Caster v0.95a34f67 Inspired by the weapon from Outlaw Star. The caster is a Techno Wizard weapon that instead of having a spell attached to it, it uses self-contained charges or shells. With this system a mage or any user can have a magic weapon that can fire just about any spell. In yearly PA15 a techno wizard living in Oakridge came up with the idea of making a spell grenade. But after much trial he was unable to solve the problem tossing the grenade far enough to make it workable. Giving up on it he put the plans on the shelf and forgot about it. PA25 Jim burns, having just received his lab credentials. Finding the plans on a shelf he sat down to look at them. Seeing that they could be converted to a shell that could be used in a firearm or artillery piece he ran with the idea. After several trials he settled on the sidearm, as the shells for the artillery shells were too expensive. The shells are about half the size of a 12-ounce can of pop (soda) and
contain a singe charge for the weapon. The weapon loads from the rear, the
entire rear of the weapon slides back to reveal a tray that you would lay the
shell on. Then it slides back in and is ready to fire. The weapon looks similar to a C-18 laser pistol with a beefier upper. The shells are known by the number they have on a standardized list. Name: Caster Firing:
The shells are set off by a trigger spell that is contained with in the gun. To power the trigger the gun draws PPE from the shooter. The heavier the shell the heavier the trigger and the more power it takes to set it off. Shells 1 - 5 take 3 PPE to set off. If the user fails to have the required PPE the weapon will draw on the shooters hit points. The exchange rate is 3 PPE for every 1 HP used. Gun building: The gun is a basic creation but does require a good deal of machine work. Shell building: The casing for the shells is very inexpressive to build costing around 25 credits worth of material. The internals of the shells are what make them unique from each other. The smaller shells cost an additional 20 to 50 credits worth of materials. The larger shells are more expensive to manufacture and the cost is relative to the spell being held. From with the basic materials building the shells is like building any other TW device. All Techno-Wizards that have not been trained in making the shells are -15% in there creation. Shells:
1 Energy Bolt, Range: 150' Damage: 4d6 sdc, Cost: 125 credits |