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, welcome to No Rest for the Wicked: Vaultpocalypse Soon! (PbtA)

12:17, 9th May 2024 (GMT+0)

The Game: No Rest For the Wicked.

Posted by GearbotFor group 0
Gearbot
GM, 1 post
So, you want to
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Wed 26 May 2021
at 07:20
  • msg #1

The Game: No Rest For the Wicked

Vaultpocalypse Soon! isn't a freeform game. Instead, it's played using a Powered By the Apocalypse system called No Rest for the Wicked by Wrecking Ball Game Labs.

https://1d4cast.org/files/No_Rest.pdf

The basic mechanics of the game are simple. I will describe the world and situation to you, you will tell me what you want to do, and I will tell you what happens. To accomplish anything that has a chance for things to not go the way you want, you'll make a Move that instructs you to roll 2d6 plus a particular stat. A 6 or less is a Miss, and I get to make a Move of my own. A 7-9 is a Hit, and you get to make a choice. A 10 or higher is a Hit, and things go smoothly. Everything we do will start and end with the fiction, rather than the dice.

I don't roll dice unless I'm dealing damage to one of you, instead I simply react to your dice rolls and set up situations beyond that. It isn't as precise and strictly regulated as more tactical games, but this is also meant to produce a different sort of feel. If you're expecting five foot squares and counting corners to determine levels of cover, this isn't that game.

As GM, I have my Agenda, Principles and Moves that I'll be using to provide you a dangerous, exciting, and fun adventure, but at no point will I be your adversary. I play all the bad guys, but I'm not the bad guy myself. We're all players and we're all here to have a good time.

Below, you'll find the playbooks for the game in a form you can simply copy and paste into your Description and fill out. These are this game's character classes, and there can only be one of each in the setting, let alone among the party. Although there might be other "soldiers," you will be "The Soldier." There may be other "assassins," but you'll be "The Assassin." You are Vault Hunters, and you are a kind of special that people can notice. You're set apart from the rest of the world by your sheer badassery.

Oh, also we're going to say "badass" a lot. Just how it goes.
Gearbot
GM, 2 posts
So, you want to
hear a story, huh?
Wed 26 May 2021
at 07:24
  • msg #2

Playbook: The Assassin

THE ASSASSIN
Lots of people die in the Borderlands, but your business is death. Soldiers and mercenaries spill blood for money, sure, but your work is much more direct and personal. Some people call that murder. You call it an art form.

Name
Zer0, 5even, N1ne, 11, Thirt33n, M0ebius, 5nip3r

Look
man, woman, ambiguous, transgressing, concealed
no-frills stealth wear, scrounge stealth wear, corporate sponsored stealth wear, armored stealth wear
scarred face, smooth face, worn face, stern face
hard eyes, quick eyes, clear eyes, dead eyes
tall body, long body, wiry body, compact body, muscular body

Stats
Choose 1 set:
Cool+2 Hard+1 Hot=0 Sharp+1 Weird-1
Cool+2 Hard+1 Hot+1 Sharp=0 Weird-1
Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
Cool+2 Hard=0 Hot-1 Sharp+2 Weird-1

Health: 12 starting Health.
Melee damage die: 1d8

Vice
You prefer to consider this the trait that sets you apart from others.
Choose 1:
Misanthropy: Abandon or publicly disdain an ally.
Murder: Kill someone needlessly or gratuitously, and enjoy it.
Pride: Act on your own plans regardless of group consensus, or ignore good advice

Drive
No one becomes a Vault Hunter for good reasons. This includes you.
Choose 1:
A Challenge: You came to the Borderlands to find something new and better to fight. Actively seek out a dangerous or well-known threat.
Knowledge: You’re here to learn about the secrets of the Six Galaxies. Pursue the hidden lore of the Borderlands.
Power: Why seek the Vault if not to grow more powerful? Do something to advance your personal influence or might.

Moves
You get this 1:
Deception: You create some kind of decoy or distraction that draws attention away from your killing blow. When you activate deception, roll+cool. On a 10+, you are noiseless death. Take +1 damage with any weapon you are using against your target until he or she is dead. On a 7-9, take +1 damage to rolls with any weapon you are using against your target until he or she is dead, but the GM holds one and can spend that hold for:
*Tales of your technique have spread, and one enemy in the future will see through your deception.
*You have less resources than you thought you prepared, and a future use of deception will not last as long as you planned.
On a miss, in addition to any other complications, if your enemy manages to survive the encounter with you (by escape or some other means), you cannot use deception against him or her again.

And 1 other, from your Advanced Moves.
Advanced Moves (levels 2 through 5)
Hardened Killer: You get + 1cool (cool+3)
Iron Hand: Add your Hard to your total Health, and to your Melee damage.
Precision: When you go in swinging you may roll+cool instead of roll+hard.
Backstabber: While deception is active, when you use a +hand weapon, add another +1 damage.
Headshot: While deception is active, when you use a far weapon, add another +1 damage.
At One with the Gun: Your chosen weapon can never be taken from you. Even if you are separated by a GM move, your weapon will always return to you in some way.
Followthrough: When you kill an enemy with your chosen weapon, you may immediately move and go in swinging. Take +1forward to the melee damage roll.

True Vault Hunter Moves (Levels 6 through 10)
Many Must Fall: After you kill an enemy when deception is active, you may carry its effects forward against a second enemy without needing to roll.
Death Mark: While deception is active, roll your damage die twice and take the higher result.
Resurgence: When you kill someone, regain Health equal to the damage dealt on the killing blow.
Critical Ascension: When you go in swinging or exchange fire, and roll a 12+, hold 1. The holds are cumulative. You may spend these holds 1 for 1 for +1forward to attack or damage rolls. These go away at the end of the session.
Death Blossom: When you attack with your chosen weapon, on a hit, hold 1. You may spend this hold to add +area to any attack with your chosen weapon.

