Shattered Reality
Tech Device
Power

Remember, all devices must have a power source of some kind.

A Generator is a stand alone power source, chosen as normal from the options below (they would normally have a large capacity). These are used to create the pre-generated units of power used in 'Charge' power sources. They can be either 'Ambient' or 'Fuel' in nature.

There are four power source types listed below and each has its advatages and disadvantages. Check if the power source is compatible with the device options chosen first as it may save embarassment later. The 'Fuel' power source is the most basic one and assumed to be present if no other source is chosen. This could be petrol driven, run on alcohol, steam, wood or any non-reusable power type. Bullets and black powder may be considered 'Fuel' for the purposes of this system. The device must look the part - if petrol driven it has to have a fuel tank attached, for instance. Fuel has to be bought (or acquired in some manner, legal or otherwise) and so the amount available depends on the amount purchased and carried. A device can carry up to its Capacity in fuel units but additional amounts can be carried around by the character for refuelling in the field. This must be acted out in some way, for example, with a petrol/alcohol/liquid fuel system bottles of water can represent the fuel and pouring it carefully away is all that would be needed for the refuelling process.

The other power sources are simple. 'Charge' uses pregenerated power rather than produce its own, cutting down on bulk more than anything. 'Ambient' is the more advanced form, it does generate its own power internally but needs no fuel - all the power is acquired from an ambient source such as solar power or even Rift Energy. 'Structural/Innate' is more of a non-power source, any device with this does not need fuel, the effect just happens as a byproduct of its construction (kevlar body armour, for instance, is more durable than normal yet does not need to be powered or turned on at all). This is the most restricted, and expensive, power source.

Also, regardless of the actual effect being produced by the device, each activation only uses one unit of power. There is no sliding scale or low power mode. This is for a number of reasons. One, the power source is rather abstract like the rest of this system and has been designed with a certain device specifically in mind (this is all handled with the construction rules). Two, variable power usage, amount, types and so forth is not something that would by workable in play, with multiple devices it would becoe worse. Therefore: One Unit = One Activation.

Power sources can store unused units of power up to their capacity
Initial Capacity = 2 units of power

Type Cost Mech Tech Level Bio Tech Level
Ambient 10 3 3
Generates two units of power per week from ambient energy (eg. Solar, Rift Energy etc)
Charge 5 1 1
Uses stored pre generated units of power (eg. Electricity)
Fuel 0 1 1
Generates units of power from a solid, liquid or gaseous fuel (alcohol, steam, petrol, wood etc)
Stores the fuel in some form rather than the units of power themselves.
Structural/Innate 20 (10 with Armour) 1 1
The ability is part of the device's structure itself - the effects are constantly active and need no units of power.
+1 Capacity 2 per extra unit 1 1
Increases the maximum capacity for stored power in the power source.
Obviously not compatible with 'Structural/Innate' as that does not use units of power.
+1 Efficiency 10 per extra unit 3 3
Increases the number of units of power generated per week.
Ambient Only.

Unit of Fuel = 2 Talons each
With a 'Fuel' power source, creates one unit of power each

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