Wednesday, March 10, 2021

Jericho Cross and Darkwatch Redeemer (Weird Frontiers)

Darkwatch is a forgotten weird west shooter from 2005. It stars Jericho Cross, an outlaw that robbed the wrong train. This caused him to be turned into a vampire and to be recruited by the Darkwatch, an ancient vampire-hunting organization. He is forced to join the organization and hunt the ancient vampire that turned him, Lazarus Malkoth. 

This game was fun and had style in spades. During the game you could choose to be heroic or villainous, which would alter your abilities. Sadly it never got a sequel. I think Jericho and the Darkwatch would be great additions to Weird Frontiers.


Jericho Cross: Init +5; Atk bite +4 melee (1d3+blood drain) or claw +7 melee (dmg 1d7+4) or Darkwatch Redeemer +7 missile (dmg 1d10); AC 18; HD 10d12; MV 30; Act 3d20; SP  un-dead traits, vampire traits (WF pg 759), blood drain (WF pg 759), regeneration 3/round; SV Fort +7, Ref +6, Will +7; WtL

Here are the stats for Jericho's gun... which are OP overall. 

Model                                Caliber      Type                Ammo       Damage    ROF    Load    Reload 
Darkwatch Redeemer     .44             Single                 Special         d10         2         24         1

The extremely powerful (and advanced) pistols are made exclusively by the gunsmiths of the Darkwatch. Like modern pistols, their ammo is found in clips. While it only takes a round to reload one of these guns, the only way to receive such ammo is to be granted it by the organization or take it from the cold corpses of its agents. The guns handles have silver blades that can be used in melee (and deal 1d6 damage).

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