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Old 05-21-2016, 05:53 PM   #4
Raekai
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Join Date: May 2011
Location: Columbus, Ohio
Default Re: Quick Question: Altering a Gun's Malfunction Number with an RPM Spell?

Quote:
Originally Posted by johndallman View Post
Might this be Lesser Destroy Chance, rather than Matter? That seems like the way to have "coincidental" malfunctions?

The Greater version of that, which would stop weapons functioning entirely should be called "fail-weapons", after the spell of the same name in Mary Gentle's novel Grunts!
Quote:
Originally Posted by Nereidalbel View Post
Destroy Matter would be used to foul gunpowder or weaken a spring. If you want to actually affect the Malf value of a gun instead of outright disabling it on the spot, you would need to use Lesser Destroy Chance.
Oops. Lesser Destroy Chance makes a lot more sense.

Minor Fail-Weapons

Spell Effects: Lesser Destroy Chance.
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 Chance (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).

Douse Gunpowder

Spell Effects: Lesser Create Matter.
Inherent Modifiers: None.
Greater Effects: 0 (×1).

This spell causes the exposed gunpowder of a targeted firearm (which must be within 100 yards) to become wet. The firearm will fire only on a critical success (as per p. LT90).

This Casting: Lesser Create Matter (6) + Duration, 10 minutes (1) + Range, 100 yds (10) + Subject Weight, 10 lbs. (0). 17 energy (17×1).

Last edited by Raekai; 05-21-2016 at 05:58 PM.
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