Thursday, April 25, 2024

Primer Burn And Hot Lead Bubble (GLoG Class: Lead Witch)

Firearms are an oddity in Bromeilles. While handguns and long guns do exist in some real capacity, their construction is both tedious and unique to its builder, with only a few standardized designs known to exist, such as the designs of Quentin Blanchard—an acolyte to the late Gisèle de Roy. These remain closely guarded secrets. Thus, the vast majority of guns discoverable on the continent (how few they are) are hack-jobs: volatile stone-throwers pushed from the Twin State's scrap-works.

In the century since Blanchard's death—a wound self-inflicted—The Republic has only visited his compound on the island of Courrisaunt a singular time. Blanchard's ideas were long thought buried with him.

But there are whispers that the old workshop has been robbed. Unusual new firearms have been spotted across the continent, not en masse but in worrying numbers, and all lie in the possession of Witches. Whether these are truly Blanchard's designs or original inventions has yet to be confirmed, but the damage they have inflicted remains very real.

https://steamuserimages-a.akamaihd.net/ugc/2451719238519516594/814F88E876CF660B16867895DF24D139F4F58B59/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
The sole inspiration. One day, I'll make a version that does her justice.
The Gunwitch Class on Steam

Lead Witches are solitary hunters. If there exists a coven on the continent, it is well-hidden and unacknowledged by The Republic. Their stock consists of natural killers, born or built, who will not squirm at the sight of a dying man. They are the unwanted, the misanthropes, and the hungry. The Lead Witch does not seek a kinder life, nor does she wish vengeance upon an entity. Her wishes are swift, her sacrifice is pain, and the heat which emanates from one's heart is about the only thing standing between her and a good night's sleep.

THE LEAD WITCH
+1 Magic Dice per Template
Starting Skill: 1) Bounty-Hunting 2) Distillation 3) Highway Robbery
Starting Equipment: One light pistol (1d8, two shots), One light pistol OR medium breaker (1d6, one shot, 15' cone) OR heavy rifle (2d6, one shot) Traveler's Greatcoat (as leather), A Tool of the Trade.
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A – Hex: Prime
B – Caustics Make The Flesh-Men Cry
C – Sixty-Palmed Trigger, +1 Tool of the Trade
D – Invocation: Cold, Bitter & Sweet

Hex: Prime
R: touch T: a piece of ammunition D: until dispelled I: 1x MD
You imbue a bullet or load of shot with foul purpose. This ammunition is considered magical and deals [sum] additional damage.
 
Hollow-points implode. Pellets spread into deliberate patterns. Wounds reach through flesh like cracks in glass, and the holes left behind leak brambles.

Caustics Make The Flesh-Men Cry
The wounds your armaments inflict exact pain unlike anything this world has ever seen, excluding what you've already put in them. You can make ten rounds of pistol ammunition (or half-as-many for a larger caliber, like a rifle or shotgun) in approximately eight hours of work, so long as you're given enough space and security to be uninterrupted. This can be done either over the course of several sessions or all in one sitting—pull an all-nighter, why don't you?
 
Additionally, you can imbue unfinished ammunition with unique properties using Hex: Prime. Cursed ammunition remains magical in nature, but instead inflicts one of the following effects, determined by you when you construct the round. These rounds can be loaded normally into your firearms, activating on an attack of your choosing.
 
Ammunition modified with this feature, like Hex: Prime, require your MD to function. Don't worry, though: these are returned to you once they're fired!
 
Cursed Ammunition:
  1.  BLAZECAP
    • A faint light emanates from the inside of your gun. It whispers to be heard, then sneezes all over your target as they're set alight. On hit (or miss within 10'), target must Save Vs. Burning. Burning creatures take 1d6 damage each turn and cannot heal until they're put out, either as an action or through traditional means. Obviously, you cannot burn incombustible things... can you?
  2.  FAMILIAR'S PAW
    • There exists a cleverness to this one: alien satisfaction for a job well done. An attack with this round completely reloads the weapon it's fired from, so long as you have the ammunition to fill it.
  3.  BISMUTH
    • Your round splits, bends or stretches beyond reason. In addition to your chosen target, you may attack up to two additional creatures within 10 feet of them with the same bullet. Only a single attack roll is made, compared to each target's defense.
  4. DOG TEARS
    • These rounds, rightfully, scare the living shit out of whoever is near them. Creatures that can hear you fire must Save vs. Fear, but become immune to its effects for a week on a success.
  5.  REVENANT SWORD SHAVINGS
    • Your round vanishes into thin air, then re-emerges from another location of your choosing in a straight line. Make an attack roll against the first creature this line meets, which ignores directional defenses such as cover and shields. The maximum possible range of this location (and the subsequent attack) is equal to the firearm's range.
  6.  TOO MUCH TO DRINK
    • Surprise me. Roll 1d6 when you fire this round to determine its effect. If the result is a 6, roll twice and take both effects. Additional 6's are re-rolled. 
https://cdnb.artstation.com/p/assets/images/images/013/881/731/large/daria-rashev-daria-rashev-dealer.jpg?1541506462
If I do this again, I'm definitely giving them some sort of modular weapon system
"Voodoo Witch" by Daria Rashev

Sixty-Palmed Hammer
Whenever you use your action to Cast a Spell, Interact with the environment or make a Skill check, you may fire a one-handed firearm you are brandishing immediately afterwards. If your action is used to make an Attack with a firearm instead, you may make an additional attack with that weapon.
 
