TEXT: Gregorius 21778:  50 Ideas
  for Enchanted Modern Firearms 
  to be used in any OSR RPG
  with guns and wizardry
  by Kai Pütz © 2016 
  Version 1.0
  
  [ Legal & other stuff ]
  Created by:
   Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Weapons art by Skortched Urf´ Studios; used under license
  Page background art by The Knotty Works; used under license
  „Labyrinth Lord(TM) is copyright 2007-2011, Daniel Proctor. Labyrinth Lord(TM) and 
  Advanced Labyrinth Lord(TM) are trademarks of Daniel Proctor. These trademarks are used 
  under the Labyrinth Lord(TM) Trademark License 1.2, available at www.goblinoidgames.com
  Got no copy of Labyrinth Lord(tm)? Get it for free!
  http://www.goblinoidgames.com/labyrinthlord.html
  What in Earl´s name is this ?!
  It is a collection of 50 ideas for enchanted modern firearms, for use in any “old school” or “OSR” RPG. 
  No matter if you are playing some modern-dark-urban-fantasy game, magical post-apocalpytic game, a
  weird-fantasy-western or some kind of “cyborgs and wizards”, these ideas might help you as the GM
  when you want to put a new enchanted firearm into the hands of your players (or their enemies). 
  The product is meant to be compatible with as many of such games as possible, so there are not stats
  for the firearm itself but only the game mechanics for what makes it an enchanted weapon. In fact,
  each entry only suggests what weapon shall be used for it, and the one thing that you won´t find in this
  product is a “generic +1/ +2/ +3 weapon”. One of these weapons produces a spell-like effect, very much
  akin to the spells found in most OSR fantasy games. When in doubt, get the free copy of Labyrinth
  Lord(tm) (see link above), as these were the spells I used for reference.  Otherwise, the terms used to
  describe the effects and conditions under which they can be produced are rather self-explanatory.  If a
  a round (game time) is mentioned, the time span is a couple of seconds while a turn (game time) is
  about 10 minutes. 
  “Send lawyers, guns and money! The shit has hit the fan!” [Warren Zevon / “Lawyers, Guns and Money”]
  
  01# The Re-filler
  To be used with: any gun with an ammo clip
  Whenever the empty clip is removed and re-inserted into the gun, it magically fills up with bullets.
  If these are removed from the clip but are not fired, they will disappear within a minute. 
  02# The Thunderer
  To be used with: any automatic or high-caliber weapon
  When the weapon is fired (or fired full-auto), it generates an unbelievable loud, thundering noise
  that leaves the ears of those nearby ringing. Everyone withing 50 yards but the shooter needs to
  pass a Saving Throw vs. Stun/Paralyze or will be stunned at the beginning of their next turn. 
  03# The Rager (Cursed)
  To be used with: any full automatic weapon
  When fired at full auto, the shooter needs to pass a Saving Throw vs. Magic or will continue to fire
  full auto till the clip is empty.
  04# The Uncovering
  To be used with: any gun with a scope
  While looking through the scope the shooter is able to see in the dark, through fog and smoke and
  will even see things that would otherwise be invisible due to magic, mental powers or advanced
  cloaking technology. 
  05# The Ghost-Gun
  To be used with: any weapon
  The weapon fires phantom rounds that pass through objects and hurt the very soul, but dissolve
  quickly while released into the real world: the range is reduced to 1/3 of what it normally would be,
  but walls, cover  and armor is ignored by it. In addition, the phantom rounds can harm and kill
  ghosts and other undead.
  06# The Bringer of Panic
  To be used with: any pistol or revolver
  When used in a duel, the opponent cannot draw quicker than the character unless a Saving Throw
  vs. Magic is passed.
  07# The Watcher
  To be used with: any pistol or revolver
  As long as the weapon is worn secured in its holster, the wearer cannot be surprised.
  08# The Guard-Your-Back
  To be used with: any weapon
  Somebody who wants to shoot the wearer of this weapon in the back must pass a Saving Throw vs.
  Magic, otherwise the attack is not possible. The Saving Throw can be repeated once each turn. 
  09# The Attention Raiser
  To be used with: any weapon
  If the character shoots into the air before addressing people with a speech or announcement, she
  may re-roll any test to sway peoples opinion once.
  
