Today, XX, XX, of the year 2XXX, you have been transferred to the Global Response Against Magic office. Please see the attached documentation for the more technical details on Operation Cold Iron. As of today, your family has VIP status and may apply for enhanced rations.
You have been selected from a wide array of prospective candidates to do all but one thing. Fight. Fight for every stone, for ever patch of grass, for every trinket out there. Much has been lost, yet we endure. You will be our hammer, the last torch. The last offense and defense against the great Enemy. You are GRAM, and you will be bane of Witches.
It's just a question of maths, really.
Humans are 7 billion (7,000,000,000) people.
Half of them are women. (3,500,000,000)
Approximatedly 1 in each 100,000 shows the genetic markers to become a Witch and manipulate arcane powers that defy comprehension (35,000)
Add that the ratio of arcane powers between women and men is 1000:1 (35,035)
This is a world where 90% of the wealth is accumulated on 10% of the people.
When these Witches awoke, be it because solar activity, climate change, pollution or cosmic alignments, how many of these were born in the 90% of the world who struggled to make a living?(31,532)
And... how many of those, having gained reality bending powers overnight, sought to overturn their situation?
The world as we knew... was torn aside in what we know as the Great Awakening, the Walpurgisnacht.
- Extract from the handwritten notes of a scientist found in Geneva, Switzerland
In the year 20XX, the civilization that man has once known has been brought to heel due to an unknown, mysterious power which resembles the magic of legends. On year 20XX, the world awoke to an event known as the Walpurgisnacht- the Witches' Night. Seemingly out of nowhere and overnight, one in ten thousand women (and a much lesser proprortion of men) suddenly awoke powers that defied reality or comprehension. We call this phenomenon now Magic. The distribution of these powers was evenly spread, and much unrest happened in the weeks to follow. Spurred by the turmoil of change, governments fell, and those in poverty rose against in arms to loot the rich as one by one, the governments of the world fell into anarchy.
The apocalypse was certainly underway. The remnants of the most influential nations pooled their resources together to preserve what was assumed to be a critical decay of the current civilization and knowledge level, who would usher a new era of Dark Ages. All armies were mobilized, all stockpiles were used. Defeat after defeat, it seemed that these Witches and Warlocks were too unpredictable to rely on any kind of known tactic, and the surgence of supernals - magical beasts of old long thought to be myths- crippled these armies even further, by causing widespread supply destruction and disruption of travel. The nuclear option was in particular disabled by a being people now call the King of Monsters, and whose name is not known, but his appearance is. The One Eyed Wyrm.
Four great bloody champions of the Witches arose in this era, who would later be known as West, East, North and South.
And then the battle of Sydney happened. It is hauled as the single turning point of this war of attrition and decay, where the forces of the old world managed a decisive victory and secured a stronghold in the remote Australia, but at great cost. It was then when the Allied nations command shifted from defensive warfare to evacuation, and Operation Iron Wall was issued. A massive evacuation effort, where what was left of the armies was burn through so the remaining people could flee towards Australia.
Operation Iron Wall depleted half of the then remaining resources, but it had a resounding success. It also brought forth the first use of Magic in warfare against Witches, led by the loyalist witch Morgan, who displayed a prowess similar to the Great Four.
Much was lost then, but we yet endure. Australia and New Zealand are the last stronghold of our world's inheritage and story. Stepping forth from this point is venturing a land of survival of the fittest, of barbarism and decaying technology. Thirty years have passed since, and we have been unable to move forward past the foundation of the Global Response Anti Magic forces, or GRAM for short. While we were able to retain our technology, we live tightly packed and under a near-perpetual martial law.
The retaliation will commence now. Operation Cold Iron has just started.
I will allow to play normal hunters as well a pool of magic-users. Supernal creatures are meant to be unplayable, but i am open to suggestions. I want to keep a demographic balance.
Themes are supposed to be dark. This is not a good vs evil setting, it's more Order vs Chaos.
I don't know much about guns and related, so the details on the militar side will be left quite vague.
