Lords of Ether (20th Anniversary Edition) Advancement
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Advancement
Advancement in Lords of Ether is divided between Technology and Magic, with ten Advancement Categories divided between the two. Technology and Magic are not simply different names for the same abilities, and there are significant differences between both how they work, and what they do. Technomagic and Magitech are a special form of Advancement gained by combining or “fusing” a Technological Category with a Magical Category. They offer greater power and more abilities than either Tech or Magic, but they also come with a very high cost both in Advancement Points, and in unit prices.
The Basics
Below is a brief summary of the basics of Advancement:
-Each Advancement Category is divided into 5 Levels with 100 Advancement Points (AP) to a Level. Advancement can be as low as 0, or as high as 599 AP.
-Nations and Transtellars pay 1 SP for every 10 Advancement Points.
-Advancement for Nations and Transtellars defaults to level 100 in all categories, technological and magical, representing the fact that some knowledge is ubiquitous amongst groups that develop into large organized states. This can be reduced by taking certain Disadvantages.
-Technology of Level 3.5 and higher may not be Enchanted, and will interfere with some magical effects, such as teleportation.
-The Level of a Technomagic or Magitech fusion is determined by taking the desired Levels of the two fused Categories (dropping all fractions) and then adding them together. The cost in AP is determined by multiplying this Level by 100. Fused Categories can be no more than one Level apart.
Choosing your Advancement
The decision between Magic and Technology is the biggest defining point for a Power. A high-tech Power is the most straightforward choice, as it is predictable, easy to manage and allows some of the most impressive weapons and vehicles. High-tech Powers range from modern states with Technology at the high end of Level 3, to future and far future states with Technology at Level 4 or Level 5. Futuristic Powers have many options, from cyber-slums, to killer robots, to vast organic civilizations built on the widespread application of biotechnology.
Up to Tech Level 3.49 Powers often augment their machines with magic, along the lines of the “Steampunk” genre, which occupies the middle ground between tech and magic. Steampunk Powers rely on lower tech devices boosted in power by Enchantments and/or magically Artificed components to reach, and sometimes exceed, the capabilities of more advanced pure-tech devices. It is important to note that Technology of Level 3.5 and higher cannot be enchanted as the complex components react poorly to magical energies. It is of course possible to forgo the use of magic at this Tech level, however the lack of high technology can leave a capability gap that even numbers alone cannot match.
Powers with Tech Levels of 3 or below are called low tech and usually also possess some magic levels. Tech level 1 or 3 on its own with no magic is a very difficult Power to play, and may leave you prey to more advanced and unscrupulous Powers. For that reason these tech levels are best treated as an adjunct to the magic levels of a Power. In such a case they are still very useful as they offer extremely low cost but easily enchantable technological alternatives to the powerful but expensive devices mages can create, and allow a society to function without continual expenditure of magical power.
Magic Levels 1 to 3 are known as common magic, or hedge magic. They involve easy to use castings that can be quite effective but nevertheless lack the awesome OOOMPH of high magic. They are best used in conjunction with some levels of Technology, as common magic does not have the ability to maintain a society on its own.
Magic Levels 4 and 5 are high magic. At this level mages can do almost anything, and it is possible to build a Power that runs on high magic alone. However, in such a society all power and ability rests with the mages, and the common people will have to rely on them for everything, having no useful skills themselves. Like common magic, high magic can easily be combined with low tech or Steampunk – but the deciding factor in the number of Tech levels taken often cost, as that many Advancement levels can drain most of a Power’s SP. There are many possible directions a high magic Power can go in, from creating a civilization based on the Enchantment of low tech or Steampunk, to a Power based on Summoning, or maybe one built around the power of Artificers.
However, the biggest Advancement choice is whether to use Technomagic or not. Technomagic is the fusion of Technology and Magic together into a seamless whole to create devices of awesome sophistication and power. While Technomagic can be used at any Advancement Level, it is most powerful when used to combine high technology with high magic. While it still does not allow high tech devices to be enchanted, it does allow them to be constructed with intrinsic magical special abilities, and reach much higher levels of power. Unfortunately Technomagic is also very costly – so much so that its costs often outweigh its immediate practical benefits. Unless the fused magic and Tech levels are relatively low, you should be prepared to sacrifice a lot in other areas such as Infrastructure and Military to pay for it. If you want to take Technomagic think carefully about your core concept. Does the Power you envisage require Technomagic to be properly realized, or do you just want it because it’s shiny? If you can construct your Power without Technomagic that may be the better choice.
