TEXT: The Hack 'n' Slasher
  Fate Forged In Fire
  You have a pair of quick firing pistols. They are one of a kind, no one else in the world has 
  a set of these babies. You alone have mastered the tricks and techniques to their usage and 
  incorporated them into your fighting style.
  Your guns are 2 Weight, Reload, Far, Near. Describe your guns below.
  Flurry
  When you unleash a barrage of shots at a group of foes, roll+dex.
  On a 10+, you explode in a furious whirl of bullets and spins. All the foes you aimed at are 
  pinned down and you deal damage to one of them.
  On 7-9, you move like the wind and get a few shots off, but your guns fail. Your GM will tell 
  you how your guns failed. Deal Damage to one target.
  Bladestorm
  Your blade is deadly fast. Years of training or demonic pacts or gifts from above pay off as you 
  erupt in a furry of swipes, stabs and swings. When you Go All Out on a foe, roll+dex
  On a 10+ you overcome the foes defenses soundly. Inflict a debility of your choice and gain 
  +1 forward to your next attack
  On a 7-9, you still blaze away with incredible skill, but their defenses remain untouched. Inflict 
  a debility of your choice.
  Legacy
  There is something in your past, a forgotten family member, a rival or an unseen foe. When 
  you Miss on Carouse, you may take any of the following choices instead of the ones listed;
  •	
  Your forgotten family member seeks you out
  •	
  A nemesis hears of you
  •	
  A pact, gift, or skill, comes back to haunt you
  ⃞Chaotic
  Upset a balance
  ⃞Evil
  Take control of a situation from someone or something
  ⃞Good
  Upset the balance between Good And Evil, for the side of Good
  ⃞Elf
  You are far more at home in the air than on the ground. When 
  Defying Danger by leaping a long distance, take +1 forward
  ⃞Human
  You and your weapons are inseparable. Anytime you lose them in 
  the fiction, they always come back to you when you need them.
  Fill in the name of one of your companions in at least one:
  _______________ was always going to run into me.
  _______________ has seen my blade before, and knows something 
  about it
  _______________ despises my abilities, I must show them 
  otherwise
  Alignment
  Damage
  Armor
  HP
  Your max HP is  8+Con-
  stitution
  Strength
  STR
  -1
  WEAk
  Dexterity
  DEX
  -1
  SHAkY
  Constitution
  CON
  -1
  SICk
  Intelligence
  INT
  -1
  STuNNED
  Wisdom
  WIS
  -1
  CONFuSED
  Charisma
  CHA
  -1
  SCARRED
  Demonic Eyes, Angelic Eyes or Keen Eyes
  Horns, Light, or Long Hair
  Long Coat, Cloak or Cape
  Human: Dante, Lucifel, Azrael, Camael, Raziel, Uriel
  [Elf] Amon, Abaddon, Abalam, Lucifer, Eblis, Malphas
  Starting Moves
  Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
  Level
  XP
  Name
  Look
  Race
  Bonds
  How did you get these weapons?
   
  ⃞ Gift From The Gods
   
  ⃞ A Pact With Demons
   
  ⃞ Invented and forged them yourself
  Choose an Enhancement
   
  ⃞ Blades and Spikes (Add Melee Tag)
   
  ⃞ Well Made (-1 weight)
   
  ⃞ High Caliber (+1 Damage)
  Damage
  Damage
  d8
  
  Your Load is 6+Str. You carry your guns, dungeon rations (1 weight, 5 uses) and a 
  small sack of bullets (2 ammo,, 0 weight). Choose your defenses:
   
  ⃞ Leather undercoat (1 armor, 1 weight) and Adventuring gear (1 weight)
   
  ⃞ Hardened Leather Jacket (1 armor, 1 weight)
  Choose your Weapon:
   
  ⃞ Longsword (2 weight, Close)
   
  ⃞ Steel Gauntlets (1 weight, Touch)
  Choose one:
   
  ⃞ 2 Healing potions (2 weight)
   
