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Chapter 7: Equipment



Items and Devices



Comlinks


City Mobile C1

Short Range Comlink
  • Range: Within a city to connect.
  • Empowerment Cost: 1 EP
  • Silver Credits: 30sc

The City Mobile C1 is a Communications Link popular among civilians. It allows the user to connect to the Allterion networks present in all of their cities and most Eldlandrian kingdoms. Once connected, they can connect to another Comlink on the network. Two connected Comlinks are able to communicate verbally in real time.

The City Mobile C1 is not capable of operating as a transmission scanner. A Comlink will not indicate that someone is trying to connect to them if it is not currently empowered.

A wrist mounted version of this Comlink is sold for 40 Silver Credits.

[No one seems to bother to learn telepathy anymore.]

[This has better range, and doesn’t take years to learn.]



Kohmmtel R1

Short Range Comlink
  • Range: up to 10 miles
  • Empowerment Cost: 1 EP
  • Silver Credits: 60sc

The Kohmmtel R1 can connect to the Allterion network if it is within 10 miles of a city, allowing it to connect to another Comlink anywhere on the network. A Comlink will not indicate that someone is trying to connect to them if it is not currently empowered.

The Kohmmtel R1 is capable of operating as a transmission scanner; once set to a frequency, it sends and receives verbal communications to and from all other transmission scanners on the same frequency within 10 miles. The Kohmmtel R1 does not encrypt its outgoing signal. There are approximately 140 transmission frequencies the R1 is capable of tuning.

The Transmission scanner functionality is useful because, unlike connecting over the Allterion network, they allow a large number of people to communicate as a group. Anyone tuned in hears, without having to connect first.

[The transmission scanner has that distinct after-echo distortion.]

[Gets the job done.]



Sprevtec R7

Long Range Comlink
  • Range: up to 200 miles
  • Empowerment Cost: 2 EP
  • Silver Credits: 140sc

The Sprevtec R7 is built for long range and clear communications. It can connect to the Allterion network if it is within 200 miles of a city, allowing it to connect to another Comlink anywhere on the network.

This Comlink has an optional remote ear piece that allows hands free communication. The main unit must remain empowered and within a couple feet of the ear piece.

The Sprevtec R7 is capable of operating as a transmission scanner; once set to a frequency, it sends and receives verbal communications to and from all other transmission scanners on the same frequency and range within 200 miles. There are approximately 190 transmission frequencies the R7 is capable of tuning.

The Sprevtec R7 can encrypt its outgoing signal; anyone not set to the right key will only hear static. The Decipher Script skill (DC 20) can break the key, given enough time. All Comlinks can set a receiving key. Obviously, a key is typically set in advance for it to be of the most use.

[The ear piece can be quite helpful.]



Sprevtec-Super R12

Long Range Comlink
  • Range: up to 600 miles
  • Empowerment Cost: 3 EP
  • Silver Credits: 375sc

The Sprevtec-Super R12 is built for extra long range, and is capable of cutting through most transmission barriers. It can connect to the Allterion network if it is within 600 miles of a city, allowing it to connect to another Comlink anywhere on the network.

This Comlink has an optional remote ear piece that allows hands free communication. The main unit must remain empowered and within a couple feet of the ear piece.

The Sprevtec-Super R12 is capable of operating as a transmission scanner; once set to a frequency, it sends and receives verbal communications to and from all other transmission scanners on the same frequency and range within 600 miles. There are approximately 220 transmission frequencies the R12 is capable of tuning.

The Sprevtec-Super R12 can encrypt its outgoing signal; anyone not set to the right key will only hear static. The Decipher Script skill (DC 25) can break the key, given enough time. All Comlinks can set a receiving key. Obviously, a key is typically set in advance for it to be of the most use.

[Military Grade.]



Outdoors


High-powered Flashlight

Device
  • Empowerment Cost: 1 EP
  • Silver Credits: 35sc

This High-powered Flashlight has multiple brightness settings and can switched between a fill and a spot light. It can illuminate up to a range of 40 feet and a maximum area of a 20 foot radius.

[Saves on torches or spells.]



Micro Lighter

Device
  • Creates a small fire source
  • Empowerment Cost: 1 EP
  • Silver Credits: 10sc

The Micro Lighter is a useful utilitarian tool which can produce a steady flame. In the home it has multiple uses, such as lighting candles or starting fire in a wood stove.

[I thought these were incredible when I first saw them as a kid.]

[My dad made me learn Fire Blast. Not sure how smart that was.]



