World of Gaianar - Third Edition
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Gunslinger - Spiritual Powers - Tier 1

Quick Links: Tier 1 | Tier 2


Gunslingers are the law enforcers of Gaianarian civilization. While the cities have (mostly) become places of relative safety, the spans in-between are infested with cut-throats, highwaymen, mutant monsters, and the walking dead. And so the Gunslingers stand for law, defending friend and stranger alike from the lawless. While Gunslingers do not have the "Chosen Weapon" power that give an edge to Cavaliers, Barbarians, Paladins, and Protectors, Gunslingers instead have two Tiers of supernatural powers instead of only one.


Granted Powers (by Faith)Inherent spell-like abilities based on high Faith

A Gunslinger's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). That said, Gunslingers with a high Faith attribute also gain access to a few spell-like powers (which don't consume SP or BMS). All of the bonuses are cumulative. Thus, if a Gunslinger has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.


This table is modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25. Additionally, the list of Faith-indexed Granted Powers has been rewritten from scratch in order to focus on the Gunslinger's signature powers of resisting illusions and generating a Ring of Law.


Faith Score Granted Power
14
+1 Save versus Magical Weapon (continuous)
+5% to resist/detect illusions
15+1 to initiative when using handguns or rifles.
+1 Save versus Poison (continuous)
Vanquish Lesser Shadows: The Gunslinger can banish supernatural darkness in a 1// radius (match the Gunslinger's Willpower against the original caster's Willpower on the External link opens in new tab or windowUniversal Matrix to determine success).
16+10% to detect spiritual forces
+10% to resist/detect illusions
Ring of Law extends to 2//
17Can make a Perception check once per day to detect Stillpoints within a 10// range.
Can dispel illusions as if by a Dispel Magic spell (once per day).
18Ring of Law extends to 3//
+2 to Save versus Magical Weapon
+2 to Save versus Poison
19Additional +10% to detect spiritual forces
Additional +10 to resist/detect illusions
20Ring of Law extends to 4//
Gunslinger can purge a 3// radius of all illusions once per day (match the Gunslinger's Willpower against the original caster's Willpower on the External link opens in new tab or windowUniversal Matrix to determine success
21Vanquish All Shadows: The Gunslinger has a possibility of banishing supernatural darkness in a 3// radius (match the Gunslinger's Willpower against the original caster's Willpower on the External link opens in new tab or windowUniversal Matrix to determine success
22Summon Guns & Ammo: Should the Gunslinger's guns be lost, confiscated, or stolen, the Gunslinger can summon his/her two most commonly used guns to return immediately. This spell will also materialize 1d4 bullets per level of experience -- only if the Gunslinger is out of ammunition.
23The Gunslinger becomes a figure of legend and is remembered for 4d10 generations. The Gunslinger's life is not extended. However, the Gunslinger will never again be susceptible to ordinary diseases such as cancer and heart failure. The Gunslinger will have good health until he/she has reached the normal maximum lifespan for the character's race.
24Ring of Law is extended to 4//
The Gunslinger has a possibility to purge illusions in a 6// radius once per day (match the Gunslinger's Willpower against the original caster's Willpower on the External link opens in new tab or windowUniversal Matrix to determine success
25If slain in battle, the Gunslinger is permitted a final retributive strike against his/her killer. This blow usually is dealt from the Gunslinger's gun, but it can also take the form of psychic energy if the Gunslinger is disarmed at the time of death. The final attack deals 1d10 damage per level of experience of the Gunslinger. Moreover, this final strike has a +4 bonus to hit and has a line-of-sight range that is effectively unlimited.

Granted Powers (by Class)Gunslingers inherently resist illusions

Class Related Granted Powers

The three class-related Granted Powers associated with Gunslingers are: Ring of Law, Detect/Resist Illusions, and Detect/Resist Spiritual Powers that directly affect the mind. While the latter two may seem like the same thing on the surface, the two defenses are called upon in different circumstances. A detect/resist illusions roll would be indicated if the source of mischief is external (for example a holographic projection or a spell that creates a free-standing illusion). A detect/resist spiritual powers roll would be indicated if the Gunslinger's mind is directly targeted in order to create false sensory input.


