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Power Packs Insendite Power PackNo Competency Requirement
Price: 20 (not including crystal)
Weight: 3
Carry Slots: 1
    This device holds 1 miniature insendite crystal - an affordable and efficient source of energy, but one that can only be used very slowly. It can provide power to devices that list "negligible charge" in their power source. One insendite crystal is typically sufficient for around 1 season of normal adventuring use. The crystals are smaller versions of vehicle insendite; they weigh 1 pound each and cost 3 coins.
Size increases cannot be applied.
Cannot receive advanced status.
Volatite Power PackRequires either Adamantology: 1 or Crystallurgy: 1
Price: 100 (not including crystals)
Weight: 10
Carry Slots: 2
    This device holds a maximum of 3 volatite crystals (60 charge). Shutting down the generator is a major action, as is starting it again; it expends no energy simply to remain active, but must be shut down in order to change the crystals. Changing each crystal is a slowing major action. One volatite crystal weighs 1 pound, contains 20 charge, and costs 30 coins.
    The type of technology competency required (Adamantology or Crystallurgy) must be selected when the device is created.
Effects per Size Increase: Increases the maximum loaded crystals by 2. Increases carry slots by 1/2. Use Total Device Weight chart.
Cannot receive advanced status.
Arcjet Power PackRequires Mechanical: 1
Price: 150
Weight: 10
Carry Slots: 3
    It's possible to adapt small salvaged arcjet engines to serve as personal power sources. Such a pursuit is highly dubious in the eyes of many technologists, as it is bulky and inefficient compared to other power packs. Still, they remain in use in Lur-Asko amongst those who prefer engineering knowledge over adamant esoterica, and the exhaust can be recycled and redirected for various beneficial effects in some mechanical devices.
    This device is fueled by a specialized propellant canister, which weighs 5 pounds and contains the equivalent of 20 charge to power devices. Canisters can be obtained in cities for 40 coins each. Changing a canister is a slowing major action. Fuel can be transferred between canisters during a 4-hour rest. Starting or shutting down the device is a major action, and it must be shut down in order to change canisters. It consumes 1 charge every 5 minutes simply to remain started, besides any charge used for devices. It cannot expend more than 3 charge in a single round. It makes noise audible at medium range while running.
Effects per Size Increase: Increases the maximum loaded propellant canisters by 1, and the maximum amount of expended charge per round by 3. Increases carry slots by 1/2. Use Total Device Weight chart.
Cannot receive advanced status.
Exalted Power PackRequires Acoluthics: 1 and Mechanical: 1
Red-aligned
Price: 200 (not including fuel)
Weight: 10
Carry Slots: 2
    This device counts as an acoluthic and follows all relevant rules. It is powered by a specialized fuel cell, each of which weighs 3 pounds and contains the equivalent of 25 charge to power devices. Fuel cells may be obtained in Eer'Kalla or Uuranoss, and are frequently stockpiled at other acolyte bases; when priced, they cost 30 coins each. Changing each fuel cell is a slowing major action. Fuel can be transferred between cells during a 4-hour rest. Shutting down the device is a major action, as is starting it again; it expends no energy simply to remain active, but must be shut down in order to change the fuel cells.
    The device cannot expend more than 5 charge in a single round. As a free action, you may overdrive the device to remove this limitation for 1 round. You must roll d12 on INT upon doing this, with 1 Hindrance for every previous time you have already overdriven it within the last 15 minutes; if failed, the device is disrupted and loses its consecration.
Effects per Size Increase: Increases the maximum loaded fuel cells by 1, and the maximum amount of expended charge per round by 5. Increases carry slots by 1/2. Use Total Device Weight chart.
Cannot receive advanced status.
Hellcyst Power PackRequires Acoluthics: 1 and Corallurgy: 1
White-aligned
Price: 200 (not including fuel)
Weight: 10
Carry Slots: 2
    This device counts as an acoluthic and follows all relevant rules. It is powered by a specialized biofuel cell, each of which weighs 3 pounds and contains the equivalent of 25 charge to power devices. Fuel cells may be obtained in Eer'Kalla or Uuranoss, and are frequently stockpiled at other acolyte bases; when priced, they cost 30 coins each. Changing each fuel cell is a slowing major action. Fuel can be transferred between cells during a 4-hour rest. Shutting down the device is a major action, as is starting it again; it expends no energy simply to remain active, but must be shut down in order to change the fuel cells.
    The device cannot expend more than 5 charge in a single round. As a free action, you may stimulate the device by allowing it to consume part of your body chemistry. This removes the charge limitation for 1 round, but inflicts 10 damage on you, causing Superficial Injuries.
Effects per Size Increase: Increases the maximum loaded fuel cells by 1, and the maximum amount of expended charge per round by 5. Increases carry slots by 1/2. Use Total Device Weight chart.
Cannot receive advanced status.
Solar Power PackRequires Crystallurgy: 3
Price: 800
Weight: 10
Carry Slots: 2
    This device uses a reversed illusion projector to gather solar energy from a broad area around the user. It holds a maximum of 50 charge, and recharges at a rate of 1/10 of its maximum charge every hour while within short range of direct sunlight. Overcast weather reduces this rate to 20% of normal. There is no other way to recharge it.
Effects per Size Increase: Increases the maximum charge by 30. Increases carry slots by 1/2. Use Total Device Weight chart.
Cannot receive advanced status.
Adamant Battery Power PackRequires Adamantology: 3
Price: 3000 (not including battery)
Weight: 10
Carry Slots: 2
    This power source holds a single pure adamant battery, which cannot be recharged. Adamant batteries are exceedingly rare. They are not commonly available in any market, and are only found deep in Alacrian city strata. These significant drawbacks are offset by one advantage for any technologist lucky enough to find such a battery: they contain 80,000 charge.
Size increases cannot be applied.
Cannot receive advanced status.
Wireless Power TransmitterRequires Adamantology: 5
Price: 2000
Weight: 10
Carry Slots: 0
Power Source: External
    This device is an attachment to one of your power source devices. It enables that power source to provide its charge to your other devices without a physical connection (such as a cable). Notably, this removes the significant Offense/Defense penalty from melee weapon devices. You must still be holding or carrying the device that is receiving power. Only one Wireless Power Transmitter can be safely used at a time.
Effects per Size Increase: The transmitter becomes effective on another power source you are carrying. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: Increases the number of power sources by a percentage equal to 25 times your excess degrees of Adamantology competency.

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