller versions could be constructed instead, for example four Micro Motors or Suspensions which can cushion or move 350gpwt, at the same speed for motors. Note that several small rotary and linear motors are included as part of Robot Frames and Robot Limbs, see "Mechanical Devices". Cost: 50gp (+50gp/extra L). Price: 500gp (750gp for a pair). Uses: 1ep/275gpwt/6"/turn (x2 speed for same usage per extra L), suspension- 1ep/2200gpwt/turn (1/2 per extra L). Weight: 25gp (x2/extra L).
Level: 1st.

Suspension: see Motor.
Level: 1st.

Vehicle Wheels: are suitable to attach to a Groundster Vehicle Frame, using a Motor as a drive, one per wheel, and Suspension protecting the frame from shock, again one per wheel. This is suitable for cross-country travel; on smooth surfaces may go up to 3x speed for the same usage. Assume each wheel costs 50gp, and weighs 100gpwt, and that a set of four wheels could be made in one day. Typical price 250gp for a pair of wheels. These wheels are only suitable for vehicles up to 5tns Max, bigger vehicles need more or bigger wheels.
Level: -.

Vehicle Tracks: are suitable to attach to a Groundster Vehicle Frame, using a Motor as a drive, two per track, generally without Suspension, and reducing Move by 3". These give movement over rougher terrain than Vehicle Wheels. Assume that for standard metal tracks there is a need for service every 1000mls on goods roads, 200mls of really rough territory; interpolate for other surfaces. Light vehicles under 5tn Max may use crystal cloth tracks, which gives x5 service life; DMs may rule that Eternacloth tracks give indefinate service life. Assume each track which would replace a pair of wheels costs 200gp, and weighs 400gp, and that a set of tracks which would replace four wheels could be made in two days. Typical price 1000gp for a set of tracks. These tracks are only suitable for vehicles up to 5tns Max, bigger vehicles need more or bigger tracks.
Level: -.

Vehicle Frame: see "Mechanical Devices".
Level: 1st.

Anti Gravity Web: a web of fine wires covering the torso and connected to a central control box which can partially negate or even invert gravity. More than 10% damage to the web stops it working; mithral wire or Fieldcloth (see "Alchemical Devices") may be used as the web. It requires a turn to don or remove the web and it will not work if metallic plate body armour is worn. This effects gravity dynamically, rather than statically as a Gravitic Neutraliser, and on its own can only move vertically at 6" (this uses no extra power). Often used with a Thruster, which also allows horizonal movement, or a Field (De)Focuser which allows quicker movement, in any direction. The maximum size enclosed is 1"/side (1kcubic'). Maximum weight 1/4tn (5500gpwt) (+1/8tn/extra L). Uses: 1ep/55gpwt/turn. Weight: 100gp (including 50gpwt web).
Level: 2nd.

Pulse Jets: use a special form of Blaster designed to give thrust rather than damage and producing a pulsing flame-coloured beam up to 2"long. The pulsing irregular so a vehicle powered by these vibrates violently. A (Micro) Stabaliser (with an Associative Matrix) can be used to control Pulse Jet to give a much smoother ride. Without stabalisation ranged weapons needing to hit an AC are unusable, against targets aboard or offboard the vehicle; hand-to-hand weapons are at -3 HProb. The jets are noisy and do very minor damage as a Pulse Blaster at short (5') range (1D6/50ep used); half damage per double range. The jets can also knock-back, roll strength - ep/2 or less on D20 or knocked back. The maximum weight moved is 1650gp (+550gp/extra L) at up to 15" (+6"/extra L). A second jet may be made at +50% cost and time. A set of four Micro Pulse Jets may be made instead (or eight in +50% cost and time) with a maximum 220gpwt (+50/extra L) and the same movement; these do not knock back or do real damage. Note that this is not a reaction drive, though it might look like one. Uses: 1ep/3"/1100gpwt/turn. Weight: 50gp, micro- 10gp (+20%/extra L).
Level: 2nd.

Micro Pulse Jets: see Pulse Jets.
Level: 2nd.

Vacuum Pulse Jets: are a variety of Pulse Jets which only have a tenth power usage, but only work in space in a vacuum (above 25mls on an Earth-like world). See Pulse Jets. Uses: 0.1ep/3"/1100gpwt/turn.
Level: 2nd.

Gravitic Neutraliser: creates a near-invisible field statically neutralising gravity in the area on non-fixed objects. Multi-Planar Theory I is required to understand how this works. If the field is personal or synchronised with a Force Field on Damage or Physical only attached or firmly held objects within the field are effected, sometimes called a Gravity Drive. The field fails 2D6 rounds after switch-off, the field radius may be varied at will, contracting it from a gravity neutralised object makes half the power of neutralisation available again. The field may be powered up gradually, but no effects are felt until full neutralisation, contracting or turning the field entirely off is the only way to power it down. The minimum weight is 0.05tn (x10/extra L) for stability. Three matched 'Neutralisers of equal L may be computer controlled to give 10x maximum and minimum weight (a Heavy Gravity Drive) with a disc-shaped field (max.ht=1/3width), and five gives 100x (a Macro Gravity Drive); Gravity Control program is required. Note that within a non-moving field is zero gravity, however acceleration of the field is felt, and that relativity applies; often used with a Field (De)Focuser (one per 'Neutralisers, even if matched). Maximum: 1tn, heavy- 10tn, macro- 100tn (all x10/extra L). Minimum: 0.05tn, heavy- 0.5tn, macro- 5tn (all x10/extra L). Area: 3"dia, heavy- 3"dia with 1"vert dia, macro- 3"dia (all x10/extra L). Uses: initial- 1ep/110gpwt, maintenance- 1ep/turn. Weight: 200gp (+100gp/extra L).
Level: 3rd.

