Gunslinger

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Gunslingers use their advanced armaments and secret techniques to strike down any foe who dares face them in a torrent of lead and gunsmoke.

WP 25 Defense 9 Morale 10

Strong Against: Legs

Weak Against: Head

Mechanic: Ammo Count

The gunslinger uses a six shot revolver and must reload when all shells are expended. This requires a move or attack action.

Passive: Luck of the Draw

At the start of the game, the gunslinger rolls a d6. When that number is rolled on a hit roll, the attack automatically hits. If the Gunslinger rolls a 1, ignore this ability.

Passive: Skillful Precision

The character scores a critical hit on 19-20 hit rolls


Attack Type Damage Description
Projectile Ranged Attack 2d4 Strike your opponent down from a distance. +1 to hit. Hunters may use this attack regardless of movement.
Concealment Self-Buff N/A Find a safe spot to settle into. Removes all defensive penalties from Standing Still. Lasts until struck by an attack or you choose to move. Rogues using this ability automatically dodge any hit roll that is a multiple of 3.
Thrust Kick Melee Attack 1d4 Force an enemy backwards with a powerful kick! Your target may be ranged attacked, and may not use any melee attacks on the next turn, regardless of movement. Gunslingers who exceed enemy defense by 3 or more may immediately use Projectile on this turn. This attack ignores arm bondage penalties, but may not be used at hobbled or worse leg bondage.

Name Type Damage Description Ammo
Double Tap Ranged Attack 1d4+1 Fire off a quick pair of shots at the enemy. If the hit roll exceeds enemy defense by 2 or more, this attack deals double damage. Criticals deal triple damage. 2 rounds.
Trick Shot Ranged Attack 1d6 Ricochet a shot off a surface to catch an enemy off guard. This attack attacks a defense of 6 regardless of the enemy's actual defense, and bypasses reaction abilities, but not passives. On a critical hit, deals damage to an extra target. 1 round.
Showdown Self-Buff, Reaction, Ranged Attack 1d6 Prepare for an attack, and react with lightning reflexes to shoot first! Make an attack roll after your enemy's hit roll with a +2 hit bonus. If your roll beats the enemy's roll, their attack is canceled. Hit or miss functions as normal. May only react to one attack. 1 round if triggered.
Fan the Hammer Ranged Attack, Special 1d6x? Pin down your trigger and fan the hammer to flurry shots at the enemy. One hit roll is made, with a stacking -1 to hit applied for each shot after the first. This attack cannot crit, is not affected by Luck of the Draw, and must be used while Standing Still and taking no other action. 3 round cooldown. All remaining.