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<channel>
	<title>Mechanik's Union</title>
	<atom:link href="http://www.hecate.ca/union/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.hecate.ca/union</link>
	<description>All things mechanikal, magikal, clockwerk, and mundane</description>
	<lastBuildDate>Thu, 29 Jul 2010 23:18:03 +0000</lastBuildDate>
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		<title>Steam Armor: Krieger Suppression Suit</title>
		<link>http://www.hecate.ca/union/2010/07/27/steam-armor-krieger-suppression-suit/</link>
		<comments>http://www.hecate.ca/union/2010/07/27/steam-armor-krieger-suppression-suit/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 12:25:47 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=414</guid>
		<description><![CDATA[Exotic Armor – Light Steam Armor: AC – 19 DR – -5/serricsteel Spell Failure – 100% Armor Check - -5 HP - 40 Speed - 30ft Strength &#8211; 23 Cost – 44200gp Weight - 466lb. Activation - 15min Special – detainment device [1d4+2 &#124; x2 &#124; piercing &#124; str 25 &#124; built into left arm, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Exotic Armor – Light Steam Armor:</strong></p>
<ul>
<li><strong>AC –</strong> 19</li>
<li><strong>DR –</strong> -5/serricsteel</li>
<li><strong>Spell Failure –</strong> 100%</li>
<li><strong>Armor Check -</strong> -5</li>
<li><strong>HP -</strong> 40</li>
<li><strong>Speed -</strong> 30ft</li>
<li><strong>Strength &#8211; </strong>23</li>
<li><strong>Cost –</strong> 44200gp</li>
<li><strong>Weight -</strong> 466lb.</li>
<li><strong>Activation -</strong> 15min</li>
<li><strong>Special –</strong></li>
</ul>
<ol>
<li>detainment device [1d4+2 | x2 | piercing | str 25 | built into left arm, can still use hand to manipulate objects]</li>
<li>
<div>steam shears [2d6+6 | x3 | slashing | built into right arm, cannot use hand to manipulate objects]*</div>
</li>
<li>cloud venting [obscuring mist | 20ft radius | 5 rounds]</li>
<li>anchoring [+5 vs bull rush, trip, overrun]</li>
<li>mist-piercer lenses [can see through mist or cloud effects up to 100ft]</li>
</ol>
<p>*alternate rule: slow squeeze [<em>as a full round action steam shears can perform a single attack which provokes an AOO, but ignores the first 5 points of an objects hardness</em>.]</p>
<table>
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Chaise</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>light</em></td>
<td>8000gp</td>
<td>300lb.</td>
</tr>
<tr>
<td><em>plating</em></td>
<td>250gp</td>
<td>21lb.</td>
</tr>
<tr>
<td><em>anchoring</em></td>
<td>3000gp</td>
<td>0lb.</td>
</tr>
<tr>
<td>Powerplant</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>superheavy</em></td>
<td>3500gp</td>
<td>90lb.</td>
</tr>
<tr>
<td>Rigs</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>cloud venting</em></td>
<td>800gp</td>
<td>4lb.</td>
</tr>
<tr>
<td><em>anti&#8217;jack DD </em></td>
<td>25950gp</td>
<td>35lb.</td>
</tr>
<tr>
<td><em> steam shears</em></td>
<td>200gp</td>
<td>15lb.</td>
</tr>
<tr>
<td>Misc</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em> mist-piercer helm<br />
</em></td>
<td>2500gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>44200gp*</td>
<td>466lb</td>
</tr>
</tbody>
</table>
<p>*<em>not including accumulators or fuel</em>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.hecate.ca/union/2010/07/27/steam-armor-krieger-suppression-suit/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<item>
		<title>Expanded Cerebral Matrices</title>
		<link>http://www.hecate.ca/union/2010/07/24/expanded-cerebral-matrices/</link>
		<comments>http://www.hecate.ca/union/2010/07/24/expanded-cerebral-matrices/#comments</comments>
		<pubDate>Sun, 25 Jul 2010 01:34:01 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[House Rules]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=400</guid>
		<description><![CDATA[The basic nature of  a non-cyriss cerebral matrix is perfectly understandable given that cortex&#8217;s have to be so large to achieve any great deal of sentience. But considering the increase in intelligence displayed by servitor swarms in the Liber Mechanika, there should be some way of enhancing how smart you can make a servitor or [...]]]></description>
			<content:encoded><![CDATA[<p>The basic nature of  a non-cyriss cerebral matrix is perfectly understandable given that cortex&#8217;s have to be so large to achieve any great deal of sentience. But considering the increase in intelligence displayed by servitor swarms in the Liber Mechanika, there should be some way of enhancing how smart you can make a servitor or matrix run device.</p>
<p>The first idea for a ruling was that you could conduit together up to four cerebral matrices in series, each having an int of 2 combining to a max int of 8. Which is an improvement, but still puts it below the power of a cyriss swarm or the most powerful cortex&#8217;s. Balancing this with the advance in cortex technology is that the &#8216;thinking&#8217; of such a device is effectively by committee. So its reactions are far slower than a steamjack of similar intelligence, making it more ponderous and robotic overall. (minus to initiative equal to number of matrices conduited, cannot perform swift or immediate actions.)</p>
<p><strong>Conduiting two Cerebral Matrices:</strong> 2000gp</p>
<p><strong>Conduiting three Cerebral Matrices:</strong> 3000gp</p>
<p><strong>Conduiting four Cerebral Matrices:</strong> 4000gp</p>
<p>The second plan was to expand on the Task Plate idea that privateer press sort of left hanging, aka introducing devices you added on to a cerebral matrix to give it additional capabilities at additional weight and cost. The <strong>Dragonmech</strong> books provided a large resource of ideas for these sorts of devices, (as well as some interesting ones for mechanika, but that&#8217;s another story). So these act as small additional mechanika that you can conduit onto a matrix, the actual info for each can be found in the <strong>Dragonmech</strong> book &#8216;<em>Steam Warriors</em>&#8216;.</p>
<p><strong>Bloodhound:</strong> 350gp [detects scents]</p>
<p><strong>Discriminator:</strong> 350gp [can automatically designate friend or foe]</p>
<p><strong>Identifier: </strong>200gp+ [can identify substances]</p>
