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Old 05-21-2016, 08:45 PM   #1
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Quick Question: Altering a Gun's Malfunction Number with an RPM Spell?

Quote:
Originally Posted by Raekai View Post
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).
You're only expanding the crit fail range here - not the auto-fail range. So a 13 is still a success if their skill is good enough, but a 14 or higher is a critical failure regardless of skill level.

Quote:
Originally Posted by Raekai View Post
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).
This looks good.
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