Class Mods
Killer: While this is your active Class Mod, add your Cool to damage rolls with your chosen weapon.
Ninja: While this is your active Class Mod, once a fight, you can declare that deception activates as if you’d rolled a 10+.
Sniper: While this is your active Class Mod, when you use a +far weapon and roll a 12+, roll the damage die twice and add the results together.
Stalker: While this is your active Class Mod, when you attack an enemy that is unaware, take +1ongoing to attacks and damage until that enemy is dead.

Gear
1 chosen weapon
2 backup weapons
If you don’t choose a sword or knives as your chosen weapon, you have a sword or a knife as your melee weapon.
Armor worth 1-armor (you detail)
Oddments worth 1-barter, or 100 cash
Shield (basic or light)
New-U Account
ECHO Communicator
Fast Travel pass
Digistructing backpack
2 reloads for the gun or guns of your choice

Chosen Weapon (choose 1):
Silenced sniper rifle (1d10 far, hi-tech; 4 Ammo. Choose: Jakobs, Dahl, Maliwan)
Ornate combat rifle (1d8 close/far, loud, spray, valuable; 12 Ammo. Choose: Jakobs, Dahl, Vladov)
Ornate sword (hand, valuable)
Hidden knives (hand, close)

Backup Weapons (Choose 2)
Pistol (1d6, hand, close/far; 6 Ammo. Choose: Jakobs, Dahl, Vladov)
Shotgun (2d4 close, messy, loud; 4 Ammo. Choose: Jakobs, Bandit, Hyperion)
SMG (1d6 close, spray; 10 Ammo. Choose: Hyperion, Tediore, Maliwan)

Shield (Choose 1)
Basic shield (10 shield, standard - recharge 1d8+2)
Light shield (8 shield, fast - recharge 1d4+4)

History
On your turn, tell everyone History-1. You like to keep professional distance.
On the others’ turns:
You know you will have to kill one of them. Whatever number that player tells you, ignore it and write History+3 instead.
One of them knows one of your deepest secrets. Whatever number that player tells you, give it +1.
You have been secretly listening to someone’s ECHO logs without their permission. Whatever they tell you, give it +1.
This message was last edited by the GM at 07:43, Wed 26 May 2021.
Gearbot
GM, 3 posts
So, you want to
hear a story, huh?
Wed 26 May 2021
at 07:32
  • msg #3

Playbook: The Berserker

THE BERSERKER
Because keeping calm and carrying on is for people who aren’t badass enough to march right up to their enemies and punch them in the goddamn face. Lots of people out there use guns to get shit done, but you’ve got two fists and a score to settle and that’s more than enough.

Name
Brick, Meat, Slab, Dog, Bullet, Leadfoot, Facepunch, Gristle, Hammer, Buzz, Hunk, Gigg, Stomp

Look
man, woman, ambiguous, transgressing
scrounged armor, combat biker wear, casual wear, utility wear
scarred face, blunt face, hard face, weathered face, rugged face, busted face hard eyes, weary eyes, kind eyes,
mad eyes, raging eyes, sad eyes
massive body, muscular body, fat body, wiry body, compact body

Stats
Choose 1 set:
Cool-1 Hard+2 Hot=0 Sharp+1 Weird+1
Cool-1 Hard+2 Hot+1 Sharp+1 Weird=0
Cool=0 Hard+2 Hot-1 Sharp+1 Weird+1
Cool-1 Hard+2 Hot=0 Sharp+2 Weird-1

Health: 11+Hard
Melee Damage: 1d8

Vice
Ain’t nobody perfect.
Choose 1:
Anger: Flip your shit over nothing or for no reason at all.
The Good Stuff: Choose pleasure over business.
Violence: Go out of your way to start a fight or wreck some shit.

Drive
Like you, your reasons for becoming a Vault Hunter are direct, obvious, and/or mind-blowingly badass.
Choose 1:
A Challenge: You’re here to win all the fights. All of them. Find the biggest badass nearby and punch him or her until they die.
Cash and Loot: It doesn’t get more simple than this. You want the money and the guns and that’s that. Pursue a rumored treasure or legendary weapon.
Fame: What’s the point in doing badass things if nobody knows who you are? Do something to further your reputation.

Moves
You get this 1:
Berserk: When you berserk, your fists add your Hard to melee damage. Berserk lasts until all your enemies are dead, until you fight for your life, or until you choose to end it. When berserk ends, you heal a quarter of your Health, which may restore your health to full. If berserking ends before a fight is over, you cannot berserk again until a new fight starts. If berserking ends because you fight for your life, you do not get your Health back.

And 1 other, from your Advanced Moves.
Advanced Moves (levels 2 through 5)
Hardened: You get +1hard (hard+3)
Unbreakable: When you berserk, gain +1armor, which is cumulative with any other armor.
Iron Fist: Your melee damage die increases to 1d10.
Best Weapon Ever: When you berserk, your fists gain +corrosive, +burn, +EXPLOSIVE, +shock, or +slag. You may only apply one tag at a time, but you may change it every time you berserk.
Cast Iron: You always have 1-armor, even when you’re bare-ass naked. This stacks with any other source of armor.
Short Fuse: When you demand what you want, you can roll+hard instead of roll+hot, but only if you make demands with violence.

True Vault Hunter Moves (levels 6 through 10)
Endless Rage: When you fight for your life, this does not override the benefits of berserking.
Juggernaut: Once a fight, you may ignore all damage from a single attack or source (such as an explosion).
Pack Alpha: When you make a display of might before your enemies, roll+Hard. On a 10+, witnesses fighting against you change sides and fight for you. Keep the action, cash, and loot coming, and they’ll stick around for a few more fights, too. On a 7-9, some of them fight for you instead, but choose one:
1)The bravest and strongest don’t get resentful and focus their fire on you.
2)Your new gang sticks around after the fight.
Walking Disaster: your melee attacks gain +messy. When you destroy an inanimate object, you do so in an impressive and catastrophic manner, even (especially!) things that would be very unlikely, such as punching a hole through a concrete wall.
Blood Sport: (requires Iron Fist) Increase your melee damage die to 1d12.

