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The Gunslinger

“I do not aim with my hand; he who aims with his hand has forgotten the face of his father.
I aim with my eye.
I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father.
I shoot with my mind.
I do not kill with my gun; he who kills with his gun has forgotten the face of his father.
I kill with my heart.”

-Stephen King, The Gunslinger

In Dungeon World’s treacherous wilderness and down in its dankest and darkest dungeons, warriors and rogues of all sorts wield bows,
swords, hammers and all sorts of medieval implements. Some of the more savvy may even handle a crossbow or two. Either or, the sound of
splintering wood and clanging metal rings throughout large battlefields and in the halls of sinister citadels. But suddenly, over even the loud
sound of sword and sorcery, might and magic, comes a new sound. A loud, explosive ring that can be felt down to the very bones. Suddenly,
the largest and most stalwart beast on the side of evil flies back, tumbles over and collapses, and standing alone among the crowds of fighters
and paladins, is the gunslinger, smoking weapon in hand and sly smirk across their face.
Sporting a tool of steel and polished wood, that’s barrels burp out salvo after salvo of hot lead that tears even the hardiest creatures
asunder, you are naturally drawn to danger and adventure. You may not have the wild intuition of the ranger or the will of god behind you,
but you are wise in other ways, and possess something that none of these folks have. Technology, or more specifically, guns. You wield your
marvelous implement in ways that none have ever seen before. Some may call you loud; boisterous; lacking subtlety. But you know they’re
just afraid of what they don’t understand.
So teach them. Teach them the ways of newfangled technology and explosive glory. Show them that justice can come from more
than a simple bow or a serrated sword. Make them see how much more cautiously people speak when they can see a hand cannon on your
hip, and show them that not all that glitters is gold, and not all that flashes comes from a wizard’s spellbook. Nope. Instead it’s a shiny big
iron blowing hot lead through a multitude of hapless foes.
Yippie Ki-Yay.
❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏❏
The Gunslinger Level: XP: ❏ ❏ ❏ ❏ ❏ ❏ ❏ ❏ ❏ (Next level at __+current level)
Name: _______________________________________ Look
DWARF: Dargus, Kal, Lenore, Nika, Richard, Fervous Jel Carmilla, Winston, Sara, Keichii, Doldrak BODY: Fit, svelte, lithe, or ____________
GNOME: Scamfus, Doobie, Larry, Durden, Lany, Deedrick, Gingersnap, Alfalfa, Lonia, Urda, Wendy EYES: Piercing, calm, aloof, or ____________
HUMAN: Daniel, Percival, Antonio, Julio, Duke, Flynn, Surana, Saleri, Lara, Joanna, Johnson HAIR: Clean-cut, wild, stylized, or ____________
LUCKY ITEM: Fancy hat, mysterious cloak, spurred boots, or ____________

Alignment Assign to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)

Lawful
Exact justice on a lawbreaker.

Good
STR ⬤ INT ⬤
Strength: Weak ❏ -1 Intelligence: Stunned ❏ -1
Endanger yourself to save someone in peril.

Neutral
Use your gun to solve a problem.

____________________________________________________
DEX ⬤ WIS ⬤
Dexterity: Shaky ❏ -1 Wisdom: Confused ❏ -1
______________________________________________________