Gravity Drive: see Gravitic Neutraliser.
Level: 3rd.

Heavy Gravity Drive: see Gravitic Neutraliser.
Level: 3rd.

Macro Gravity Drive: see Gravitic Neutraliser.
Level: 3rd.

Field (De)Focuser: focuses the field it is associated with to give movement. Multi-Planar Theory I is required to understand how this works. For example focuses a Gravitic Neutraliser field, moving a weightless object at a maximum of 36" (+12"/extra L); assume acceleration in space (above 25mls on an Earth-like world) is up to 1G for 10" movement. Used in this way does not protect from the effects of acceleration. Also known as a Gravitic Focuser. Alternatively the effect of a gravity field (or acceleration) on an attached object can be reduced by defocusing the field down to 1% (-100%), maximum weight defocused 1/4tn (5500gpwt) (x10/extra L), no maximum G. Note this defocusing increases the effect on surrounding objects. Uses: 1ep/12"/550gpwt/turn, defocus- 1ep/1G/11gpwt/turn. Weight: 50gp.
Level: 3rd.

Gravitic Focuser: is an alternative name for Field (De)Focuser, used to focus a gravitic field, typically that of a Gravitic Neutraliser, for moving.
Level: 3rd.

Lift Field Generator: reacts against a surface (e.g. earth, water, snow) to hold ('float') the field coils a basic 6 inches above it on a near-invisible field, sometimes called a Floater Drive. Multi-Planar Theory I is required to understand how this works. The field fails 2D6 rounds after switch-off, and powering it down slowly makes half the initial power available again. The field may be powered up gradually, and power must be applied until reach at least 6 inches height for the field to be stable. The maximum stable height is 36 inches, but the actual height floated at may be less than the initial power would allow (down to 6 inches), to minimise the maintenance power, e.g. 180ep are initially suppled to float 0.5tn at 18 inches height, but only float at 12 inches height to keep the maintenance power to 2ep/turn. The minimum weight lifted is 1/20tn (x10/extra L) for stability. Three matched 'Generators of equal L may be computer controlled to give 10x maximum and minimum weight (a Heavy Floater Drive); Gravity Control program is required. A 'Macro Floater Drive' is not possible as this would mean field coils facing in all directions, not just downwards. Note that gravity works normally within any object lifted, and normal acceleration is felt; often moved horizontally by a Field (De)Focuser (one per 'Generator, even if matched). Maximum: 0.5tn, heavy- 5tn (both x10/extra L). Minimum: 0.05tn, heavy- 0.5tn (both x10/extra L). Uses: initial- 1ep/6 inches ht/275gpwt, maintenance- 1ep/6 inches ht/turn. Weight: 500gp (includes 400gpwt coils).
Level: 3rd.

Floater Drive: see Lift Field Generator.
Level: 3rd.

Heavy Floater Drive: see Lift Field Generator.
Level: 3rd.

Floater Jumps: depend on the position of the vehicle's centre of gravity (CoG) and the spare lift. You can jump a gap if the proportion of the vehicle's length that it leaves unsupported is less than the proportion of spare lift, and if the vehicle's CoG is so placed as to avoid it toppling as it crosses the gap. For example, a vehicle with 20% spare lift will easily make it over a gap of 10% its length unless the CoG is very weirdly placed; getting over a gap more than 50% vehicle length won't work, even if you have 200% spare lift. Alternatively, DMs can go for a more cinematic approach, so getting up plenty of speed, and being lucky, can be the critical things in jumping a gap. See Lift Field Generator.
Level: -.

Reaction Jets: similar to Pulse Jets but use a non-pulsing beam, up to 4"long. The jets can do damage as a Hand Blaster (Needle type) at short (1") range (1D6/50ep); half damage per double range, the knock-back as Pulse ~. Minimum weight 165gp to a maximum of 3/4tn (16,500gp) (both x2/extra L) at up to 18" (+9"/extra L); assume acceleration in space (above 25mls on an Earth-like world) is up to 1G for 10" movement. A second jet may be built at +50% time and cost. A set of four Micro Reaction Jets may be made (eight at +50% time and cost) with minimum/maximum of 22gp/2200gpwt (x2/extra L) and the same movement. Uses: 1ep/3"/550gpwt/turn. Weight: 250gp, micro- 50gp (+20%/extra L).
Level: 3rd.

Micro Reaction Jets: see Reaction Jets.
Level: 3rd.

Vacuum Reaction Jets: are a variety of Reaction Jets which only have a tenth power usage, but only work in space in a vacuum (above 25mls on an Earth-like world). In addition damage is is now 1D6/5ep. See Reaction Jets. Uses: 0.1ep/3"/550gpwt/turn.
Level: 3rd.

Stabaliser: see "Mechanical Devices".
Level: 3rd.

