DemonShot Rounds


**** Prime **** Entropy **** Matter **** Forces (for immediate and personal use)
**** Prime **** Entropy **** Matter **** Forces **** Time (as a hanging rote)
Diff base: 7 (coincidental, when used with firearms against otherworldly creatures)
Damage: Aggravated; Varies by successes; see damage table below

The biggest problem in dealing with extra-dimensional beings is that a majority come from environs ranging from extreme to downright inhospitable. Frequently, alien physiology imbues resistance to damage from objects of local origin. Or, in simpler terms, a switchblade may stop a demon, but only while said demon takes the blade away from the wielder and finds some interesting anatomical location in which to lodge the blade. Similarly, quite often even high-speed lead or silver projectiles fail to make an impression. While the right priest or other holy man can, by force of will and mystical energy, persuade the demon to return to its point of origin, your chances of finding a priest or holy man to tell the demon "Go to Hell!" are pretty slim when the demon is two seconds away, intent on mayhem, and closing in fast. And if you happen to be filling the shoes of that holy man, even if you happen to have faith sufficient to move mountains, it's good to have a "Plan B".

For those moments when diplomacy has failed, after negotiations have proved fruitless, and when the situation has deteriorated to the point of violence, experienced Demonslayers recommend DemonShot rounds over Holy Swords by a margin of three to one.


With a core painstakingly tooled from the only the finest anti-matter, contained by a microminiaturized electromagnetic bottle, these demon-dropping beauties can be chambered for weapons ranging from the petite .50 caliber "Desert Eagle" to the macho-manly 120mm "Thugly Gun".

Appearing to be a little more than a silver-tipped round, DemonShot rounds feel heavy, even for a .50 caliber pistol round. Other than a mild magnetic attraction, the bullet is otherwise unremarkable, drawing little more attention from the mundane world than any other bullet for a .50 caliber pistol... at least, until it hits a target.


In both forms of this rote, Prime attacks the quintessential pattern of the demonic target, releasing the base essence of its existence on this plane. Entropy similarly attacks the corporeal body, causing it to break down in accordance with accepted folklore of demons bodies disappearing in a cloud of sulfur-and-brimstone smelling smoke. Matter simultaneously reverses the atomic charges and molecular composition of the projectile, creating a single dense high-velocity molecule of anti-matter. Forces creates the electromagnetic containment field to keep the anti-matter from reacting before the target is struck, and localizes the ensuing damage from the matter/anti-matter reaction.

As a hanging rote, Time determines the trigger event: impact of the bullet on demon-flesh. (Keep in mind that the number of hanging rotes any mage can create is limited by Arete, and that hanging rotes don't hang forever.)
DemonShot rounds fired by anyone other than the caster (hanging rote) must hit the target to go off. (Make your normal firearms roll to hit.) If not used within eight days, they revert back to "ordinary" silver bullets.

Damage Effect Table: (8 dice, difficulty 7, adjusted for Forces)

Successes

Levels of Aggravated Damage

Botch

Hit self with ricochet -- take 1 (agg) and don't let it happen again!

0

none -- it's a dud, dude.

1

2 -- merely a flesh wound

2

4 -- that's gotta hurt

3

6 -- ouch

4

8 -- I'm awake

5

15 -- It's not NICE to fool with Mother Nature

6

18 -- This is my BOOM stick

7

28 -- Now that I've got your attention....

8

32 -- Payback's a ... real pain

9

45 -- A lasting impression

10+

successes x5 -- Go directly to Hell. Do not pass Go. Do not collect $200.


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