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Gunslingers
By Lord Jobe [ lordjobe@bigfoot.com ]

Roleplaying the Gunslinger
Gunslingers are the stuff of legend—men and women that lived to be masters of the pistol, faster and more accurate than everyone else. Gunslingers are very honorable, easily as much so as a street samauri. They would never shoot someone unarmed or unaware, but they never forgive a slight and have a long memory. They are always waiting for the next kid that thinks he’s faster to come along. Typically, they disdain the overkill of any weapon larger than a shotgun.

Gunslingers of the Old West were in many ways precursors to modern shadowrunners. Both are hired guns for short-term jobs to accomplish another company’s or wealthy individual’s goals. Modern gunslingers just take more frequent showers and have access to fully automatic weapons...

When not on the run, gunslingers take great care of their guns and enjoy the history of their predecessors. They also tend to like the simpler pleasures of a good beer in an old-fashioned, run down bar.

Gunslinger image

New Social Edge

Evil Eye Value: +2 This edge makes people think that the character is a bad, bad man. Whether it’s an unblinking gaze or a casual glance that sends chills down someone’s spine, Evil Eye covers all those situations. Evil Eye lowers the target number by 1 for Facedown Tests and the Willpower Test when using the staredown power. It also adds 2 to the result of any Open Test using the Intimidation skill.

New Mental Flaw

Gunslinger Honor Value: -3 A character with this flaw cannot shoot a man in the back. Before the PC can fire a gun at a target, the target must be fully aware of his presence. This also means the PC can’t ambush, snipe, or participate in other activities that don’t give the target a chance to react. An additional condition of the flaw is that a character can’t shoot anyone who's unarmed, although this does not apply if the unarmed foe is engaged in melee combat with the PC. In game terms, the PC cannot make an intentional surprise attack.

New Adept Power

Staredown Cost: 2 This power allows the adept to engage a target in a contest of wills to cause hesitation. The adept and the target make opposed Willpower (4) Tests. Whoever wins causes the other to lose 1 phase per 2 net successes. If a tie occurs, the two are locked into the contest until somone wins or concedes, or until both end the mental duel. If used in conjunction with a Facedown (see sidebar) it will double the penalties for the loser if a fight breaks out, but will not cause hesitation.

Facedown Tests
Occasionally, a character will try to make an opponent back down from a confrontation on the strength of his presence and reputation alone. A character already engaged in combat cannot instigate a Facedown unless appropriate roleplaying takes place—for example, after a dramatic pause in the scene.

Facing down an opponent in this manner requires a successful Facedown Test. For the test, a character uses his Intimidation skill plus a number of dice equal to his Karma Pool. Karma is not actually spent for the test—the Karma Pool is simply used as a measure of the character’s reputation. The target number for this test is the opponent’s Willpower.

In turn, the target of the Facedown Test makes a Willpower Test to resist, against a target number equal to the opponent's Willpower or Charisma, whichever is higher.

The character who scores the most successes wins the test and forces his opponent to back down. A character who loses a Facedown Test and decides to attack the winner suffers a +1 target number modifier for every two successes his opponent rolled.

This Facedown Test based on the original from p. 90 Shadowrun Companion (2nd Edition).

Sample Gunslinger

Race: Human
B Q S C I W E BI M R
6 6 5 3 4 6 6 0 6 5 (9)
INIT: 5 (9) + 1D6 (+3D6)
Dice Pools: Combat 8
Karma Pool: 1
Active Skills
Bike4
Intimidation5
Pistols6 (7)
Pistols B/R5
Shotguns4
Unarmed Combat4
Knowledge Skills
Gunplay4
Gunslinger’s Code4
Gunsmithing5
Legendary Gunfighters4
Local Bars3
Language Skills
English4
    Read/Write2
Spanish2
    Read/Write1
Adept Powers
Improved Physical Senses
    Vision Magnification(1)
Flare Compensation
Improved Skill: Pistols(1)
Increased Reflexes(1)
Staredown

Weapons
Beretta 200ST [SA/BF(Complex), 6L] with personalized grip [-1 RC], silencer, 100 rounds, 50 APDS rounds [6L; Reduce Balistic Armor by half], 50 EX Explosive rounds [8L], 2 spare clips, and concealable holster (small of the back)
Range (TN): 0-5 (4), 6-15 (5), 16-30 (6), 31-50 (9)

Colt Manhunter [SA, 9M] with custom finish, 100 rounds, 50 APDS rounds [9M; Reduce Ballistic Armor by half], 50 EX Explosive rounds [11M], 2 spare clips, and concealable holster (shoulder holster)
Range (TN): 0-5 (4), 6-20 (5), 21-40 (6), 41-60 (9)

Mossberg CMDT [SA/BF, 9S] with ultrasound sight, 50 standard rounds and 100 flechette rounds [10D(f)] with 4 spare clips
Range: 0-10 (4), 11-20 (5), 21-50 (6), 51-100 (9)

Ruger Super Warhawk [SS, 10M] with custom finish, laser sight, 60 APDS rounds [10M; Reduce Ballistic Armor by half], and 60 EX Explosive rounds [12M]
Range: 0-10 (4), 11-20 (5), 21-50 (6), 51-100 (9)

2 Walther Palm Pistols [SS, 4L] with 30 APDS rounds [4L; Reduce Ballistic Armor by half]
Range: 0-5 (4), 6-15 (5), 16-30 (6), 31-50 (9)

Armor
Form Fitting Body Armor, Full Body Suit [4/1]
Securetech Long Coat [4/2]

Gear
Goggles (w/Low-Light, Thermographic, Ultrasound)
Gold DocWagon™ Contract (1 year)
Gunsmithing Kit
Wrist Phone w/Flip-up screen
Yamaha Rapier
458¥ + (3D6 x 100¥) Nuyen

Contacts
Bartender (Level 1)
Fixer (Level 1)
Lone Star Officer (Level 1)
Street Doc (Level 1)

Lifestyle
1 Middle Lifestyle (3 months)
2 Low Lifestyles (3 months each)

Optional Extras
The Sample Gunslinger is playable as is, but if your GM allows, you can add the following.

Edges: Bravery (1), Evil Eye (2), Lightning Reflexes +2 (4; Increase Reaction to 7 [11] and Initiative to 7 [11] + 1d6 [+3d6]), Perfect Time (1), Technical School (1)

Flaws: Gunslinger Honor (-3), Hunted: 1 (-2; Any punk who thinks he’s faster...), Vindictive (-2)

Common Gunslinger Adept Powers: Blind Fighting, Combat Sense, Improved Ability (any other firearm skills), Improved Physical ttribute (Quickness & Reaction), Improved Sense (any vision-based), Iron Will, Pain Resistance, Rapid Healing, Sixth Sense, Spell Shroud, True Sight

Common Gunslinger Edges: Aptitude (Pistols), Blandness, Exceptional Attribute: Quickness, Exceptional Attribute: Willpower , High Pain Tolerance, Perceptive, Quick Healer, Toughness, Will to Live