Bulletproof Blues 3e EN:Attributes: Difference between revisions

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Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10.
Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10.


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Revision as of 18:36, 2 May 2018

Arrow up 16x16.png Contents

(NOTE: This is a work in progress.)

We assign numbers to characters' abilities so that we can tell what they can do. No one wants to guess what their characters can pick up or how fast they can fly. Attributes in Bulletproof Blues are ranked on a scale from 1 to 10. Attributes 1 through 3 are those which are normally attainable by human beings. An attribute of 1 would be someone healthy but completely ordinary, while an attribute of 3 indicates someone of extraordinary ability. An attribute of 4 is the absolute peak of human potential, while 10 in an attribute is virtually godlike in power.

Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10.

Table: Attribute cost
Description Value Incremental Cost
Typical 1-3 1
Fantastic 4-6 2
Epic 7-9 3
Unearthly 10 4


Random Character Generation

Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:


Table: Random attributes
Roll 3d6 Value Cost
3 1 1
4-6 2 2
7-10 3 3
11-14 4 5
15-17 5 7
18 6 9


Roll six times, and add up the total cost. Subtract that total from your pool of character points.

Now assign what you rolled to your character's attributes (Brawn, Agility, Reason, Perception, Will, Power), placing each number wherever you like.

Your character's Endurance is equal to the character's Brawn or their Will, whichever is greater.

Brawn

Brawn (BRN) represents a character's physical might, close combat fighting ability, and general hardiness; the character's Brawn adds to their action value (AV) and defense value (DV) when attempting these types of tasks. Also see Super-brawn, which allows a character to add their Power to their Brawn for the purpose of making skill rolls.

Brawn determines how much a character can lift and how far they can throw things. Note that a character with Super-lifting can lift and throw objects far more massive than they could with their Brawn alone. Brawn is the default attribute used for the character's attack value (AV) and defense value (DV) in close combat (or "hand-to-hand"). See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a challenging Will roll (difficulty value 3) every round just to crawl a few feet, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.


Table: Brawn
Brawn Break Lift Throw
(12 kg)
Jump
1 Cardboard 25 kg 2 m 0.5 m
2 Plastic 50 kg 4 m 1 m
3 Wood 100 kg 8 m 2 m
4 Bone 200 kg 16 m 4 m
5 Brick 400 kg 32 m 8 m
6 Concrete 800 kg 64 m 16 m
7 Stone 1600 kg 100 m 30 m
8 Ceramic 5 t 400 m 100 m
9 Steel 10 t 1000 m 300 m
10 Diamond 40 t 3 km 900 m
  1. Lift indicates the greatest weight that the character can "clean and jerk" (pick up and lift overhead). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 1600 kg and suffer no penalties to their movement while doing so.
  2. Throw (12 kg) indicates the farthest distance that a character could throw a compact object weighing 12 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 4 could throw an object weighing 50 kilograms (such as a cooperative slender human) up to 4 meters.
  3. Jump indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their standing long jump distance.

Agility

Agility (AGL) represents a character's coordination, ranged combat fighting ability, and general flexibility; the character's Agility adds to their action value (AV) and defense value (DV) when attempting these types of tasks. Also see Super-agility, which allows a character to add their Power to their Agility for the purpose of making skill rolls.

Agility determines a character's base movement speed (running, swimming, etc.). Note that a character with Super-running or Super-swimming can move far faster than they could with their Agility alone. Agility is the default attribute used for the character's attack value (AV) and defense value (DV) in ranged combat. See the Actions chapter for more information.

If a character's Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging (difficulty 3) Will roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.


Table: Agility
Agility Walk Run Sprint
1 1 m 2 m 6 m 4 kph
2 3 m 6 m 18 m 11 kph
3 5 m 10 m 30 m 18 kph
4 10 m 20 m 60 m 36 kph
5 20 m 40 m 120 m 72 kph
6 40 m 80 m 240 m 140 kph
7 80 m 160 m 480 m 290 kph
8 200 m 400 m 1200 m 720 kph
9 700 m 1400 m 4200 m 2500 kph
10 2 km 4 km 12 km 7000 kph
Agility Swim Fast Swim Swim Sprint
1 0.3 m 0.6 m 1.8 m 1 kph
2 0.6 m 1.2 m 3.6 m 2 kph
3 1 m 2 m 6 m 4 kph
4 2 m 4 m 12 m 9 kph
5 5 m 10 m 30 m 18 kph
6 10 m 20 m 60 m 36 kph
7 20 m 40 m 120 m 72 kph
8 60 m 120 m 360 m 220 kph
9 200 m 400 m 1200 m 720 kph
10 500 m 1000 m 3000 m 2000 kph

Reason

Reason (REA) represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems; the character's Reason adds to their action value (AV) when attempting tasks that depend on these traits. Also see Super-reason, which allows a character to add their Power to their Reason for the purpose of making skill rolls.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must successfully attempt a challenging Will roll (difficulty 3) every round just to form a sentence or understand a simple question, and they automatically fail any Reason rolls. Reason may not be reduced below zero.

Perception

Perception (PER) represents a character's awareness of their surroundings, their intuition, and their understanding of the motivations of others; the character's Perception adds to their action value (AV) when attempting tasks that depend on these traits. Also see Super-perception, which allows a character to add their Power to their Perception for the purpose of making skill rolls.

If a character's Perception is reduced to zero, they have great difficulty recognizing or understanding their surroundings. They must successfully attempt a challenging Will roll (difficulty 3) every round just to identify someone they know or recognize where they are, and they automatically fail any Perception rolls. Perception may not be reduced below zero.

Will

Will (WIL) represents a character's determination, focus, and the strength of their personality; the character's Will adds to their action value (AV) when attempting tasks that depend on these traits. Also see Super-will, which allows a character to add their Power to their Will for the purpose of making skill rolls.

If a character's Will is reduced to zero, they become listless and have great difficulty making choices or taking action. They automatically fail any Will rolls. Will may not be reduced below zero.

Power

Power (POW) represents the strength of a character's posthuman abilities: their technological might, alien potency, psychic potential, and so on. If the character has posthuman abilities, the character's Power determines the potency of those abilities. Most people have a Power of zero.

If a character's Power is reduced to zero, they can no longer use any posthuman powers. Power may not be reduced below zero.

Endurance

Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Unlike other attributes, Endurance is not purchased with character points. Endurance is equal to the character's Brawn or their Will, whichever is greater. If a character's Brawn or Will permanently changes, their Endurance also changes.

When a character is successfully attacked, one (or more, if using the optional XXX Margin Of Success rules) is temporarily subtracted from their Endurance. A character who has lost more than half of their Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.