  ⃞ Bag of Bullets (3 Ammo), 1 Weight)
  Advanced Moves
  Gear
  When you gain a level from 2-5, choose from these moves.
  ⃞Launch
  When you sweep your weapon under the target and try to throw them in the air, 
  roll+dex. On a 10+ Deal damage and the launch the target into the sky On a 7-9. 
  your blow isn't right. Deal Damage but the foe counters
  ⃞Dash
  When you make any attempt to move between two foes, as long as you damaged 
  one, you may sprint to the next without Defy Danger, as long as there is ground 
  between you and them.
  ⃞Bullet Rain
  When you leap into the air and pepper the area with gunfire, roll+dex On a 10+, 
  you expose enemies from cover and pin those outside of it. Your allies take +1 
  ongoing to Hack And Slash for a short while. On a 7-9, force any enemies from 
  out of cover and grant a +1 ongoing to Hack and Slash for your allies, but expose 
  yourself to counter attack
  ⃞Improved Weapon
  Choose one extra enhancement for your guns.
  ⃞Smash The State!
  When you face down an enemy more powerful than yourself, and laugh in its 
  face, take +1 Ongoing to all Damage rolls against them.
  ⃞Deepen Pacts
  Either your existing pact is deepened, or you create one with the forces of Good 
  or evil. You may now consult them for advice through your guns. Roll+cha. On a 
  10+, the advice is truthful and forward. On a 7-9, the advice you get is muddled 
  or a riddle and you owe the forces a favour. On a Miss, you anger the forces you 
  have made a pact with.
  ⃞Focus Fire
  When you volley an enemy with your guns, your next attack against that same 
  foe deals +1d4 damage.
  ⃞Bulletsmith
  When you spend some time making your own rounds, you make a small sack 
  of bullets (2 ammo, 2 weight), roll+dex. On a 10+, Hold 2, on a 7-9, Hold 1. on 
  a 6-, Hold 0, Spend hold on the following;
  •	
  Light Rounds (-1 weight)
  •	
  Lots of Rounds (+1 Ammo)
  •	
  Explosive Rounds (+1 damage till empty)
  •	
  Massive Rounds (Messy till empty)
  ⃞Aerial Assault
  When you attack a foe in mid-air, gain +1 ongoing to Hack And Slash
  ⃞Empty The Clip
  When you volley, you may spend extra ammo before rolling. For each point of 
  ammo spent, you may choose an extra target. Roll once and apply damage to 
  all targets
  When you gain a level from 6-10, choose from these moves or the level 2-5 
  moves.
  ⃞Blast off!
  Replaces: Launch
  When you sweep your weapon under the target and launch them into the sky, 
  roll+dex. On a 10+, launch the target into the sky, follow them up and deal 
  damage. On a 7-9, Launch them and Deal damage
  ⃞Air-Dash
  Replaces: Dash
  When you move from one foe to the next, as long as you damaged the first, you 
  move to the second instantly, without defy danger, regardless of the terrain or 
  situation.
  ⃞Perfected Weapon
  Requires: Improved Weapon
  You finish your weapon. Add the final enhancement to it and apply one of the 
  following tags of your choice; Forceful, Damage +1, Throwable, +1 Piercing
  ⃞Improved Flurry
  Requires: Flurry
  When you Flurry, on a 12+ Roll Damage once and apply it to up to 3 targets
  ⃞Blade Barrage
  Required: Bladestorm
  When you use Bladestorm, your weapon may be considered Reach, regardless 
  of its usual range
  ⃞Autoloaders
  You have mastered every facet of your weapons, remove the Reload Tag.
  ⃞Hey, Catch!
  When you focus your attention on one foe, blasting them with bullet and blade 
  back into the reach of another party member, that party member gains +2 ongoing 
  to their next action.
  ⃞Check This Out!
  When you draw all the attention to yourself with an acrobatic display of skill 
  and dexterity, you draw all foes to your location unless they are already engaged 
  in a melee. Your ducking and diving grant you +3 Armour and all allies gain +1 
  ongoing to attacking the distracted foes.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Hack n Slasher.pdf