Transfer Crescents: creates two crescents of metal which allow or aid in various forms of instant transport. Multi-Planar Theory I is required. One crescent is passive and is not usually transported and the other is active and almost always is transported. The active crescent may be 'charged' to activate a powered World Gate or inter-planar/universal 'weak-spot' (for example at a solstice) or may be used once to pass draining it of power; charging is done using a Portal Generator or a Teleport spell with the proper knowledge. Alternatively a crescent charged by a Transporter or a Dimension Door spell may be used to act as a 'fix' for a Transporter (optionally both crescents are transported) or to pass Minor Gates. A charged crescent may also be used to (once) Teleport or Dimension Door as appropriate to a pre-set passive crescent. The crescents are used by placing them on the ground to form a circle one human size (two with a squeeze, +1/extra L). The passive crescent could be embedded, for example in a floor, to form a permanent Teleport focus/World Gate marker. Requires 50gpwt of Stelium (a hard, light (S.G.2), nearly indestructible, silvery metal). Uses: none/one before recharging. Weight: 25gp(each).
Level: 3rd.

Teleport Focus: enables a Transporter to gain a 'fix' on it, or a Teleporter (or a Teleport spell) to use it as a destination with no error. Multi-Planar Theory I is required. Makes the transportation device effectively +1L (+2 levels of effect for spells) if a Block of some kind is in the way. Requires 5gpwt of mithral for coils. At +1L can act as a focus for a Portal Generator as well (replace mithral with adamantite or stelium). Passive Sensor. Uses: 1ep/turn. Weight: 1000gp.
Level: 3rd.

Momentum Generator: creates a spherical or elliptical field which must totally cover the object(s) to be moved (deforms so as to not cover fixed objects), sometimes called a Non Relative Drive or Star Drive. Multi-Planar Theory I is required. All matter in the field is moved uniformly so no acceleration is felt (field contains a non-relative frame of reference so relative velocity across the interface is meaningless, 'movement' is discontinuous/quantum with no relativistic effects except the (micro) jumps get longer; at least part of the new field position must be within the old one). Gravity of up to 1G may be created within the field otherwise the contents are weightless (fine control with varying direction and strength under computer control, Gravity Control program). In atmosphere the top speed is 300mls/hr (120") due to fringe effects; no sonic booms are ever created; atmosphere is assumed to end at 25mls high on an Earth-like world. In space may accelerate at up to 10G, to a maximum of 10 lights velocity. If the field is synchronised with a Force Field on Damage or Physical then 'relative' movement may be set to cease on the field encountering an object to handle which exceeds a fixed power level, e.g. a planet; with no power usage. Multiple 'Generators (of equal L) may be synchronised to reduce total move and accel power usage under computer control; see Heavy Star Drive and see Macro Star Drive. Double all maximums (except atmosphere top speed) and half power requirements per extra L. Uses: idling- 5ep/1"rad/turn, grav- 1ep/1G/turn, move- 1ep/1"/11,000gpwt/round, accel- 1ep/1G/110gpwt/round. Weight: 500gp.
Level: 4th.

Non Relative Drive: see Momentum Generator, also NRGen, as in 'The NRGens willna take it Captain!'.
Level: 4th.

Star Drive: see Momentum Generator.
Level: 4th.

Drive Synchronisation: applies to heavy objects (more than 1ktn) moved by an array of synchronised Momentum Generators, where there may be problems maintaining the synchronisation of the 'Generators. If the drive is fully synchronised then 100% of the maximum acceleration is possible. For every year of use without a complete strip-down maintenance of the whole drive array (takes at least a day, often a week) this capacity falls by 10%, to a minimum of 40%, regular preventative maintenance (this can be done while still running) using Transport Technology III (or Multi-Planar Theory II) gives a capacity of 90%. DMs may rule that if run at more than 80% capacity then needs to be carefully supervised with Transport Technology II or rapid de-synchronisation will take place. Exceeding the maximum gives positional uncertainty (10%+), eventual de-synchronisation of the 'Generators, and an unpleasant vibration and whine throughout the area covered. The main effect of de-synchronisation is a massive increase in power requirements.
Level: -.

Heavy Star Drive: is the use of three Momentum Generators (of equal L) synchronised under computer control to give a disc-shaped field (max.ht=1/3width) and a tenth power usage requiring Momentum Generator Control I program. Sometimes called Saucer Drive. Double all maximums and half power requirements per extra L. Cost: standard x3. Uses: idling- 5ep/1"rad/turn, grav- 1ep/1G/turn, move- 1ep/1"/110,000gpwt/round, accel- 1ep/1G/1100gpwt/round. Weight: 1500gp.
Level: 4th.

Saucer Drive: see Momentum Generator and Heavy Star Drive.
Level: 4th.

Macro Star Drive: is the use of five Momentum Generators (of equal L) synchronised under computer control to give a standard shaped field and a hundredth power usage requiring Momentum Generator Control II program. Occasionally (rather sillily) called the Tea Pot Drive. Double all maximums and half power requirements per extra L. Cost: standard x5. Uses: idling- 5ep/1"rad/turn, grav- 1ep/1G/turn, move- 1ep/1"/1,100,000gpwt/round, accel- 1ep/1G/11,000gpwt/round. Weight: 2500gp.
Level: 4th.

Tea Pot Drive: see Momentum Generator and Macro Star Drive.
Level: 4th.

