The Blood-quenched Sword
Tags: close, +1 damage, 1 piercing, messy, magical
An ancient blade of deep red bronze, its pommel etched with symbols like those the Hillfolk use to decorate their drinking horns. It thrums in its scabbard, wanting nothing more than to be drawn and to burn like a fire, quenching itself in the blood of foes.
When you draw the Blood-quenched Sword, it leaps from its sheath before any present have time to even blink, and must spill blood before you can return it to its sheath.
When you spill your own blood in order to return the Sword to its sheath, take 1d4 damage (ignoring armor) and the scars from the cut never fade.
When you strike first in a fight with the Blood-quenched Sword, gain advantage on your first roll.
When you sheathe the Sword after using it to kill a living, bleeding foe, mark 1 — unless you have already done so since the last sunset:
Quenched: ☐ ☐ ☐ ☐ ☐
When you make the last mark, you unlock the Sword's mysteries; gain Unquenched (below).
Mysteries
UNQUENCHED
When you Clash with a living, bleeding foe with the Blood-quenched Sword, you may mark a Consequence to shift the result up one band (a bust becomes a success with no six; a success with no six becomes a success with a 6). You can do this only once per roll.
When you have marked 3 Consequences, you gain A Flickering Flame.
A FLICKERING FLAME
When you wield the Blood-quenched Blade and leap headlong into battle against multiple foes, roll:
- On a success with a 6, hold 3 Speed.
- On a success with no six, hold 2 Speed.
- On a bust, hold 2 Speed, and mark a consequence.
During this battle, you may spend Speed, 1-for-1 to do the following:
- Attack any number of foes within your reach; roll Clash once and apply the result to all of them, but roll damage separately for each foe
- Strike a weak point, ignoring your foe's armor
- Disengage from a foe you are fighting
- Name a foe on the scene but out of your reach; you cross the distance to them before any can react
When you stop fighting, lose all Speed.
Consequences
- You lose yourself in a blood-rage, no longer distinguishing between friend, foe, and bystander. When you attack the nearest living creature, you have advantage on damage rolls. When you attempt to stay your hand, roll: on a success with a 6, you do so, and can choose to calm yourself and end the rage with a few moments' focus; on a success with no six, you stay your hand, but must choose a different target for your rage; on a bust, attack without mercy or doubt.
- Pick someone who survives this battle (friend or foe). You are convinced that they covet the Blood-quenched Sword. Until you put them in their place, you are either dazed or miserable (your choice).
- Your instinct becomes "Paranoia: to accuse someone of plotting against or wanting to steal the Blood-quenched Sword, and do something about it."
- You can no longer sleep or rest without the Blood-quenched Sword at hand.
- You no longer gain sustenance from food. When you slay a living, bleeding creature with the Sword, hold 1 Sustenance (max 3). When you would consume a ration, lose 1 Sustenance instead.
- You can always ask the GM "Does this NPC disrespect me or intend to do me harm?" and the GM will answer honestly "Yes" or "No." If they answer "Yes," gain advantage to end their life and take disadvantage to do anything else.