SR House Rools: Magic Bullets

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Joose
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SR House Rools: Magic Bullets

Post by Joose »

I've long thought that the official rules around spirits and firearms are a bit silly. For those that dont know, spirits have Immunity to Normal Weapons, meaning that against anything other than some sort of magical attack their armour is doubled and hardened. This makes sense in most cases: spirits are supposed to be hard to kill without magic, so needing anti-vehicle weapons to take them down is fine.

Where it goes a bit wierd is Stick and Shock rounds. SnS rounds halve the targets armour, effectively removing part of the ItNW. This means the standard way for mundanes to take down spirits is to shoot at them with tiny tasers, which to me seems bonkers.

Pete has asked me about alternatives, which has prompted me to write up some ideas for specialist anti-spirit rounds. As im introducing these, im also taking this opportunity to make SnS make more sense: from now on they do not halve the armour of Spirits. This means if you want to shoot Spirits, your choices are one of these rounds, or a really massive gun. Anyway, on with the MAGIC BULLETS!

FAB-2 Rounds – These are actually bullet shaped cylinders filled with a gel, infused with Type 2 FAB (page 126 – Street Magic). The awakened nature of the FAB makes the round more effective than a regular round against creatures with Immunity to Normal weapons. Treat as Gel round, and as a magical attack for the purposes of ItNW.

FAB-3 Rounds – As above, but also releases a small cloud of FAB-3 on impact; treat as horse 1 (page 127 – Street Magic).

NOTE: FAB is a living organism, and requires nutrients to live. The gel that the FAB is suspended in contains enough nutrients to keep the rounds viable for 1 month. After this time, they are effectively identical to regular gel rounds.

Orichalcum Tipped Rounds – Regular AP rounds with an Orichalcum tip. Treat as regular AP rounds, but for the purposes of attacking spirits the Orichalcum round acts as a magical attack, so the Spirits Immunity to Normal Weapons is bypassed. You pay for this advantage though, as Orichalcum is extremely expensive.

Code: Select all

Name                  Damage Mod     AP Mod Armour used       Availability   Cost
FAB-II Rounds         -1 (Stun)      +2        Impact             16R        50
FAB-III Rounds        -1 (Stun)      +2        Impact             20F        15000
Orichalcum Rounds     0	           -4        Ballistic          18F        200000
HereComesPete
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Post by HereComesPete »

Crikey!

I think a few fab 2 rounds will be on order soon.
deject
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Post by deject »

Yeah that would be handy when we know there are some spirits to deal with.
Dog Pants
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Post by Dog Pants »

I was expecting enchanted or silver bullets. Nice variety.
HereComesPete
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Post by HereComesPete »

Dog Pants wrote:I was expecting enchanted or silver bullets. Nice variety.
The silver bullet option is in the arsenal expansion, but it just lists them as a generic type of special bullet as an idea to get you started which is why I bugged Joose for spirit killers as they are the most common hard to kill thing without related equipment listings.
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