Bulletproof Blues 3e EN:Skills: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=Bulletproof_Blues_3e_EN:Contents]] [[Bulletproof_Blues_3e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=Bulletproof_Blues_3e_EN:Contents]] [[Bulletproof_Blues_3e_EN:Contents|Contents]]
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''Bulletproof Blues'' divides skills between background skills and areas of expertise. Background skills are quite broad, such as Culture and Survival, while a character's areas of expertise are rather specific, such as Gymnastics and Physics. Background skills have no character point cost: if it makes sense for a character to know a background skill based on their history, then they know it. Expertise in a skill costs one character point per area of expertise, however.


==Background Skills==
Skills allow a character to apply their attributes to solve a specific problem or accomplish a specific task. Skills cost one character point each. Expertise in a skill costs an additional character point. We suggest spending about 10 character points on skills.


In ''Bulletproof Blues'', characters are assumed to have the skills and knowledge appropriate to the character's background. The player should write these skills down on the character sheet, but there is no character point cost associated with a character's background skills. Simply write one or more skill groups from the list below on your character sheet.
==Skill Dice==


Note that the skill groups are generally quite broad. For example, Science covers everything from Acarology to Zymology. However, just because a character ''could'' do everything encompassed by a skill group does not mean that they ''should''. For example, a character with a background skill in the Engineering skill group could, in theory, do everything from repair televisions to design suspension bridges. That doesn't mean it makes sense for them to do so. A character who is an electronics whiz does not necessarily know how to rebuild an automobile engine, even though both tasks use the same skill group, Engineering. It's up to you as the player to know what makes sense for your character and what doesn't, and to communicate that information to the GM.
If the character has the needed skill, the player rolls 2d6. If the character has expertise with the needed skill, re-roll any 1s and 2s until all dice have a 3 or higher.


To attempt to accomplish a task pertaining to a character's skills, the player makes a task roll using the appropriate character attribute (Brawn, Agility, etc.). Which attribute is relevant when using a skill might change depending on the circumstances. For example, a character with rank 4 in Agility whose combat style involves flips and somersaults would roll 2d6 + 4 when making a Gymnastics task roll to flip over a villain, swing from a flagpole, and land behind them ready to fight. If the same character has rank 3 in Reason and is judging a gymnastics competition, they would roll 2d6 + 3 when scoring the performance of the gymnasts. If the player's roll equals or exceeds the task difficulty set by the GM, the character succeeds at the task in a completely satisfactory manner: the clue is found, the language is translated, or the engine starts.
A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can tell a lie (attempted with a Deception roll), but not everyone can recite an epic poem and keep the audience's attention (attempted with a Performance roll). If a character attempts a task in which they have no skill, the player rolls one die instead of two. For example, if a character is attacked by an enemy with a knife, but the defender does not have the Close Combat skill, the defender rolls 1d6 and adds their Brawn.


A character may attempt a task in which they have no background skill, if the GM says it is possible, but the difficulty would be considerably higher (+6 difficulty modifier).
Making skill rolls is covered in the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter.


==Areas Of Expertise==
==Typical Skills==
 
Expertise describes a character's field (or fields) of extraordinary competence, above and beyond the background skills the character may reasonably be assumed to possess. Unlike background skills, expertise is specific. For example, a character with the Science background skill might have expertise in Robotics, and a character with the Culture background skill might have expertise in Fashion. Expertise in a specific skill costs one character point, and it grants the character a +3 bonus to task rolls pertaining to that area of expertise.
 
Expertise does not give a character a skill they would not normally possess, nor does lack of expertise mean that a character lacks the skill. A character with a background skill in Science, but without expertise in Biology, would still be able to make a Reason task roll to identify a life form or a Perception task roll to understand the life form's behaviour, if it makes sense for the character to have some background in Biology.


===Villainous Expertise===
''Bulletproof Blues'' divides skills into broad disciplines. This list of skills is not exhaustive, nor is it objective: skills are divided by their usefulness in a game, not by any objective taxonomy. This is why "Science" is a very broad skill, while "Computing" is relatively specific. A character may have a skill not listed here, subject to GM approval. However, any new skills should be approximately as useful as these skills, in order to maintain a sense of fairness with other characters. For example, having a new skill called "Commando" which does everything that "Athletics", "Stealth", and "Survival" do would not be fair.


Only very unusual villains have expertise with Combat skills. Expertise can have a powerful effect in combat, and it tends to be more powerful in the hands of the GM than in the hands of the players because the GM rolls more dice over the course of the game than any of the players do. For this reason, it is best to restrict Combat expertise to only those villains that truly do have an exceptional amount of control over their powers and abilities.
Note that skills are quite broad. For example, Science covers everything from Acarology to Zymology. However, just because a character ''could'' do everything encompassed by a skill does not mean that they ''should''. For example, a character with the Engineering skill could, in theory, do everything from repairing a television camera to designing a bridge. That doesn't mean it makes sense for them to do so. A character who is a whiz with masonry does not necessarily know how to rebuild a truck engine, even though both tasks use the same skill, Engineering. It's up to you as the player to know what makes sense for your character and what doesn't, and to communicate that information to the GM.


==Typical Skills==
The attribute typically associated with a skill is listed here, but keep in mind that the relevant attribute might change depending on the circumstances. Also note that the same task might be accomplished in more than one way. Climbing a tree might be an exercise in Athletics (Brawn), but it might also be accomplished with the proper application of Survival (Brawn).
 
