[RPM] Anti-Bullet Wards

vendredi 1 mai 2015

I've been struggling to come up with effective anti-gun wards with ritual path magic. I'd like to see a variety of different strategies using a variety of different paths but I still haven't come up with a single ward that works.

What I'm looking for:
Fully stated out Rituals which could be used as a defensive cast, as a charm, or as a conditional spell to defend a Ritual Path Magic user from fire-arms. I really don't expect every ritual to solve every problem. Any ritual which deals with any of these problems to any extent is good. I'm looking for stated out ideas, not perfect defenses! (Although if you find a perfect defense against fire-arms I'd love to hear about it!!!)

Considerations:
Caster Capabilities
I'm looking at RPM users of primarily two different levels of skill: The Witch (as the champion template of that name from MH) and The Magician (as the sidekick template of that name from MH).
  1. Witchs typically have Ritual Adept, Magery 5/6, and a range of Path skills from their lowest at 13 to their highest at 17/18.
  2. Magicians typically have Magery 2/3, and a range of Path skills from their lowest at 11 and their highest at 14/15.
Assuming the upper ranges of skill, but no grimoires or sacred places are available, and that they will stop if their skill drops below a 13, these two casters can comfortably work rituals of about:
  1. Magician: up to about 32 energy
  2. Witch: up to about 125 energy

Guns
It's relatively easy to give yourself enough DR to stop a Beretta Mod 92 (which deals 2d+2 damage with a RoF of 3.) I'm looking for effective ways to deal with more effective weaponry like the following:
  1. MP5A3: 3d-1 pi, Acc 4, RoF 13, Rcl 2. Range: 170/1,900.
  2. Izhmash AK-47: 5d+1 pi, Acc 4, RoF 10, Rcl 2. Range: 500/3,100.
  3. Barrett M82A1: 6dx2 pi+, Acc 6+3, RoF 1, Rcl 3. Range: 1,700/6,500.
Note that for submachine gun and assault rifle it wont be enough to stop a single bullet because a reasonably skilled user with a second of aim will be able to drop multiple shots on target (unless you're at super long ranges of course.)
Note also that guns (particularly Sniper Rifles) can be used to attack ritualistic from extremely long ranges and without warning. Defenses that require targeting the sniper might require as much as 21 extra energy to deal with that.

Scenarios
Here are a few scenarios that have come up in my games that I'm wondering about. But don't feel limited! If you have any other sort of scenario where a ritualist needs to neutralize the threat of a fire-arm feel free to share it and any potential solutions you have!
  1. Sniper: An individual with a high accuracy, high damage, high range, low rof weapon fires a single shot at the rituals from a very long ways away.
  2. Eat Lead: someone opens up on the rituals from short ranges with a high RoF weapon with the Ritualists foreknowledge of the attack
  3. Suppressing fire: The Ritualist needs to make their way through an area covered by suppressing or covering fire
  4. Plink Plink: someone is firing single shots or semi-automatic fire at the Ritualist from short to moderate ranges.
[RPM] Anti-Bullet Wards

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