Yet another Dungeon World compendium class for your consumption. Enjoy.
The Gunslinger
When you learn the way of the gun, you can take Packing Irons, Gunslinger’s Tools, and Powder and Lead as a single advance the next time you level up. Alternately, if you’re a Fighter you can replace your starting class moves with those three moves and be a Gunslinger at level 1. Any moves that refer to your signature weapon also work with your gun or guns.
Packing Irons
You have a gun, or maybe guns. Your gun has loud, reach, near, and reload. Choose a form factor.
- Longarm: add far and two-handed.
- Big Damn Revolver: add close and forceful.
- Matched Pair: add close, and you’ve got two of them.
Then, choose an upgrade.
- Birdshot: When you’re at close or reach, +1 damage, forceful, and messy. When you’re at near, -1 ongoing to Volley. If you’ve got far, you don’t anymore.
- Scope: When you take the time to aim at a distant opponent, +1d4 damage. If you don’t have far, add it.
- Armor-Piercing: Your gun gets 2 piercing, but your ammo is always expensive to make.
- Scary: Your gun always counts as leverage.
Finally, choose a look.
- Gears and clockwork.
- Eldritch machinery.
- Sleek and well-made.
- Old and well-worn.
- Fancy and ornate.
Gunslinger’s Tools
You have a pouch of gunslingers’ tools (weight 1, 6 uses). When you spend time foraging for replacement supplies, roll +WIS. On a 10+, you get all your uses back. On a 7-9, you get 2 uses, but it takes you a while.
Powder and Lead
When you spend downtime making ammo for your gun, make a pouch of 3 ammo and roll +INT. On a 10+, all three. On a 7-9, choose 1.
- It doesn’t cost you that much.
- It doesn’t take a long time.
- The ammo is well-made and reliable.
When you gain a level, treat all of the following moves as if they were class moves.
Fan the Hammer
When you fire away, trying to hit as many targets as you can, spend 1 ammo for each additional target and roll +DEX. On a 10+, deal your damage to each of them. On a 7-9, you can hit one target or hit all of them but choose one.
- Spend even more ammo; the GM will tell you how much.
- Get into a vulnerable position.
- Fire wildly, hitting an ally or two as well.
Thousand-Yard Stare
When you fix someone with your cold, hard stare, roll +CHA. On a 10+, get both. On a 7-9, choose one.
- They flinch or hesitate.
- You learn something about them. The GM will tell you what.
Trick Shot
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 some ammo.
- Sacrifice or endanger something important.
Fastest Gun in the West
Whenever there’s a question as to whether or not your gun is in your hand, it is.
Akimbo
When you’re wielding two guns at once and you deal damage, roll twice and take the higher result.
Line of Eld
When you speak the High Speech, take +1 forward to any move that involves convincing someone to do something.
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