I tried making a gunslinger class before, but nothing really worked until I read Rolang's Creeping Doom's take on the Illusionist as a LotFP specialist and I was like, hey, that could work.
(Act like this... |
Prime Attribute: Dexterity 13+
Hit Dice: 1d8 per level
Armor: Leather, no shields
Weapons: Any
Saving Throw: As thief
Experience: As fighter
Attacks: As cleric
Tricks: A gunslinger's main schtick is tricks. Tricks work like LotFP's specialist's skills--they work on a d6 roll, and the gunslinger has a chance to increase the odds of a trick as they level.
At first level, the gunslinger has two points to assign to tricks. These points can either be put into the same trick, giving it a 2-in-6 chance of success, or two separate tricks, each with a 1-in-6 chance. Every level after the first, the gunslinger gets an additional two points to spread among old or new tricks. If a six is rolled when using a trick, it backfires--either the gun malfunctions or the opposite of the intended action occurs. If a trick has six points in it and a six is rolled, roll another d6--it only fails if the second one comes up a six.
There's no set list of tricks--the player makes them up as they level. Anything a good ol' Western-style gunman can do can become a trick:
- Disarming an opponent with a well-placed shot
- Creating a cloud of smoke for cover
- Rigging some extra gunpowder into a bomb
- Firing shots to spook animals or mobs (forcing a morale check)
- Reflexively drawing when suprised
Example: Sam is a first level gunslinger. I put her first two points into separate tricks: spooking animals and raising a posse. Each now succeed with a roll of a 1 on a d6. Sam gets jumped by some bugbear banditos. The first round she tries to spook their horses into running off. I roll a three, so the attempt is unsuccessful. Bummer. They smack Sam around with their clubs. Next round, she tries to spook them again. I roll a one--it's a success! The horses check morale, fail, then flee, taking the bugbears with them.
Later that day, Sam tries to use her other trick to gather a posse to hunt down the bugbears. I roll a six. Uh-oh, that's a backfire. The posse thinks Sam is a little too eager to hunt down the bugbears--maybe she's the one who's been stealing all the cattle! Now Sam's the one getting chased out of town!
...while looking like this.) |
Guns
Here's my quick rule for using guns in a retroclone campaign. Guns work like heavy crossbows--same damage, same rate of fire. But, they're like, super deadly. Their damage dice is exploding, so if the max number is rolled, roll it again and total them. If a one is rolled on an attack the gun misfires--either dealing damage to the attacker or causing them to lose a round as they're covering in a smoke cloud choking (50% of either). They should be expensive, but not overly so--maybe double or triple the cost of a heavy crossbow.
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