Magitech is a sub-class of Technomagic. Technomagic is generally assumed to be the province of Technological Powers, and while the devices produced may have magical abilities, they remain at heart technological. Technomagic Powers usually take a swathe of Technological Categories, and then one Magical Category to fuse with the Technological Category of their choice. Magitech flips this around, taking Magical Categories, and then one Technological Category to fuse with the Magic. This does not change the power of the mage’s castings, but it does allow their magic to be augmented with semi-technological devices or training. This is an interesting option that, like Technomagic, should be integrated as part of the core concept if you choose to take it. Such Powers can best be thought of as a form of High Magic.
It is possible for powers to have multiple fusions of different categories of technology and magic, particularly at low levels. The cost of a second fusion and each one thereafter is half of the default cost, assuming that it is of the same level or less as the first.
Technology
Technology is defined by the mechanical use of Etheric power in ways clearly defined by established or enforced universal laws. Technology offers power to everyone who can read an instruction manual, which is its primary strength. It is also reliable, efficient, and easy to mass-produce. On the downside it lacks the raw power of magic, and in its predictability lacks many of the wildly excessive effects of the most inventive spells. Technology can be roughly broken down into eras of history, based on Level. This can serve as a guide for those who want to know how to describe a certain level when posting about it, or how to match a desired historical or science fiction style to their own:
TL0 roughly equates to the Stone to Bronze ages. Examples would be ancient Sumer and Babylon, and elements of the Aztec and Inca civilizations.
TL1 is roughly in line with the Iron Age. This is the common ancient era, and would include examples like Ancient Greece and Rome. At TL1.5 it starts to shift into the Medieval era.
TL2 is comparable to the Renaissance era up to around TL2.5 where it begins to shift into early industrial, such as the Napoleonic era. Up to this point, all technology is considered “Simple” but at TL2.5 more “Complex” machines begin to show up with greater abilities, but also greater Upkeep demands.
TL3 runs the span of the 20th Century, with TL3.0 being roughly 1900s, TL3.5 being late WWII, and TL3.75 being modern technology.
TL4 is postmodern, being roughly comparable to the technology seen in Aliens, Cyberpunk, and the younger races of Babylon 5.
TL5 is far future, being somewhat similar to the gee-whiz technology seen in Star Trek, and by the B5 First Ones.
This should not be treated as an absolute guide, as many historical civilizations were ahead of their time in certain Categories. The Inca for example would have been TL0 in most weapons applications, but TL1 or 2 in Physics/Mathematics because of their knowledge of astronomy. Many Medieval societies would have been high TL1 or even low TL2 in weapons technology, but low TL1 or TL0 in Biology as their knowledge of sanitation and medicine actually regressed below that of previous eras. The purpose of the above is just to provide a rough idea of what the various numbers mean.
Technology has five Advancement Categories; Biology, Chemistry, Engineering, Physics/Mathematics, and Psychology. Each of these Categories is very broad, and encompasses a wide range of abilities and effects. Some of these categories are more important than others at lower levels and low tech Powers can sometimes get away with ignoring a couple entirely, but a truly high tech civilization will need high levels in all of them to be fully effective.
Biology
Biology has few direct effects at the lower levels, but rather functions as a supporting category, allowing your Power to run smoothly. It affects how many people your land can support, and how many of your troops will recover from wounds received in battle. At the higher levels it also allows genetic engineering and cloning.
Biology Level 0: At this level the Power is limited to basic farming and very simple medicine, mostly gained through trial and error. A Power with this level in Biology gains no bonus to Living Space, and no save against combat casualties or biological weapons or outbreaks.
Biology Level 1: At this level the Power has learned more advanced agricultural practices, and has developed a limited body of medical knowledge. They have also learned the rudiments of selective breeding, which is the earliest form of genetic engineering.
A Power with this level in Biology gains a low save against combat casualties and biological weapons or outbreaks. They may also add one simple Genetic Engineering Crew Added Capability to their units, to represent breeding for things like strength or speed.
Biology Level 2: At this level the Power begins to codify its knowledge of human physiology and, and develops effective and systematic means of treating various ailments.