''Bulletproof Blues'' divides skills into broad groups called, appropriately, skill groups. This list of skill groups is not exhaustive, nor is it objective: skill groups are divided by their usefulness in a superhero game, not by any objective taxonomy. This is why "Science" is a very broad skill group, while "Computing" is relatively specific. A character may have a skill not listed here, subject to GM approval. However, any new skills should be approximately as useful as these skills in order to maintain a sense of fairness with other characters. For example, expertise in "Business" or "Occultism" would be acceptable, but having a new skill group called "Commando" which does everything that "Athletics", "Stealth", and "Survival" do would not be fair.
 
The attribute typically associated with a skill is listed here, but keep in mind that the relevant attribute might change depending on the circumstances. For example, using Stealth to follow someone through a crowded marketplace might depend on a character's Agility, while moving silently through a darkened building might call for extraordinary Perception. Similarly, finding a clothing fiber at a crime scene might call for a Perception-based Investigation roll, while analyzing that fiber back at the lab would call for a Reason-based Investigation roll. Also note that the same task might be accomplished in more than one way. Climbing a tree might be an exercise in Athletics, but it might also be accomplished with the proper application of Survival.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Typical skill groups
|+Table: Typical skills
|- class="h1row"
|- class="h1row"
! class="alignleft"|Skill Group
! class="alignleft"|Skill
! class="alignleft"|Attribute
! class="alignleft"|Attribute
! class="alignleft"|Typical Areas Of Expertise
! class="alignleft"|Examples
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Athletics
| class="alignleft"|Athletics
| class="alignleft"|Agility or Brawn
| class="alignleft"|Climbing, gymnastics, riding, running, scuba, swimming, throwing objects
|- class="evenrow"
| class="alignleft"|Close Combat
| class="alignleft"|Brawn
| class="alignleft"|Brawn
| class="alignleft"|Climbing, Gymnastics, Riding, Throwing
| class="alignleft"|Axes, clubs, knives, spears, swords, unarmed strikes, whips; close combat powers
|- class="evenrow"
| class="alignleft"|Combat
| class="alignleft"|Varies
| class="alignleft"|Aerial Combat, Archery, Blocking, Distracting, Dodging, Grappling, Ramming, Slamming, Surprise Attacks, Sweep Attacks, Taunting, Throwing, Underwater Combat, Zero-G Combat, [Specific Power]
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Computing
| class="alignleft"|Computing
| class="alignleft"|Reason
| class="alignleft"|Reason
| class="alignleft"|Forensics, Forgery, Hacking, Programming
| class="alignleft"|Artificial intelligence, forensics, forgery, hacking, programming, security systems
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Culture
| class="alignleft"|Culture
| class="alignleft"|Perception
| class="alignleft"|Reason
| class="alignleft"|Acting, Comedy, Dancing, Drawing, Fashion, Local History, Music, Painting, Popular Media, Sculpture, Singing
| class="alignleft"|Art, fashion, history, music, philosophy, politics, popular media
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Deception
| class="alignleft"|Deception
| class="alignleft"|Willpower
| class="alignleft"|Presence
| class="alignleft"|Bluffing, Distracting, Lying, Sales
| class="alignleft"|Bluffing, disguise, lying, sales
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Diplomacy
| class="alignleft"|Presence
| class="alignleft"|Carousing, conversation, etiquette, negotiation, streetwise
|- class="oddrow"
| class="alignleft"|Engineering
| class="alignleft"|Engineering
| class="alignleft"|Reason
| class="alignleft"|Reason
| class="alignleft"|Aerospace, Architectural, Ceramic, Chemical, Civil, Demolition, Electrical, Mechanical, Nuclear
| class="alignleft"|Architecture, cartography, demolitions, electronics, mechanical engineering
|- class="evenrow"
| class="alignleft"|Finesse
| class="alignleft"|Agility
| class="alignleft"|Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Investigation
| class="alignleft"|Investigation
| class="alignleft"|Reason
| class="alignleft"|Reason
| class="alignleft"|Analyzing Evidence, Collecting Evidence, Searching
| class="alignleft"|Analyzing evidence, collecting evidence, identifying clues
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Legerdemain
| class="alignleft"|Manipulation
| class="alignleft"|Agility
| class="alignleft"|Presence
| class="alignleft"|Lockpicking, Pickpocketing, Sleight Of Hand
| class="alignleft"|Bribery, interrogation, leadership, persuasion, seduction
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Manipulation
| class="alignleft"|Willpower
| class="alignleft"|Conversation, Interrogation, Leadership, Seduction, Taunting
|- class="evenrow"
| class="alignleft"|Medicine
| class="alignleft"|Medicine
| class="alignleft"|Reason
| class="alignleft"|Reason
| class="alignleft"|Diagnosis, Pharmacology, Surgery
| class="alignleft"|Cybernetics, diagnosis, pharmacology, surgery
|- class="evenrow"
| class="alignleft"|Mental Combat
| class="alignleft"|Presence
| class="alignleft"|Emotion Control, Mind Blast, Mind Control, Mind Hold, Possession, Telepathy
|- class="oddrow"
| class="alignleft"|Perception
| class="alignleft"|Reason
| class="alignleft"|Eavesdropping, identifying an odor or taste, noticing a tail
|- class="evenrow"
| class="alignleft"|Performance
| class="alignleft"|Presence
| class="alignleft"|Comedy, dancing, music, singing, theatre
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Piloting
| class="alignleft"|Piloting
| class="alignleft"|Agility or Reason
| class="alignleft"|Aircraft, automobiles, drones, heavy machinery, mecha, motorcycles, spacecraft, watercraft; navigation
|- class="evenrow"
| class="alignleft"|Ranged Combat
| class="alignleft"|Agility
| class="alignleft"|Agility
| class="alignleft"|Aircraft, Automobiles, Giant Robots, Heavy Machinery, Motorcycles, Spacecraft, Submersibles, Unmanned Vehicles, Watercraft
| class="alignleft"|Bows, crossbows, pistols, rifles, shotguns, thrown weapons; ranged powers
|- class="evenrow"  
|- class="oddrow"  
| class="alignleft"|Science
| class="alignleft"|Science
| class="alignleft"|Reason
| class="alignleft"|Reason
| class="alignleft"|Anthropology, Archeology, Astronomy, Biology, Chemistry, Cryogenics, Ecology, Genetics, Geology, Metallurgy, Meteorology, Nanotechnology, Oceanology, Parapsychology, Physics, Psychology, Radiology, Robotics, Sociology
| class="alignleft"|Anthropology, biology, mathematics, nanotechnology, physics, psychology
|- class="oddrow"
| class="alignleft"|Social
| class="alignleft"|Willpower
| class="alignleft"|Bribery, Etiquette, Streetwise
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Stealth
| class="alignleft"|Stealth
| class="alignleft"|Agility
| class="alignleft"|Agility
| class="alignleft"|Hiding, Shadowing, Sneaking
| class="alignleft"|Hiding, shadowing, sneaking
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Survival
| class="alignleft"|Survival
| class="alignleft"|Perception
| class="alignleft"|Reason
| class="alignleft"|Foraging, Hunting, Tactics, Tracking
| class="alignleft"|Foraging, hunting, orienteering, tactics, tracking
|}
|}


