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.
|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?
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
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
Base Damage: 1d10
Choose a race and gain the corresponding move:
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.
When you use Powder Keg to craft ammo, you always produce +1 Ammo
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:
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:
*old and battered
*baroque and fancy
*spartan and functional
When you have access to time and proper materials, you can make ammo for your gun.
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.
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?
Choose an alignment:
When you use your gun to bring justice to the unjust, mark experience.
When you use your gun to gain financial reward, mark experience.
When you use your gun to prove your superiority to others, mark experience.
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)
Dungeon Gear (5 uses, 1 weight)
2 Healing Potions (0 weight)
________ 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.
When you gain a level from 2-5, choose from these moves.
You ignore the clumsy tag on armor
When you Volley and deal damage, deal +1d4 damage.
When you Hack and Slash and deal damage, deal -1d4 damage.
When you defend, you can roll +DEX instead of +CON
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.
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.
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.
You do not have to return triumphant to carouse. You can celebrate your failures or wallow in misery and gain the same benefits.
Give your gun another upgrade.
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.
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.
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.
When you Volley and deal damage, deal +1d6 damage.
When you Hack and Slash and deal damage, deal -1d6 damage.
Requires: Mechanical Improvements
Give your gun yet another upgrade
When you have significant downtime, you can swap out the upgrades on your gun for new ones.
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.