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TW Entity Launcher

By: FlashFire (chadu@pacifier.com)


"Who ya gonna call?"

In the desperate search for new weapon types to be used against the CS, Tolkeen's weaponsmiths have gone slightly off the deep end. One of the stranger designs invented is the Entity Launcher, a Techno-Wizard device that summons an entity of choice and places it in a holding point within the weapon. When the shooter fires the weapon, the entity is drawn down the barrel of the weapon and fired at an opponent. This can result in a variety of effects depending on the entity chosen. Syphon entities can be launched, resulting in some object on the target's person being taken over and their ISP/PPE drained, tectonic entities can bring demolished enemy robots and armor back to "life," Poltergeists can turn weapons against their users, and Ghosts can just be used to scare the crap out of people when they take the form of whoever they just passed through ("They've torn out his soul! Kill the body before it turns against us!"), but the most popular choice is Possessing Entities. A weapon that puts your enemies under your complete control has enormous tactical potential.

The primary advantage to using this weapon, besides the typical effects, is that it uses an ammunition type that can pass through any substance made. Like Phase Weapons, no form of armor can stop an entity on a mission. The ethereal Astral creatures are not stopped by anything and can only be harmed by a limited set of weapons and strategies, most of which the CS doesn't have.

The main disadvantages start with its prohibitive PPE cost. Requiring a Summon and Control Entity spell, few mages have the energy to do so more than once. The ammo also travels at an abysmally slow rate, equal to a Spd Attribute of around 30. A long range version is in the works, employing a Banishment spell to immediately fire the entity 600 feet away, but the range is limited to that distance before the entity goes back to its Spd of 30. It is essentially a close range weapon for use only when the enemy charges the trenchs.

Creation Costs:
P.P.E. Cost: 300 P.P.E.
Spells Needed: Summon and Control Entity (250 P.P.E.)
Physical Requirements: The shell of a large weapon, no smaller than a large submachine gun (Tommy Guns are popular choices); a circular space on the weapon (can be drum magazines or an attached circular plate); one Zircon crystal and one emerald that are no less than 5 carats in size.
Level Requirements: None. If the Techno-Wizard does not know the Summon and Control Entity spell, then the creation of this weapon requires the assistance of a mage who knows this level twelve ritual. 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.
Time: 1D6x10 hours

Usage of the TW Entity Launcher:
Weight: Unchanged, only the weight of the ammo has been removed.
Rate of Fire: Single shots only!
Range: line of sight
Duration of Charge: 24 hours per level of the maker
Payload: 3 shots
Bonus to Strike: None
To Recharge: 250 P.P.E. for mages or 300 I.S.P. for psychics
Cost: 200,000 credits.

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