Transfer Link: a doorway-shaped device which uses the Ethereal plane to move 1 person entering the doorway, or up to 16,500gpwt, up to 50mls instantaneous; it is not possible to transport things in, just out. Multi-Planar Theory II is required. Unless Transfer Crescents are used or a Teleport Focus/Key there is inaccuracy as a Teleport spell, another Transfer Link active at the far end ensures accuracy (you come out this doorway). It is not possible to have a continuous flow through a link. There is a base 25% chance of any living matter transferred dying (sometimes called a Cargo Link), dropping to 1% at +1L (sometimes called a Gambler's Link), and disappearing at +2L (sometimes called a Safe Link); wearing an Auric Lock totally protects from this, and Life Sensors (L=2) may be fitted to disable the link if a living thing would be transfered. Note that the height change in transfer may not be more than 30" in 1G. Uses: 1ep/110gpwt/transfer, active- 1ep/turn. Weight: 10,000gp.
Level: 4th.

Cargo Link: see Transfer Link.
Level: 4th.

Teleport Key: is as a Teleport Focus of -1L which uses no power, however may be switched on and off as required. Multi-Planar Theory II is required. Resembles a complex crystal key, and is as rugged as if embedded in Crystal. No mithral or adamantite is required. Passive Sensor. Uses: none. Weight: 100gp.
Level: 4th.

Thrusters: similar to Pulse Jets but use a non-pulsing beam, up to 8"long. The jets can do damage as a Hand Blaster (Needle type) at short (2") range (1D6/50ep); half damage per double range, the knock-back as Pulse ~. Minimum weight 1,650gp to a maximum of 7.5tn (165,000gp) (both x2/extra L) at up to 24" (+12"/extra L); assume acceleration in space (above 25mls on an Earth-like world) is up to 1G for 10" movement. A second jet may be built at +50% time and cost. A set of four Micro Thrusters may be made (eight at +50% time and cost) with minimum/maximum of 220gp/1 tn (22,000gpwt) (x2/extra L) and the same movement. Uses: 1ep/3"/1100gpwt/turn. Weight: 1250gp, micro- 250gp (+20%/extra L).
Level: 4th.

Micro Thrusters: see Thrusters.
Level: 4th.

Vacuum Thrusters: are a variety of Thrusters which only have a tenth power usage, but only work in space in a vacuum (above 25mls on an Earth-like world). In addition damage is is now 1D6/5ep. See Thrusters. Uses: 0.1ep/3"/1100gpwt/turn.
Level: 4th.

Micro Stabaliser: uses a small gravitic field to sense movement which is translated by a special built-in micro-computer to give stabilisation control information. Has the same limitations as a stabaliser. Passive Sensor. Uses: 1ep/2turns. Weight: 100gp.
Level: 4th.

Prosthetics: see "Weapon Devices".
Level: 4th.

Flight Suit: a specialised suit of Circuitcloth, including a heavy belt, which acts as an Anti Gravity Web and a specialised Field (De)Focuser of equal L. Even if the cloth is so badly damaged the field fails the 'Defocuser can be used on its gravity 'defocus' setting to break the fall. Larger than human-sized suits will be more expensive. Note the suit gives AC6. Maximum move 48" (+12"/extra L). Maximum weight 1/2tn (11000gpwt) (+1/8tn/extra L). Cost: standard x3. Uses: lift- 1ep/55gpwt/turn, move- 1ep/12"/550gpwt/turn, defocus- 1ep/1G/11gpwt/turn. Weight: 100gp.
Level: 4th.

Gravitic Controller: creates a near-invisible field dynamically neutralising gravity on an attached object (and contents). Multi-Planar Theory I is required to understand how this works. This field is not suitable to use with a Field (De)Focuser, and is sometimes called a Faux Gravity Drive; there can be no Heavy or Macro Faux Gravity Drive from matched 'Controllers. There is no minimum weight required for stability, but no power can be extracted from the field by manipulating it, and the field is not suitable for controlling gravity within just part of an attached object, i.e. as a Gravity Generator. The field can be controlled without any extra devices to provide movement, and damping of acceleration, and any unused damping can be used as artificial gravity. This is in many respects an integrated gravitic control system giving many of the properties of a combined Gravitic Neutraliser, a Field (De)Focuser, and a Gravity Generator (see "Environmental Devices"). See Gravitic Controller Tuning, and see Gravitic Controller Limits. Maximum: neutralise- 0.5tn (x10/extra L), move- 12" (+6"/extra L), damp- 10"(1G) (+10"(1G)/extra L). Uses: neutralise- 1ep/440gpwt/turn, move- 1ep/6"/2200gpwt/turn, move&damp- 1ep/5"/2200gpwt/turn, grav- 2ep/1G/11,000gpwt/turn. Weight: 500gp.
Level: 4th.

Gravitic Controller Tuning: using Force Field Theory or Technology II (or Transport Technology II, or Gravitic Devices I) the maximum weight may be x10, and the maximum move and damping of a Gravitic Controller may be safely exceeded by 50%. Tuning must be done depending on usage, say a minimum of once per year for very light use, at least once per month of continuous use, and after two days continuous use at maximum. All Techs have the skill to do this and it takes several hours, preferably during shut-down, but being run at most to give artificial gravity. Maximum: neutralise- 5tn (x10/extra L), move- 18" (+9"/extra L), damp- 15"(1.5G) (+15"(1.5G)/extra L). See Gravitic Controller, and see Gravitic Controller Limits.
Level: -.