Class Mods
Centurion: While this is your active Class Mod, any armor you have is not reduced by +corrosive damage.
Ogre: While this is your active Class Mod, you get +1 damage with any weapon with the +messy tag.
Titan: While this is your active Class Mod, add +4 to your total Health.
Warmonger: While this is your active Class Mod, when you aid an ally, on a hit, in addition to its usual benefits, your ally also holds 1. They may spend this hold to add +1 to any damage roll.

Gear
1 no-shit weapon
2 sidearms
A punching aid (you detail)
Armor worth 1-armor (you detail)
Shield
New-U account
ECHO Communicator
Fast Travel pass
Digistructing backpack
Oddments worth 1-barter, or 100 cash
2 reloads for the gun or guns of your choice

No-Shit Gun (Choose 1)
Shotgun (2d4 close, messy, loud; 4 Ammo. Choose: Jakobs, Bandit, Hyperion)
Combat rifle (1d8 close/far, loud, spray; 12 Ammo. Choose: Jakobs, Bandit, Vladov)

Sidearm (Choose 2)
SMG (1d6 close, spray; 10 Ammo. Choose: Hyperion, Tediore, Maliwan)
Pistol (1d6 hand, close; 6 Ammo. Choose: Jakobs, Bandit, Vladov)
Another shotgun! (2d4 close, messy, loud; 4 Ammo. Choose: TORGUE, Bandit, Hyperion)

Shield (Choose 1)
Basic shield (10 shield, standard - recharge 1d8+2)
Heavy shield (12 shield, slow - recharge 1d12)

History
On your turn, tell everyone History+1. You ain’t got nothin’ to hide.
On the others' turns:
Pick the character you think is the baddest ass. Whatever they tell you, write History+2 instead.
One of them left you hanging when you needed help. Whatever they tell you, write History-1 instead.
You have a crush on someone. Whatever they tell you, increase it by +1
This message was last edited by the GM at 07:46, Wed 26 May 2021.
Gearbot
GM, 4 posts
So, you want to
hear a story, huh?
Wed 26 May 2021
at 07:41
  • msg #4

Playbook: The Gunzerker

THE GUNZERKER
Among the peoples of Pandora, it is a time-honored tradition to go apeshit and shoot everyone around you with guns in both hands. The drugs help, too.

Name
Salvador, Ernesto, Roberto, Javier, Ricardo, Alejandro, Carmen, Isabela, Marta, Daniela, Julia, Rosa, Sneaker, Cowpoke, Twofist, Twizzler, Heat, Punchy

Look
man, woman, ambiguous, transgressing
casual wear, traveling gear, utility wear, corporate-sponsored casual wear
rugged face, handsome face, honest face, weathered face, pretty face
sexy eyes, mad eyes, raging eyes, sad eyes, bright eyes
compact body, sturdy body, muscular body, fat body, curvy body

Stats
Choose 1 set:
Cool+1 Hard+2 Hot+1 Sharp-1 Weird-0
Cool=0 Hard+2 Hot+1 Sharp-1 Weird+1
Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1
Cool-1 Hard+2 Hot+2 Sharp-1 Weird=0

Health: 10+Hard
Melee damage die: 1d6

Vice
Hey, people with flaws are more fun! Right?
Choose 1:
Anger: Go off on someone with little to no provocation.
The Good Stuff: Get loaded on your favorite substance instead of doing something else.
Violence: Indiscriminately shoot someone or someones.

Drive
Maybe you’re from around here and maybe you’re not; doesn’t matter - there’s loot to find and people to shoot!
Choose 1:
A Challenge: Someday you’ll find someone who can outdraw you. Find the biggest badass nearby and challenge him or her to a gunfight.
Cash and Loot: What do you mean ‘You have enough guns’? Pursue a rumored treasure or legendary weapon.
Fame: You think your face would look good on something other than a Wanted poster. Do something to further your reputation.

Moves
You get this 1:
Gunzerking!: When you gunzerk, you can hold a gun in each hand, regardless of how big it is. You also get +1 damage with guns and, when you exchange fire, you may roll+hard instead of roll+sharp. While gunzerking you may roll both gun damage dice and choose the higher result, but must choose only one gun’s Tags and special gun moves to apply. Gunzerking lasts until all your enemies are dead, you fight for your life, or you choose to end it. If gunzerking ends before a fight is over, you cannot gunzerk again until a new fight starts.

And 1 other, from your Advanced Moves.
Advanced Moves (levels 2 through 5)
Sexual Tyrannosaurus: When you make a demand, you can roll+hard instead of roll+hot. You also have the option of using roll+hot instead of roll+hard when you go in swinging, but only if that makes you feel sexy.
VIOLENCE!!: When you abandon caution and charge into a fight without regard for the consequences, gain +1armor. Providing covering fire or recharging shields negates the benefits of this move.
Close and Personal: You get +1 damage when gunzerking with +close weapons.
Ain’t Got Time to Bleed: When you start gunzerking, regain a quarter of your Health back.
Putting the 'Us' in 'Team': You get a bonus +1 when you’ve got your back.
Two of a Kind: When you gunzerk and use two of the same type of gun, add another +1damage. If these guns have the same corporation tag, add +1 to your exchange fire rolls.
Divergent Likeness: When you gunzerk and use two different types of guns, roll the highest damage die twice and take the higher result instead of both damage dice.

True Vault Hunter Moves (levels 6 through 10)
Come at Me, Bro!: When you shout a threat at your enemies, roll+hot. On a 10+, all of them drop what they’re doing and attack you. You also get +1armor, which is cumulative with any other armor. On a 7-9, as above, but no armor bonus.
Down, Not Out: Gunzerking does not end when you fight for your life.
No Kill like Overkill: When you roll the highest possible result on your damage die, you may reroll that die and add the result to your damage total.
I’m Ready Already!: Increase the number of chances to get up from fight for your life by 1.
Filled to the Brim: Choose one of your guns. You do not use up a reload when reloading this gun. You can choose which gun to apply this benefit to between sessions.

