The Arcane-Industrial Energy System

Essa

Physical fuel extracted from the earth, refined into vials, and burned to produce force effects. Eight tiers. One Burn Track. Infinite consequence.

What Is Essa?

Essa is not mana. It is not a spell slot. It is physical fuel — extracted from the earth, refined into vials, and burned to produce force effects. The Feedback / Burn loop exists because channeling Essa is a transaction with consequence. Every activation is a decision made against a real cost. Spend recklessly and the system pushes back.

History

Before the Pulse Wars, Essa was distributed through the ley line network — a planetary-scale infrastructure designed by pre-Pulse engineers. The wizard houses exploited this network for magical arms production. The Thirteen Shifts were ley line rupture events: when a nexus failed, it failed catastrophically. The current age runs on refined Essa extracted from the bones of a world whose original energy architecture was broken and whose replacement infrastructure is controlled by whoever can afford to build refineries.

Current State

The Godkiln in Corvath produces the first stable refined Essa — AI 0 is the year this succeeded. The Empire built its entire economy around control of Essa production and licensing. The Suppression Grid monitors and logs Essa use across all citadel territories. The Shatterds trades in black-market vials and unlicensed Rig work. Every subclass ability, every powered weapon and vehicle, every Technique runs on Essa in one of its eight documented grades.

How Essa Works

FuelVials ARE the fuel. Each vial burned provides EP equal to its tier — T1 Glow = 1 EP, T3 Pulse = 3 EP. There is no EP pool. You burn a vial, you get that EP for that activation. The PB Cap limits how much EP you can apply to enhancements on a single Technique (max EP on enhancements = Proficiency Bonus).
Feedback Save DCDC = 8 + EP spent + ½ Proficiency Bonus (rounded down). On failure: 1d6 force damage per EP spent + gain 1 Burn. Rawcasters use DC 10 as base. Internal subclasses (Ironhand, The Still) do not make Feedback Saves.

The Burn Track

When a Feedback Save fails, the character gains Burn — cumulative stress on body or Rig. Burn is a slow escalating punishment that rewards discipline and punishes recklessness.

Burn LevelEffect
Burn 1Disadvantage on your next Feedback Save.
Burn 2−1 to all attack rolls and saving throws.
Burn 3Speed halved. Cannot take Reactions.
Burn 4Collapse — Incapacitated until stabilized or Long Rest.

Clearing Burn: Burn reduces by 1 on Short Rest. All Burn clears on Long Rest. T4 Core-grade Essa purges 1 Burn level as an Action. T5 Whitefire users are immune to Feedback and Burn entirely.

Burn Buffer

Rigs absorb Burn before it reaches your body. When you would gain Burn, mark it on the Rig buffer first. If the buffer is already full, the Burn goes to you.

Rig TypeCapacityRecovery
Gauntlet Rig1 Burn per Short RestResets on Short Rest or Long Rest
Full Rig2 Burn per Short RestResets on Short Rest or Long Rest
No RigNone
AetherBlade1 Burn per Short Rest (blade absorbs)Resets on Short Rest or Long Rest

Channel Slots

Channel Slots are spent only when activating a Reaction Technique. Action and Bonus Action Techniques cost vials only — no Channel Slot consumed.

LevelsSlots
3–42
5–83
9–124
13–165
17–206

All Channel Slots recover on Short Rest or Long Rest. Subclasses with no Rig (The Still, Ironhand, Rawcaster) do not have Channel Slots unless specifically noted in their subclass entry. These subclasses manage Reactions through different mechanics.

Technique Categories

Every Essa Technique belongs to one of eight categories. Your subclass entry lists exactly which Techniques you have access to and when you unlock them.