Line 101: Line 108:
===Athletics===
===Athletics===


The Athletics skill group covers the entire spectrum of non-combat sports, as well general feats of athleticism such as running, jumping, climbing, swimming, and throwing.
The Athletics skill covers the entire spectrum of non-combat sports, as well general feats of athleticism such as running, jumping, climbing, swimming, and throwing.
 
Generally, an athletic competition is simply a matter of who has the highest rank in the relevant attributes, or, if they have the same attributes, who has expertise in the relevant sport. In the case where two competitors in a sport have the same attributes and the same expertise, the winner would be decided with a task roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of task rolls]]. In some sports, the difference between the winner and second place may be as little as one one-hundredth of a second.


Athletics typically requires a Brawn task roll.
Generally, an athletic competition is simply a matter of who has the highest relevant attribute. In the case where two competitors in a sport have the same attributes, the winner would be decided with a roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]]. In some sports, the difference between the winner and second place may be as little as one one-hundredth of a second.


''Expertise examples:'' Climbing, Gymnastics, Riding, Throwing
Athletics typically requires an Agility or Brawn roll.


===Combat===
''Examples:'' Climbing, gymnastics, riding, running, scuba, swimming, throwing objects


The Combat skill group covers the myriad ways that humans have found to hurt, maim, and kill one another.
===Close Combat===


Any form of combat is covered by the Combat skill ground, whether armed or unarmed, underwater, and even in zero G. Having expertise in a specific form of combat, such as archery, underwater combat, or a specific power (even very flexible powers such as [Element] Mastery and [Ultra-power]), grants the character a +3 bonus to their task roll when engaged in that type of combat. However, expertise in a specific form of combat does not affect the difficulty modifier when an opponent attacks the character: it only provides a +3 bonus when the character with expertise is attempting the task roll. Combat is a major focus of the game, so there are more detailed rules for it than there are for most other tasks, including special benefits for extreme success. See [[Bulletproof_Blues_3e_EN:Actions#Combat|Combat]] for more information.
The Close Combat skill covers the myriad ways that humans have found to hurt, maim, and kill one another in hand-to-hand combat. Any form of hand-to-hand combat is covered by the Close Combat skill.


Ranged combat requires an Accuracy task roll, while hand-to-hand combat requires a Prowess task roll.
Close Combat typically requires a Brawn roll.


''Expertise examples:'' Aerial Combat, Archery, Blocking, Distracting, Dodging, Grappling, Ramming, Slamming, Surprise Attacks, Sweep Attacks, Taunting, Throwing, Underwater Combat, Zero-G Combat, [Specific Power]
''Examples:'' Axes, clubs, knives, spears, swords, unarmed strikes, whips; close combat powers


===Computing===
===Computing===


Computing allows the character to write new programs, take apart old ones, and follow data trails across networks. It also allows a character to create or circumvent computer security programs and protocols. If a character is extremely familiar with the program in question, the GM might reduce the task difficulty to 9. If the character is attempting to break into a computer system, the GM may assign a task difficulty of 15, or perhaps even higher, since these programs are designed to prevent interference.
Computing allows the character to write new programs, take apart old ones, and follow data trails across networks. It also allows a character to create or circumvent computer security programs and protocols. If a character is extremely familiar with the program in question, the GM might decide that the attempt is automatically successful. If the character is attempting to break into a computer system, the GM may assign a difficulty of 6, or perhaps even higher, since these programs are designed to prevent interference.


Failing a Computing task roll might mean that an attempt to circumvent a computer security system is simply unsuccessful, or it may mean that the character has set off an alarm or left a "trail" which may be followed back to their location.  
Failing a Computing roll might mean that an attempt to circumvent a computer security system is simply unsuccessful, or it may mean that the character has set off an alarm or left a "trail" which may be followed back to their location.  


Computing typically requires a Reason task roll.
Computing typically requires a Reason roll.


''Expertise examples:'' Forensics, Forgery, Hacking, Programming
''Examples:'' Artificial intelligence, forensics, forgery, hacking, programming, security systems


===Culture===
===Culture===


The Culture skill group covers the wide range of largely useless information that fills magazines, the World Wide Web, Twitter, and most television networks. It also includes more serious literary, artistic, political, or scientific tidbits of information, such as the name of the fifth President of the United States or the origin of Play-Doh.
The Culture skill covers the wide range of largely useless information that fills magazines, the World Wide Web, Twitter, and most television networks. It also includes more serious literary, artistic, political, or scientific tidbits of information, such as the name of the fifth President of the United States or the origin of Play-Doh.