A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks. The earliest bioweapons may also be systematically employed at this Bio Level 2.5, making this the first type of WMD a Power can develop. They may also add two simple Genetic Engineering Crew Added Capability to their units, to represent more advanced breeding practices.
Biology Level 3: At this level a Power attains the level of modern medicine, with antibiotics, and complex surgery. Agriculture becomes a matter of mass production and specially engineered crops become common.
A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks. They may also add three simple Genetic Engineering Crew Added Capability to their units, to represent the beginning of early planned biology. This level of Biology is also a prerequisite for those who wish to add Cybernetics as Crew Added Capabilities.
Biology Level 4: At this level a Power advances into futuristic medical practices, with wonder drugs, full genetic engineering and early regeneration techniques. Nutrition can be targeted for the maximum health of the population, and natural diseases are all but eradicated.
A Power with this level of Biology gains a save against combat casualties and biological weapons or outbreaks. They may also add four Genetic Engineering Crew Added Capability to their units and may now use complex genetic engineering rather than just simple. Clones can also be created in conjunction with Psychology Level 4, though at this level they will not be perfect beings, and will have an automatic Reduced Capability.
Biology Level 5: At this level a Power advances into the realm of the fully transhuman. Geneticists are now able to recode DNA on such a scale that a man need no longer be anything close to human. In fact, entire new lifeforms can be created, and machines can be fashioned entirely out of living matter.
This level of Biology can allow for Technological units to be created without the use of Engineering at all. Having more restrictions on the choice of materials and methods of production makes purely Biotech units more vulnerable than their counterparts. Pure biotech production also has a build time modifier of 1.5, assuming similar to engineering a power has at least two other categories at level 5.
A Power with this level of Biology gains a high save against combat casualties and biological weapons or outbreaks. They may also add five complex Genetic Engineering Crew Added Capability to their units. Clones can be created indistinguishable from natural humans, without the flaws of Bio Level 4. Most significantly, a Power with this level of Biology can choose to follow a radically different path from the bulk of humanity and become a Biotech Civilization.
Chemistry
Chemistry is a powerful and direct category, enhancing weapons and armour at all levels. Early on it is mainly focussed on materials science, such as forging iron and steel for blades and armour, but at the higher levels it becomes important in guns and explosives as well as for powering vehicles and creating new energy sources and fuels. Its direct effects make it important for any military, but it also supports the development of Industry.
Chemistry level 0: At this level the Power is limited to using materials easily found in nature such as stone and surface metals like Copper that are easily worked.
A Power with this level in Chemistry can only make simple weapons, and suffers large penalties to weapons and armour.
Chemistry level 1: At this level the Power can begin to work the first simple alloys of Bronze and Iron.
A Power with this level in Chemistry can still only make simple weapons, though it suffers smaller penalties to weapons and armour.
Chemistry level 2: At this level the Power progresses through more advanced alloys up to working steel on a large scale. The Power also discovers gunpowder and can begin to make the first complex weapons – early firearms. The more adventurous can also use their knowledge of Chemistry to lift lighter-than-air craft.
A Power with this level in Chemistry can begin to make complex weapons at Level 2.5, and suffers no penalties to weapons and armour. At Level 2.5 a Power can also begin to make Airships, becoming the first flying machines, and in conjunction with Engineering Level 2.5 the first engines can be made for powering vehicles with Etherite Coal.
Chemistry level 3: At this level the Power enters into modern materials science, and begins to create more complex alloys and composites. The science of rocketry also takes off, and ships can be propelled into space. On a more deadly note, poison gas becomes available for widespread battlefield use.
A Power with this level in Chemistry can begin to make Gas at Level 3.0, and gains a small bonus to weapons and armour. At this level Rocket Engines can be created for use on starships, and Etheric fuel can be refined and compressed into Ethernol. At Chem Level 3.5 (in conjunction with Eng Level 3.0) such engines can be refined enough to be used in aircraft, allowing complex jet and rocket aircraft to be constructed.
Chemistry level 4: At this level the Power begins to create more interesting materials, whose complexity goes down to the molecular scale. Armour becomes much stronger, and projectile weapons can be built with highly advanced warheads and special propellants.
