Updated: 2/25/13 - Changed Gnome racial. Reworked bombs and how gun/non-gun damage works.

Artillerist

Smoke and fire. Thunder and metal. Lightning and chemicals. You are the next step in the slayer's art. Let the others keep their swords and bows. Your weapon cracks the sky and rains molten lead upon your foes. Wherever you're going, Hell's coming with you.

Can it be mere coincidence that gunpowder smells like brimstone?

Names

Human: Gallows, Clinton, Jayne, Farrel, Sharpe, Grimm, Marsters, Caldera, Ivanna, Janice

Dwarf: Gunnar, Brunhilde, Shernek, Jeager, Grontuun, Jarkell, Gretel, Ysill

Gnome: Pilgrim, Queenie, Duke, Smokey, Flint, Coral, Slim, Glory

Look

Choose your look:

Quick eyes, narrow eyes, or eye patch

Windblown hair, dirty hair, or battered hat

Bent body, rangy body, or narrow body

Expensive clothes, dusty clothes, or military uniform

Stats

HP: 8+CON

Base Damage: 1d6

Starting Moves

Choose a race and gain the corresponding move:

Human

When you parley, and they recognize your name, you can use your reputation as leverage. The GM may ask you to explain how you got this rep.

Dwarf

When you use Powder Keg to craft ammo, you always produce +1 Ammo

Gnome

You shoot using instinct and intuition honed by generations of exile to the surface world. When you Volley use WIS instead of DEX.

You start with these moves:

I've Got a Gun!

You have a gun, perhaps the only one in existence. This ranged weapon uses a mixture of clockwork, alchemy, and low magic to hurl chunks of hot lead at things you want to die.

Your gun's starts with these stats:

Weight: 2

Tags: Loud, Reload

Range: Reach, Near

Chose 2 Upgrades:

*Large bore: +1 damage, +1 weight

*Grapeshot: Add +1 damage, messy

*Longarm: Add far, 2-handed, +1 weight

*Repeater: Remove reload

*Bayonet: You can use your gun to Hack-and-Slash at close range. +1 weight

*Compact: -1 weight

Choose a look for your gun:

*clockpunk

*old and battered

*baroque and fancy

*spartan and functional

*organic

*hell-crafted

Gunslinger

When you Volley with your gun, you do 1d10 damage

Powder Keg

When you have access to time and proper materials, you can make ammo for your gun.

Roll +INT

10+: You make Ammo 3

7-9: You make Ammo 2

On a miss you still make Ammo 1, but it the GM might have a surprise for you when you use it.

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?

Alignment

Choose an alignment:

Good

When you use your gun to bring justice to the unjust, mark experience.

Neutral

When you use your gun to gain financial reward, mark experience.

Evil

When you use your gun to prove your superiority to others, mark experience.

Gear

Your load is 10+STR. You start your with your gun, dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), a bandolier of powder and shot (3 ammo, 1 weight), and a toolkit (1 weight).

Choose your back-up weapons:

Shortsword (close, 1 weight)

Pistol Crossbow (near, reload, 1 weight)

Choose one:

Dungeon Gear (5 uses, 1 weight)

2 Healing Potions (0 weight)

Bonds

________ has helped me tinker with my gun. They're smarter than they look.

________ has seen through to the inner me.

________ has made themselves a target.

________ needs to be taken down a peg.

Advanced Moves

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

Panzermench

You ignore the clumsy tag on armor

Deadeye

When you Volley and deal damage, deal +1d4 damage.

Cover Fire

When you defend, you can roll +DEX (+WIS if you are a Gnome) instead of +CON.

Da' Bomb

You can use your alchemical skills to create explosive Bombs.

When you have access to time and materials roll +INT

10+: You make 2 bombs

7-9: you make 1 bomb

On a miss... BOOM?

Bombs have a range of near and the loud tag. Each bomb has 1 weight. Volley to hit your target. The bomb inflicts 1d10 damage to the target and anyone around them.

If you roll a 7-9 on a volley with a bomb, choosing the “You have to take several shots...” option indicates that one of your bombs was a useless dud.

Rain of Lead

When shooting a monster with the horde tag, if you kill it, any left over damage rolls over to another monster with the horde tag. With a high enough roll, this damage can continue to roll-over to new monsters.

Gun Katas

You can protect yourself from harm with pattern of coordinated gunfire

When you Defy Danger with DEX, STR, or CON, spend 1 Ammo to take +1 forward to the roll.

Eastwood Eyes

When you lock eyes with some one, roll +CHA

On a hit, take +1 forward against them.

On a 10+, you've also learned something about their true nature. Ask, and the player will tell you truthfully.

Bad Company

You do not have to return triumphant to carouse. You can celebrate your failures or wallow in misery and gain the same benefits.

Mechanical Improvements

Give your gun another upgrade.

Called Shot

When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Head: 10+: As 7–9, plus your damage; 7-9: They do nothing but stand and drool for a few moments.

Arms: 10+: As 7-9, plus your damage; 7-9: They drop anything they’re holding.

Legs: 10+: As 7-9, plus your damage; 7-9: They’re hobbled and slow moving.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Gunsmith

When you have access to a lab and workshop, you can graft the magical powers of a weapon onto your gun. This process destroys the magical weapon. Your gun gains the magical powers of the destroyed weapon.

Big Badda Boom

Requires: Da' Bomb

Your bombs now do b[2d10] damage and ignore armor.

Armor Piercing Rounds

When you deal damage with you gun, spend 1 Ammo. Your damage for this attack ignores armor.

Soul Reaper

Name your target. If you kill them, take +2 on your next Last Breath roll. If unused, this benefit fades at high-noon. You can only name one target per day.

One Shot One Kill

Replaces: Gunfighter

When you Volley and deal damage, deal +1d6 damage.

Constant Innovation

Requires: Mechanical Improvements

Give your gun yet another upgrade

Tinkerer

When you have significant downtime, you can swap out the upgrades on your gun for new ones.

Demolitionist

Requires: Da' Bomb

When you use one of your bombs to destroy an inanimate obstacle, roll+INT.

On a 10+, choose 2.

On a 7-9 choose 1

*It doesn’t take a very long time.

*Nothing of value is damaged.

*You can recover debris and explosive residue equal to 1 Ammo.