Prime

Bullet Rotes

By Mathias Bengtsson
Jul. 1996

Magick Bullets

By Professor Mordecai
Son Of Ether
Cabal of B.A.D (Big Apple Desperadoes)

Corr. 4 — Everlasting Bullet

Before a fight you start making copies of your only bullet. When the scene is over these extra bullets and casings disappear (which may turn this effect vulgar) unless combined with Matter 4 and Prime 2.

Corr. 4 — Oswald's Bullet

This is a bullet that lets you fire your gun in New York and hit someone on a street corner in Paris.

Corr. 4 — Shotgun

When fired, the bullet co-locates and hits the target several times. Consider this coincidental (ever heard of Duplex or Triplex ammo?)

Corr. 5, Matter 4 — CAD CAM Bullet

Imagine a .22 with the stopping power of a .50AE. Could be vulgar.

Corr. 5 — Limitless Ammo

In theory, a clip with lot of bullets. Could be vulgar if containing more than twice the usual amount, unless you pretend to put in a new clip now and then. (I remember I let Kim Vachon of Book of Chantries (pg. 120) have one of these in a chronicle I ran.)

Entropy 1 — Bullet in the Head

Lower the damage difficulty of the bullet with one per success, (no lower then 3).

Entropy 2 or Forces 2 or Time 2 — Seekers v. 1.1

Raise the difficulty of any dodge by one per success.

Entropy 2 or Forces 2 or Time 2 — Seekers v. 1.2

Lower the difficulty to hit with one per success.

Entropy 3 — Anti-Armor Bullet

By using the effect Erode Matter the bullet negates one die of armor the target has per success (no effect on Stamina or Fortitude).

Entropy 3 — The Perfect Bullet

By taking away all imperfections of a bullet you can make it absolutely flawless. Each success means one bullet with the ability to remove one botch as if having the Merit Charmed Existence (2nd Edition Werewolf Players Guide pg. 15).

Forces 2 — Heavy Duty Ammo

Add number of successes on the magick roll to the gun's damage rating, but add one to the difficulty of the shot.

Forces 3 — Improved Heavy Duty Ammo

As above, but do not add one to the difficulty of the shot.

Forces 3 — Fire Bullets

Good against vampires as it provides Aggravated unsoakable (except with Fortitude) damage.

Forces 3 — Explosix

After soaking the initial damage from the bullet the targets gets damaged anew as it explodes. On this second roll for soak, do not add any armor the target has, just plain Stamina (+ Fortitude).

Forces 5 — Dirty Harry Loads

Multiply the damage rating of the gun by the number of successes on the magick roll. Vulgar.

Forces 5 — Summers Ricochet

After hitting its initial target the bullet continues with undiminished power and hits up to successes number of extra targets, considered coincidental if shot from a fully automatic gun while spraying.

Life 1 — Recognizer (also Mind 1 or Matter 1)

Add any effect previously mentioned, but it only works against a certain kind of target. Like creatures (vampires, werewolves) or a specific person (Samuel Haight). A good way to avoid accidents (so you don't kill your Cabal members by mistake).

Life 3 — Poison Bullets

These bullets continue to do damage after hitting. Roll Stamina difficulty 8 to avoid taking one Health Level of damage. Goes on for successes number of turns.

Matter 2

With this you can make brass casings or lead bullets or turn it into another material (silver or perhaps cold iron). Still need to actually make the bullet, though.

Matter 3 — Improve Bullet

Can make a bullet into hollow point or armor piercing. Lets you load .38 specials into a 9mm Glock.

Matter 4 — Manufacture Bullet

Can now create bullets of any kind. One per success. Also grenades and rockets, although these might demand 2-3 successes a piece. Also bullet that penetrates any non-living material.

Matter 5 — Exotic Bullets

Primium bullets, bullets of true gold, Moonsilver... Anything.

Mind 2 — Pain Bullets

Add successes to the victim's wound status. Below Incapacitated doesn't kill him, but puts him in a coma for the duration. These pains could be overcome by spending a Willpower.

Mind 3 — Psycho Bullets

The victim hit by one of these starts killing his friends or simply gives up. This effect could be overcome by spending a point of Willpower.

Prime 2 — Anti Magick Bullets

Roll Prime difficulty 8 while crafting the bullet and spend successes number of extra Quintessence. Any mage wounded by these bullets suffers from the rules of anti-magick (Mage 2nd Edition) until they get them out or counters this effect (must spend Willpower).

Prime 2 — Enchant Bullet

By priming bullets with Quintessence they now do Aggravated damage, or get the ability to wound non-materialized spirits.

Prime 3 — Minor Bullet Talisman

For the cost of 5 Quintessence you can get a bullet with a special ability depending on which Sphere you combine it with.

Prime 3 — Drainers

Any target hit by one of these bullets also loses a number of Quintessence equal to the number of successes got while crafting it.

Prime 4 — Dissolvers

The bullets don't dissolve, but any non-living material does. It takes one additional Health Level per success as its pattern dissolves into free Quintessence. This cannot be soaked. Also known as acid bullets.

Prime 5 — Advanced Dissolvers

As Prime 4 effect, but now affects living patterns.

Spirit 2 — Create Talen

As per the talen creation rules in Werewolf: the Apocalypse.

Spirit 3 — Spirit Bullet

A bullet that can fire into the Umbra and hit spirits there. Remember, non-materialized spirits get no soak unless they have the Armor Charm.

Time 3 — Tranquilizers

Any target hit gets slowed down.

Time 4 — Stasis Bullets

Targets hit get stopped in place for duration.