Bunkers & Badasses Adventure Module
Bunkers & Badasses Adventure Module
DISCLAIMER
Here is the first module of Bunkers & Badasses, ready to play, just for you.
We are giving this to you early as a thank you for your patience and words of encouragement while we
finish the printing process.
We ask that you don’t share this pdf outside of your group or post this pdf online as it is also part of the
Bunkers & Badasses sourcebook.
Marcus’ Quest for the Wizard’s Wand is an adventure that is designed to take a new Bunker Master and up
to 4 Vault Hunters through their very first Bunkers & Badasses quest.
The page numbers and relevant information has been changed to make it easier for you to run this
with your group. We’ve added what would be the ‘Pre-Gaming’ sections to the back of the pdf so it has
everything you need to run this 3+ hour adventure.
If you have any questions about this adventure, you can either visit the Bunkers & Badasses subreddit
([Link] or official page on RPGGeek ([Link]/
rpg/69953/bunkers-badasses). We will be monitoring those for questions.
Feel free to post videos and pictures from your games and you can use #BadassD20 so we can see how
much mayhem you all get up to.
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PRE GAMING Gun Card). A Vault Hunter can’t choose a target that is out of
Here are all the rules you will need to run this adventure. their Range.
Encounter Actions 2. Accuracy Roll: The player rolls 1d20, (adding their ACC Mod if it
It’s all been building up to this moment. It’s time to fight. is a Favored Gun type) and any other bonuses. With that number
total, they consult the Accuracy box on the Gun Card to see how
Roll for Initiative! Players will roll a 1d20 and add their SPD Mod many Hits ( ) and Crits ( ) are scored.
and Badass Rank to determine turn order. The BM will inform the a. If a player rolls a natural 1 (before Mods) on their
Accuracy Roll, they fail the Attack. If the Attack fails, the
players if they will be taking their Actions Before Enemies or
player spends their Action Reloading and one Mayhem Point is
After Enemies, depending on the highest Enemy’s Badass Rank.
generated. The rest of their turn is unaffected by the Reload.
b. If a player rolls a natural 20 (before Mods) on their
On a player’s turn, they will narrate what their Vault Hunter is
Accuracy Roll, they add an extra Crit ( ) to their Damage Roll
doing (ex. “The Hunter is going to run up to the Orc Bushwhacker, in addition to their normal Accuracy results.
and fire her Pistol at them. She’s then going to drink a Shield
Potion while running back towards her allies.”). While narrating, 3. Roll and Apply Damage: For each Hit ( ), they will roll the
the player incorporates the Actions they wish to perform that die listed in the Damage Box of their gun. For each Crit ( ),
turn. During a Vault Hunter’s turn, they can do any/all of the they will roll 1d12. The player totals the sum of all dice rolled (as
following, once, in any order: well as their DMG Mod if using a Favored Gun type) and any other
bonuses. If the gun has an Element type, all Damage dealt will be
MOVEMENT that Elemental type. The player should announce Element type(s)
Agility on the battlefield is crucial in combat. Players will always when declaring the total Damage to the BM, who will then apply
get the chance to move during their turn. any additional effects if necessary.
Movement is equal to (3 squares + SPD bonus). Moves may be For example, Una makes a Ranged Attack with her Crappy Rifile. She
split up with other Actions (ex. A player can move 1 square, rolls a 19 on 1d20 for her Accuracy Roll. Una subtracts –3 to the result
Attack an Enemy, and then move additional squares). Players due to effects of the Crappy Rifle and adds her ACC Mod (+2) as she
is using a Favored Gun type, scoring a total of 18. She consults the
can’t move through Enemy spaces but with a polite excuse me, or
Accuracy Chart on her gun to see she succesfully Hits ( ) 3 times
a cordial grunt, they can pass through ally spaces.
and Crits ( ) 1 time. The Crappy Rifle uses a d6 for its Damage Die,
so she rolls a total of 3d6 and 1d12. She sums the results to get 15. She
When performing Actions like climb, slide, or jump, that may be adds her DMG Mod (+1) because she is using a Favored Gun type to get
extraordinary, a Traverse Check may be necessary to proceed. a total of 16 Damage for her Attack.
If a player enters a square with Loot Piles, Movement is paused
and the BM will roll up the Loot, which is then picked up MELEE ATTACK
automatically. 1. Choose a Target: The player chooses a target in an adjacent
square.