<p><strong>Metal Ear: </strong>35gp [can identify a full range of sounds]</p>
<p><strong>Navigator:</strong> 50gp [can remember traveled paths]</p>
<p><strong>Noisemaker:</strong> 300gp [records and plays sounds]</p>
<p><strong>Optical Orb:</strong> 275gp [can see in full colour]</p>
<p><strong>Randomizer: </strong>50gp [can automatically randomize a decision or choice]</p>
<p><strong>Ranger:</strong> 240gp [bonus to ranged attacks]</p>
<p><strong>Scanner:</strong> 800gp [detects specific material within 100ft]</p>
<p><strong>Skill Box:</strong> 200gp+ [allows use of a specific skill]</p>
<p><strong>Skill Recorder:</strong> 500gp [gives +5 bonus to recorded  skill]</p>
<p><strong>Targeter:</strong> 320gp [can automatically pick targets for weapons]</p>
<p><strong>Timer:</strong> 30gp [allows it to function at specific times or intervals]</p>
<p><strong>Trembler:</strong> 500gp [tremorsense]</p>
<p><strong>Trigger:</strong> 50gp [activates under specified circumstances]</p>
<p><strong>Vocalizer:</strong> 200gp [allows limited speech]</p>
<p>&lt;<em>note: prices would vary up/down when translating across campaigns, creation of these would be craft mechanika, with craft wondrous item for certain bits and pieces</em>, <em>a matrix can not have more additions than it has int points</em>&gt;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Accumulator Overdrive Socket</title>
		<link>http://www.hecate.ca/union/2010/07/23/accumulator-overdrive-socket/</link>
		<comments>http://www.hecate.ca/union/2010/07/23/accumulator-overdrive-socket/#comments</comments>
		<pubDate>Sat, 24 Jul 2010 05:58:57 +0000</pubDate>
		<dc:creator>AnimaRaptor</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=394</guid>
		<description><![CDATA[Although the benefits of mechanika offer endless combinations of versatility to armor and weapons, the curiosity and innovation  of man demands that guns shoot louder, hammers smash harder, and that every ounce of arcane energy be squeezed out of arcanodynamic accumulators. And, as is also human nature, if the risks of harming another outweighs harming [...]]]></description>
			<content:encoded><![CDATA[<p>Although the benefits of mechanika offer endless combinations of  versatility to armor and weapons, the curiosity and innovation  of man  demands that guns shoot louder, hammers smash harder, and that every  ounce of arcane energy be squeezed out of arcanodynamic accumulators.  And, as is also human nature, if the risks of harming another outweighs  harming oneself, it&#8217;s obviously worth it. So, when young, ambitious  arcane mechaniks proposed the idea of increasing the power output of  rune plates with only a &#8216;slight&#8217; chance of failure to equally young and  ambitious adventurers, the plans turned to products faster then a Journeyman making off with an abandoned &#8216;Jack.</p>
<p>The Accumulator Overdrive Socket is a component  that can be used both in armor and weapons, which increases a rune  plate&#8217;s effective power by sending an increased flow of arcane energy  from an accumulator. By modifying either a Charge, Trickle, or Hybrid accumulator socket to a  secondary offensive or reflexive spell trigger, the mechanical shutter in  the socket widens, which in turn allows a greater flow of energy to be  sent through the rune plate. This means that the spell engraved in the  plate, whether passive or aggressive, will instantly become more  potent or damaging.</p>
<p>Statistically, when an Accumulator Overdrive  Socket is activated, the amount of charges needed to power a spell is  doubled, and in turn, the potency of the spell is increased by 50%. For  instance, if a set of plate armor with a <em>Resist Energy (Fire)</em> Rune plate is fitted with a Reflective trigger, and the secondary  trigger for  the Overdrive Socket is flipped, a fire based attack would increase the plate&#8217;s Fire Resistance from 5 to 8 (7.5 rounded up) at the cost  of 6 charges of energy from the accumulator. Further, if a  Flaming Long Rifle with a similar configuration (with an offensive  trigger, of course) activated the Overdrive, the damage will increase to  1d6 + 1d3 for the cost of 2 charges per day. This increase in power  output also increases DC checks of offensive spells according to the  spell enhancement bonus (+2 enhancement = +2 DC).</p>
<p>It&#8217;s obvious,  however, that if double the charge is needed to provide a 50% boost of  power, then not all of that arcantrik energy is being properly put to  use.  As a result of forcing that extra charge, some of the energy  escapes as heat, some as harmless static, and but the majority of this extra  energy creates a small disruptive wave of feedback that could  potentially damage the accumulator. Whenever the Overdrive  Socket is  used (Once per activation for immediate spells, once per day for passive  spells), there is a cumulative 5% that the feedback will cause the  accumulator to rupture, as per Pg 326 of the IK Player&#8217;s Handbook. This  figure is based on the enhancement bonus of the spell, so an enhancement  bonus of +5  will cause a feedback rupture of 25%.  This failure rate  lowers as the unused energy is dissipated by a rate of 5% for every   full minute that that Overdrive Socket is deactivated, the accumulator  runs out of energy, or that the accumulator is carefully removed with a  Craft (Mechanika) check (DC20).</p>
<p>Costs:</p>
<p>Accumulator  Overdrive Socket (Charge or Trickle): x3 Gp</p>
<p>Accumulator Overdrive  Socket (Hybrid): x5 Gp</p>
<p>Secondary Offensive/Reflexive Trigger:  Varies per spell</p>
<p>Improvements-</p>
<p>Arcanodynamic Energy  Insulators- This simple, structural  enhancement involves a series of  layered, alchemicaly treated strips of steel that surround the  accumulator. Not only does this add an extra layer of protection (AC +1, HP +2)  to the delicate machinery, but when the feedback energy of the  accumulator is released, that energy is absorbed and dissipated faster  then the accumulator could release on its own. Decrease the recovery  time of an overcharged accumulator by 1/2. Cost: 125 Gp</p>
]]></content:encoded>
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		<item>
		<title>Kinetigenic Clockcoil Invigorator</title>
