You are on page 1of 5

Gunslingers - Player facing document

Callum
Sept 2023

Disclaimer
This is a living document, with many work in progress elements. Nothing here
should be taken as final, but changes will be communicated before they become
relevant to gameplay.

Daily Procedure
Each day is split into 6 phases of four hours. Two phases are dedicated to
resting to maintain health, at least one of these with complete inactivity. These
phases may be made more abstract when gunslingers are in a community.
Each phase requires party to choose an action.
1. Travel. Varies by terrain and if unmounted/mounted (On road 2/3, off-
road 1/2,Swamp 1/1 , Mountain - 0.5/0.5). d6 roll for navigation, difficulty
depends on circumstances. If lost, move half distance.
2. Explore hex, searching for either known or unknown features. Difficulty
of finding hex feature depends on knowledge and size. Roll on event table.
3. Camp. Rest up, take a breather or cook. Must spend at least one turn a
day sleeping to avoid miserable (exhaustion). Each turn spent resting will
heal 2HP for each of the following: sleep, food, entertainment (doubled if
meeting these needs in style). Being on watch counts as action and doesn’t
allow sleep, but allows other sources of healing. Be aware, lighting fires or
cooking increases the risk that others may investigate your camp site.
4. Hunt, forage or fish for food. (See page 30)
5. Forage for ingredients. Roll a d20 on relevant table. If looking for specific
herb, DC determines if it is found. Bad rolls may mean nothing is found.
Roll on event table.
6. Craft: Work on or begin a project.
For each hex moved through, roll 1d20 (if on road) or 2d20 (if in wilderness).
These events can occur at any point in the phase, and may interact with each
other. Being Lost halves progress through terrain, roll another d20.

1
Crafting
Usage Die
All consumable products are either single-use or have a usage die (Ranging from
1d4-1d20). A single-use object is destroyed upon use. When items with usage
die are consumed, their usage die is rolled. On a result of 1 or 2, the item
degrades in quality. For example, if a character consumes d6 biscuits and a 1
is rolled, the biscuits become d4. If an item is d4 and degrades, the item is
consumed entirely.

Types of crafting
There are many types of crafting available. Some require indepth knowledge,
whilst others are lost arts that may require teaching for a gunslinger to learn.
Some of these types of crafting include:
Cooking - All meals consist of at least one ingredient and a cooking method.
All food products begin with at least a 1d4 usage die provided more than a
single ingredient is used. For each ingredient after the second, the usage die
increases a step. Cooking rarely if ever takes more than 4 hours, but many
powerful ingredients cannot be safely consumed without damaging their impor-
tant properties.
Alchemy - All consumable alchemical products consist of a base and active
component(s). The base determines the length and how the effect is triggered.
Example: a poison designed to be delivered in a liquid would likely mix a
poisonous herb (active component) with water (base). Combining contradictory
or reinforcing tags of the active components/bases can intensify effects or cause
entirely new outcomes. The time taken for alchemy depends upon the overall
number of tags involved. Crafting a potion containing healing and regenerating
by default would take one person 2 turns (8 hours) to prepare and produce.
Separating effects from the same ingredient often requires careful work and skill
- or a generous amount of time.
Ammo Smithing - All special ammunition types are crafted using a gun-
powder, a casing, and an active ingredient. Optionally hexes and runes can be
engraved on a bullet if these arcane secrets are known.

Crafting Checks
Most crafting will be carried out using the Wits skill, but particularly fidgety
tasks such as Ammo Smithing or mechanics may use slick as well for specific
tasks. The default DC for crafting tasks due to the lack of time challenge is 6.
Complex ingredients, tasks or products will increase this difficulty.

Effect intensity
Tags related to damage or healing will have a base effect listed. Increasing the
dosage, combining with an effective catalyst, or particularly potent ingredients

2
will increase the level. This adds an additional dice to the damage (e.g. 1d4
burn damage would become 2d4).