Magic will be a "sky is the limit" kind of setting where any magic user is able to do anything without no rules or restriction... however there is a catch. I will also place the "fickle" rule. I reserve my right to make any kind of magic fail or even bounce back without warning nor explanation whatsoever. Magic is powerful, but dangerous. Also magic among GRAM ranks is both a boon and a curse. Magic users the best counter to witches, but they also face heavy discrimination and paranoia.
Play nice, play cool. I am not interested in antagonistic roles nor people who go solo for the time being. The whole world will be the enemy, no need to make more. Also, I doubt it needs to be said, but please be polite and respectful to fellow players.
I will stick to a bare minimum of a single paragraph every two weeks. I would also like to ask that if for some reason you are unable to post, please give me notice. Same for losing interest for whatever reason.
The world has suffered a tremendous geopolitical shift and even climate shift due to the sudden upsurge of magic. Humanity has suffered severe depopulation to an unprecedent scale due to the massive cataclismic clashes between the countries of old and the new powers of Witches and Supernals. Ironically, this seemed to allow nature to heal from the scars of the self-destructing consumism spiral of the late 20th and early 21st centuries... but barely any safe place is left, and people can die from plagues, disease or even predation by supernals at night. Practically no country has survived, except Australia and New Zealand. The combination of natural resources, sparse population and relatively developed lifestyle allowed them to agglutinate the last remnants of the old World's order in Strongholds, walled cities that are under the control of the United Nations (or what's left of it). These strongholds is where the GRAM draws its resources, funding and recruits.
Apparently, some Witches have managed to get something resemble societies working too, but they're hapzard, pale imitations of what used to be at best. (With the exception of Johannesburg, but that's a exception to the rule) Tales of hunters talk about dens of vice and abased debauchery, where life can be snuffed at the candle of the mighty and powerful, and sometimes inhumane, witches.
Despite how dire the situation is, strongholds still have access to the main commodities of modern life, and there's little if any shortage of anything. However it comes with a terrible price. Big brother is always watching, and regulations and rules are everywhere. The greater good is used as umbrella term to trample over even the most basic personal freedoms. Because witch genes are among the populace, there is no small sheer amount of paranoia and distrust among people. So, while the society is modern, it is also oppressive and stale, and makes many people join the high-risk high-gain ranks of GRAM, the only ones who venture outside the Strongholds to fight witches.
Sometimes, people aren't even given an option. Any confirmed witch match in the strongholds is forcefully recruited in their magic ranks, and kept under tight controls with a kill switch. Supernals, who are even rarer, are vivisected usually... Even the mere thought of one joining the GRAM ranks is rare.
The Global Response Anti Magic forces are pretty much the only force capable of trading blows with witches and not suffer the fate of the sundered armies before them. With cutting edge technology boosted by their own magic forces, these daredevils thread into the chaotic anarchic world of today to restore what once was. They have a looser structure than most forces, and at times they're little more than adventurers or guerrilla. Casualties are high, as expected, but successful GRAM veterans enjoy many boons that normal citizens cannot.
There are two branches in GRAM. The magic users, sometimes called the Sorceresses and Sorcerers (to distinguish themselves from the Witches and Warlocks) are often kept separated and trained by their own, and then lent to the normal branches, the Troopers, to offer their magical expertise as backup. There is no small amount of friction because of this formula, but this was the most sensible solution to avoid infighting that was discovered. It is forbidden to hide potential magic candidates from GRAM, and since they're military assets, vigilante killings are not allowed unless they're in self defense.
In this chaotic world, there are countless threats and war-drunk witches to count and classify. The usual formula is that a cluster of witches rules over a certain are like a city-state of old, and keeps acolytes and supernals under their thumb. Some witches are even nomads, which raid the corpses of the cities of Old and unguarded settlements for a living. It is worth noting, however, that there are four witches who have rose to prominence and notoriety due to their sheer power and followers.
The Witch of the North: Also known as the Winter Sorceress. Her stronghold is Iceland. She has relatively few people and followers, but has many dangerous supernals and beasts under her control. She is infamously for her ability to warp the weather and the climate to such an extent that men are frozen where they stand, as well as the only witch in the world capable of commanding an entire flock of dragons.