Gravitic Controller Limits: using Force Field Theory or Technology II (or Transport Technology II, or Gravitic Devices I) and regular tuning (make UM and R/MM rolls) the maximum move and damping of a Gravitic Controller may be safely exceeded by 100% for a total of x2; DMs should note that failed rolls will most likely show when a 'Controller is under stress, and for example just the damping might (slowly/partially) fail. The maximum weight may not be increased beyond x10, and this requires no rolls. Maximum: neutralise- 5tn (x10/extra L), move- 24" (+12"/extra L), damp- 20"(2G) (+20"(2G)/extra L). See Gravitic Controller, and see Gravitic Controller Tuning.
Level: -.

Faux Gravity Drive: see Gravitic Controller.
Level: 4th.

Crystal Portal: generates a field which allows movement through (interlocked) Crystal Sheet, via the Ethereal Plane. Multi-Planar Theory I is required. Related to the Half Phase Generator. As long as there is no more than 20 (Earth) atmospheres pressure difference (+15/extra L) across the 'Sheets then there will be only a minute loss of air (0.01% of an Air Store (see "Alchemical Devices")), or influx of, for example, water. At least 3 STR is required to slowly move through a 'Portal, 13 STR allows free movement. Allowing passing through may be automatic, there may be a (remote) switch, or it could be controlled by some form of sensor, or it could be switched between these. Pressure Sensors (L=1) could be used to prevent passage (and hence major leakage) if the pressure difference is too great. The 'Sheets must be firmly attached, such that would require more than 13 STR to dislodge it, to this device, and to tune to a new set of 'Sheets requires a turn, with a Field Modulator a round. If the Crystal Sheet is flawed there is a 5% chance of it shattering every time it is passed. Area: size of crystal up to 5'rad (x2/extra L). Uses: idling- none, pass- 10ep. Weight: 100gp.
Level: 4th.

Skew Generator: modifies a Momentum Generator field of lower L to give ten times straight line 'acceleration' and maximum 'velocity' in space, cumulative with a Warp Generator. Multi-Planar Theory II is required. May be used on synchronised MGs, one 'Generator per MG. Additionally may be used to give one (x2/extra L) blast type weapon (~ Stunner/Blaster/Disrupter) 10x range in space. An alternative use is to give an Ultra Comm of lower L 10x 'velocity' and range, and increase the range of various other devices. Uses: 1ep/1100gpwt/round, weapon- 5ep/use/weapon, 'Link- 10ep/turn. Weight: 5000gp.
Level: 5th.

Matter Transmitter: consists of two sealed booths or volumes the contents of which are exchanged instantaneously via the Ethereal plane when the device is activated. Multi-Planar Theory II is required. The booths may be up to 50,000mls apart, both ends must be on/in solid ground; if the booths ever go out of range of each other they must be brought physically together to re-synchronise them. Basic 1% chance of killing (no save) living matter transported (sometimes called a Gambler's Transmitter), removed at +1L (sometimes called a Safe Transmitter); wearing an Auric Lock totally protects from this. Requires Matter Transmitter program to control it, at +1L and using MT II program one end may be moved freely. Note that there may be any height change in transfer. Volume: 100 cubic feet (typically 1x1x3m). Uses: 100ep/transfer/booth. Weight: 25,000gp/booth.
Level: 5th.

Gambler's Transmitter: see Matter Transmitter.
Level: 5th.

Half Phase Interface: a doorway-shaped device connected to a Half Phase Generator of at most +1L which acts as a two-way portal to the real world from a Half Phased object. Multi-Planar Theory II is required to build it, and Multi-Planar Theory I may be needed to operate in difficult conditions. Sight and sound works both ways through the doorway, as do all attacks. This device works on the assumption that half-phase is not stable, and exploits this. The doorway is physically fixed in size, a basic (minimum) 6'x3' (up to x2 in both directions/extra L); the 'Generator's field radius must be at least equal to the greatest doorway dimension for this device to work. Uses: 5ep/turn. Weight: 100gp.
Level: 5th.

Macro Thrusters: similar to Pulse Jets but use a non-pulsing beam, up to 8"long. The jets can do damage as a Blaster Cannon (Needle type) at short (4") range (1D6/50ep); half damage per double range, the knock-back as Pulse ~. Minimum weight 3/4tn (16,500gp) to a maximum of 75tn (1,650,000gp) (both x2/extra L) at up to 30" (+15"/extra L); assume acceleration in space (above 25mls on an Earth-like world) is up to 1G for 10" movement. A second jet may be built at +50% time and cost. Uses: 1ep/3"/2200gpwt/turn. Weight: 6250gp (+20%/extra L).
Level: 5th.

Vacuum Macro Thrusters: are a variety of Macro Thrusters which only have a tenth power usage, but only work in space in a vacuum (above 25mls on an Earth-like world). In addition damage is is now 1D6/5ep. See Macro Thrusters. Uses: 0.1ep/3"/2200gpwt/turn.
Level: 5th.

Gambler's Link: see Transfer Link.
Level: 5th.

Material Portal: generates a field which allows movement through up to 10' (x2/extra L) of continuous material, via the Ethereal Plane. Multi-Planar Theory I is required. Related to the Half Phase Generator. As long as there is no more than 20 (Earth) atmospheres pressure difference (+15/extra L) across the 'Portal then there will be only a minute loss of air (0.01% of an Air Store (see "Alchemical Devices")). At least 3 STR is required to slowly move through a 'Portal holding your breath, 13 STR allows free movement. Allowing passing through may be automatic, there may be a (remote) switch, or it could be controlled by some form of sensor, or it could be switched between these. May also be used to access one or more hidden compartments or tunnel entrances in material more than 10' thick, by opening an entrance to them of maximum size the size of the compartment (e.g. if compartment were 1' high by 2' wide (depth is irrelevant), this device would give a similar-sized entrance), which can be felt for by pressing the material. There must be a firm connection between the material to be moved through and this device, that would require more than 13 STR to dislodge it, and to tune to a new location requires a turn, with a Field Modulator a round. If the material passed through is structurally flawed, e.g. has hidden cracks, rather than has obvious cracks such as a dry-stone wall which this device can not work on, there is a 5% chance of it shattering every time it is passed. Area: 5'rad (x2/extra L). Uses: idling- none, pass- 10ep. Weight: 100gp.
Level: 5th.