A Gunslinger's Ring of Law grants the Gunslinger's allies (and himself/herself) a +1 to attack and a +1 bonus to all saving throws while the spell-like power is in effect. Note that the Gunslinger must maintain concentration to keep the power in effect. Therefore, the Gunslinger can attack but cannot cast other spells while this power is in operation. The same principle applies to resist/detect illusions or spiritual powers (beginning with a 3// radius). Should the percentile roll be successful, the Gunslinger can keep the power in operation so long as he/she concentrates. Again, the Gunslinger can attack while maintaining concentration but cannot cast other spells.


Table: Gunslinger's Special Resistances

Gunslinger's Level

Area of Effect

Resist/Detect Illusions

Resist/Detect Spiritual Powers

1

3//

5%

4%

2

3//

8%

6%

3

3//

11%

8%

4

3//

14%

10%

5

4//

17%

12%

6

4//

20%

14%

7

4//

22%

16%

8

4//

25%

18%

9

5//

28%

20%

10

5//

31%

22%

11

5//

34%

24%

12

5//

37%

28%

13

6//

40%

30%

14

6//

43%

32%

15

6//

46%

34%

16

6//

49%

36%

17

7//

51%

38%

18

7//

54%

40%

19

8//

57%

42%

20

9//

60%*

44%*

* Maximum resistance
Call Upon Law24 SP | AOE penalty against Undead for 1 round/level

Call upon Law

Concentration: 5 segments
Tier: 1
Spirit Cost: 24 points
Range: Internal to the Gunslinger
Area of Effect: 3// radius
Duration: One round per level
Classification: Combat, Spiritual Warfare

The Gunslinger is able to call upon the powers of law and honor to suppress supernatural powers that draw from chaos. Within the area of effect, all Undead (since their existence is a violation of Natural Law) function as if they were of one hit die less for the purposes of turning and saving throws. Moreover, Undead incur a -1 penalty to initiative and -1 to hit. Undead of one hit die are rendered therefore immobilized. Additionally, this power can negatively affect enemies of chaotic/random alignments. In such a case, the target (living or Undead) also takes a -1 penalty to initiative and -1 to hit. It stacks if the target is both Undead and chaotic/random. Likewise, affected enemies have a -1 penalty to spell/power activation rolls (since the force of law is confusing to chaotic minds). Again, it stacks to -2 if the target is both Undead and chaotic/random.

Special Rules for Undead Gunslingers

Who says that being Undead is "unnatural"? Just because your lifeforce is drawn from the Plane of Shadow instead of the Plane of Radiance doesn't mean that you are the enemy of nature. Besides, you work in law enforcement.

For the post-biological Gunslinger, the additional penalties against Undead would instead apply to targets that are biologically living.

This spell increases in potency as the Gunslinger ascends in level.

    • Levels 1 to 4: All penalties are -1. The area of effect is 3//.
    • Levels 5 to 9: All penalties are -2. The area of effect is 6//.
    • Levels 10 to 14: All penalties are -3. The area of effect is 9//.
    • Levels 15 to 19: All penalties are -4. The area of effect is 12//.
    • Levels 20: All penalties are -5. The area of effect is 15//.

Changes from the printed (book) version: This spell has been renamed "Call Upon Law" instead of "Call Upon Structure"; Chaotic Undead now take stacked penalties.

Law's Shelter30 SP | The Gunslinger can create a safe space | 1 turn/level

Law's Shelter

Concentration: 1 round
Tier: 1
Spirit Cost: 30 points
Range: Internal to the Gunslinger
Area of Effect: 3// radius sphere
Duration: One hour per level
Classification: Protection

By calling upon the forces of law, the Gunslinger can impose his/her will upon the immediate environment. While this Discipline is in effect, the air within the affected region is held at 70 degrees and 30% humidity with zero wind. The ground will remain a comfortable temperature (not too nor or cold) and will remain dry (and not wet or muddy). The sphere will deflect rain and snow. Toxins wafting from outside the protected sphere are held at bay. Powers cast by foes of Heroic, Chaotic, or Satanic alignment incur a -2 penalty to their invocation checks if cast within this spell's area of effect.

The size of the sphere increases as the Gunslinger ascends in level.

    • Levels 1 to 4: The sphere is 3// in radius.
    • Levels 5 to 9: The sphere is 6// in radius.
    • Levels 10 to 14: The sphere is 9// in radius.
    • Levels 15 to 19: The sphere is 12// in radius.
    • Levels 20 and higher: The sphere is 15// in radius.

