TEXT: Shoot ‘n’ Loot v 1.0
  Page 1
  A Rules-lite Tactical Shooter TTRPG with 
  Millions of Guns, Powered by the Apocalypse
  By Mitchell Salmon
  
  Shoot ‘n’ Loot v 1.0
  Page 2
  Enemies ........................................................................ 8
  Agenda & Principles ....................................................8
  Agenda .......................................................................... 8
  Principles ...................................................................... 8
  Resolving Player Versus Player .................................9
  Player Safety ................................................................9
  Credits ..........................................................................9
  Mission Table .............................................................10
  Loot Tables.................................................................10
  Weapon Type ............................................................. 10
  Ammo .......................................................................... 11
  Tags ............................................................................. 11
  Look ............................................................................. 14
  Contents
  Introduction ................................................................3
  Fiction-First Gaming ...................................................3
  You Will Need ..............................................................4
  Character Creation .....................................................4
  Playbooks ..................................................................... 4
  Skills .......................................................................... 4
  Loot Weapons ...................................................... 4
  Create Companies ........................................... 4
  Weapons ........................................................4
  Moves ...........................................................4
  Hold .............................................................. 5
  Combat ........................................................5
  Passing Play ................................................ 5
  Combat Map .............................................. 6
  Cover Dice .................................................. 6
  Ammo and Reloading .............................. 6
  Injury and Death ...................................... 6
  Badasses ................................................... 7
  Vehicles ..................................................... 7
  Missions ....................................................7
  Progression ..............................................7
  Party Questions ...................................... 7
  Drives ...................................................... 8
  Failed Rolls ............................................. 8
  GM Moves ...............................................8
  A game by Mitchell Salmon. Twitter: @mqsalmon 
  Distributed under a Creative Commons Attribution 4.0  
  International License. This license does not apply to 
  images and design elements, which remain the property 
  of their respective copyright holders. 
  Game version 1.0
  CW: Violence and death, minor drug use.
  
  Shoot ‘n’ Loot v 1.0
  Page 3
  Fiction-First 
  Gaming
  Shoot ‘n’ Loot is a game written in the tradition of ‘fic-
  tion-first’ tabletop roleplaying games. That means that a 
  game of Shoot ‘n’ Loot starts and ends with the story you 
  tell together. This is a collaborative storytelling game, 
  with rules designed to help you create a story on equal 
  footing with everyone at the table. The collaborative 
  story conversation is the most important thing, and 
  the rules in this document only kick in when certain 
  things happen in the fiction (see Moves  
  on page 4).
  Players control characters who explore the fiction-
  al world, take on dangerous missions, and have 
  high-octane adventures. Players are responsi-
  ble for establishing why their character is a part 
  of the group and why they continue to be so, 
  and what they do in response to situations that 
  face them. Players are also responsible for the 
  safety and fun of everyone at the table, and for 
  creating a story that everyone enjoys together.
  One player has an asymmetric role to the others: 
  the role of Game Master (or GM). The GM does 
  not have a single character, but describes the 
  activities of all the other characters in the fictional 
  world, plus the movements of all the other fictional 
  elements such as corporations, factions, and even 
  the movement of planets. But the GM’s responsibil-
  ities are the same: the safety and fun of everyone 
  at the table, and creating a story that everyone 
  enjoys together.
  Introduction
  It’s a tough, unforgiving, dangerous galaxy. Out there 
  on the fringes of solar systems controlled by interstellar 
  ultra-capitalist corporations, where pirates and bandits 
  and marauders roam, mercenaries make a living taking 
  dangerous jobs for not enough pay, hoping to scrape 
  enough together to buy a better gun that could be the 
  difference between success and bloody, painful failure. 
  And if they die, the ubiquitous corporate respawn 
  industry spits them out in a new body, for as long as it’s 
  profitable.
  You are one of these bombastic, gun-toting, prob-
  lem-solving, explosion-loving, daredevil-driving merce-
  naries, out to make a name for yourself blowing away 
  bad guys for fun and profit. You do what the mission 
  demands, and look good while doing it.
  Let’s make some mayhem.
  
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  Mind covers anything the character does that requires 
  thinking, observation, or analysis, including holding a 
  conversation.
  After you choose a Playbook, assign one of +1, 0, and -1 
  to each of your character’s skills. When a move instructs 
  you to roll +/- skill, add the relevant number  
  to your result. 
  Loot Weapons
  Next you need to roll weapons. Every character in Shoot 
  ‘n’ Loot starts with two weapons, generated by rolling 
  on the Loot Tables (see page 10). Roll once on the 
  Weapon Type table to determine the weapon’s type, 
  damage dice, and one built-in tag. Roll once on Ammo 
  table to determine the weapon’s ammo capacity. Roll 
  twice on the Tag table to add two tags to the weapon. 
