Bloodbound Gunslinger icon

Chaya Subclass

Bloodbound Gunslinger

Every shot fired carries a fragment of the Gunslinger's own Aeht. Every ability pushed to its limit brings them closer to the edge—and the Aeht answers to those who bleed for it all the same.

History

The Chaya were the first mortals to sense Aehterium (Aeht), the current running through all things, and they developed the Kaiya, a martial discipline that taught practitioners to conduct Aeht through their bodies by achieving perfect harmony between Elohim and flesh. They called this harmony the Unity, and those who mastered it became known as Channelers.

But the Unity demands more than desire. It demands discipline that borders on devotion, and not every apprentice possessed what the path required. Among these Chaya, a handful discovered something the traditional Kaiya had never taught—or had deliberately avoided. Where Channelers conducted Aeht through breath and movement, these Chaya learned to tap it at its most primal source: the blood itself.

They found that Aeht runs thick in living tissue, pooling in the veins, surging with the heartbeat. By drawing their own blood and releasing it with focused intent, they could touch the current directly—raw, unrefined, and dangerously potent. They called themselves the Bloodbound.

For generations, the Bloodbound remained a fringe sect, tolerated by Channelers as a cautionary example. Then the gnomish inventors introduced gunpowder. The volatile energy of gunpowder, the organic potency of blood, and the primal current of Aeht combined into something unprecedented. The Bloodbound Gunslingers were born, and the world took notice.

Now, the tradition passes as it always has—from one Gunslinger to the next, master to apprentice, outcast to outcast. There are no ceremonies of acceptance, no ancient sanctuaries. Only the Blood Rite, a ritual in which a Bloodbound drains a portion of their own essence to release and control the Aeht surging within. Every shot fired carries a fragment of the Gunslinger's own Aeht. Every ability pushed to its limit brings them closer to the edge—and the Aeht answers to those who bleed for it all the same.

Subclass Breakdown

A Bloodbound Gunslinger is a distinct blend of cinematic spectacle and supernatural terror. Their Blood Rite allows them to wield gruesome and horrifying powers, while their mastery of firearms ensures every shot lands with devastating flair.

Base Class

Chaya

Core Ability

Endurance / Agility

Aptitude Dice

d6

MAB

6

Restriction

Organic Genotypes only

The Blood Price

Blood Points

Total: 10 + your Level + Endurance Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Blood Dice

Starts at 1d6. Deals Miasmic Damage unless otherwise noted.

Blood Focus Roll

1d20 + MAB. Used for subclass abilities that are not direct attacks.

The Blood Rite

After every Long Rest, subtract your MAB from your maximum HP.

Key Mechanics

Brands

A curse of consequence—you scar a target with a mystical affliction that weakens, reveals, or punishes them. Short-term, aggressive, designed to debilitate.

Bounties

A mark of intent—you are hunting, tracking, or manipulating a specific target. Often tactical, social, or investigative.

Bloodbound Debuff: Weakened

Duration: Until end of their next Turn. –2 to Attack and Defense Rolls. Vulnerable to Elemental Damage (Thermal, Cryo, Electric, etc.).

Can only affect Organic Creatures. One Brand and one Bounty active at a time. Activating a new one ends the previous.

Martial Amplification

When an ability deals damage using your Subclass Dice, you can spend Subclass Points to add +1 Subclass Die to the damage roll per Point spent.

4

Core Subclass Feats

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Heartstrings

AP: 1 | RCore Synergy

Range: 5 m. When an ally within Range takes damage from an attack, you impose a –2 to the next attack targeting that same ally.

Blood Grip

AP: 2 | CA | 1 Blood PointBounty

Form a connection with the Aeht in a creature’s blood, then attune it to your own and use it against them! Duration: 1 Hour. Range: 15 m. Select a target within Range and force them to make a Contested Will Defense Roll against your Blood Focus. On failure: you gain +1 to all rolls against them, and you can track the target up to 100 m away even without Line-Of-Sight.

