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By: Dustin M. Ramsey aka Kralizec! (DustinM@rifts-rpg.com)
Any type of shotgun can be converted into this short range, but
very powerful Techno-Wizardry weapon. Because the TW Fire Ball
Blunderbuss requires the combined efforts of an experienced Fire
Warlock as well as a Techno-Wizard, it is a fairly rare weapon. When
fired, the Fire Ball Blunderbuss shoots a small swarm of fire balls
that do 1D6 M.D. each. The number of fire balls in the swarm can be
as high as the level of the Fire Warlock when the weapon is created,
so a Fire Ball Blunderbuss created by a level 15 Warlock could do as
much as 15D6 M.D.!
Creation Costs:
P.P.E. Cost: 15 + 3 P.P.E. for each additional 20ft (6m)
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 5 shots.
Spells Needed: Fire Bolt and the third level Fire Elemental
spell, Fire Ball
Physical Requirements: one crimson garnet worth at least 200
credits for each die of damage the weapon does, plus one smoky quartz
worth at least 100 credits for every additional 20ft (6m) of the
gun's range, plus one diamond worth at least 1000 credits for each
additional payload of 5 shots added to the weapon.
Level Requirements: None, however creation of this weapon
requires the assistance of a Fire Warlock who knows the Fire Ball
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 Fire Warlock, the Techno-Wizard may (with the
appropriate physical requirements) increase the weapon's range and
damage. Also, as the Techno-Wizard advances in experience, they may
build the weapon with an additional payload-increasing diamond at
levels 2, 4, 7, and 10.
Time: 1D6 hours per each crystal in the weapon
Usage of the Fire Ball Blunderbuss:
Weight: Unchanged, only the weight of the ammo has been
removed.
Mega-Damage: One tiny fire ball per level of the Warlock,
however, each fire ball beyond one requires additional P.P.E. and
garnet crystals from the Techno-Wizard at the time the weapon is
created. Each fire ball inflicts 1D6 M.D.
Rate of Fire: Single shots only!
Range: 90ft (27.4m) + 20ft (6m) 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: 5 shots, plus 5 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 20 shots can be added
(giving the weapon a total payload of 25 blasts).
Mega-Damage Capacity: Unchanged
Weapon Proficiency: WP Bolt Action Rifle (RIFTS Main Book,
pg. 32)
Bonus to Strike: Unchanged
To Recharge: 15 P.P.E. for mages, 30 I.S.P. for psychics, 14
P.P.E. for Warlocks, or 13 P.P.E. for Techno-Wizards will fully
energize the gun, regardless of its range or damage.
Cost: Roughly 12,000 credits per each crystal in the
weapon.
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