The Witch of the West: Also known as the Bloody Dawn. Her stronghold is Mexico. A sadistic woman who has a disturbing penchant for human sacrifice and blood magic. West is the most warmongering of all the great four, and the people she comands are feral reavers and pirates who abduct people for the mesoamerican gods of old, clad in feathers and pelt. She has a great cult and is worshipped as High priestess.
The Witch of the East: Also known as the Dead Queen. Her stronghold is Beijing. A powerful necromancer and spirit summoner, East is an eerie slippery opponent that rules a city where few denizens have a pulse, and can summon demons and spirits from unspeakable places. Dead Queen and Bloody Dawn have a long standing rivalry as they both compete for human sacrifices.
The Witch of the South: Also known as the Lady of the Flames. Her stronghold is Johannesburg. South is the only witch who has managed to retain a level of followers and management that match the strongholds of the the Old World order. Johannesburg can boast a large population and even trade, but it is a rotten city, a den of vice where all the worst cravings of men and women are sated, all overseen by the eyes of South and her retainers. South is also the most industrious witch, and is locked in an arms race with the Old World order. She also has a feud with North for unknown reasons.
The Fifth Witch: Also known as Morgan le Fay. An enigmatic Welsh woman who is currently the head of the GRAM sorceresses. For some reason she decided to side with the Old World order rather than start her own city country. While not widely acknowledged, many people think that Morgan was a keystone that allowed the survival of the Old World order in Australia and New Zealand and the creation of GRAM. To this day, Morgan is the only person who can strike any kind of fear in the other great Four witches (other than themselves).
King of Monsters - Marduk: A massive creature resembling the dragons of lore. Nicknamed the "one eye" due to a missing right eye. He is capable of flight even though it is so massive it should not. Suspect magic is involved. Apparently he is a termophile and even his own body emits massive quantities of heat. Nicknamed Marduk for his fondness of roosting among the ruins of Babylon, this massive monster is what neutralized the major nuclear powers almost overnight with his sheer might. It is rumoured he is the major backer of the Witch of the North. (more will be added)
Four Great Witches: The four most noteworthy individuals of the Walpurgis uprising.
GRAM: Global Response Against Magic. The forces
Cabal: An aggrupation of witches. Fairly common, as only very powerful witches can afford to go solo usually. GRAM posseses one cabal, comprised of Morgan le Fay and her battle tested veterans of Operation Iron Wall. Sorceress\Sorcerer: A sanctioned witch in the employment of GRAM. Nearly all of them are rather young, and there is no minimum age to serve as sorceress. They're fitted with explosive implants that grant their superiors a killer switch.
Witch\Warlock: Any unsactioned spellcaster. A variable lot, but usually more battle tested and powerful than the average sorceress.
Magic: The ability to perform reality defying feats by only using inner strenght, a few mnemotechnical tricks and discipline. One in 10.000 has the ability to it. It is genetical and recessive. The ability can also manifest in men, but more rarely at a 1 to 1000 ratio. So only one in 10.000.000 chance to be a warlock. Magic aptitude at its basic level, halts aging and allows the user to self-regenerate their wounds. It also allows timely discharges of energy that can be used as projectiles and barriers.
Supernals: Creatures with magical abilities that resemble beasts of myth. They're usually hostile to humans and only sometimes they allow themselves to be approached by magical users. Some of these supernals, like the humanoid dwarves and elves, do trade with humans, but they are very inclined towards Witches rather than GRAM.
MUW: Magically Upgraded Weapons. Quite rare and a strategical resource for GRAM. Weapons produced by witches are usually done with better enchantments so they're usually taken for investigation and reverse engineering.
Name: Age: Branch: (Trooper or Sorceress) Skills: Magical Ability description(If sorceress): Non-standard gear(Other than the basic guns and rifles, melee weapons and ammunition must be described here): Physical description(images or written, I am fine with either): Biography (Tell also some of the personality here. Single coherent paragraph at the bare minimum.) Other Anything that doesn't fit)
Wait you said guns and factories are rare, does non-standard gear description mean we DO or DO NOT get guns. Like I know it's supposed to be for like magical equipment and homemade weapons but when you say "Other than the basic guns and rifles" does that mean we're assumed to have guns or that we cannot have guns.
