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Old 12-13-2018, 10:43 AM   #1
Icelander
 
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Default Bane Bullet Charm

What is the canonical way to enchant a bullet as a charm so that it does extra damage against certain categories of foes?

I understand this could be done with Bestows a Bonus, but let's assume we want to have the option of higher damage than that open.

Is there any way to make the damage either part of basic Dmg of the bullet (and thus adding for the purposes of penetrating DR) or at least Follow-Up?

And while damage would seem to fit under Destroy Matter for normal targets, Destroy Spirit for ghosts, qlippoths and demons and Destroy Undead for zombies or vampires, could extra damage to "all supernatural targets" be Destroy Magic?

Can anyone good with RPM rituals write up a sample Supernatural Bane bullet Charm that does an extra 2d pi (ideally added to the bullet damage for DR purposes, Follow-Up if that's imlossible) to any supernatural target?
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Old 12-13-2018, 11:31 AM   #2
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Default Re: Bane Bullet Charm

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Originally Posted by Icelander View Post
What is the canonical way to enchant a bullet as a charm so that it does extra damage against certain categories of foes?

I understand this could be done with Bestows a Bonus, but let's assume we want to have the option of higher damage than that open.

Is there any way to make the damage either part of basic Dmg of the bullet (and thus adding for the purposes of penetrating DR) or at least Follow-Up?

And while damage would seem to fit under Destroy Matter for normal targets, Destroy Spirit for ghosts, qlippoths and demons and Destroy Undead for zombies or vampires, could extra damage to "all supernatural targets" be Destroy Magic?

Can anyone good with RPM rituals write up a sample Supernatural Bane bullet Charm that does an extra 2d pi (ideally added to the bullet damage for DR purposes, Follow-Up if that's imlossible) to any supernatural target?

There is some discussion on this in this old thread. Basically PK recommended treating a +2 bonus as +2 or +1 per die, and there was some cost discussion.
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Old 12-13-2018, 04:53 PM   #3
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Default Re: Bane Bullet Charm

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There is some discussion on this in this old thread. Basically PK recommended treating a +2 bonus as +2 or +1 per die, and there was some cost discussion.
As a damage bonus with a weapon is a narrow category, there doesn't seem to be any incentive to cast a ritual giving a bullet Charm a bonus to damage only against a specific category of foes, when you can have an unlimited damage bonus against any target for the same energy cost.

This seems to lead to uninteresting results, as I find the idea of Werewolf Bane, Ghostkiller or Supernatural Slayer bullet Charms much more flavourful than Bullets of +2 to Damage. And while I might allow basic enchanted bullets that hit harder, I would like Bane bullets enchanted against specific foes to receive a substantially higher bonus damage for the same energy cost.
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Old 12-15-2018, 10:27 AM   #4
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Default Re: Bane Bullet Charm

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Originally Posted by Icelander View Post
And while I might allow basic enchanted bullets that hit harder, I would like Bane bullets enchanted against specific foes to receive a substantially higher bonus damage for the same energy cost.
One rule hack would be to apply an advantage limitation as a discount on the energy cost. Accessibility Limitations or the Limited Defenses modifiers for defensive abilities would be good candidates.

Either set of limitations would give large discounts if the susceptible targets were defined narrowly. This could potentially become game breaking. The main downside for such limited banes is that charm slots would be wasted if used on an invalid target. To fully exploit the discount, the PCs would need to do their research and figure out what they are going up against. In my opinion, this would be very fitting for a monster hunters game.

Players may also try to break the game by claiming discounts on broad categories of targets. GM fiat will be required to establish balanced discounts. But this shouldn't be any more difficult than the GM calls RPM already requires.
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Old 12-15-2018, 12:27 PM   #5
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Default Re: Bane Bullet Charm

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One rule hack would be to apply an advantage limitation as a discount on the energy cost. Accessibility Limitations or the Limited Defenses modifiers for defensive abilities would be good candidates.
I've seen write-ups for Rituals where the limitation rules are used, but I'm not sure what the official rules are for using Limitations as part of the RPM system. I'm very much in favour of it myself, but I want to avoid any pitfalls that playtesting might have revealed.

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Originally Posted by Emerald Cat View Post
Either set of limitations would give large discounts if the susceptible targets were defined narrowly. This could potentially become game breaking. The main downside for such limited banes is that charm slots would be wasted if used on an invalid target. To fully exploit the discount, the PCs would need to do their research and figure out what they are going up against. In my opinion, this would be very fitting for a monster hunters game.
Yep.

I really want to encourage the PCs to find out what they are facing, as it is supposed to be extremely difficult to permanently defeat supernatural threats without making use of their specific vulnerabilities and/or working magic that is specifically designed to counter them.

Quote:
Originally Posted by Emerald Cat View Post
Players may also try to break the game by claiming discounts on broad categories of targets. GM fiat will be required to establish balanced discounts. But this shouldn't be any more difficult than the GM calls RPM already requires.
As long as a bonus that applies to every target is 100% of energy cost, I don't really mind very broad groups qualifying as 80%. As I said, it's a lot more flavourful to have Supernatural Bane bullet Charms than just +2 bullets, so I don't mind making it more efficient to do it that way.
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Old 12-17-2018, 03:25 PM   #6
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Default Nommo Ritual Path Magic Style

If a PC disappeared in the Bermuda Triangle and survived for an undetermined period of time in a strange realm of islands besieged by Things Man Was Not Meant to Know, where he was taught unearthly magic by the Nommo, meant to protect from the Outer Gods, how would one best represent that magic in Ritual Path Magic?

I imagine that they were good at aquatic magic and protection spells against horrors from Beyond, but what other kind of rituals might be associated with the Nommo?

Which Paths would they prioritise?
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Old 12-18-2018, 05:28 PM   #7
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Default Elder Sign - Ritual or Symbol Drawing?

Should the Elder Sign be a Ritual in RPM terms or merely a symbol that, if properly drawn (with Symbol Drawing or maybe even Occultism with the right familiarity), triggers Dread in the appropriate beings?

Of course, there's nothing preventing it from being both. Characters without Ritual Magery or even ritual magicians without time to gather energy can make use of the symbol to drivee off creatures with Dread, but when used as part of a Ritual, the Elder Sign reduces energy cost and the effects can be much greater than merely Dread, including banishment or binding, not to mention giving the those warded some much needed protection from terror, madness and the like.

Has anyone written up Lovecraftian rituals or the protective effects of Elder Signs?
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