Corrupted Sepsis

AP: 1 | R | 1 Blood Point

Corrupt the Aeht within a freshly healed wound. Range: 15 m. When a creature you can see is healed, you can force them to roll a Fortitude Defense Roll against your Blood Focus. On failure, they suffer the Weakened Debuff.

The Tainted Prey

AP: 2 | CA | 3 Blood PointsBrand

You don’t weaken your enemies—you poison their purpose. Duration: 3 Rounds. Range: 10 m. Force a target you can see within Range to make a Will Defense Roll against your Blood Focus Roll. On failure, the target suffers the Weakened Debuff and takes 1 Blood Dice of Damage each Round for the Duration.

Volatile Rounds

AP: 1 | QA | 1 Blood Point

Choose one loaded Non-Magical Basic Ammunition Type and make it Volatile. Cannot affect Rockets, Grenades, or Fuel.

Armor Piercing: bypasses THP, applies to HP. Armor Shredder: +1 Blood Dice Thermal. Pulse: +1 Blood Dice Electric, disables Cybernetics 1 Round. Ice Shatter: Restrained + 1 Blood Dice Cryo in 3 m radius.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Ritual of Identity

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your power in its purest form. Your path grants abilities at levels 6, 8, and 10.

Path of Crimson Recoil

You emulate the infamous Bloodbound of the Deadlands—walking cannon barrels whose every step echoed with destruction.

Passive: +1 Attack Rolls with Shotguns. When using a Shotgun with Volatile Rounds, increase its damage by +1 Blood Dice.

Rite of the Twin Barrels

Passive

While wielding two Shotguns: dual wield without penalty; reload one shell per weapon per Round as a Free Action; on a Core Action Attack, fire each Shotgun once at the same creature or two creatures within 1 m of each other.

Level 8

Shoot First

AP: 1 | R | 4 Blood PointsBrand

Duration: 3 Rounds. Range: 5 m. In the first Round of an Encounter, choose a target within Range and force a Reflex Defense Roll against your Blood Focus. On failure: Weakened for Duration, switch Initiative with them, –2 to Defense Rolls until end of your Turn.

Level 10

Ask Questions Later

AP: 1 | R | 1 Blood PointBounty

Range: 15 m. When a hostile creature within Range targets you or an ally, force a Will Defense Roll against your Blood Focus. On failure: their attack automatically misses; +2 to all Charm-based Skill Checks and Intimidation rolls against them for 1 hour.

Path of Mutagenic Flow

You treat your blood like a mutagenic cocktail—heat, acidity, necrosis—infusing each round with sickly precision.

Passive: Once per Turn, when you deal damage to a target’s HP add +1 Blood Dice of damage.

Corrupted Weapon

AP: 1 | QA | 1 Blood Point

Your gun doesn’t kill clean. Duration: 3 Rounds. Your chosen Ranged Weapon deals Miasmic Damage instead of its base Damage Type. This damage bypasses all Resistances and Immunities.

Level 8

Toxic Tenacity

AP: 1 | R | # Blood Points

If you take damage from a creature who has an active Bounty, reduce the damage by a number of Blood Dice equal to Blood Points spent.

Level 10

Toxic Dividend

Passive

When using a Corrupted Weapon, every consecutive hit adds +1 Blood Dice to your damage. Stacks up to +4 Blood Dice. Resets after you miss.

Path of the Unforgiven

You don’t just shoot your enemies. You mark them. Curse them. Condemn them.

Passive: When a Branded creature dies, you gain +1 Blood Points.

The Unforgivable

AP: 2 | CA | 3 Blood PointsBrand

Duration: 3 Rounds. Range: 10 m. Select a target and force a Will Defense Roll against your Blood Focus. On failure, the target gains a visible deep red brand and suffers –3 to Defense Rolls for the Duration.

Level 8

Blood Verdict

Passive

Once per Turn, if a creature Branded with Unforgivable deals damage to you or an ally, it takes 2 Blood Dice of damage.