20x Distance Imager

Device
  • Magnifies distant images up to 20 times
  • Adds +4 to selected Spot tests
  • Empowerment Cost: 2 EP
  • Silver Credits: 60sc

The 20x Distance Imager is useful for seeing objects far away in high detail. This imager can cycle between two and twenty times magnification. Most Spot checks that involve something that is happening at a distance gain a +4 bonus when using this device to observe the details..

[Could come in handy out on the road.]



Caymor Climbing Claws

Gear
  • Adds +6 to climbing tests
  • Empowerment Cost: 3 EP
  • Silver Credits: 100sc

Caymor Climbing Claws are small devices that slip over the hand and controllably adhere to most surfaces. Caymor Climbing Claws work as a pair; together they require 3 empowerment points and add +6 to climb checks.

[Never tried them.]

[They work good enough to get yourself into some interesting trouble.]



Locks


Iron Locking

Wrist Restraints
  • Empowerment Cost: 0 EP
  • Silver Credits: 4sc

Iron Locking Wrist Restraints have been around for several centuries. Since this is a well known technology, most blacksmiths can produce several of these in a day, helping to bring down the costs.

Iron locks can be defeated with the Locks and Traps skill, any basic lock pick and a successful check. (The Shadow Tool spell can create a suitable lock pick for an iron lock.) Iron locks can also be defeated with the telekinetic spell Unlock and a Locks and Traps skill check.

Iron locks are the least difficult to pick or escape from, but do resist basic tampering. The DC ranges between 15 and 25.

Comes with a pair of iron keys.

Double this price for a door lock.

[Surprising how many iron locks you’ll still see.]

[Guess it all comes down to Silv.]



CR-2 Chrono-Timing

Wrist Restraints
  • Empowerment Cost: 0 EP
  • Silver Credits: 20sc

Chrono-Timing locks were first developed before the arrival of the Allterions to combat a perceived spike in crime supposedly spurred on by the infamous "unlock" spell. The Chrono-timing lock mixed master craftsmanship with infused spell wards to protect against telekinesis and determine the locking sequence.

Chrono-Timing locks can be defeated with the Locks and Traps skill, a Chrono pick and a successful check. (The Shadow Tool spell can create a suitable lock pick for an Chrono-Timing lock.) Chrono-Timing locks cannot be defeated with the telekinetic spell Unlock.

Chrono-Timing locks are difficult to pick or escape from. The DC ranges between 20 and 30.

Comes with a pair of Chrono keys.

Double this price for a door lock.

[A lot of fuss for a lock that can still be picked.]

[Problem was the amount of people who were being taught the telekinetic spells.]



Fusion Latch

Wrist Restraints
  • Empowerment Cost: 0 EP
  • Silver Credits: 30sc

Fusion Latch locks are an Allterion introduction. They are favoured because they cannot be picked with a normal lock pick and are hard to crack even with a specialized lock pick (Passkey Interface.) Fusion latches are susceptible to the unlock spell.

Fusion Latch locks can be defeated with the Locks and Traps skill, a Passkey interface and a successful check. (The Shadow Tool spell cannot create a suitable lock pick for an Chrono-Timing lock.) Chrono-Timing locks can be defeated with the telekinetic spell Unlock.

Fusion Latches are highly difficult to pick or escape from. The DC ranges between 25 and 35. (Some experienced Spell casters may have less difficulty, as the unlock spell offers some healthy bonuses towards their skill check.)

Comes with a pair of pass keys.

Double this price for a door lock.

There are rumours of rare Advanced Fusion Latches that cannot be picked or magically opened, but require the real passkey (or a perfect copy) to gain admittance.

[Mostly only the Allterions that use these.]

[And the Nova Dirge... who I guess are Allterion.]



Multi 3 Lockpick

Device
  • Base tool for use on Chrono Timing Locks, Fusion Latch Locks and Iron Locks
  • Empowerment Cost: 3 EP
  • Silver Credits: 70 sc

The Multi 3 Lockpick provides a user with the means to try and bypass nearly any lock. It includes a basic lock pick, good for iron locks; a Chrono pick, good for Chrono timing locks; and a Passkey interface, good for most Fusion Latches.

The Multi 3 Lockpick is a restricted item. Only high standing Warden’s and other law enforcement can purchase this device legally.

A basic lock pick by itself costs 4 Silver Credits. It allows a mundane lock to be picked without penalty. They look like long black picks. Their use is also restricted.

A Chrono pick by itself costs 50 Silver Credits and requires 2 EP. It allows a Chrono Timing Lock to be picked. They look like a long silver Chrono key. Their use is also restricted.

A Passkey interface by itself costs 60 Silver Credits and requires 2 EP. It allows most Fusion Latches to be picked. They look like a Pass Card connecteted to a Comlink. Their use is also restricted.

[Guess you can’t just kick every door in.]

