Charge

A charge is an initiate in the service or charge of a gunslinger. To the commoner the charge may appear to be just a young gunslinger but the truth is they are still in the direct service of a gunslinger. The charge is still learning the craft. They are required to tend to the gunslinger's possessions and the 'slinger's lessons. The gunslinger is required to teach and protect the charge in preparation for them to become a gunslinger. 
Kit cost: 7
Requirements
Minimum 11 Willpower
Mentored by a gunslinger
Previous history as an errand in the association
Weapon maintenance—any two of: Automatic, Breechloader, Handgonne, Muzzleloader, and Repeater
Ranged weapon (longarm or pistol) I
Load firearm (any two)
Special
Exclusively trained by the Association	
==Skills==
Apprentice Law: Associated Baronies
Hypnosis I
Knot-tying
Land Navigation
Animal Training apprentice
Heraldry: Association apprentice (can recognise the distinctive markings of a gun at forty paces, by maker, barony, and family)
Horsemanship (apprentice of any skill, if appropriate, or upgrade one horsemanship skill)
Choose any one weapon proficiency I
Speak Bizzannite apprentice or any Western language journeyman
Literacy
Culture: Associated Baronies and the Western Territories
Select one stance
==Level bonuses==
Twisted firestarter: Can ignite a fire in one round given some fuel and spark, even under adverse conditions
Improvised missiles: Anything that can shoot or be thrown is a weapon in your hands. Any thrown implement is wielded at neither a non-proficiency nor unfamiliarity penalty. For device-driven improvised projectiles, at a minimum, they have a four yard range increment and cause 1D4 damage. Furthermore, all ranged attacks have a +2 to hit. 
Speedload: Eject spent shells and load a revolver in one action
Guns of your fathers: Gain the special paired pistols of a gunslinger. You are now officially one of their number. You are automatically a level I gunslinger if you meet the other qualifications for that kit.	
==Level bonuses==
Twisted firestarter: Can ignite a fire in one round given some fuel and spark, even under adverse conditions
Improvised missiles: Anything that can shoot or be thrown is a weapon in your hands. Any thrown implement is wielded at neither a non-proficiency nor unfamiliarity penalty. For device-driven improvised projectiles, at a minimum, they have a four yard range increment and cause 1D4 damage. Furthermore, all ranged attacks have a +2 to hit. 
Speedload: Eject spent shells and load a revolver in one action
Guns of your fathers: Gain the special paired pistols of a gunslinger. You are now officially one of their number. You are automatically a level I gunslinger if you meet the other qualifications for that kit.
Category:War
Category:Kit
Category:Association