Character Generation - Step 1 Archetypes
Archetype |
Accuracy |
Damage |
Speed |
Mastery |
Enforcer |
1 |
4 |
2 |
0 |
Elemental |
0 |
2 |
1 |
4 |
Deadeye |
4 |
1 |
0 |
2 |
Guardian |
2 |
0 |
4 |
1 |
Beginning stats for each archetype.
Character Creation 6 - Starting Gear
Crappy Gun (1) |
Choose one that's from your Favored gun type. |
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Choose a guild for the gun, add its bonus on a blank gun card (see page 18 for guilds and crappy guns) |
Standard Shield (1) |
Starts with capacity 20, recharge rate 5 |
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Shields soak damage before it hits your HP |
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If you haven't taken damage during the turn, your shield recharges at its Recharge Rate |
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Shields recharge after each encounter |
Gold |
Roll a d6 for level 1 starting gold |
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1 = 30g | 2 = 50g | 3 = 80g | 4 = 100g | 5 = 120g | 6 = 150g |
Grenades |
At level 1, you start with 0, but have a carrying capacity of 3 grenades. |
Appearance and Name |
Pick an name, and describe your character. That's all, chargen is done! |
GM Notes
Mayhem - The GM collects the Mayhem points the PCs generate. BM gets to spend them as follows |
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1 pt - use an enemy's Mayhem Action instead of standard action |
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2 pts - send in another wave of enemies equal to 1/2 the encounter's BADASS rank. You can distribute the monsters however you want (low level, high, etc, just don't go over the point value) |
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2 pts - an enemy that would die this turn triggers its MAYHEM action |
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3 pts - ALL enemies take a mayhem action, or BOSS enemeis take an extra action |
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X points - a BOSS goal completes. See p. 66 |
You can use MAYHEM as random options, instead of choosing. Spent 1 Mayhem point as the BM and roll on the table on p.66. This is way more fun and bonkers. I mean, c'mon, imagine being in a gunfight, and a chihuahua appears out of nowhere and starts biting your leg! It's so very Borderlands!!
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Charcter Gen 2 - Class Options
Assassin |
Berserker |
Commando |
Gunzerker |
Hunter |
Mechromancer |
Psycho |
Siren |
Soldier |
Choose a class. Overviews of each start in the book on page 28
Character Creation - Final Stats and Bonuses
Base Stats |
After adding up all your stats, spend 3 bonus points on any stats |
Modifiers |
Divide each base stat by half to get its modifier. Round down |
Calculate Checks |
Each check lists which Stat mod to apply, and include any other bonuses as shown on the charsheet |
Level |
Start at 1 |
|
Write "100" on your XP bar |
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Fill in a segment on bar for every 100xp earned. 10 segments = new level! New levels grant bonuses based on Archetype (see p20) |
Health |
Add 10 to the max value of your Melee Die to get your base health |
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Regen: You regenerate HP when you take no damage over a turn. At level 1, you have no Regen |
Badass Rank |
Starts at 1 |
Badass Tokens |
Starts at 0 |
Combat - Enemy Attacks
Roll 1d20 - target's SPD mod |
1 |
Attack Fails miserably |
2-7 |
Attack deals normal damage |
8-15 |
Attack deals +2 Damage |
16-19 |
Attack deals +4 damage |
20 |
Attack is a Critical Success, does double damage and BM gets an extra MAYHEM token |
Enemies always roll on this table to attack. Their statblock may say they have adjustments to the rolls.
Enemies typically get two actions, usually opening with a MOVE
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Charcter Gen - 3 - Class Features -Bonuses
Class |
Accuracy |
Damage |
Speed |
Mastery |
Assassin |
2 |
0 |
1 |
1 |
Berserker |
0 |
2 |
1 |
1 |
Commando |
1 |
1 |
0 |
2 |
Gunzerker |
1 |
2 |
0 |
1 |
Hunter |
2 |
1 |
0 |
1 |
Mechromancer |
0 |
1 |
1 |
2 |
Psycho |
1 |
2 |
1 |
2 |
Siren - Lightwalk |
1 |
1 |
2 |
0 |
Siren - Phaselock |
0 |
1 |
1 |
2 |
Soldier |
1 |
0 |
1 |
2 |
Creation - Character 4 - Features
Action Skill |
Use once per encounter, plus an additional number of times per day based on MASTERY. Ex. Mastery 3 means you can use it an additional 3 times in a day outside of per encounter |
Backgrounds |
Gain bonuses based on your class background choice |
Favored gun |
Start with one choice. |
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When using a favored gun, add your ACC mod to your Accuracy roll, and DMG mod to Damage roll |
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Non-favored guns do not get to add the ACC and DMG bonuses |
Starting Skill |
From the class skill tree, put one point in a level 1 skill |
Melee die |
It's punching time! Write down your Melee die. See the Melee Attack section under How to Play for Melee rolls |
Traits |
Pick one and roll one from the list on page pps 14-15 |
Each Class has the following, see p28 for details
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