		<link>http://www.hecate.ca/union/2010/07/22/kinetigenic-clockcoil-invigorator/</link>
		<comments>http://www.hecate.ca/union/2010/07/22/kinetigenic-clockcoil-invigorator/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 22:46:39 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=380</guid>
		<description><![CDATA[The properties of clockwork have fascinated many mechaniks, but often they are only derivative elements of a designed based on mechanika and the properties of the energy furnace generated by arcanodynamic accumulators. But for the less flashy, or more often, less wealthy inventor clockwork still holds a special place. In this case the Clockcoil Invigorator [...]]]></description>
			<content:encoded><![CDATA[<p>The properties of clockwork have fascinated many mechaniks, but often they are only derivative elements of a designed based on mechanika and the properties of the energy furnace generated by arcanodynamic accumulators. But for the less flashy, or more often, less wealthy inventor clockwork still holds a special place. In this case the Clockcoil Invigorator started life as a exercise device in the Highgate training academy, which used the efforts of the trainees to power a number of treadmills and weight lifts.</p>
<p>However during a routine repair, one of the more dim instructors acquired the services of some cut rate gobber bodgers to fix up the thrown springs. Later that day he discovered just how cut price they really were when the device tore itself apart, hurling several cadets some 50ft out the building, and caving in the entire east wing. It was discovered later, after they dug through the tangled mess, that a great deal of the more sophisticate work had been carefully removed and replaced with cheap parts. Since then devices like the Clockcoil Invigorator have been surfacing as finished products or cobbled together blueprints all over south-western Cygnaran and the Ordic coast.</p>
<p>This mechanism appears at first to be some form of steam armor, with a leather harness supporting hinged metal braces and long thin pistons which run along each arm and leg. The limb mechanisms and servos are flanged and tooled so as to allow the full ranged of moment for the limb they are attached to, and run back along each to a ball joint cam system that themselves connect into a large flat disc-shaped metal casing which is centered on the back of the harness. Within this shell is a set of clockwork sprockets which translate enegry from the rotating cams into a powerful torsion spring. There is also a clever little gearbox that uses a chaindrive to select the size of the main cog that translates the energy. A small red lever emerges from the right hand side of the shell, and a larger hearstick running from 1 &#8211; 5 is set opposite on the left hand side.</p>
<p>The purpose of this device is simple, it translates the movements of the wearer into energy and energy into movement. In other words when the small red lever is pulled, this  machine translates the stored power back into the limbs of the wearer giving them a sudden burst of strength and speed. The gear lever selects the level of tension the wearer wishes to impart to the shell spring, and thus the level of encumbrance to the wearer while the spring is still charging. A suit which runs out of tension doesn&#8217;t impose any additional penalties if the red lever is not reset, but the device must be activated once it reaches 1 hours worth of stored tension or else it imposes a cumulative -1 to strength and dexterity per round as the servos lock up.</p>
<p>However if the tension coil housing is damaged directly, there is a risk that the ratchet locks holding back the springs energy releases it all at once. This sudden unwinding of the steel coil rips the device apart and deals damage to the wearer equal to 1d6 per minute of use left. That worrying potential for a severed spinal column has put many off from using this otherwise very beneficial device.</p>
<p><strong>Light Armor – Clockwork Suit:</strong></p>
<ul>
<li><strong>AC</strong> – +2</li>
<li><strong>DR </strong>– -2/slashing</li>
<li><strong>Spell Failure</strong> – 25%</li>
<li><strong>Armor Check -</strong> -1</li>
<li><strong>Cost</strong> –  700gp</li>
<li><strong>Weight -</strong> 15lb.</li>
<li><strong>Activation </strong>- standard action</li>
<li><strong>Special</strong> – While charging the coil, the exoskeleton of pistons and servos imparts a minus to strength and dexterity equal to the setting of the gears (-1 to -5). When the lever is released and the spring translates power back to the wearers limbs, they gain a bonus to strength and speed equal to the setting of the gears (+1 to +5 | +5ft to +25ft). The charging takes 1min per round of use when the spring is released, so the maximum tension (1hr) would provide 10min of use when the red lever is pulled.</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>CF&#8217;s &#8216;Jack Cracker Explosives</title>
		<link>http://www.hecate.ca/union/2010/07/22/cfs-jack-cracker-explosives/</link>
		<comments>http://www.hecate.ca/union/2010/07/22/cfs-jack-cracker-explosives/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 18:26:54 +0000</pubDate>
		<dc:creator>AnimaRaptor</dc:creator>
				<category><![CDATA[Alchemical]]></category>
		<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=371</guid>
		<description><![CDATA[It is undeniable that the demand for serricsteel, both normal and quenched, are in high demand for anti-&#8217;jack purposes. Although many Rhulic smithies are thrilled at the increase of production and sales, Glenrock Copperfist brooded long and hard in his office, thinking about a cheaper, yet equally effective way to defeat &#8216;Jack plating. Although technically [...]]]></description>
			<content:encoded><![CDATA[<p>It is undeniable that the demand for serricsteel, both normal and quenched, are in high demand for anti-&#8217;jack purposes. Although many Rhulic smithies are thrilled at the increase of production and sales, Glenrock Copperfist brooded long and hard in his office, thinking about a cheaper, yet equally effective way to defeat &#8216;Jack plating. Although technically a failure, yet still one of his favorite inventions, the old weaponsmith would often be seen twirling his Masterkey Pistol between his fingers, and it was the fiery Incinerator charges for this weapon that inspired him to create what he would proudly call the &#8216;Jack Cracker Explosive Device.</p>
