Human: Hugh, Rowan, Clifton, Anne, Kitty, Nancy, Marion, Rose, Vincent Blue Eyes, Cold Eyes, or Eye-patch
Dwarf: Thorek, Mordin, Alric, Kenric, Kionna, Gottra, Sifna, Bazri Bandanna, Black Mask, or Bad-Ass Hat
Gnome: Alston, Nolvri, Belton, Cogstrom, Sarabolt, Gelena, Tidget, Meriline 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 own a unique firearm. Only you can use this gun; it will not function for anyone else.
Your gun has 2 weight, and the following tags: near, ignores armor, loud and reload.
o Neutral Choose two upgrades for your gun:
Solve someone else’s problem without getting emotionally o Buckshot: Add messy
invested. o Double-Barreled: Add forceful
o Incendiary: Add the fiery tag, and your shots can start fires
o Longarm: Add far range and two-handed, +1 weight
o Evil
o Full Metal Jacket: +1 damage
Make a profit off of someone else’s misery.
o Compact: -1 weight, and your gun is small enough that you can conceal it on
your person, though it will still be found if you are searched
Race o Bayonet: You can Hack and Slash with your gun at a range of close, rolling with
DEX instead of STR
o Human
When you kill a monster with the Large, Huge, Intelligent, or
Terrifying tags, gain +1 Aim, but only once per kill.
Gunslinger’s Oath
Choose up to three tenets of your personal code of honor:
o Dwarf o Never leave a comrade behind.
When you make a sacrifice or put yourself in danger to save o Always keep your sworn word.
someone else, gain +1 Aim. o Always protect the weak.
o Always show courage in the face of danger.
o Gnome o Always avenge a slight or dishonor.
When you seek out excitement despite the danger to yourself, o Always assist anyone in distress if it is within your power to do so.
gain +1 Aim. o Never accept a reward for any help that you give.
o Never let a ____________ live.
As long as you keep true to your oath, your gun will fire true for you. You begin play
Fill in the names of your companions in at least one: with 1 Aim. Your maximum Aim is equal to the number of tenets of your Gunslinger’s
Oath. If you break your oath, reduce your Aim to 0, and while you have 0 Aim, you take
I once had ______________ in my sights, but I let them live. -1 ongoing to any rolls that involve using your gun.
I made a promise to ______________ that I haven’t yet kept.
Trick Shot
______________ doesn’t have what it takes to get the job done. When you go for an improbable shot with an unusual effect, describe what you want to
happen and roll+Aim. *On a 10+, choose one thing you have to do to pull off the shot.
______________ is my lover, or was, or would have been, or… *On a 7-9, choose one, and the GM chooses one:
it’s complicated. • Reduce your Aim by 1 (you may not choose this option if you have 0 Aim)
• Spend some time lining up the shot
• Get into a vulnerable position
• Sacrifice or endanger something important Aim:
T HE G UNSLINGER
Your load is 9+STR. You start with dungeon rations (5 uses, 1 weight), your Choose a look for your gun:
gun (2 weight), and a bag of bullets (3 ammo, 1 weight). Choose three: o Gears, clockwork, and steam
o A bag of bullets (3 ammo, 1 weight) o Eldritch machinery
o Leather armor (1 armor, 1 weight) o Sleek and well-made
o Bandages (3 uses, slow, 0 weight) o Old and well-worn
o Adventuring gear (5 uses, 1 weight) o Fancy and ornate
o Long knife (hand, 1 weight)
o Antitoxin (0 weight)
o 6 coins
(A bag of bullets costs 4 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 2-
5 moves.
o Big Damn Hero
When you go above and beyond the call of duty to uphold your o Bulletproof
Gunslinger’s Oath, gain +1 Aim. When you take damage or suffer serious harm, you may lower your Aim
by 1 to prevent that damage or otherwise evade the harm. You may not use
o Gunsmith this move if you have 0 Aim.
Choose an additional upgrade for your gun.
o Bullet Time
o Listen Up, You Primitive Screw-heads! Requires: Quick Draw
When you dramatically fire your gun into the air and spend 1 ammo, you When you Defy Danger with your quick reflexes you cannot get a 6-, treat
may Parley with +Aim instead of CHA. that as a 7-9 result.
o Manhunter o Bushwhacker
Gain a non-multiclass move from the ranger playbook. Gain a non-multiclass move from the ranger playbook.
o Mysterious Stranger o Dead Man’s Trigger
When you make the Outstanding Warrants move, you may have the results Nothing can make you drop your gun, but it can still be forcibly taken from
of your roll apply to one of the other players instead of yourself. you. When you are reduced to zero HP, you may immediately fire your gun
one final time before you take your Last Breath, even if you have no ammo.
o Quick Draw
You’re never caught by surprise. When an enemy would get the drop on you, o Eagle Eye
you get to act first instead. You can draw and fire your gun in the blink of an When you Discern Realities, ask one additional question, even on a 6-, and
eye. add these options to the list of questions:
• What is my best escape route?
o Scattershot • Where is my best cover?
When you Volley with your gun, you may spend extra ammo before rolling. • Which of my allies is the most vulnerable?
For each point of ammo spent you may choose an extra target. Roll once and
apply damage to all targets. o The Face of My Father
Your maximum Aim is increased by 1.
o Silver Bullet
When you have time and materials to fashion special bullets, describe o Long Shot
what kind of bullets you want to make and roll+INT. *On a 10+, the GM Add reach and far to your gun’s ranges. If your gun already has far, add
chooses one from the following list. *On a 7-9, the GM chooses two. really far instead.
• You only get 1 ammo (otherwise, you get 3 ammo)
• You’ll need an additional material beyond what you have now o More Dakka!
• You need help or someone else’s expertise to make it When you deal damage with your gun, you may deal additional damage
• The best you can do is a lesser version, unreliable and limited equal to your Aim. If you do, that gunshot is very, very loud.
o Steady Hand o Semper Fidelis
When you make a Trick Shot, on a 12+ you succeed beyond all expectation. Requires: Big Damn Hero
Choose nothing from the list. When you Defy Danger while acting to uphold your Gunslinger’s Oath,
you cannot get a 6-, treat that as a 7-9 result.
o Thousand-Yard Stare
When you fix someone with your cold, hard stare, roll+CHA. *On a 10+, o W anderlust
you get both effects. *On a 7-9, choose one. You always know the way back to the nearest steading. When you act on this
• They flinch or hesitate. knowledge the GM will give you a choice of a long, safe path or a shorter,
• You learn something about their true nature. The GM will tell you more dangerous path. When you arrive at your destination, if anything has
what. changed since your last visit, you spot it right away.