EXTRA MOVEMENT
If a player takes an Extra Movement, they make a Movement 2. Roll: Roll 1d20 to resolve the Accuracy of the Melee Attack.
Action at their normal Range. Extra Movements generate one 1: FAIL , 2-15: Normal Damage ,
Mayhem Point unless a Vault Hunter’s Skill or ability grants Extra 16-19: +1 Damage Die, 20: Double Damage
Movement. a. If the roll Fails, one Mayhem Point is generated and
the BM will describe what happens next
ATTACKING b. If the roll is a natural 20 (before Mods) they will add a
Attacking is how to make things that are alive, less so. There are Crit ( ) to their Damage Roll.
two types of Attacks: Ranged and Melee.
3. Damage: The player gathers and rolls the Damage Dice shown
RANGED ATTACK in the Melee box on their Character Sheet (plus any extra dice or
1. Choose a Target: The player chooses a target that is within the Crits from their Accuracy Roll). They then apply Damage equal to
Range their current gun can shoot (gun Ranges are listed on the the total of the dice rolled plus their DMG Mod.
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EXTRA ATTACKS imagination of the BM, but the most common ones are basic
If a player takes an Extra Attack, they perform the normal steps Health and Shield Potions.
of an Attack (Ranged or Melee). Extra Attacks generate one
Mayhem Point unless a Vault Hunter’s Skill or ability grants Extra SWAP GUNS
Attack. A Vault Hunter always needs the right tool for the job. Most of
the time that tool is a better gun. Players can have a total of 3
ACTION SKILL active guns and unlimited inactive guns. Inactive guns can’t be
An Action Skill is a special ability that a Vault Hunter can accessed during combat. Players can, however, switch between
perform once per encounter and an additional number of times their active guns in battle at a cost of one Mayhem Point.
per Pan’Dorah day based on their Mastery Modifier (MST Mod).
For example, a player with a 3 MST Mod can use their Action PERFORM A CHECK
Skill once in every encounter and then use it again up to 3 times Any of the six Checks could potentially come up in combat. A
per day. They can even use all 3 extra Action Skills in the same player may need to Traverse over obstacles or get Insight into
encounter if they are crazy like that. Most Action Skills allow the motivations of an Enemy. They may need to Interact with
a player to perform special attacks or maneuvers that give a a corrosive barrel or Search for a more creative weapon. They
powerful edge during an encounter (or when showing off). could attempt to Sneak up on a target or Talk a Boss out of killing
them, (no chance that works). Like non-combat Checks, the BM
GRENADE TOSS
will adjudicate the outcome of combat Checks.
At any time during their turn a Vault Hunter can launch a
grenade. Grenade Damage is determined by the type of grenade
RELOAD
mod a player has. When a player runs out of one type of grenade,
For the most part, you won’t need to worry about Reloading.
the next time they get a grenade they have the option to keep
UNLESS you roll a 1 on a Ranged Attack or if you want to spend
their current mod or replace it by rolling for a new one.
your Action Reloading to trigger an effect on a skill or feat. In
THROW either scenario, any Skill or Guild conditions will then go into
When a player wishes to Throw or hand off an item, whether effect and one Mayhem Point is gained. The player can still do
that’s a gun into another Vault Hunter’s waiting hands, or a piece other non-Attack turn Actions.
of debris into an orc’s not-so-waiting mouth hole, the following
occurs: HOLDING ACTIONS
A player may also Hold Actions instead of taking normal Actions
If the distance of a Throw is within a number of squares equal to on their turn. When a player Holds Actions, they are waiting
or less than the player’s DMG Mod, the Throw always succeeds. for something to happen before they act. This could be waiting
until another party member takes their turn to set up a Badass
For a further Throw, the player must pass an Accuracy Roll of Teamwork Move or until an Enemy moves close to that cliff so
12 or higher by rolling a d20 and adding their ACC Mod (the BM they can shove them off it. If a player is Holding Actions until a
can alter the difficulty number based on the situation). If the specific event and that event never occurs, they take their turn
player passes the Check, the Throw succeeds. If they fail, the BM last during the After Enemies step.
determines where the Item lands and what happens next.
