IA Gunslinger
IA Gunslinger
IA Gunslinger
Let’s be brief. Everyone’s heard the myths, right? Someone storms the
heavens, steals fire, a new weapon of unfathomable power, and the
world will never be the same. A few people laugh, a few people cry.
Most are silent. But perhaps one person among them realizes exactly
what it is that is happening.
That’s enough fancy philosophizing. In the real world, some
people are going to die. Some people are going to live. You hold the
difference in your hands. Except, maybe it doesn’t feel so much like a
difference, just something dangerous. Hope you’re feeling lucky.
Alignment Assign to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR ⬤ INT ⬤
❏ Lawful
Bring justice and order to those who lack it.
❏ Neutral Strength: Weak ❏ -1 Intelligence: Stunned ❏ -1
Avoid or defuse entanglement or obligation.
❏ Chaotic
Fight to free yourself or others from the powerful.
DEX ⬤
WIS ⬤
❏ Dexterity: Shaky ❏ -1 Wisdom: Confused ❏ -1
CON ⬤ CHA ⬤
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The Gun
Through invention, theft, or luck, you are in possession of a unique weapon of
incredible power: a gun. Its potential as a killing weapon will change the world.
HP Max: HP:
Max HP = 6 + Constitution
Who else has one?
❏ No one: But everyone who hears about it wants one. When you wield
your gun in a new place in front of new eyes, advance the clock. As the
hour grows late, guns proliferate through the world. Damage: D6 + Armor:
❏ Your rival: Maybe you’re chasing them; maybe they’re after you; maybe
you’re looking for each other. Whenever you make a name for yourself,
Tags:
word gets out and advance the clock. As the hour grows late, your rival
enacts their agenda and grows powerful. Background
❏ Your enemies: Maybe you’re on the run, or maybe you’re hunting them
down. When you confront your enemies or their deeds, advance the ❏ Human
clock. As the hour grows late, your enemies are bolstered and appear in You’ve been a little of everywhere, and you don’t tend to stay
more and more places. anywhere long. When you Undertake a Perilous Journey, you
❏ The Outsiders: Maybe you stole it from them. Maybe you were one of roll 3d6 and use the highest two dice. The GM might ask what
them. Whenever you learn something new about the world, advance you’ve heard about this place that helped you get by.
the clock. As the hour grows late, the Outsiders’ agenda is brought to
bear and they will reach out to you. ❏ Gnome
You’re an itinerant tinkerer. Add the tag experimental to your gun.
High Noon Whenever you have the time and materials, you can change
As you act in the world and become a part of its problems, your clock that tag to whatever you’d like, with the GM’s approval.
advances. In addition to the trigger from The Gun, the GM can advance your
clock whenever the fiction demands. As your clock approaches 12 noon, ❏ Dwarf
your past and your enemies are catching up to you. At 6 and after, you deal You’re patient, like stone. When you Cool Down, adjust the clock
and take +1 damage. At 9 and after, attacks made with your gun are by 1 in either direction of your choice.
dangerous. At 12, you treat any hit under 12+ as though you had rolled a 7-9.
❏
Cool Down (WIS) _____________________________________________________
When you lay low or forsake violence for a time to cool off, roll+WIS. On a _____________________________________________________
10+, you step back the clock by six hours. On a 7-9, by three. On a 6-, you step
back one hour in addition to whatever the GM says
The Gunslinger
● Guns, Bullets, Reload, and Ammo
○ The tag reload just means that loading the gun isn’t trivial - whereas an arrow can quickly be
pulled and then drawn with a bow, the process is more involved with a gun (or, for that
matter, anything with the reload tag). Reloading a gun does not mark off ammo - although
selecting to mark off 1 ammo, such as for the 7-9 choice in Volley, might indicate that a gun
might need to be reloaded
● High Noon
○ A clock is provided on the second page on which to keep track of the hour. For more
discussion on and examples of excellent uses of clocks, please see Apocalypse World and/or
Blades in the Dark.
● Cool Down
○ As the clock grows late, the window is likely closing on the narrative circumstances in
which the Gunslinger can trigger this move.
● In The Crosshairs
○ This does mean on a 10+ that the Gunslinger can just immediately shoot three things in the
scene. However, this isn’t the Volley move. This move intentionally doesn’t direct the player
to “deal their damage”. That’s a likely outcome, but the GM decides if it makes sense in the
moment. It could, for example, trigger Firearms Proficiency and be shooting someone at the
Gunslinger’s mercy, or maybe the target dodges out of the way.
● Dusty Henry
○ Typically, the leverage here would be the threat of violence.
● Magic Bullet
○ GM gets final say on whether or not a creature’s armor would be pierced by armor if it
doesn’t explicitly appear on the list, but the effect is meant to be widely applicable.
● I Kill With My Heart
○ Exactly how many bonds a character can have as their maximum is left for the GM and
player to decide. For the purposes of this playbook, I assumed it to be around five. After a
bond is erased, if they have any “room” for bonds left, the Gunslinger can write a new bond
with the ally if they would like, but erasing bonds via this move does not grant XP and
erasing a bond for this move might also imply a serious change in the Gunslinger’s
relationship with a person, although players are free to interpret this how they wish.
● Akimbo
○ With this move, whenever the Gunslinger deals damage, first they roll to see exactly how
much damage they are doing and then they choose how to split that up (if they would like to
split it up at all). Damage does not have to be divided evenly.
● Shot the Sheriff
○ This move is intended to work a little bit like the Compendium Class Landed Gentry,
although not necessarily with as much baggage - just the narrative impetus that sometimes
you’ll be needed to protect your settlement.