Class Mods
Beast: While this is your active Class Mod, add +4 to your total Health.
Hoarder: While this is your active Class Mod, when you look for loot, you can declare that you find 1d6 of any one type of reload.
Raider: While this is your active Class Mod, when you recharge shields, add +2 to your recharge roll.
Renegade: While this is your active Class Mod, when you exchange fire with pistols, add +1 to the attack and damage rolls.

Gear
Your favorite pair (2 pistols, 2 shotguns, or 2 combat rifles, choose: Bandit, Jakobs, TORGUE) or fraternal twins (any combination of the previous options)
A couple guns you found (randomly generate 2 guns)
The best shiv (you detail)
Armor worth 1-armor (you detail)
Shield (Basic Shield - 10 shield standard - recharge 1d8+2)
New-U account
Oddments worth 1-barter, or 100 cash
ECHO Communicator
Fast Travel pass
Digistructing backpack
2 reloads for the gun or guns of your choice

History
On your turn, tell everyone History+1. Lies are hard to keep track of.
On the others’ turns:
Somebody gave you your most favoritest gun. Whatever they tell you, write History+3 instead.
Someone else helped you out of a serious pinch. Whatever they tell you, increase it by +1.
This message was last edited by the GM at 07:44, Wed 26 May 2021.
Gearbot
GM, 5 posts
So, you want to
hear a story, huh?
Wed 26 May 2021
at 08:02
  • msg #5

Playbook: The Hunter

THE HUNTER
Not all who wander are lost and all that crap. Loner, ranger, deadeye - you’ve been called all these things. Maybe they’re true. All you know is that you’re a damn good shot and you ain’t afraid of a little rough terrain. You and your animal compadre know the way. If anyone wants to follow you, well, that’s up them.

Name
Mordecai, Elijah, Aaron, Ezekiel, Daniel, Luke, Ruth, Esther, Judith, Sarah, Rebekah, Miriam, Deadeye, Wilder, Dust Bowl, Boots, Hawk, Strider

Look
man, woman, ambiguous, concealed, transgressing
dusty travel wear, scrounge stealth wear, camo-patterned everything, corporate-sponsored travel gear
weathered face, bony face, lean face, handsome face, sharp face
quick eyes, sad eyes, tired eyes, empty eyes, angry eyes, wise eyes
lean body, tall spare body, fit body, rangy body, wiry body, long body

Stats
Choose 1 set:
Cool+1 Hard-1 Hot=0 Sharp+2 Weird+1
Cool+1 Hard=0 Hot-1 Sharp+2 Weird+1
Cool+1 Hard-1 Hot+1 Sharp+2 Weird=0
Cool+2 Hard-1 Hot-1 sharp+2 Weird=0

Health: 11 Health
Melee damage die: 1d4

Vice
Step off. Judge not lest ye be judged, or somethin’.
Choose 1:
The Good Stuff: Get drunk or wasted and blow somebody off.
Misanthropy: Choose your own agenda over aiding your allies.
Slacking: Choose to be lazy over being proactive.

Drive
You really wish people would stop asking why you’re here.
Choose 1:
Cash and Loot: Do you gotta spell it out? It’s about the money and the guns. Pursue a rumored treasure or legendary weapon.
Knowledge: Others may not think you’re too bookish, but hidden secrets delight you. Pursue the hidden lore of the Borderlands.
Pursuit: Maybe at some point you made somebody angry. Maybe a lot of somebodies. Stay one step ahead of whoever is after you.

Moves
You get these 2:
Animal Companion
Choose species: bloodwing, borok, bullymong, jabber, rakk, ratch, saurian, skag, spiderant, stalker, varkid

Stats:
Choose 1 set:
Mean +2 Smart +1 Tough +1 Keen +1
Mean+2 Smart+2 Tough+0 Keen+1
Mean+1 Smart+2 Tough+1 Keen+1
Mean+3 Smart+1 Tough+1 Keen+2

Your companion has natural Armor equal to its Tough. Its Health is equal to 10+Tough. When your animal companion reaches 0 Health, it retreats from battle and will not come back to fight until the next combat - at which point its health is fully restored.

Choose as many appropriate strengths as its Mean: flying, burly, calm, adaptable, quick reflexes, tireless, vicious, intimidating, stealthy
Your animal companion has been trained to fight humans. Choose as many additional trainings as its Smart: hunt, search, scout, guard, fight monsters, fight robots, labor, travel
Choose a weakness. Your buddy ain’t perfect, neither: flighty, slow, frightening, forgetful, stubborn, ravenous

Sic ‘em!: When you work with your animal companion on something it’s trained
in...
...and you attack the same target, add its Mean to your damage.
...and you take damage, add its Tough to your armor
...and you scout ahead, add its Keen to your roll
...and you read a situation, add its Smart to your roll
...and you provide covering fire for someone, add its Keen to their roll.

And 1 other, from your Advanced Moves.
Advanced Moves (levels 2 through 5)
A Life of Wandering: No matter how jacked up things are, you can always navigate your way back to anywhere you’ve been before.
Long Shot: Any gun you’re holding automatically gets +far.
Deadly Keen: When you go in swinging, you can roll+sharp instead of +hard.
Fast Hands: When you reload your gun, you can do so automatically, even if you’re otherwise in trouble.
Riotous Remedy: When you kill someone, you regain 1d6 Health.
Apex Predator: Increase one of your animal companion’s stats by +1.

True Vault Hunter Moves (levels 6 through 10)
Relentless: When you kill someone, you may immediately exchange fire again. Relentless does not stack with itself.
Gun Crazy: At the beginning of a fight, choose a gun type. When you exchange fire with that type of gun, add +1 to your attack and damage rolls.
Trespass: When you exchange fire, instead of rolling, you may automatically deal your minimum gun damage directly to a target’s Health, but you also open yourself up to retaliation.
Ransack: When you kill someone, you may declare that they drop a specific type of reload or gun. Rarity, manufacturer, and other abilities are still determined by the GM.
Eagle-Eyed: When you use your situational awareness, on a hit, you may ask one additional question.