  To finish your weapon, roll once on the Look table to 
  determine the weapon’s look.
  Repeat this process for your second weapon.
  Create Companies
  Every character has a Respawn Insurance Account 
  with an interstellar corporation (see page 6). The 
  final step of character creation is to name that corpo-
  ration, and describe the work they are best known for. 
  This is a good opportunity to introduce concepts that 
  you are interested in seeing in the game world.
  For example: Janine’s Soldier has a respawn 
  account with EMO Technology Unlimited, who 
  specialise in developing military-grade human-
  oid robots. Now everybody at the table knows 
  that humanoid robots exist in this world, and 
  Janine is interested in stories that involve them.
  You Will Need
  To play Shoot ‘n’ Loot, you will need…
  • 2-5 players, with one acting as the GM.
  • Copies of the playbooks and play aids.
  • A distinct token for each player, plus a number of 
  generic tokens for enemies.
  • Plain printer paper (A4 or Letter size) and something 
  to draw with.
  • A couple of sets of RPG dice.
  • Some toy cars (optional).
  Character 
  Creation
  Playbooks
  Each character has a Playbook, which gives you access 
  to special moves unique to that character archetype. 
  Each Playbook can only be chosen once, so coordinate 
  with your other players, and ask what Playbooks they 
  would be interested in playing. 
  Skills
  Characters each have three skills: Gun, Run, and Mind.
  Gun covers the character’s use of firearms, weapons, 
  and anything in the environment that has been 
  weaponised. 
  Run refers to the character’s physical prowess including 
  speed, agility, and strength. 
  Weapons
  All weapons in Shoot ‘n’ Loot are generated by rolling on 
  the Loot Table (see page 10). You never know what 
  weapon you will get. You will find a new weapon after 
  every encounter, and can add the new weapon to your 
  playbook sheet, swap out an old weapon for the new 
  one, or discard the new weapon.
  Your character can hold up to four weapons. You can 
  swap between each of these four on the fly; when you 
  make the Shoot move (see page 15), you declare 
  which weapon from your available weapons that you 
  are attacking with.
  Characters do not have an inventory or a reserve. When 
  you remove a weapon from your character sheet, it is 
  gone for good. When you loot a weapon, if you do not 
  equip it immediately, it is gone for good.
  Weapons are built from a type (page 10), a maximum 
  ammo capacity (page 11), a look (page 14), and up 
  to four tags (page 11) one of which is always defined 
  by the weapon’s type. Weapons are created when 
  rolling the Loot move (page 15).
  Moves
  For a list of Basic Moves that all players share,  
  see page 15
  Moves are the basic unit of play in Shoot ‘n’ Loot. The 
  game is a conversation between all the players (includ-
  ing the GM), mediated by moves. Whenever you do an 
  action described in the bold text of a move, you roll 2d6 
  
  Shoot ‘n’ Loot v 1.0
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  move you made, and there’s usually no reason not 
  to spend it all.
  Combat
  Passing Play
  Turn order in Shoot ‘n’ Loot is tracked by use 
  of a Turn Token. During situations when it is 
  necessary to track turn order, such as combat, 
  the players decide who should make a move first 
  as established by the fiction. After the first player 
  makes a move that involves rolling dice, they pass 
  the Turn Token to another player of their choice 
  who has not taken a turn this round. Once every 
  player has taken a turn, a new round commences 
  and the players decide who should take an action 
  as established by the fiction. Players must make a 
  move on their turn. NPC enemies move when the 
  GM makes a move. See GM Moves on page 8.
  Player Versus Player
  In player versus player situations, the Turn Token 
  is passed as normal between all participating 
  players. No distinction is made between allies and 
  enemies—the Turn Token must be passed to all 
  players before the end of the round. It is up to 
  players to strategically determine who among their 
  allies and enemies should move next.
  The only difference in turns in player versus player 
  situations is that the first player in a round is 
  chosen by the roll of a dice.
  See Resolving Player Versus Player  
  on page 9.
  and add a relevant skill value to determine the 
  outcome. 
  Moves give a mechanical framework to describe 
  the fiction of the story you are telling together. You 
  should only make a move when it is established by 
  the fiction, and then use the prompts in the move 
  text to describe what happens next. Make sure 
  you are always asking one another, “What does 
  that look like?”
  For example: Stacey is describing how 
  her character is evading fire during com-
  bat. “I vault over the ruined wall and dash 
  for an overturned car while a rocket blows 
  up the spot where I was just standing.” 
  Jamie, the GM, says, “Sounds like you’re 
  making the Reposition move.” So Stacey 
  rolls 2d6 plus her Run skill value (+run).
  There are a number of Basic Moves available to 
  all players, and moves that are specific to each 
  playbook (see page 15).
