Portal Gun


log in or register to remove this ad

It would probably be as disruptive as an at-will short-range teleport, which is basically what it is. Here's one way to write it up:

Portal Gun - Level 24 Unique Item
Price: 525,000 gp
Item Slot: Hands
Power (At-Will): Minor Action. Use this action to create one new Linked Portal, as the level 8 ritual, on any flat surface within 20 squares. The ritual is completed immediately, and requires no components. This action behaves as a ranged attack would (drawing Opportunity Attacks and requiring line of sight, for example). If two active portals created by this gun already exist, the wearer must choose one of them to deactivate as part of this action. A deactivated portal disappears permanently, leaving no trace. Any portal created by this gun will cause any creature activating it to teleport to the other active portal created by the Gun. These portals sometimes degrade as the wearer of the Gun moves in space, and may disappear without warning.
 

I'd make it an item that casts something very much like the Wizard 10th-level utility power Arcane Gate. I'd have it last longer than a turn if it were a true Portal gun (until the end of the encounter, or until it's used again). I'd rule that the two squares count as being adjacent to each other for all purposes, including attacking through them.

I'd also make it a pretty hard to come by item. Arcane Gate is a 10th level daily power, and a good one at that. It requires a minor action each turn to keep the gate open, and you can't attack through it. The Portal gun would be more powerful. For balance, you'd probably have to retain the daily use restriction, but for fun you'd want to be able to shoot it all over the place.
 


It has to be an at-will so you can pop portals everywhere. I suppose it could be a daily that lets you put out portals for the rest of the encounter.
It has to be a minor action, so you can place a portal, move, then do something interesting.
Portals have to last until the end of encounter.
Arcane gate seems like a solid starting point.

Thanks.
 

You're welcome!

I think that with this one you need to more or less throw balance out the window. Obviously when you compare this item to Arcane Gate, it's WAY more powerful. So, roll with it! The key to making it fun and not game breaking will be to design your encounters with the Portal gun in mind.

Portal is fundamentally a puzzle-solving game; puzzles can definitely be implemented in RPGs. Construct encounters that will require the PCs to use the Portal gun creatively in order to succeed.

For another twist, give the bad guys a Portal gun of their own, or a way of messing with the PCs'. Maybe give them a power to manipulate an end of the portal - moving it somehow, perhaps.
 

This is where Gamma World comes into play. Sure, it can be an at-will, but every time you use it you must roll a d20. On a 1, it fizzles, failing to shoot, and is out of power for 1d20 extended rests as it recharges, at which point it gives a triumphant 'ding'.

This would obviously be an alien artifact, perhaps found in the Barrier Peaks?

Constructing your own would require toxic dust from a moon (exposure to which would be a disease where the final step in the track is death), a sentient potato, and probably the ability to cast rituals such as linked portal or arcane gate or some such.
 



Pets & Sidekicks

Remove ads

Top