A Power with this level in Chemistry has a modest bonus to weapons and armour, and can make Fusion Drives for its starships, and Etheric fusion catalysts to power its vehicles.
Chemistry level 5: At this level the Power can make the most advanced alloys, fiddling with matter on an atomic layer to create the materials it needs. Advanced chemistry also allows the synthesis of stable Etheric Anti-Matter, gram for gram the most powerful energy source in the galaxy. A Power with this level in Chemistry has a large bonus to weapons and armour, and can make Etheric Anti-Matter Drives for its starships, though EAM containment fields are too large for this to be practical for smaller vehicles. At this level, if they have not already gained the ability with Physics/Mathematics, a Power may also make Nukes (in the form of EAM bombs).
Engineering
Engineering is integral to constructing any Technological device, and is the primary Category for building Infrastructure and running a Power’s industries. At the lower levels Engineering is important for the construction of weapons like swords, spears and bows, and at the higher levels it becomes a key component in military vehicles, enhancing their ability to survive damage.
Engineering Level 0: At this level the Power is limited to construction of simple buildings and weapons. Large projects are accomplished by brute strength, as devices for mechanical advantage have not yet become widespread.
A Power with this level in Engineering may only build simple weapons. It suffers a large penalty to weapons, and all units are constructed with a 4x Build Time Modifier.
Engineering Level 1: At this level the Power begins to use simple machines and build simple but sturdy buildings, and better weapons. Very large structures can be constructed, though they still rely mostly on masses of cheap labour. Ships can be built, though they will be propelled only by oar and sail.
A Power with this level in Engineering may still only build simple weapons. Simple Sails can be built to move ships through the Ether of the Deep Sky (though they must find some other way to get up there first), and vessels gain a rudimentary damage control save. A Power with Eng Level 1 suffers a smaller penalty to weapons. Engineering Level 1 has a 4.0x build speed modifier.
Engineering Level 2: At this level the Power begins to create complex reinforced structures, and build machines both on a larger and more intricate scale. Tall multi-masted sailing ships replace galleys, and (with the aid of Chemistry) are in turn eventually replaced by ironclad warships. Clockworks also come into their own, with timepieces and other precision-made devices.
A Power at Eng Level 2.5 may start building complex devices. In conjunction with Chem Level 2.5 Steam powered ships and mechanical ground vehicles can be made. At this level a Power suffers a smaller penalty to weapons. Engineering Level 2 has a 3.0x build speed modifier.
Engineering Level 3: At this Level construction moves into modern structures of massive scale, like skyscrapers, suspension bridges and massive hydro-dams. It also includes even more complex machines, like internal combustion engines, and the first robotics, and other precision equipment. Engineering Level 3 has a 2.0x build speed modifier if the power has at least two other technological categories at least of Level 3.
A Power with this level in Engineering gains a small damage control save to reduce the damage done by enemy fire. Automation Added Capabilities can be created, and in conjunction with Chem Level 3.0 internal combustion vehicles make simple heavier-than-air craft a reality. At this level Engineering no longer applies to weapons and Physics/Mathematics takes over.
Engineering Level 4: At this level having conquered the large, Engineering now tackles the small, with extremely complex micro-scale machinery which leads to feats of engineering like humaniform robots and vehicles. Robotics also speeds up industrial construction and factories become faster and more efficient as a result.
A Power with this level in Engineering gains a modest damage control save. If it has at least two other Technological Advancement Categories at level 4 or higher, it may build units with a 1.5x Build Time Modifier. It may also (in conjunction with Bio 3, and other relevant Categories) give its units up to four Crew Added Capabilities in simple cybernetic enhancements. Also, for those Powers that eschew Physics/Mathematics, at Eng Level 4 mechanical computers equal to their electrical counterparts can be made. Finally, it may add humanoid Added Capabilities to its vehicles, and use Complex Humanoid Vehicle Types. The era of the giant robot begins!
Engineering Level 5: The biggest discovery at this level is Nanotech which makes much of what was previously impossible possible. Construction can be speeded by these little workers and machines can shift form and function by internal redesign. At this level transformable weapons can be made and the largest vessels constructed.
A Power with this level in Engineering gains a large damage control save. If it has at least two other Technological Advancement Categories at level 5, it may build units with a 1x Build Time Modifier. It may also build Nanoplagues which are the most advanced and lethal form of self-replicating “bioweapon” (even though they need no Bio to make), and may also use this nanotechnology to give its units up to five Crew Added Capabilities in complex cybernetic enhancements.
