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[DL] Daniel "9 Finger" O'Reiley's Blsiter Fluid



 
(An ex-posse member wrote this up on my computer without me knowing, and I ran across it today. Thought I'd share.)
 
Catalog Ad:

"Want a firey kick to your bullets, but don’t have the cash for the Colligium’s Auto-Incendiary cartridges? Try Daniel “9 Finger” O’Reiley’s “Blister Fluid”. The fluid itself can make a good fire, but the real fun starts when you coat a bullet in it. The special formula ignites when a bullet is fired and stays ablaze all the way to the target. Even the  slightest wound may light a persons clothes or an animals fur on fire, and is especially useful if the target is explosive. Though not as potent or as difficult to extinguish as Auto-Incendiary cartridges, these rounds are much more affordable and can be counted on to burn targets other than people. A single bottle costs $100 and is good for approximately 30 .45 caliber bullets (number may vary depending on caliber of bullet, doesn’t work on shotgun shells)"

Game Play: Bullets treated with the Blister Fluid causes regular damage, but even a single wound will light the target on fire dealing 1d6 damage per round until extinguished. The heat softens the bullet and is counted as a die type less when dealing with armor. AP ammo loses a level of armor piercing. To apply the Blister Fluid, the user must make a Fair (5) tinkerin’ or Arts: paintin’ roll. Each success and raise raises the bullets reliability by 1, from a base of 16. Going bust lowers the reliability by 1 and the character gets 1d20 fewer bullets treated. When treating standard pistol round roll a 1d4 and a 1d8. Odd on the d4 means subtract the 1d8 from 30. This is how many bullets you treat properly. On and even you add. Do the same with larger rounds (rifle, magnum) using a 1d6 instead of a 1d8. For smaller rounds (derringer, C&B)you get 1d20+30 rounds treated.

Malfunctions:

Minor: The Fluid doesn’t catch, the round has no chance of lighting a fire

Major: The Fluid flakes off in the barrel lighting it on fire. The bullet doesn’t burn, but is still weakened against armor. The barrel must be put out within a round or the barrel will melt shut (this stuff has ghost rock in it!). If the barrel is still burning all treated bullets fried through it suffer the same malfunction.

Catastrophe: the blister Fluid was on the casing and caught the rest of the chamber on fire. The user takes damage for every round in the gun when fired in all hit locations applicable, catches on fire with a single wound, and needs to get a new gun.

(ingredients include, Cheap whiskey, Gun powder, Powedered ghost rock, Philosopher's stone, sugar, and glue)