I like guns in my fantasy settings. I just do. I'm also a fan of flying boats and crazy dwarf/gnome clockwork devices. There are steam trains in the lower tunnels of my dwarven kingdoms. Anyway, I decided I wanted to add some gunslinging to my Dungeon World game. The Artillerist is a combination of the Hunter from World of Warcraft, a fantasy alchemist, and any given Clint Eastwood character.
This is just a first draft. I'm not 100% solid on some of the advanced moves. I'll repost this in the Dungeon World forums and Google Plus communities. Feedback is more than welcome!
Also on Google Docs!
UPDATE: I've changed some things in the Google Doc after getting some great feedback. The Doc is up-to-date. The text bellow is not.
Artillerist
|
You gonna skin them smoke wagons or whistle Dixie? |
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: 1d10
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
Your
gun has one extra upgrade
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 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
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), and a bandolier of powder and shot (3 ammo, 1
weight), 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
Gunslinger
When
you Volley
and deal damage, deal +1d4 damage.
When
you Hack and
Slash
and deal damage, deal -1d4 damage.
Cover
Fire
When
you defend,
you can roll +DEX 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 b[2d10] damage to the target
and anyone around them.
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 +1d6 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.
Dedicated
Gunslinger
Replaces:
Gunfighter
When
you Volley
and deal damage, deal +1d6 damage.
When
you Hack and Slash 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.