Ammunition

In the world of supernatural hunting, ammunition is more than just lead and powder. While standard rounds work fine on mortal threats, creatures of myth and magic often require specialized solutions. From silver bullets for werewolves to salt-loaded shells for spirits, knowing your ammunition can mean the difference between banishing a threat and becoming its next victim.
Ammunition Availability: Standard ammunition is available at gun stores, sporting goods stores (Walmart, K-Mart), and pawn shops throughout America. Prices fluctuate based on caliber popularity and regional availability. Specialized and supernatural ammunition requires the Craft Gear downtime endeavour or connections with hunters, occult suppliers, or black market contacts.

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Pistol Ammunition

Caliber Description Cost
.22 LR (box of 50) Small caliber, low recoil, cheap plinking rounds $5-10
9mm (box of 50) Common pistol round, NATO standard, widely available $12-20
.38 Special (box of 50) Revolver round, moderate power, classic police caliber $15-25
.357 Magnum (box of 50) Powerful revolver round, heavy recoil, excellent stopping power $20-35
.40 S&W (box of 50) Law enforcement favorite, newer round introduced in 1990 $15-28
.45 ACP (box of 50) Heavy, slow, classic American round with legendary stopping power $18-30
.44 Magnum (box of 50) Hand cannon round, very powerful, "Dirty Harry" special $25-45
.50 AE (box of 20) Desert Eagle round, massive and expensive $35-60
10mm Auto (box of 50) Powerful semi-auto round, FBI briefly adopted it $22-38

Rifle Ammunition

Caliber Description Cost
.22 LR (box of 100) Cheap plinking and small game rounds $8-15
.223 Remington / 5.56 NATO (box of 20) AR-15 standard round, high velocity, light recoil $10-18
.308 Winchester / 7.62 NATO (box of 20) Battle rifle and hunting round, excellent range and power $15-28
.30-06 Springfield (box of 20) Classic American hunting round, very versatile $18-32
.30-30 Winchester (box of 20) Lever-action hunting round, moderate power $15-25
7.62x39mm (box of 20) AK-47 ammunition, cheap and plentiful $10-18
.300 Winchester Magnum (box of 20) Long-range hunting and sniper round, powerful $30-50
.50 BMG (per round) Anti-materiel round, extremely expensive and powerful $5-10 each

Shotgun Ammunition

Type Description Cost
12 Gauge Birdshot (box of 25) Small pellets for hunting birds, minimal stopping power on larger targets $8-15
12 Gauge Buckshot (box of 25) Large pellets (00 or 000), excellent for home defense and hunting $12-20
12 Gauge Slug (box of 5) Single large projectile, devastating at close range $8-15
12 Gauge Breaching Round (box of 10) Frangible round designed to destroy locks without ricocheting $20-40
20 Gauge (various types) Lighter shotgun rounds, similar variety to 12 gauge ~20% less than 12ga
.410 Bore (various types) Smallest shotgun bore, less power but manageable recoil ~30% less than 12ga

Archery Ammunition

Type Description Cost
Arrows (standard, dozen) Hunting or target arrows with field points $40-80
Broadhead Arrows (hunting, dozen) Razor-sharp multi-blade hunting heads for maximum damage $60-120
Crossbow Bolts (dozen) Shorter, heavier projectiles for crossbows $50-100

Other Projectiles

Type Description Cost
Ball Bearings (bag of 100) Slingshot ammunition or improvised caltrops $10-20
Lead Shot (bag of 100) Slingshot or sling ammunition, heavier than ball bearings $15-30
Bolts (crossbow pistol, dozen) Shorter bolts for hand crossbows $30-60
Darts (blowgun, dozen) Silent projectiles, can be poisoned or drugged $15-40
Throwing Stars (shuriken, set of 5) Ninja stars, mostly novelty but can be lethal $20-50

Special & Supernatural Ammunition

Crafting Supernatural Ammunition

Most supernatural ammunition cannot be purchased at regular stores. These rounds must be hand-crafted using the Craft Gear downtime endeavour. The DC and cost vary based on the ammunition type:

Finding someone who already makes these rounds may require the Cultivate Contact or Seek Expert endeavours.

Silver Bullets

Anti-Lycanthrope Ammunition

Cost: $50-150 (per 10 rounds)
Availability: Craft Gear (DC 15) or specialist hunter contacts
Calibers: Any (must be custom made for each caliber)
Werewolf Bane:

Silver is the classic weakness of lycanthropes. Attacks with silver bullets bypass werewolf damage resistance and regeneration. Werewolves hit by silver cannot regenerate hit points until the silver is removed from their body.

