Everybody's carrying scrap. You're the one still alive because you know exactly how much to trust it.
Every gun in the wasteland is a bet. Most of what's out there is scrap-forged, hand-fitted, and one bad trigger pull from turning on you. Ironsights are the ones who bet on guns for a living and kept winning long enough to get good at it — reading a weapon's temperament like a second language, knowing exactly which piece of junk to trust with a called shot and which one you fire and immediately duck behind cover from. And every one of them is, somewhere in the back of their head, still hunting for the gun that never lets them down.
Your subclass, chosen at 1st level. Grants a feature again at 7th; every Draw's mid-tier feats (§5, 12th level) become available to all four once unlocked.
One gun in each hand and a rhythm to firing them that took years to stop dropping either one. Fast, aggressive, always one more shot than anyone expects.
Patience as a weapon. You find the vantage, you wait, and by the time anyone notices you're there the shot's already landed.
You want them close. Anyone who charges you regrets it immediately, and anyone who doesn't gets punished for hesitating.
Whatever's in your hand right now works, because you've made it work before. Unpredictable, resourceful, never carrying quite what people expect.
Hot Load pushes a shot past what the gun — scrap or Good — was built to handle, for real damage right now. Good Guns take the strain better. Scrap guns take it personally.
| d8 | Result |
|---|---|
| 1 | Sticky Action — clearing this weapon costs two actions instead of one. |
| 2 | Kickback — you're shoved 5 feet and off-guard until your next turn. |
| 3 | Scorched Hand — minor fire damage to yourself from the overheated action. |
| 4 | Wasted Round — you lose additional ammunition beyond what the shot cost. |
| 5 | Cracked Barrel — this weapon takes a permanent −1 penalty until repaired at a proper workshop. |
| 6 | Deafening Bang — you and adjacent creatures are deafened briefly. |
| 7 | Total Jam — this weapon is unusable for the rest of the scene, not just until cleared. |
| 8 | Blow Up — GM's call. The weapon is destroyed outright, or shrapnel catches everyone nearby, you included. |
| Lv | Class Features |
|---|---|
| 1 | Draw, Singular Expertise, starting Scrap Gun (Jam trait), initial proficiencies |
| 2 | Skill feat, Ironsight feat |
| 3 | General feat, skill increase, expert Class DC |
| 4 | Ironsight feat |
| 5 | Ability boosts, ancestry feat, skill increase, expert weapon proficiency |
| 6 | Ironsight feat |
| 7 | General feat, skill increase, master Reflex, Draw feature II, Hot Load Mastery |
| 8 | Ironsight feat |
| 9 | Ancestry feat, skill increase, Blowback Control (reroll one/day), expert Fortitude |
| 10 | Ability boosts, Ironsight feat |
| 11 | General feat, skill increase, master weapon proficiency, The Last Round unlocked |
| 12 | Ironsight feat |
| 13 | Ancestry feat, skill increase, master Will |
| 14 | Ironsight feat |
| 15 | Ability boosts, skill increase, Draw capstone, master Fortitude, Good Gun Bond unlocked |
| 16 | Ironsight feat |
| 17 | General feat, skill increase, legendary weapon proficiency |
| 18 | Ironsight feat |
| 19 | Skill increase, Dead Man's Hand |
| 20 | Ability boosts, Ironsight feat, One Bullet, One Legend |
A representative loadout, not an exhaustive list. Brass bar = general access. Rust bar = Draw-flavored but open to all once unlocked.
Choose one, permanently: your bonded weapon always has one more round when it truly matters, ammunition be damned — or the Jam trait simply stops applying to any scrap gun you personally wield.
Once per day, fire a single shot that is an automatic critical hit against any one target you can see, at any range. If it's fired from a Good Gun, the shot becomes local legend — told wrong, and better, in three different bars within a month.
New to Cinderfall: specific, named Good Guns any GM can drop into a campaign as a quest reward, a rumor to chase, or a rival's prize possession.
A priest kept firing it after his church burned down around him, and kept firing it for three days after that, by every account that survived to tell the story. Nobody's found the priest. The gun turned up decades later, and it still shoots like something's aiming it besides you — called shots seem to land exactly where you meant them, as if the gun already remembers where the bullet goes.
Pulled from a flooded ruin along the Drowned Coast, pitted with rust that should have ruined it and somehow didn't touch the mechanism at all. Every confirmed kill leaves a faint, almost musical chime nobody else can hear. Local rumor says it's counting toward something, and nobody's found anyone willing to find out what happens at the total.
A third path exists for a Scrapwright-adjacent quest: guild shrines to the Foreman (Dossier 01, §7) are known to bless a sidearm for a Scrapwright and an Ironsight who complete a job together — the resulting weapon is common in construction but never Jams again. A clean crossover hook between the two dossiers, free for any table that wants it.