Level 10

Final Witness

AP: 1 | QA/R | 5 Blood Points

Choose a creature under your Unforgivable Brand. Apply one: Shattering Resolve (–3 becomes –6 Defense penalty), Hemorrhage (+2 Blood Dice on Rupture), Blood for Blood (Rupture reduces next Brand cost by 1), Final Judgment (on death, transfer Brand to another creature within 10 m free). Only one active at a time.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defense & Offensive Feats

Blood Rite’s Blast

AP: 1 | QA/R | 4 Blood Points

Duration: 3 Rounds. You take Piercing Damage equal to your MAB (cannot be reduced). For the Duration, your Ranged Weapon Attacks deal maximum damage. Applies to Volatile and Corrupted effects too.

Bloodspiller

Passive

When you kill a Weakened creature, you regain 1 Blood Point.

Gut Feeling

Passive

You cannot be Surprised. Allies within 5 m of you are also Immune to Surprise Attacks.

Reflexive Roll

Passive

When you s쳮d on a Reflex Defense Roll, you may immediately move into any Cover within 5 m as a Free Action.

True Bloody Grit

Passive

While your HP is below half: gain +2 to Reflex Defense Rolls and reduce all damage taken by 1 Blood Dice.

Path-Specific Feats

Corrupted Ally

AP: 1 | R | 1 Blood Point

Range: 5 m. Choose an ally within Range. Until the end of their next Turn, their equipped weapon becomes Corrupted, and their hits count toward your Toxic Dividend stacking (if active).

Corruptive Interest

Passive

Missing an attack will no longer reset the Toxic Dividend counter.

Utility Feats

Adept Blood Dice Upgrade

Passive

Your Blood Dice are now 1d8. Gain Resistance to Poison Damage and Toxicants.

Bloodhound

Passive

Creatures affected by a Bounty automatically fail their Defense Rolls against your Brands. Creatures already Branded automatically fail against your Bounties.

Boomsmither

Passive

Gain +3 when crafting with the Gun-smith’s Toolkit and all Material and Credit costs to craft Ammunition are halved (minimum 1 Credit).

Check Yourself

Passive

Gain Aptitude in the Brute Force Skill and when you successfully Shove someone, push them 2 m away.

Before you Wreck Yourself

Passive

You may use your Endurance Modifier in place of Agility or Cognition for calculating your Reflex Modifier for Attack Rolls made with Firearms.

Close Quarters Combat

Passive

You no longer suffer Hindrance when using Firearms within 1 m of a target.

Watchful

Passive

The Focus Action can be used as a Quick Action and the bonus increases to +3.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Heartstrings Upgrade

Passive

Range increases to 10 m.

Volatile Rounds Upgrade

Passive

Volatile Rounds are now infused with Blood-Rite precision.

Explosive AP: +1 Blood Dice Force + 1 Blood Dice Thermal, direct to HP. Armor Eater: +2 Blood Dice Thermal, target Frightened. Confusion Pulse: +2 Blood Dice Electric, target Confused, Cybernetics disabled 1 Round. Diamond Shatter: Weakened + 2 Blood Dice Cryo in 3 m.

Bounty Upgrades

Passive

Two Bounties active at once. Your roll Bonus increases to +2. When a creature fails their initial Defense Roll against a Bounty, roll 1d4: (1) –2 Skill Checks, Speed halved; (2) Frightened, +1 Blood Dice on hit; (3) +1 Blood Dice on hit; (4) Regain 1 Blood Point.

Brand Upgrades

Passive

Two Brands active at once. Rupture: If a Branded creature is hit 3 times (by you or allies), you can end the Brand early. On Rupture, the creature takes 3 Blood Dice of damage and is Frightened of the last person who hit them.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.

Brand of Critical Weakening

AP: 1 | RMaster Synergy

When an ally you can see lands a Critical Hit, make the target Vulnerable to Physical Damage until the end of your next Turn.

Path of the Bloodslinger

The Bloodslinger is not a gunslinger—they are a surgeon with a shotgun. You do not kill clean. You kill completely.

Passive: +2 to your Blood Focus Rolls. Whenever you deal damage to a creature within 5 m or less, add +1 Blood Dice.