  10# The Bulletstorm
  To be used with: any full automatic weapon
  If the weapon is used for cover fire, those targeted by it need to pass a(n additional) Saving Throw
  vs. Stun/Paralyze  if they want to do anything besides taking cover. 
  11# The Slayer
  To be used with: any weapon
  If the name of the target  is scratched into the side of the bullet that is fired at it, the shoot may re-
  roll a failed attack once and may re-roll the damage dice of a successful attack once (but must keep
  the second result). 
  12# The Peacekeeper
  To be used with: any weapon
  When the weapon is placed onto a table, anybody sitting at this table who wants to reach for a
  weapon must first pass a Saving Throw vs. Magic or will be unable to do so. 
  13# The Finalizer
  To be used with: any weapon
  A person that was killed with this weapon cannot be brought back from the dead, regenerate or
  reincarnate, no matter what.
  14# The Hunter
  To be used with: any hunting rifle
  If used during a hunt, the wearer may re-roll any test to acquire food by hunting wildlife 
  once. 
  15# “Sleep Save”
  To be used with: any pistol or revolver
  A character that keeps this weapon near her head while sleeping (e.g. under the pillow) cannot be
  surprised in her sleep. The character will wake up immediately and will be wide awake and “ready”.
  16# “Truth or Death”
  To be used with: any six-shooter
  If the character uses this gun to play “Russian Roulette” with a captive and asks him a question
  IMMEDIATELY she pulls the trigger, the captive will answer the question truthfully (if possible:
  what one does not know one cannot tell, and there is a 1 out of 6 chance that the captive will end
  up shot). 
  17# The Faithful
  To be used with: any weapon
  The weapon will leap into the characters hand when she thinks about it,  from up to three yards
  away as long as it is not restraint in some way. 
  18# The Teleporter
  To be used with: any weapon
  Once a day the weapon can be used to teleport the shooter to a certain, prepared point. That point
  is created by the shooter firing the weapon straight towards the ground. The bullet will disappear
  on impact (instead of digging into the surface or ricocheting from it) and the next time the shooter
  fires the weapon straight up into the air with the intend to teleported, she will be magically
  transported to that point. An old “point” is “erased” by creating a new one.
  
  19# The Regenerator
  To be used with: any weapon
  The shooter regains a lost hit point for each successful attack against a living target.
  20# Death/Wish
  To be used with: any revolver
  Once a day the shooter can ask a Wish by playing Russian Roulette using the weapon: the character
  asks the wish, puts the gun to his head and pulls the trigger. Either the wish is fulfilled or the
  character is dead (1 out of 6 chance for the latter).
  21# The Cloak
  To be used with: any weapon
  Once per day the shooter may turn Invisible on the over-next round after firing the weapon, for the
  duration of one turn.
  22# The Firespitter
  To be used with: any weapon
  Once per day the weapon can fire bullets surrounded by blazing, hellish flames for one turn. These
  bullets do twice the damage, count as a magic attack and will ignite flammable objects. The effect
  is triggered by the shooter yelling the phrase  "BURN IN HELL!"
  23# “Knock-Back”
  To be used with: any weapon
  Any human (or similar sized target) that is hit by a successful attack with this weapon must pass a
  Saving Throw vs. Magic  or will fly backwards 1d3 yards and fall prone.
  24# The Feel of Death
  To be used with: any weapon
  After a successful attack with this weapon the victim must pass a Saving Throw vs. Magic.
  Otherwise the character will believe to be dead, drop down and stay “dead” for the next combat
  round. 
  25# The Killing Spree
  To be used with: any weapon
  After a successful attack against a target the shooter may re-roll one attack in the ongoing turn.
  This effect does “stack”, but no attack may be re-rolled twice this way. 
  26# The Marksman
  To be used with: any rifle
  The shooter is not suffering from penalties for shooting at small targets.
  27# The Rifleman
  To be used with: any rifle
  The shooter does not suffer penalties for shooting at long range, as long as the target is within the
  effective maximum range of the weapon and the shooter is able to see the target.
  
  28# The Featherweight
  To be used with: any large weapon
  The weapon has no weight when picked up and the shooter is not effected by any recoil when firing
  the weapon.  If carried in any other way than holding it in one or both hands, the weapon has the
  regular weight of its type and size. 
  29# The Shapechanger
  To be used with: see below
  The weapon has three different forms and once per day the shooter my have it to change into
  another form immediately. The three forms are that of a half-automatic pistol, of a sub machine
  gun and that of a half-automatic sniper rifle. The ammo clip does not change with it and is
  automatically ejected by the weapon before the change. 
  30# The Silent
  To be used with: any weapon
  The weapon makes no sound when fired.
  31# The Relentless
  To be used with: any weapon
  As longs the weapon is worn on person the wearer cannot lose conscious or fall asleep, but will
  suffer all the regular negative effects of exhaustion. 
  32# “Revelation”
  To be used with: any weapon
  When aimed at a character, the weapon reveals the driving motivation of the target to the shooter. 
  33# “Slow-Motion”
  To be used with: any weapon
  Once per day, when a bullet is fired everything around the shooter may reduce anything around
  him slow motion. The shooter herself cannot act any quicker with the exception of her eyes and her
  mind. The character thereby has enough time to inspect anything in her current field of view and
  to make plans for her next move. At the beginning of the next turn the shooter automatically gains
  the highest Initiative that is possible for the character and two re-rolls for her next action. 
  34# The Phantom Shooter
  To be used with: any weapon
  Once per day the wearer of the gun can cloak herself with an illusionary disguise for up to six
  hours by kissing the weapon. While the general appearance (height and build) is not altered, the
  character otherwise looks like an androgynous, faceless and hairless phantom clad in in a black
  suit, a long black overcoat and matching, wide brimmed hat. 
  35# The Tormentor
  To be used with: any weapon
  The soul of a character killed by the gun can be brought back by the shooter for questioning, for 1
  minute. The soul that is torn back from death is in great pain and confused, but those who had a
  strong will in life might resist to reveal their secrets even after death (GM´s choice). 
  