[I can try.]


Type Opened By Does Not Work
Iron Lock Lock Pick, Shadow Tool, Unlock Spell Specialized lock picks. (Chrono pick, passkey)
Chrono Timing Chrono pick, Shadow Tool Unlock Spell, Basic Lock Pick
Fusion Latch Passkey Interface, Unlock Spell Shadow Tool, Basic Lock Pick

Empowerment Inhibitor

Power Restraint
  • Empowerment Cost: 8 EP, see text
  • Silver Credits: 400sc

Empowerment Inhibitors are sometimes used to try and prevent an individual from empowering any items, such as a hidden weapon.

Most Empowerment Inhibitors look like one half of a wrist restraint. Once tightened and manually locked around an individual’s wrist, the Inhibitor uses up 8 Empowerment Points. (It will randomly short-out whatever other items or power alterations it needs in order to gain its 8 EP.) A small light glows to indicate that it is functioning.

An inhibitor cannot be unenpowered until the restraint is manually unlocked. An Empowerment Inhibitor can be any type of lock (Iron, Chrono-timing or Fusion Latch).

Due to the high cost of Inhibitors, they are rarely seen or used. Inhibitors have also been criticized for not being effective enough.

[These are right up there with being strip searched. Don’t expect it unless you’re meeting someone real important.]

[Inhibitors don’t prevent spell attacks, like Death Ray.]

[I guess that’s what Magical Shield is for.]



Kits


Medical Field Kit

Gear
  • Adds +2 bonus to Healing Checks.
  • Empowerment Cost: 0 EP
  • Silver Credits: 90sc

The Medical Field Kit contains an assortment of medical tools, instruments and supplies that aid in the treating injury and illness. Resupplies are required after a few dozen uses and cost about 10sc.

Using the medical kit adds a +2 bonus to Healing Checks.

[Useful, especially when I need to cast Precise Healing on someone.]

[Which is often.]



Repair Calibrator

Item and Gear
  • Restores EX-HP.
  • Adds +2 bonus to Repair Checks.
  • Empowerment Cost: 3 EP
  • Silver Credits: 240sc

The Repair Calibrator is a tool used to restore the Extraordinary Hit Points (EX-HP) of an armour.

The Repair Calibrator has a warming period of 1 hour, which means that it must be continuously empowered for an hour (or longer) before it can be used. Once the hour is past, it can be used for a quick repair. After being discharged, the repair Calibrator must be warmed again for 1 hour before use.

A character may warm a Repair Calibrator and still continue with other objectives.

The Repair Calibrator comes with a set of basic tools that add a +2 bonus to all repair tests when used. A repair kit by itself costs 60sc.

The Repair Calibrator can be set to repair vehicles as well.

When the Repair Calibrator is used, the amount repaired is based on a Repair skill check:

Repair Check
Result
Amount
Repaired
1-5 d4
6-10 d8
11-15 2d6
16-20 3d6
21-25 4d6
30+ 5d6

[Most armour already has an hourly repair cycle.]

[Repair Calibrators are good if you need a repair right now... providing a bit of foresight.]



Mage


Mark-3 Mage Gauntlet

Item
  • 35% chance that a Magic Point
    is not expended when casting a spell
  • Empowerment Cost:3 EP
  • Silver Credits: 600sc

The Mark-3 Mage Gauntlet combines empowerable technology with arcane runes to help streamline the flow of magic when casting a spell. While not entirely predictable, an empowered Mark-3 Mage Gauntlet makes casting spells approximately one third more efficient.

After casting a spell, roll percentile. If the result is 01-35, the Magic Point (MP) just expended is immediately refunded. The caster must have at least one MP to spend if they wish to cast a spell.

Mage gauntlets are not designed as armour. They offer the same protection and restrictions as a normal leather glove, which does not prevent empowering or the use of any other items.

[Good, if you have a lot of Spell energy to begin with.]


About Items

Comlink Costs

Service fees are generally covered by the price of the hardware.

Connecting

Each Comlink sold has a unique Link Code. Imputing another Comlink’s code will send the signal to that Comlink that someone is trying to connect with them.

A central database may also be searched, as most people list their last name, initial and Link Code so they can be reached. The database may be sorted by general area.


Reading Stats

City Mobile C1: Common Name

Short Range Comlink: Type
  • Range: Within a city to connect: Comlinks are able to connect within most major settlements.
  • Empowerment Cost: 1 EP: In order for this comlink to properly function, it requires one Empowerment Point.
  • Silver Credits: 30sc: How many Silver Credits the item typically costs.

Additional information about the device.

[Unofficial comments scribbled in the margins.]






Up Next: Power Alterations

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