Site hosted by Angelfire.com: Build your free website today!

Caster Missiles and Shells Developed: These are new Caster shells I have developed. Casters are guns that were formerly used to cast spells through by the magicians of Outlaw Star's universe, but after mana became scarce, the magicians developed a way of charging the spells into the guns. These weapons are powerful and have some advantages. Much like a martial artist's kata, the imbedding of a particular spell into the shell allows for a unique, powerful and gun-like attack, albeit inflexible and limited in payload.

These shells listed are additional ones Fred has developed. The original 20 shells were developed by various mages, with the #4, #9, and #13 being made only by three magicians on Tenrei. Fred charged additional unique spell effects, thus each new shell starts from 21 and moves onward in order of creation (it appears that the numbers of the shells were chosen randomly).

Any people using Casters can use these shells; there are no compatibility issues. The missiles may be put into any traditional missile launcher, but some issues arise with reliability; a small adjustment, however, and most missile launcher systems will be adequate and reliable. In addition, regular high-caliber revolvers and bolt-action rifles can be modified, but semi-automatic and automatic rifles usually will have basic compatability issues and frankly fire too quickly for the magical effects to be effective. Rapid firing of Casters can result in combination of effects when they are still in their magical infancy, introducing excessive entropy. While possible, using the shells in an automatic weapon will usually limit the effectiveness of all the attacks due to the aborted firing time, cause an overlap in effects which can cause attacks to neutralize each other, cause damage to the weapon itself, and run an ever-increasing risk of a nasty, entirely random magical effect.

#21: Unseen Force:

Shell Version: An intense, invisible, fast-moving beam of telekinetic energy rockets from the gun. Once struck, the force continues pushing, although at an exponentially decreasing rate (it does bottom out and has a negative asymptote).

Missile Version: Makes a pretty standard concussion wave. The constant push effect remains for those who get struck.

#22: Orbital Silver:

Shell Version: Fires 2 bolas of silver particles that, when striking the opponent, inflicts massive holy and physical damage by blending the enemy.

Missile Version:

#23: Dragon Clash:

Shell Version: Fires a beam that is divided down the meridian into blue and red. The tip of the beam is revealed to be two dragon's heads. Once the dragons are outside of the shell, they split apart and begin fighting, always making sure to have the crossfire be on top of my foe.

Missile Version: Fires several snake-sized dragons.

#24: Ironbane Soul:

Shell Version: Fires a massive black beam, which weakens and destroys artifical materials and Elementals like none other, but does minimal Harm-based damage to organic materials.

Missile Version: When detonated, creates the same effect as a massive sphere.

#25: Dragonbane Flash:

Shell Version: Projects a massive yellow ray, which does moderate damage to most targets and incredible damage to dragons and reptilian creatures.

#26: Syrk and Tsrin:

Shell Version: Fires a black and a gold dragon, each of whom will seek out a reptilian, draconic or magical target and do intense damage to them.

#27: Fabric Tear:

Shell Version: Fires a fairly linear space-time rip that does moderate damage to virtually anything.

Missile Version: Same effect, but as a radius.

#28: Shooting Star:

Shell Version: Identical to the spell effect (see spell section)

Missile Version: Spreads the scatter shot everywhere.

#29: Mystic Wash:

Shell Version: Creates a linear field of pure dispelling force. This dispelling force ignores reflection and dispelling itself, and cannot be tailored for ally-friendly purposes. It merely dispels virtually all forces in it's wake: status effects dissipate, magical attacks are nullified, and so on and so forth.

Missile Version: Creates said distortion in a radius.

#30: Emet:

Shell Version: Fires a heavy accelerated piece of metal which slowly unfurls to become a full-fledged Golem. This Golem is of excessive hardness and has a partial kinetic absorption (meaning the impact into the enemy will energize it). However, it's absorption ability and other powers come from a reversion to the original Emet, or 'truth', written on it's forehead. If one can somehow unemboss the neutronium-adamantium equivalent forehead, the Golem will crumble.

Missile Version: A number of smaller Golems are fired in a fragmentation field, OR the missile is basically a concussion missile that forms into the Shell version golem.