Blood Choke

AP: 2 | CA | 3 Blood PointsBrand

Duration: 3 Rounds. Range: 15 m. Force a Will Defense Roll against your Blood Focus. On failure, Weakened and take 3 Blood Dice directly to HP. At the start of each Turn take 2 Blood Dice of damage.

Level 13

Bone Shatter

AP: 1 | QA/R | 2 Blood Points

If Blood Choke Ruptures, instead of normal effects, inflict a Serious Injury: Broken Bone, Skull Fracture, or Spinal Injury.

Level 15

Flesh Ripper

AP: 1 | QA/R | 5 Blood Points

When you deal Firearm damage against a creature affected by Blood Choke: +4 Blood Dice of damage and inflict a Serious Injury: Severed Tendon, Ruptured Organ, or Deep Puncture Wound.

Path of the Debt Collector

To be a Gunslinger isn’t just about speed or aim—it’s about when you pull the trigger, and who walks away.

Passive: The Range for your Opportunity Attacks is that of your currently equipped Firearm.

High Noon

AP: 1 | QA/R | 2 Blood PointsBounty

Duration: 5 Rounds. Range: 15 m. Choose a creature and force a Will Defense Roll. On failure, you and the target are locked in a Duel. Roll Initiative against target; turns occur back-to-back. May only take hostile Actions against each other. Leaving Range provokes an Opportunity Attack. Gain +2 AP per Round, +2 Firearm Attack Rolls and Reflex Defense. Hits reduce target Morale by 2.

Level 13

You Blinked

Passive

While High Noon is active, if you win Initiative, your first attack deals +3 Blood Dice and the target is Stunned until end of their Turn.

Level 15

Once Upon A Time in Adamah

Passive + AP: 1 | QA/R | 5 Blood Points

While High Noon is active: Door and Corners (Passive) — +4 to all Defense Rolls against non-Duel creatures. The Collector (AP: 1 | QA/R | 5 Blood Points) — apply any Bounty or Brand to your opponent as a Free Action without a Defense Roll. If the duel ends and target is above 20 HP, you take 3 Blood Dice.

Path of the Stylish Executioner

Before you chose blood, you learned movement. Style is your weapon. Swagger is your armor.

Passive: When you s쳮d on a Stunt Skill Check during combat, gain +1 to your next Attack or Defense Roll (must be used this Turn).

Bullet Speed

AP: 2 | CA | 5 Blood Points

Duration: 3 Rounds. Gain +2 AP per Round; Speed Doubled; +1 Attack and Reflex Defense; dual-wield Firearms without penalty; may only use Reflex Defense Rolls; add Stunts Skill Modifier to Reflex Defense.

Level 13

Click, Boom

AP: 3 | CA | 5 Blood Points

Range: Self | Radius: 6 m. While Bullet Speed is active, force all hostile creatures in Range to make a Contested Defense Roll. On failure: Weakened for Duration, +2 Blood Dice damage, Branded creatures Rupture automatically for +2 Blood Dice.

Level 15

Last Curtain Call

Passive

While Bullet Speed is active: all Cover has +9 Defense Rolls and +4 Attack Rolls; Run Action allows vertical surface/ceiling movement (must end on solid ground); spend 1 AP to re-roll missed Attack Rolls.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defense & Offensive Feats

Blood Brothers

Passive

If you suffer a Debuff, Condition, or Effect with a Duration, all creatures under a Bounty also suffer the same Condition.

Copperward

AP: 1 | QA/R | 3 Blood Points

Duration: 2 Rounds. Take 1 Blood Dice of damage (cannot be reduced), then gain Resistance to one Physical and one Magical/Elemental Damage type for the Duration.

Game of Chicken

AP: 1 | R | 1 Blood Point

When an enemy makes a Ranged Attack against you, roll an Attack Roll instead of a Defense Roll. If yours is higher, you both take the damage.

Lingering Grip

Passive

If a creature s쳮ds against your Brand’s Defense Roll, they still take 1 Blood Dice and become Frightened of you until end of their next Turn.