TAKING DAMAGE
Whether a Throw is short range or long range, one Mayhem Point No player can avoid it forever, sometimes they’re just going to
is generated. If the long range Throw fails, an additional Mayhem take some Damage. Shields take first Damage and once Shields
Point is gained. are depleted, Health is impacted. Unlike Shields, Health doesn’t
normally Regenerate during a fight. If a player runs out of Health,
DRINK A POTION they die (obviously).
A Vault Hunter may freely drink any potion they have in their
Inventory at any time during their turn. This immediately grants DEATH
them the benefit of the potion before performing other Actions. On Pan’Dorah nothing is forever, not even death. If a Vault Hunter
Players can hold 3 potions in their inventory. If they acquire a dies they simply respawn at the last BREW-U Cauldron they
new potion but their bag is full, they can consume a potion and passed. Respawning returns the player to full Health and Shields
immediately pick up the new potion or toss it to an ally. but it’s not all rainbows and sunshine. BREW-U Cauldrons cost in
The types of potions a player may find are limited only by the gold and usually leave a Trauma.
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ENEMIES MOVEMENT
Every good story needs to provide some obstacles for its heroes. The number of squares they can move in a turn. Some Actions
Enemies are the walking, talking, face-stabbing obstacles of grant Extra Movement, which means they can move again, up to
Bunkers & Badasses. They exist to challenge your players and the squares listed.
force them to adapt; they exist to beat your players down, so
they can pick themselves back up. Don’t be afraid to make these HEALTH
Enemies as brutal and unforgiving as possible: it’ll make your The Health value of the Enemy. This can either be a specific
players feel that much better when they end up vanquishing number or a set of dice that are rolled when the Enemy is
them. spawned into an encounter.
SHIELDS/ARMOR
Some Enemies have Shields and some have Armor. They work
exactly the same, both deplete before Health is impacted. The
only difference is Shields are susceptible to Shock while Armor
is susceptible to Corrosive. Enemy Shields do not Recharge.
WEAPON
This indicates the weapon an Enemy is using.
TRAITS
This clarifies body composition such as Flesh or Armored which
indicates which Elements they are most susceptible to. If an
Enemy is Large, that will be listed here as well, which means they
take up 4 map squares (2 x 2).
SPECIAL
Any extra information and modifiers to any stats or abilities will
be listed here.
ACTIONS
Each turn, Enemies take one Action chosen by the BM. These will
mostly be Attacking, moving closer, or taking Cover.
MAYHEM ACTIONS
Each turn, Enemies take one Action chosen by the BM. These will
mostly be Attacking, moving closer, or taking Cover.
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Spending Mayhem Points is entirely at your discretion. If combat off a heroic victory? When calculating difficulty, factor in the
seems too easy for the group, using points on Mayhem Actions initiating player’s move attempts and then add any assisting
or additional waves of Enemies will ramp up difficulty. Add player’s moves. A +6 difficulty per player is good jumping off
one point to your Mayhem tally each time any of the following point but should scale based on Vault Hunter Levels and just how
Actions occur (pay attention because all of these things will bonkers their assist moves are. You can do math calculations
happen often and you want to make sure to gain those sweet, to determine a fair and balanced Badass Move difficulty OR you
sweet Mayhem Points): ACTIONS LISTED ON BACK OF BM SHEET could say “ah screw it, you are all super-charged on alien power
ups and the difficulty is 5,” because you really want to see how it
SPENDING MAYHEM all plays out. It is all up to you.
Once you have accumulated a stack of Mayhem Points, here
is how you can spend them to create your own Mayhem back. ROLL
SPENDING LISTED ON BACK OF BM SHEET The player rolls the Badass Die and adds their Badass Rank to
the roll. If Assisted, all assisting players will roll the Badass Die
BADASS MOVES as well, adding their Badass Rank to their rolls. All rolls are then
Outside the realm of your normal Actions, the Badass Move is for added together to get the final result and checked against the
all those do-or-die moments during a fight. When a player has difficulty.
a brilliant/stupid/courageous/nonsensical idea and desperately
BADASS DIE
wants to put it into an action, they’ll be using a Badass Move. If The Badass Die is similar to a standard d20, but with higher highs
they succeed, they’ll get a bunch of stat buffs and feel like they and lower lows. A standard d20 has numbers 1-20 each represented
could take on the world. If they fail... well, it’s gonna hurt. once. The Badass d20 has three 1s and three 20s, with the other
numbers filling in their normal spots.