  Hold
  Some moves will instruct you to gain a resource 
  called ‘hold’. Hold is an abstract currency that is 
  spent on effects within moves. You might gain 1 
  hold from a 7-9 roll and then be able to spend it 
  on a few different options (eg. Do some damage, 
  move out of danger, or blow something up), all 
  within the same move.
  Hold is specific to the move that grants it, and 
  is cleared as soon as the move is resolved. You 
  cannot stockpile hold, or spend hold from one 
  move on effects from another. Any unspent hold 
  is lost when the conversation moves on from the 
  
  Shoot ‘n’ Loot v 1.0
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  All harm is done to Cover Dice before it is done to a 
  character. If a character has any cover, all harm is done 
  to the Cover Dice with no spill-over. Characters can 
  only be suffer Direct Harm when they have 0 cover (see 
  Injury and Death on page 6).
  For example: Gutless Hib is a Goon with 5 
  cover. Matilda makes the Shoot move against 
  him, and inflicts 3 harm. Gutless Hib’s cover is 
  now 2. Matilda passes play to Sam, who also 
  takes the Shoot move and inflicts 4 harm. 
  Gutless Hib’s cover is reduced to 0, and the 
  GM removes Hib’s Cover Die from the table. 
  But Hib is still alive, and if he gets the chance 
  he can run to a new point of cover and roll his 
  Cover Dice.
  Theatre of the Mind
  When playing without a drawn map (for example, for 
  short encounters, or if you just don’t like maps), the 
  Cover Dice should be placed on your character sheet, 
  rather than by a token.
  Ammo and Reloading
  Each weapon has a maximum quantity of ammunition, 
  defined during weapon generation. Weapons can only 
  be used to make the Shoot move if they have 1 or more 
  ammo. To restore a weapon to full ammo, you can 
  reload if you roll well on the Shoot move, or at the end 
  of every combat encounter for free.
  Injury and Death
  All characters and enemies in Shoot ‘n’ Loot have only 
  one point of health. A single injury will kill Goons, and 
  put player characters and Badasses on Death’s Door.
  Characters can only be killed when harm is inflicted 
  against them while they have 0 cover. To take down an 
  Combat Map
  The combat map is drawn by all the players around 
  the table over the course of an encounter. Start the 
  encounter with a piece of printer paper. One player rolls 
  the Survey move (see page 15) as established by the 
  fiction. Each player then positions their character as 
  established by the fiction, and draws a cover object that 
  they start the encounter behind. The GM does the same 
  for each enemy in the encounter. Each character in the 
  encounter then rolls their Cover Dice (see ‘Cover Dice’, 
  below) and places it by their character token.
  When you use the Reposition move (see page 15), 
  move your character token to a new location that you 
  can reach as established by the fiction, and draw a new 
  cover object for your character.
  If you need to manoeuvre beyond the boundaries of 
  the map, add a new piece of paper to the table. The GM 
  marks out any obstacles or hazards as established by 
  the fiction, then your character can move onto the new 
  section of the map as normal.
  Cover Dice
  Each character has a Cover Die (or Cover Dice), which is 
  used in combat to track how entrenched the character 
  is in their current position. At the start of combat, and 
  when prompted by a move, the player rolls their Cover 
  Die. The result is the character’s current level of cover. 
  The Cover Die should then be placed next to the charac-
  ter token, to track the character’s current level of cover.
  Cover will be lowered by taking hostile fire from 
  enemies, and can be raised by making the Reposition 
  move. When you do, you will re-roll your Cover Die, 
  establishing how well you are entrenched in the new 
  position.
  enemy, players must reduce the enemy’s cover to 0, and 
  then inflict at least one point of additional harm. Harm 
  inflicted to a character on 0 cover is called Direct Harm.
  If a player suffers Direct Harm, they do not immediately 
  die, but instead must make the Death’s Door move (see 
  page 15).
  Respawning
  Thanks to miracles of modern technology, anybody with 
  up to date Respawn Insurance Account can quickly 
  and automatically be knit back together at a convenient 
  nearby respawn terminal.
  If a character dies, they respawn nearby at the end of 
  the encounter, after the surviving players roll the Loot 
  move. Dead characters do not get to loot the battlefield.
  Because respawning is expensive, characters who use 
  the service go into debt with their respawn provider. 
  When you respawn, mark a box next to your contract 
  on your playbook.
  A little bit of debt is the character’s problem, while a lot 
  of debt is the company’s problem. When your character 
  dies, if all the boxes next to their contact are marked, 
  the company will refuse service to the character and 
  instead of respawning to continue the mission with the 
  group they will be respawned somewhere else in the 
  galaxy and put to work for the company to pay off their 
  debt. The character is no longer in the player’s control, 
  and the player should pick a new playbook and intro-
  duce a new character. 
  Contact debt can be reduced by completing missions 
  for the company the character is in debt to. Each 
  successful objective reduces debt by one.