<p>The components of the weapon are deceivingly simple, yet the application and results can be devastatingly brilliant. Starting with what is essentially a heavily reinforced steel bucket or bell, this canister is filled with roughly an entire rifler&#8217;s pound of blasting powder, and nearly twice that amount of incendiary powder over it. The final layer is actually a concave plate of brass, secured in place by an iron ring. The rear part of the &#8216;bucket&#8217; has a small hole drilled into it for a clockwork detonator, not unlike the kind found on grenades. When complete, the whole package looks nothing less then a giant, 10 pound grenade with a shiny bottom, but the results of this device are much more sinister then its appearance.</p>
<p>Essentially, the &#8216;Jack Cracker is a shaped explosive charge that turns a copper plate into a molten projectile capable of tearing through metal as if it were rice paper. When the detonator ignites the charge, all of the explosive force of the powder is focused in one direction. With all the force of the blast, and the heat of the incendiary powder focused at the copper, all of this energy turns the plate into a superheated bolt of slag that melts its way through just about any form of fabricated material.</p>
<p>Due to the unwieldy nature of the weapon, its application is best suited in defensive or premeditated tactics. In other words, this device can either be used as a mine with a pressure sensitive trigger, or as a bomb with a magnetic clamp that locks onto the frame of a machine.</p>
<p>&#8216;Jack Cracker Stats:</p>
<p>Damage- 3d10 piercing / 3d10 fire</p>
<p>Range- 5ft (melee touch)</p>
<p>Critical- 18-20 x3</p>
<p>Special- Ignores all hardness</p>
<p>Mine Configuration: The &#8216;Jack Cracker must be placed into the ground and covered over with dirt, foliage, or other debris with a Craft (Nature, Geography, or Tactics) check, and every success of 2 over the DC carries over to the difficulty of it being spotted (minimum DC 10). This action takes at least 2 full rounds with a DC (16), and every extra round used to hide the device lessons the check by 2 (Minimum DC10). The fuse can then be attached to either a tripwire, a lever, or other pressure sensitive device needed for the enemy &#8216;Jack to activate. A Craft (Demo) DC (14) can be used to arm it, or a Craft (Mechanika) DC (16) can be used to arm it with 2 Standard actions. A rogue or similar class with the trap-finding ability can arm it with a Move action. When a &#8216;Jack trips the fuse, it is entitled to a Reflex Save (DC16) for half damage.</p>
<p>Saboteur Configuration: Instead of the device needing to be hidden with a pressure sensitive fuse, the Cracker is mounted to a steel frame with 4 magnetic cylinders. This process may be slightly noisy, as the strength of the magnets needed to hold the device solidly to the target may make a loud clang, which can be noticed with a Listen check of (DC10) in a 30 ft radius. A Strength or Dexterity check (DC16) used to carefully place the device onto its target may increase the Listen Check (DC12). Once secure, a trip wire or timer may be used to arm the weapon with the same checks or DC&#8217;s as above. If the device goes off while the &#8216;Jack is deactivated or unaware of the Cracker, this attack is considered an automatic critical hit with no save.</p>
<p>Costs-</p>
<p>Reinforced Steel Bucket/Cast Iron Bell: 1-10GP</p>
<p>16oz copper Plate: 50SP-2GP</p>
<p>Rifler&#8217;s Pound (Blasting Powder): 25GP</p>
<p>Incendiary Powder: 30GP</p>
<p>Clockwerk Detonator: 5GP</p>
<p>Saboteur Mounting Frame: 10GP</p>
<p>Total Cost: 72-83GP</p>
<p>Assembly: Craft (Demo) check (DC 24)</p>
]]></content:encoded>
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		<item>
		<title>CF&#8217;s &#8216;Masterkey&#8217; Pistol Kit</title>
		<link>http://www.hecate.ca/union/2010/07/21/cfs-masterkey-pistol-kit/</link>
		<comments>http://www.hecate.ca/union/2010/07/21/cfs-masterkey-pistol-kit/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 07:31:48 +0000</pubDate>
		<dc:creator>AnimaRaptor</dc:creator>
				<category><![CDATA[Alchemical]]></category>
		<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=361</guid>
		<description><![CDATA[Although the work of the Copperfists have involved keenly honed barrels, intricate reloading mechanisms and robust firepower, nothing discourages a dwarf more then trying to get through a lock with dainty little picks and prys. Granted, the deft, silent fingers of a gobber rogue or a Caspian bodger could prove useful in silently infiltrating a [...]]]></description>
			<content:encoded><![CDATA[<p>Although the work of the Copperfists have involved keenly honed barrels, intricate reloading mechanisms and robust firepower, nothing discourages a dwarf more then trying to get through a lock with dainty little picks and prys. Granted, the deft, silent fingers of a gobber rogue or a Caspian bodger could prove useful in silently infiltrating a lair or when time is a luxury, but sometimes when impatience wins over will power or when a barricaded door blocks one&#8217;s escape, a less subtle yet equally useful tool maybe needed. The Masterkey Pistol Kit uses metal-melting firepower to blast its way through locks, door hinges, or anything else that might get in the way of an adventurer in a hurry.</p>
<p>The heart of the kit is a modified incendiary round called an &#8216;Incinerator&#8217; charge.  By mixing the usual blasting powder mix of a a bullet with metal shavings and a liberal dose of the alchemical component used for incendiary ammunition. The result is an intense blast of flame and superheated slag which can very quickly melt through various thicknesses of metal or similar materials. When used with a gun, the resulting blast looks more like a sparkling, crackling  gout of flame exiting the business end of the weapon. Originally, this design was made to be used as a way to melt through armor much like a bodger with a blowtorch, but with the volatile nature of the charge, combined with the extremely short effective range, and the immense strain and wear it put in the weapon&#8217;s barrel proved the risks unworthy of the rewards. However, the ability for these charges to melt and shear metal clean through saw other uses instead.</p>