DESCRIPTION Roll a standard d20 with the following changes:
• On a roll of 1,2, or 3: The roll equals 1.
The player begins a Badass Move by describing, in detail, what • On a roll of 18,19, or 20: The roll equals 20.
they want to do on their turn, including all the Actions required
to make the Badass Move happen (Movements, Attacks, perform If the player succeeds at rolling equal to or higher than the
Checks, etc.) while being as descriptive as possible. If the Badass difficulty the scene unfolds exactly as they envisioned.
Vault Hunter has any catchphrases or one liners, they should And any time during that same turn that a player consults their
absolutely feel free to pepper those in now, too. The BM is the stats, they will use their Big Base Stats instead of the teeny, tiny
final determination on whether the turn described is Badass stat mods.
enough to qualify as a Badass Move. If they deem it worthy they For example, after a successful Badass Move, if the Enemy is
will then assign a difficulty level to the move. still alive and retaliates, the player will get to dodge the attack
using their larger Speed stat. Players are also rewarded with four
ASSIST Badass Tokens and all assisting players get two Badass Tokens.
Any party member can assist a player in their Badass Move by If the player fails by rolling less than the Badass difficulty the
sacrificing their turn and joining the shenanigans. Based on the BM relays in horrific detail the shameful outcome and the player
declared Badass Move of the first player, the assisting player continues to use the teeny, tiny stat mods for their action rolls.
describes what additional moves they are adding into the mix They also only receive an embarrassing two Badass Tokens with
to help their teammate. Again, it is up to the BM to decide if the the assisting players getting only one Badass Token.
assist adds any Badassitude to the situation. Along with the
initiating player, all assisting players roll a Badass Die and the
values are totaled.
DIFFICULTY
When determining the difficulty of a Badass Move there are
several things to take into account. What is the surrounding
environment? How many additional Enemies stand in the way? BADASS TOKENS
Are there other obstacles? How many Actions are required and By attempting or executing Badass Moves, players earn Badass
how achievable are they? How close to the brink of death are Tokens. Tokens can also be earned through certain class/
the Vault Hunters and do you want to give them a chance to pull archetype features.
Badass Tokens can be used in a couple of ways. (cont)
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They can be spent by any player in a party to add +1 to any roll,
including non-combat Checks. They can also be spent to do an
additional Badass Move in an encounter. Each player gets one
Badass Move per Pan’Dorah Day but can spend Tokens to do
additional Badass Moves. Each extra Badass Move costs one
additional Token cumulatively. One extra move costs one Token,
the next costs two Tokens, then three Tokens, etc.
COVER
Any number of objects can provide cover on the battlefield
including rocks, bushes, tomb stones, overturned tables, or a
heaped up pile of skeletal remains. There are two types of Cover,
Partial and Full.
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BUNKERS & BADASSES
MARCUS’
Merchant's Quest
for the Wizard’s Wand
GUN CARDS
ACCURACY ACCURACY
2-7: 2 0 2-7: 1 0
8-15: 3 0 8-15: 2 0
MOD 16+: 5 0 MOD 16+: 1 1
DAMAGE DAMAGE
PER PER
ACCURACY ACCURACY
2-7: 2 0 2-7: 0 0
8-15: 3 0 8-15: 1 0
MOD 16+: 5 0 MOD 16+: 1 1
DAMAGE DAMAGE
PER PER
MOD MOD
RANGE 5SQ RANGE 8SQ
ELEMENT ELEMENT
Swap/Reload: 1d8 Grenade Damage. Extra Attack.
If Range 3+: +3 Accuracy.
–2 ACC Mod. –3 ACC Mod.
ACCURACY ACCURACY
2-7: 1 0 2-7: 2 0
8-15: 2 0 8-15: 3 0
MOD 16+: 3 0 MOD 16+: 5 0
DAMAGE DAMAGE
PER PER
x2
MOD MOD
RANGE 5SQ RANGE 5SQ
ELEMENT ELEMENT
–4 ACC Mod.
–2 DMG Mod.
Splash.
DIPLOMACY CHECK LOVELY DAY
RARE SHOTGUN UNCOMMON COMBAT RIFLE
ACCURACY ACCURACY
2-7: 1 0 2-7: 1 0
8-15: 2 0 8-15: 3 0
MOD 16+: 1 1 MOD 16+: 3 1
DAMAGE DAMAGE
PER PER
MOD MOD
RANGE 4SQ RANGE 6SQ
ELEMENT Overheat: Take 1d8 Incendiary Damage on Reload. ELEMENT
Overheat: Take 1d6 Incendiary Damage on Reload.
