Power Sources

Whether a sleek sports car, a main battle tank, a combat mecha, or a space fighter, it can be found and built here ... at a premium.
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Power Sources

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Post by Hal_Emmerich »

Power Sources

Power Sources are generally one of the most integral components of a vehicle. Note that these ARE NOT ENGINES, nor do they represent any extension of it -- a vehicle will function normally without a Power Source (save capital ships and certain remote platforms - the propulsion system in these cases has a direct correlation with the systems that support the engine). However, there are many useful weapons and tools that require the installation of a Power Source.

Every vehicle class and type can mount a Power Source.
Artisan: Engineering, bonus (stacking with engineering skills) can be added here.

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Reactors
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Reactors are renewable, constantly-recharging power sources. These grant Reactor Points, which provide a near-infinite source of Energy to the vehicle. However, to use a Reactor, a second Hard Point on the vehicle must be dedicated to a Cooling System, which is what recharges the Reactor.

Reactors, unlike batteries, do not require replacing. However, if a Reactor is used beyond its capacity of points (below 0), the reactor runs a chance of overloading. Competant engineers may maintain a reactor beyond its safety limit, but extended time overloading a reactor will eventually cause it to explode or shut down.

Class: Fission Reactor
Price: 35,000 gil
DC: 15000
Description: The simplest of reactor technology and perhaps the most dangerous; a Fission Reactor produces power by radioactive material. In such a small environment, the fission reactor is quickly overwhelmed without a cooling system and will overheat quickly. A mech which is destroyed by an overheated fission reactor explodes with enough force to wipe out a small city block.
Bonus: 3 Reactor Points

Class: Fusion Reactor
Price: 105,000 gil
DC: 25000
Description: A self sustaining reaction produced by merging atoms as opposed to splitting them, the fusion reactor is more stable than it's counterpart, but most costly. A fusion reactor is the only type of reactor which will not explode when overheating; however it will render itself inoperable until properly repaired.
Bonus: 5 Reactor Points

Class: Hydrogen Reactor
Price: 175,000 gil
DC: 20000
Description: An advanced reactor based not around radiation, but hydrogen fuel cells. These reactors are capable of longer sustained operation than even a fusion reactor, but present the risk of exploding with sufficient force to destroy the vehicle if overheated.
Bonus: 7 Reactor Points

Class: Arc Reactor
Price: 350,000 gil
DC: 35000
Description: A highly advanced method of power generation developed by Stark Industries (and other likeminded sources). The Arc Reactor generates power using magnetic force, making it extremely stable. Overloading of the reactor will produce a high pressure explosion that will damage only immediate surroundings, but destroy the vehicle.
Bonus: 10 Reactor Points

Class: Element Zero Core (EEZO Core)
Price: 700,000 gil
DC: 50000
Description: Element Zero is a relatively newly discovered element that unleashes dark energy when powered by an electrical charge. Using this technology, it becomes possible to power small yet effective relay drives and small to midrange starships.
Bonus: 25 Reactor Points

Class: Gravity Core
Price: 1,400,000 gil
DC: 75000
Description: Very few races have mastered the use of a gravity core, which extends the operation of a vehicle far beyond conventional means by using gravimetric forces to produce tidal energy. Gravity drives implode when overloaded, taking out the reactor and any components surrounding it, but leaving the vehicle intact.
Bonus: 50 Reactor Points

Class: Dark Matter Reactor Core
Price: 2,800,000 gil
DC: 75000
Description: Expanding on the principle of the EEZO core, the Dark Matter core bypasses the middle man and produces Dark Energy directly from it's source. While ordinarily quite safe and stable, the explosion from a Dark Matter core can be more than enough to wipe out an entire starship, possibly an entire metropolis.
Bonus: 100 Reactor Points