<p>The pistol is a shortened, thick barreled military pistol with a side-by-side double barrel configuration.  Designed specifically for the use of the Incinerator charge, there are two noticeable details on the weapon. First, the barrels are 2-3 times thicker in diameter then a normal pistol; the interior lining of the barrel is made of alchemicaly heat tempered steel, enshrouded in copper  heat shield. Secondly, this shield flares, extends and wraps around the handle of the pistol, much like the basket guard hilt. This helps dissipate the heat of the charge as well as protects the user from burning himself from any back blast. The firing mechanism, the trigger, and even the handle themselves are also thickened and heat tempered to maintain durability. Due to the specific design and craft of the weapon, it is considered a Masterwork Military Pistol and incurs the usual +1 attack bonus. If desired, the weapon may be used as a normal military pistol.</p>
<p>When used together, this combination of charge and weapon can blast away door hinges, locks, shackles, or any other mundane metallic device that so happens to be in the way. Statistically, the Masterkey Pistol ignores Hardness up to 8, deals 2d8 fire damage to metallic or similar objects, and instantly lights any other easily flammable material as per a flare gun. Metallic objects with a Hardness greater then 8 are instantly weakened to half it&#8217;s hardness for 3 rounds, where it gains 1 point of Hardness back for every 2 rounds of it cooling. An Exotic Proficiency is needed to operate and fire the weapon without taking 1d6 fire damage to the user, and a Craft (Small Arms) check (DC12) is needed to reload the weapon (1 standard action each barrel).</p>
<p>Because of  the extreme nature of the weapon and the ammunition, the Masterkey Pistol deserves alot of maintenance, so the Kit comes with all the necessary tools and solvents to clean the weapon properly.  After 3 consecutive shots fired from each barrel, a special metal tempering solvent must be applied to the lining of the barrel to prevent warping, and requires a Craft (Small Arms) check (DC 16) to apply properly.  Also, a separate compound must also be applied to the trigger and firing assembly to keep it from jamming and requires a Craft (Small Arms) check (DC14) to apply properly. When used with the Kit, the user receives a +4 equipment bonus to maintaining the weapon. Failure to maintain the weapon after 3 consecutive shots may include replacing the barrel, the firing mechanism, or even worse, causing the firearm to explode, dealing full fire damage to its user and anyone in a 5 foot radius.</p>
<p>Statistics:</p>
<p>Masterkey Pistol-</p>
<p>Damage: 2d8 Fire</p>
<p>Range: 5ft (Melee)</p>
<p>Critical: x4</p>
<p>Reload: 1 Standard (Each Barrel), Craft (Small Arms) check (DC12)</p>
<p>Special: Ignores Hardness up to 8</p>
<p>Costs-</p>
<p>Masterkey Pistol: 1025G</p>
<p>Incinerator Charge: 20G Each</p>
<p>Gun Solvents and Maintenance: 50G</p>
<p>Masterkey Pistol Kit: 1200G (Includes Pistol, 10 charges, and 3 applications of solvents)</p>
]]></content:encoded>
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		<item>
		<title>Ivanov Annihilator</title>
		<link>http://www.hecate.ca/union/2010/07/20/ivanov-annihilator/</link>
		<comments>http://www.hecate.ca/union/2010/07/20/ivanov-annihilator/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 01:42:14 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mundane]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=344</guid>
		<description><![CDATA[Amongst the talented gunsmiths that Vislovski Gunwerks has drawn in to work alongside the great Grigor himself, there have been more than a few who excelled at their work. One of those few that rankled under Grigors teachings was Daniil Ivanov, a Khard who had spent time amongst the workshops of Caspia, Llael and even [...]]]></description>
			<content:encoded><![CDATA[<p>Amongst the talented gunsmiths that Vislovski Gunwerks has drawn in to work alongside the great Grigor himself, there have been more than a few who excelled at their work. One of those few that rankled under Grigors teachings was<span style="font-family: verdana,geneva,helvetica;font-size: x-small"><span style="font-family: Verdana;font-size: x-small"> Daniil </span></span>Ivanov, a Khard who had spent time amongst the workshops of Caspia, Llael and even Rhul while a mercenary sharpshooter. Although he was a patriot, Ivanov would gripe endlessly about the Gunwerks refusal to make use of more advanced technology in Vislovski weapons. He had witnessed first hand the sort of devastation a coordinated group of Hammerfall Corps could deal against attacking forces, and seen a squad of the heaviest plated Khadoran &#8216;jacks get taken apart at range by the precision shots of Hunter Light Warjacks. But Grigor always extolled the virtues of the tried and tested, bigger makes better approach to firearms, ignoring Ivanovs petitions for innovation.</p>
<p>Eventually this came to a head and after a shouting match devolved into a fistfight and Ivanov was forced to leave the Gunwerks. But before he left, Ivanov took both his and several other key prototype blueprints with him. Dubbed a traitor and hunted by the Khadoran Military Police,  Ivanov escaped into Ord by dint of shear determination and not a little dumb luck, finaly vanishing into the port of Five Fingers.  Some have it that he gained employment with the secretive Four Star Syndicate on Crane Island, producing a number of custom firearms for their forces. The &#8216;Annihilator&#8217; itself surfaced mainly as rumors concerning its use and various black market blueprints. Its link to Ivanov was speculated due to the unique combination of Khadoran power, Cygnaran precision and no nonsense Rhulic mechanisms.</p>
