TEXT: Shoot ‘n’ Loot v 1.0
  mqsalmon.itch.io/shootnloot
  the result. On a 10+, each player gains 3 hold. On a 7-9, 
  each player gains 1 hold. On a 6-, each player gains no 
  hold.
  Every player generates a single weapon by rolling on 
  the Loot Tables. Then, spend hold 1 for 1 to do the 
  following. 
  • Add a tag to your loot (roll once on the tag table)
  • Re-roll a Loot Table roll (any table)
  • Plus or minus 2 to a Loot Table roll 
  • Plus or minus 5 to a Loot Table roll 
  • Plus or minus 10 to a Loot Table roll
  Death’s Door: When you suffer direct harm, roll with 
  no bonuses. On a 10+, you shake it off and return to 
  the fray, setting your Cover Dice to 2. On a 7-9, you 
  are incapacitated and are permanently injured or 
  scarred, you and the GM must agree how. You cannot 
  participate in combat until the end of the encounter, at 
  which point your allies may help you up. On a 6-, you 
  die outright. But don’t worry! Thanks to the miracles of 
  modern technology, you can respawn as long as you 
  have current Respawn Insurance.
  The following moves area available to all players, in 
  addition to the moves in their Playbooks.
  Survey: When a fight breaks out, roll +mind. On a 6-, 
  gain 2 hold. On a 7-9, gain 3 hold. On a 10+, gain 5 hold. 
  Collaborating with the other players, spend hold to 
  establish cover, obstacles, and features of the terrain on 
  the combat map, as established by the fiction.
  • A small piece of natural cover (1)
  • A small patch of terrain with particular properties 
  (1)
  • A wall or 2m tall obstacle (2)
  • An obstacle or piece of difficult terrain (2)
  • A neutral danger or threat (2)
  • A position that provides a unique advantage (3)
  • A computer terminal or object capable of con-
  trolling or affecting the terrain (4)
  • A vehicle (light 2, medium 3, heavy 5).
  The GM then adds cover, obstacles, and features as 
  established by the fiction that have not already been 
  added.
  Shoot: When you use a weapon that has more than 0 
  ammo to attack an enemy, declare which weapon you 
  are attacking with and roll +gun. On a 10+, gain 2 hold. 
  On a 7-9, gain 1 hold, and take -1 Ammo. On a 6-, take 
  -1 Ammo and an enemy of the GM’s choice inflicts harm 
  on you. Spend hold 1 for 1 to do the following. You can 
  only choose each option once per roll.
  • Cause harm based on your weapon damage, or 
  spend 2 hold to inflict your weapon damage +1d4 
  harm and an enemy of the GM’s choice inflicts 
  harm on you
  • Force your target to move and roll their Cover Dice;
  • Reload, returning one weapon to full Ammo.
  Reposition: When you manoeuvre 
  through combat to a new position, move 
  your token to a piece of cover or draw a new 
  piece of cover on the map. Roll your Cover 
  Dice, then roll +run. On a 10+, add +1 to your 
  Cover Die, up to your Cover Die’s maximum. On a 
  7-9, choose one: halve your Cover Dice (rounded up) 
  or, the GM chooses an enemy to also move and roll 
  their Cover Dice. On a 6-, the GM chooses up to two 
  enemies to also move and roll their Cover Dice.
  Drive: When you pilot a vehicle, roll +mind. On a 10+, 
  choose two, on a 7-9, choose one: Destroy the cover 
  of an enemy in your path (if Medium or Heavy vehicle), 
  cause 4 harm to cover (if Light vehicle), or cause Direct 
  Harm to an enemy without cover; Avoid hazards and 
  damage to your vehicle; Damage an enemy vehicle; 
  Move to an advantageous position (if Light or Medium 
  vehicle); Bail out before the vehicle explodes.
  Deal: When you try to convince someone to do what 
  you want, roll +mind. On a 10+, they do it. On a 7-9, 
  they will do it, but first need something from you.
  High Octane: When you do something risky, bom-
  bastic, or daring, roll +whichever skill is most relevant. 
  On a 10+, you do what you set out to do. On a 7-9, you 
  achieve your goal, but something goes wrong. The GM 
  makes a move. On a 6-, you fail to do it, and the GM 
  makes a move as hard as they want.
  Loot: When you loot the area in the calm after a 
  conflict, roll +number of enemies killed, minus the 
  number of players (maximum +3). Only one player can 
  roll Loot per encounter, but every player benefits from 
  Basic Moves
  