3
Tags

Table 1: Active Ingredient Tags

Tag Effect
Agitating Inflicts miserable until cured, washed away or potency
lost. Default: 4 hours
Awaken Awaken the target from unconsciousness. Limited on
someone knocked unconscious by lethal damage.
Bulk Increases the amount of uses a product has. Default -
Product either goes up a link or gains a usage die
Cure (Type) Overcomes specific effects or types of effects.
Berserk The target may make a Wits Check to avoid losing con-
trol. If they lose control, they gain 2 Grit and enter a
state of psychosis.
Bleeding Causes bleeding. Base rank damage every 10 minutes
until stopped.
Blessing Sanctification of the object. Offers powerful bonuses
against demonic foes and may drive out their presence.
Burn Start fires, causes damage (base 1d4 externally, 1d10 if
consumed) until put out.
Chilling Counteract the effects of heat, intensify the effects of
cold. Lasts 4 hours.
Clotting Stops bleeding. May cause issues if used on healthy
targets.
Crippling Make either some or specific limbs unusable for (base)
1 hour.
Concussive Shockwave explosion (base 1d4 damage, short range,
DC13 to remain standing).
Debilitating Force the victim to make a grit check to avoid paralysis.
Base: DC12, 10 minutes.
Demoralizing Reduces morale of target by rank, unpleasant feelings.
Energizing Counteract the effect of exhausted/miserable or improve
alertness of the target.
Enhance (Stat) Improves stat by 1 base.
Exhausting Target becomes miserable until they make a successful
grit test (DC12, every hour base). They also suffer dis-
advantage on physically grueling acts
Flavorful Regain an ace. +2 to morale checks. Gives advantage
to social checks for the chef.
Freezing Target takes 1d4 damage, grit test or movement im-
paired. Base: DC12, every minute.
Glow Illuminate the target.
Continued on next page

4
Table 1 – continued from previous page
Tag Effect
Healing Heals for a specified amount of hp. (base 1d4 + rank)
Hearty Gain a temporary 1d4 boost to hp.
Immunity (Type) Gain immunity against a type of effect and damage.
Infectious The effect becomes contagious. The resistance and effect
of this tag depends heavily upon the tags linked to it.
Intoxicating Inflicts drunkenness and damage equal to ranks
Nightvision Gain the ability to see in the dark. Base: 1hr.
Numb Become emotionally numb. Bonuses to morale checks
and similar emotional tests. Overcome misery.
Poisonous Grit or the target suffers damage (base 1d8 every four
hours).
Psychedelic The character suffers a temporary bout of madness if
they do not succeed in a grit check. A Wits Check
determines how this trip goes.
Regenerating Heal over time. Default: 1d2hp every round for 1 +
ranks rounds.
Resistance (Type) Gain advantage against a certain type of effect. Reduce
incoming damage of that type by 2.
Rejuvenating (Type) Increases natural healing rate by d4 per rank.
Sedative Inflicts exhausted on the target, must overcome a grit
check or suffer unconsciousness. Likely necessary for
surgery.
Sharpen Sharpen a blade allowing it to temporarily deal bonus
damage. Default - +1
Shocking The target is shocked, causing them to be temporarily
stunned. Base: d2 damage, 1 round stun
Speed Gain the ability to move two range bands in one turn.
Gain advantage on relevant tests.
Stagnate Suppress healing effects. Default: Halve incoming heal-
ing for an hour.
Sticky Creates some sort of sticky substance. Default: DC14
to resist being stuck in place.
Suppress Make the use of magic harder (Roll with disadvantage,
resist with advantage). Weaken effects.
Unstoppable Cannot suffer the effects of unconsciousness from drop
or death checks for the duration. Physical impairments
and death will still be effective
Warming Helps overcome the effects of cold. Intensifies overheat-
ing. Lasts 4 hours.
Weaken (Stat) Reduces stat by 1 base.

You might also like