<p>The basic chaise looks to have been salvaged from the Longarm Cannon of a Hunter Light Warjack, but stripped down to allow it to be carried by a person rather than a smoke belching machine. Its length is still considerable, almost 5 feet in length with added muzzle brake, the barrel itself being mostly serricsteel alloy to reduce bulk and weight without compromising strength. The mechanism incorporates the Ghordson shutter breachlock design,  allowing spent shells to be ejected from the weapon as a new one is loaded. Three consecutive shots can be fired in this manner with only a short pause for reloading. But afterward the barrel needs to be thoroughly cleaned with a Craft: Cannoneer check (DC 14). Instead of a wooden stock, there is a sliding section of steel piping surrounding a heavy duty shock absorbing spring. This is padded to fit the shoulder of the user and prevent it being shattered by the rifles kick. A folding metal bi-pod is affixed to the weapons barrel to support it during firing, a process which itself would require the user to lie prone to avoid being thrown over backward by the tremendous recoil the charge produces.  The weapon also has a set of basic iron sights on most of the blueprints but retains a rail along its upper portion for a scope of preference. Around and above this rail set is a thick metal handle with a leather grip around the top bar, positioned in the approximate center of balance for the weapon to allow it to be moved around with greater ease.</p>
<p>This vast rifle, dubbed the &#8216;Annihilator&#8217;, has earned its fair share of flak from more seasoned veterans who deride the deafening retort and massive payload as typical Khadoran overkill, and prefer to be on the move rather than lying around. However it is undoubtedly one of the few weapons fielded by a single operator that can demolish a Heavy Warjack with a few precise shots, and do so from a range usually only achieved by light artillery pieces. This has gained it niche appeal to those riflemen that are forced up against heavily armored targets and aren&#8217;t afraid to shell out a hefty sum for ammunition that can make a very big hole in them.</p>
<p><strong>Exotic Weapon – Retrofitted Hunter Longarm Cannon:</strong></p>
<ul>
<li><strong>Damage</strong> – 3d8+5 (18-20)x3 [piercing]</li>
<li><strong>Range </strong>– 400ft</li>
<li><strong>Reloading</strong> &#8211; 1 standard action [requires cleaning every 3 shots or risk fouling the barrel]</li>
<li><strong>Cost</strong> –  4000+gp (rare:- often only found as blueprints rather than finished product)</li>
<li><strong>Weight -</strong> 45lb (encumbering: take note of length when moving weapon)</li>
<li><strong>Ammo</strong> &#8211; Serricsteel Alloy Ghordson Sabots 300-400gp per round. [alchemically hardened]*<strong></strong></li>
<li><strong>Special</strong> &#8211; Must be set up before firing with adjustable bi-pod  stand and user must fire while prone (2 full rounds to get into  position). Failure to do so imposes a -10 penalty on attack rolls,  additionally the user must make a Balance check (DC 20) or be knocked  prone by the recoil.</li>
<li><strong>Available Upgrades</strong> &#8211; Breakdown [8000+gp], Scope [75gp], Embellishment [10-200gp]</li>
</ul>
<p>*<em>Alchemically Hardened Ammunition ignores Damage Resistance 10/- and below. The alchemical mix can only bind to Serricsteel or less expensive alloys of Serricsteel. This is because the arcantrik lacquer </em><em>absorbs and refocuses kinetic energy upon impact. Lesser metals would simply dissolve under the harsh arcano-chems or shatter at the moment of impact as the kinetic redirection blows them apart. This enables Hardened Ammunition to penetrate even solid Serricsteel plating.</em></p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Prosthetic Enhancments: Compartmentalized Cannon Arm</title>
		<link>http://www.hecate.ca/union/2010/07/18/prosthetic-enhancments-compartmentalized-cannon-arm/</link>
		<comments>http://www.hecate.ca/union/2010/07/18/prosthetic-enhancments-compartmentalized-cannon-arm/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 13:58:39 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=318</guid>
		<description><![CDATA[Mechanikal Prosthetics and there users tend to arise from the ranks of the adventurous, larcenous and militaristic. As such many are gungho enough to seriously weaponize their limbs, but often suffer serious problems when in an area that requires them to disarm. Because for them that term becomes quite literal, and having to leave ones [...]]]></description>
			<content:encoded><![CDATA[<p>Mechanikal Prosthetics and there users tend to arise from the ranks of the adventurous, larcenous and militaristic. As such many are gungho enough to seriously weaponize their limbs, but often suffer serious problems when in an area that requires them to disarm. Because for them that term becomes quite literal, and having to leave ones limb behind at a guard station for the duration of their stay in a city can become a tedious chore and leave them vulnerable to attack themselves. Most tend to make do with small compartments and the occasional built in pistol, but few truly powerful weapons can be hidden away without a massive rebuild of the arm itself.</p>
<p>Enter this complex little number, a special customized Ghordson breach-lock canon scaled down to fit inside the pistons and plating of a prosthetic arm. The barrel itself is built into the forearm, the upper arm is fitted with a 3 shot ammo gravity magazine, allowing for three consecutive shots with the cannon before the arm has to be opened up and reloaded manually. When closed up, the weapon is near undetectable, blending with the other mechanika of the arm itself. With a Concentration Check (DC10) the wearer of the prosthetic arm may twist the wrist 120 degrees counter-clockwise which arms and releases the clockwork tension coils that open the arm itself as a move action.</p>
<p>Most of the hand itself flips down and slides back forming the grip and trigger mechanism, the thumb of the hand flips up and back instead, forming the sliding lever action along the barrel to release the spent shell. The forearm splits into four sections along its length and opens up like a flower to reveal the cannon barrel itself. Shutting the arm however is a standard action to physically close the plate sections and reset the wrist spring. Reloading after each shot requires the arm be straightened fully and held vertical when the thumb lever is pulled back, the clockwork shutter mechanism propels the spent brass sabot casing from the side of the arm above the barrel. When released the thumb lever is sprung back into place allowing gravity to slide the next shell into place from the magazine. When the forearm is cocked back 90 degrees to the upper arm, the magazine is locked off from the barrel and the weapon is ready to fire once more. This process takes one standard action.</p>