Changes from the printed (book) version: This Discipline lasts for hours instead of rounds; it no longer additionally confers Impose Law; chaotic powers are not banned, but the chaotic foes still have penalties to cast spells. This Discipline has been renamed "Law's Shelter" from "Impose Structure".  

Impossible Shot10 SP | A shot that never misses. Instantaneous.

Impossible Shot

Concentration: 1 segment
Tier: 1
Spirit Cost: 10 points
Range: Internal to the Gunslinger
Area of Effect: The Gunslinger's gun
Duration: One attack
Classification: Combat

It is this Discipline that sets a Gunslinger apart from other fighter types. By aligning his will with the flow of the Universe, the Gunslinger is empowered to aim a shot of supernatural accuracy. Regardless of any other penalties (darkness, fatigue, etc.) the shot always hits and always does maximum damage. To an outside observer, when an impossible shot is called upon, the instant of time in which the bullet is fired will seem to stretch on for several seconds. All time and space for that instant will seem to focus exclusively on the bullet and the Gunslinger who fires it. This power cannot be implemented with a shotgun, machine gun, or similar scattershot device but instead works only with rifles, handguns, and semiautomatics are applicable.

From a mathematical point of view, the Gunslinger effectively creates a small curvature is space/time in such a way the only possible path for the bullet to take is the one that hits the intended target. While a Gunslinger will not realize this to be the case, a Mathematician can see this Discipline for what it is.

The Gunslinger becomes more efficient at casting this spell as he/she ascends in level.

    • Levels 1 to 4: Casting cost is 12 SP.
    • Levels 5 to 9: Casting cost is 11 SP.
    • Levels 10 to 14: Casting cost is 10 SP.
    • Levels 15 to 19: Casting cost is 9 SP.
    • Levels 20 or higher: Casting cost is 8 SP.




Initiate Spirit Combat16 SP | Abjures/exorcises spirits. Special duration.
Initiate Spirit CombatInitiate Spirit Combat

Concentration: 7 segments
Tier: 1
Spirit Cost: 16 points
Range: 10//
Area of Effect: One creature
Duration: Special
Classification: Spiritual Warfare

With this discipline, the Gunslinger is empowered to challenge spiritual entities and attempt to cast them away. This works on incorporeal spiritual entities (such as demons) and on creatures summoned by Scaxathrom Priests.  Likewise, summoned elementals may be dispelled with this Discipline (although Fey are specifically not affected as they are permanent, corporeal entities who just happen to also be elementals). When spirit combat is initiated, the Gunslinger gains a +1 bonus to spiritual attack, but not to defense. Furthermore, a Gunslinger can break off spirit combat at any time, provided that his Willpower remains stronger than the engaged spirit. If the Gunslinger is victorious in spirit combat, the target is affected as if Dispel Magic had been invoked against it. If the Gunslinger is victorious and has not lost a single point of Willpower, then the creature is Abjured (reference the 4th level Priestly invocation.) This ability can be used on victims of demonic possession to separate the demon from its host. Finally, this Discipline can be used to break psychic/empathic manipulation (i.e., an ally who is under control from a psychically active humanoid and not an actual incorporeal being)

This spell becomes more potent as the Gunslinger ascends in level.

  • Levels 1 to 4: Range is 10//, spiritual attack bonus is +1.
  • Levels 5 to 9: Range is 12//, spiritual attack bonus is +1.
  • Levels 10 to 14: Range is 14//, spiritual attack bonus is +2.
  • Levels 15 to 19: Range is 16//, spiritual attack bonus is +2.
  • Levels 20 and higher: Range is 18//, spiritual attack bonus is +3.

[Click to load the External link opens in new tab or windowUniversal Matrix]

Changes from the printed (book) version: This Discipline can now break an empathic hold. This Discipline now works against summoned elementals.

Memory Trance9 SP | Modifies the memory of another. Special duration.

Memory TranceMemory Trance

Concentration: 5 rounds
Tier: 1
Spirit Cost: 9 points
Range: Touch
Area of Effect: One person
Duration: Special
Classification: Healing (or Mind)

A Gunslinger's mind is sufficiently disciplined that he/she can reach out to another's mind and make subtle alterations. Depending on whether the target is willing, this Discipline operates in two different ways.