A brandished firearm is either currently in your hands or readily accessible. Thus, a revolver in a hip holster or atop the countertop before you is considered valid, but the one stashed away in your backpack or at the bottom of your boot is not (assuming your boots are still on).

Invocation: Cold, Bitter & Sweet
Requirements: the corpse of your victim's hero, a shield made from human hair, seven days
Duration: until dispelled (set the body ablaze)
Description: Obtain the corpse and slather it in honey. Place those remains in a barrel filled with syrup, molasses, or another viscous fluid, then seal the barrel shut with your shield. After seven days of fermentation, impale one or more iron rods into the barrel—one Magic Die per rod.
 
For each Magic Die invested into the ritual, your victim's next wound will refuse to heal, preventing them from regaining hit points equal to the damage taken. Healing aids will be applied, scar tissue will begin to form, but these wounds will remain open and bloody and agitated for as long as the invocation remains.
 
At the bare minimum, this health reduction is equivalent to the average of one of the victim's Hit Dice per MD. Of course, losing a limb in this situation would be far, far worse. For them.

Lead Spells
  1. Sixth Sense
    R: n/a T: self D: n/a
    If a projectile would hit you, you can choose to avoid it instead, or roll Defense if it would have struck automatically. This only applies to projectiles: arrows and dart traps are okay, giant swinging logs are arguably fine too, but pitfalls are not.
  2. Golden Gun
    R: touch T: a loaded gun D:[dice] attacks
    Your enchanted firearm glistens in the sunlight, but distorts into geometry in the dark. A creature killed by this weapon transmutates, with anything in a 6" radius surrounding the killing blow (including belongings and flesh) becoming 2d4 + [dice] in raw gold. This material reverts in a degraded state after 24 hours. 
  3. Black Powder Calling
    R: touch T: a loaded gun D: [dice] hours
    You grant one of your firearms a soft independence, allowing it to levitate around your bodyabout as high or far as you are tall—at will. You can manipulate the weapon and fire it while keeping your hands free, but it must be reloaded manually. This weapon is considered brandished for the duration.
  4. Did You Hear That?
    R: instant T: [sum] pieces of ammunition D:n/a
    Outside of a dim flash of light, your next [sum] attacks are nearly imperceptible, producing no smoke or sound.
  5. Feelin' Lucky?
    R: 20' T: a creature of [dice] HD or fewer D: until dispelled
    If threats of physical violence won't work, then a combination of physical and spiritual violence might just do the trick. You gain a [dice] bonus to relevant "persuasion" checks and intimidation attempts against the target, so long as you keep your sights (literally) trained on them. If they didn't hate your guts before, though, they definitely do now. 
  6. High Gaze
    R: sight T: a creature with equal or more HD than you D: [dice] rounds
    Clocks strike at the Witching Hour wherever you go. A bird falls from the sky when this spell ends at the end of your turn: at that moment, both you and the target must immediately make an attack with a ranged weapon. For each prior turn spent (up to [dice] rounds) without taking the Cast a Spell or Attack action, the attacker deals an additional 1d8 damage. If the target is out of sight when this spell ends, only you take that damage.

Tools Of The Trade
  1. Chitin Plate. If you would be the victim of a critical hit, it becomes a regular hit instead. The plate then cracks and becomes worthless. Also good for target practice.
  2. Pixie Flytrap. Not as bad as it sounds; a catch-and-release system for nature spirits. +2 MD, but can only be spent on your cursed ammunition. Two slots.
  3. Silver Bullets. You can never be too careful. half a slot, equal to five pieces of ammunition.
  4. Hand-Loading Kit. A heavy-duty satchel covered in webbing and hidden pockets. Fashionable, too. You can produce twice as much ammunition using this kit. Slot-neutral.
  5. BY LORD'S DOOR. He is a stubby, light rapier (+1), stained dark with soot and gunk. Deep pink scars are all that remain of the surface of this once decent blade. Coughs incessantly, but thumbing the pommel seems to help.
  6. Cauldron. Doubles as a cooking pot, so long as you remember to clean it out beforehand. Comes with some neat wheels, otherwise two slots.
  7. Bug Spear. For emergencies, big game, or emergencies caused by big game. A heavy spear that, once primed as an action, explodes upon contact with a solid object. Everything within 10 feet takes 3d8 damage, or half on a successful Save.
  8. Mag Pull. In terms of availability, you're probably one of the continent's lucky few. In fact, you probably made it yourself. Acts as an effective +2 to one of your gun's capacity.

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