Update 2: The Six Orders
Hey, everyone! It's me, Maxie! Development on Gun-Witch: Lead, Thread, and the Dead is proceeding apace, so we want to start providing some more details on what you'll find in the finished book. Today, I'd like to tell you a bit about the six Gun-Witch Orders. Each of these sects has its own attitude, abilities, and - thanks to Ava Miranda - unique sigil!
THE WESTERN ORDER
The First Rotation, the beginning of gun-witchery, the Western Order is steeped in ancient history. Born from the ruins of the cult of Alran, the deity of Community who would be split in twain to become Father Steel and Mother Cordite, their long dusters, wide-brimmed hats, and seemingly-perpetual scowls are usually the first image summoned to mind for a Gun-Witch.
Western Gun-Witches are known for their reticence to kill - remembering that all members of a community are important to someone - and see the act of killing as a last resort. As a result, they focus heavily on the use of intimidation and trickery. But don’t get the wrong idea - nobody makes you dead faster, because Western witches are masters of the Quick-Draw. In addition, they use their knowledge of Alranic ritual to do things like shoot through someone to hit someone they’re socially connected to - shoot at a hired goon, kill his boss - and speak to the dead.
THE EASTERN ORDER
The first Gun-Witch sect to break off from what's now considered "Western," the Eastern Order focuses on technical mastery of gunplay and magic, as well as constant movement both on and off the battlefield. They also take pains to attune themselves to the Song of Steel - a sort of aura of violence and disconnection - which lets them sense the flow of battle even from afar.
Eastern witches are quick, agile, and exceptionally good at fighting other Gun-Witches. Shot Chaser allows them to teleport anywhere they can fire a bullet, while Dance of Death lets them counter any attack they can dodge. Other techniques let them curve bullets or reroute them mid-flight, foresee the course of battle, and fire illusory shots so convincing that they can fool even the cleverest opponent.
THE ORDER OF THE SACRED STITCH
Dedicated to helping the weak and punishing the cruel and corrupt, the Order of the Sacred Stitch is probably the most straightforward sect of Gun-Witches. In the aftermath of the war between the gods, the Divine has been separated from the rest of the world, and grown vile and corrupt. Only with the perfection of the Material world, they say, can mortals hope to reconnect with and purify the Divine world.
Stitchers are a terrifying presence in combat, tearing through barriers with Wrecking Ball, then shrugging off attacks and annihilating enemy weapons with their blessed Battle-Armor. But destruction alone cannot create a better world; thus, they can also call upon the goddess Defiance in order to protect or heal their allies.
THE SEVEN-MILE ORDER
The Seven-Mile Order is one of the youngest, but you wouldn’t know it. They see Spite as one of the most profound forces left in the world, especially because they believe the God-War has fundamentally broken the world. It’s only a matter of time until it comes crashing down, and so what matters most is what you do in those final moments. This makes the Seven-Mile one of the most rigid, traditionalist orders.
They’re known as fearsome snipers and survivalists, capable of shots impossible for anyone else - shooting someone in the eye from miles away, or the tiniest slat in armor. In addition, they can use powers such as Silence of the Grave to fire without leaving a trace, plant traps with Hook, Line, and Sinker, or rely on their extensive survivalist skills to turn the terrain and weather against their enemies.
THE ORDER OF THE BROKEN BOUNDARY
The youngest of the five playable orders, Broken Boundary thought was developed with the intent of synthesizing the older orders' teachings with its founder's own history as a duelist and artist. They also worship the crab-goddess Hope (formerly a terrible serpent formed of god's-blood and bone, bringing despair to all who crossed her path; she's chill now).
Unlike most Gun-Witches, Breakers carry a Sacred Sidearm for use in close combat. Their fighting style centers around manipulating enemies with moves like All Eyes On Me, which forces them to focus on the user, and creating spectacular explosions and plumes of fire whenever they get the opportunity.
THE ORDER OF WHAT YOU DESERVE
The self-billed and so-called “Final Rotation” is the only non-playable of the six Gun-Witch orders. The Order of What You Deserve believes in only two things: wealth and power. Those things are, naturally, granted to the faithful as a matter of course. Every other Gun-Witch order loathes them - particularly the Eastern Order, who hate them for warping their magical arts, trampling on their ideals, and soiling their reputation.
In battle, the Order of What You Deserve focuses first and foremost on lethality, and then on cruelty. Every fight is a chance to make an example of their enemies, and they revel in it; any other concern is secondary, the domain of their lessers. Their most feared technique is the Golden Gun, a spell that turns the flesh and blood of their victims to gold and precious gems. Modern Gun-Witches have counterspells for this scourge, but every order has horror stories about apprentices dissolving into coin before their eyes. And if you’re not a Gun-Witch?
Well, you’ll get what you deserve.
Get GUN-WITCH: Lead, Thread, and the Dead - A Weird West RPG
GUN-WITCH: Lead, Thread, and the Dead - A Weird West RPG
Master the mysteries of Shot and Shell
Status | Released |
Category | Physical game |
Author | Blackberry & Holly |
Tags | Tabletop, Tabletop role-playing game, weird-west, Western |
More posts
- Update 3: Release dateOct 11, 2022
- Update 1: Initial Playtesting CompleteJun 13, 2021
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