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Blood-quenched SwordFront
An ancient blade of deep red bronze, its pommel etched with symbols like those that 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 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:
When you make the last mark, you unlock the Sword's mysteries; gain Unquenched (see reverse).
Reverse
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 step (a 6- becomes a 7-9; a 7-9 becomes a 10-11; a 10-11 becomes 12+). 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 +CON: on a 10+, hold 3 Speed; on a 7-9, hold 2 Speed; on a 6-, 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
Mark consequences as they apply.