  Shoot ‘n’ Loot v 1.0
  mqsalmon.itch.io/shootnloot
  Progression 
  When you mark the 5th EXP box,  
  clear all EXP and choose one:
  Increase one Skill by 1, to a maximum of +2. Choose 
  another move from your playbook. Choose another 
  move from a different playbook. Reduce your  
  Respawn Debt by 2. 
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Gun
  Run
  Mind
  Cover
  Respawn Debt 
  When you die and respawn, mark a box. When you mark 
  the 5th box, your respawn provider refuses you service and 
  respawns you offworld and into indentured servitude.
  Your Provider is: _____________________________________
  Weapons
  At character creation, set one skill at +1, one at 0, one at -1.
  Name: ____________________________ Pronouns: _________
  The Soldier
  Moves
  You get:
   
  ऋ Insta-Cover: You have a deployable force shield. 
  When you deploy your shield, draw a new piece 
  of cover and roll +gun. On a 7-9 choose one of the 
  following, or on a 10+ choose three: Increase Cover 
  Die by 1 up to its maximum for any character who 
  takes cover behind the shield; Increase the damage 
  of allies attacks by 1 when they attack through the 
  shield; Prevent all characters from moving through 
  the shield.
  When you level up, you can choose:
   
  ⬜ Hunker Down: When you hold position rather 
  than reposition, roll +gun. On 7-9, increase your 
  Cover Die by 1. On 10+, increase your Cover Die by 2.
   
  ⬜ Demolition Man: When you use explosives to 
  damage buildings or cover, roll +gun. On 7-9, 
  you destroy a thin wall, a small piece of cover, or a 
  light vehicle, or anything more fragile. On 10+, you 
  destroy a reinforced wall, a large piece of cover, or a 
  medium or heavy vehicle, or anything more fragile.
   
  ⬜ Armoured: When your Cover Die is on 0, it takes 2 or 
  more damage to cause you Direct Harm, rather  
  than 1.
   
  ⬜ First Aid: When you provide medical aid to an ally 
  who has been injured but not killed, roll +mind. 
  On a 10+, the ally may immediately return to the 
  fight as if they rolled 10+ on their Death’s Door 
  move. On a 7-9, the ally may return to the fight next 
  round as their move.
   
  ⬜ Sure Wish We Had Some Grenades: When you 
  throw a grenade at 2 or more enemies that share 
  cover, roll +run. On a 7+, inflict 2 harm against 
  all enemies sharing that piece of cover. On a 10+ 
  choose one additional effect: Inflict 1 additional 
  harm, or restore 1 use of your grenades. (Grants 
  Grenades gear)
  Look
  Choose one for each, or write your own.
  Body: Scarred, tattoos, cyberware,  ___________________
  Eyes: Alert, haunted, suspicious,  _____________________
  Demeanour: Disciplined, dour, jumpy,  _______________
  Gear
  You have: A uniform from your former corporate 
  militia. A token or memento of a past relationship. A 
  fine first aid kit. Grenades (3 uses per encounter).
  Drives
  Mark EXP when…
  • Your rigid thinking complicates the mission.
  • You choose the honourable thing over the expedient 
  thing.
  • A person or faction from your past complicates the 
  mission.
  d10
  
  Shoot ‘n’ Loot v 1.0
  mqsalmon.itch.io/shootnloot
  Progression 
  When you mark the 5th EXP box,  
  clear all EXP and choose one:
  Increase one Skill by 1, to a maximum of +2. Choose 
  another move from your playbook. Choose another 
  move from a different playbook. Reduce your  
  Respawn Debt by 2. 
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Gun
  Run
  Mind
  Cover
  Respawn Debt 
  When you die and respawn, mark a box. When you mark 
  the 5th box, your respawn provider refuses you service and 
  respawns you offworld and into indentured servitude.
  Your Provider is: _____________________________________
  Weapons
  At character creation, set one skill at +1, one at 0, one at -1.
  Name: ____________________________ Pronouns: _________
  The Berserker
  d8
  Look
  Choose one for each, or write your own.
  Eyes: Wild, piercing, unnatural,  _______________________
  Hair: Shaggy, sculpted, burned,  ______________________
  Body: Muscled, mutated, scarred,  ____________________
  Gear
  You have: A totem or memento of your planet of origin.  
  A pile of wanted posters of you/a dangerous fugitive 
  (choose one). An experimental anaesthetic (1 use per 
  session).
  Drives
  Mark EXP when…
  • Your irrational aggression complicates the mission.
  • You cause a fight that could have been avoided.
  • You destroy something precious.
  Moves
  You get:
   
