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By: Dustin M. Ramsey aka Kralizec! (DustinM@rifts-rpg.com)
Any type of plasma handgun or rifle can be converted to
Techno-Wizardry. During this process, the Techno-Wizard replaces the
weapon's energy system, completely converting it to magic energy.
Once finish, normal energy clips designed for the weapon will no
longer function.
Creation Costs:
P.P.E. Cost: 10 + 5 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 Energy Bolt
Physical Requirements: one ruby worth at least 1000 credits
for each die of damage the weapon does, plus one diamond worth at
least 1000 credits for each additional payload of 5 shots added to
the weapon.
Level Requirements: None; a Techno-Wizard of any level can
create this type of weapon. As the Techno-Wizard advances in
experience, they may build the weapon with an additional
payload-increasing diamond at levels 2, 4, 6, 8, and 10.
Time: 1D8 hours per each crystal in the weapon
Usage of Converted Weapon:
Weight: Unchanged, only the weight of the energy clip has
been removed.
Mega-Damage: one die of damage less than the original
weapon
Rate of Fire: Unchanged
Maximum Effective Range: Unchanged
Payload: 5 blasts, plus 5 additional shots for each extra 1000
credit diamond added. If the Techno-Wizard is of sufficiently high
level when the weapon is built, a maximum of 25 shots can be added
(giving the weapon a total payload of 30 blasts).
Mega-Damage Capacity: Unchanged
Weapon Proficiency: Unchanged; WP Heavy Energy (RIFTS Main Book, pg. 33)
Bonus to Strike: Unchanged
To Recharge: 15 P.P.E. for mages, 30 I.S.P. for psychics, or
13 P.P.E. for Techno-Wizards will completely recharge the weapon,
regardless of its payload size or the amount of damage it
inflicts.
Cost: Original cost of weapon, plus 20,000 credits per each
crystal in the weapon.
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