Gunslinger, a Dungeon World playbook

August 3, 2017 | Author: 404goon | Category: Projectile Weapons, Military Equipment, Projectiles, Military Technology, Firearms
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Short Description

This is a free gunslinger class for the Dungeon World RPG...


Dwarf: Arvin, Herm, Keme, Nona, Tagun, Kina, Owan, Gloric, Moira Human: Hugh, Bart, Ash, Doc, Anne, Kitty, Nancy, Marion, Rose, Jesse, Vincent

Cold eyes, Dead eyes, or Eye-patch Bandanna, Black mask, or Bad-ass hat Long coat, Old military uniform, or Foreign clothes Lean body, Grizzled body, or Long shanks


Alignment o Lawful

This is my Boom -Stick!

Bring a criminal to justice.

You posses a unique firearm. Only you can use this gun; it will not function for anyone else. Your gun has 2 weight, near range, ignores armor, and the following two tags: Loud: It makes a lot of noise when you fire it Reload: It takes a few seconds of uninterrupted focus to reload

o Neutral Solve someone’s problem without getting emotionally invested.

o Chaotic Charge headlong into danger without a plan.

Race o Dwarf Your gun is especially sturdy. It only takes you a few seconds to clean it after a misfire.

o Human You’re no stranger to violence, even before you took up your gun. Your damage die is d8.

Choose two upgrades for your gun: o Buckshot: Add messy o Double-barreled: Add +1 damage and forceful o Longarm: Add far range and two-handed, +1 weight o Compact: -1 weight o Scope: You can make a Called Shot with your gun as per the Ranger move o Full-Metal Jacket: Your gun only misfires on double 1s o Bayonet: Add close range, and you can Hack and Slash with your gun Choose a look for your gun: o Gears, clockwork, and steam o Eldritch machinery o Sleek and well-made o Old and well-worn o Fancy and ornate

I once had ______________ in my sights, but I let him live.

When you fire your gun and you roll double 1s, 2s, or 3s, your gun misfires, take -1 ongoing to any action involving firing your gun until you spend several minutes cleaning it. This does not affect the results of your shot.

I made a promise to ______________ that I haven’t yet kept.

Gunman’s Oath

Fill in the names of your companions in at least one:

______________ and I fought together once before, and one of us bears a scar from it. ______________ helped me get out of some serious trouble; I need to return the favor some day.

When you make a solemn promise to fulfill a deed for someone else, hold 3 Focus. You may spend 1 Focus to: • Increase your gun’s range for one shot (near becomes far, far becomes really far) • Deal +CHA damage forward • Take +2 armor forward • Shake off any fear or an effect controlling or manipulating your mind • Restock 1-ammo When you suffer a significant setback in the pursuit of keeping your promise or when you resolve a Bond, hold +2 Focus. When you keep your promise, lose any remaining Focus you hold and mark XP. If you fail to keep your promise, lose any remaining Focus you hold and take -1 ongoing to any actions that involve using your gun until you redeem yourself.


Your load is 9+STR. You start with dungeon rations (5 uses, 1 weight), your gun, and a bag of bullets (3 ammo, 1 weight). Choose three: o A bag of bullets (3 ammo, 1 weight) o Leather armor (1 armor, 1 weight) o Bandages (3 uses, slow, 0 weight) o Adventuring gear (5 uses, 1 weight) o Long knife (hand, 1 weight) o Antitoxin (0 weight) o 6 coins

(A bag of bullets costs 5 coins, comes with 3 ammo and has 1 weight. If a bag of bullets ever gets soaked in water, lose 1 ammo from it.)

When you gain a level from 2-5, choose from these moves.

When you gain a level from 6-10, choose from these moves or the level 25 moves.

o Dead Man’s Trigger Nothing can make you drop your gun, but it can still be forcibly taken from you. If you are reduced to zero HP, you may fire your gun one more time before you take your Last Breath.

o Jim Bridger

o A New Sherriff in Town When you make a Gunman’s Oath you hold 4 Focus instead of 3.

o Bullet Time

When you regale people with tall tales of adventure, you don’t need to spend 100 coins to make the Carouse move.

Requires: Quick Draw You gain +2 armor against ranged attacks. When you Defy Danger with your quick reflexes you cannot get a 6-, treat that as a 7-9.

o More Dakka!

o Bulls-Eye

When you fire your gun, you may spend 1 ammo to deal +1d6 damage. If you do, that gunshot is really, really loud.

When you fire your gun, on a 12+ you also damage your target’s arms, legs, or head as if you had made a Called Shot.

o Quick Draw

o Focused Aim

You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead. You can draw and fire your gun in the blink of an eye.

Requires: Rain of Lead OR More Dakka! You may spend Focus as if it were ammo. If you have both required moves, your shots with your gun deal +1 damage.

o Rain of Lead

o Legendary Gun

When you fire your gun you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.

Choose a third upgrade for your gun.

o Rapid Reload Remove the reload tag from your gun.

o Tactical Eye When you Discern Realities add these options to the list of questions: • What is my best escape route? • Where is my best cover? • Which of my allies is the most vulnerable?

o Thousand-yard Stare

o Magic Bullet When you fire your gun, you may spend 1 Focus to imbue your shot with one of the following properties: • Incendiary: The shot deals fire damage and can ignite combustible objects. • Silver: The shot is made of magical silver, and can affect creatures that normally require a magical weapon to harm, such as monsters with the insubstantial quality

o Manhunter Gain a non-multiclass move from the thief or ranger playbooks.

When you fix someone with your cold, hard stare, roll+CHA. *On a 10+, get both effects. *On a 7-9, choose one. • They flinch or hesitate • You learn something about their true nature, the GM will tell you what

o Mysterious Stranger

o Trench Fighter

o The W hites of Their Eyes

When you return to a civilized settlement you’ve visited before, tell the GM when you were last here, and he will tell you how it’s changed since then. Additionally, you never have to make the Outstanding Warrants move, no one ever seems to remember your face.

While you are behind cover, the extra armor granted by the cover is doubled.

You may fire your gun at a range of reach without having to Defy Danger from an incoming melee attack.

o Trick Shot

o W anderlust

When you go for an improbable shot with an unusual effect, describe what you want to happen and roll+DEX. On a 10+, the GM tells you one thing you have to do to pull off the shot. On a 7-9, up to three things. • Spend some time lining up the shot • Get into a vulnerable position • Spend 1 ammo or 1 Focus • Sacrifice or endanger something important

You always know the way back to the dungeon entrance or the nearest steading. When you act on this knowledge the GM will give you a choice of a long, safe path or a shorter, more dangerous path.

o You Only Live Twice Requires: Dead Man’s Trigger When you would be reduced to zero HP, you may spend 1 Focus to instead be reduced to 1 HP.

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