Difference between revisions of "BillGarrett/FallOfEdenInventions"

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(cool, and also a suggestion about using it in canon)
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Extremely cool. Could also be used in the default Creation as a weapon given to mundane but heroic Autocthonians, since it doesn't require any essence-use to attune to and they can probably manage the technology. <br> -- [[Darloth]]
 
Extremely cool. Could also be used in the default Creation as a weapon given to mundane but heroic Autocthonians, since it doesn't require any essence-use to attune to and they can probably manage the technology. <br> -- [[Darloth]]
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:Yeah.  Ironically it's meant for use AGAINST Alchemicals in the FoE setting. -- BillGarrett

Revision as of 16:47, 7 October 2005

Gyroklave

The Gyroklave is a sophisticated but non-magical invention, crafted for Exalts on modern-day Earth in the Fall of Eden campaign setting.

The weapon comes in two parts: a single-edged blade, enormous in size, and a connecting power pack and propellent pack usually socketed into the extra-long hilt.

The Gyroklave includes a sophisticated microprocessor and balance rig in the hilt that interfaces with the wielder's skin. Tactile sensors and anticipatory processors compute the wielder's intentions. A system of planetary gears, supplemented by microscopic vernier rockets using a bipropellant (hydrazine and N2O4), compensate for the sword's mass and direct it in the arcs and directions the wielder intends.

System: When powered up (which requires a diceless action, but may be combined with drawing the weapon), the sword may be wielded for a single scene. Thereafter it reverts to its normal condition - a 25-pound mass of alloy which cannot effectively be wielded. Socketing a new power-pack takes an action.

The weapon can obviously be difficult to adapt to. Users require a day of practice with a Gyroklave to become accustomed to telegraphing their own motions to compensate for a small but unavoidable lag in the sword's operation. Without such practice, the weapon has an Accuracy of -1.

Gyroklaves are not artifacts and receive no Magical Materials bonus. Although they are tough enough to resist bullets or other small-arms fire, they could still be broken by a tough enough attack (high-caliber military weapons), and are considered "perfect but mundane weapons" for Charms or other magic which distinguishes between mortal and magical weapons. Gyroklaves can never receive exceptional-weapon or perfect-weapon bonuses, as the weapon is already machined to such specifications.

The Gyroklave itself costs Resources 4 to construct. Replacement power-packs are a Resources 1 expense.

Power Combat Statistics:

Speed +7 Accuracy +2 Damage +6L Defense +1 Rate 5
Minimum Strength 3, Dexterity 3

Possible Future Add-Ons:

  • Jet-Assist - adds 2L to damage for a single attack, draining power and propellent from the pack (assume 15 minutes of endurance, each use drains 1 minute?)
  • Advanced Electronics and Balance Rig - adds 1 to Accuracy and Defense

Comments

Extremely cool. Could also be used in the default Creation as a weapon given to mundane but heroic Autocthonians, since it doesn't require any essence-use to attune to and they can probably manage the technology.
-- Darloth

Yeah. Ironically it's meant for use AGAINST Alchemicals in the FoE setting. -- BillGarrett