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Night (A d20 Modern/Future Campaign Setting)
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<blockquote data-quote="kronos182" data-source="post: 5472093" data-attributes="member: 6668634"><p><strong>Telsa mk3</strong></p><p></p><p>The Tesla might be considered an eccentric weapon, and some people don't consider it very effective in the fight against the vampires. While some vampires, especially older ones, are resistant to electrical based attacks, many of their minions are not. The Tesla mk3 is a large weapon, a large blocky body with a long rod that ends in a two pronged fork with a coil surrounding the rod but not touching it except at the base of the main body and at the base of the fork. When fired, the coil glows a slight blue as electrical arcs travel down the rod, connecting the coil and rod. The Tesla does have a few advantages, being that after the primary target is hit, several arcs of electricity branch from the primary target to hit others near it, giving it a multiple target damage abilities. Also those hit by the electric energy can even be paralysed temporarily, including vampires that are resistant to electricity. This was a big selling point as a paralysed vampire is almost as good as dead, allowing easier time to stake them. Telsas are usually mounted on fortifications, military bases, large vehicles and other places usually with dedicated power sources to help keep the Tesla running. When mounted on a vehicle or security towers, they are usually paired with D11 or similar stake launchers so that paralysed vampires can be quickly staked without risking soldiers or Knights.</p><p></p><p>Damage: 7d6</p><p>Critical: 20</p><p>Damage Type: Electricity</p><p>Range Increment: 70 ft line</p><p>Rate Of Fire: S</p><p>Magazine: See text</p><p>Size: Huge</p><p>Weight: 87 lbs</p><p>Purchase DC: 47</p><p>Restriction: Mil (+3)</p><p>NOTES: Upon striking the primary target, up to 5 secondary arcs will hit random targets within 20 ft of the primary target for half the damage of the original target, Reflex DC 16 to half the damage to secondary targets. The primary target must make a Fort save DC 20 or be paralysed for 1d6+2 rounds, while secondary targets need to make a Fort save DC 15 or be paralysed for 1d4 rounds.</p><p>The Tesla uses special batteries which allow for 10 shots before needing to be recharged, which can be done through any power source using the appropriate adaptor. In an emergency, a car battery can be used to provide enough power for 4 shots, but the rate of fire changes to single as the battery can't keep up with a semiautomatic rate of fire before being drained dry. A portable gas generator can provide power for the Tesla, but the rate of fire is changed to once every other round as the portable generator isn't designed to shunt so much power in such a short time, but does provide power for as long as it has fuel, or can be used to recharge a spent battery at a rate of 1 shot per 2 minutes.</p></blockquote><p></p>
[QUOTE="kronos182, post: 5472093, member: 6668634"] [B]Telsa mk3[/B] The Tesla might be considered an eccentric weapon, and some people don't consider it very effective in the fight against the vampires. While some vampires, especially older ones, are resistant to electrical based attacks, many of their minions are not. The Tesla mk3 is a large weapon, a large blocky body with a long rod that ends in a two pronged fork with a coil surrounding the rod but not touching it except at the base of the main body and at the base of the fork. When fired, the coil glows a slight blue as electrical arcs travel down the rod, connecting the coil and rod. The Tesla does have a few advantages, being that after the primary target is hit, several arcs of electricity branch from the primary target to hit others near it, giving it a multiple target damage abilities. Also those hit by the electric energy can even be paralysed temporarily, including vampires that are resistant to electricity. This was a big selling point as a paralysed vampire is almost as good as dead, allowing easier time to stake them. Telsas are usually mounted on fortifications, military bases, large vehicles and other places usually with dedicated power sources to help keep the Tesla running. When mounted on a vehicle or security towers, they are usually paired with D11 or similar stake launchers so that paralysed vampires can be quickly staked without risking soldiers or Knights. Damage: 7d6 Critical: 20 Damage Type: Electricity Range Increment: 70 ft line Rate Of Fire: S Magazine: See text Size: Huge Weight: 87 lbs Purchase DC: 47 Restriction: Mil (+3) NOTES: Upon striking the primary target, up to 5 secondary arcs will hit random targets within 20 ft of the primary target for half the damage of the original target, Reflex DC 16 to half the damage to secondary targets. The primary target must make a Fort save DC 20 or be paralysed for 1d6+2 rounds, while secondary targets need to make a Fort save DC 15 or be paralysed for 1d4 rounds. The Tesla uses special batteries which allow for 10 shots before needing to be recharged, which can be done through any power source using the appropriate adaptor. In an emergency, a car battery can be used to provide enough power for 4 shots, but the rate of fire changes to single as the battery can't keep up with a semiautomatic rate of fire before being drained dry. A portable gas generator can provide power for the Tesla, but the rate of fire is changed to once every other round as the portable generator isn't designed to shunt so much power in such a short time, but does provide power for as long as it has fuel, or can be used to recharge a spent battery at a rate of 1 shot per 2 minutes. [/QUOTE]
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