If Range 2 or Less: +2 Damage.
+3 DMG Mod.
+4 DMG Mod.
ACCURACY ACCURACY
2-7: 1 0 2-7: 1 0
8-15: 2 0 8-15: 2 0
MOD 16+: 1 1 MOD 16+: 3 0
DAMAGE DAMAGE
PER PER
x2
MOD MOD
RANGE 4SQ RANGE 5SQ
ELEMENT ELEMENT
If Range 2 or Less: +2 Damage. Burst: +1 Hit.
–1 DMG Mod. +1 ACC Mod.
ACCURACY ACCURACY
2-7: 2 0 2-7: 1 0
8-15: 3 0 8-15: 2 0
MOD 16+: 5 0 MOD 16+: 3 0
DAMAGE DAMAGE
PER PER
x2
MOD MOD
RANGE 5SQ RANGE 5SQ
ELEMENT ELEMENT
Burst: +1 Hit. Extra Attack.
+1 ACC Mod. –1 ACC Mod.
ACCURACY ACCURACY
2-7: 0 0 2-7: 1 0
8-15: 1 0 8-15: 1 0
MOD 16+: 1 1 MOD 16+: 1 1
DAMAGE DAMAGE
PER PER
MOD MOD
RANGE 8SQ RANGE 4SQ
ELEMENT ELEMENT
+2 ACC Mod. –3 ACC Mod.
If Range 3+: +3 Accuracy. Swap/Reload: 1d6 Grenade Damage.
–2 DMG Mod. Splash.
ARCHETYPE:
Deadeye CLASS:
Assassin
The Blade 1
NAME: BACKGROUND: LEVEL:
ACTION SKILL:
Decepti0n: The Assassin becomes Cloaked for 2 turns, sending out an illusionary decoy that mimics their Attacks and movements for the duration
of Decepti0n (mimicked Attacks do not deal Damage or have any effect). Performing any Attack while Decepti0n is active will break the cloak and
illusion, but will upgrade all Hits to Crits for that Attack. (MST Mod per Day+Once per Encounter) +2
+MST
ACCURACY (ACC) DAMAGE (DMG) SPEED (SPD) MASTERY (MST)
INITIATIVE 1 + 1 + = +2
6 +3 2 +1 2 +1 4 +2 BADASS RANK SPD MOD MISC MOD
1
MOD MOD MOD MOD
4sq
MOVEMENT
HEALTH CHECKS
3 +
SPD MOD
+
MISC MOD
=
16
CURRENT GUN
+3
MELEE DIE
CURRENT MAX REGEN INTERACT
WITH HANDS!
ACC
MOD +3 + MISC
MOD
=
1d6 +4
+1
+DMG
+1 +
SHIELDS
TALK SPD MISC =
15 5
WITH WORDS! MOD MOD BADASS RANK BADASS TOKENS
CURRENT
SHIELD TYPE:
MAX RECHARGE
INSIGHT ACC
MOD +3 + MISC
MOD
= +3 1
INFO:
SNEAK MST
MOD +2 + MISC
MOD
= +2 GOLD
120
GRENADES SEARCH MST
MOD +2 + MISC
MOD
= +2
TYPE DAMAGE TRAVERSE SPD
MOD +1 + MISC
MOD –2 = –1
INFO:
GUN SLOT 2
3 SKILLS SPEND 1 SKILL POINT SL = SKILL LEVEL
THE BLADE: You inherited a legendary blade with an ancient, mysterious origin. Maybe some day you will learn it's secrets.
Sword of Legend: +3 Melee Damage, –2 on Traverse Checks.
BACKGROUND
FAVORED GUN
COMBAT RIFLE
THE LOAD: You have mastered the art of hiding unwanted items on people. +5 on Plant Sneak Checks.
SHOTGUN
ROCKET LAUNCHER
LINE OF SIGHT: +1 on Search Checks with a Sniper Rifle equipped.
