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Tech Rules
This is a basic run down of how Technology works.
Table: Power Stations
| Build Cost | Level | Fueled Room Rate | Passive Room Rate | Fueled Portable Rate | Passive Portable Rate |
|---|---|---|---|---|---|
| 25 | Mundane | 1/day | 1/week | NA | NA |
| 50 | Primitive | 1/hour | 1/day | 1/week | NA |
| 100 | Rudimentary | 1/minute | 1/hour | 1/day | 1/week |
| 200 | Standard | 1/round | 1/minute | 1/hour | 1/day |
| 400 | Advanced | 10/round | 1/round | 1/minute | 1/hour |
| 800 | Cutting Edge | Unlimited | 10/round | 1/round | 1/minute |
Power Stations provide a charge one of two ways, Fueled and Passive. Fueled power stations require fuel to be added at a rate of 1TU of fuel per charge. For example a Rudimentary Fueled Room needs 1 TU of Fuel per minute to charge an item. Passive power stations require no fuel and recharge items passively.
Power Stations are also divided into two sizes, Rooms and Portable. A room is a power station that takes up one room in a building, whereas portable power stations are heavy backpacks that weigh 50 lbs.
Power Stations can only recharge one item or battery at a time, unless additional charging ports are constructed. Then they charge the items in order of charging port.
In the case of emergency (or desperation) its possible for a mage to spend 2 MP in place of a TU as fuel. If this happens the mage must pass a Fort save DC = 20 + MP spent as fuel or take 1d6 ability damage to their primary casting ability. Succeeding the save reduces the damage by half. This ability damage cannot be healed aside from natural healing and restores at a rate of 1 per week. If this would reduce the ability score to below 10 the character cannot regenerate MP until the damage is healed completely.