Effective Against Shapechangers:

Many supernatural shapeshifters share vulnerability to silver. These rounds are effective against werewolves, werecreatures, and certain types of demons or fey that have taken physical form.

Soft Metal:

Pure silver is softer than lead. Silver bullets have reduced penetration compared to standard ammunition and may deform on impact with hard surfaces. Some hunters use silver-plated rounds as a compromise—cheaper but potentially less effective.

Expensive Material:

Silver is precious metal. Each bullet requires approximately 1/10 troy ounce of silver, making these rounds 10-20 times more expensive than standard ammunition. Many hunters recover spent silver to melt down and recast.

Description: Bullets cast from pure or sterling silver, often hand-loaded into brass casings. The bullets have a distinctive white-gray sheen. Some hunters engrave them with religious symbols or hunter sigils for additional effect. Creating silver bullets requires casting molds, pure silver (coins, jewelry, or bullion), and reloading equipment. The folklore is clear: silver kills werewolves. Whether it's the metal's purity, its association with the moon, or ancient curses, silver remains the most reliable way to permanently stop a lycanthrope.

Salt Rounds

Anti-Spirit Shotgun Ammunition

Cost: $20-40 (per 10 shells)
Availability: Craft Gear (DC 10)
Gauge: 12 gauge (most common), can be made for other gauges
Spirit Disruption:

Rock salt has been used for purification and protection for millennia. When fired at incorporeal spirits, ghosts, or spectral entities, salt rounds force them to temporarily disperse or retreat. Spirits hit by salt rounds must make a saving throw or be forced back to their haunting grounds or become temporarily unable to manifest.

Painful but Non-Lethal (to humans):

Against living creatures, salt rounds deal bludgeoning damage from the impact but are less lethal than buckshot. They sting terribly and can break skin, but are unlikely to kill. Popular for warning shots or less-lethal defense.

Short Range:

Salt crystals are lighter and more irregular than lead shot. Effective range is reduced to about 20-30 feet. Beyond that, the salt disperses too widely to be effective.

Moisture Sensitive:

Salt absorbs moisture from the air. Salt rounds stored in humid conditions may clump or fail to fire properly. Keep them dry and sealed.

Description: Shotgun shells loaded with rock salt instead of lead shot. The shells look normal from outside but are notably lighter. To make them, remove the shot from standard shells and replace with coarse rock salt (the kind used for ice cream makers or water softeners, not table salt). Crimp the shell closed and you're done. Salt's purifying properties make it effective against spirits, demons, and other entities vulnerable to blessed or purifying substances. Essential ammunition for any hunter dealing with ghosts or hauntings.

Blessed Ammunition

Consecrated Rounds

Cost: $30-100 (per 10 rounds)
Availability: Craft Gear (DC 10) + religious blessing
Type: Any ammunition type
Holy Consecration:

Ammunition that has been blessed by clergy, anointed with holy water, or consecrated through religious ritual. Particularly effective against demons, devils, undead, and other unholy creatures. These creatures may take additional damage or be unable to regenerate when struck by blessed ammunition.

Requires Faith:

The blessing must be performed by someone with genuine faith and religious authority—a priest, rabbi, imam, or other clergy. A blessing from a corrupt or faithless priest may not work. Some GMs may require the person doing the blessing to make a Religion check.

Limited Duration:

Blessed ammunition loses its consecration over time or if exposed to profane acts. Most blessed rounds remain effective for several months if stored properly. Being present during acts of evil or violence may cause the blessing to fade.

Ineffective Against Some Targets:

Blessed ammunition is less effective (or completely ineffective) against creatures that aren't inherently evil or unholy. Natural predators, fey, and morally neutral supernatural beings take no special damage from blessed rounds.

Description: Any standard ammunition that has been blessed or consecrated through religious ceremony. The rounds may be marked with holy symbols, anointed with holy water or blessed oil, or subjected to prayers and religious rites. Different faiths have different blessing ceremonies, but the core principle remains the same: the ammunition carries divine authority against evil. Popular among religious hunters and those specializing in fighting demons or undead. The rounds look normal but may have tiny crosses, crescents, or other symbols etched into them.

Cold Iron Rounds

Anti-Fey Ammunition

Cost: $60-180 (per 10 rounds)
Availability: Craft Gear (DC 15) or specialist sources
Type: Any caliber (custom made)
Fey Bane:

Cold iron—iron that has never been heated in a forge—is the traditional weakness of the Fair Folk. Fey creatures, changelings, and certain types of spirits are vulnerable to cold iron. Damage from cold iron bypasses fey resistances and prevents their magical regeneration or shapeshifting.