  ऋ In Your Face: When you attack an enemy at point-
  blank range, roll +gun. On a 7+, set your Cover Die 
  to 1, deal your weapon damage +1d4 additional 
  harm, and take 1 hold. On a 10+, take 1 additional 
  hold. Spend hold 1 for one to: 
  • Deal an additional +1d4 damage 
  • Immediately roll the Run action 
  • Increase your Cover Die by 2. 
  When you level up, you can choose:
   
  ⬜ Living On The Edge: When you use the Run move, 
  you can choose to set your Cover Die to 2 rather 
  than roll and then take +2 weapon damage next time 
  you inflict harm.
   
  ⬜ I’m Immortal!: When you die, expend your 
  Experimental Anaesthetic. Make one move immedi-
  ately, then die. (Grants Experimental Anesthetic gear)
   
  ⬜ Shrug It Off: You can move through hazardous 
  terrain without penalty.
   
  ⬜ Hulk Out: When you charge through flimsy cover 
  with brutal force, roll +run. On a 7-9, destroy a light 
  piece of cover and set your own Cover Die and the 
  Cover Dice of all characters behind that cover to 0. 
  On a 10+, cause Direct Harm to one enemy who was 
  behind that cover in addition to the 7-9 effect.
   
  ⬜ Battle Cry: When you let loose a barbaric yawp, 
  roll +run. On a 7-9, enemies can cause harm only 
  to you for the remainder of this round. On a 10+, 
  enemies can cause harm only to you, and you also 
  increase your Cover Die by 2. 
  
  Shoot ‘n’ Loot v 1.0
  mqsalmon.itch.io/shootnloot
  Progression 
  When you mark the 5th EXP box,  
  clear all EXP and choose one:
  Increase one Skill by 1, to a maximum of +2. Choose 
  another move from your playbook. Choose another 
  move from a different playbook. Reduce your  
  Respawn Debt by 2. 
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Gun
  Run
  Mind
  Cover
  Respawn Debt 
  When you die and respawn, mark a box. When you mark 
  the 5th box, your respawn provider refuses you service and 
  respawns you offworld and into indentured servitude.
  Your Provider is: _____________________________________
  Weapons
  At character creation, set one skill at +1, one at 0, one at -1.
  Name: ____________________________ Pronouns: _________
  The Agent
  d4
  Look
  Choose one for each, or write your own.
  Face: Suave, chiselled, masked,  ______________________
  Clothes: Elegant, black, bodysuit, _____________________
  Eyes: Cold, smiling, cyberware,  _______________________  
  Gear
  You have: Forged credentials. A concealable weapon. A 
  vial of deadly poison (1 use per session).
  Drives
  Mark EXP when…
  • You make a calculated decision that values the mis-
  sion over lives.
  • You act decisively and complicate the mission.
  • You betray an agreement or understanding.
  Moves
  You get:
   
  ऋ Stealth Field Generator: You have a personal cam-
  ouflage device. When you activate camouflage, set 
  your Cover Die to 0 then flip a coin. On heads, you 
  are invisible and cannot be seen, heard, or detected 
  by conventional means. You cannot be fired upon by 
  enemies. Your Cover Die is set at 0 as long as you are 
  invisible. After rolling a move while you are invisible, 
  flip a coin. On heads, you remain invisible. On tails, 
  your camouflage breaks and your turn ends.
   
  ऋ Sleight of Hand: When you perform a discreet 
  action, roll +mind. Then, roll +mind. On a 7-9 choose 
  one from the following list, or on a 10+ choose two: 
  The NPC doesn’t have their own agenda, the NPC 
  regards you favourably, the NPC has useful connec-
  tions or access.
  When you level up, you can choose:
   
  ⬜ Assassin: When you strike an enemy within touch 
  range while invisible, you may inflict Direct Harm 
  on that enemy regardless of their Cover Die. Your 
  camouflage breaks.
   
  ⬜ Contact: Once per session you can introduce an 
  allied NPC. Name the NPC, describe them, and 
  establish which Corporation they work for. Then, roll 
  +mind. On a 10+, choose two from the list below. On 
  a 7+, choose one: The NPC doesn’t have their own 
  agenda, the NPC regards you favourably, the NPC 
  has useful connections or access.
   
  ⬜ Agile Combatant: When you roll your Cover Die, roll 
  twice and take the higher result.
   
  ⬜ Reliable Stealth Field: Once per encounter you can 
  re-toss a failed Stealth Field Generator coin toss.
   
