Gunslinger
The vagabond walks the desert without fear, for they have their iron. The Gunslinger knows this dangerous new catalyst will lead future warfare. Treat your weapon properly, and it'll never betray you. Yet the black powder of these picaresque outlaws is not infinite. Rare in fact. And they are still foolhardy, believing they have a bullet with 'Gehenna' written on it. Let us see how far their grit takes them.

Attributes
+1 MND

Skills
Composure, Dexterity, Perception, Persuasion, Temper, Willpower

Hit Die
D4

Grit (A)
Grit is a measure of a Gunslingers ability to perform amazing actions. A Gunslinger spends Grit points to perform Deeds (see below), and can gain Grit points in the following ways:

Firearm Critical Hit: Each time The Gunslinger confirms a Critical Hit with a Firearm Attack, they regain 1 Grit point.

Firearm Killing Blow: When The Gunslinger slays an enemy with a Firearm Attack, they regain 1 Grit point. Slaying an unaware or helpless creature does not restore Grit.

Daring Act: If The Gunslinger were to perform a risky or dangerous action of any sort and succeed, they may be granted Grit points up to judgement of the GM.
Deeds (A)
Deeds are impressive feats that can be performed by Gunslingers by the use of Grit.

Here is a full list of Deeds that can be found: Deeds
Calculated
You perform best under pressure. When you're at imminent death, gain perfect accuracy with your firearm.
Cowboy Code
Keep it cool and to yourself is what you've learned. Anytime someone has their resolve tested, gain +1 Composure. Anytime you use Composure on someone else, take -2 Composure (The minimum being your Attribute score).
Dashing
Your words are so slick one can't help but take notice. Any successful Persuasion Skillchecks will gain you 1 Grit. With every stack, gain an additional Grit point.
Dirty Eye
As a Main Action, give your enemy the dreadful Dirty Eye. The target must make a Coin Flip. If they fail, The Gunslinger may either inflict them with the Fearful condition, or inflict -2 on their Composure.

You eyeballin' me?
Flash
Merely flashing your gun to anyone triggers them to make a Composure Skillcheck. If they fail, you may choose whether they become succesfully intimidated, or gain a temporary +4 Persuasion.
Gun Spin
For every round you commit a Bonus Action to gun spinning, your next shot will gain +1 Damage.
Hold Up
Can be used on prone or stunned targets. Allows you to aim at them, locking them in place and giving you a temporary +4 Persuasion. Requires being adjacent to the target, and a Composure check to succeed, however they will take a -6 Penalty.
Jammed
When failing an Attack Roll for a Firearm shot, The Gunslinger can choose to say the gun is jammed, which would save the bullet, but requires an action of clearing the gun to fire again.

Just Kiddin'.
Nimble
The Gunslinger gains a +2 Dodge Bonus to their AC when wearing Light or no Armor. For every stack, the bonus is increased by +1.