Ten-year-olds really like firearms. Even in a medieval fantasy role-playing game, even after I’ve warned them about medieval small arms’ weight, inaccuracy, unreliability, reload time, etc. compared to the perfectly functional bows and arrows they already have, they’ll still move heaven and earth to get them. Completely unbidden and without having said a word about it to me in person, a kid in one of my games emailed me this document, which I present here without any editing for your amusement and feedback.

When you become buddies with a town gunsmith, when you level up you may take this move instead of a class move.

☐ Better Guuunzz!

You are friends with a gunsmith and he is willing to give you some of the guns he has recently made, usually being more advanced than the traditional musket. With each gun comes 3 ammo to use it (1 weight) and a pocket guide to shooting guns (0 weight). Each gun takes around 30 seconds to load. He gives you a regular 1-shot musket (close, near, 1 piercing,2 weight) to start you out with. You cannot take this move if you don’t have enough carrying capacity to carry it along with the other items you want to carry. Once you have taken this move, when you level up you may take the other moves listed instead of a class move.

☐ Thank you for the 6 shot cylinder revolver

Thanks to your new BFF, you now have a 6 shot cylinder revolver (hand, close, near, +1 damage, 1 piercing, 1 weight). This gun is poorly weighted and has a fairly big recoil for a revolver, making you have a -1 to your volley roll while shooting it. You must take this move while in a town.

☐ Thank you for the pepperbox

Thanks to your new bestie, you now have a pepperbox (hand, near, 1 piercing, 1 weight). Lacking a barrel, the pepperbox shoots a spray of shot (little pellets) in an area, doing damage to all creatures in the area if it hits. The pepperbox must be reloaded after each shot. This move must be taken while in a town.

☐ Thank you for the 2 shot-repeating rifle

Thanks to your new friend you now have a 2 shot-repeating rifle (far, very far, very very far, + 1 damage, 2 piercing, 3 weight). This rifle is heavy and awkward to carry around, but makes up in power and accuracy. You must take this move in a town.

☐ Thank you for the advanced musket

The local gunsmith, who happens to be associated with you, has now given you his finest musket (close, near, 2 piercing, +2 damage, 2 weight). You have the choice o f using strength instead of dexterity, while still choosing from the volley list on a 7-9. This musket has a dangerous recoil (-2 Volley) and on a <6, roll +Dex, on a 10+ you fail, but are fine, on a 7-9 take 1d4+1 backfire damage, and on a <6 take 1d8+1 backfire damage. You must take this move while in a town.

☐ BlamBlam!

You are a speed shooter and when wielding a handgun (pistol, pepperbox, revolver) you can take two shots repeatedly before your enemies have a chance to fight back, but take a -1 to the damage roll of each.

☐ Hidden shot

You can use a firearm for the power ‘backstab’ if you have that move, and conceal it from the public eye on a successful defy danger roll.

☐ Point blank shot

If you hold your gun against someone’s body and shoot, roll +Str, on a 10+ you kill them, on a 7-9 you kill them, and on a <6, you kill them and roll for backfire. If they are wearing plate armor, on a 7-9 and <6, you deal damage ignoring the armor instead.