<p>The cannon can either fire a solid iron ball or instead fire a grapeshot satchel  for &#8216;crowd control&#8217;. Whatever the selection it must be loaded with a Craft: Cannoneer check (DC 15) to load the shots into the magazine and clean out the barrel [Full Round Action]. Using this weapon without the -4 penalty requires a Exotic Weapon Proficiency: Cannon Arm. Due to the tremendous recoil, both hands are required for firing this weapon unless the prosthetic arm has a +5 strength enhancement or better and the user possesses the Exotic Weapon Proficiency.</p>
<p><strong>Exotic Weapon &#8211; Scaled Down Ghordson:</strong></p>
<ul>
<li>Damage – 2d8 x3 [piercing] <em>or</em> 4d6 x3 [Reflex save DC equal to attack roll]</li>
<li>Attack &#8211; +2 to attack roll [this would reduce the -4 for not being proficient  to -2]</li>
<li>Range – 50ft <em>or</em> 15ft cone</li>
<li>Spell Failure – +20%</li>
<li>Spot Check &#8211; DC 25 to notice hidden compartment</li>
<li>Search Check &#8211; DC 18 to find release</li>
<li>Cost – 3200 gp</li>
</ul>
<p>[<em>more powerful coils can be added to this device, that draw one charge from the arms accumulator per activation but allows the wearer to activate the arm as a swift action.</em>]</p>
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		<item>
		<title>Convergence Engine: O&#8217;Stivichs Scrutinizing Synchroscope</title>
		<link>http://www.hecate.ca/union/2010/07/17/convergence-engine-ostivichs-scrutinizing-synchroscope/</link>
		<comments>http://www.hecate.ca/union/2010/07/17/convergence-engine-ostivichs-scrutinizing-synchroscope/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 21:11:07 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=290</guid>
		<description><![CDATA[Put together by a talented Mechanist in the Five Fingers who had more than a little concern for his own well-being in that cut-throat city. This engine uses a unique combination of cerebral matrix technology to analyse and act remove the wearer from a perceived mortal threat. While it is sophisticated, the Synchroscope is not [...]]]></description>
			<content:encoded><![CDATA[<p>Put together by a talented Mechanist in the Five Fingers who had more than a little concern for his own well-being in that cut-throat city. This engine uses a unique combination of cerebral matrix technology to analyse and act remove the wearer from a perceived mortal threat. While it is sophisticated, the Synchroscope is not Cyriss tech intelligence and hence is prone to mistakes that make it less than reliable.</p>
<p>The machine is made up of a convergence engine housing on a heavy duty belt, with arcano-conductive cables running both up the back and down the legs of a wearer to a set of coil-boots and a memographic band which acts much like an induction belt but for effects pertaining to the mind. This band is built into a specially conduited set of Alchemical Goggles which houses three additional lenses around its edge that are themselves part of a reverse engineered Burdewelle Sight Link. The final part of this device is a leather harness which houses the cerebral matrix above the convergence engine and links directly to all of the coils before they enter the engine.</p>
<p>When the band &amp; goggles are placed over the users forehead as a standard action, the engine activates its <em>Detect Thoughts</em> plate [1 charge every 3min]. Allowing the cerebral matrix to respond to surface emotions, specifically the one involving imminent physical danger, this takes 3 full rounds for the memograph to sync with the correct thought levels. The matrix must be trained to recognise this emotional state as per the description in the <em>Liber Mechanika</em>. When the cerebral matrix detects the wearer is about to be physically harmed it activates the<em> Greater Slide</em> plate by flipping the mechanikal trigger conduited to whichever lens shows a clear space to move into [1 charge per use]. This induces a thin coating of arcane potential around the coil-boots, canceling friction and supporting the wearer without loss of balance. If there are no squares clear, it fails to activate these switches. While the lenses provide a full half sphere of vision around the wearer, it cannot see in darkness nor any other condition that a human could not.</p>
<p>What this translates to, is that when someone wearing this rig is aware of a melee attack (or ranged attack within 30ft) about to be dealt to them. The engine slides them 5ft (unless further is necessary, max of 20ft) into the nearest unoccupied space away from the line of attack as an immediate action once per round. This causes the attack which triggered the matrix to miss entirely as the target suddenly and inexplicably skids out of the way with blinding speed. If given a choice of areas to move into, directly away from is the most logical for a melee attack, while for a ranged attack it is to either side of the line of effect.  This effect does not apply to any attack that the wearer in unaware off, if the wearer is caught flat-footed the engine cannot react. Equally worrying is that the matrix is unable to process the potential for attacks of opportunity, as such the matrix doesn&#8217;t take potential attacks of opportunity into account when it moves its wearer.</p>
<p>Against a single opponent in an open space this makes the wearer almost impossible to hit unless rapid firepower or area effects are brought to bear on them. However against large groups this makes the wearer highly vulnerable to being moved away from one attack, right into another. Being unable to shut of the engine easily also makes it hard to retain an effective position to physically attack from, making it possible for a clever opponent to back the wearer into a corner with a series of attacks. Finlay, there&#8217;s the significant risk of running out of power during combat, an additional socket and heavy accumulator are upgrades that are almost an inevitability if this device is pushed into serious fights on a regular basis.</p>
