Magical Mack's Melt'em Gun

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Mack
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Magical Mack's Melt'em Gun

Unread post by Mack »

The following TW weapon is just because I was playing around with TW and Fire Elemental spells.

For a few years now Magical Mack has look to improve on (and outsell) the ubiquitous TW Hellfire Shotgun that emerged from the New West. Stymied for new ideas, he finally spoke with an old Fire Warlock who, in exchange for a cut of all sales, recommended he harness the power of a Plasma Bolt. After a couple of months of collaboration, the pair was able to create Magical Mack's Melt'em Gun. Physically it looks like most other sawed off shotguns, but has a single large bore barrel instead of a pair. Link to image.

The weapon does have a drawback in that the entire body becomes hot to the touch when activated. SDC creatures will take 1D4 damage from touching it, although a decent pair of gloves (such as those found with any MDC armor) will negate the problem.

When activated, the weapon provides the user with six blasts of plasma each melee, for up to four melees. Each blast inflicts 6D6 MD, and has a range of 400 feet.

Device Level 4
Spells: Plasma Bolt (Fire Warlock, level 8 )
Activation: 8 PPE / 16 ISP
Payload: None, user must provide the PPE / ISP
Construction: 160 PPE & 64 hours
Gem carats: 30 Topaz
Build Cost: 12,400 credits
Magical Mack's Sale Price: 35,000 credits


I considered making a double barreled version, which would hit for 6D6x2, but figured that'd be a bit much.
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drewkitty ~..~
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Re: Magical Mack's Melt'em Gun

Unread post by drewkitty ~..~ »

Mack wrote:snip...

When activated, the weapon provides the user with six blasts of plasma each melee, for up to four melees.
...snip

What are the consequences of using it longer than the four melee rounds (in a row?)?
Does it melt into a glob of molten metal, cracked stones and burning wood?

Or can it only be used for 24 shots before it melt into the above⇡ ?
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Mack
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Re: Magical Mack's Melt'em Gun

Unread post by Mack »

drewkitty ~..~ wrote:
Mack wrote:snip...

When activated, the weapon provides the user with six blasts of plasma each melee, for up to four melees.
...snip

What are the consequences of using it longer than the four melee rounds (in a row?)?
Does it melt into a glob of molten metal, cracked stones and burning wood?

Or can it only be used for 24 shots before it melt into the above⇡ ?

No, after four melees the user just has to pump more PPE/ISP in to get another 4 melees. It's just a straightforward implementation of the Fire Warlock spell Plasma Bolt, and works the same way. I added the drawback just to provide some flavor and make it unique.

(And Magical Mack wouldn't pass a weapon through the prototype stage if it destroyed itself. That tends to irritate customers.)
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drewkitty ~..~
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Re: Magical Mack's Melt'em Gun

Unread post by drewkitty ~..~ »

*nods*
It just seams the PPE be a bit low for 24 6D6 MD shots.


Thats right...only 'supervoltage' items die when you really need them.


(footnote: for those that are clueless about the reference think of a pink toy bunny beating a drum.)
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ShadowLogan
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Re: Magical Mack's Melt'em Gun

Unread post by ShadowLogan »

drewkitty ~..~ wrote:*nods*
It just seams the PPE be a bit low for 24 6D6 MD shots.


Thats right...only 'supervoltage' items die when you really need them.


(footnote: for those that are clueless about the reference think of a pink toy bunny beating a drum.)


Well the base spell provides # of attacks per melee * level (8th level spell) = 5*8 = 40 shots for 60PPE assuming HTH: Basic (and no additional APMs).

Given the GEM is a 30 carat Topaz, that would explain the cheaper activation cost (which is certainly possible per the "rules" found in RUE that allow higher gem quality to reduce PPE construction cost which in turns impacts activation cost). A Device Level 4 would only require IINM 2 carats of Topaz, but Magical Mack is using 30 (ie 15x the suggested requirement), adjusting for the minimum that would be ((60*4*10)/2 )/20 =60 PPE activation cost.

IINM though there is a math error in the OP. The PPE construction cost as listed would be 80 = (60PPE from Spells * DL of 4 *10 / 30 carats) and Activation would be 4 PPE = (PPE construction / 20).
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Mack
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Re: Magical Mack's Melt'em Gun

Unread post by Mack »

ShadowLogan wrote:IINM though there is a math error in the OP. The PPE construction cost as listed would be 80 = (60PPE from Spells * DL of 4 *10 / 30 carats) and Activation would be 4 PPE = (PPE construction / 20).


Since this is an Elemental spell, there's a x2 modifier to the PPE Construction Cost (RUE p133, under Unknown Spells).
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ShadowLogan
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Re: Magical Mack's Melt'em Gun

Unread post by ShadowLogan »

Mack wrote:
ShadowLogan wrote:IINM though there is a math error in the OP. The PPE construction cost as listed would be 80 = (60PPE from Spells * DL of 4 *10 / 30 carats) and Activation would be 4 PPE = (PPE construction / 20).


Since this is an Elemental spell, there's a x2 modifier to the PPE Construction Cost (RUE p133, under Unknown Spells).

That would explain it.
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