Also you said non-standard equipment is melee and ammunition but can we also have vehicles since you said mad max.
Name: James Addington Age: 19 Branch: Trooper Skills:
Driving LATs and Mines Stealth and Reconnaissance Marksmanship Radio Operations Parachuting Cooking
Only basic training, no specialization or exceptional aptitude for any of the skills. Magical Ability description(If sorceress): Non-standard gear(Other than the basic guns and rifles, melee weapons and ammunition must be described here):
High Mobility Transporter (Recon)
A high mobility transport(HMT) vehicle equipped for long ranged recon missions. The HMT Recon is open topped which greatly improves vision and equipped with multiple back up Jerry cans for extended recon missions. The vehicle drives well in rough expansive terrain and its can suspension can handle a maximum speed of 130km on road and 90km off road. Even on its recon configuration, the HMT carries an HMG on a rotating centra ring for 360° fire and a passenger mounted MMG for forward fire support. Another one of the HMTs greatest assets is the amount of space in the back which can carry a large number of special equipment or supplies, an asset which has been used in the past to set up ambush sites deep into enemy territory. One of the few drawbacks is the thin armor which unless specifically equipped with an armor packed that greatly increases weight can be penetrated by small arms weapons. Another minor problem is the lack of windshields and environmental controls, like AC, on the vehicle which leads to incidents of crew members being pelted by insects or dust at high speed or having to wear heavy clothing to resist the chilling winds when driving quickly. Comes equipped with a heavy radio... of course.
Barbed wire: A large spool of barbed wire kept in storage. Used under certain terrain to restrict or trap witches in flight. Also used to restrict beast like supernals.
M16 Anti Personnel Mine (Including metal stakes and metal wire): Bouncing shrapnel mine kept in storage.
Misc Scout equipment: Just random bits and bobs that a scout needs. Binoculars, Radio, Navigation Tools like a map and compass. James also has a pair of combat goggles and a sick ass scarf both to keep the elements at bay while driving and to protect his eyes/face from shrapnel during combat. Two rolls of camo netting.
Physical description:
Biography: James grew up with a perfectly normal life in Lake Mungo raised by two loving parents and three older siblings. He didn't at all feel oppressed by the heavy surveillance the government has on its people instead, he felt incredibly content and happy that big brother was keeping such a close eye on him. Due to a mix of laziness and general incompetence when he graduated high school James found out that he'd incorrectly filled his college paperwork and that due to this is he'd been denied admission to the business course he'd selected, he did not apply for safeties. Not knowing what else to do with his life, James enlisted with the military in an effort to find structure and meaning in his life doing something he felt mattered. After months of basic training he applied for a commando regiment because he wanted the best training out there to survive and because he felt it'd be cool. James struggled heavily in training due to a lack of experience and aptitude in pathfinding/wilderness navigation making it third worst in his batch but he somehow managed to barely pass after another few months and a freak drop bear attack left so many of his group wounded. When a high ranking military officer came to his military base in an effort to recruit new soldiers into Gram, unknownst to them for a dangerous military operation set for sometime in the future, James jumped at the call since he was confident in his skills after training for so long.
EDIT: I changed his background to a barely passed commando (Seemed like the same skills anyway), because I wanted to make a dropbear joke and I didn't know where else to put it aside from having them be the reason he passed commando training. I put the name as generic commando regiment because I don't know what Australian special forces still exist in the GRAM world. Also added in parachuting because I think I heard pretty much all special forces need to have that as training, probably won't come into play though but it's there.
I also wanted to somehow shoehorn the blatant ghost and supernatural bullshit in Lake Mungo (Even in real life) but I can't seem to think of a good way to put it in.
