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By: Dustin M. Ramsey aka Kralizec! (DustinM@rifts-rpg.com)
Any type of S.D.C. shotgun (12 Guage Beretta, 12 Guage Winchester,
etc.) can be converted to Techno-Wizardry. Once converted, the weapon
amplifies and directs telekinetic energy to fire bullet-hard bolts of
force. Note: The TK bolts leave no telltale casings, bullets,
or muzzle flash. Bolts that hit a target puncture or tear through it,
but there is no physical round/bullet. Once it hits, the force bolt
is gone.
Creation Costs:
P.P.E. Cost: 11 + 5 P.P.E. for each die of damage the
weapon does, +10 P.P.E. for each additional payload of 2 shots.
Spells Needed: Telekinesis and Energy Bolt
Physical Requirements: one rose quartz worth at least 750
credits for each die of damage the weapon does, plus one diamond
worth at least 1000 credits for each additional payload of 2 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, 3, 4, 5, 7, 9, and 11.
Time: 1D8 hours per each crystal in the weapon
Usage of Converted Weapon:
Weight: Unchanged, only the weight of the ammo has been
removed.
Mega-Damage: Same as the weapon's original S.D.C., but
converted to M.D.
Rate of Fire: Unchanged
Maximum Effective Range: 500ft (152m)
Payload: 2 shots, plus 2 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 14 shots can be added
(giving the weapon a total payload of 16 shots).
Mega-Damage Capacity: Unchanged
Weapon Proficiency: Unchanged; WP Bolt Action Rifle (RIFTS Main Book, pg. 32)
Bonus to Strike: Unchanged
To Recharge: 14 P.P.E. for mages, 28 I.S.P. for psychics, or
11 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 18,000 credits per each
crystal in the weapon.
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