Gravitic Node: acts as a Gravitic Neutraliser (i.e. 10tn, x10/extra L) or a Gravity Generator (see "Environmental Devices", i.e. zero-5G, +2G/extra L) of -1L, or both if part of a network of at least three 'Nodes of equal L. No program is required. Acts on up to 3"rad (x2/extra L), and in a redundant 2D (flat) or 3D network this should be the distance between 'Nodes, however if don't require redundancy then the fields must still overlap, but 4" (x2/extra L) is allowed between 'Nodes. The 'Generator function requires an anchor mass as a 'Generator, e.g for a 1G change a basic 1tn (unless Non Material or Areal). Also acts as a Field (De)Focuser of -1L (i.e. 48", +12"/extra L) only usable to focus with the 'Neutraliser function, and even as a Field Modulator of -1L only usable with the 'Generator function to smooth spot gravity fluctuations (e.g. from a Field (De)Focuser). Assume that Audio Transceiver quality information can be transfered between any 'Nodes in a network at light speed. A second 'Node may be built at +50% time and cost, a third at +100%, a fourth at +150%, and a fifth at +200% (i.e. five for only triple time and cost). See Gravitic Plane and see Gravitic Volume. Uses: neutralise- 1ep/110gpwt, maintenance- 1ep/turn, generator- 10ep/1G change/1"rad/turn, focus- 1ep/12"/550gpwt/turn, modulate- none. Weight: 500gp.
Level: 5th.

Gravitic Plane: consists of three or more Gravitic Nodes functioning as a Heavy Gravity Drive, in the form of a 2D network, giving x10 maximum weight (i.e. a base 100tns, x10/extra L). Each additional 'Node added to the network forms an additional triangle of 'Nodes, and adds an extra x10 (i.e. +100tns, x10/extra L), so four 'Nodes in a network gives x20, five x30, six x40, etc (i.e. a base 200tns, 300tns, and 400tns respectively). By different arrangements of 'Nodes all sorts of basically flat-shaped vehicles can be covered.
Level: -.

Gravitic Volume: consists of five or more Gravitic Nodes functioning as a Macro Gravity Drive, in the form of a 3D network, giving x100 maximum weight (i.e. a base 1000tns, x10/extra L). Each additional pair of 'Nodes added to the network forms an additional pair of triangle-based pyramids, and adds an extra x100 (i.e. +1000tns, x10/extra L), so seven 'Nodes gives x200, nine x300, eleven x400, etc (i.e. a base 2000tns, 3000tns, and 4000tns respectively). By different arrangements of 'Nodes all sorts of shapes of vehicles can be covered.
Level: -.

Heavy Gravitic Focuser: is a version of Field (De)Focuser which only has the focusing capability. However, only requires a tenth of the Field (De)Focuser power to move. Otherwise is as a Field (De)Focuser of -2L, i.e. maximum of 36" (+12"/extra L); however only one of these is needed in an array of matched 'Neutralisers, 'Generators, etc. Uses: 1ep/12"/5500gpwt/turn. Weight: 1000gp.
Level: 5th.

Warp Generator: modifies a Momentum Generator field of lower L to give one hundred times straight line 'acceleration' and maximum 'velocity' in space, cumulative with a Skew Generator of lower L. Multi-Planar Theory II is required. May be used on synchronised MGs, one 'Generator per MG. Additionally may be used to give one (x2/extra L) blast type weapon (~ Stunner/Blaster/Disrupter) 100x range in space. An alternative use is to give an Ultra Comm of lower L 100x 'velocity' and range, and increase the range of various other devices, cumulative with a Skew Generator of lower L. Uses: 1ep/1100gpwt/round, weapon- 5ep/use/weapon, 'Link- 10ep/turn. Weight: 5000gp.
Level: 6th.

Half Phase Generator: creates a field of size personal to 3"rad (x2/extra L) around an object which acts allowing movement through solid matter. Multi-Planar Theory II is required. This is done by moving half way to the Ethereal Plane. The field shapes itself to cover objects within the radius but avoids fixed objects. Things leaving the field return to the Material Plane, unless they are within matter it is difficult to displace, i.e. solids. Some form of air supply is required. Sight is possible through the field but objects look hazy, no sound can be heard. If Half Phased may only be hit by magic (at half damage) but can be stopped by magical barriers or a Transporter Block. Uses: (10ep+10ep/1"rad)/turn. Weight: 500gp.
Level: 6th.