XP BAR:
100
ARCHETYPE:
Guardian CLASS:
Commando
Veteran 1
NAME: BACKGROUND: LEVEL:
ACTION SKILL:
Sabre Turret: Releases a Turret in an adjacent square, that remains in place and fires at Enemies for 2 turns. It targets the closest Enemy each turn
and Taunts it. (MST Mod per Day+Once per Encounter)
Sabre Turret Stats: Shields: 40 • Damage: 1d8 per Hit • ACC: +2 (2-7: 2 Hits, 8-15: 3 Hits, 16+: 4+ Hits) +1
+MST
ACCURACY (ACC) DAMAGE (DMG) SPEED (SPD) MASTERY (MST)
INITIATIVE 1 + 3 + = +4
3 +1 4 +2 6 +3 3 +1 BADASS RANK SPD MOD MISC MOD
3
MOD MOD MOD MOD
6sq
MOVEMENT
HEALTH CHECKS
3 +
SPD MOD
+
MISC MOD
=
18
CURRENT GUN
+1
MELEE DIE
CURRENT MAX REGEN INTERACT
WITH HANDS!
ACC
MOD +1 + MISC
MOD
=
1d8 +2
+3
+DMG
+3 +
SHIELDS
TALK SPD MISC =
15 5
WITH WORDS! MOD MOD BADASS RANK BADASS TOKENS
CURRENT
SHIELD TYPE:
MAX RECHARGE
INSIGHT ACC
MOD +1 + MISC
MOD
= +1 1
INFO:
SNEAK MST
MOD +1 + MISC
MOD
= +1 GOLD
120
GRENADES SEARCH MST
MOD +1 + MISC
MOD –1 = +0
TYPE DAMAGE TRAVERSE SPD
+3 + MISC = +3
MOD MOD
INFO:
GUN SLOT 2
3 SKILLS SPEND 1 SKILL POINT SL = SKILL LEVEL
VETERAN: After serving honorably for over a decade, the military was beginning to question your methods so it was time to
pack up your Sabre Turret and head out. +1 Speed, +2 on Insight Military Checks, –2 on Search Checks.
BACKGROUND
FAVORED GUN
ROCKET LAUNCHER
BY YOUR SIDE: Gain Extra Movement anytime an ally’s Shield depletes.
XP BAR:
100
ARCHETYPE:
Enforcer CLASS:
Gunzerker
Buff 1
NAME: BACKGROUND: LEVEL:
ACTION SKILL:
Gunzerking: Gunzerker gains the ability to wield 2 equipped guns at once for 2 turns. Each Ranged Attack fires both guns at a single target.
While Gunzerking, Gunzerker gains Health Regen. (MST Mod per Day+Once per Encounter)
+1
+MST
ACCURACY (ACC) DAMAGE (DMG) SPEED (SPD) MASTERY (MST)
INITIATIVE 1 + 2 + = +3
2 +1 6 +3 4 +2 2 +1 BADASS RANK SPD MOD MISC MOD
2
MOD MOD MOD MOD
5sq
MOVEMENT
HEALTH CHECKS
3 +
SPD MOD
+
MISC MOD
=
25
CURRENT GUN
+1
MELEE DIE
CURRENT MAX REGEN INTERACT
WITH HANDS!
ACC
MOD +1 + MISC
MOD
=
1d10 +3
+2
+DMG
+2 +
SHIELDS
TALK SPD MISC =
15 5
WITH WORDS! MOD MOD BADASS RANK BADASS TOKENS
CURRENT
SHIELD TYPE:
MAX RECHARGE
INSIGHT ACC
MOD +1 + MISC
MOD
= +1 1
INFO:
SNEAK MST
MOD +1 + MISC
MOD
= +1 GOLD
120
GRENADES SEARCH MST
MOD +1 + MISC
MOD
= +1
TYPE DAMAGE TRAVERSE SPD
MOD +2 + MISC
MOD –1 = +1
INFO:
GUN SLOT 2
3 SKILLS SPEND 1 SKILL POINT SL = SKILL LEVEL
ROIDS: After years of pumping iron and stuff, your body is as hard as your guns. The stunted growth is a coincidence.
+5 Starting Health, –2 on Traverse Checks.
BACKGROUND
FAVORED GUN
COMBAT RIFLE
SHOTGUN
ROCKET LAUNCHER
FLEX: The first time your Shields are depleted in an encounter, gain 1 Badass Token.