Culture typically requires a Perception task roll.
Culture typically requires a Reason roll.


''Expertise examples:'' Acting, Comedy, Dancing, Drawing, Fashion, Local History, Music, Painting, Popular Media, Sculpture, Singing
''Examples:'' Art, fashion, history, music, philosophy, politics, popular media


===Deception===
===Deception===


The Deception skill group is used to convince someone of the truth of a given statement or situation, usually with the aim of getting them to act on it. Deception could be used to convert someone to a religion, sell someone a car, or simply win an argument. It is not necessary for the deceiver to actually believe their own statements, but if they do they are more convincing (+3 bonus to the task roll). If the person being deceived is predisposed to believe the deceiver, the GM could grant an even greater bonus or just allow the task to succeed without rolling. If the character is trying to persuade someone to believe a patent absurdity (from the target's point of view), the GM might impose a difficulty modifier of +3 or even +6.
The Deception skill is used to convince someone of the truth of a given statement or situation, usually with the aim of getting them to act on it. Deception could be used to convert someone to a religion, sell someone a car, or simply win an argument. It is not necessary for the deceiver to actually believe their own statements, but if they do they gain a bonus die -- nothing is as convincing as sincerity. If the person being deceived is predisposed to believe the deceiver, the GM may allow the task to succeed without rolling. If the character is trying to persuade someone to believe a patent absurdity (from the target's point of view), the GM might impose a penalty die, or even declare the attempt an automatic failure for truly outrageous lies.
 
A failed Deception roll usually means that the subject simply does not believe the lie, but it could mean that the attempt has backfired, firmly convincing the subject of the opposite of what the character was trying to convince them of.
 
Deception typically requires a Presence roll.
 
''Examples:'' Bluffing, disguise, lying, sales
 
===Diplomacy===
 
The Diplomacy skill is used to adapt to one's social environment. It enables a character navigate through red tape, know the proper manners for a given environment, or survive an excursion to the dark side of civilization. A Diplomacy roll might be required to circumvent a bureaucratic obstacle, to socialize with a group without offending them, or to get the word to the Mafia that the shipment of guns at midnight is a set-up.


A failed Deception task roll usually means that the subject simply does not believe the lie, but it could mean that the attempt has backfired, firmly convincing the subject of the opposite of what the character was trying to convince them of.
A failed Diplomacy roll could result in the character being snubbed by polite society, or possibly in being maimed by a coarser crowd.  


Deception typically requires a Willpower task roll.
Diplomacy typically requires a Presence roll, and is sometimes opposed.


''Expertise examples:'' Bluffing, Distracting, Lying, Sales
''Examples:'' Carousing, conversation, etiquette, negotiation, streetwise


===Engineering===
===Engineering===


Engineering is the relevant skill group whenever a character attempts to design and build structures, machines, devices, systems, or materials. An Engineering task roll might be required to repair a damaged suspension bridge, modify a hadron collider to be a singularity cannon, or construct a containment suit for a being made of electromagnetic radiation.
Engineering is the relevant skill whenever a character attempts to design and build structures, machines, devices, systems, or materials. An Engineering roll might be required to repair a damaged suspension bridge, to hot-wire a car, to modify a hadron collider to be a singularity cannon, or to construct a containment suit for a being made of electromagnetic radiation.
 
Failing the Engineering roll might indicate that the device simply does not work, or that it will fail catastrophically during use.
 
Engineering typically requires a Reason roll.
 
''Examples:'' Architecture, cartography, demolitions, electronics, mechanical engineering


Failing the Engineering task roll might indicate that the device simply does not work, or that it will fail catastrophically during use.
===Finesse===


Engineering typically requires a Reason task roll.
Finesse covers the skills which require a delicate touch and fine control of the hands and fingers. A Finesse roll might be required to slip a note to an ally, to pick someone's pocket, to disarm a bomb, or to pick the lock on a pair of handcuffs.


''Expertise examples:'' Aerospace, Architectural, Ceramic, Chemical, Civil, Demolition, Electrical, Mechanical, Nuclear
Failing a Finesse roll indicates that the deception is easily spotted by the casual observer, or that the lock resists the attempt to pick it.
 
Finesse typically requires an Agility roll.
 
''Examples:'' Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand


===Investigation===
===Investigation===


The Investigation skill group covers most of the tasks involved in solving crimes. This includes searching for clues, collecting and analyzing evidence, sifting through police reports and bank records, and so on.
The Investigation skill covers most of the tasks involved in solving mysteries and researching obscure topics. This includes searching for clues, collecting and analyzing evidence, sifting through police reports and bank records, and so on.


A failed Investigation roll might mean that the character hits a dead end in the investigation, or it might mean that they seize on a red herring and draw the wrong conclusion from the evidence.
A failed Investigation roll might mean that the character hits a dead end in the investigation, or it might mean that they seize on a red herring and draw the wrong conclusion from the evidence.


Investigation typically requires a Reason task roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of task rolls]].
Investigation typically requires a Reason roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]].


''Expertise examples:'' Analyzing Evidence, Collecting Evidence, Searching
''Examples:'' Analyzing evidence, collecting evidence, identifying clues


===Legerdemain===
===Manipulation===


Legerdemain (literally, "light of hand") covers the skills which require a delicate touch and fine control of the hands and fingers. A Legerdemain task roll might be required to slip a note to an ally, to pick someone's pocket, or to pick the lock on a pair of handcuffs.
The Manipulation skill pertains to eliciting cooperation or information from others by using flirtation, threats of violence, or just verbal trickery. Interrogation usually hinges on convincing the subject that hope is futile and that resistance will only make things worse, while seduction can sometimes be successful even if the target is aware that they are being seduced.


