Sniper's Rifle By Keith Johnson (jrsnyder@students.wisc.edu)


Arete

    7


Quintessence

    35 max


Description

    It should be noted that it is possible by the rules to shoot at more than one target per use of this talisman if the range is short. Simply declare that you are trying to hit everyone (3 successes needed) or only selected targets in the vicinity (4 successes needed). A minimum of 4 successes are needed to hit a single target in line of sight.

    The talisman can either sound like a Rifle or be quiet. It is perfectly reasonable to have a silenced sniper rifle.

    All of the powers of this talisman are coincidental. It's a gun.


Powers: (Rotes)

    1) Folding/Unfolding:

    Spheres: Matter 3

    Difficulty: 6
    Duration: as per table
    Range: N/A
    Damage: N/A

    Effect: This Matter effect allows the weapon to be folded and unfolded so that it may be stored/transported without looking like a weapon. (Author's note: It may take some getting used to, but it works out best if the 'natural' form of the rifle is its 'Folded' shape. Because the duration of the effect is based upon the number of successes rolled, it seems the more intelligent choice is to have the weapon primarily folded.) It is also suggested that the person making the talisman decide what the primary shape is. If the maker is not going to be the owner/user, then maybe give that person some say in the matter.

    2) Scope:

    Spheres: Correspondence 2, Forces 1

    Difficulty: 5
    Duration: as per table
    Range: Special
    Damage: N/A

    Effect: The scope allows line of sight to be drawn at great distances. While the level of the effect could conceivably allow sensing at any point on Earth, I feel that a good house rule is that this power should be limited to the classic definition of a rifle scope with respect to Line-of Sight. The exception to this is the Forces 1 effect allows the scope to function in any part of the EM spectrum, so, using X-rays or IR, it is possible to see into buildings, through walls etc. GM's discretion on just how far to let this go.

    3) Incendiary Round:

    Spheres: Entropy 1, Matter 3, Forces 3, Prime 2

    Difficulty: 6
    Duration: Instantaneous + Fire
    Range: Line of Sight (see Scope)
    Damage: 5 x Successes (Aggrivated + Fire)

    Effect: The Undead can be pesky critters unless one deals with them in a convincing manner. That's why this incendiary round was developed. The Entropy effect gives targeting information to the eyepiece of the scope about the weakest part of the vampire (ala Dim Mak). When fired, the round rips into the target and shreds its pattern (Matter effect). At the same time, the target bursts into flames (Forces 3, Prime 2) and burns. (Technically, the fire will get its duration from the duration effects table in the rule book, but let common sense prevail, please)

    This round was originally designed for use against Vampires, but it was later found to be very effect when used against doors, people's clothes (especially body armor), and vehicular gas tanks(ouch).

    This round is also an arsonist's/pyromaniac's dream. It leaves no residual evidence. Imagine a terrorist shooting from a hilltop, miles away, at an oil refinery's storage tanks... Not a pretty picture.

    4) Anti-Personnel Round:

    Spheres: Entropy 1, Life 4, Matter 3

    Difficulty: 7
    Duration: Instantaneous
    Range: Line of Sight (see Scope)
    Damage: 5 x Successes (Aggravated)

    Effect: Imagine getting hit in the head with a wad of bubble gum traveling at Mach 3.5. That's what this round does to a target. It is equally effective against living and nonliving targets, but it is used mainly on living targets due to the higher difficulty. This round is also used on nonliving targets when the use of the incendiary round is impractical.

    As with the incendiary round, the Entropy effect gives target data to the mage through the scope.

    5) Silver Bullet:

    Spheres: Entropy 1, Matter 2, Forces 3, Prime 2

    Difficulty: 6 (also requires a separate Firearms 'To Hit' roll)
    Duration: Instantaneous
    Range: Line of Sight (see Scope)
    Damage: 5 x Successes (Aggravated vs Werewolves)

    Effect: While werewolves are able to very effectively resist the Anti-Personnel Round, they have a much nastier time with this little gem. The Matter effect creates a silver bullet and it is propelled toward the target by the Forces/Prime effect. The Firearms skill roll will determine if the silver bullet hits its mark. Again, the Entropy effect finds the target's weaker regions.