Power

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High-Tech

Batteries

Benjamin Franklin coined the term "battery," comparing an array of glass jars that discharged static electricity on command to a battery of cannons. Franklin's beloved Leyden jars were actually capacitors, however. Alessandro Volta's voltaic pile was the first "wet cell" – a true battery.

At TL5, batteries are low-capacity curiosities, suitable primarily for stationary work. Most are used in telegraphy. For instance, the Transatlantic Telegraph – completed in 1866 – required 800 primitive batteries to push the signal 1,700 miles across the North Atlantic (such a bank of batteries would make an excellent source of power for a parachronic conveyor!). Batteries have improved steadily, becoming more portable and rugged with each passing tech level.

Portable electric power is extremely useful for heroes on the move, but batteries have many problems. For one thing, they slowly lose their energy while in storage. Some rechargeable cells retain a full charge for less than a month – although the best TL8 versions hold a serviceable charge after years on the shelf. Rechargeables also have a limited number of recharge cycles, a few dozen to a few hundred at best. As well, batteries lose energy quickly in freezing temperatures, and have perhaps half their normal endurance in warmer temperatures. When hot, they may explode, spewing acid everywhere. Adventurers can try to offset these risks by carrying spare cells...but there's always the possibility of a power outage when using batteries.

Battery Size

Batteries vary greatly in capacity and weight – a comprehensive "battery table" would fill volumes! For simplicity, High-Tech uses a few generic battery sizes that approximate those in the real world. To simulate a particular real-world gadget, use batteries one size smaller than that listed for the generic device, take enough of them to approximate actual battery weight, and then adjust endurance in proportion to total weight.

Below, battery abbreviations appear in parentheses: T, XS, S, M, etc. Note that some devices use multiple batteries; e.g., 3×S. All prices assume non-rechargeable cells. Rechargeables (lead-acid, nickel-metal hydride, lithium polymer, etc.) cost at least 5× as much but can be recharged dozens of times.

Tiny (T). A button- or coin-sized battery for watches, mini-flashlights, hearing aids, laser sights, tiny bugs, etc. $0.25, 0.02 lb. (50 weigh 1 lb.). LC4.
Extra-Small (XS). A battery used in such portable consumer electronics as audio recorders, CD/MP3 players, digital cameras, and night-vision goggles. Similar to a 9-volt or AA battery. $0.50, 0.1 lb. LC4.
Small (S). A standard battery for flashlights, portable radios, or cellular phones. Similar to a D-cell or C-cell battery. $1, 0.33 lb. LC4.
Medium (M). A common power source for lanterns or squad-level radios. More expensive rechargeable models are used in laptops, video cameras, and the like. $5, 2 lbs. LC4.
Large (L). A lunchbox-sized battery. At TL5, it's used in telegraph stations. At TL6+, rechargeables are found in small vehicles (such as ATVs, motorcycles, and snowmobiles), base-camp radios, and the like. $10, 10 lbs. LC4.
Very Large (VL). A toolbox-sized battery found in cars, trucks, golf carts, etc. It can power radios or other heavy-duty electronics for extended periods. A bank of these is often used for external power. $20, 50 lbs. LC4.

Dirty Tech: Batteries

High-tech travelers stranded in a low-tech area can cobble together a useful battery with a little ingenuity. Every grade-school kid has built a primitive battery out of his favorite fruit or vegetable. A voltaic pile, one of the earliest batteries, can be made by stacking dissimilar metal coins or discs together, separated by brine-soaked cloth. Such a simple pile can produce enough voltage to power a small crystal-radio receiver. Batteries with more kick take more effort. Vinegar or citrus juice can be used as the acid. Nearly any two metals can serve as electrodes – iron or lead sheeting, discarded aluminum foil, etc. A small jar of acid with metal electrodes can produce a useful amount of electricity. Several jars wired in series can power a small electronic device.

Dead or damaged batteries can be useful for raw materials. A standard automobile battery contains around 20 lbs. of lead (useful for bullet-making) and 5 lbs. of sulfuric acid (just the thing for home-made explosives).