Difficult to Craft:

True cold iron must be shaped without heat—worked entirely through cold forging or casting. This makes creating cold iron bullets technically challenging. Some hunters use iron meteorite (naturally "cold" iron) as a source material. Others use specially prepared iron that has never been smelted.

Disrupts Enchantments:

Cold iron interferes with magic. These rounds may dispel minor enchantments on impact or prevent magical healing. Some fey creatures are poisoned by cold iron's touch.

Rare Knowledge:

Knowledge of cold iron's properties is not common. Most modern hunters aren't familiar with fey lore. Finding the proper materials and techniques usually requires the Seek Expert endeavour to locate old hunters or occult scholars who remember the old ways.

Description: Bullets crafted from cold-forged iron or iron meteorite, never exposed to the heat of a forge. The rounds have a dark, slightly rough appearance compared to polished lead or brass. Cold iron has been the enemy of faeries since ancient times—a product of the earth untouched by the transformative fire of civilization. Against brownies, pixies, redcaps, and other fey, cold iron is devastatingly effective. The rounds are heavier than lead and harder than copper, making them effective penetrators as well as supernatural weapons.

Wooden Bullets

Anti-Vampire Ammunition (Unreliable)

Cost: $20-60 (per 10 rounds)
Availability: Craft Gear (DC 20)
Type: Any caliber (hand-carved)
Stake at Range:

The theory is sound: if a wooden stake through the heart kills a vampire, why not a wooden bullet? If the bullet penetrates a vampire's heart, it may have the same effect as a stake. However, this requires precision—hitting a moving target's heart with an irregular wooden projectile is extremely difficult.

Highly Unreliable:

Wood is not an ideal bullet material. Wooden bullets are irregular, unbalanced, and prone to shattering. You have disadvantage on attack rolls with wooden bullets due to their poor ballistics. They tumble in flight and rarely fly straight.

Splinter Damage:

When wooden bullets do hit, they often shatter into splinters. Against vampires, even failed shots may leave wooden fragments in the wound that cause ongoing damage or prevent healing. However, they deal significantly less damage than standard ammunition against other targets.

Specific Wood Types:

Some traditions specify particular woods for vampire hunting: ash, hawthorn, or oak. Whether the wood type matters is a subject of debate among hunters. Hardwoods are slightly more reliable than softwoods but all wooden bullets are problematic.

Description: Hand-carved bullets made from wood, typically turned on a lathe or whittled to approximate bullet shape. The lightweight wood struggles to maintain trajectory and often shatters on impact. Despite their unreliability, desperate hunters still use them against vampires, hoping that the traditional weakness to wooden stakes might extend to wooden projectiles. The rounds must be loaded carefully to avoid breaking during chambering. Most hunters consider wooden bullets a last resort—if you're close enough to use them reliably, you might as well just use a stake.

Dragon's Breath

Incendiary Shotgun Rounds

Cost: $10-20 (per shell)
Availability: Specialty ammunition dealers or craft (DC 18)
Gauge: 12 gauge
Legality: Illegal in some states
Cone of Fire:

Dragon's Breath shells spray burning magnesium pellets in a 15-foot cone. All creatures in the cone must make a DC 14 Dexterity saving throw. On a failed save, they take 3d6 fire damage. On a success, they take half damage. Flammable objects in the cone ignite.

Spectacular Display:

The burning magnesium creates a brilliant white-orange fireball and shower of sparks extending 10-15 feet from the barrel. Highly visible, extremely loud, and absolutely terrifying to witness. The display can be seen for miles at night.

Dangerous to User:

Dragon's Breath generates extreme heat and pressure. When fired, roll 1d20. On a natural 1, the shotgun barrel is damaged from the heat and becomes unreliable (disadvantage on future attacks until repaired). Using Dragon's Breath in rapid succession guarantees barrel damage.

Fire Hazard:

The burning magnesium particles scatter over a wide area and can start fires in dry vegetation, buildings, or vehicles. Using Dragon's Breath indoors is extremely dangerous—the sparks will ignite curtains, furniture, and carpet.

Description: Exotic shotgun shells loaded with magnesium pellets and a pyrotechnic compound. When fired, the shell spews a spectacular cone of burning metal fragments that look like dragon's breath—hence the name. The burning magnesium can't be extinguished with water and burns at temperatures exceeding 3,000°F. These rounds are sold as "novelty" ammunition and are banned in some states as incendiary devices. Devastating against vampires, plant-based creatures, or anything that burns. Also excellent for starting fires from a distance or creating diversions. The ultimate "oh shit" round when you need to set everything in front of you on fire immediately.