Starting Moves CON ⬤ CHA ⬤


Constitution: Sick ❏ -1 Charisma: Scarred ❏ -1

Trademark Gun
There are many firearms in the world, but you have custom built, inherited, or come across one
that is yours and yours alone. You and your gun are one in the same, and it’s like an extension of
HP Max: HP:
yourself. Your trademark gun reflects as much about your personality as any article of clothing, Max HP = 8 + Constitution
and without it, you would seem to lose a part of yourself.
Choose a base description depending on the setting, all are 3 weight and have original ranges:
Musket (or Rifle)
Blunderbuss (or Shotgun) Arquebus (or Sniper Rifle)
Damage: D10 Armor:
Choose two from one category, or one of each: Pepperbox (or Revolver) Tags:
Attachments
Bayonet. Firearm counts as a spear for Hack ‘N Slash rolls.
Scope. +2 piercing.
Glowing Dot. +1 damage Race
Foregrip. You cannot be forced to drop the weapon.
Custom Parts Dwarf
Heavy Barrel. +1 damage, but +1 weight. When you talk about the genius of dwarven ingenuity as related to
Light Frame. -1 weight. technology and explosives, you take +1 to your Spout Lore roll.
Stylistic. Take +1 forward to Parley when you show this weapon off.
Range Tuning. Choose an additional range for the firearm: Reach, Near, Far. Gnome
Choose a look: Your people’s natural affinity for tinkering lets you start with one extra
Custom Painted Metal-Plated attachment or custom part for your Trademark Gun
Heroic Heroic
Here To Do Some Business Human
When you first enter a town and chat up the locals, you can ask the GM a question from the Your homeliness and resourceful nature lets you party hardy and party
list below. The GM must answer it truthfully and informatively. Then, the GM will give you an smartly. When you Carouse, you only need to spend 50 coin to add extra to
interesting piece of information related to their answer. the roll.
● Who or what around here is causing trouble?
● What is the most interesting rumor around these parts? ___________________________________________________
● Where can I find a good source of work?
● Who most needs help around here?
______________________________________________________
Quickdraw ______________________________________________________
You can never be surprised. When an enemy would get the drop on your, you get to act first
instead. ______________________________________________________
Shootout Sense Bonds Max Bonds: #
When you Take Watch, you take +1 forward on a result of 7-9. On a result of 10+, you take +2
to the first roll you make, and take +1 forward afterwards. I wish to teach ______________ about guns and new technology.
Choose one of these to start with: ______________ saved my life, and I intend to pay them back as soon as the
Precision Shot opportunity arises.
When you take your time to aim and fire your shot with pinpoint accuracy, you can roll My quick trigger finger has gotten ______________ and I into some trouble,
Volley + INT instead of DEX. and I wish to travel with them to make amends.
Trickshot ______________ needs to learn more about street smarts and technology.
When you make a dangerous or risky shot, or showboat before firing, you can roll Volley + I like traveling with ______________, because they make a good travel
CHA instead of DEX. buddy, but I don’t know how well they’ll do in the big, bad dungeon.
Choose one of these to start with: ______________________________________________________
Gunner’s Armor ______________________________________________________
When wearing armor, you can reduce enemy piercing by 1. ______________________________________________________
Desperado’s Reflexes ______________________________________________________
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.

Design by Jason Shea, (CC-BY) Creative Commons Attribution 4.0 International License
Gear Coin: ___ Load: ___ / ___
You carry your Trademark Gun. (100 coin = 1 weight) (Your Load is 11+STR)
Bag of Bullets (3 ammo, 1 weight)
Dungeon Rations (5 uses, ration, 1 weight)
________________________________
Choose your defenses: ________________________________
2 Healing Potions (0 weight) ________________________________
Leather Armor (1 armor, worn, 1 weight), and Bandages (3 uses, slow, 0 weight) ________________________________
Choose two
Flintlock Pistol (near, loading, 1 weight), or Pistol (near, 8 reload, 1 weight), a
________________________________
Bag of Bullets (3 ammo, 1 weight), and 10 coins. ________________________________
Antitoxin (0 weight), Dungeon Rations (5 uses, ration, 1 weight), and ________________________________
Bandages (3 uses, slow, 0 weight). ________________________________
Adventuring Gear (5 uses, 1 weight) Bag of Bullets (2 ammo, 1 weight), and 2 ________________________________
Healing Potions (0 weight).
________________________________
________________________________
_______: ❏ ❏ ❏ ❏ ❏ ❏ ❏ ❏ _______: ❏ ❏ ❏ ❏ ❏ ❏ ❏ ❏
Advanced Moves (Level 2+)
❏ Lead Bargain ❏ Technologically Minded
When you attempt to parley in a tense situation that could get explosive, your When you attempt to learn about a new piece of technology, ask the GM one
gun is the only leverage you need. question about it, to which they must answer truthfully. Take +1 forward to any
Discern Realities, Spout Lore, and Defy Danger rolls against it.
❏ Customizability
Choose one additional Custom Part or Attachment to add to your Trademark Gun. ❏ Monster Slayer’s Sense
When you Discern Realities to pick up clues about dangerous monsters or
❏ Ain’t Got Time to Bleed legendary beasts, take +2.
Once per battle, when you take damage while below half your maximum hit
points, take +1 forward to Defy Danger checks and immediately regain 1d8 hit ❏ Warning Shot
points. When you shoot near a dangerous creature in an attempt to frighten then into
not attacking, you can Parley with them using DEX instead of CHA.
❏ Cover Fire
You may spend 1 ammo to Defend using DEX instead of CON. ❏ Half- Gnomish
Somewhere in your lineage lies mixed blood, and it begins to show its presence. You
❏ Dakka gain the Gnome starting move if you took the human one at character creation, or vice
When you roll Volley, you can spend 1 ammo to add +1 to your damage. If you versa. You may take this move only if it is your first advancement.
spend 2 ammo, add +2 to your damage, but take -1 to the roll. If you spend 3 ammo,
add 1d4+2 to your damage, but take -2 to the roll. ❏ Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the
❏ Overwatch move.
When one of your allies takes damage from an enemy, you can immediately roll
Volley at the offender.