XP BAR:
100
ARCHETYPE:
Elemental CLASS:
Siren (Phaselock)
Hidden Past 1
NAME: BACKGROUND: LEVEL:
ACTION SKILL:
Phaselock: Siren locks an Enemy in sphere of energy, preventing the Enemy from taking Actions for 2 turns. If an Enemy cannot be Phaselocked,
they instead take 3d6 Cryo Damage per turn. (MST Mod per Day+Once per Encounter)
Cryo Damage: Targets Hit by Cryo are Slowed. Slowed targets’ Movement is reduced to 1 square for 1 turn and takes –2 on Traverse Checks. +3
+MST
ACCURACY (ACC) DAMAGE (DMG) SPEED (SPD) MASTERY (MST)
INITIATIVE 1 + 1 + = +2
2 +1 3 +1 3 +1 6 +3 BADASS RANK SPD MOD MISC MOD
1
MOD MOD MOD MOD
4sq
MOVEMENT
HEALTH CHECKS
3 +
SPD MOD
+
MISC MOD
=
16
CURRENT GUN
+1
MELEE DIE
CURRENT MAX REGEN INTERACT
WITH HANDS!
ACC
MOD +1 + MISC
MOD
=
1d6 +1
+1
+DMG
+1 +
SHIELDS
TALK SPD MISC =
20 5
WITH WORDS! MOD MOD BADASS RANK BADASS TOKENS
CURRENT
SHIELD TYPE:
MAX RECHARGE
INSIGHT ACC
MOD +1 + MISC
MOD –2 = –1 1
INFO:
+3 + = +3
120
SNEAK MST MISC
MOD MOD GOLD
GUN SLOT 2
3 SKILLS SPEND 1 SKILL POINT SL = SKILL LEVEL
HIDDEN PAST: How you got your powers is a mystery. You don't think too much about it, you just embrace your good fortune.
+1 Speed, –2 on Insight Checks.
BACKGROUND
FAVORED GUN
COMBAT RIFLE
SHOTGUN
ROCKET LAUNCHER STATIC SHOCK: When you are Hit by Melee, roll %. On a 30+: deal 1d6 Shock Damage.
Shock Damage: Deals double Damage to Shields.
XP BAR:
100
CAMPAIGN: SESSION NO. DATE:
BM NOTES
VAULT HUNTER:
NOTES:
SPD MOD
LEVEL
VAULT HUNTER:
NOTES:
SPD MOD
LEVEL
VAULT HUNTER:
NOTES:
SPD MOD
LEVEL
VAULT HUNTER:
NOTES:
SPD MOD
LEVEL
VAULT HUNTER:
NOTES:
SPD MOD
LEVEL
MAYHEM
GAINING MAYHEM: SPENDING MAYHEM:
• If any player fails a Check inside or outside of an encounter. • 1 pt: One Enemy takes a Mayhem Action ( ) instead of their normal Action.
• If an Enemy rolls a Crit (20). • 2 pts: One Enemy that would die this turn takes a Mayhem Action ( ) before death.
• If, during an encounter, any player: • 2 pts: Spawn another wave of Enemies equaling half of the encounter's total Badass Rank. (max once per encounter)
- Throws an item to an ally - Performs a Check • 3 pts: All Enemies take a Mayhem Action ( ) instead of their normal Action.
- Takes any Extra Movement or Extra Attack - Fails a Badass Move • 3 pts: The Boss takes an Extra Action.
- Reloads or swaps out a gun • X pts: Complete a Boss Goal. (see page 73 for Boss Goals)
GAINED SPENT
RED TEXT
GUN NAME: GUN NAME: GUN NAME:
RED TEXT: RED TEXT: RED TEXT:
EFFECTS: EFFECTS: EFFECTS:
• Roll for Initiative and compare it to the Badass Rank of the Enemies to create the Initiative order. HP: ARMOR/SHIELD: HP: ARMOR/SHIELD:
• Players will roll 1d20 and add their SPD Mod and Badass Rank (BR) to their roll. NOTES: NOTES:
• All Enemies act at the same time. The Enemy with the highest Badass Rank determines the Initiative for all Enemies.
• Players with equal or higher Badass Rank than the Enemies will act during the Before Enemies step. Players with a
lower Badass Rank than the Enemies will act during the After Enemies step.
HP: ARMOR/SHIELD: HP: ARMOR/SHIELD:
NOTES: NOTES:
NOTES