SStrike
Damage output, force attacks — e.g. Pulse Strike, Burst Shot, Overloaded Round
DDefense
Barriers, absorption, damage reduction — e.g. Essa Barrier, Deflection Field, Iron Anchor
MMobility
Movement, repositioning, teleportation — e.g. Pulse Step, Blink Rush, Phase Shift
CControl
Restrict, suppress, bind movement — e.g. Essa Interrupt, Suppression Pulse, Dead Channel
TKTelekinesis
Force manipulation of objects and creatures — e.g. Hold, Force Grip, Object Throw
MnMental
Influence, compel, sense intent — e.g. Compulsion Field, Read Intent, Override
MdMend
Healing, restoration, condition removal — e.g. Essa Mend, Stabilize, Condition Clear
SnSense
Detection, tracking, intelligence gathering — e.g. Essa Sight, Signal Trace, Pulse Scan

The Suppression Grid

The Empire maintains a network of Essa-sensing infrastructure across its citadel territories called the Suppression Grid. The Grid does not block Essa use — it detects and logs it. Operating without a registered Rig in a Grid-active zone is a criminal offense under Empire law.

In Grid-Active Zones (Major citadels and Empire-controlled cities.)

  • Unregistered Rig use generates a detection event.
  • Licensed Rigs with valid registration are logged but not flagged.
  • Essa-invisible practitioners (Ironhand, The Still) do not appear on Grid readings at all — their channeling produces no Essa signature.
  • Signal Dampener Rig modifications reduce your Grid visibility by one tier.

Response times: Minor events1d6 hours for minor events (low-tier, single activation). Major events1d4 rounds for major events (T4+ Essa use, wild channeling, unlicensed discharge in public).

Outside Grid-Active Zones (The Shatterds, wilderness, and Independent citadel territories.)

  • The Grid has no reach outside Empire-controlled zones.
  • Essa use produces no detection events.
  • This is why most unlicensed practitioners operate out of the Shatterds.

The Rig System

A Rig is the hardware that channels Essa. Without it, Essa has no routing infrastructure. Most subclasses require a Rig — losing it is a class-defining vulnerability, not an equipment inconvenience.

SubclassRig TypeWithout Rig
Essa KnightGauntlet Rig — standard wrist/forearm conduitCannot channel Essa. All Techniques offline. The Rig is the conduit — without it there is no channeling.
Edge KnightGauntlet Rig — Precision variant (close-range melee optimization)Cannot channel Essa. Efficient Burn offline. All Rig-dependent features unavailable.
HexslingerGauntlet Rig — Long Barrel variant integrated into the HexgunThe Hexgun IS the Rig. Losing the weapon means losing all channeling capability. Pulse Strike becomes an unarmed attack with no Essa output.
WarrantGauntlet Rig — Tracker variant with Intel-sensing infrastructureCannot channel Essa. Intel tracking and Mark system offline. All target-sensing features unavailable.
CovenantAetherBlade — bonded weapon, no external RigReserve Pool offline (no free EP generation). Standard vial channeling still works, but Feedback Saves apply without the blade's buffer. The blade bond is the primary feature — losing it is a narrative crisis, not merely mechanical.
IronhandNo Rig — Momentum is generated through physical combat, not fuelNo Rig dependency. Ironhand cannot be disarmed of their channeling — it is their body. Momentum generates through combat. No Feedback Saves. No Burn Track.
RawcasterNo Rig — raw channeling through the body with no external infrastructureNo Rig dependency. No external hardware to lose. All Burn is direct — no buffer. Feedback DC base is 10 (not 8). The risk is the feature.
The StillNo Rig — Void Pool internal resource, Essa-invisibleNo Rig dependency. The Still does not appear on the Suppression Grid at all. No vials, no Feedback Saves. Void Pool is internal and self-generating.
MachinistFull Rig — Forge Frame exosuit with autonomous construct deploymentAll Deploy Construct commands offline. Field Systems offline. Burn Buffer reduced to 0 — all feedback is direct. Without the suit, the Machinist is a well-armed Fighter with no class features.
OathboundFull Rig — Covenant Frame exosuit, Oath-responsive channelingResonance generation offline. Oath mechanics offline. Without the suit, Oath violation consequences still apply but the benefits do not. The Rig's inverted state (Oath-break penalty) can also only trigger if the Rig exists.

Essa Vial Tiers

T0Slagburn0 EP

The waste product of Essa refinement. Viscous, unstable, and nearly useless as fuel. In raw form it burns dirty and dim — adequate for cheap torches and street-vendor heating. The converted castable form is illegal everywhere the Empire has jurisdiction.