Failing a Legerdemain task roll indicates that the deception is easily spotted by the casual observer, or that the lock resists the attempt to pick it.
Failure of a Manipulation roll could result in the subject of interrogation convincingly giving false information, or in the target of a seduction finding the would-be seducer repugnant.


Legerdemain typically requires an Agility task roll.
Manipulation typically requires a Presence roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]].


''Expertise examples:'' Lockpicking, Pickpocketing, Sleight Of Hand
''Examples:'' Bribery, interrogation, leadership, persuasion, seduction


===Manipulation===
===Medicine===
 
A knowledge of Medicine can be very useful in the violent world of ''Bulletproof Blues''. Any medical procedure, from taking a person's temperature and splinting broken limbs, to performing open-heart telesurgery and administering nanotherapy, is covered by the Medicine skill. Knowledge of Medicine also gives the character familiarity with common drugs and toxins, and a competent knowledge of their effects on human physiology. Simple procedures, such as diagnosing and treating mild infections, are usually within the ability of a character with the Medicine skill. Extensive and difficult medical procedures, such as re-attaching a severed limb or performing brain surgery, are generally better left to characters with experience in those areas.
 
Medicine typically requires a Reason roll.
 
''Examples:'' Cybernetics, diagnosis, pharmacology, surgery
 
===Mental Combat===
 
The Mental Combat skill covers mental and psychic combat. Any form of mental combat is covered by the Mental Combat skill.
 
Mental Combat typically requires a Power Level roll when attacking, and a Presence roll when defending.
 
''Examples:'' Emotion Control, Mind Blast, Mind Control, Mind Hold, Possession, Telepathy


The Manipulation skill group pertains to eliciting cooperation or information from others by using flirtation, threats of violence, or just casual conversation. Interrogation usually hinges on convincing the subject that hope is futile and that resistance will only make things worse, while seduction can sometimes be successful even if the target is aware they are being seduced.
===Perception===


Failure of a Manipulation task roll may result in the subject of interrogation convincingly giving false information or possibly in the subject's accidental death, or that the target finds the would-be seducer offensive or pathetic.
The Perception skill pertains to noticing subtle things, identifying sensory input, and generally being aware of one's surroundings. Perception can reflect the keenness of one's senses, one's powers of observation, or both.


Manipulation typically requires a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of Willpower task rolls]].
Perception typically requires a Reason roll.


''Expertise examples:'' Conversation, Interrogation, Leadership, Seduction, Taunting
''Examples:'' Eavesdropping, identifying an odor or taste, noticing a tail


===Medicine===
===Performance===


A knowledge of Medicine can be very useful in the violent world of ''Bulletproof Blues''. Any medical procedure, from taking a person's temperature and splinting broken limbs, to performing open-heart telesurgery and administering nanotherapy, is covered by the Medicine skill group. Knowledge of Medicine also gives the character familiarity with common drugs and toxins, and a competent knowledge of their effects on human physiology. Simple procedures, such as diagnosing and treating mild infections, are usually within the ability of a character with the Medicine skill group. Extensive and difficult medical procedures, such as re-attaching a severed limb or performing brain surgery, are generally better left to characters with expertise in those areas.
The Performance skill is used to entertain an audience, making them forget their worries for a brief while.


Medicine typically requires a Reason task roll.
Performance typically requires a Presence roll.


''Expertise examples:'' Diagnosis, Pharmacology, Surgery
''Examples:'' Comedy, dancing, music, singing, theatre


===Piloting===
===Piloting===


The Piloting skill group covers the direct control a large mechanical contrivance, be it a sports car, a jet fighter, a walking forklift, or a skyscraper-sized kaiju-fighting robot. Piloting also covers controlling tiny mechanisms, like radio-controlled helicopters and missile-launching drones.
The Piloting skill covers the navigation and control of a mechanical contrivance, be it a sports car, a jet fighter, a walking forklift, or a skyscraper-sized kaiju-fighting robot. Piloting also covers controlling tiny mechanisms, like radio-controlled helicopters and missile-launching drones.


A failed Piloting roll could result in being unable to attack because the vehicle is in the wrong position, a temporary loss of control, or even a collision.
A failed Piloting roll could result in being unable to attack because the vehicle is in the wrong position, a temporary loss of control, or even a collision.


Piloting typically requires an Agility task roll.
Piloting typically requires a Reason roll to chart a course for a craft, and an Agility roll to control it.
 
''Expertise examples:'' Aircraft, Automobiles, Giant Robots, Heavy Machinery, Motorcycles, Spacecraft, Submersibles, Unmanned Vehicles, Watercraft


===Science===
''Examples:'' Aircraft, automobiles, drones, heavy machinery, mecha, motorcycles, spacecraft, watercraft; navigation


The Science skill group can cover a variety of fields, depending on the character's interests. A character with a background in Science may be conversant with any discipline that's reasonable for their background. A character with the Science background skill, but without expertise in any specific field, might be a skilled dilettante or simply an experienced but mediocre researcher. Dedicated scientists specialize.
===Ranged Combat===


Science typically requires a Reason task roll.
The Ranged Combat skill covers the myriad ways that humans have found to hurt, maim, and kill one another from a distance. Any form of ranged combat is covered by the Ranged Combat skill.


''Expertise examples:'' Anthropology, Archeology, Astronomy, Biology, Chemistry, Cryogenics, Ecology, Genetics, Geology, Metallurgy, Meteorology, Nanotechnology, Oceanology, Parapsychology, Physics, Psychology, Radiology, Robotics, Sociology
Ranged Combat typically requires an Agility roll.