Sanguine Havoc

Passive

While HP below half and a Brand is active: +2 Blood Focus rolls, +1 Blood Dice to all Damage, abilities cost 1 less Blood Point (min 1).

Superbug

Passive

While a target is afflicted with a Brand, it becomes Vulnerable to Physical and Miasmic Damage.

Utility Feats

Bloodblind

AP: 1 | R | 3 Blood Points

When an ally deals weapon damage to a creature with a Brand or Bounty, grant them +3 to their next attack against the same target, but you suffer –2 to your own next attack.

Endure and Survive

Passive

Increase Endurance Ability Score by +2. Add your MAB onto HP Dice when Healing during Short Rests.

Fortifying Endurance

AP: 1 | R | 4 Blood Points

Choose one: Add your MAB to any failed Fortitude Defense Roll; use a Fortitude Defense Roll even if a Feat/Spell demands otherwise; suffer no damage on a successful Fortitude Defense Roll.

Master Blood Dice Upgrade

Passive

Your Blood Dice are now 1d10 and gain +2 to your Blood Focus Rolls.

Threatening Demeanor

AP: 2 | CA | 6 Blood Points

Range: 5 m. All hostile creatures within Range must make a Will Defense Roll against your Coercion or Intimidation. On failure, they may only target you this Round and suffer –4 to Defense Rolls against all other creatures for 1 Round.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your strength, granting abilities at levels 16, 18, and 20.

Bloodbound Pact

AP: 1 | RPinnacle Synergy

Range: Touch. Choose a creature. Remove 1 Level of Exhaustion from them and take it yourself. For 1 Round you and the target share damage—each takes only half of all damage dealt to either.

Path of the Blood Reaper

Your mastery over Aehterium in blood is absolute. You no longer just kill. You curate suffering.

Passive: Whenever you deal Blood Dice damage, gain +1 to your next Blood Focus Roll this Round.

The Reaper

AP: 2 | CA | 2 Blood PointsBrand

Duration: 5 Rounds. Range: 15 m. Force a Will Defense Roll. On failure, Restrained for Duration. While active, spend Blood Points for: The Red Mist (1 BP — Radius 3 m, Significant Cover, creatures Blinded and Weakened) or Lifeblood Leech (2 BP — target takes 2 Blood Dice to HP, you gain half as HP).

Level 18

Sanguine Bloom

AP: 1 | QA/R | 3 Blood Points

While The Reaper is active, erupt the target’s blood into a malignant aura. Radius: 5 m. All creatures take +2 Blood Dice, are Blinded and Weakened. Branded target automatically fails its next Overcome action.

Level 20

Crimson Marionette

AP: 1 | QA/R | 10 Blood PointsFinal Rite

While The Reaper is active and target is Restrained: force 6 m movement; throw them as a projectile within 10 m. All creatures within 3 m of impact take 3 Blood Dice Bludgeoning and are Prone. Target takes same and is Stunned 1 Round. Brand Ruptures immediately.

Path of the Bullet Hailstorm

You don’t fire bullets. You unleash storms of lead, turning the battlefield into a wasteland of gunfire.

Passive: If you use all your AP on your Turn, gain +1 AP and +5 m Speed at the start of your next Turn.

Hair Trigger Frenzy

AP: 2 | CA | 5 Blood Points

Make five Attack Rolls against a single creature within your Firearm’s Range. Each shot has a –1 stacking penalty to Hit and +2 Blood Dice stacking bonus to Damage. Volatile Rounds and Corrupted Weapon effects apply to all shots.

Level 18

Lead Blanket

AP: 1 | R | 5 Blood PointsBrand

Duration: 3 Rounds. When a hostile creature within your Firearm’s Range attacks an ally, force a Will Defense Roll. On failure: Frightened of you and allies, must Run, cannot target allies. On success: still takes 2 Blood Dice Piercing.

Level 20

Hail to the King

AP: 2 | CA | 3 Blood PointsFinal Rite

Duration: 3 Rounds. Radius: 10 m. Force Will Defense Roll against Intimidation/Coercion. On failure: Significant Threat or less now fight for you; all others lose 2 Morale and –3 to Attack Rolls against you. Allies within Radius: +3 Attack Rolls, Immune to Frightened.

