Handy Artifact · Cursed Gadget · Wild West 1800s
The Devil's Revolver
Demon-forged, blood-fed, irreplaceable — a relic of wickedness loosed upon the world
Color Key — Base Cost Enhancement Impose Disadvantage Attribute Penalty Follow-Up Delivery Gadget Limitation Power Modifier Limitation
A demon imbued this revolver with evil intent sometime in the 1700s and let it loose to create chaos. It passed through generations of your family, driving each wielder to madness and ruin. The gun draws blood from whoever holds it — forming solid blood bullets with each pull of the trigger. The demon within is fickle and wilful. Displease it, and the gun turns against you.
Damage
6d+3
piercing (pi)
Armor
÷2
target DR halved
Accuracy
+4
to Guns (Pistol)
Ammo
costs 1 HP/shot
I
Innate Attack — The Blood Bullet
7 pts
Piercing (pi) — 6d+3
6.9 dice × 5 pts/die = 34.5 → 35 pts base
Base Cost
35 pts
Armor Divisor (2)
Target's DR is halved before damage is applied
Enhancement
+50%
Accurate +4
+4 bonus to Guns (Pistol) skill on attack rolls
Enhancement
+20%
Follow-Up → Affliction 4
Curse rides the wound. Costs +0% because the carrier has no relevant modifiers from the Follow-Up list
Follow-Up
+0%
Breakable
DR 16-25 (-5%) + machine (-5%) + cannot repair (-15%) + SM -4 (-15%)
Gadget Lim.
-40%
Can Be Stolen
Can only be taken by stealth or trickery
Gadget Lim.
-20%
Unique
Irreplaceable — character points lost forever if permanently gone
Gadget Lim.
-25%
Spirit
Demonic source. Includes Fickle reaction roll + Required Disadvantage. See Section III
Power Mod.
-25%
Corrupting
Each use adds Corruption to the wielder's soul (track per GURPS Horror)
Limitation
-20%
Costs Hit Points 1
Each shot costs the wielder 1 HP — blood drawn to form the bullet
Limitation
-20%
Enhancements Total
+70%
Limitations Total
-150%
Net (-80% cap) → Final
35 × 0.20 = 7 pts
II
Affliction 4 — The Curse in the Wound
8 pts
Delivered automatically via Follow-Up when the blood bullet hits and penetrates DR. The target rolls HT-4 to resist — DR gives no bonus to this roll (Follow-Up bypasses it). On failure, all four effects below activate simultaneously and last 1 minute per point the target failed by.
Affliction 4
Target resists at HT-4. Each level imposes -1 to the resistance roll (4 × 10 pts = 40 pts base)
Base Cost
40 pts
Follow-Up
Affliction is the Follow-Up attack. Rides the Innate Attack — no independent attack roll or range needed. Costs +0% because carrier has no relevant modifiers
Follow-Up Delivery
+0%
Easy to Kill 5 — Impose Disadvantage
Target gains Easy to Kill 5 for the duration. -5 to all HT rolls to survive at negative HP or where failure means instant death. Cost: +1% per point the disadvantage is worth (5 × -2 pts = -10 pts = +10%)
Impose Disadv.
+10%
Vulnerability ×2 Piercing (Common) — Impose Disadvantage
Target gains Vulnerability (Piercing ×2) for the duration. All piercing wounds deal double injury after DR. Subsequent blood bullets are devastating. Cost: +1% per point the disadvantage is worth (-30 pts = +30%)
Impose Disadv.
+30%
Attribute Penalty — ST -2 and HT -2
ST and HT each reduced by 2 for the duration. Reduces lifting, damage, and all HT-based rolls including further resistance rolls. Cost: +5% per -1 to ST or HT (4 × 5% = +20%)
Attr. Penalty
+20%
Attribute Penalty — DX -1
DX reduced by 1 for the duration. -1 to all DX-based skills including attack and defense rolls. Cost: +10% per -1 to DX
Attr. Penalty
+10%
Breakable / Can Be Stolen / Unique / Spirit / Corrupting / Costs HP
Same gadget limitations as Innate Attack — gun controls access to this curse
All Lims.
-150%
Enhancements Total
+70%
Limitations Total
-150%
Net (-80% cap) → Final
40 × 0.20 = 8 pts
Impose Disadvantage
Easy to Kill 5
-5 to every HT roll to survive at negative HP. Wounds that would normally be survivable become fatal during this window.
Impose Disadvantage
Vulnerability ×2 Piercing
Every piercing wound deals double injury after DR. Each subsequent blood bullet hits twice as hard during this window.
Attribute Penalty
ST -2 / HT -2
Reduced lifting capacity, reduced damage rolls, -2 to all HT-based rolls including further death checks and resistance rolls.
Attribute Penalty
DX -1
Impaired coordination. -1 to all DX-based skills including weapon attacks, defenses, and physical maneuvers.
III
Spirit Reaction — The Demon's Will
Before each use of either ability, the GM makes an unmodified reaction roll (3d). No Talent bonus, no reaction modifiers apply. Repeated attempts within one hour add -1 cumulative to the reaction roll per attempt. Resets after 1 full hour without use.
19+ Excellent Ability activates normally. +2 to the attack roll.
16–18 Very Good Ability activates normally. +1 to the attack roll.
10–15 Neutral Ability activates normally. No modifier.
7–9 Poor Ability refuses to activate. The trigger is pulled but nothing fires. 1 HP is still paid — the blood was already drawn.
3–6 Very Bad The gun turns against the wielder. GM decides the effect — the attack may blast the wielder, the curse may afflict the wielder, or something worse. 1 HP is still paid.
IV
Per-Shot Combat Sequence
1 Spirit Reaction Roll — GM rolls 3d unmodified. Apply result from Section III before proceeding.
2 Pay 1 HP — mandatory regardless of outcome. Even a refusal or a backfire costs the blood price. The demon feeds either way.
3 Attack Roll — roll Guns (Pistol) skill ± reaction bonus from Step 1. Target may only Dodge (ranged attack).
4 On Hit — Apply DR — halve the target's DR (Armor Divisor 2). Roll 6d+3 piercing damage and subtract halved DR.
5 Follow-Up Check — if the bullet penetrated DR (dealt any injury), the curse automatically triggers. Target rolls HT-4 to resist. DR gives no bonus to this roll.
6 On Curse Failure — all four effects activate simultaneously: Easy to Kill 5, Vulnerability ×2 Piercing, ST/HT -2, DX -1. Each lasts 1 minute × margin of failure on the HT-4 roll.
7 Corruption — GM records Corruption for the wielder. Track accumulation per GURPS Horror pp. 146-148. This is how the gun drives wielders to madness over time.
Rules Sources — Basic p.61 Innate Attack Basic p.102 Armor Divisor Basic p.105 Follow-Up Basic p.35 Affliction Basic p.116-117 Gadget Lims. PU8 p.12 Costs HP PU8 p.12 Corrupting Powers p.27-28 Spirit Powers p.110 Fickle Horror p.146-148 Corruption