  36# The Viper
  To be used with: any weapon
  The bullets the weapon fires dissolve once the enter the body of a living target (half damage) and
  lead to a potentially fatal poisoning. The victim must pass a Saving Throw vs. Poison. If this is
  failed, a Saving Throw vs. Death must be passed or the target dies at the beginning of the next
  round. 
  37# The Brutalizer
  To be used with: any weapon
  The shots of the weapon create horrible exit wounds. The victim of a successful attack must pass a
  Saving Throw vs. Death or will suffer half of the damage of the initial attack in addition to it. 
  38# “Freeze”
  To be used with: any weapon
  Once per day the shooter may stun a target for 5 rounds by threatening it with the gun while
  shouting  "Freeze!" at it. The target may reduce this effect to 1 round by passing a Saving Throw vs.
  Paralyze/Stun. If the target is harmed while being under the effect of “Freeze”, the shooter may not
  use the weapons ability for the next 2d6 days. 
  39# The Seeker
  To be used with: any pistol or revolver
  Once per day, the character can determine the rough location of somebody, something or some
  place she is looking for by putting the gun to the ground, stating what she is searching for and
  spinning it. At the end, the barrel of the gun will point into the direction of [whoever or whatever
  the character is searching for]. 
  40# The Watchmen
  To be used with: any rifle
  When the character knocks the rifle but against the ground three times before taking up watch in a
  camp or any other location, the chances for a random encounter on her shift are reduced (if a dice
  roll indicates an encounter, that dice roll needs to be repeated once). 
  41# “Jealous Lizzy (cursed)”
  To be used with: any weapon
  The gun grants the shooter a re-roll on each damage roll, but the second result is binding.  When
  the character uses her charms on somebody, no matter for what reason, the gun loses its power
  and the shooter needs to re-roll the first successful attack of each combat once (till the end of the
  next day).
  42# The Waymaker
  To be used with: any weapon
  Once per day the shooter can make a material barrier (a wall, a bulkhead, etc) passable for one
  minute by shooting at it once. While the wall does not turn insubstantial, all living beings may pass
  through it for a minute like it would be. The appearance of the barrier will not change during this
  time.
  
  43# The Dimensional Pocket Gun
  To be used with: any small pistol or revolver
  If the weapon is put into a pocket of any it could fit into, it actually disappears into a a pocket
  dimension. Only the person that put it in can pull it out again, and do so whenever she wants.  If
  this person dies with the weapon still in the pocket dimension, the weapon will materialize inside
  the pocket.
  44# The Bloodfright
  To be used with: any weapon
  If the gun is used to shoot somebody, that person´s brother, sister, father, mother, son and/or
  daughter are unable to attack the shooter without passing a Saving Throw vs. Magic first. The
  Saving Throw may be re-rolled once per turn. 
  45# “Blood Money”
  To be used with: any weapon
  In the mouth of every person that was shot with this weapon, a [silver piece] can be found. 
  46# The Decomposer
  To be used with: any weapon
  The body of every living being that is shot with this gun decomposes completely within 15
  minutes. 
  47# The Deathdealer
  To be used with: any weapon
  The shooter can bring a death-curse upon a victim of each of its attacks by saying "Die!" right
  before pulling the trigger.  If the shot hits, the target must pass a Saving Throw vs. Death. On a
  success, the target suffers damage as usual, on a failure the target dies instantly. If the target
  becomes the victim of the death curse,  the shooter reduces her maximum hit points by one
  permanently.  This  power  does  not  work  against  the  undead  and  certain  other,  mighty
  creatures/NPC (GM´s choice).  
  
  48# The Intimidator
  To be used with: any weapon
  Once per day the character may give a single, short command to a person she is threatening with
  the gun. If the victim is not passing a Saving Throw vs. Magic, she will obey unless it is completely
  suicidal command. 
  49# The Shadow-Crow
  To be used with: any pistol or revolver
  Once per day the gun can be turned into a crow made of shadow that will stay near the shooter and
  watch over her. While the creature guards her, the character cannot be surprised. The shadow-crow
  cannot be harmed by mundane means, but cannot exist in direct sunlight. If it is somehow
  destroyed, the gun is gone as well. The gun can be kept in the form of the shadow-crow as long as
  the shooter desires, but it can only be changed into it once per day. 
  50# “Fatal Attraction”
  To be used with: any weapon
  If the gun is used to kill a truly loved one of somebody in that persons plain sight (husband/wife,
  boyfriend/girlfriend or “secret love”), the attraction will magically be turned to the shooter within a
  turn. The victim of this magic is unlikely to understand her new feelings, and might deem herself
  insane but cannot fight the spell she is under unless the shooter abuses her in any way (in which
  case a successful Saving Throw vs. Magic will break the spell). 
  
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Equipment and Treasure/LL - 50 Ideas for Enchanted Modern Firearms (LL, OSR).pdf