===Social===
''Examples:'' Bows, crossbows, pistols, rifles, shotguns, thrown weapons; ranged powers


The Social skill group is used to cut through red tape, the proper manners for a given environment, and navigate the dark side of civilization. This includes the appropriate grammar (or lack of it), suitable attire, and how to blend in with any cultural group. A Social task roll might be required to circumvent a bureaucratic obstacle, to socialize with a group without offending them, or to get the word to the Mafia that the shipment of guns at midnight is a set-up.
===Science===


A failed Social roll would result in the character being snubbed by polite society, or possibly in their being maimed by a coarser crowd.  
The Science skill can cover a variety of fields, depending on the character's interests. A character with the Science skill may be conversant with any discipline that's reasonable for their background.


Social task rolls typically require a Willpower task roll, and are sometimes opposed.
Science typically requires a Reason roll.


''Expertise examples:'' Bribery, Etiquette, Streetwise
''Examples:'' Anthropology, biology, mathematics, nanotechnology, physics, psychology


===Stealth===
===Stealth===


Stealth is the art of sneaking around. A Stealth task roll might be required to hide from a monster in an alien spaceship, to sneak up on a sentry, or to shadow a suspect back to the criminal's hideout. Terrain, available cover, camouflage, and background noise will all affect the difficulty of the Stealth task roll.
Stealth is the art of sneaking around. A Stealth roll might be required to hide from a monster in an alien spaceship, to sneak up on a sentry, or to shadow a suspect back to the criminal's hideout. Terrain, available cover, camouflage, and background noise will all affect the difficulty of the Stealth roll.


Failing the Stealth task roll indicates that the furtive prowler is easily spotted by a casual observer.
Failing the Stealth roll indicates that the furtive prowler is easily spotted by a casual observer.


Stealth typically requires an Agility task roll, and is usually opposed by a Perception task roll by the person the character is hiding from.
Stealth typically requires an Agility roll, and is usually opposed by a Perception (Reason) roll by the person the character is hiding from.


''Expertise examples:'' Hiding, Shadowing, Sneaking
''Examples:'' Hiding, shadowing, sneaking


===Survival===
===Survival===


The Survival skill groups pertains to living off the land and coping with adverse environments. The task difficulty is dependent upon the terrain, temperature, and availability of food and shelter, and how well equipped the character is for the particular area. Harsh, hostile environments (the Gobi Desert, the Antarctic) would have a very high task difficulty (15 to 18) depending on how prepared the character is. Surviving in very mild environments (Central Park, or the woods just outside town) would have a low task difficulty (9 to 12), or would not require a task roll at all.
The Survival skill pertains to living off the land, coping with adverse environments, and finding one's way based on landmarks, the stars, and dead reckoning. The difficulty is dependent upon the terrain, temperature, and availability of food and shelter, and on how well equipped the character is for the particular area. Survival in a temperate environment with available sources of food and water would require a moderately difficult (DV 3) Survival (Reason) roll. Harsh, hostile environments, such as the Gobi Desert or the Antarctic, would have a higher difficulty, depending on how prepared the character is. Surviving in very mild environments, such as the woods just outside of town, would not require a roll at all.
 
Failing a Survival roll once might mean that the character has caught a cold, lost the trail of their prey, or eaten a plant that has made them sick. Failing numerous Survival rolls could be lethal.


Failing a Survival task roll once might mean that the character has caught a cold, lost the trail of their prey, or eaten a plant that has made them sick. Failing numerous Survival task rolls could be lethal.
Survival typically requires a Reason roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]].


Survival typically requires a Perception task roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of task rolls]].
''Examples:'' Foraging, hunting, orienteering, tactics, tracking


''Expertise examples:'' Foraging, Hunting, Tactics, Tracking


[[Category:Skills]]
[[Category:Skills]]
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[[Category:Bulletproof Blues]]
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[[Category:English]]

Revision as of 20:37, 17 February 2020

Arrow up 16x16.png Contents

Skills allow a character to apply their attributes to solve a specific problem or accomplish a specific task. Skills cost one character point each. Expertise in a skill costs an additional character point. We suggest spending about 10 character points on skills.

Skill Dice

If the character has the needed skill, the player rolls 2d6. If the character has expertise with the needed skill, re-roll any 1s and 2s until all dice have a 3 or higher.

A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can tell a lie (attempted with a Deception roll), but not everyone can recite an epic poem and keep the audience's attention (attempted with a Performance roll). If a character attempts a task in which they have no skill, the player rolls one die instead of two. For example, if a character is attacked by an enemy with a knife, but the defender does not have the Close Combat skill, the defender rolls 1d6 and adds their Brawn.

Making skill rolls is covered in the Actions chapter.

Typical Skills

Bulletproof Blues divides skills into broad disciplines. This list of skills is not exhaustive, nor is it objective: skills are divided by their usefulness in a game, not by any objective taxonomy. This is why "Science" is a very broad skill, while "Computing" is relatively specific. A character may have a skill not listed here, subject to GM approval. However, any new skills should be approximately as useful as these skills, in order to maintain a sense of fairness with other characters. For example, having a new skill called "Commando" which does everything that "Athletics", "Stealth", and "Survival" do would not be fair.

Note that skills are quite broad. For example, Science covers everything from Acarology to Zymology. However, just because a character could do everything encompassed by a skill does not mean that they should. For example, a character with the Engineering skill could, in theory, do everything from repairing a television camera to designing a bridge. That doesn't mean it makes sense for them to do so. A character who is a whiz with masonry does not necessarily know how to rebuild a truck engine, even though both tasks use the same skill, Engineering. It's up to you as the player to know what makes sense for your character and what doesn't, and to communicate that information to the GM.