  
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  Remember, the mission is basically just an excuse to get 
  into the action, so don’t get bogged down in things like 
  plans, legwork, or plot. 
  A mission has an action, a target, and an employer.
  Progression
  As characters complete missions, they gain EXP. When 
  a character accumulates 5 EXP, they level up and can 
  choose from the advances on their playbook. EXP 
  is awarded as soon as a character meets one of the 
  requirements below, but levelling up happens at the 
  end of the session.
  Party Questions
  At the end of each session, the GM will ask the players 
  these questions. For every ‘Yes’ answer, all characters 
  mark EXP. Each question can only award 1 EXP per 
  player per session.
  • Did we complete the mission?
  • Did we complete a fight where we were vastly 
  outnumbered?
  • Did something exciting, explosive, or badass happen 
  in this session?
  Drives
  Each character has a number of Drives that reward 
  EXP when the player brings them into play. Each Drive 
  awards 1 EXP when it is triggered, and each Drive can 
  only be triggered once per session. 
  Failed Rolls
  When you roll a move and get a result of 6-, mark EXP.
  times. Medium vehicles can be damaged four times. 
  Heavy vehicles can be damaged six times. Once a 
  vehicle has been damaged that many times, it explodes 
  and all occupants take Direct Harm and must roll the 
  Death’s Door move. You can use moves as normal in a 
  vehicle, if the fiction allows it.
  When making an attack against a vehicle using a weap-
  on, any harm inflicted is marked as a single point of 
  damage against the vehicle. 
  Missions
  Missions are how characters 
  live out their calling to cause 
  mayhem, shoot folks, and 
  blow things up with at least 
  a flimsy justification. At 
  the start of the session, 
  the GM can introduce 
  a mission, the players 
  can suggest a mission, 
  or anyone can roll on 
  the Mission Table to 
  generate a mission on 
  the fly (see page 10). 
  Badasses
  Some enemies are tougher than your run-of-the-mill 
  meat sacks. Badasses are basically as tough as player 
  characters, and don’t go down as easily as other ene-
  mies. When a Badass suffers direct harm, the GM rolls 
  the Death’s Door move for them.
  Badasses have their own respawn contracts and can 
  keep coming back to make the players’ lives more 
  difficult in the future. Generally when they respawn, 
  though, they don’t respawn near the players. Don’t 
  think about it too much. 
  Vehicles
  The world is littered with vehicles that can be 
  piloted with varying degrees of success, and 
  weaponised against your enemies. They come 
  in three categories. Light vehicles are fast 
  and agile, and include motorbikes, ATVs, 
  and single-rider vehicles. Medium vehi-
  cles are large and somewhat protective, 
  and  include cars, vans, and recon 
  vehicles that seat 2. Heavy vehicles 
  are big, cumbersome, slow, and 
  heavily armoured, and include tanks 
  and larger vehicles that seat a whole 
  party. 
  While in a vehicle, you do not have 
  to roll Cover Dice when you move 
  around the map. Instead you 
  have a set number of times 
  a vehicle can be damaged 
  before exploding 
  gloriously. Light 
  vehicles can be 
  damaged two 
  
  Shoot ‘n’ Loot v 1.0
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  Agenda & 
  Principles
  Agenda
  This Agenda is for all the players, and gives some simple 
  prompts to keep in mind to get the most out of a game 
  of Shoot ‘n’ Loot. You may consider reading this to all the 
  players at the start of every session.
  • Make sure all players are safe and having a good 
  time.
  • Make sure every player is safe and having a good 
  time.
  • Make the world high-octane, over the top, and 
  excessive.
  • Make ultra-capitalism everyone’s problem (except 
  the CEOs!).
  • Fill the characters’ lives with action and danger.
  • Play to find out what happens.
  Principles
  These principles are intended for the GM, but are 
  relevant to all players. They provide additional tips for 
  making the most of a game of Shoot ‘n’ Loot.
  • Address the characters, not the players.
  • Make it big, bombastic, and badass.
  • Be a fan of the characters, and be a fan of the action.
  Address the characters, not 
  the players
  Addressing your questions and comments to the 
  characters, not the players, helps reinforce that the 
  fiction comes first. 
  Enemies
  When the players face enemies in combat, the GM 
  should determine the threat level of these enemies 
  and assign them a Harm level that matches. When an 
  opportunity comes to inflict Harm on a player character, 
  roll the appropriate dice as established by the fiction.
  Threat
  Damage
  Cover Dice
  Goons, mobs, 
  and minor 
  wildlife
  1d6
  1d4
  Experienced 
  combatants, 
  trained soldiers, 
  big beasties
  1d8
  1d6
  Badasses
  2d6
  1d8
  GMs should feel free to give enemies weapons with 
  tags, and utilise them as they would tags on player 
  weapons.