Class Mods
Gunslinger: While this is your active Class Mod, when you use a pistol, roll 1d8 damage instead of 1d6.
Ranger: While this is your active Class Mod, when you exchange fire with a weapon with the +far tag, add +1 to the roll.
Scavenger: While this is your active Class Mod, when you look for loot, you may declare that you find any one type of item (reload, eridium, cash, gun type, armor, etc). Amount, rarity, manufacturer, and/or other abilities are still determined by the GM.
Survivor: While this is your active Class Mod, add +4 to your total Health

Gear
A hunting gun
Survival tool (you detail)
A backup weapon
Shield (basic or light shield)
New-U account
ECHO Communicator
Fast Travel pass
Digistructing backpack
2 reloads for the gun or guns of your choice
1-barter or 100 Cash

Hunting Gun (Choose 1):
Sniper rifle (1d10 far, hi-tech; 4 Ammo. Choose: Jakobs, Vladov, Hyperion)
Combat rifle (1d8 close/far, loud, spray; 12 Ammo. Choose: Dahl, Bandit, Vladov)

Backup Weapon (Choose 1)
Pistol (1d6 hand, close/far; 6 Ammo. Choose: Tediore, Jakobs, Vladov)
Shotgun (2d4 close, messy, loud; 4 Ammo. Choose: Bandit, Hyperion, Tediore)

Shield (Choose 1)
Basic Shield - 10 shield standard - recharge 1d8+2
Light shield (8 shield, fast - recharge 1d4+4)

History
On your turn: You don’t like getting close to people. Tell everyone History-1.
On the others turns:
Someone has wandered the Borderlands with you for a long time. Whatever they tell you, write History+3 instead.
You’ve seen someone do some shit you weren’t cool with. Whatever they tell you, write History-1 instead.
Gearbot
GM, 6 posts
So, you want to
hear a story, huh?
Wed 26 May 2021
at 08:12
  • msg #6

Playbook: The Mechromancer

THE MECROMANCER
Robots are your thing. Specifically killer robots, but you’re pretty freakin’ awesome at all that other engineering stuff, too.

Name
Gaige, Lathe, Awl, Hexkey, Drillbit, Jigsaw, Switch, Notch, Bolt, Phillip, Lugnut, Allan, Sparkplug

Look
man, woman, ambiguous, transgressing
utility wear, stained utility wear, scrounge utility wear, battered utility wear, corporate-sponsored utility wear
young face, fresh face, smooth face, round face, blunt face
hopeful eyes, sharp eyes, quick eyes, sad eyes, kind eyes, wet eyes, tired eyes
small body, lean body, soft body, fat body, fit body

Stats
Choose 1 set:
Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2
Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
Cool+1 Hard=0 Hot-1 Sharp+1 Weird+2
Cool=0 Hard-1 Hot-1 Sharp+2 Weird+2

Health: 11 Health
Melee damage die: 1d4

Vice
But “vice” is such a dirty word. You prefer “interesting characteristic.”
Choose 1:
Anger: Get really wound up over a minor offense.
Ego: Let your selfish desires get in the way of progress.
Pride: Act on your own plans regardless of group consensus, or ignore good advice

Drive
Geez, people! Just ‘cuz you’re the greatest engineer that ever lived doesn’t mean you’ve never done anything immoral or shady. (Even if it was an accident!)
Choose 1:
Cash and Loot: Who doesn’t love more toys? Pursue a rumored treasure or legendary weapon.
Knowledge: KNOW ALL THE THINGS. Pursue the hidden lore of the Borderlands.
Pursuit: You swear was an accident! They don’t seem to care. Stay one step ahead of whoever is after you.

Moves
You start with these two:
Killer Robot: You’ve built a killer robot out of some old stuff you had laying
around. It’s pretty much the best thing ever.
It deals 1d8 damage, and has a shield rating equal to 10 (as a basic shield)+its
shields rating. Its health is equal to yours. When the robot reaches 0 health, it
retreats from battle to recover and cannot be called upon to do things for you
until the fight is over, at which point its health is fully restored.

Stats:
Choose 1 set:
Weapons+2 Systems+1 /1 Armor Shields+1
Weapons+2 Systems+2 /0 Armor Shields+1
Weapons+1 Systems+2 /1 Armor Shields+1
Weapons+3 Systems+1 /1 Armor Shields+0

You’ve outfitted your robot with the best gear possible. It has a number of special weapons equal to its Weapons: laser eye (+burn, close/far), wicked claws, chainsaw arm, drills (or other mining equipment) (+hand), tesla coils (+close, area), shoulder-mounted cannon (+close, EXPLOSIVE)

Your robot is meant to take out threats. It has a number of additionally programmed functions equal to its Systems: bodyguarding, crafting assistance, sentry mode, surveillance, opening doors (in the safe way)

Okay so maybe it’s not perfect, and maybe you had to rush a few details. Pick a weakness: missing a critical set of limbs, life-threateningly annoying, dangerously autonomous, painfully expensive, destructive

Mechromancy: When you make a move, you can command your robot instead. You may use your Stat or its, whichever is higher. You and the GM determine which stat is best for what you are trying to do. Nothing changes on a 10+. On a 7-9, in addition to any other choices,
choose 1:
1) Your robot does not cause collateral damage
2) Its weakness does not come to bear
3) No additional attention is drawn to you or your robot.

