A summary of the rules for Bunkers and Badasses
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Resolving Checks
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GM sets Difficulty, player describes what they are doing and rolls 1d20+ appropriate mods. Failed checks generate a MAYHEM point for the DM to use
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Combat
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Each player rolls 1d20 + SPEED MOD + Badass Rank. Each enemy type has a badass rank. If player rolls higher, they go before the enemy
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Actions
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Players can, on their turn, do any/all of the following once per round. Note some actions declare they are the only thing that can be done in a round
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Move: 3 Squares plus + SPD bonus. Movement can be split
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- If you move onto a loot pile, movement stops and you scoop up the loot
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- You can move again, but it generates a MAYHEM point
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Ranged combat
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Look at weapon card. Roll 1d20 plus bonuses if favored weapon. Make sure you're within gun's range. Compare to HITS and CRITS from gun card.
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Nat 1 = failure no matter what. Generates a MAYHEM point and you spend an action reloading.
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Natural 20 = Get an extra crit damage
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Roll damage - one weapon's damage die for each HIT. For each CRIT, roll 1d12 instead of the regular DMG die
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Melee
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Roll 1d20. 1 = fail, 2-15 = normal dmg, 16-19 = bonus 1 dmg die, 20 = double dmg
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Extra attack - you can make a second attack, but it generates a MAYHEM point
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Action Skill
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You can trigger this INSTEAD of using the Ranged or Melee Attack action
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Grenade Toss
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Damage determined by Grenade MOD you're using
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Throw gear/items
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If DISTANCE of Throw < or = thrower's DMG mod it's a success. Otherwise, make an ACCURACY roll of 12 or higher including your ACC Mod on a 1d20 roll. If they fail, BM determines where item lands
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You can HAND OFF an item to someone adjacent, but it generates a MAYHEM point
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Drink Potion
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Immediately gain benefit of potion
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Swap guns
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You can have 3 active guns at a time, which you can swap between as an action, but it generates a MAYHEM point. Inactive guns cannot be swapped in combat
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Roll a Check
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Reload
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Only necessary when you crit fail a ranged attack
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Hold Actions
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You can hold your action until something happens. If the trigger never happens, you act after everyone else has that turn
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1. Explain all the actions you will use to do a BADASS thing
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2. Party members can ASSIST. They MUST explain exactly how they are helping, no "I just help him" bullcrap. Assisting PCs will also make a BADASS roll
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3. Roll the BADASS die and add your BADASS rank to it. Assisting PCs do the same, adding their results to the main roll
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4. Compare final roll to DIFFICULTY set by BM
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5. Success = you did it, PLUS - any time you need to use a STAT during that move, you use the whole stat number as a bonus, not the mod value. If the enemy survives and attacks, you can DODGE using your SPEED stat (not mod)
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6. Player succeeding at a BADASS Move gets 4 BADASS TOKENS, those who helped get 2 BADASS Tokens. Failed roll = +2 Badass tokens to the main player +1 to the assisting player, and generates one MAYHEM point
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BADASS Tokens can be used to add +1 to any roll, or buy an extra badass move.
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** Lost your BADASS Die? Use a d20, noting that a 1,2,3 = a 1 while 18,19,20 = a 20
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** The BM decides when players' BADASS ranks permanently increase. The entire group gains the new rank
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Archetype
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Accuracy
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Damage
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Speed
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Mastery
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Enforcer
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1
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4
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2
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0
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Elemental
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0
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2
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1
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4
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Deadeye
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4
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1
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0
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2
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Guardian
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2
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0
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4
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1
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Crappy Gun (1)
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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)
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Standard Shield (1)
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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
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Gold
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Roll a d6 for level 1 starting gold
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1 = 30g | 2 = 50g | 3 = 80g | 4 = 100g | 5 = 120g | 6 = 150g
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Grenades
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At level 1, you start with 0, but have a carrying capacity of 3 grenades.
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Appearance and Name
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Pick an name, and describe your character. That's all, chargen is done!
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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
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Assassin
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Berserker
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Commando
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Gunzerker
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Hunter
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Mechromancer
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Psycho
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Siren
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Soldier
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Base Stats
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After adding up all your stats, spend 3 bonus points on any stats
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Modifiers
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Divide each base stat by half to get its modifier. Round down
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Calculate Checks
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Each check lists which Stat mod to apply, and include any other bonuses as shown on the charsheet
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Level
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Start at 1
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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)
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Health
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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
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Badass Rank
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Starts at 1
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Badass Tokens
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Starts at 0
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Roll 1d20 - target's SPD mod
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1
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Attack Fails miserably
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2-7
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Attack deals normal damage
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8-15
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Attack deals +2 Damage
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16-19
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Attack deals +4 damage
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20
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Attack is a Critical Success, does double damage and BM gets an extra MAYHEM token
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Class
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Accuracy
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Damage
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Speed
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Mastery
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Assassin
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2
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0
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1
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1
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Berserker
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0
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2
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1
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1
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Commando
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1
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1
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0
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2
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Gunzerker
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1
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2
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0
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1
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Hunter
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2
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1
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0
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1
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Mechromancer
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0
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1
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1
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2
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Psycho
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1
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2
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1
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2
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Siren - Lightwalk
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1
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1
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2
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0
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Siren - Phaselock
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0
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1
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1
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2
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Soldier
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1
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0
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1
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2
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Action Skill
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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
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Backgrounds
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Gain bonuses based on your class background choice
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Favored gun
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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
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Starting Skill
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From the class skill tree, put one point in a level 1 skill
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Melee die
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It's punching time! Write down your Melee die. See the Melee Attack section under How to Play for Melee rolls
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Traits
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Pick one and roll one from the list on page pps 14-15
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