Power Level: 6Appearance: A Caster Pistol is normally an ornate, old-style pistol, and is usually quite bulky. It fires Caster Shells, which are shotgun-shell sized, metal, and come in a variety of colors.Requirements: The Caster Pistol must be loaded with a Caster Shell and fired as a normal pistol.Effect: Hokey religions and ancient superstitions might not be a match for a good gun at your side, but with a Caster Pistol, you can have both. Caster Pistols (and perhaps Caster Rifles, but they lack the personal touch) are created in realms of magic and technology, and even there, the weapons aren't all that common. They're difficult to make, difficult to arm, and exact a cost on the user. But even with these disadvantages, they are powerful weapons in the right hands. The Caster Pistol can let a non-Sorcerer fire off spells.
A Caster Pistol is generally a single-shot, breach loading pistol. Double-barreled and revolver variants are exponentially rarer. Automatic pistols of any description are virtually unknown, as they would have some severe drawbacks. Few arcane artificers even know the secrets of making them or their specialized ammunition anymore. A Caster Pistol uses pistol ranges, and, if one were to fire normal bullets in it, would have damage equal to a "Big Ass Pistol." That would be a terrible waste of potential, however, and might damage the delicate arcane circuitry of the pistol.
The true ammunition of a Caster Pistol is a Caster Shell, about the size of a 12-gague shotgun shell. Caster Shells are essentially assemblages, but they're difficult to make. Besides the efforts involved in casting the spell as normal, the gunsmith must also hand-craft each shell. This requires a Mr. Fix-it test with a penalty equal to the power level of the spell being imbued into the shell. WC: Gunsmithing cuts the penalty in half. Alternately, the WC: Castersmithing skill can be used, which removes the penalty entirely. If the crafting test fails, the shell is inert, even if the spellcasting test was successful. For that matter, normal penalties for miscast spells apply, but only when the shell is fired, which can lead to interesting situations. The shells are made from orichalcium (which isn't really all that difficult to acquire. It's just an alloy of bronze with a particular red hue. Real life is so boring sometimes.) They change color and acquire mystical symbols based on the spells imbued into them, such that an Occultism test will tell a trained observer what a given shell does. Inert shells look just like live ones. There's no way to tell if the Caster Shell is live without firing it.
(As such, we suggest that the Director keep the rolls used to craft shells secret, to preserve the sense of wonder and adventure for the players. Most of the time, it's safe to assume a shell got the minimum SL for a successful casting and not worry about it. Inflicting defective or inert shells on Cast Members is probably worth a Drama Point or two.)
So why didn't the weapon smiths of old crank out millions of these things and arm every Tom, Dick, and Roland with one? Well, besides being hard to make, the Caster Pistol has one big downside. Spells take mystical energy, and that energy has to come from somewhere. Where it comes from is the life-force of the user. Every time you fire a Caster Shell, you do so at the cost of a little piece of yourself. Most of the time, it's no big deal. You use little bits of your life-force all the time. But the Caster Shells take more than most people can easily deal with.
For Sorcerers, each Caster Shell fired counts as casting a spell of whatever power level the Caster Shell contained. For normal folks, it's more difficult. for Caster Shells with a PL of 3 or less, there's no problem, but for shells with a PL of 4 or greater, the cost adds up quickly. When a Cast Member engages in extensive Caster Pistol usage, keep track of the shells he uses. Once he stops (or whenever the Director thinks it's a good point) he needs to make a Consciousness Test. Each shell with a PL of 4-6 adds a -1 penalty to the test. Each shell with a PL of 7+ adds a -2 penalty. Instead of Constitution doubled, use Constitution and Willpower for this test.
If the unlucky spellslinger fails the Consciousness test, he must immediately make a Survival Test with 1/10th the penalty applied to the Consciousness Test. If he fails the Survival Test, he falls into a coma and will lose 1 from all his stats per day. Once he's out of stat points, he dies, unless heroic measures (or Drama Points) save him. If he passes the Survival Test, he's merely in a coma for a while: 24 hours per point he failed the test by, divided by his Constitution. So a spellslinger with a Constitution of 2 who fails his Consciousness test by 4 points would be unconscious for 2 days. If he'd only failed by 1 point, he'd be out for 12 hours. And he should really think about building up his endurance if he's going to go around firing Caster Shells indiscriminately.
Directors are free to determine what types of Caster Shells are available. It's possible that the secrets of smithing them have been lost, so not even Enchanter/Superscientist Cast Members can make new ones. By far most Caster Shells are damaging spells, but if your Director is amenable, there are other options. Healing spells would seem like a bad idea, though.
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