  Normally a combat encounter will include a number 
  of enemies equal to or greater than the number of 
  players.
  GM Moves
  Whenever there is a lull in the action, or a player rolls 
  a result of 6 or less, the GM can choose to make one 
  of these moves in addition to any effects from player 
  moves.
  • Inflict harm as established by the fiction.
  • Have a Badass show up.
  • Have a Badass escape to fight another day.
  • Blow something up.
  • Crash a vehicle.
  • Modify the map.
  • Use the players’ weapon tags against them.
  • Offer a Devil’s bargain.
  • Offer a worse outcome.
  On a move roll result of 6-, the GM should make one of 
  these moves as hard as they want. On a result of 7-9, 
  the GM may make one of these moves, but the result 
  should be less severe than if the same GM move was 
  made on a result of 6-.
  
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  Credits
  Design assets provided by Vecteezy. vecteezy.com
  Photos by Berendey Ivanov / Andrey Kobysnyn, and 
  Pixabay on pexels.com, and Wilmer Martinez, Alex 
  Iby, Vadim Sadovski, Jeremy Bishop, Lopez Robin, and 
  Judeus Samson on unsplash.com.
  Title font Molot by Roman Yershov. 
  fontsquirrel.com/fonts/molot
  Special thanks to Logan (@gallifreyboy12, 
  breathingstories.itch.io) for proofreading, editing, and 
  invaluable suggestions.
  I respectfully acknowledge the Wurundjeri people and 
  the Boon Wurrung / Bunurong people of the Kulin 
  Nations as the traditional owners of 
  the land on which the majority of my 
  work takes place. I pay respects to 
  elders past, present, and emerging. 
  Sovereignty was never ceded.
  producing a TV show, not playing a game. You may still 
  decide that dice-based combat is the most interesting 
  next step, but it should only happen with the full con-
  sent of all players. 
  Remember when PvP breaks out that this encounter 
  could mean the deaths of characters and changes to 
  character relationships. Make sure you have thought 
  through all the possible outcomes and decided what 
  will happen next in each outcome. Make sure you have 
  a plan that is interesting and satisfying for all players in 
  the event of each possible outcome.
  Player Safety
  Don’t forget to consider safety tools for your game, so 
  that you can ensure everyone has the best possible time 
  playing. I recommend the X-Card by John Stavropoulos 
  as a place to start from. tinyurl.com/x-card-rpg
  Make it big, bombastic, and 
  badass
  Shoot ‘n’ Loot is supposed to be fast paced, furious, 
  violent fun. Players and GMs should all be looking for 
  opportunities to make badass moves of ridiculous 
  proportions. 
  Be A Fan Of The Characters, 
  And Be A Fan Of The Action
  Think of the players’ characters as the main characters 
  in a TV show or in a video game. Celebrate their wins 
  and lament their losses with them. And be a fan of the 
  action, making decisions that push scenes forward in 
  big and explosive ways.
  Resolving 
  Player Versus 
  Player
  Shoot ‘n’ Loot is designed to create a fun tactical shooter 
  game that can be played PvP and PvE. But before you 
  launch into PvP battles, pause the game, take a breath, 
  and check on a couple of things.
  If this PvP battle has kicked off because of disagree-
  ments between player characters, stop play and 
  check in with everyone at the table. Is this disagree-
  ment entirely contained to the characters in the 
  fictional world, or are players disagreeing too? If the 
  disagreement is between the players, the game world 
  is not the place to resolve that. Talk it out, and reach a 
  consensus on how you want the story to move forward 
  in a way that is satisfying to everyone. Don’t roleplay, 
  just talk. Plan out the next section of story as if you are 
  
  Shoot ‘n’ Loot v 1.0
  Page 10
  Mission Table
  Result
  Action
  Target
  Employer
  1
  Destroy
  A corporate military general
  AFO Corporation
  2
  Sabotage
  A priceless object
  Machesky Technology Consolidated
  3
  Transport
  The local opera company
  Waring-Lai Security
  4
  Intercept
  Three fugitive gun runners
  NanoLink GmbH
  5
  Demolish
  The customer database of a tech 
  company
  MilNic Media Unlimited
  6
  Spy on
  A retired mercenary
  LWM Consolidated Genetics
  7
  Protect
  A prototype weapon
  WIA Advanced Communications
  8
  Capture
  A corporate spy
  Avant Amalgamated
  9
  (roll again)
  A wild band of outlaws
  WOL Corporation
  10
  (roll again)
  A merciless killer
  NewNic Industrial Amalgamated
  Roll a d10 three times on this table to generate a quick mission. Replace the faded 
  corporation names with the corporations created by players during character creation.