Class: Reflex Furnace
Price: N/A
DC: 50000
Description: A free source of power drawn from the byproducts of the bacterial organism called Protoculture. As far as a power system goes, it is one of the most efficient - with proper maintenance it is nearly infinite in potential power with few drawbacks. Unfortunately the requisite protoculture is inordinately rare, possibly extinct, and a single protoculture farm or reactor is worth annihilating an entire civilization for to some cultures. Once obtained however, setting up the furnace is relatively simple. Given sufficient time to charge and storage capacity, it is capable of powering small scale FTL drives. It also scales well, the same design used to power an individual ship can also be used to power a starship by merely adding more capacity.
Bonus: 5 Reactor Points (Small version)/150 Reactor Points (Large version)

Class: Anti-Matter Reactor
Price: N/A
Description: The most advanced conventional power source, an Anti-Matter core is technology centuries ahead of even the most advanced space faring civilizations. Overloading one requires dedicated effort, however their destruction can wipe out cities or planets if not ejected. As a precaution, most anti matter systems have a built in warp drive which will carry them to safe distance, and is all but a requisite for any FTL drive system.
Bonus: 200 Reactor Points

Cooling Systems

Cooling Systems each occupy 1 Hard Point on a vehicle, and are used to recharge Reactors. These have no effect on a Battery.

Class: Liquid Cooling
Price: N/A
DC: 500
Description: The most standard cooling system available to reactors, Liquid Cooling utilizes heavy water (H₂O₂) as an insulator and cooling agent, using the steam created by the boiling water to both produce oxygen (O) for life support and steam water (H₂O) to power turbines. Liquid Cooling is included in the base purchasing price of a Reactor.
Bonus: Recharges 1 RP every round.

Class: Molten Salt Cooling
Price: 52,500 gil
DC: 10000
Description: Rather than a liquid like water, a solution of fluoride salt is melted at an extremely high temperature and circulated around the reactor core. This reduces the pressure needed to maintain reactions, and allows them to operate safely at much higher temperatures.
Bonus: Recharges 3 RP every round.

Class: Liquid Metal Cooling
Price: 262,500 gil
DC: 30000
Description: The reactor core is surrounded by a tank of molten metal, generally pure lead, which insulates both a reactor's heat and its inherent radiation. This type of cooling system allows a reactor to operate at remarkably high temperatures without fear of overload or rupture from corrosion.
Bonus: Recharges 5 RP every round.

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Batteries
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Batteries are expendable power sources that are installed into a Hard Point on a vehicle and produce power for a time. These power sources are generally much, much cheaper and widely available compared to reactors, but must be replaced once they are spent.

Batteries give Capacity Points (CP), which do not recharge when not in use or when out of a mission. Batteries can be exchanged even in the heat of battle, but require time to install. Once a battery is expended, it is useless.

Class: Galvanic Cell Battery
Price: 800 gil
DC: 500
Description: The weakest battery available, and more conventionally known as a car battery. Cheap, but provides only enough power for basic applications.
Bonus: 5 CP

Class: Lithium Ion MB
Price: 2400 gil
DC: 5000
Description: A more powerful conventional battery, a lithium ion MB (modular battery) is designed for use on submersibles. Completely safe, and providing considerably more power than it's weaker counterpart. This battery can in fact power a mech, albeit not very well.
Bonus: 25 CP

Class: Xenon-Flouride Battery
Price: 5600 gil
DC: 30000
Description: The highest non nuclear battery available, the Xenon-Flouride battery is capable of powering mech systems over the course of operations, and can easily be replaced.
Bonus: 50 CP

Class: Atomic Battery
Price: 15,250 gil
DC: 60000
Description: An extremely advanced form of battery which relies on a small nuclear system to generate power. Provides a great deal of power, however has devestating effects should a vehicle equipped with one explode.
Bonus: 100 CP

Class: Zero Point Module
Price: N/A
Description: The most powerful battery technology available; the Zero Point Module draws upon the energy of a pocket universe for it's power. A never ending power supply. There is virtually no conventional vehicle technology that is capable of exhausting a ZPM, however should the safety system fail, they can be capable of widespread destruction.
Bonus: Infinite

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Alternate
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Alternate power sources are special or unique sources of power that don't fit into the conventional standards above. These can be found or developed.