Ohh and if you read this could I have confirmation on what kind of vehicles we can get? I'm assuming you're gonna restrict it to something with heavy armor but light weapons so we can't just 30mm/40mm autocannon a witch to death. I'm actually fine with the jeep but I'd be happy to have permission to get something more modern and not a jeep used by the SAS before they became the SAS. Wiesel's cool, it's literally a modern day Tankette. Also, the LRPV is pretty much the jeep in the picture but modernized since you can strap an MMG into the passenger window ALSO it carries a motorbike in the back!
EDIT 2: JESUS CHRIST! What the hell is wrong with Australian vehicles. Never before have I seen military vehicles with this much awesome stuffed into metal boxes. They strapped a freaking Recoilless rifle onto a six-wheel ATV, So many of their vehicles just straight up attach guns onto the passenger side window and their new special forces vehicle, the high mobility transporter, looks like an ORK TRUKK.
Wait you said guns and factories are rare, does non-standard gear description mean we DO or DO NOT get guns. Like I know it's supposed to be for like magical equipment and homemade weapons but when you say "Other than the basic guns and rifles" does that mean we're assumed to have guns or that we cannot have guns.
Also you said non-standard equipment is melee and ammunition but can we also have vehicles since you said mad max.
I said -outside the Strongholds- GRAM does have factories. I only said outside the sphere of influence of Australia and New Zealand. You are assumed to get basic guns as you're soldiers.
Also the application is denied. It needs some working at its core concept. Unless your character is a magic user, it won't be drafted at six years old of age. They will be given education and social support instead. I don't know what Arcop is, and unless that is an acronym of a unit, or a place near Australia, it will need heavy editing.
I said -outside the Strongholds- GRAM does have factories. I only said outside the sphere of influence of Australia and New Zealand. You are assumed to get basic guns as you're soldiers.
Also the application is denied. It needs some working at its core concept. Unless your character is a magic user, it won't be drafted at six years old of age. They will be given education and social support instead. I don't know what Arcop is, and unless that is an acronym of a unit, or a place near Australia, it will need heavy editing.
The jeep is fine though.
He wasn't fully drafted, I was thinking something like a barrel monkey or orphan labour, just like a kid helping around the base in exchange for food and shelter. Growing up around soldiers helping stock equipment and clean floors before going into full training when he was old enough probably just straight outta camp when the mission starts. I guess like the Cadets but in wastelandworld. Is that too dumb?
Arcop was just a random stronghold name since I don't know what strongholds there are, are there any notable ones I can use in my backstory? I could just put he grew up basically raised by and idealizing soldiers. Probably add in a piece about volunteering in the kitchen or storage and alwayd being happy to hear their stories before fully singing up.
Wait wait... I think i'm dumb. So we have complete access to fully modern military-grade equipment barring something insane like an Abrahms or Apache? I honestly thought we were in Mad Max world so I figured even if we're soldiers we'd get harpoons and technicals as equipment. Does that mean I can get my jeep switched out for a Wiesel or even a Boxer and the mines for actual anti-personnel mines? What's our tech type? American, European or Soviet? Can I specc into artillery observer, get a direct line to an artillery piece and just call a howitzer strike on the problem? Can anybody from any military unit join Gram like can I make a character literally just a logistics chief that drives a truck and keeps everybody's equipment in order?
I've got Lots of questions but mostly because I love modern military fiction against supers/magic and especially witches. I used to play in a group game where we had to kill WW2 nazi magical girls supported by Cyborgs and Cthulhu monsters so a large part of my brain gets excited at the thought of killing witches with modern weapons.
Unless your character is a magic user, the military has no use for brats. They're not that desperate.
Tech type is custom. USA, Russia and and the major European countries have been toast for over thirty years. So what's the point of it? It probably is a mishmash of all three.
Hmm, the armored vehicle i need to think about it.
Artillary support will be almost non-existant as you will be on the move and they need those pieces for defense in the strongholds.
Any major city in Australia and New Zealand should be just fine as a stronghold name.
Anyone can apply for GRAM as long as they're adults (Magic users are drafted instead). But it has a screening process. Also a staggering death rate.
Tech type is custom. USA, Russia and and the major European countries have been toast for over thirty years. So what's the point of it? It probably is a mishmash of all three.