The attribute typically associated with a skill is listed here, but keep in mind that the relevant attribute might change depending on the circumstances. Also note that the same task might be accomplished in more than one way. Climbing a tree might be an exercise in Athletics (Brawn), but it might also be accomplished with the proper application of Survival (Brawn).


Table: Typical skills
Skill Attribute Examples
Athletics Agility or Brawn Climbing, gymnastics, riding, running, scuba, swimming, throwing objects
Close Combat Brawn Axes, clubs, knives, spears, swords, unarmed strikes, whips; close combat powers
Computing Reason Artificial intelligence, forensics, forgery, hacking, programming, security systems
Culture Reason Art, fashion, history, music, philosophy, politics, popular media
Deception Presence Bluffing, disguise, lying, sales
Diplomacy Presence Carousing, conversation, etiquette, negotiation, streetwise
Engineering Reason Architecture, cartography, demolitions, electronics, mechanical engineering
Finesse Agility Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand
Investigation Reason Analyzing evidence, collecting evidence, identifying clues
Manipulation Presence Bribery, interrogation, leadership, persuasion, seduction
Medicine Reason Cybernetics, diagnosis, pharmacology, surgery
Mental Combat Presence Emotion Control, Mind Blast, Mind Control, Mind Hold, Possession, Telepathy
Perception Reason Eavesdropping, identifying an odor or taste, noticing a tail
Performance Presence Comedy, dancing, music, singing, theatre
Piloting Agility or Reason Aircraft, automobiles, drones, heavy machinery, mecha, motorcycles, spacecraft, watercraft; navigation
Ranged Combat Agility Bows, crossbows, pistols, rifles, shotguns, thrown weapons; ranged powers
Science Reason Anthropology, biology, mathematics, nanotechnology, physics, psychology
Stealth Agility Hiding, shadowing, sneaking
Survival Reason Foraging, hunting, orienteering, tactics, tracking


Athletics

The Athletics skill covers the entire spectrum of non-combat sports, as well general feats of athleticism such as running, jumping, climbing, swimming, and throwing.

Generally, an athletic competition is simply a matter of who has the highest relevant attribute. In the case where two competitors in a sport have the same attributes, the winner would be decided with a roll, or perhaps a series of rolls. In some sports, the difference between the winner and second place may be as little as one one-hundredth of a second.

Athletics typically requires an Agility or Brawn roll.

Examples: Climbing, gymnastics, riding, running, scuba, swimming, throwing objects

Close Combat

The Close Combat skill covers the myriad ways that humans have found to hurt, maim, and kill one another in hand-to-hand combat. Any form of hand-to-hand combat is covered by the Close Combat skill.

Close Combat typically requires a Brawn roll.

Examples: Axes, clubs, knives, spears, swords, unarmed strikes, whips; close combat powers

Computing

Computing allows the character to write new programs, take apart old ones, and follow data trails across networks. It also allows a character to create or circumvent computer security programs and protocols. If a character is extremely familiar with the program in question, the GM might decide that the attempt is automatically successful. If the character is attempting to break into a computer system, the GM may assign a difficulty of 6, or perhaps even higher, since these programs are designed to prevent interference.

Failing a Computing roll might mean that an attempt to circumvent a computer security system is simply unsuccessful, or it may mean that the character has set off an alarm or left a "trail" which may be followed back to their location.

Computing typically requires a Reason roll.

Examples: Artificial intelligence, forensics, forgery, hacking, programming, security systems

Culture

The Culture skill covers the wide range of largely useless information that fills magazines, the World Wide Web, Twitter, and most television networks. It also includes more serious literary, artistic, political, or scientific tidbits of information, such as the name of the fifth President of the United States or the origin of Play-Doh.

Culture typically requires a Reason roll.

Examples: Art, fashion, history, music, philosophy, politics, popular media

Deception

The Deception skill is used to convince someone of the truth of a given statement or situation, usually with the aim of getting them to act on it. Deception could be used to convert someone to a religion, sell someone a car, or simply win an argument. It is not necessary for the deceiver to actually believe their own statements, but if they do they gain a bonus die -- nothing is as convincing as sincerity. If the person being deceived is predisposed to believe the deceiver, the GM may allow the task to succeed without rolling. If the character is trying to persuade someone to believe a patent absurdity (from the target's point of view), the GM might impose a penalty die, or even declare the attempt an automatic failure for truly outrageous lies.

A failed Deception roll usually means that the subject simply does not believe the lie, but it could mean that the attempt has backfired, firmly convincing the subject of the opposite of what the character was trying to convince them of.

Deception typically requires a Presence roll.

Examples: Bluffing, disguise, lying, sales

Diplomacy

The Diplomacy skill is used to adapt to one's social environment. It enables a character navigate through red tape, know the proper manners for a given environment, or survive an excursion to the dark side of civilization. A Diplomacy roll might be required to circumvent a bureaucratic obstacle, to socialize with a group without offending them, or to get the word to the Mafia that the shipment of guns at midnight is a set-up.

A failed Diplomacy roll could result in the character being snubbed by polite society, or possibly in being maimed by a coarser crowd.

Diplomacy typically requires a Presence roll, and is sometimes opposed.

Examples: Carousing, conversation, etiquette, negotiation, streetwise

Engineering

Engineering is the relevant skill whenever a character attempts to design and build structures, machines, devices, systems, or materials. An Engineering roll might be required to repair a damaged suspension bridge, to hot-wire a car, to modify a hadron collider to be a singularity cannon, or to construct a containment suit for a being made of electromagnetic radiation.

Failing the Engineering roll might indicate that the device simply does not work, or that it will fail catastrophically during use.

