From: | Mike Elkins <MikeE@*********.COM> |
---|---|
Subject: | New Spell: GunJam |
Date: | Fri, 8 Nov 1996 14:04:18 -0500 |
wants to be able to escape combat situations before they start thought of it.
GunJam
Physical Manipulation Spell
Drain (F/2)+2 M Permanent (Base time 5 turns)
Range LOS
When cast on a gun, it causes the next bullet to fire to expand slightly, causes the
primer or charge to innert, etc, so that the next time the trigger is pulled, the gun
will not successfully fire. Note that you can't tell the gun has been jammed until
you try to fire it. The spell caster won't know if he succeeded or not, either.
The target number for the spell is as follows:
Cheap or poorly maintained guns: 3
Average guns: 4
Military Quality Guns: 5
Caseless Ammo +1
Gun capable of FA +1
Machine Pistol -1
Per previous casting of this spell on this bullet: +1
The Results:
1 Success: Bullet is dud. Revolvers just treat as a miss, other weapons require a
Ready Weapon action to chamber another round.
2 Successes: Minor Jam. As above plus: Revolvers: You can't reload that cylnder
until you fix it (Firearms B/R complex action). Other firearms: Takes 2 ready
weapon actions to clear.
3 or more successes: Jam: Revolvers, treat as 2 successes. Other firearms:
Weapon won't fire until someone succeeds at a Firearms B/R task, base time 5
minutes, TN=number of successes (3+ in other words).
Miniguns are treated like revolvers.
This spell can be cast multiple times on a gun, the successes adding, but each
additional time you add one to the target number.
Double-Domed Mike