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TW Electric Field Gun

By: Dustin M. Ramsey aka Kralizec! (DustinM@rifts-rpg.com)


This Techno-Wizard weapon can be made from virtually any kind of flare gun, however, because its creation requires the collaborative efforts of an experienced Air Warlock as well as a Techno-Wizard, it is fairly rare. When fired, three basketball-sized spheres of ball lightning fly out of the weapon's barrel and surround their target in a triangular formation. Once the balls of lightning are in position, a crackling electric field covering a 20ft (6.1m) area forms between them, and everything within this area takes damage every melee from the sparking lightning for as long as the field lasts.

Creation Costs:
P.P.E. Cost: 10 + 4 P.P.E. for each 60ft (18.3m) of the gun's range, + 6 P.P.E. for each die of damage the weapon does, +10 P.P.E. for each additional payload of 3 shots.
Spells Needed: Energy Bolt and the fourth level Air Elemental spell, Ball Lightning
Physical Requirements: one amethyst worth at least 200 credits for each die of damage the weapon does, plus one smoky quartz worth at least 100 credits for every 60ft (18.3m) of the gun's range, plus one diamond worth at least 1000 credits for each additional payload of 3 shots added to the weapon.
Level Requirements: None, however creation of this weapon requires the assistance of an Air Warlock who knows the Ball Lightning spell. Unfortunately, working with a magic user who is not a Techno-Wizard is more difficult and reduces the odds for success: 20% + 6% per level of the Techno-Wizard. Additionally, for every level of experience of the Air Warlock, the Techno-Wizard may (with the appropriate physical requirements) extend the electric field gun's range by 60ft (18.3m). As the Techno-Wizard advances in experience, they may build the weapon with an additional payload-increasing diamond at levels 3, 6, and 9.
Time: 2D4 hours per each crystal in the weapon

Usage of the Electric Field Gun:
Weight: Unchanged, only the weight of the ammo has been removed.
Mega-Damage: 3D6 + 1D6 M.D. per every three levels of the Warlock, however, increasing the damage requires additional P.P.E. and amethyst crystals from the Techno-Wizard at the time the weapon is created. The damage is inflicted once every melee to everything inside or touching the field.
Rate of Fire: Single shots only!
Range: 60ft (18.3m) per level of the Warlock, however, increasing the range requires additional P.P.E. and smoky quartz crystals from the Techno-Wizard at the time the weapon is created.
Payload: 3 shots, plus 3 additional blasts for each extra 1000 credit diamond added. If the Techno-Wizard is of sufficiently high level when the weapon is built, a maximum of 9 shots can be added (giving the weapon a total payload of 12 blasts).
Field Duration: Five minutes
Mega-Damage Capacity: Unchanged; the balls of lightning have 20 M.D.C. each, and all three must be destroyed to collapse the lightning field.
Weapon Proficiency: WP Revolver (RIFTS Main Book, pg. 32)
Bonus to Strike: None
To Recharge: 17 P.P.E. for mages, 34 I.S.P. for psychics, 16 P.P.E. for Warlocks, or 15 P.P.E. for Techno-Wizards will fully energize the gun, regardless of its range, payload, or damage.
Cost: Roughly 14,000 credits per each crystal in the weapon.

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