  Loot Tables
  Weapon Type
  Roll d10
  Roll
  Type
  Damage
  Tags
  1
  Handgun
  1d4
  Discreet
  2
  Crossbow
  1d4
  Silent
  3
  Submachine Gun
  1d6
  Agile
  4
  Revolver
  1d6
  Armour Piercing
  5
  Shotgun
  1d8
  Buckshot
  6
  Assult Rifle
  1d8
  Obvious
  7
  Hunting Rifle
  2d4
  Loud
  8
  Minigun
  2d4
  Mounted
  9
  Sniper Rifle
  1d10
  Amped
  10
  Rocket Launcher
  2d6
  Splash
  
  Shoot ‘n’ Loot v 1.0
  Page 11
  Roll
  Tag
  71
  Artefact: This weapon is old, and has significant historical significance.
  9
  Ashamed: This weapon says embarrassing things when fired.
  10
  Automatic: You do not need to spend hold to reload this weapon when you 
  make the Shoot move.
  11
  Awkward: Take -1 on the Shoot move if you used the Shoot move with a 
  different weapon on this or  your previous turn.
  12
  Beanbag: Direct Harm inflicted with this weapon incapacitates and does 
  not kill. Does half damage (rounded up) to cover. Incompatible with Armour 
  Piercing (roll again).
  13
  Biodegradable: This weapon will gradually decompose.
  14
  Blowback: When you use the Shoot move with this weapon, take -1 cover.
  15
  Bouncy: This weapon bounces when dropped.
  16
  Buckshot: Inflicts +1 harm when immediately adjacent to your target.
  17
  Careful: This weapon does not fire on Shoot rolls of 9 or less. 
  18
  Cold: This weapon must be kept cool in order to function.
  19
  Concussive: When you inflict harm with this weapon, roll 1d4. On a 4, the 
  target drops the weapon they most recently used, and must use a reload 
  action to pick it up.
  20
  Condemned: This weapon is cursed by a minor eldritch or alien power, and 
  inscribed with their sigil.
  21
  Cooperative: Take +1 on the Shoot move against targets that have already 
  been fired upon this round.
  22
  Cumbersome: Take -1 on the Shoot move when targeting a different enemy 
  than on your previous turn. Incompatible with Agile (roll again).
  23
  Custom Grip: It is easy to keep a hold of this weapon.
  24
  Dangerous: This weapon inflicts +1 harm.
  25
  Defibrillator: If you roll 9 or less on a Death’s Door roll, increase your roll to 
  10. Discard this weapon afterwards.
  26
  Discreet: This weapon can be concealed with ease. Incompatible with 
  Obvious (roll again).
  27
  Disrespectful: This weapon says vulgar things when fired.
  28
  Diurnal: Take +1 on the Shoot move during the day. Incompatible with 
  Nocturnal (roll again).
  29
  Drone: This weapon hovers within arm’s reach of you and does not require 
  your hands to fire it.
  30
  Efficient: When you take -1 Ammo, roll 1d4. On a 4, do not take -1 Ammo.
  Ammo
  Roll d10
  Roll
  Ammo
  1
  2
  2
  2
  3
  2
  4
  4
  5
  4
  6
  4
  7
  6
  8
  6
  9
  8
  10
  8
  Roll
  Tag
  0
  Accurate: Take +1 on the Shoot move.
  1
  Acid: When you inflict harm with this weapon, roll 1d4. On a 4, the target is 
  coated and takes 1 harm at the start of your turn. The target can remove this 
  effect by raising their cover to its maximum value.
  2
  Aggressive: Take +1 to make the Shoot move against targets you moved 
  towards on the previous turn.
  3
  Agile: Take +1 on the Shoot move when targeting a different enemy than on 
  your previous turn. Incompatible with Cumbersome (roll again).
  4
  Alien: No human made this weapon.
  5
  Ammo Thirsty: When you take -1 ammo for this weapon, take an additional 
  -1 ammo. Incompatible with Infinite Ammo (roll again).
  6
  Amped: If you do not use the Run or Shoot moves for 2 consecutive turns, on 
  your 3rd turn the Shoot move inflicts Direct Harm regardless of cover.
  7
  Animal: This weapon is considered an animal.
  8
  Armour Piercing: Inflicts Direct Harm on targets with 1 cover or less. 
  Incompatible with Beanbag (roll again).
  Tags
  Roll d100. If your weapon already has the tag you roll, roll again.
  
  Shoot ‘n’ Loot v 1.0
  Page 12
  Roll
  Tag
  51
  Laser: This weapon fires lasers instead of bullets.
  52
  Light: This weapon weighs less than a normal weapon of its type. 
  Incompatible with Heavy (roll again).
  53
  Locked: This weapon is password locked. You cannot use it until you have 
  found a way to unlock it.
  54
  Long Range: Take -1 on the Shoot move when close to your target. 
  Incompatible with Short Range (roll again).
  55
  Lopsided: After attacking with this weapon, your next attack must be against 
  an enemy to the left of your current target.