Advanced Moves (levels 2 through 5)
Anarchy: Whenever you make a move that requires a roll, you can opt to do so at -1 instead. If you manage a hit, hold 1. These holds are cumulative. At any time, you can blow your load to add as much of your hold as you like to add +1 (per spent hold) your robot’s or your damage. Use ‘em or lose ‘em, though. These reset at the start of every game session.
Best Friends Forever: Without needing to rely on your Mechromancy, your robot can
use got your back, and can roll+your cool or roll+Shields, whichever is higher. The robot gets +1 to this roll when trying to revive you.
Greatest. Engineer. Alive.: When you take time to repair something, you do it in
half the time it would require.
Little Big Trouble: When you exchange fire, you can roll+weird instead of roll+sharp.
Fancy Mathematics: When you recharge shields, add +1 to the roll. If you have taken any damage to your Health, take another +1.
A Motherf*cking Sorcerer: Choose an elemental tag. When you exchange fire with a gun that has that tag, add +1damage.

True Vault Hunter Moves (levels 6 through 10)
Sharing is Caring: Your robot gets an exact copy of one of your guns as one of its weapons.
Make it Sparkle: Choose an elemental tag. All attacks made by your robot have that tag, and your robot takes -1damage from any damage with that tag.
Strength of Five Gorillas: Add your Weird to your robot’s damage rolls.
With Claws: When you go in swinging, you digistruct a set of claws and may use your robot’s damage die instead of your default melee damage die.
Wires Don’t Talk: When you communicate with anything electronic, roll+weird. On a
10+, you may ask 2 questions. On a 7-9, ask 1.
What did you see or hear here?
What do you know about _____?
Who used you last?
What was your last received command?
Do you have a secret function?
Who made you?

Class Mods
Anarchist: While this is your active Class Mod, when you spend your anarchy hold,
add another +1 to the final total.
Prodigy: While this is your active Class Mod, choose a gun type: pistol, SMG, or rocket launcher. When you exchange fire with this gun type, add +1 to damage.
Roboteer: While this is your active Class Mod, your robot gains a bonus function.
Technophile: While this is your active Class Mod, add +2 to your Shield total.

Gear
The coolest gun!
A slightly less cool gun
A beatin’ tool (you detail)
Repair kit (5 uses)
Shield (light or heavy shield)
Oddments worth 1-barter, or 100 Cash
ECHO Communicator
Fast Travel pass
Digistructing backpack
2 reloads for the gun or guns of your choice.

The Coolest Gun! (Choose 1)
Pistol (1d6 hand, close/far; Ammo 6. Choose: Tediore, TORGUE, Maliwan)
Shotgun (2d4 close, messy, loud; 4 Ammo. Choose: Bandit, Tediore, Hyperion)

A Slightly Less Cool Gun (Choose 1)
SMG(1d6 close, spray; 10 Ammo. Choose: Tediore, Maliwan, Hyperion)
Combat rifle (1d8 close/far, loud, spray; 12 Ammo. Choose: Dahl, Bandit, Vladof)

Shield (Choose 1)
Light shield (8 shield, fast - recharge 1d4+4)
Heavy shield (12 shield, slow - recharge 1d12)

History
On your turn, tell everyone History+1. People call you ‘mouthy’ but you think that’s pretty inaccurate.
On the others turns:
You think someone is a sick genius. Whatever they tell you, write History+2 instead.
Someone else refused to recognize how FREAKING BRILLIANT you are. Whatever they tell you, reduce it by -1. Jerk.
Gearbot
GM, 7 posts
So, you want to
hear a story, huh?
Wed 26 May 2021
at 08:21
  • msg #7

Playbook: The Siren

THE SIREN
Yours is power. Matter and energy leap at your command. Ordinary people revile or worship you. How you became a Siren is simple: you were born this way. Why, though, is a question that remains unanswered. It’s a hard and lonely life, but never a dull one.

Name
Lilith, Maya, Angel, Eve, Mona, Serena, River, Maria, Rhiannon, Stefani

Look
woman, ambiguous, concealed, transgressing
light armor, utility wear, dusty travel wear, corporate-sponsored casual wear
pretty face, young face, soft face, stern face, hard face, weathered face
sexy eyes, haunted eyes, tired eyes, wise eyes, hopeful eyes, raging eyes
fit body, tall body, curvy body, soft body, solid body, muscular body
All Sirens are marked by power, a “tattoo” that runs down the left side of their bodies from neck to feet.
Choose your markings’ look: bold, faded, softly glowing, marred
Choose your markings’ style: whorls, knots, angles, twisted lines

Stats
Choose 1 set:
Cool+1 Hard=0 Hot+1 Sharp-1 Weird+2
Cool=0 Hard+1 Hot+1 Sharp-1 Weird+2
Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2
Cool-1 Hard=0 Hot+2 Sharp-1 Weird+2

Health: 12 Health
Melee damage die: 1d4

Vice
Despite what others might say, you think and feel (and misbehave) like any other human being.
Choose 1:
Anger: Suffer no offense and brook no insult.
The Good Stuff: Choose to indulge in mortal pleasure instead of something more “important.” (This should be something separate and different from the eridium junkie move.)
Pride: Act on your own plans regardless of group consensus, or ignore good advice.

Drive
You’ve come a long way.
Choose 1:
Knowledge: You’re one of the universe’s great mysteries; one that you wish to unravel. Pursue the hidden lore of the Borderlands.
Power: You were born to great power. Why not gain more of it? Do something to advance your personal influence or might.
Pursuit: There are those who would hunt you down. Some day, they’ll die for that. Stay one step ahead of whatever is after you.

Moves
You start with these two:
Utility Phase(verb): Pick a verb. Once you pick it, you can’t change it. It’s a
part of you: walk, lock, shift, soar, step, jump, burst, slide, charge.
Then choose 1, which also cannot be changed:
1) It alters your movement. You detail how, but it should relate to your chosen verb. (Example: Utility phasewalk lets you move really fast and pass unseen through solid objects.)
2) It alters someone else’s movement. You detail how, but it should relate to your chosen verb. (Example: Utility phaselock lets you freeze your victim in a bubble of suspension for a short period of time.)

Roll+weird. On a 10+, it works without complication.
On a 7-9, it works and choose 1:
1) There are no psychological side effects
2) There’s no collateral damage
3) You don’t draw unwanted attention to yourself.

