Best Left Buried: Cursed Cowboy Guns
Guns again? You betcha. This time they are all cursed. These weapons are made using the Cowboy Guns rules I made that can be found HERE Disclaimer: The first one is not actually a cowboy gun but it has the vibe.
Cursed Cowboy Guns
Rickett's Rage
Long Weapon
Description: Bits of bone, shrapnel, and the bloody rusted bayonet have become fused with this rifle. The bolt is broken and the barrel filled with holes yet the blade thirsts all the same.
Active Trigger: Spend 1d3 Vigour to feed the bayonet with blood or deal damage to an enemy with the bayonet.
Active Property: Shot of Malice. The weapon becomes Gunpowder Ranged and inflicts an injury regardless of the number rolled on the attack. After making an attack the weapon returns to normal.
Curse: Wits checks made to Escape are Impossible. Gain the Won't Back Down Affliction.
Affliction
Won't Back Down
Character Flaw
The Cryptdigger is a known hot head and constantly wants to challenge others to prove their own superiority. No insult is too petty for them to meet head on resorting to violence if necessary. Nothing is beneath the character if it means proving "them" wrong.
A character who Won't Back Down is terribly insecure and is quick to jump into a conflict if threatened. Retreat and humility or turning the other cheek are simply not an option.
Lucky's Last Call
Thrown Cowboy Gun
Description: A silver revolver with pearl grips and a golden sigil of the Goddess of Luck inscribed on the frame. Rotating the cylinder makes the sound of clinking coins and fills the wielder with devious ambition.
Active Trigger: Spend 1 Grip and spin the cylinder.
Active Property: Loaded Fortune. Before rolling the dice when you make an attack bet on the result of the dice. (I.E. Bet on 1-6.) If your right, you can add the number you bet to the damage of the attack. If your wrong, you take that amount of damage instead.
Curse: Gain the Gambler's Folly Affliction
Affliction
Gambler's Folly
Character Flaw
The Cryptdigger sees a life without risk as a life not worth living. And what is risk without a suitable reward? Though most Cryptdiggers are at least a little bit of the thrill seeking variety a Cryptdigger that embraces Gambler's Folly takes this to an uncomfortable extreme. The treasures which they unearth from the crypt are collateral for their next gamble while the lives of their fellows are bet upon just as easily as the next dice game.
The Afflicted has become desensitized to the routine horrors of the Crypt and must make every delve more arduous lest they become bored. Betting with coins or pride the Cryptdigger will risk it all believing their luck is bound to come back to around at some point. Whether they will remain alive long enough to see it remains to be seen.
Prophecy's Gambit
Ranged Cowboy Gun
Description: A handmade rifle carved from a diviner's staff and the bones of a great bird. The scope sees along the threads of fate that link all creatures, even your own.
Active Trigger: Spend 1 Grip and look through the scope at a creature or a sign of its passing.
Active Property: Prophetic Vision. See the current Mood and an Omen from the creature sighted.
Curse: Each time they use the Prophetic Vision Adaptation the wielder must succeed at a Will check or else become Stunned staring deeply into the threads of fate for 1 Round.
Last Rites
Long Cowboy Gun
A martyr's weapon made to defend the faithful from darkness. Failed when the darkness came from within.
Active Trigger: Spend 1d3 Grip and say a short prayer.
Active Property: Grave Warden. You deal double damage to the Undead and they are Against The Odds to attack you until the end of combat.
Curse: Warden's Oath. You cannot willingly harm the living.
Ward's Last Stand
Heavy Cowboy Gun
A steel forged coach gun unadorned with luxuries possessing a torn sling and battered stock. Indestructible, but left behind by those who could not see its quality.
Passive Trigger: When you lose Vigour in combat.
Passive Property: Gain Ironshelled and Hex-proof as long as you remain in the same zone. This Adaptation is lost if you move to another zone.
Curse: You take double damage from attacks made with the Upper Hand.
Affluence As Grip
In addition to the above I'm trying a new bit with the way Affluence works. In my game we run "Gold as XP" and have treasure items being worth additional Affluence (Abstracted coin in BLB.) based on their additional adjectives. I.E. A Shiny Golden Ring is worth 2 Affluence. In the setting we're playing in wealth has become synonymous with godliness. A capitalist theocracy ruled by divine dragons who promise metamorphosis in the afterlife to those who fill their hoards. So, what does that mean for our benighted Cryptdiggers?
Instead of spending Grip a Cryptdigger can spend Affluence by removing a positive adjective from a piece of loot and replacing it with a negative one. In this way they also hinder their own experience gains and ability to purchase useful items or equipment in order to stay alive or use their abilities. Haven't tested it yet but don't think it'll break anything as long as the consequences for being broke are tough enough. Anyhow, let me know if you try it out or something like it. Thanks for reading and have a great week.
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