Also, I don’t have my copy of Vampire Kingdom handy so I’m working from memory on a few aspects.
Magical Mack’s Anti-Vampire Shotgun
The Anti-Vampire Shotgun is niche design that sells reasonably well down in Arzno and other vampire infested regions. It’s based on a Northern Gun NG-11S “Sawed Off” (RGMG p157) but replaces the normal payload with a magically created one. Upon pulling the trigger, the weapon automatically loads a wooden round and blasts it out of the barrel. The round shatters in the process, peppering the target with wooden fragments. It’s powered by an internal PPE payload, allowing anyone to use it until it runs out of PPE.
A single blast inflicts 4D6 SDC to most targets, or 4D6 Hit Point damage to vampires. A double barrel blast inflicts double damage. Additionally, there’s a chance of a fragment lodging the vampire’s heart with the appropriate stasis result. Five percent chance on a single blast; ten percent chance on a double blast. However, if the target is wearing any type of armor, even SDC armor, the blasts inflict no damage and are little more than an annoyance. The range for either blast is only 50 feet.Device Level 1
Spells: Create Wood, Telekinesis, and Energy Bolt
Activation Cost: 2 PPE per shot (or 4 ISP)
Payload: 10 activations stored in 1.0 carats of Diamond. (20 PPE or 40 ISP to recharge 10 blasts)
Construction Cost: 40 PPE & 4 hours
Gems: 9.9 carats of Amber, 1 carat of Opal, and 1 carat of Red Zircon
Build Cost: 23,840 credits
Magical Mack Sale Price: 40,000 credits
(Originally this was going to be a big weapon, based off the Wellington WI-GL8 Automatic Shotgun/Grenade Launcher in Merc Ops. But as I worked on it I realized the spells are pretty low level and that I could “create a round and fire it” in a single spell chain.)
And this rope has been kicking around the back of my head for at least a year. Figured it was time to finally stat it out and write it down.
Magical Mack’s Rope of Adventure
The following TW rope was a special commission for an exploration group who were trying to get the most out of everything they carried. The rope has two small endcaps on it: one silver and one bronze. Each endcap corresponds to a magical function. Simply hold the appropriate one and pump the needed PPE into it.
The silver endcap enables Telekinesis along the rope’s length. The wielder can mentally direct the rope as desired but must maintain contact with it. Releasing the rope will cause it to freeze in place until the spell’s duration ends, after which it will fall limp.
The bronze endcap activates a Carpet of Adhesion along half of the rope's length, sticking to anything it touches. The other half remains normal to touch, allowing the user to secure one end (the sticky half) and still safely pull and tug on the other end.
The rope itself is 50 feet long but can be made into other lengths upon request. It’s built from the Mega-Rope (Merc Ops p117) but has a copper thread integrated through the weave. Cutting the rope will cancel either function and destroy the device.
Both functions can operate simultaneously. While it's not intend to be used as a weapon, it can be used in combat to entangle opponents.Function 1 – Telekinesis, Device Level 4
Duration: 4 minutes
Spells: Telekinesis
Activation: 4 PPE
Payload: None (the user must pump 4 PPE or 8 ISP into it)
Construction: 80 PPE and 32 hours
Gems: 4 carats of Opal
Build Cost: 5,200 creditsFunction 2 – Carpet of Adhesion, Device Level 2
Duration: 5 minutes
Spells: Carpet of Adhesion
Activation: 4 PPE
Payload: None (the user must pump 4 PPE or 8 ISP into it)
Construction: 80 PPE and 16 hours
Gems: 2.5 carats of Amethyst
Build Cost: 5,500 credits
Magical Mack’s Sale Price: 22,500 credits
(I wanted to include the Giant spell as a separate function so that the user could carry a short rope that became longer when needed. Unfortunately, the Giant spell has too high of a PPE cost and spell level to easily work with.)
EDIT 1 - Added the ISP cost for the shotgun.