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 that 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 strange new Witches. Whether these are truly Blanchard's designs or original inventions has yet to be confirmed, but the damage they have inflicted thus far remains very real.
The sole inspiration. One day, I'll make a version that does her justice. The Gunwitch Class on Steam |
The Witch's Code
Your stock consists of haunted killers, born or built, who will not squirm at
the sight of a dying man.
They are the betrayed, the misanthropes, and the hungry. She does not
seek a kinder life, but vengeance against the names that torment her in
her dreams. Her judgement is swift, her sorrow a promise, and the heat
which emanates from one's heart is about the only thing standing between
her and a good night's rest.
Lead
Witches are solitary hunters. What few have been identified are often
found in the eastern provinces, hunting heads for coin and living off of
the land—you
hold an innate distrust for the cities. It is unlikely that you will
ever meet another one of your kind on the road. If you do, it will be to
collect their bounty.
If there exists a coven for your kind, it is well-hidden from The
Republic. Your sister-cousins fear your presence: they will tolerate you
for some time, only to rush you out the door again. Some, however, may
have need of your skills...
Starting Skill: 1) Bounty-Hunting 2) Distillation 3) Highway Robbery
R: touch T: a loaded gun D: until dispelled
- BLAZECAP - The target (and anything else within 5') bursts into flames on a hit. Burning creatures take 1d6 damage at the end of their turn unless they use an action to put themselves out. Combustible objects ignite.
- FAMILIAR'S PAW - Your firearm reloads itself, so long as you have the ammunition to do so.
- BISMUTH - In addition to your chosen target, you may attack up to two additional creatures within 10' of them with the same bullet. Only a single attack roll is made, compared to each target's defense.
- DOG TEARS - Anyone who can hear this shot when it is fired must check morale. The target always checks morale, even if it cannot hear the shot, unless they are incapable of doing so.
- REVENANT SWORD SHAVINGS
- Choose any point within range and draw a straight line from it in a
cardinal direction, where the length is equal to your firearm's range.
This is the path of your attack roll.
- BOOT VINE - Spaces within 10' of the target are considered difficult terrain on hit, and must Save vs Immobilization when moving outside that space, being pulled back in on a failure. Creatures larger than a horse have advantage on this save.
![]() |
I've given them an extra attachment, but no modular systems yet! "Voodoo Witch" by Daria Rashev |
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.
![]() |
Long Live The Reaper "Duchess of Death" by Calum Alexander Watt |
- Sixth Sense
R: personal T: a projectile targeting you hits D: n/a
Your eyes glint with a supernatural awareness, body twisting suddenly and of its own accord. The projectile misses. If it would have struck you automatically, reduce its total damage by [sum] instead. This only applies to projectiles: arrows and dart traps are okay, as well as giant swinging logs... probably. - Golden Gun
R: touch T: a loaded gun D:[dice] attacks
An object or creature damaged by this weapon is transmuted into a facsimile, with a 1" radius surrounding the wound (including belongings and flesh) becoming 2x [sum] GP in raw gold. Objects transmuted in this way are malleable, can be recombined with their original parts if held together, and revert to their original state after [dice] hours. - Serenity: A singular wound you've inflicted by your firearm bubbles and pops like a crucible. Over the course of [sum] hours, flesh and blood transmutes into lead—producing the same number of perfectly-shaped bullets.
- Black Powder Calling
R: touch T: a loaded gun D: [sum] hours
You grant [dice] firearms a soft independence, allowing them to levitate around your body—about as high or far as you are tall—at will. You can manipulate these weapons and fire them while keeping your hands free, but they must be reloaded manually. Each weapon is considered brandished for the duration. - Last Light
R: personal T: a loaded gun D: 8 hours
Outside of a dim flash of light, your next [sum] attacks are nearly imperceptible, producing no sound or smoke. - Dead Man's Latch
R: short T: a firearm D: until dispelled
Anyone but you who attempts to shoot the enchanted firearm finds its trigger impossible to pull. If you cast this spell using 3+ MD, you may have it explode in their hand at will, ruining the weapon in the process and dealing 1d6 damage to them. - Temerity: You cause an enchanted firearm to fire as an action, dealing X + [sum]
damage to whoever happens to find themselves on the wrong end of the
weapon. Ranges farther than point-blank require an attack roll, with
penalties appropriate to the GM. You can blow up the gun too, if
available, but this isn't necessary.
- Broom Closet
R: personal T: [dice] weapons D: permanent
You shunt [dice] weapons into an fold somewhere within The Other. These weapons remain in stasis for as long as you wish, but require that you use an action to retrieve them. - Temerity: As an action, you return [sum] weapons to your person, and can make a single attack with each against a target within range, assuming that your hands are free to do so.
- Do You Feel Lucky?
R: short T: a creature with [dice] HD or fewer D: n/a
So long as you keep your weapon trained on the target, they feel compelled not to move or act against you. You can command the target as an action to do either, although the target can Save vs Charm whenever you do so, taking an action of their own on a success. - Serenity: During a respite, you can influence [sum] hirelings with threaded hexes and a thinly-veiled threat of silence. Affected hirelings have +1 Morale for the next 24 hours, but gain a permanent -1 to Loyalty Tests.
- Battlefield Medicine
R: touch T: a creature D: [dice] hours
Target temporarily suppresses the results of a critical injury, or stabilizes them if they're unconscious. This doesn't allow you to regain lost fingers, or repair a lacerated eye(s), but it'll do enough to your pain receptors to keep fighting for a while.
- Scale Plate. If
you would be the victim of a critical hit, it becomes a regular hit
instead. The plate then cracks and becomes worthless. Great for
target practice. One slot.
- Mercury-Filled Telescope. This device was gifted to you by a pack of Steel Witches, who promised to call when your services were needed. Glimmering silver fluid sloshes against the lenses. For each increment outside of its range, an attached firearm gains +1 To-Hit.
- Silver Bullets. You can never be too careful. ¼ of a slot, equal to five pieces of ammunition.
- 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, or a regular amount in awkward conditions. Slot-neutral.
- 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.
- Cauldron. Doubles as a
cooking pot, so long as you remember to clean it out beforehand. Comes
with some neat wheels, otherwise two slots.
- 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' takes 3d8 damage, or half on a
successful Save.
- Speed Loader. 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.
*Bug* Spear? For bugs? What kind of bugs do you have out in Bromeilles that you need to kill yourself slamming a shaped charge on a stick into them?
ReplyDeleteGood question! While I haven't written much on the subject yet, you can check out the RAC post immediately after this one—A Bloody Silver Lining.
Delete