Physics/Mathematics
Psychology
Magic
Magic differs from Technology because it relies on the skill and willpower of the user rather than the routine use of a constant principle or reliable machine. Magic is defined as the use of the ability of the individual to impose their will upon the world. It requires a lifetime of learning to master, and so can be used by fewer people than technology, but the personal power offered is greater.
In general Magic can match the power of Technology at lower levels of Magical Advancement, for instance it takes Physics/Mathematics Level 4 to use forcefields, but Magic can duplicate the same effects with telekinetic barriers at Movement Level 3. Magic also works much faster than Technology, with armies capable of being summoned out of nothing, and spells whipped up in a matter of days or weeks, as opposed to what is often years with Technology.
On the downside, Magic is resource intensive and inefficient, draining huge amounts of power compared to Technology, and requiring the constant attention of skilled practitioners. Unlike Technology, Magic is also much less reliable, and the desired results often fail to manifest, or do so in unexpected ways.
Magic (obviously) has no historical counterpart, however it can still be broken down into rough fantasy genres based on Level:
ML0 means no magical power. A Power with anything below Level 1.0 in a Magical Category cannot use Magic, and fractional values in this level are only important inasmuch as they shorten the journey to ML1 at which point the first actual magic can be cast.
ML1 can be thought of as “cantrips” and other little tricks. Rather than fantasy stories, this level of magic is actually more often seen in contemporary horror or ghost movies, with things like fleeting visions and vague extrasensory perceptions, as well as things like minor telekinesis. This is magic that has very limited power and effect. Its biggest use is in providing the ability to see and counter the magic of other Powers.
ML2 and ML3 are comparable to the low-key magic seen in fantasies like Lord of the Rings, the Devvery series. This kind of magic is not flashy, and lacks most of the super-human effects, but it can still effect major changes, and do serious damage. It often exists in concert with a low tech, often medieval setting.
ML4 and ML5 are seriously powerful magics, like those used in Slayers, or in the Wheel of Time series. The effects are usually flashy and very noticeable, and their effects often cause great changes in the world around them, allowing mages to often do what would otherwise be considered impossible, even with the most advanced Technology. Entire civilisations can be built around this High Magic, like the Age of Legends in the Wheel of Time.
These comparisons are not exact, but exist only as a rough guide. Lords of Ether has its own distinct magical rules, and some things low level Mages in a particular fantasy universe may be capable of may actually be high end magic in Lords of Ether, or may indeed not be possible at all. Conversely in some universes a spell that is incredibly difficult to cast may be routine in the game’s magical system.
Like Technology, Magic has five Advancement Categories. These Categories are in many ways comparable to Technological Advancement Categories, but the comparisons are not always direct, and it would be a mistake to assume that Magical Categories are just Technological Categories renamed. The five Categories are; Creation, Destruction, Material, Mental, and Movement. These Categories tend to be more focussed than their Technological cousins, and while a Magical Power does not need all of them, each has a useful function, even at the lowest levels.
Creation
Destruction
Transmorgification
Mental
Movement
Fusion
At its heart, a fusion allows for concepts that don't fit the standard paradigm of either straight technology or magic to be realized with mechanics that are often unique in the setting. The first thing to consider after arriving here is what your concept is. What sort of things is it meant to do that can't be achieved using more conventional means? That will guide you towards what might be most appropriate, because fusions have limitations and paradigms based on what their component fields are and tend to be highly specialized. This is not the place to search for generic supertech, because the advancement and unit costs can be ruinous for a power that does not have a clear style or doctrine that plays to their strengths.
First, a fusion cannot serve every conceivable effect of its two constituent fields and has a limited selection of benefits. Two different powers with the same technomagic fusion combination may not have the same fusion effects. Second, the sorts of abilities fusions can have will be restricted depending on the fields chosen. For example, fusing Physics with Destruction tends to result in straightforward weapons and offensive abilities, since that is what Destruction epitomizes. Destruction can also be used to enhance certain Physics-based effects, such as ECM that actively damages electronics it encounters rather than simply jamming them. It however, could not be used to justify something like faster construction time or durability, since neither Physics nor Destruction apply to those fields in normal application.