<table>
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Convergence Engine</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Engine Housing</em></td>
<td>300gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Plate, Detect Thoughts<br />
</em></td>
<td>1650gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Plate, Greater Slide<br />
</em></td>
<td>1650gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Arcanocoil Boots</em></td>
<td>4800gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Cerebral Matrix</em></td>
<td>250gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Memographic Band<br />
</em></td>
<td>4800gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Conductive Cables</em></td>
<td>2000gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Hybrid Socket</em></td>
<td>450gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Reflexive Spell Trigger</em></td>
<td>2200gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Alchemical Goggles</em></td>
<td>8600gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Burdwelle Sight Link</em></td>
<td>750gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>27450gp*</td>
<td>13lb.</td>
</tr>
</tbody>
</table>
<p>*<em> does not include heavy accumulator</em>.</p>
<p>[The potential for this device with a more advanced Cyriss tech Numa Sphere instead of a Cerebral Matrix and a  Glyphweave Garment to replace the lenses would be to eliminate the danger of moving into AOO. This would eliminate the need for the expensive Alchemical Goggles. It is unlikely that a Cerebral Matrix would be able to process the data that a Glyphweave surface could feed into it so both upgrades would be necessary along with the relevant Cyriss tech to allow the Numa Sphere to operate. Alternatively, upgrading it with <em>Darkvision</em> or even <em>Blindsight</em> would also vastly improve its adaptability as well as provide those abilities to the wearer, <em>Arcane Sight</em> would also allow both matrix and wearer to identify and react to magical attacks that don't require a somatic component.]</p>
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		<item>
		<title>Convergence Engine: Gyroscopic Gravimeter</title>
		<link>http://www.hecate.ca/union/2010/07/17/convergence-engine-gyroscopic-gravimeter/</link>
		<comments>http://www.hecate.ca/union/2010/07/17/convergence-engine-gyroscopic-gravimeter/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 17:40:39 +0000</pubDate>
		<dc:creator>TT</dc:creator>
				<category><![CDATA[Mechanika]]></category>

		<guid isPermaLink="false">http://www.hecate.ca/union/?p=268</guid>
		<description><![CDATA[The builders of household protection and military buildings truly have there hands full dealing with magical intruders, particularly when larcenous mechaniks come up with devices like this one. Made up of a convergence engine mounted on a wired induction belt, with arcano-conductive cables running down to a set of heavily padded and metal reinforced coil-boots [...]]]></description>
			<content:encoded><![CDATA[<p>The builders of household protection and military buildings truly have there hands full dealing with magical intruders, particularly when larcenous mechaniks come up with devices like this one. Made up of a convergence engine mounted on a wired induction belt, with arcano-conductive cables running down to a set of heavily padded and metal reinforced coil-boots These boots also have sizable springs built into the heals to give additional bounce to the footwear, as well as to help absorb shock.</p>
<p>When activated via the mechanikal switch on the belt [<em>standard action</em>] this device produces a <em>False Gravity</em> effect upon it wearer, [<em>3min per charge</em>] down being automatically set to wherever the soles of the coil-boots are directed*. Using this ability to &#8216;fly&#8217; towards a surface requires  a Balance check (DC 10+). When &#8216;flying&#8217; in this manner, the wearer moves at 30ft per round (+10ft per round spent in motion up to terminal velocity &#8211; 160ft per round). Flipping over so as to cancel out the falling velocity adds +1 per 10ft over 30ft to the Balance check.</p>
<p>The reflexive trigger activates <em>{1 charge per activation</em>] the<em> landing</em> plate when the speed of decent towards whatever surface is below the coil-boots exceeds safe limits, allowing the wearer to ignore any falling damage up to 60ft. This dissipates all the kinetic force that would otherwise be directed into the wearer into the surface it impacts upon, dealing half the falling damage that would otherwise be dealt due to the fall as bludgeoning damage to the surface.</p>
<p>The wearer also gains a passive +2 bonus to Jump checks while wearing the boots even unactivated.</p>
<p>*<em>Note that the fall must be directed towards a solid surface not simply mid air.</em></p>
<table>
<tbody>
<tr>
<td><strong>Item</strong></td>
<td><strong>Cost</strong></td>
<td><strong>Weight</strong></td>
</tr>
<tr>
<td>Convergence Engine</td>
<td></td>
<td></td>
</tr>
<tr>
<td><em>Engine Housing</em></td>
<td>300gp</td>
<td>3lb.</td>
</tr>
<tr>
<td><em>Plate, False Gravity<br />
</em></td>
<td>4950gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Plate, Landing<br />
</em></td>
<td>600gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Arcanocoil Boots</em></td>
<td>4800gp</td>
<td>2lb.</td>
</tr>
<tr>
<td><em>Clock Spring Heals</em></td>
<td>87gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Induction Belt<br />
</em></td>
<td>300gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Conductive Cable</em></td>
<td>1000gp</td>
<td>1lb.</td>
</tr>
<tr>
<td><em>Hybrid Socket</em></td>
<td>450gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Reflexive Spell Trigger</em></td>
<td>1100gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><em>Mechanikal Trigger</em></td>
<td>400gp</td>
<td>0lb.</td>
</tr>
<tr>
<td><strong>Total</strong></td>
<td>13987gp*</td>
<td>6lb.</td>
</tr>
</tbody>
</table>
<p>*<em>does not include standard accumulator</em></p>
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