Transporter: instantaneous transports via the Ethereal Plane. Maximum 6 people and/or weight 5tns (110,000gpwt) usually inside 1000 cubic feet (both x10/extra L). Multi-Planar Theory II is required to build, and Multi-Planar Theory I to operate, this. Operates from a 'fix', either from a 'line-of-sight' Transceiver, Transfer Crescents, or a Teleport Key. Without a precise 'fix' may only transport out in line-of-sight or through up to 10" of rock, with a fix no limit. It will not function unless the matter at the far end can be easily displaced, i.e. not solid; natural conditions, e.g. a recent (Super) Nova, or a Transporter Block may stop its use. Note that this device moves things, it does not disintegrate them and reassemble them at the far end (this would require something like a Suppressor/Projector pair operating via the Astral Plane, see Astral Functions in "Reality Devices"). Range: inter-planetary, 50,000,000mls. Skew and Warp Generators increase range in vacuum as an Ultra Comm. Transporter Control program is required. Uses: 1ep/11gpwt. Weight: 100,000gp.
Level: 6th.

Compact Transporter: a smaller and lower capacity version of Transporter. Maximum 2 people and/or weight 1/2tn (11,000gpwt) usually inside 100 cubic feet (approx. 4.4 2m hexes). Multi-Planar Theory II is required to build, and Multi-Planar Theory I to operate, this. There is only one level of this device, but there is a Macro Compact Transporter at +1L, and an Automatic Compact Transporter at +2L, similar to the ~ Transporter. Otherwise as a Transporter. Uses: 1ep/11gpwt. Weight: 10,000gp.
Level: 6th.

Safe Link: see Transfer Link.
Level: 6th.

Safe Transmitter: see Matter Transmitter.
Level: 6th.

Crystal Transfer Portal: as a Safe Link (Transfer Link III) and a Crystal Portal (of -2L). Multi-Planar Theory II is required. There is only one level of this device. Unlike a Transfer Link STR is required to use, as a Crystal Portal, and it cannot be told by watching (or even necessarily by the user) whether passing or a transfer has taken place. If there is any form of transfer target then it must be a Crystal Transfer Portal; Transfer Crescents or a Teleport Focus/Key are not usable, and a 'Portal may not usefully act as a target for a standard Transfer Link. Allowing passing through or transfer may be automatic, there may be a (remote) switch, or it could be controlled by some form of sensor, or it could be switched between these, as may the selection between passing and transfer. Pressure: 25 atmospheres. Area: size of crystal up to 5'rad. Uses: idling- none, transfer- 1ep/110gpwt, pass- 10ep. Weight: 1000gp.
Level: 6th.

Heavy Gravitic Node: is a version of Gravitic Node which acts as a Gravitic Neutraliser or a Gravity Generator of -1L, and as a Heavy Gravitic Focuser of -1L only usable with the 'Neutraliser function. Uses: neutralise- 1ep/110gpwt, maintenance- 1ep/turn, generator- 10ep/1G change/1"rad/turn, focus- 1ep/12"/5500gpwt/turn, modulate- none. Weight: 5000gp.
Level: 6th.

Macro Gravitic Focuser: is a version of Field (De)Focuser which only has the focusing capability. However, only requires a hundreth of the Field (De)Focuser power to move. Otherwise is as a Field (De)Focuser of -3L, i.e. maximum of 36" (+12"/extra L); however only one of these is needed in an array of matched 'Neutralisers, 'Generators, etc. Uses: 1ep/12"/55,000gpwt/turn. Weight: 10,000gp.
Level: 6th.

Portal Generator: opens a Gate via the Astral Plane to anywhere on the inner planes in a universe or to weak or nexus points in other universes. Multi-Planar Theory III is required to build, and Multi-Planar Theory I to operate, this. The gate is a minimum of 1 inch diameter and up to 1"dia (x10/extra L). Gates are two-way and can be seen through from either side, a coupled Invisibility Generator would make the far side only visible as a distortion. Only a tenth power is required if the Gate is to an existing World Gate or another 'Generator. Portal Generator Control program is required. Nexus Search program may be left running on an idling 'Generator (10ep/round) to locate and analyse potentially usable nexii in other universes, and detect and locate (either end of) the use of Viewers and Portal Generators within 50mls. DMs may optionally rule that another solar system is effectively another universe. Uses: 100ep/round, search- 10ep/round. Weight: 100,000gp.
Level: 7th.

Teleporter: moves itself and a cargo via the Astral Plane. Multi-Planar Theory III is required to build, and Multi-Planar Theory I to operate, this. Maximum total weight of 5tns (110,000gpwt; x10/extra L). As a Portal Generator of equal L for range limits and effect of Blocks. Teleporter Control program is required. Natural conditions or Blocks may cause arrival at a place other than was intended, travel normally takes between a round and a turn, but it is possible to extend this period indefinately ('hanging' in non-space and non-time), but some sort of life support systems will be required. Note that a Jump Generator is effectively a specialised form of Teleporter with no mass limit. Uses: 1ep/11gpwt. Weight: 10,000gp.
Level: 7th.

Jump Generator: a device allowing jumps between solar or star systems, or even between galaxies. As a rule Multi-Planar Theory II or III is required to build, and Multi-Planar Theory I to operate, this. The DM should rule how many different types are known (or unknown) and thus what different types of Jump Generator there are; this is a 'design your own FTL drive'. If use of a 'Generator is incredibly dangerous (for example kills all living matter jumped) it might be a -2L device with only 1ep/1100gpwt required, if it is very restrictive (e.g. must be in sus an during jump (or have a specialist psionic ability) otherwise die/driven permanently insane) then it might be a -1L device. Inter-galactic jumps might require +1L, if possible at all, Intra-universal (anywhere within the same physical universe) jumps +2L similarly. Use of a Jump Generator should normally be detectable at long range, both departure and arrival. The 'Generator might only be usable in conjunction with a Momentum Gen. Each 'Generator type should have a unique feature, such as acting as Macro Accumulator to store the power required for the jump, or functioning as a sensor to detect any jumps of this variety within a very considerable range (see Jump Generator Detector in "Sensor Devices"); DM decided. See Jump Control, Jump Problems and Jump Types. Uses: 1ep/110gpwt. Weight: 10,000gp.
Level: 7th.

