(another draft trade/theft, this time from EosOfDawn - any non-Archonful decisions in formatting or design are probably because of them)
Maybe you deserved it - the bullet over the poker table, the knife in the alleyway. Or maybe no one deserves anything.
Skills: 1. Cattle Herding 2. Cattle Rustling 3. Knotwork
Items: Light Accursed Six-Shooter, Medium Blackened Levergun, all-black concealing outfit, 40ft. of hangman’s rope, 20 bullets, 2 Devil’s Gifts.
A: Dead//Quick, Contract, +1 to-hit
B: The Knight, Extra Attack
Dead//Quick
Dead: you do not need to eat, drink, breathe, or sleep. You are, in the literal sense, unkillable - while you can be maimed to immobility or nonfunction, you cannot die, and any injuries short of a lost limb repair themselves in the next new moon. In the presence of your Vendetta, that hated rival who killed you, and who you now live to kill, this flips to Quick.
Quick: you can die now, I’m sorry to say, but you lose that skeletal shamble and come back to life, almost - and you can move a lot faster when there’s no biology telling you what to do. You win initiative automatically.
Contract
Once your Vendetta, whether that’s one person or a dozen-man posse, are all in the ground, your time is up. One last choice - let your soul return to Judgment, dissolving to dust (and allowing you, the player, to make a new character already at template B, or template C if you have the B template in Revenant), or serve the Devil eternally as his Right Hand - no longer needing food or drink and always winning Initiative, but no longer regenerating and subject to repossession if your body is damaged beyond use. And, of course, the Devil has uses for an agent on Earth.
The Knight
It can be lonely, with only the desert to listen to. Whenever the sun does not shine, you can bring a horse, or something close to it, to you - an assemblage of bones and burning embers, as fast as any horse but never tiring.
And, by now, you’re starting to understand your situation. When your Vendetta dies, you don’t need to surrender, not to Heaven nor Hell - all you really need is another target. As long as you’re able to chain together new Vendettas with people who have greatly harmed you, you don’t need to rest. Your work is not yet done.
Devil’s Gifts
A second light Accursed Six-Shooter - anyone killed by it is sent directly to Hell, and its damage dice explode in a flare of hellfire.
Three sticks of dynamite - each one detonates completely silently and with a bitter green light.
Light bowie knife - in its reflection, everyone is a corpse, except you - you haven’t looked that healthy a day in your life.
Bullet with your own name on it. Whenever it’s fired, it comes right back to you, perfectly intact and ready to be recased - even if it has to go around corners or through walls to do it.
Holes in your own skeletal arm - you can whistle through them, and when you do everyone in earshot hears Absolutely Nothing.
Turquoise poker chip, theoretically worth $5,000.
Deck of 52 cards, all marked - no matter what, any game you play with them you lose. Pull ten of them and they’ll murmur about your future, then turn to ash. The two left over, I’ve heard, tell you if you’ll get into Heaven.
Midnight Brandy - smells unnervingly of meat. Whoever drinks it vomits up a near-mummified rattlesnake; it’ll follow your directions until the next dawn, at which point it will turn to dust.
An entire crew-served gatling gun, complete with 100 rounds of ammunition. Impossible to move without a horse, deeply illegal, generally inconvenient, but it’ll turn 25 rounds into a 3d6 damage hail in a 100’ cone.
Your own coffin, chained to your ankle. Takes up 5 slots when you carry it on your back but can store an extra 10 slots without encumbering you. The chain is exactly 6 cubits long (about 9 feet) and you get a bad feeling about breaking it.
Short, Sweet, and Cool as Fuck!
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