Advanced Moves (Level 6+)


❏ Gunslinging Supreme ❏ Final Stand
When you Volley, on a 12+, you deal damage that ignores armor and stun, knock Once per battle, when you are reduced to 0 hit points, you can roll Volley against
over, or disorient your enemy. the offending creature. On a 10+, you deal your damage twice as well as regain 1 hit
point. On a 7-9, you deal double your damage twice, but are still sent to Death’s
❏ More Dakka Black Gates.
Requiress: Dakka
When you roll Volley, you can spend 1 ammo to add 1d4 to your damage. If you ❏ Superior Overwatch
spend 2 ammo, add 1d6+1 to your damage, but take -1 to the roll. If you spend 3 Replaces: Overwatch
ammo, add 1d8+2 to your damage, but take -2 to the roll. When one of your allies takes damage from a creature, you can immediately roll
❏ Bullet Time Volley at the offending creature. On a 7-9, halve the damage your ally takes. On a
10+, halve the damage your ally takes and temporarily disorient the enemy that
When you take damage from a projectile or area of effect, you can reduce the attacked them.
damage by -1d8.
❏ MJOLNIR
❏ High Noon Requires: Gunner’s Armor
When you gaze over the heat of a battle and take a moment to breathe and If you are wearing armor, you gain +1 armor and ignore the clumsy tag on armor you
hone your instincts, you gain 1 preparation. wear.

❏ Mysterious Stranger ❏ Superhuman Reflexes


Your reputation precedes you, or you’ve developed an identity that keeps you out of Requires: Desperado’s Reflexes
trouble. When you roll for outstanding warrants and bear a sign of your So long as you are below your Load and neither wear armor nor carry a shield, you
reputation or identifying mark, roll 3d6. can treat any Defy Danger result of 6- as a 7-9.
NEW WEAPON TAGS
The following weapon tags are either new or are have been given a redux.

- Burst Fire: When you attack with it, you can spend n amount of ammo in order to make another attack with it per ammo spent.
Take -1 per attack until you stop attacking. This stacks.

- Doubleshot: When you attack with it, you can attack another creature within arm’s reach of it for 1d4 damage.

- Loading (Replaces Reload): After you attack with it, it takes more than a moment to reset for another attack.

- n Reload: It can be fired a number of times before it takes a moment to reset for another attack.

- Scatter: When you succeed an attack with it, deal 1d4 damage to two creatures within arm’s reach of the creature attacked.

There is also a new range tag indicating where weapons such as this are useful out to.

- Distant: It’s useful for attacking something out in the horizon.

NEW WEAPONS
These are typical guns that you will find in worlds that feature them. The types of guns that are available vary heavily on the setting, so not
all guns will show up in every game. Basic Firearms

- Flintlock Pistol Near, Loading, 100 coins, 1 weight

- Dragoon Near, Scatter, Loading, 150 coins, 2 weight

- Musket Near, Far, Loading, 200 coins, 3 weight

- Arquebus Near, Far, Forceful, Loading, 220 coins, 4 weight

- Blunderbuss Near, Scatter, Loading, 200 coins, 3 weight

- Pepperbox Near, 4 Reload, 300 coins, 2 weight Advanced Firearms

- Pistol Near, 8 Reload, 400 coins, 1 weight

- Carbine Near, 12 Reload, 700 coins, 2 weight

- Rifle Near, Far, 12 Reload, 900 coins, 3 weight

- Sniper Rifle Far, Distant, 6 Reload, 1,000 coins, 4 weight

- Shotgun Near, 6 Reload, Scatter, Messy, 900 coins, 3 weight

- Double Barrel Shotgun Near, 2 Reload, Doubleshot, Forceful, 3 weight

- Revolver Near, 6 Reload 500 coins, 2 weight

- Submachine Gun Reach, Near, Burst Fire, 10 Reload, 800 coins, 2 weight

- Burst Rifle Near, Far, Burst Fire, 20 Reload, 1,200 coins, 3 weight

- Personal Gatling Gun Near, Far, Burst Fire, 1 piercing, +1 damage, 6 Reload, 2,800 coins, 5 weight

- Anti-Material Rifle Far, Distant, Ignores Armor, 6 Reload, 3,000 coins, 5 weight

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