Class: UMN Transmit system
Price: N/A
DC: 5000
Description: An alternative power source that uses the a capital ships power core to power surrounding units with Transmission systems via a UMN tower. The unit with the device can only be operated while in range of the UMN transmission range. Units risk shutting down when out of range.
Bonus: Infinite (So long as unit is in range) When out of range: 15 CP

Class: Ether Drive
Price: N/A
DC: 25000
Description: An alternative power source based on the user's own spiritual reservoir; when MP is exhausted, high voltage systems on the vehicle shut down. As a side effect of this, the user may cast spells through the Ether Drive, turning the vehicle into an arcane blaster.
Bonus: Each CP used costs 50 MP. Spells cast through the Ether Drive deal 1 AP per hit. Casting in this way consumes 3x the spell cost in mp, plus 500 mp base. Some more powerful spells may have greater effect.

Class: Mana Furnace
Price: N/A
DC: 50000
Description: A low yield yet conceivably infinite power device, the mana furnace draws its energy from converting mana (usually fed via elements but can be supercharged) into usable electric current by boiling water.
Bonus: One Mana Furnace provides a constant idle 1 RP with no danger of overheating. Should the Mana Furnace be manned, it may produce up to an additional 10 RP depending on the mage level of the person powering it (costing the same as a spell of that level every round).

Class: Advanced Mana Furnace
Price: N/A
DC: 200000
Description: Improving upon the technologies implemented by the Mana Furnace by using principles found in Nuclear Reactors, an Advanced Mana Furnace becomes feasible for powering an entire starship. Magic is channeled through support materia control rods which amplify it before using it to boil water.
Bonus: One Advanced Mana Furnace provides a constant idle 4 RP with no danger of overheating. Should the Mana Furnace be manned, it may produce up to an additional 40 RP depending on the mage level of the person (times 4) powering it (costing the same as a spell of that level every round).

Class: Mako Reactor
Price: 1,400,000 gil
DC: 100000
Description: A considerably higher yield device, a mako reactor involves refining the raw lifestream (spirit) of a planet into a hazardous fuel known as Mako. Mako is considered to be radioactive and dangerous to store, but yields an immense amount of power. It is a cheaper platform to build and produces a high yield, however the intricacies of it's construction require considerable planning. Over the course of decades, a mako reactor can do immeasurable and possibly irreparable damage to a planet.
Bonus: A mako reactor with a direct pipeline to the lifestream produces 100 Reactor Points. A mako reactor with a stored reservoir is limited by the size of the reservoir.

Power Source
Class: Anima Relic / Vessel of Anima
Price: N/A
DC: N/A
Restriction: A vehicle with an Anima Relic inside can only be operated by a character with 300 Spirit and 250 Willpower.
Description: An ancient artifact found on Earth, along with the Zohar. It mysteriously radiates similar energies and synchronizes with the Zohar and its connection to the Upper Domain. Considered by some to be a “thought engine,” the Vessels of Anima resemble human spines in a vat of conductive gel, and tap into the infinite power source of the universe.
Effect: Passively, gives a vehicle an infinite power source. The Anima Relic can be activated, and will last for 5 rounds before returning to passive mode. When an Anima Relic is activated, damage dealt by the vehicle is increased by 1 AP, damage taken by the vehicle is reduced by 1 AP, vehicle system rolls are increased by +15, and the vehicle has access to a unique Anima Relic subsystem that is unique to each Anima Relic. Using the subsystem’s features depletes the duration of the activated Anima Relic. After an Anima Relic’s 5 round activation is complete, it cannot be activated again for another 5 rounds.

Class: Wave Existence “Drive”
Price: N/A
DC: N/A
Description: The Wave Existence “Drive” represents the vehicle’s direct connection to the Upper Domain (or: U-DO, the Akashic Record, the Imaginary Numbers Realm, The World Tree, The Root), and as such has the ability to transmit lossless energy directly to other vehicles.
Effect: Passively, grants a vehicle an infinite power source. The Wave Existence can be activated, and can regenerate up to 50 RP/CP in up to 3 vehicles in a single action, OR may activate up to 3 Anima Relics within its area, sustaining them indefinitely. Additionally, the Wave Existence can invoke an “Infinity” subroutine that widens its connection with the vehicle it’s equipped in.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

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