  56
  Loud: This weapon makes a lot of noise when fired. Incompatible with Silent 
  (roll again).
  57
  Lucky: Re-roll one roll of your choice. Discard this weapon afterwards.
  58
  Marshmallow: This weapon shoots marshmallows instead of bullets. Set this 
  weapon’s damage dice to 0.
  59
  Melancholy: This weapon must be verbally encouraged before it will fire.
  60
  Moral: This weapon does not inflict Direct Harm against targets who are not 
  threatening you.
  61
  Mounted: This weapon cannot be fired if you used the Run move on your 
  previous turn.
  62
  Napalm: When you roll the Shoot move, you may designate an area of the 
  map instead of an enemy. If you do, a small section of the map becomes 
  dangerous terrain. Any character moving through this terrain suffers half 
  your weapon harm (rounded up).
  63
  Nocturnal: Take +1 on the Shoot move during the night. Incompatible with 
  Diurnal (roll again).
  64
  Non-competitive: Take -1 to make the Shoot move against targets someone 
  else has fired on this round.
  65
  Noxious: This weapon has a strong unpleasant odour. Incompatible with 
  Perfumed (roll again).
  66
  Obvious: This weapon cannot be hidden on your person. Incompatible with 
  Discreet (roll again).
  67
  Organic: This weapon is biological in its composition.
  68
  Painful: Even when it doesn’t inflict Direct Harm, this weapon causes physical 
  discomfort to its target.
  69
  Paired: When you inflict harm with this weapon, roll this weapons’ damage 
  and the damage of one other weapon with the Paired tag.
  70
  Perfumed: This weapon has a strong, pleasant smell. Incompatible with 
  Noxious (roll again).
  Roll
  Tag
  31
  Encouraging: This weapon loudly praises your actions.
  32
  Environmental: This weapon was developed to have no negative impacts on 
  the environment.
  33
  Ethereal: This weapon exists in more than just the physical world. When you 
  inflict Direct Harm, the target’s soul is damaged too.
  34
  Experimental Clip: When you reload this weapon, roll 1d4. On a 1, reloading 
  fails, and the weapon must be reloaded again before it can be used.
  35
  Famous: This weapon has been part of significant events before it passed to 
  you.
  36
  Fine: This weapon is of good manufacture, pleasing to the eye, and of high 
  value.
  37
  Fire: When you inflict harm with this weapon, roll 1d4. On a 4, the target is 
  ignited and takes 1 harm at the start of your turn. The target can remove this 
  effect by raising their cover to its maximum value.
  38
  Fortifying: Harm done by this weapon increases the target’s cover, up to 
  their Cover Dice maximum. This weapon cannot inflict Direct Harm.
  39
  Fragile: This weapon is easily broken. Incompatible with Sturdy (roll again).
  40
  Goop: When you inflict harm with this weapon, roll 1d4. On a 4, the target is 
  stuck in place and cannot use the Run move for 1d4 turns.
  41
  Grafted: Once equipped, this weapon cannot be removed or discarded 
  without the help of a surgeon or mechanic.
  42
  Greedy: You take +1 hold when anyone rolls the Loot move while you have 
  this weapon equipped.
  43
  Hallowed: This weapon is blessed by a minor deity, and inscribed with their 
  sigil.
  44
  Heavy: This weapon weighs more than a normal weapon of its type. 
  Incompatible with Light (roll again).
  45
  Homing: Your bullets can travel around corners.
  46
  Ice Bullets: This weapon leaves no bullets, shells, or casings behind.
  47
  Infinite Ammo: You may not take the -1 ammo option on a 7-9 when rolling 
  the Shoot move. Incompatible with Ammo Thirsty and Rare Ammo (roll 
  again).
  48
  Itchy: This weapon is covered in hair.
  49
  Keen: You always move first in a combat encounter.
  50
  Knockdown: When you inflict harm with this weapon, roll 1d4. On a 4, the 
  target is knocked prone and cannot move until they use the Run move. They 
  do not roll their Cover Dice the next time they use the Run move.
  
  Shoot ‘n’ Loot v 1.0
  Page 13
  Roll
  Tag
  92
  Target Lock: Targeting an enemy with this weapon gives your allies +1 on 
  the Shoot move against that enemy until the end of the round.
  93
  Threatening: You are able to more easily convince people to do what you 
  want while you have this weapon equipped.
  94
  Torch: This weapon illuminates where it is pointed.
  95
  Touch: Ignores cover and inflicts Direct Harm against targets within arm’s 
  reach.
  96
  Tracer Rounds: If you roll a 6 or less on the Shoot move, take +1 on the 
  Shoot move against the same target on the next round.
  97
  Tranquiliser: Enemies who suffer Direct Harm from this weapon at put to 
  sleep, not killed. Does no harm to cover.