  ⬜ Corporate Espionage: When you access sensitive 
  files, roll +mind. On a 7-9, you gain a piece of useful 
  intelligence, the GM will tell you what. On a 10+, you 
  gain useful intelligence and it is valuable to a particu-
  lar Corporation.
  
  Shoot ‘n’ Loot v 1.0
  mqsalmon.itch.io/shootnloot
  Progression 
  When you mark the 5th EXP box,  
  clear all EXP and choose one:
  Increase one Skill by 1, to a maximum of +2. Choose 
  another move from your playbook. Choose another 
  move from a different playbook. Reduce your  
  Respawn Debt by 2. 
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Gun
  Run
  Mind
  Cover
  Respawn Debt 
  When you die and respawn, mark a box. When you mark 
  the 5th box, your respawn provider refuses you service and 
  respawns you offworld and into indentured servitude.
  Your Provider is: _____________________________________
  Weapons
  At character creation, set one skill at +1, one at 0, one at -1.
  Name: ____________________________ Pronouns: _________
  The Wheel-Jockey
  d6
  Look
  Choose one for each, or write your own.
  Face: Grease streaks, goggles, crash helmet, __________
  Clothes: Windbreaker, jumpsuit, toolbelt,  ____________
  Attitude: Enthusiastic, hyped up, death wish,  ________
  Gear
  You have: A custom detachable steering wheel. A good 
  luck charm. Fine mechanic’s tools.
  Drives
  Mark EXP when…
  • You act recklessly without considering the 
  consequences.
  • You destroy something that is needed later.
  • You become distracted by the lure of adventure and 
  excitement and complicate the mission.
  Moves
  You get:
   
  ऋ Catch A Riiiiiiide: When you or an ally rolls Survey, 
  vehicles cost 1 less Hold to place on the map.
   
  ऋ Daredevil: When you roll Drive, you ignore the next 
  point of damage inflicted on your vehicle for the rest 
  of the round.
   
  ऋ I’m On Your Six: When you roll Drive, on a 7+, all 
  allies in the vehicle with you gain +1 to the Shoot for 
  the rest of the round.
  When you level up, you can choose:
   
  ⬜ Defensive Driving: All vehicles gain +1 damage 
  threshold while you are the driver.
   
  ⬜ Guess I’m Walking: You always bail out of a vehicle 
  before it explodes.
   
  ⬜ Guess We’re Walking: You can always bail one 
  ally out of a vehicle that you are also in before it 
  explodes (requires Guess I’m Walking).
   
  ⬜ Witness Me!: When a vehicle you are driving 
  explodes, it deals Direct Harm to all enemies in the 
  immediate vicinity.
   
  ⬜ Whiz-Kid: When you use tools or a workshop to 
  repair a vehicle, roll +mind. On a 7-9, you repair a 
  vehicle that has at least one point of damage remain-
  ing to its full damage threshold. On a 10+, you repair 
  a completely destroyed vehicle to half (rounded up) 
  of its full damage threshold.  
  
  Shoot ‘n’ Loot v 1.0
  mqsalmon.itch.io/shootnloot
  Progression 
  When you mark the 5th EXP box,  
  clear all EXP and choose one:
  Increase one Skill by 1, to a maximum of +2. Choose 
  another move from your playbook. Choose another 
  move from a different playbook. Reduce your  
  Respawn Debt by 2. 
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Gun
  Run
  Mind
  Cover
  Respawn Debt 
  When you die and respawn, mark a box. When you mark 
  the 5th box, your respawn provider refuses you service and 
  respawns you offworld and into indentured servitude.
  Your Provider is: _____________________________________
  Weapons
  At character creation, set one skill at +1, one at 0, one at -1.
  Name: ____________________________ Pronouns: _________
  The Gun Runner
  d8
  Look
  Choose one for each, or write your own.
  Smile: Charming, devilish, tricky, ______________________
  Hair: Greasy, luscious, perfect,  _______________________
  Clothes: Expensive, cheap, tailored, __________________
  Gear
  You have: An almost inexhaustible bank account. A 
  portable lockbox keyed to your DNA. An expensive wrist 
  computer.
  Drives
  Mark EXP when…
  • You betray a deal and complicate the mission.
  • You lie or cheat your way to personal gain at the 
  expense of an ally.
  • You gain something at the expense of an ally.
  Moves
  You get:
   
  ऋ Wheel and Deal: When you strike a bargain with 
  another character, roll +mind. On a 7-9 choose one 
  from the following list, or on a 10+ choose two: The 
  character will not willingly betray you; The deal is 
  worth more than the other character realises; The 
  deal costs you less. 
   
