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Old 05-21-2016, 01:17 PM   #1
Raekai
World's Worst Detective
 
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Join Date: May 2011
Location: Columbus, Ohio
Default Quick Question: Altering a Gun's Malfunction Number with an RPM Spell?

Hey, all.

How would one build a spell in RPM that can alter a gun's malfunction number? I didn't know if it would be Lesser or Greater, or how broad/narrow the the Bestows a Penalty effect should be.

Unnamed Malfunction Spell

Spell Effects: Lesser Destroy Matter.
Inherent Modifiers: Bestows A Penalty, malfunction number.
Greater Effects: 0 (×1).

This spell causes the targeted firearm (which must be within 100 yards) to become a lot less stable. The firearm takes a -4 penalty to its malfunction number. If not using Malfunctions (p. B407), treat 13 as an automatic failure and 14 as critical failure when shooting it.

This Casting: Lesser Destroy Matter (5) + Bestows A Penalty, -4 to malfunction number (8) + Duration, 10 minutes (1) + Range, 100 yds (10) + Subject Weight, 10 lbs. (0). 24 energy (24×1).

This is the best that I could come up with. I thought it would be a nice spell to have in a world where both magic and guns exist. I was thinking about both Monster Hunters and Banestorm when I had the idea for this.

Thanks!
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