  98
  Uncomfortable: This weapon is unpleasant to hold or use.
  99
  Valuable: This weapon is desirable, and other people in the world may covet 
  it.
  Roll
  Tag
  72
  Planned Obsolescence: At the end of every session, roll 1d4. On a 1, this 
  weapon breaks irreparably.
  73
  Portal bullets: This weapon’s bullets don’t travel through the entirety of the 
  physical space between you and your target.
  74
  Prototype: This weapon is prone to malfunction.
  75
  Quick Reload: You can reload this weapon without spending hold when you 
  use the Shoot move. Incompatible with Rare Ammo (roll again).
  76
  Rapid Fire: When you inflict harm with this weapon, roll 1d4. On a 4, roll your 
  damage again.
  77
  Rare Ammo: This weapon cannot be reloaded. Incompatible with Infinite 
  Ammo and Quick Reload (roll again).
  78
  Rare: There are only a limited number of weapons like this in existence.
  79
  Repeater: When you roll Shoot and get a result of 10+, roll Shoot again at the 
  end of your move against the same target.
  80
  Sacrificial: This weapon causes pain to the user when fired.
  81
  Sad: This weapon emits a loud wailing when fired.
  82
  Scoped: Take +1 on the Shoot move against targets that are far away.
  83
  Shielded: Take +1 cover, up to your Cover Dice maximum, when you roll your 
  Cover Dice while you have this weapon equipped.
  84
  Short Range: Take -1 on the Shoot move when far away from your target. 
  Incompatible with Long Range (roll again).
  85
  Silent: This weapon makes almost no noise when fired. Incompatible with 
  Loud (roll again.
  86
  Smart Bullets: Take +1 on the Shoot move when targeting an enemy that 
  has moved during this round.
  87
  Smart: This weapon has computer systems and additional non-combat 
  functionality built in.
  88
  Smoke: When you roll the Shoot move, you may designate an area of the 
  map instead of an enemy. If you do, a small section of the map becomes 
  covered with thick smoke. All characters take -1 to the Shoot move when 
  firing on an enemy through this section of the map.
  89
  Splash: Inflicts half harm (rounded up) to characters immediately adjacent to 
  the target.
  90
  Stolen: Someone, somewhere, is looking for this weapon.
  91
  Sturdy: This weapon is difficult to break or damage. Incompatible with 
  Fragile (roll again).
  
  Shoot ‘n’ Loot v 1.0
  Page 14
  Roll
  Look
  0
  Abstract
  1
  Aerodynamic
  2
  Angelic
  3
  Angular
  4
  Antique
  5
  Aquamarine
  6
  Asymmetrical
  7
  Beautiful
  8
  Bejewelled
  9
  Black
  10
  Blue
  11
  Boring
  12
  Bright
  13
  Bronze
  14
  Brown
  15
  Bulbous
  16
  Camouflaged
  17
  Ceremonial
  18
  Chipboard
  19
  Clean
  20
  Concrete
  21
  Contorted
  22
  Corporate Sponsored
  23
  Cubed
  24
  Curly
  25
  Cute
  26
  Cyan
  27
  Dainty
  28
  Dark
  29
  Decals
  Roll
  Look
  30
  Decorative
  31
  Delicious
  32
  Demonic
  33
  Dirty
  34
  Disgusting
  35
  Drab
  36
  Eldritch
  37
  Extravagant
  38
  Eyes
  39
  Fabulous
  40
  Familiar
  41
  Fantastic
  42
  Fitted
  43
  Fluffy
  44
  Ghostly
  45
  Glass
  46
  Glittery
  47
  Gold
  48
  Graceful
  49
  Grand
  50
  Green
  51
  Grey
  52
  Grinning
  53
  Gunmetal
  54
  Hairy
  55
  Hollow
  56
  Holy
  57
  Indigo
  58
  Invisible
  59
  Jagged
  Roll
  Look
  60
  Large
  61
  Lime
  62
  Magenta
  63
  Maroon
  64
  Mass Produced
  65
  Military
  66
  Modern
  67
  Navy
  68
  Old
  69
  Olive
  70
  Orange
  71
  Ornate
  72
  Pink
  73
  Plain
  74
  Plastic
  75
  Pointy
  76
  Polished
  77
  Purple
  78
  Quaint
  79
  Red
  80
  Scary
  81
  Sharp
  82
  Silver
  83
  Small
  84
  Steel
  85
  Stone
  86
  Tan
  87
  Tapered
  88
  Teal
  89
  Turquoise
  Roll
  Look
  90
  Two-colour Gradient
  91
  Ugly
  92
  Unholy
  93
  Violet
  94
  Warm
  95
  Weathered
  96
  Wet
  97
  White
  98
  Wooden
  99
  Yellow
  Look
  Roll d100
  
  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 [v1.0].pdf