#31: Majestic Blue:

Shell Version: Fires a full-fledged ley line out of the barrel! The ley line will stretch for a mile to 3 miles and will strike opponents with a full ley line charge, which will also push away a lot of the MP of spell casters. The ley line is of low permanency and will only remain for 15 seconds or so, but opponents and allies alike can utilize it's energy.

Missile Version: The missile creates a spherical ley field, a rare aberration indeed. This field has a very high probability of retaining it's shape for longer and of opening Rifts. Alternately, the missile can merely carry the charge and open the ley line at point blank.

#32: Deadened Purple:

Shell Version: Fires a very rare occurence, a Vampiric Ley Line. Vampiric Ley Lines are ley lines that have been drained to beyond dormancy, and instead of being a magical generator, they become a magical negative zone, absorbing magic at the same rate ley lines give it out! When an opponent is struck, their life energy and MP will be used to flood the Ley Line. If enough MP is drained, it will become a regular ley line again.

Missile Version: The equivalent of the effects for Missile Version of Majestic Blue.

#33: The False Cure:

Shell Version: A gleaming white bullet is fired. The bullet does intense damage, but it's main effect is to make the person who is struck believe the bullet healed them!

Missile Version: A gleaming white missile. Explodes with a white flash, does same effect.

#34: Marcor:

Shell Version: Fires billowing clouds of sickly brown, green, and white. The billowing clouds cause decrepity, age and virulence. Wounds become septic and pustulent, metals oxidize and weaken, weapons and armor decay, and life wilts.

Missile Version: Unleashes the same clouds as a deadly gas.

#35: Gaia's Teardrop:

Shell Version: Fires a beach ball sized sphere of water. The water bobs, bounces and flows towards it's target. When it strikes the target, an impossible amount of water gushes. The initial target gets the kinetic impact of an entire sea opening up on top of him! The damage type includes kinetic, water and nature.

Missile Version: Sprays several much smaller balls, about the size of BBs.

#36: Torridus:

Shell Version: Rather than expelling an effect, the gun, for a few seconds, sucks all of the water in a cone-shaped field in front of it. People become dehydrated, bodies become mummified, and entire lakes are made arid. This water is then turned into healing energy, allowing me to dispense it to myself and allies.

Missile Version: Sucks the water into the missile. The water absorbed is dispersed as a healing mist, fired at high speeds at the nearest ally.

#37: Bone To Pick:

Shell Version: Fires a massive Bone Spear. The Bone Spear does kinetic damage, modified by how much the target has wronged me. When the Spear strikes it's last target (it can continue through several), it sticks in and extends nasty barbs to continue the impaling.

Missile Version: Spreads smaller Bones to Pick as a fragmentation attack.

#38: Orion's Blade:

Shell Version: Fires a giant-sized broadsword that inflicts great damage tzo animals (Furres included) and beasts of all kinds.

Missile Version: Spreads knives enchanted with the same effect.

#39: Meton:

Shell Version: Fires a 50x50x10 web, comprised of physical and magical energy.

#40: Drill:

Ingested Serrat: As a Ghost Eater, I swallow beings known as Serrat which give me powers. They can either be dormant in my stomach or active in my mouth. Normally, a maximum of 10 "slots" are in the mouth, but my mouth, due to superpowers and dimensionality, can hold 200 slots! Thus, the following Serrats are in my mouth:

Keron Cats: I have an entire small "pride" of these domestic house-cat sized psionic boosters. Besides their silverish-blue fur (except for the noted mutants), they are identical to house cats. All in all, they greatly increase my psionic abilities. They also all know Empathic Transmission, Mind Block Auto-Defense, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Empathy, Detect Psionics, Telekinesis, and Telekinetic Body Field. They are supernaturally strong and endurant, and are all capable melee fighters. Each have a special exoskeleton that is a large panther (formed from mine, of course), along with a 'cockpit' that is a small armor. The exoskeleton is rigged with all of my innovative Psi-Tech, including mentalic shields, psychokinetic forceshields, and so on and so forth.

Dinosaurs

Chocobo:

Whisker Coyote:

Godzilla:

Dragobo:

Psi-Pony:

Nightmare:

Dragon-Cat: Honestas is my Dragon-Cat steed. Like all Dragon-Cats, she is a creature of magic resembling a combination of a hunting cat and a dinosaur. It has been trained and advanced in the realms of magic and psionics, knowing most of the spells and psionic abilities I do. When riding it, I gain +20% to Exotic Horsemanship, +1 melee attack, +2 to initiative, +1 to strike, +1 to parry, and +6 M.D. on charging attacks with a melee weapon.