Jump Types: allowed in a given universe must be decided by the DM. The first decision is whether the jump takes any (subjective) time, if it does this will normally be effected by the distance or destination in some way and take between minutes and months depending on the type. The second decision is the jump limitation(s): can jumps only take place in space/through vacuum (this is advised), can jumps only be along certain defined 'paths', must they leave and arrive at certain fixed points (which might be difficult to detect), can they only take place at a certain minimum (pseudo) velocity or distance from planets or the star, is there uncertainty in the arrival point? If the jump takes time is the medium it goes through some sort of jump space (sub-space, hyper-space, non-space, areal-space, the astral ether, etc), and it must be decided whether different vehicles can interact in jump space, and what communication is possible from/to and within jump space (Ultra Comm, long range Telepathy, etc). There may be other limitations, such as a minimum mass of vehicle to jump. Unless jumps have limitations they may be too powerful and difficult to defend against; note that a Jump Generator is specialist form of Teleporter.
Level: -.

Jump Problems: are what happens when a Jump Drive is used. These should be less drastic than the 'kills all living matter jumped' or 'must be in sus an or die/insane' effects and will usually be something like disorientation or a period of unconsciousness after jump (or maybe on entering and leaving if the jump takes any (subjective) time). Other possibilities are things like short-term disruption of: all (non-field?) computer function, all non-(al)chemical power sources, communications, Cosmic Taps, one or more senses, magical powers, psionic powers, etc; or possibly combinations. It must be decided whether AI robots and Pattern Synthesisers are effected; Non Material Computers will almost certainly not be. If there are several different possible Jump Types then they may have similar or different problems, the more effective varieties should probably have greater or multiple problems.
Level: -.

Jump Control: program may be required for some varieties of Jump, for example to correctly position or orient to jump, or to interpret 'jump routes', which might also be required. This is a program which varies based on the Jump Type, but is probably 2-4MC, and L=4-8 (-1L on Jump Generator). Jump Routes, if required, are probably between 1/5-1MC in size and are relative to a particular galaxy, inter-galactic Jump Routes (if possible at all) are probably 1-5MC (intra-universal 5-25MC). This is not in the standard "Programming Devices" and/or "Information Devices" because it is so closely tied to DM decisions on the allowed jump type(s).
Level: -.

Portal Link: is a form of specialised Portal Generator which is constructed to link to a particular world gate or nexus, not to a particular Portal Generator or Portal Link. Multi-Planar Theory III is required. The link is a minimum of 1 inch diameter and up to 1"dia (x10/extra L). Links are two-way and can be seen through from either side, a coupled Invisibility Generator would make the far side only visible as a distortion. No controlling program is required and may not do nexus search. A Portal Link does not count as a Portal Generator or an established gate for the purpose of reducing Portal Generator power usage. If the idling power is cut off at any point 100ep is needed to re-establish the link. The destination may be changed at 10% of the construction cost and with a R/MM roll and Multi-Planar Theory I. Uses: idling- 1ep/round, open- 10ep/round, re-link- 100ep. Weight: 1,000gp.
Level: 7th.

Macro Transporter: a longer-range Transporter which otherwise functions as a Transporter of -1L. Range: inter-planetary, 50,000,000,000mls. Skew and Warp Generators increase range in vacuum as an Ultra Comm. Uses: 1ep/11gpwt. Weight: 50tns.
Level: 7th

Macro Gravitic Node: is a version of Gravitic Node which acts as a Gravitic Neutraliser or a Gravity Generator of -1L, and as a Macro Gravitic Focuser of -1L only usable with the 'Neutraliser function. Uses: neutralise- 1ep/110gpwt, maintenance- 1ep/turn, generator- 10ep/1G change/1"rad/turn, focus- 1ep/12"/55,000gpwt/turn, modulate- none. Weight: 50,000gp.
Level: 7th.

Automatic Transporter: is a form of Transporter which does not need special skill to operate, and otherwise functions in all ways as a Transporter of -2L. Multi-Planar Theory III and Computer Theory II is required. Includes automatic controls and a mechanism similar to a Spy Beam for aiming, and for +50% cost and an extra week work can also function as a Spy Beam of -2L. Does not require Transporter or Spy Beam Control program. There is a similar version for Macro Transporter at +2L on standard, which has a Macro Spy Beam option. Range: inter-planetary, 50,000,000mls. Uses: 1ep/11gpwt. Weight: 100,000gp.
Level: 8th.

Automatic Portal Generator: is a form of Portal Generator which does not need special skill to operate, and otherwise functions in all ways as a Portal Generator of -2L. Multi-Planar Theory III and Computer Theory II is required. Includes automatic controls and a mechanism similar to a Viewer for aiming, and for +50% cost and an extra week work can also function as a Viewer of -2L. Does not require Portal Generator Control, Viewer Control, or Nexus Search program. There is a similar version for Teleporter. Uses: 100ep/round, search- 10ep/round. Weight: 100,000gp.
Level: 9th.