Path of the Crimson Scourge

Through sheer force of will and ancient rites, you become the harbinger of death. A phantom stained red, a nightmare made flesh.

Passive: While a Brand or Bounty is active, you gain Immunity to being Frightened.

The Red Masque

AP: 2 | CA | 8 Blood PointsBrand

Duration: 3 Rounds. Range: Self. Choose up to two creatures and force a Will Defense Roll. On failure: Branded, +5 Blood Dice damage, Weakened, and +1 Blood Dice Psychic Damage every attack they make for Duration. On success: no damage but you gain +4 to next Attack Roll.

Level 18

Baneful Brand

AP: 1 | QA/R | 2 Blood Points

Duration: 3 Rounds. When a creature fails a Brand Defense Roll, roll d6: (1) forced to attack ally, (2) Vulnerable to an Immunity Elemental Damage, (3) 2 Blood Dice Poison + Poisoned, (4) regain spent Blood Points, (5) 2 Blood Dice Psychic per damage dealt, (6) Cursed.

Level 20

Last Words

PassiveFinal Rite

Duration: 3 Rounds. Double Rupture damage dice; change damage to any Elemental Type. Creatures become Incapacitated (not Frightened) and cannot be healed. If Rupture kills, creatures within 5 m make Reflex Defense Roll or take 3 Blood Dice and are Stunned 1 Round.

Path of the Deadshot

The Deadshot is more than a sniper—it’s a hunter of moments, a master of anticipation, patience, and terminal precision.

Passive: When you deal damage to a creature affected by a Bounty or Brand, regain 1 Blood Point. Once per target per Round.

Deadshot

AP: 1 | QA/R | 3 Blood Points

Sacrifice your Movement for the Round. Gain +3 to your next Attack Roll. On hit, deal +3 Blood Dice of damage. Until start of next Turn, you cannot make Reflex Defense Rolls.

Level 18

Bloody Aces

Passive

After three successful attacks on the same target in an Encounter, your fourth Attack automatically Crits. Resets after use.

Level 20

Last Blood Drawn

AP: 2 | CA | 10 Blood PointsFinal Rite

Target a creature with a Bounty or Brand and make a Firearm Attack with +5 to Hit. Formidable or lower: Frightened; if at/below 10 HP, instantly killed; if killed, use again at half cost. Deadly or higher: Incapacitated until end of next Turn, lose 2 Morale, no Reactions this Round.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defense & Offensive Feats

Bloodbound Gambit

AP: 1 | QA/R | 2 Blood Points

Re-roll any Ranged Attack Roll or Damage Roll.

Death Blossom

AP: 1 | QA/R | 2 Blood Points

When you deal damage with Blood Dice, all creatures within 3 m of the target also take half that Blood Dice damage.

Scarlet Ascension

AP: 1 | QA/R | 3 Blood Points

If you miss with an Attack Roll, inflict 1 Blood Dice to yourself (cannot be reduced) and add your MAB to your Attack Roll.

Path-Specific Feats

Lead Singularity

Passive

While Lead Blanket is active: +2 Defense Rolls; creatures moving within 5 m must make Will Defense or lose Movement; Opportunity Attack Range increases to 5 m.

Utility Feats

Bound and Branded

Passive

When you successfully Brand a creature, their movement is reduced to 0 until end of their next Turn.

Not Today, Death

Passive

If you s쳮d two Death Checks, you regain 1 HP and Stabilize.

Pinnacle Blood Dice Upgrade

Passive

Your Blood Dice are now 1d12. Increase any Ability Score by +2 or any two by +1 each.

Sanguine Tap

AP: 1 | QA/R

Spend 10 HP to regain 1 Blood Point, up to five times per Long Rest. Each additional use causes 1 Level of Exhaustion.

Synthetic Reverie

Passive

You can now use a Brand or Bounty on Synthetic Creatures.