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.
|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
Pilgrim, Queenie, Duke, Smokey, Flint, Coral, Slim, Glory
Quick eyes, narrow eyes,
or eye patch
Windblown hair, dirty
hair, or battered hat
Bent body, rangy body, or
Expensive clothes, dusty
clothes, or military uniform
a race and gain the corresponding move:
and they recognize your name, you can use your reputation as
leverage. The GM may ask you to explain how you got this rep.
you use Powder
craft ammo, you always produce +1 Ammo
gun has one extra upgrade
start with these moves:
Got a Gun!
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.
gun starts with these stats:
bore: +1 damage, +1 weight
Add +1 damage, messy
You can use your gun to Hack-and-Slash at close
range. +1 weight
a look for your gun:
you have access to time and proper materials, you can make ammo for
You make Ammo 3
You make Ammo 2
a miss you still make Ammo 1, but it the GM might have a surprise for
you when you use it.
add these options to the list of questions:
is my best escape route?
is my best cover?
of my allies is the most vulnerable?
When you use your gun to
bring justice to the unjust, mark experience.
you use your gun to gain financial reward, mark experience.
you use your gun to prove your superiority to others, mark
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).
your back-up weapons:
(close, 1 weight)
Crossbow (near, reload, 1 weight)
Gear (5 uses, 1 weight)
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.
you gain a level from 2-5, choose from these moves.
ignore the clumsy tag on armor
and deal damage, deal +1d4 damage.
you Hack and
and deal damage, deal -1d4 damage.
you can roll +DEX instead of +CON
can use your alchemical skills to create explosive Bombs.
you have access to time and materials roll +INT
You make 2 bombs
you make 1 bomb
a miss... BOOM?
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.
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.
can protect yourself from harm with pattern of coordinated gunfire
you Defy Danger
DEX, STR, or CON, spend 1 Ammo to take +1 forward to the roll.
you lock eyes with some one, roll +CHA
a hit, take +1 forward against them.
a 10+, you've also learned something about their true nature. Ask,
and the player will tell you truthfully.
do not have to return triumphant to carouse.
You can celebrate your failures or wallow in misery and gain the same
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.
: 10+: As 7–9, plus your damage; 7-9: They do nothing but stand and drool for a few moments.
: 10+: As 7-9, plus your damage; 7-9: They drop anything they’re holding.
: 10+: As 7-9, plus your damage; 7-9: They’re hobbled and slow moving.
you gain a level from 6-10, choose from these moves or the level 2-5
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
bombs now do +1d6 damage and ignore armor.
you deal damage with you gun, spend 1 Ammo. Your damage for this
attack ignores armor.
your target. If you kill them, take +2 on your next Last
If unused, this benefit fades at high-noon. You can only name one
target per day.
and deal damage, deal +1d6 damage.
you Hack and Slash and deal damage, deal -1d6 damage.
your gun yet another upgrade
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.