Sage's Sanctum

Gunslinger

Whether you’re a hunter, a trick shooter, or just a dedicated hobbyist, you know firearms like the back of your hand.

Each time you take a Gunslinger template your maximum style points increase by 1.

Starting Equipment

Templates
1: Style Points, Gunslinger’s Talent
2: High Noon, Make Your Own Luck
3: Flair
4: True Grit

Style Points:
Style Points are consumed when using certain Gunslinger abilities. You have an amount of Style Points equal to 1+ the number of gunslinger templates you have. You regain 2 Style Points when you Hit the Hay.

Gunslinger’s Talent
You can spend a style point to take advantage of the unique properties of whatever firearm you’re using.

Rifle (headshot): You aim for the head. Deal an extra +2 damage. You can spend additional Style Points to increase the damage further.

Blast (Shotgun): You can attack two enemies at once as long as they are within close range of each other, using a single damage roll for both targets.

Blow Away (Revolver): A blast to the chest that knocks the target down and leaves them gasping for air. The target is knocked prone and must make a strength check to get back to their feet on their next turn.

Multitasking (Dual Pistols): You can attack two enemies this turn

Careful Aim (Explosive): You may choose 1 target that would normally be damaged by your explosive weapon. That target is instead not damaged. You can spend extra Style Points to choose more targets.

High Noon
Provided a target can understand you and is capable of feeling shame, you can challenge them to a duel.

Out of combat you can challenge someone to a duel by spending a style point, they must make a Mind check to refuse. If they fail, they agree to the duel, and you can negotiate weapons and stakes. Most duels are to the death. Someone with followers may choose to send a representative to duel in their stead.

In combat, you can challenge a creature to a duel by yelling at it as a free action. The creature must make a Mind check or attack you on its next turn. This ability cannot force an opponent to make major tactical errors.

Duels

While you can set any terms for a duel, the most common is pistols at high noon. In this sort of duel, the participants march ten paces away from each other, turn and shoot. Faster Agility time wins, provided you don’t miss.

During this sort of duel, the participants roll a contested agility check to determine who shoots first. The winner then makes an agility check to see if they hit. If they hit, there is a 3 in 6 chance the loser is reduced to 0hp, and needs immediate medical care, and a 3 in 6 chance they are killed immediately.

Before rolling the contested agility check, Duel participants can choose to take a bonus of any size to their roll. If they do, a penalty of the same size is applied to their agility check to hit their opponent.

If the first character to fire misses, the second participant can roll their agility check to attempt to hit their opponent. If both participants miss, the duel ends in a draw.

Make Your Own Luck
You can spend Style Points to manipulate outcomes. On any dice roll after seeing the results, you can spend a style point to subtract 1 from it.

Flair
Whenever you kill an enemy, describe your character doing something stylish (e.g. twirling and holstering your pistol after shooting someone dead). If you do, recover one Style Point.

True Grit
Whenever an attack would reduce you to 0 Grit, if you have at least 2 style points, you can spend all of them to dodge the attack. Allies witnessing this are inspired and get a -2 bonus to Mind checks for the next 10 minutes.