Attack Phase(verb): When you would normally exchange fire or go in swinging, you can instead phase attack. Choose 1, which cannot be changed:
1) You release a blast of phase energy, which deals 1d6 damage +area, messy. You detail how, but it should relate to your chosen verb. (Example: Attack phasewalk sends out a shockwave that hits every unfortunate soul in the area.)
2) You hurl a blast of phase energy - 1d10 close/far. You detail how, but it should relate to your chosen verb. (Example: Attack phaselock deals sick damage to one poor bastard, vehicle, building, etc.)

Roll+weird. On a 10+, nothing changes. On a 7-9, instead choose 1:
1) You have to move to target your enemy, putting you in danger as described by the GM,
2) You didn’t channel energy as well as you’d thought, -1d4 damage
3) The coursing phase power within you surges beyond your control, take 1 damage directly to your Health.

Advanced Moves (levels 2 through 5)
Endless Power: You get +1weird (weird+3).
The Power of a Siren: When you exchange fire, you may roll+weird instead of roll+sharp.
Cataclysm: You may add an elemental tag of your choice to Attack phase(verb). Once you choose the tag, it persists for the duration of the fight.
One with the Universe: When you apply situational awareness or read a person, you can roll+weird instead of roll+sharp.
Eridium Junkie: You can absorb eridium to enhance your phase powers. (This stuff is the tits.) When you do a hit of the purple stuff, roll+weird. On a 10+, whatever phase(verb) option you didn’t choose becomes momentarily available to you.
The damage dealt by attack phase(verb) is also increased by +1. On a 7-9, you
gain the effects of a 10+, but choose 1:
1) You don’t suffer withdrawal
2) You still have some eridium left. Score!
3) There are no other side effects. On a miss, in addition to any GM complications, take -1ongoing until you get your next fix.
Fist of an Angry Goddess: Your melee damage die increases to 1d8.

True Vault Hunter Moves (levels 6 through 10)
Bringer of Ruin: Add +weird to all your damage rolls.
Elemental Avatar: Choose an elemental tag. This always applies to all of your attacks, even if made with an untyped weapon. You also get a kickass epithet of your choosing, like “The Firehawk” or “The Blight Phoenix.”
Power Aura: When you display your aura of Siren might, roll+weird. On a 10+, hold 3. On a 7-9, hold 1. You may spend your hold to:
*Subtract your weird from a damage roll.
*Deal 1d6 damage to everyone nearby, with the elemental tag of your choice.
*Send an enemy fleeing in terror.
You detail what your power aura looks like, though it commonly manifests as a pair of glowing wings. When you run out of hold, your aura stops manifesting.
Great and Terrible: When you reveal your Siren nature, you may demand one thing from any NPC that witnessed it: a favor, an item, refuge, etc. Roll+Hot. On a 10+, they give you what you ask for. On a 7-9, they give you what you ask for, but choose 1:
1) Another witness reacts poorly
2) Rumors of your demand spread wildly, take -1 the next time you are preceded by reputation
3) They ask something in return.
The Voice in Your Head: When you speak with someone, you may communicate telepathically so long as they remain within your line of sight. After you have communicated with someone in this manner once, you may do so again in the future regardless of the distance between you.

Class Mods
Catalyst: While this is your active class mod,when you roll damage against yourself, reduce any elemental damage by -2.
Nurse: While this is your active class mod, when you lay your hands on someone and channel healing energy, they heal 1d8 damage.
Tempest: While this is your active class mod, add +shock to all your guns. Guns that are already +shock get +1damage instead.
Warder: While this is your active class mod, when you recharge shields, add +2 to the recharge roll.

Gear
Primary weapon
Secondary weapon
Armor worth 1-armor (you detail)
Shield (basic or light shield)
Items worth 1-barter or 100 cash
ECHO Communicator
Fast Travel pass
Digistructing backpack
2 reloads for the gun or guns of your choice

Primary Weapon (Choose 1)
Pistol (1d6 hand, close; 6 Ammo. Choose: Hyperion, Maliwan, Vladof)
SMG (1d6 close, spray; 10 Ammo. Choose: Hyperion, Dahl, Maliwan)

Secondary Weapon (Choose 1)
Sniper rifle (1d10 far, hi-tech; 4 Ammo. Choose: Dahl, Maliwan, Vladof)
Combat rifle (1d8 close/far, loud, spray; 12 Ammo. Choose: Dahl, Vladof, Bandit)

Shield (Choose 1)
Basic Shield - 10 shield standard - recharge 1d8+2
Light Shield (8 shield, fast - recharge 1d4+4)

History
On your turn, decide if you keep your identity as a Siren a secret. If you do, tell everyone History-1, as there is much to hide. If you do not, tell everyone History-1 anyway; what people believe you can do often obscures real relationships.
On the other’s turns, pick two:
1) Someone loves you for who you really are. Whatever they tell you, write down History+3 instead.
2) You’ve been keeping tabs on someone. Your reasons are your own. Whatever they tell you, increase it by +1.
3) Someone you considered a friend actually mistrusts you because of what you are, and you found this out. Whatever they tell you, decrease it by -1.
4) You are suspicious of someone. Maybe they want to sell you out to the corporations because of what you are. Whatever they tell you, write down History-2 instead.
Gearbot
GM, 8 posts
So, you want to
hear a story, huh?
Wed 26 May 2021
at 08:29
  • msg #8

Playbook: The Soldier

THE SOLDIER
War never changes. Someone will always need somebody else to fight for them. You were one of those people. Now you’re free of that obligation, but the fighting isn’t over. On your feet, there’s work to be done.