I see, I figured standardization of equipment would make logistics easier but then again I guess GRAM's special forces so they'll just use what they want.
Artillary support will be almost non-existant as you will be on the move and they need those pieces for defense in the strongholds.
How about mobile mortar artillery either in special weapons teams or mounted on vehicles, they've still got a range of like 2-3km as opposed to the 14km some pieces get? There's a lot of mortar choices but they don't last long since artillery, in general, uses up so many shells just to have effective barrages, especially when you need to range and walk it. Probably won't be that useful if we're going deep into enemy territory without a proper supply chain though since it'd likely run out after three or four engagements.
I see, I figured standardization of equipment would make logistics easier but then again I guess GRAM's special forces so they'll just use what they want.
<Snipped quote by AtomicNut> How about mobile mortar artillery either in special weapons teams or mounted on vehicles, they've still got a range of like 2-3km as opposed to the 14km some pieces get? There's a lot of mortar choices but they don't last long since artillery, in general, uses up so many shells just to have effective barrages, especially when you need to range and walk it. Probably won't be that useful if we're going deep into enemy territory without a proper supply chain though since it'd likely run out after three or four engagements.
Also just updated my character backstory.
The equipment is standard. But it's not the standard we have in real life.
Also if you want artillery it will be a compact mortar at the expense of the jeep.
The equipment is standard. But it's not the standard we have in real life.
Also if you want artillery it will be a compact mortar at the expense of the jeep.
Nah not really interested in fully artillery just really curious on the amount of firepower and support we have access too since it seems the best tactics involving fighting supers and magic is just to call in artillery then call it a day instead of trying to fight something that warps reality head on.
Magical Ability description: The ability to manipulate metal. Alloys are harder to utilize and she is still vulnerable to metal poisoning (maybe throughout the campaign she might iron out these weaknesses)
Non-standard gear: 3 tennis ball sized spheres of silver, chrome and tungsten. A harness around her shoulders and thighs lined with copper wire. (I want to make the suggestion that silver is more effective against Supernals. Otherwise the silver ball is made of iron.)
Physical description: Medium height with a skinny build and short dirty black hair. When not wearing the GRAM uniform she can usually be seen wearing old dark overalls covered by an oversized cotton shirt along with various necklaces and wristbands.
Biography: Mairi lived most of her life in the ruins of European civilisations, mostly travelling between the British Islands and the north of France. As a child, Mairi found herself separated from her parents during the cataclysmic events that destroyed the old world. She was then taken in by a group of scavengers, too scared to join any of the witches nations but also not willing to seek out the new world.
The girl eventually came to discover her ferrokinetic powers and the group made sure to get a good use out of it, moving between old cities and dodging every form of resistance they could find. After a while, Mairi resigned to the fact that this band of vultures would be the only form of companionship she would ever come to know.
One day however the group bit off more than it could chew. The leader of the band took the initiative of ambushing a squad of GRAM soldiers, believing that their equipment and supplies would give them an edge over other scavengers. Despite Mairi's reluctance, the attack on the GRAM troops went ahead. At that point the thieves realised that they had just signed their death sentence. Most of the band was slaughtered, with a few being apprehended. The leader of the GRAM squad also took notice of the small girl that could somehow deflect bullets and lift chunks of metal larger than herself.
Mairi was then taken to the GRAM facility in Australia against her will, in which she received her Sorceress training and was subsequently drafted into service.
@Dumb1And1Lazy Jeep is okay. And that's the set limit. The only reason why I am allowing a jeep is because characters might need a transport. This is the start of the RP, remember. New GRAM members get some cool stuff, but not the really cool stuff. Move it to the CS sheet.
@stoneStringJust a couple of things before she is accepted. I like the sheet, though. 1- Europe is nowhere near current GRAM operation grounds (They're now secluded in Australia and New Zealand) so that part needs to be changed. 2- The war happened actually 30 years ago (date of Iron Wall) so Airi would not have been born while it was happening. 3-Silver won't be extra effective against all supernals, just some of them (the kind that pees on signposts and howls at the moon and dislikes vampires, mostly). Luckily silver does have purifying properties, so it will screw some witches' black magic. Cold pure iron is also another good anti-supernal alloy that works against other supernal types. Anyway, bottom line is: If there was a single unified weakness, fighting would have been much easier so it's a no go.