Inverters and Adapters

Many large items are described as using external power. They're designed to be plugged into building or vehicle power, a generator, etc. They operate for as long as power is available.

An inverter lets such a device run off batteries. It requires at least an M battery, which will last from a few minutes to a few days, depending on the device. An L or VL battery lasts proportionately longer. Cost and weight for an inverter match those of the batteries it adapts.

Likewise, a battery-operated device can have a power adapter for the cost and weight of its usual batteries. This lets it run off external power instead of batteries.

Generators

Generators provide "external power"...while their fuel holds out. Explorers, military units, and similar expeditions use them for base camps; others use them to power cabins. They can also provide backup power for everything from hospitals to shopping malls. Below, generators are divided into two types:

Portable: Usually provides enough external power (about 1-2 kW) to keep a few small devices going at once; e.g., a computer, a TV, and a few lights.
Semi-Portable: Typically supplies external power to a whole household, workshop, or equivalent (approximately 5-10 kW).


TODO


Energy Collectors

Energy collectors gather energy from natural sources. Man has used solar power since prehistory to preserve herbs, vegetables, and meat by drying them in the sun. Today, major installations may use hydroelectric, solar, or geothermal power, but solar power is the most common means of portable energy collection.


TODO


Fuel

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Bio-Tech

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Ultra-Tech

Power Cells

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Sizes of Power Cells

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Flexible Power Cells (TL9-12)

TODO

Non-Rechargeable Power Cells (TL9-12)

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Replacing Power Cells

It takes three seconds to replace an A, B, or C cell with a new one, or 5 seconds to replace a tiny AA or hefty D or E cell, or 20 seconds to replace an F cell. Cells can only be replaced if the user is strong enough to lift them out.

Fast-Draw (Ammo) skill can be used to reduce the time for cells loaded into weapons. A successful skill roll reduces the replacement time by one second.

Life-support systems, flying belts, and other items that cannot afford power interruptions often have two or more cells, so that if one is drained another takes over immediately. They are also usually equipped with a warning system to notify the user that one cell has been expended.

Jury-Rigging Power Cells

TODO

Exploding Power Cells

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Cosmic Power Cells (TL12^)

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External Power

Generators

TODO

Fission Generators (TL9)

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Fusion Generators (TL10)

When fusion reactors first appear at TL9, they are gigantic installations that require heavy radiation shielding and frequent maintenance. At TL10+ fusion reactors produce less radiation (due to the use of harder-to-ignite but more efficient aneutronic fusion reactions) and are significantly lighter.

Semi-Portable Fusion Reactor (TL10): A small nuclear fusion reactor. It fuses hydrogen into helium, liberating energy in the process. $200,000, 100 lbs. Its internal fuel supply operates it for up to 20 years; refueling and maintenance is $20,000. LC3.

Portable Fusion Reactor (TL11): This is a compact reactor using antimatter or exotic matter (such as muons) to catalyze a fusion reaction. This could also be a superscience "cold fusion" device available at TL10^. $100,000, 50 lbs. Its internal fuel supply operates it for up to 10 years; refueling and maintenance is $10,000. LC2.

If TL^ force field, hypergravity, or nuclear damper technology is available, fusion plants may be an order of magnitude smaller. Divide cost by 5 and weight by 10.

Antimatter Generators (TL11-12)

These reactors produce energy through the mutual annihilation of matter and antimatter, with a 100% conversion of mass to energy. Unfortunately, antimatter takes more energy to manufacture than it can produce, and any failure of the containment system may result in a significant explosion. As a result, antimatter power is primarily used in applications where very high power densities are more important than fuel costs or safety – e.g., high-performance starships, combat vehicles, or weapon systems.

Semi-Portable Antimatter Generator (TL11): An installation that can fit in a truck bed. Provides external power for five years (TL11) or 50 years (TL12). $200,000, 100 lbs. LC2.

Portable Antimatter Generator (TL12): A backpack-sized antimatter power plant. Provides external power for up to five years. $10,000, 10 lbs. LC2.

Energy Collection

TODO

Beamed and Broadcast Power

TODO