Charge

A charge is an initiate in the service or charge of a gunslinger. To the commoner the charge may appear to be just a young gunslinger but the truth is they are still in the direct service of a gunslinger. The charge is still learning the craft. They are required to tend to the gunslinger's possessions and the 'slinger's lessons. The gunslinger is required to teach and protect the charge in preparation for them to become a gunslinger.

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Requirements

Minimum 11 Willpower

Mentored by a gunslinger

Previous history as an errand in the association

Weapon maintenance—any two of: Automatic, Breechloader, Handgonne, Muzzleloader, and Repeater

Ranged weapon (longarm or pistol) I

Load firearm (any two)

Special

Exclusively trained by the Association



Skills
Apprentice Law: Associated Baronies Hypnosis I Knot-tying Land Navigation Animal Training apprentice Heraldry: Association apprentice (can recognise the distinctive markings of a gun at forty paces, by maker, barony, and family) Horsemanship (apprentice of any skill, if appropriate, or upgrade one horsemanship skill) Choose any one weapon proficiency I Speak Bizzannite apprentice or any Western language journeyman Literacy Culture: Associated Baronies and the Western Territories Select one stance


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Level bonuses
 Twisted firestarter: Can ignite a fire in one round given some fuel and spark, even under adverse conditions Improvised missiles: Anything that can shoot or be thrown is a weapon in your hands. Any thrown implement is wielded at neither a non-proficiency nor unfamiliarity penalty. For device-driven improvised projectiles, at a minimum, they have a four yard range increment and cause 1D4 damage. Furthermore, all ranged attacks have a +2 to hit. Speedload: Eject spent shells and load a revolver in one action Guns of your fathers: Gain the special paired pistols of a gunslinger. You are now officially one of their number. You are automatically a level I gunslinger if you meet the other qualifications for that kit. 


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