Incendiary Rounds

Fire-Starting Ammunition

Cost: $40-100 (per 20 rounds)
Availability: Black market or military surplus
Type: Rifle calibers (.223, .308, .30-06, .50 BMG)
Legality: Highly illegal for civilian possession
Fire Damage:

Incendiary rounds contain a small pyrotechnic compound that ignites on impact. In addition to normal damage, the target takes an additional 1d6 fire damage. If the target is flammable or wearing flammable materials, it must make a DC 12 Dexterity saving throw or catch fire, taking 1d6 fire damage at the start of each turn until extinguished.

Tracer Effect:

Many incendiary rounds also have a tracer element, leaving a visible streak of light showing the bullet's trajectory. This allows you to see where your shots are going but also reveals your position to enemies.

Armor Penetration:

Incendiary rounds often have hardened penetrator cores. They ignore light cover and have advantage on attacks against targets behind thin barriers.

Extremely Illegal:

Incendiary ammunition is classified as destructive devices under federal law. Civilian possession can result in serious federal charges. These rounds are military/law enforcement only. Possession increases Exposure significantly if discovered.

Description: Military ammunition with a small incendiary compound in the bullet tip. The rounds typically have color-coded tips (red, orange, or silver) to distinguish them from standard ammunition. On impact, the incendiary material ignites, starting fires in fuel tanks, ammunition stores, or flammable targets. Originally designed for anti-aircraft use and destroying enemy supplies, incendiary rounds are devastating against vehicles and structures. Vampires, mummies, and other creatures vulnerable to fire have excellent reasons to fear these rounds. The combination of penetration, fire, and visibility makes incendiary ammunition a powerful but risky choice.

Explosive Rounds

Micro-Explosive Ammunition

Cost: $20-50 (per round)
Availability: Black market only
Type: Rifle calibers (.308, .50 BMG)
Legality: Extremely illegal, federal felony
Explosive Impact:

The bullet contains a tiny explosive charge that detonates on impact. In addition to normal damage, explosive rounds deal an additional 2d6 force damage to the target and 1d6 force damage to all creatures within 5 feet of the impact point.

Delayed Fuse:

Some explosive rounds have a slight delay (microseconds) allowing them to penetrate before detonating. This makes them particularly devastating against armored targets or creatures with thick hides. They explode inside the target's body.

Unstable:

The tiny explosive charge makes these rounds unstable. Rough handling, extreme temperatures, or dropping a loaded magazine may cause premature detonation. When rolling a natural 1 on an attack, roll 1d6. On a 1, the round explodes in the chamber, damaging the weapon and dealing 2d6 damage to the user.

War Crime Status:

Explosive ammunition is banned by international treaty (Hague Convention) for use against personnel. Military possession is illegal, civilian possession is a serious federal crime. These are considered destructive devices. Using them guarantees major legal consequences if discovered.

Description: Specialized ammunition with a miniature explosive charge in the bullet tip. The rounds are identifiable by their distinctive tips—often with small fuses or detonators visible. When the bullet strikes a target, the explosive charge detonates, creating a small explosion that causes massive internal damage. These rounds were developed for anti-materiel use and are occasionally available through black market military surplus. Against supernatural creatures with regeneration or armored hides, the explosive damage can be the difference between a wound and a kill. Extremely dangerous to possess, transport, or use. The ATF takes these rounds very seriously.

Modified Standard Ammunition

Note: The following ammunition types are modifications of standard rounds. They're available at gun stores but may require special order or be restricted in some jurisdictions.
Type Description Cost Modifier
Hollow Point Expansion rounds that mushroom on impact, causing more damage but less penetration +50% base cost
Armor Piercing Hardened core bullets that penetrate armor, illegal for civilian use in many states +100% base cost
Tracer Rounds Visible trajectory rounds that glow in flight, military surplus +50% base cost
Subsonic Rounds Slower rounds designed for suppressor use, quieter than standard +30% base cost
Frangible Rounds Break apart on impact to reduce penetration and ricochet risk +20% base cost
Match Grade Precision-manufactured rounds for maximum accuracy, used by snipers +100% base cost
Ammunition Storage: Store ammunition in a cool, dry place away from humidity and temperature extremes. Keep different calibers clearly labeled and separated. Supernatural ammunition (silver, blessed, etc.) should be stored separately from standard rounds to avoid mix-ups in critical situations. Always check your loadout before a hunt—loading rock salt when you needed slugs can get you killed.