Elyssa Kala'myr


- Intent: To make a rapid long range mode of exotic transport
- Image Source:
- Canon Link: n/a
- Permissions: n/a
- Primary Source: Path Engine

- Manufacturer: Hex
- Affiliation: Hex
- Market Status: Closed-Market
- Model: Micro-path generator
- Modularity: no
- Production: Unique
- Material:
- Duranium
- Coaxium
- Magnets
- Rare earth metals
- Electrical components

- A very small path engine hyperdrive generator work on the waist and controlled by a wrist mount that projects a solid state holo interface around 15cm by 8cm in the space above the device.
- Cryptnet-2.0 security protocol and connection. Can be set to allow tracking by allies.
- Creates large portal entry way into hyperspace in front of the user that leads to hyperspace. The portal is not doorway that anyone can pass through, mearly an artifact of the entry into and exit from hyperspace.
- A similar portal will appear at the destination around five seconds before the user exits hyperspace.
- Hyperspace jumps plotted and created using arm mounted device, can have several preset destinations or jump can be plotted on the fly with a droid calculation circuit performing the calculations.
- The device is powered by small amounts of coaxium in metal cylinders that fit into the device like large batteries.
- When used for microjumps, due to the short travel time, both ends of the hyperspace path with be open at the same time, allowing faint images of the destination to viewed via a lensing effect. This is a vague and shadowy effect lacking fine detail.

- Ludicrous speed - For a personal transportation device being capable of equivalent to a 0.5 hyperdrive can get you out of there in a hurry.
- Path Engine - The miniaturised hyperdrive is of a path engine variety so has the benefits associated such being able to ignore gravity wells and being able to make microjumps of a as little as a few kilometres
- Small size - Worn on the waist and controlled by a wrist device, the whole unit is very small

- Limited fuel - The small size of the device limits its capacity, the hyperdrive has a maximum range of a few thousand lightyears before needing to be recharged (OOC the equivalent distance of 2 hexes on the map)
- Obvious portal - The entry is a large multicoloured portal around 2m in diameter making it very obvious what is happening both on entry and exit.
- Ionic interference - The portal is vulnerable to ionic damage and if fired upon the interface between realspace and hyperspace will almost immediately collapse. If a creature moves through the space of the ionically collapsed portal they are likely to get electrocuted, even if they manage to get through the portal before it snaps shut. Disrupting the exit interface doesnt prevent the user leaving hyperspace but can leave them with a nasty shock.
- Radiation hazard - Hyperspace capable ships are usually shielded from radiation, the user in this device is exposed to around 3mSv per hour (equivalent to 30 chest xrays or 300 days of background radiation)
- Mass limit - The small hyperdrive can only take around 250kg of mass before it causes the portal to collapse. Items that pass through that cross the threshold risk being violently dumped out at the portal entrance.
- Do not use indoors - Due to the several factors including weight threshold this device cannot create an entry that intersects with solid matter, and as hyperspace still requires an unbroken line to the target destination it should only be used outside.
- Radiation hazard - Hyperspace capable ships are usually shielded from radiation, the user in this device is exposed to around 3mSv per hour (equivalent to 30 chest xrays or 300 days of normal background radiation)
- Minimum jump distance - The minimum safe micro-jump distance is approximately two kilometres, meaning this cant be used to gain an advantage in close personal combat situations. Any shorter than this and the theoretical exit point with lash about at close to the speed of light, preventing an path from forming.
- Jump recharge - After succesful hyperspace jump the device needs at least 30 seconds to cool down and reset preventing further jumps during that time.
- No life support - There is no air in hyperspace and this piece of technology does nothing to alleviate that problem. The user must have a self contained life support system or risk almost certain death for all but the shortest of microjumps.

On several trips to Altier Hex has gathered components from discarded maw technology from war and begun to understand their path technology. Through this learning and seeking out strange connections she has managed to build her own small and limited personal path device.
It is a dangerous and temperamental device but is ridiculously good fun to use, so why wouldn't she? While flying on her board she can create the portal in front of her and vanish into hyperspace, arriving elsewhere after the appropriate travel time. This is not teleportation, nor is it instant or even that safe, but it allows her to get where she needs to be without relying on a personal starship.
The limited range is a problem, preventing her from getting too far without refuelling on sometimes elusive coaxium, as is the minimum safe jump distance, preventing her from abusing this in a fight.
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