For a willing target
The Gunslinger can use Memory Trance to help the victim of memory loss to retrieve missing memory. The source of the memory loss can be physical (brain damage), psychological (fugue state or dissociation), or magical (a spell that makes one forget things). The Gunslinger must match his/her Willpower against that of the target (using the External link opens in new tab or windowUniversal Matrix). If successful, the target will remember some or possibly all his/her lost memory (depending on the Game Master's discretion).

This Discipline can also be used to treat mental illness. Against an acquired mental illness, the Gunslinger must make a successful Willpower check against the target each day for one week per intensity of the target's mental illness. Against racial phobias (such as a Changeling's fear of tight spaces or a Dwarf's fear of deep water), Memory Trance can at least provide some relief. In this case, the recipient of Memory Trance will receive a +1 bonus to any Panic checks related to their innate racial phobias. The benefit lasts for one week per treatment.

For an unwilling target
The Gunslinger can use Memory Trance to make a small change to the target's memory. Examples of alteration might be forgetting that he/she had seen the Gunslinger (or allies) recently; forgetting to obey a recent command; remembering something incorrectly; impose a temporary phobia of something relatively mundane (like fear of the dark, of spiders, etc.); believing a lie that the Gunslinger just told. This Discipline cannot be used to compel the target to do anything truly destructive such as committing suicide or attacking an ally. The target is entitled to a Save versus Sleep/Charm for negation.

Changes from the original (book) version: Better clarification as to what this Discipline actually accomplishes.

Rebuke4 SP | 1d4 damage to Willpower. Instantaneous.

RebukeRebuke

Concentration: 1 segment
Tier: 1
Spirit Cost: 4 points
Range: 4// line
Area of Effect: One creature
Duration: Instantaneous
Classification: Spiritual Warfare

The Gunslinger can use this Discipline to target living creatures, Undead monsters, and incorporeal spirits. Rather than inflicting physical damage, this Discipline instead damages the Willpower of the Gunslinger's foes. The yield of this Discipline depends on the kind of creature attacked as well as the alignment of the creature. While not specifically required, a taunt is usually uttered when invoking this Discipline.


Type of CreatureWillpower DamageIf Willpower Reaches Zero
Living Creature | Heroic, Lawful, Despotic 1 pointDazed (cannot cast spells)
Living Creature | All other alignments2 pointsDazed (cannot cast spells)
Undead Creature, Sentient | Heroic, Lawful, Despotic1d4 pointsCan only attempt to retreat
Undead Creature, Sentient | All other alignments1d4+1 pointsIncapacitated
Undead Creature, non-sentient | Any alignment1d4+1 pointsDestroyed
Summoned Elemental | Any alignment1d4 pointsDismissed
Incorporeal Spirit | Heroic, Lawful, Despotic1d4 pointsDispelled
Incorporeal Spirit | All other alignments1d4+1 pointsDispelled

Special Rules for Undead Gunslingers

The bonuses that would ordinarily apply to Undead targets should instead apply to living targets. Likewise, Undead Gunslingers would not get the special bonuses against Undead targets. Essentially, the matrix is swapped. Of course, the idea of "non-sentient living creatures" as a logical swap would likely only apply to vermin and not humanoids. So, an Undead Gunslinger could easily dispatch rats, roaches, and scorpions with this spell.


The casting range increases as the Gunslinger ascends in level.

    • Levels 1 to 4. The casting range is 4//.
    • Levels 5 to 9. The casting range is 8//.
    • Levels 10 to 14. The casting range is 12//.
    • Levels 15 to 19. The casting range is 16//.
    • Levels 20 and higher: The casting range is 20//.


Changes from the printed (book) version: The effects against various creature types are now more specifically delineated.



 Things to Consider

  • Gunslinger spiritual powers require a Faith check and sufficient Spiritual Points.

  • Gunslingers have heightened spiritual perception compared to other fighter types, enabling them to detect and resist both spiritual powers and illusions.

  • High Faith also unlocks the Gunslinger's Granted Powers.

  • A Gunslinger projects an aura of Order which is similar in concept to a Cavalier's Sphere of Bravery. The Gunslinger's aura, however, grants a Saving Throw bonus to allies of Ordered alignment (Saintly, Lawful, and Despotic).

  • Gunslingers do not have the ability to directly affect Undead by acts of faith.

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