Raw form: everywhere. Sold openly by street vendors and general stores. No license required. Converted castable form: black market only — illegal to channel under Empire law.
1 gp (raw) / 5 gp (converted)
Converted Slagburn is illegal in all Empire-controlled territories. Channeling it in a Grid-active zone generates a major detection event.
T0 provides no EP. It does not appear in mechanical vial tables — it is a setting element and a worldbuilding detail, not a character resource.
T1Glow1 EP

The baseline. Minimally refined Essa stable enough for civilian use and combat-grade channeling at low output. Dull amber-gold in color. Barely reactive. The working fuel of most practitioners in the Shatterds — cheap enough to carry in quantity, potent enough for standard Technique activations.

Any city, large settlement, or licensed Essa merchant. The civilian fuel. No credentials required.
25 gp per vial
Budget 1–3 vials per encounter round. A modest adventuring purse covers two to three serious encounters before resupply becomes a concern.
T2Flare2 EP

Refined to combat-stable grades. Can power mid-tier class features and standard Rig features with enhanced output. The baseline for anyone operating professionally outside civilian infrastructure.

Available at Guild posts, licensed vendors, military supply lines.
150 gp per vial
Unstable in extreme temperatures. Handle in climate-controlled conditions for long-term storage.
Mid-tier play (levels 5–10) centers on T2–T3 access and the political economics of supply.
T3Pulse3 EP

The standard Leviathan-yield product of a working refinery. Noticeably brighter — deep amber with gold striations visible under pressure. The backbone of the Shatterds black market. Requires credentials to purchase legally; available underground to anyone who knows who to ask.

Requires guild credentials or imperial supply authorization for legal purchase. Black market available in the Shatterds at significant markup.
750 gp per vial
Contact with unshielded natural magic users causes resonance flares. Store in lead-lined containers.
T3 is the Refinery Consortium's primary commercial product. Guild credentials required for legal purchase. The Shatterds runs on stolen and unlicensed T3.
T4Core4 EP

Significantly restricted. Pale gold with visible internal luminescence that does not require external light. A Core-grade vial glows in the dark. Purges 1 Burn level as an Action when consumed by an attuned user.

Imperial facilities, high-level Guild contracts, or black market at significant premium. Empire permit required for legal purchase.
5,000 gp per vial
Proximity to corrupted Essa from Blackglass Wastes anomalies causes chain reactions. Do not transport near Husk-territory salvage.
High-tier play (levels 11–16) introduces T4 access as meaningful reward. Essa Knights receive T4 in standard supply through official channels.
T5Whitefire5 EP

Empire-controlled monopoly. Pure white luminescence. Users attuned to T5 Essa are immune to Feedback Saves and the Burn Track entirely — their channeling architecture has been reshaped at the biological level. The Empire issues this only to licensed Essa Knights and Church of Flame Paladins.

Godkiln supply chain only. Officially issued to licensed Essa Knights and Church of Flame Paladins. Not purchasable on open market.
~50,000 gp per vial (functionally not a market item)
Catastrophic if used by a non-attuned channeler. Produces T5-grade Feedback that skips the Burn Track and goes directly to system failure.
Endgame play (levels 17–20) involves T5 access and the political consequences of who controls Whitefire.
T6Soulfire6 EP

Effectively inaccessible under normal conditions. Black with internal luminescence that shifts through the full color spectrum. Contact with organic matter produces anomalous effects that resist classification. Pre-Pulse experiments with T6 were discontinued for reasons the Serak Vault records do not fully specify.

Endgame acquisition only — may require a quest-level arc. Not available through any supply chain.
~200,000 gp per vial (not a supply item)
Unknown. The Vault records documenting T6 experiments are encrypted at the highest classification level.
T6 is a campaign objective, not an inventory item. It represents what Essa can become when it approaches pre-Pulse energy levels.
T7Godpulse7 EP

Achieved once in recorded history. The Essa output of a functioning Progenitor-level ley line nexus at full capacity. No sample exists. No method of production exists. What it does is recorded only in Serak Vault archives and in the fact that the Progenitors used it to terraform a planet.

Unique historical event. Not a supply item — a campaign event.
~1,000,000 gp per vial (hypothetical — no sample exists)
T7 is not a power level. It is a reminder of the gap between what civilization currently is and what the world was designed to support.