Blood Hawk:

Specialist Armors: Due to my close relation with Techmage, I have, much like him, designed armors that are specialized for individual purposes. However, mine are designed with a look and personality in mind, not quite an arsenal. The arsenal of abilities at my disposal will change appropriately, depending on which armor I wear.

Land I Control: These Magic "Lands" are in my constant possession. As explained in several manuals to Magic: The Gathering™, these lands provide ambient magic and are a powerful form of powering. Mages must create a line to lands they control to gain energy. These are the various types I control. All are enchanted with Caribou Range, which allow me to tap the lands to make 0/1 creatures that restore life. All are also enchanted with Chamber of Manipulation, allowing me to tap them and get rid of a prepared spell to gain control of any creature I desire for one turn. All are enchanted with Equinox, which allows me to tap one to save any or all of them from an attacking spell.

Security Systems: All of my weapons have been built with potential theft in mind. Thus, I have erected a myriad set of security systems, which applies to all of my unique weapons and to most of the items I give out as gifts. Note that none of these apply to equipment I loan, but the moment I want it back, they will begin applying if the weapon is not returned. Lesser items will contain only some of the security devices.

  1. All of the weapons will attempt to instantly teleport back to me. If that option is not available, then they will telekinetically pull to my location with an intense force, further increasing the difficulty of using the weapons. The item will pick it's path with escape as the first priority, but it will always inflict malice if at all possible; i.e. the sword will plunge itself through the newly commissioned self-portrait if that's in it's path.
  2. The weapons and equipment simply will not work. Technological features will not activate, triggers will yield no result, spells and abilities contained in the weapon will be be inaccessible (and treacherous if accessed), and all weapons will be set at their lowest damage level. This includes the enchantments that prevent the weapons from being used on the user. Basically, swords will become dull cookie-cutter level weapons, guns will become paperweights and bows will become regular, albeit well-crafted, bows.
  3. If systems do activate, it will be for treachery; i.e. the fire enchantment on Bleeder will kick in when fighting a fire absorbant enemy, or radar and other sensory equipment will show foes as being friends and friends as being foes. In addition, any of the charged spells available in the weapons will be cast as appropriate: heal spells will benefit foes, offensive spells will attack allies vulnerable to them, and so on.
  4. Taboo security enchantments, which can be set off by any of the following means: Touching without permission, taking or stealing, or attempting to vandalize or destroy the item. There are a number of warnings, but those who break the taboo have a chance of being marked for death or misfortune in any number of ways. This is the equivalent of an ultimate Luck curse along with smorgasbord of specific effects.
  5. All of the weapons will become quite heavy and cumbersome. Bear in mind that this enhanced weight will not complement the weapon's damage or any other abilities because all such abilities are turned off or set to their lowest level. Further, any attacks done with the larger weight weapon will strike the opponent as if it was the normal weight. At best, the weapons become excellent paperweights.
  6. Any of the items with an independent intelligence will curse, scream, chatter incessantly, and do anything in their power to make life miserable for the thief.
  7. Any of the items that can activate will do so, attempting to escape first and to fight if necessary or if that option is not available.
  8. Any items using ammunition will destroy said ammunition.
  9. The moment the weapon is stolen, a complex alarm system rings. Silent "alarms" will notify myself, my friends, and any proper authorities of the theft. In addition, if appropriate (i.e. in the middle of the night), an alarm will ring. The alarm will modify it's decibel value to fit circumstances. It can even increase the decibel value to cause actual physical harm to the thief!
  10. Every turn, the weapon will calibrate with a variable magic attack to inflict damage to the wielder or to anything holding the blade in place, adjusting to override immunities. Scabbards will melt, hands will deaden, and slings will tear. In addition, the blade will also continually attempt to drain at the thief's energy stores.
  11. Any pickpocket attempting to take them from my person will have to tear away with tremendous force, as a mystic chain will appear and hold the object to me!
  12. Any joker who eats the weapon will soon find themselves losing nutrients and liquid at astronomical rates.