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.
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 SynergyRange: 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 PointBountyForm 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 PointCorrupt 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 PointsBrandYou 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 PointChoose 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).
Ritual of Identity
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
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
PassiveWhile 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 PointsBrandDuration: 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 PointBountyRange: 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 PointYour 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 PointsIf 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
PassiveWhen 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 PointsBrandDuration: 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
PassiveOnce 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 PointsChoose 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.
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 PointsDuration: 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
PassiveWhen you kill a Weakened creature, you regain 1 Blood Point.
Gut Feeling
PassiveYou cannot be Surprised. Allies within 5 m of you are also Immune to Surprise Attacks.
Reflexive Roll
PassiveWhen you s쳮d on a Reflex Defense Roll, you may immediately move into any Cover within 5 m as a Free Action.
True Bloody Grit
PassiveWhile 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 PointRange: 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
PassiveMissing an attack will no longer reset the Toxic Dividend counter.
Utility Feats
Adept Blood Dice Upgrade
PassiveYour Blood Dice are now 1d8. Gain Resistance to Poison Damage and Toxicants.
Bloodhound
PassiveCreatures affected by a Bounty automatically fail their Defense Rolls against your Brands. Creatures already Branded automatically fail against your Bounties.
Boomsmither
PassiveGain +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
PassiveGain Aptitude in the Brute Force Skill and when you successfully Shove someone, push them 2 m away.
Before you Wreck Yourself
PassiveYou 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
PassiveYou no longer suffer Hindrance when using Firearms within 1 m of a target.
Watchful
PassiveThe Focus Action can be used as a Quick Action and the bonus increases to +3.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Heartstrings Upgrade
PassiveRange increases to 10 m.
Volatile Rounds Upgrade
PassiveVolatile 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
PassiveTwo 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
PassiveTwo 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.
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 SynergyWhen 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 PointsBrandDuration: 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 PointsIf 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 PointsWhen 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 PointsBountyDuration: 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
PassiveWhile 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 PointsWhile 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 PointsDuration: 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 PointsRange: 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
PassiveWhile 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.
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
PassiveIf 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 PointsDuration: 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 PointWhen 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
PassiveIf 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
PassiveWhile 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
PassiveWhile a target is afflicted with a Brand, it becomes Vulnerable to Physical and Miasmic Damage.
Utility Feats
Bloodblind
AP: 1 | R | 3 Blood PointsWhen 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
PassiveIncrease Endurance Ability Score by +2. Add your MAB onto HP Dice when Healing during Short Rests.
Fortifying Endurance
AP: 1 | R | 4 Blood PointsChoose 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
PassiveYour Blood Dice are now 1d10 and gain +2 to your Blood Focus Rolls.
Threatening Demeanor
AP: 2 | CA | 6 Blood PointsRange: 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.
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 SynergyRange: 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 PointsBrandDuration: 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 PointsWhile 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 RiteWhile 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 PointsMake 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 PointsBrandDuration: 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 RiteDuration: 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 PointsBrandDuration: 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 PointsDuration: 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 RiteDuration: 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 PointsSacrifice 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
PassiveAfter 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 RiteTarget 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.
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 PointsRe-roll any Ranged Attack Roll or Damage Roll.
Death Blossom
AP: 1 | QA/R | 2 Blood PointsWhen 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 PointsIf 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
PassiveWhile 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
PassiveWhen you successfully Brand a creature, their movement is reduced to 0 until end of their next Turn.
Not Today, Death
PassiveIf you s쳮d two Death Checks, you regain 1 HP and Stabilize.
Pinnacle Blood Dice Upgrade
PassiveYour Blood Dice are now 1d12. Increase any Ability Score by +2 or any two by +1 each.
Sanguine Tap
AP: 1 | QA/RSpend 10 HP to regain 1 Blood Point, up to five times per Long Rest. Each additional use causes 1 Level of Exhaustion.
Synthetic Reverie
PassiveYou can now use a Brand or Bounty on Synthetic Creatures.