Engineering typically requires a Reason roll.

Examples: Architecture, cartography, demolitions, electronics, mechanical engineering

Finesse

Finesse covers the skills which require a delicate touch and fine control of the hands and fingers. A Finesse roll might be required to slip a note to an ally, to pick someone's pocket, to disarm a bomb, or to pick the lock on a pair of handcuffs.

Failing a Finesse roll indicates that the deception is easily spotted by the casual observer, or that the lock resists the attempt to pick it.

Finesse typically requires an Agility roll.

Examples: Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand

Investigation

The Investigation skill covers most of the tasks involved in solving mysteries and researching obscure topics. This includes searching for clues, collecting and analyzing evidence, sifting through police reports and bank records, and so on.

A failed Investigation roll might mean that the character hits a dead end in the investigation, or it might mean that they seize on a red herring and draw the wrong conclusion from the evidence.

Investigation typically requires a Reason roll, or perhaps a series of rolls.

Examples: Analyzing evidence, collecting evidence, identifying clues

Manipulation

The Manipulation skill pertains to eliciting cooperation or information from others by using flirtation, threats of violence, or just verbal trickery. Interrogation usually hinges on convincing the subject that hope is futile and that resistance will only make things worse, while seduction can sometimes be successful even if the target is aware that they are being seduced.

Failure of a Manipulation roll could result in the subject of interrogation convincingly giving false information, or in the target of a seduction finding the would-be seducer repugnant.

Manipulation typically requires a Presence roll, or perhaps a series of rolls.

Examples: Bribery, interrogation, leadership, persuasion, seduction

Medicine

A knowledge of Medicine can be very useful in the violent world of Bulletproof Blues. Any medical procedure, from taking a person's temperature and splinting broken limbs, to performing open-heart telesurgery and administering nanotherapy, is covered by the Medicine skill. Knowledge of Medicine also gives the character familiarity with common drugs and toxins, and a competent knowledge of their effects on human physiology. Simple procedures, such as diagnosing and treating mild infections, are usually within the ability of a character with the Medicine skill. Extensive and difficult medical procedures, such as re-attaching a severed limb or performing brain surgery, are generally better left to characters with experience in those areas.

Medicine typically requires a Reason roll.

Examples: Cybernetics, diagnosis, pharmacology, surgery

Mental Combat

The Mental Combat skill covers mental and psychic combat. Any form of mental combat is covered by the Mental Combat skill.

Mental Combat typically requires a Power Level roll when attacking, and a Presence roll when defending.

Examples: Emotion Control, Mind Blast, Mind Control, Mind Hold, Possession, Telepathy

Perception

The Perception skill pertains to noticing subtle things, identifying sensory input, and generally being aware of one's surroundings. Perception can reflect the keenness of one's senses, one's powers of observation, or both.

Perception typically requires a Reason roll.

Examples: Eavesdropping, identifying an odor or taste, noticing a tail

Performance

The Performance skill is used to entertain an audience, making them forget their worries for a brief while.

Performance typically requires a Presence roll.

Examples: Comedy, dancing, music, singing, theatre

Piloting

The Piloting skill covers the navigation and control of a mechanical contrivance, be it a sports car, a jet fighter, a walking forklift, or a skyscraper-sized kaiju-fighting robot. Piloting also covers controlling tiny mechanisms, like radio-controlled helicopters and missile-launching drones.

A failed Piloting roll could result in being unable to attack because the vehicle is in the wrong position, a temporary loss of control, or even a collision.

Piloting typically requires a Reason roll to chart a course for a craft, and an Agility roll to control it.

Examples: Aircraft, automobiles, drones, heavy machinery, mecha, motorcycles, spacecraft, watercraft; navigation

Ranged Combat

The Ranged Combat skill covers the myriad ways that humans have found to hurt, maim, and kill one another from a distance. Any form of ranged combat is covered by the Ranged Combat skill.

Ranged Combat typically requires an Agility roll.

Examples: Bows, crossbows, pistols, rifles, shotguns, thrown weapons; ranged powers

Science

The Science skill can cover a variety of fields, depending on the character's interests. A character with the Science skill may be conversant with any discipline that's reasonable for their background.

Science typically requires a Reason roll.

Examples: Anthropology, biology, mathematics, nanotechnology, physics, psychology

Stealth

Stealth is the art of sneaking around. A Stealth roll might be required to hide from a monster in an alien spaceship, to sneak up on a sentry, or to shadow a suspect back to the criminal's hideout. Terrain, available cover, camouflage, and background noise will all affect the difficulty of the Stealth roll.

Failing the Stealth roll indicates that the furtive prowler is easily spotted by a casual observer.

Stealth typically requires an Agility roll, and is usually opposed by a Perception (Reason) roll by the person the character is hiding from.

Examples: Hiding, shadowing, sneaking

Survival

The Survival skill pertains to living off the land, coping with adverse environments, and finding one's way based on landmarks, the stars, and dead reckoning. The difficulty is dependent upon the terrain, temperature, and availability of food and shelter, and on how well equipped the character is for the particular area. Survival in a temperate environment with available sources of food and water would require a moderately difficult (DV 3) Survival (Reason) roll. Harsh, hostile environments, such as the Gobi Desert or the Antarctic, would have a higher difficulty, depending on how prepared the character is. Surviving in very mild environments, such as the woods just outside of town, would not require a roll at all.

Failing a Survival roll once might mean that the character has caught a cold, lost the trail of their prey, or eaten a plant that has made them sick. Failing numerous Survival rolls could be lethal.

Survival typically requires a Reason roll, or perhaps a series of rolls.

Examples: Foraging, hunting, orienteering, tactics, tracking