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- Equipment: Twin revolvers
- Skills:
- Grit: The Outlaw relies on a unique resource called grit. When an Outlaw critically strikes, takes an attack, or kills a target, they gain one point of grit. Each point of grit increases the outlaw's critical strike range by +1, capping off at +3. Grit points cap at 5.
- Guns: The Outlaw begins with a pair of revolvers. These guns can only be functionally used by anyone with specialization in using these weapons. They still jam now and then, always jamming at a critical fail. Jammed guns can be unjammed by spending a round fixing the weapon.
- 1 Grit point can be spent to un-jam the weapon instantly.
- Level 2
- Pistol Whip: The Gunslinger may pistol whip a foe, interrupting any attack or ability.
- --Grit: Spending one grit point allows the Gunslinger to immediately follow up with an attack that critically threats. (CD: 3)
- Level 3
- Tuck and Roll: The Outlaw dodges away from the target attacker, gaining a bonus to dodging and moving a few feet away. They may follow up with a basic attack after rolling. (Consumes 1-3 grit points, to the Outlaw's discretion. 1 grit point=a +2 bonus.)
- Level 4:
- Grit point cap raised to 6.
- Fan the Hammer: The Outlaw unloads one of his revolvers completely, raining hell upon the enemy unfortunate enough to face them. Accuracy is very low, with a penalty to each shot. Point-blank however, Fan the hammer has no penalty. (1 grit point is one bullet to shoot.)
- Level 5:
- Headshot: The Outlaw focuses a shot straight at the head of the enemy, dealing heavy damage and critically threating. If the target survives, they're stunned for 2 rounds instead. (3 grit points.)
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