Thirdly, units require Added Capabilities in order to benefit from fusion traits. They are not free or conferred by default. A fusion unit does enjoy a bonus for its higher technology level, similar to those between different TL or ML units, however that alone does not offset the cost. By default a Fusion unit behaves as one defined by its highest TL or ML. For example, a ML9 ship that is made using Phys 5 and Destruction 4 by a power that is primarily technological will have its speed, cargo capacity and other details set by its TLs. This means that this ML9 ship with no Added Capabilities related to its fusion will largely be a very expensive TL5 ship. Capabilities that the fusion does not affect still remain based on the normal advancement levels. However, the act of fusing does provide some benefits to baseline stats; while starting cargo and deck capacity is set by the base TL, fusion units get a 50% bonus to cargo and deck capacity as a fundamental side-effect of building a large, expensive fusion unit.
The powers conferred by a fusion (traits) are purchased and as such several powers with the same fusion might have dramatically different abilities. Fusions have trait points equal to their TM level. Traits themselves are weighted by strength and are broken into three categories: Core, Peripheral and Active.
Core abilities are, as the name implies, highly important and are the main things that define what a given technomagic fusion does. Core abilities have a major impact on a unit's performance (or potentially other fields of gameplay relevance); if a fusion has two core abilities the cost of each is increased by +1. Core abilities themselves are broken down into three subtypes; Hybrid, Major and Minor. In no case can core abilities be 'doubled up' to further increase the effectiveness of a given added capability.
- Hybrid core abilities are those which combine the effects of two different added capabilities into a single one, such as energized armour that doubles as an energy shield. These tend to cost 4 points, but this can be weighted differently depending on the strength and broad usefulness of the application in question.
- Major core abilities tend to dramatically amplify the power of one broadly useful category such as Firepower, Melee, Protection, Durability, Travel Speed, Command and Build Time. These cost 3 points.
- Minor core abilities confer similar bonuses as major ones, but tend to relate to less directly useful or more specialized categories. Some of these are Sensors, Range, ECM, Stealth, and Mobility. These cost 2 points. Some minor core abilities might also cover weakened versions of major abilities, such as reducing build time by 25% as opposed to 50%.
Peripheral abilities are small side benefits which provide both flavor and interesting, unique abilities. They range from simply buffing the effectiveness of a specific added capability (but not to the level of a core effect) to all manner of bespoke effects. Peripheral effects will almost always cost 1 point each, though particularly potent ones may cost 2 at the discretion of the GM. Several examples of peripheral abilities can be found below, derived from several different fusion combinations.
- Increase Shields by 1
- Penetrate armor more effectively.
- +1 Limbs provides the benefit of both +1 Arms and +1 Legs
- Gain a passive strategic-level regeneration ability, or improving the regeneration added capability.
- Reduce the cargo size of spare parts and trade goods.
- Ignore the first upkeep increase for added caps like armor or mobility.
- ECM can inflict feedback when successfully jamming a spell.
- Fast Tracking succeeds on a tie, not just a command roll victory.
- Increase melee range by one range bracket. (2 pt)
Active Abilities are building innate spell-like powers into units, activated on command without needing mages or ether expenditure, for example the ability to teleport or a pistol that turns humans into catgirls. The cost of active abilities depend on the power of the ability in question and the minimum magic level required to cast it. Generally they cost (ML-2) trait points and units that use them require the same level of Added Capability. As such an ML4 active ability would cost 2 trait points and a +2 added cap. They may only be added to units with a size of 1:100 or larger and each one adds +1 ether upkeep.
There are a total of 25 fusion combinations and not all are equal in power or utility, as such final point values and specific effects must be set by a GM.
Technology Treaty
Nations and Trans-Stellars can engage in bilateral tech treaties. This is an option only open to powers that have an existing statutory relationship with each other in the form of a Trade treaty. A tech treaty allows one power, over the course of a year, to give 5% of its advancement points in one category to another. The receiving party to the treaty must pay 6 WU per advancement point transferred to account for the logistics of upgrading infrastructure or institutions and quieting the social upheaval inherent in having a foreign power’s influence directly enact broad change. No power may give or receive points in a given category to/from more than one other power in the same year. A power may give points in a technomagic category it possesses to a power that already possesses the requisite levels in the requisite categories.