TK Submachine-Gun

Techno-Wizardry Modified Telekenetic Submachine-Gun

weapon (ranged)

This submachine-gun style weapon is quite bulky and meanancing looking, capable of firing bursts of light TK-bolts at very high rates. This allows the TK-SMG to shred its target without leaving any telltale bullet fragments behind.


  • 1D4 M.D. per single shot
  • 2D4 M.D. per short burst of 5 rounds (uses one attack per melee)
  • 3D6 M.D. per long burst of 10 rounds (uses two attacks per melee)
  • 6D6 M.D. per full melee burst of 20 rounds (uses five attacks per melee)
  • Note: The burst damages and attack per melee usage has not been adjusted for the campaign house rules on bursts or attacks per melee

Range: 200 feet, doubled on ley lines
Ammo: Fully charged, the weapon holds 40 TK shots. It costs 1 P.P.E. or 2 I.S.P. to recharge two bolts, or 20 P.P.E. or 40 I.S.P. to completely recharge the weapon.


This gun was recovered from a slain traveler laying in the road in the Wilderness of the East Coast. Despite the gun being in working order it did not seem to be enough to keep the traveler alive against whatever killed him.

TK Submachine-Gun

Tales of Redemption Old_Man_at_the_Gate Tokobauzsos