  ऋ Ha! You’re a Terrible Negotiator: When you offer 
  a deal with a weapon as currency, the weapon is 
  considered to have the Valuable tag.
  When you level up, you can choose:
   
  ⬜ Bulk Discount: When you take -1 Ammo, flip a coin. 
  On heads, take +1 Ammo (bringing the total Ammo 
  change to 0).
   
  ⬜ One Person’s Trash: When you enter a secure 
  facility or private location, you can immediately 
  identify an object that will be valuable to someone 
  down the line. Roll +mind. On a 7-9, choose one from 
  the following list, or on a 10+ choose two: The object 
  is easy to transport; You immediately know who will 
  value this; The object will not be immediately noticed 
  as missing.
   
  ⬜ Smiling Assassin: When you have someone else’s 
  confidence and are in control of a situation, roll 
  +gun. On a 7+, you inflict Direct Harm on the charac-
  ter. On a 10+, you inflict Direct Harm and remain in 
  control of the situation.
   
  ⬜ An Eye For A Bargain: When someone rolls Loot, 
  you take 1 additional hold.
   
  ⬜ Home Away From Home: You have a secret hideout 
  where you and your allies can rest, restock on basic 
  items, and prepare for missions. Choose one: Your 
  hideout is mobile, your hideout is secure, your 
  hideout contains advanced surveillance equipment, 
  your hideout gives you access to rare gear and 
  equipment. 
  
  Shoot ‘n’ Loot v 1.0
  mqsalmon.itch.io/shootnloot
  Progression 
  When you mark the 5th EXP box,  
  clear all EXP and choose one:
  Increase one Skill by 1, to a maximum of +2. Choose 
  another move from your playbook. Choose another 
  move from a different playbook. Reduce your  
  Respawn Debt by 2. 
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Type:
  Ammo:
  /
  Tags:
  Look:
  Gun
  Run
  Mind
  Cover
  Respawn Debt 
  When you die and respawn, mark a box. When you mark 
  the 5th box, your respawn provider refuses you service and 
  respawns you offworld and into indentured servitude.
  Your Provider is: _____________________________________
  Weapons
  At character creation, set one skill at +1, one at 0, one at -1.
  Name: ____________________________ Pronouns: _________
  The Sentry
  d6
  Look
  Choose one for each, or write your own.
  Clothes: Camouflage, leathers, cloak, _________________
  Eyes: Goggles, hawkish, cybernetic, ___________________
  Body: Tattoos, skinny, athletic, ________________________
  Gear
  You have: A memento of an impressive kill. Thermal 
  binoculars. A laser tripwire and alarm. Wilderness 
  survival gear.
  Drives
  Mark EXP when…
  • You use the natural world to your advantage.
  • You protect the natural world and complicate the 
  mission.
  • You go off on your own and complete a dangerous 
  objective without backup.
  Moves
  You get:
   
  ऋ Steady: When you line up a shot, roll +gun. On a 
  7-9, take +1 Steady. On a 10+, take 2 Steady. Spend 
  2 Steady to cause Direct Harm to one enemy in your 
  line of sight regardless of cover. Clear all Steady at 
  the end of the encounter.
  When you level up, you can choose:
   
  ⬜ Quick Draw: Immediately after a fight breaks out 
  after a tense negotiation (before the first turn of 
  the round), roll +mind. On a 7-9, choose one enemy 
  in range and halve their initial Cover Die roll (round-
  ed up). On a 10+, inflict Direct Harm on one enemy. 
   
  ⬜ You Activated My Trap Card: When you lay a 
  trap for an unsuspecting enemy, roll +mind. On a 
  7-9 choose one from the following list or, on a 10+ 
  choose two: The trap will incapacitate; The trap can 
  be easily reset; The trap will not attract attention 
  when sprung; The trap will affect more than one 
  person.
   
  ⬜ Big Game Hunter: Take +1 to Shoot against targets 
  as large as a medium vehicle or larger.
   
  ⬜ Peek And Shoot: When you roll Shoot, you may 
  choose to reduce your Cover Die by 2 to take +1 on 
  your Shoot roll.
   
  ⬜ Stalker: Your weapons all gain the Nocturnal tag in 
  addition to their other tags, unless they already have 
  the Diurnal tag.
  
SOURCE: textdata/thevault/Shoot n' Loot (PbtA)/Shoot 'n' Loot - Playbooks [v1.0].pdf