Re: How To: Magic Revolver
Not sure why you would think a multipower would be cheesy, that is the direction I was thinking of going myself.
I am using 6e and for the moment, lets set aside that I used the word magic.
Was thinking along the lines of multipower, OAF, 6 charges (2 clips), charges are expendable, extra time to reload, real weapon, 6 shot autofire.
That would cover the fact that the character has a finite number of bullets, is going to have a hard time replacing them, can only fire six shots then has to reload, could unload all six shots with autofire if he wanted, then has to spend two phases reloading. Once both clips are exhausted, then the character is pretty much done until he reloads the shells which will take a great deal of time and money.
As far as individual slots, initially the character has simply standard .44 caliber rounds (2d6 RKA). Later, once the character develops he will learn of his ability to craft magical bullets of other attack/power builds.