But since you're a witch character, nothing really prevents you from having enchanted anti-supernal gear. You need not to limit yourself to "iron movement" as you put it.
@Dumb1And1Lazy Jeep is okay. And that's the set limit. The only reason why I am allowing a jeep is because characters might need a transport. This is the start of the RP, remember. New GRAM members get some cool stuff, but not the really cool stuff. Move it to the CS sheet.
Cool thanks, I switched it out for a basically modern Jeep(Jackal I think) with almost the same weapons which exist today for some reason(straight up bolted onto the passenger window). Australia's recon vehicles are really freaking cool. In how large groups do witches usually gather? Also do we get goober support or just the players? Like will we be traveling with NPCs? Cold iron seems like it'd be a major operation that'll require us to go deep into witch territory to cause as much damage and reclaim as much territory. Does that mean we'd be traveling with a convoy along with supplies, going on a road trip across Australia or is Cold Iron actually just a set of high risk, short term operations won't keep us away from civilization for too long each mission.
Cool thanks, I switched it out for a basically modern Jeep(Jackal I think) with almost the same weapons which exist today for some reason(straight up bolted onto the passenger window). Australia's recon vehicles are really freaking cool. In how large groups witches usually gather? Also do we get goober support or just the players? Like will we be traveling with NPCs? Cold iron seems like it'd be a major operation that'll require us to go deep into witch territory to cause as much damage and reclaim as much territory. Does that mean we'd be traveling with a convoy along with supplies, going on a road trip across Australia or is Cold Iron actually just a set of high risk, short term operations won't keep us away from civilization for too long each mission.
1- People are in the dark on how large groups of witches are. Variable. You will have to find out. 2- Support will be something I will handle on a case-by-case basis. 3- I will also handle the size of the operations on a case-by-case basis.
3-Silver won't be extra effective against all supernals, just some of them (the kind that pees on signposts and howls at the moon and dislikes vampires, mostly). Luckily silver does have purifying properties, so it will screw some witches' black magic. Cold pure iron is also another good anti-supernal alloy that works against other supernal types. Anyway, bottom line is: If there was a single unified weakness, fighting would have been much easier so it's a no go.
What about a cold iron core jacketed with silver. Might be a bit expensive but I think I heard somewhere silver has decent enough friction which could make it a decent option for jacketing.
What about a cold iron core jacketed with silver. Might be a bit expensive but I think I heard somewhere silver has decent enough friction which could make it a decent option for jacketing.
I figured, just curious if they actually make those. Do they make Airburst silver artillery shells to disrupt witch encampments? Or maybe squad carried Silver Flak Dust projectors for anti-air against low flying witches? How about salt? Doesn't that also give purifying properties?
Unfortunately silver is generally considered to be a more anti-lycanthrope measure, and salt is more anti-ghost in theory. A lot of anti-supernatural warfare info is still being researched, and field testing is common to see what is the M.E.T.A to deal with different creatures. When in doubt however, put it full of enough holes it can't regrow is the general motto.
Unfortunately silver is generally considered to be a more anti-lycanthrope measure, and salt is more anti-ghost in theory. A lot of anti-supernatural warfare info is still being researched, and field testing is common to see what is the M.E.T.A to deal with different creatures. When in doubt however, put it full of enough holes it can't regrow is the general motto.
Unfortunately silver is generally considered to be a more anti-lycanthrope measure, and salt is more anti-ghost in theory. A lot of anti-supernatural warfare info is still being researched, and field testing is common to see what is the M.E.T.A to deal with different creatures. When in doubt however, put it full of enough holes it can't regrow is the general motto.
Damn now I kinda want to change my character to a supernal scholar so I can keep asking you questions like by lycanthrope do you mean werewolf or wereanimals or even if silver worked on skin changers and shapeshifters.