Name
Roland, Axton, Reiss, Graham, Geoff, Ash, Lawrence, Helena, Margaret, Elizabeth, Rachel, Kate, Christina, Jenna, Cap, Sarge, Major, Brass, Barrel

Look
man, woman, ambiguous, concealed, transgressing
weathered combat wear, armored travel wear, armored utility wear, corporate-sponsored body armor, scrounge body armor
hard face, weathered face, scarred face, handsome face, pretty face, blunt face
kind eyes, sharp eyes, sad eyes, empty eyes, mad eyes, quick eyes
muscular body, heavy body, tall body, wiry body, compact body, lean body

Stats
Choose 1 set:
Cool+1 Hard+1 Hot-1 Sharp+2 Weird=0
Cool=0 Hard+1 Hot-1 Sharp+2 Weird+1
Cool+1 Hard+1 Hot=0 Sharp+2 Weird-1
Cool=0 Hard+2 Hot-1 Sharp+2 Weird-1

Health: 11+Hard
Melee damage die: 1d6

Vice
Okay, okay, so you aren’t exactly a paragon of virtue.
Ego: Brush others aside to make your own ideas be known.
Pride: Act on your own plans regardless of group consensus, or ignore good advice
Violence: Always shoot first.

Drive
Well, it sure isn’t grace that brought you safely thus far, and you have your
guesses that’s not what will lead you home.
Cash and Loot: Guns and money, get it? Pursue a rumored treasure or legendary weapon.
Power: Think of who you could lead and command with the riches of the Vault at your disposal! Do something to advance your personal influence or might.
Pursuit: Your former employer doesn’t like that you’re not working for them any more. Stay one step ahead of whoever is after you.

Moves
You start with these two:
The Ideal Partner: You start with your assigned Corporate-sponsored Remote Combative Instrument. This sucker has seen you through more scrapes than any of your former comrades. Until deployed, your Corporate-sponsored Remote Combative Instrument remains packaged in a compact carrying case that you have no trouble carrying around.
Choose which type (pick one):
Turret (1d10, 1-armor, 8 shield (1d4+4), Ammo 8)
Drone (1d10 0-armor, 12 shield (1d8+4), Ammo 8)
Sentry Gun (1d10 3-armor, 6 shield (1d4+2), Ammo 8)

Your Corporate-sponsored Remote Combative Instrument’s Health is equal to yours. When it runs out of ammo or Health, it collapses back into its packaging, and cannot be redeployed until your next fight.

One of the major gun manufacturers produced your instrument. Pick a corporation tag: Dahl, Hyperion, Maliwan, or Vladof. The instrument can spend an ammo to apply a special gun move, if applicable.

It’s not without its flaws, but, hell, what isn’t? Choose one drawback: costly, slow, damaged, obvious, stationary

Like Another Soldier on the Field: You may deploy your Corporate-sponsored Remote Combative Instrument anywhere within +close range. It acts when you do, but makes moves independently of you. It can make the moves exchange fire, provide covering fire, which use your stats, and recharge shields. It doesn’t go away when you fight for your life and its kills count towards getting a second wind. Shooting with the turret on your action doesn’t count towards the number of chances you have to get a second wind when when you fight for your life.

Advanced Moves (levels 2 through 5)
Cauterize: When you shoot an ally to heal them, roll your gun damage die. They
recover that much Health.
The Best Defense: Your instrument may now use the move got your back.
Duty Calls: When you use a gun that does not have an elemental tag, add +1 damage.
Pressure: When your shields reach 0, take +to attack rolls. In addition, increase the number of chances to get a kill while you fight for your life by 1.
Expertise: When you exchange fire, take +1 to the roll. This does not apply when
your instrument exchanges fire.
Aid Station: When you deploy your instrument, you and your allies heal 1d6 Health.

True Vault Hunter Moves (levels 6 through 10)
Rocket Pods: Increase your instrument’s damage die to 1d12. It also gains the +explosive elemental tag.
Gemini: Your instrument deploys a copy of itself, allowing you to use its moves twice when you act.
Phalanx Shield: When you or your allies stand near the instrument, any damage you or they would take is applied to the instrument’s shields first.
Master and Commander: When you aid or interfere, add or subtract your Sharp instead of +1 or -2.
Supply Drop: When you wrangle weirdness, you may use your former military connections to call for supplies. You may choose where or how the supplies are dropped, but otherwise roll+weird as normal.

Class Mods
Heavy Gunner: While this is your active class mod, when you roll damage for your instrument, roll the damage die twice and take the higher result.
Pointman: While this is your active class mod, increase your total Health by +4.
Rifleman: While this is your active class mod, when you use an assault rifle,
roll its damage die twice and take the higher result.
Tactician: While this is your active Class Mod, you may use Sharp instead of Hot
when you demand what you want.

Gear
Standard-issue gun
One for fun
Hand weapon (you detail)
Armor worth 2-armor (you detail)
Shield (basic or heavy)
Items worth 1-barter or 100 Cash
ECHO Communicator
Fast Travel pass
Digistructing backpack
2 reloads for the gun or guns of your choice.

Standard Issue Gun (Choose 1)
Combat rifle (1d8 close/far, loud, spray; 12 Ammo. Choose: Dahl, Vladof, Bandit)
Shotgun (2d4 close, messy, loud; 4 Ammo. Choose: Tediore, TORGUE, Jakobs)

One for fun (Choose 1)
SMG (1d6 close, spray; 10 Ammo. Choose: Dahl, Bandit, Tediore)
Pistol (1d6 hand, close/far; 6 Ammo, Choose: Jakobs, Dahl, Tediore)
Rocket launcher (1d12 close/far, area, hi-tech, loud; 2 Ammo. Choose: TORGUE, Vladof, Maliwan)

Shield (Choose 1)
Basic shield (10 shield - recharge 1d8+2)
Heavy shield (12 shield, slow - recharge 1d12)

History
On your turn, tell everyone Hx+1. You’re a frank, straightforward kind of person.
On the other’s turns, pick two:
1) Somebody served with you once, somewhere. Good times. Tell them Hx+3.
2) Somebody left you hanging in a dire situation. Whatever they tell you, reduce it by -1.
3) Somebody has proven to be reliable, time and time again. Whatever they tell you, increase it by 1.
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