Bulletproof Blues 3e EN:Skills: Difference between revisions

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<div style="color:maroon;">'''(NOTE: This is a work in progress.)'''</div>
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.


Skills allow a character to apply their attributes to solve a specific problem or accomplish a specific task. ''Bulletproof Blues'' divides skills between general skills and areas of expertise. General skills are quite broad, such as Culture and Survival, while a character's areas of expertise are rather specific, such as Gymnastics and Physics. General skills cost one character point each, and expertise in a skill costs one character point per area of expertise.
==Skill Dice==


==General Skills==
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.


Note that general skills are quite broad. For example, Science covers everything from Acarology to Zymology. However, just because a character ''could'' do everything encompassed by a general skill does not mean that they ''should''. For example, a character with the Tradesman general skill could, in theory, do everything from repair a television camera to design 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 general skill, Tradesman. 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.
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.


===Action Value===
Making skill rolls is covered in the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter.


The action value of a character attempting a skill is equal to one of the character's attributes (Brawn, Agility, etc.) plus the rating of any equipment or tools being used, if any. For example, attempting to break into a safe would require a Finesse roll, and the character's action value would be equal to their Agility. If they had a set of safecracking tools with a rating of 2, their action value would be equal to their Agility + 2. Simple or multipurpose equipment, such a Swiss army knife, generally has a rating of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a rating of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of lock, would have a rating of 3.
==Typical Skills==
 
The player rolls 2d6 and adds their action value. If the player's roll equals or exceeds the target number 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.
 
Most skills are associated with a specific attribute (Brawn, Agility, etc.). However, which attribute is relevant when using a skill might change depending on the circumstances. For example, a character with Agility 4 whose combat style involves flips and somersaults would roll 2d6 + 4 when making a Gymnastics roll to flip over a villain, swing from a railing, and land behind them ready to fight. If the same character has Reason 3 and is judging a gymnastics competition, they would roll 2d6 + 3 when scoring the performance of the gymnasts.
 
===Being Unskilled===
 
A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can attempt to fire a pistol, but not everyone can make sense of the inside of a television set. If a character attempts a task in which they have no skill, the character's attribute is not added to their action value: their action value is equal to the rating of the equipment they are using, if any.
 
==Areas Of Expertise==
 
Expertise describes a character's field (or fields) of extraordinary competence, above and beyond the character's general skills. Unlike general skills, expertise is specific. For example, a character with the Science general skill might have expertise in Robotics, and a character with the Culture general skill might have expertise in Fashion. Expertise in a specific skill costs one character point, and it grants the character a roll bonus (+3) to 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 general skill in Science, but without expertise in Biology, would still be able to make a Reason roll to identify a life form or a Perception roll to understand the life form's behaviour, if it makes sense for the character to have some background in Biology.
''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.


As always, only one roll bonus applies to a single roll: any bonuses after the first are disregarded. If the action value has both a bonus and a penalty, they cancel each other out and are disregarded.
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.


===Villainous Expertise===
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).
 
Only very unusual NPCs 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 NPCs that truly do have an extraordinary amount of skill.
 
==Typical Skills==
 
''Bulletproof Blues'' divides skills into broad disciplines called general skills. This list of general skills is not exhaustive, nor is it objective: general skills are divided by their usefulness in a game, not by any objective taxonomy. This is why "Science" is a very broad general 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, expertise in "Business" or "Occultism" would be acceptable, but having a new general skill 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 general skills
|+Table: Typical skills
|- class="h1row"
|- class="h1row"
! class="alignleft"|General Skill
! 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"|Distraction, Ramming, Sweep Attack; Grappling, Slamming, Taunting; [Specific Power]
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Computing
| class="alignleft"|Computing
| class="alignleft"|Reason
| class="alignleft"|Reason
| class="alignleft"|Artificial Intelligence, Forensics, Forgery, Hacking, Programming, Security Systems
| 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"|Will
| 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"|Chemical Engineering, Civil Engineering, Demolitions, Electrical Engineering, Mechanical Engineering, Nuclear Engineering
| class="alignleft"|Architecture, cartography, demolitions, electronics, mechanical engineering
|- class="oddrow"  
|- class="evenrow"  
| class="alignleft"|Finesse
| class="alignleft"|Finesse
| class="alignleft"|Agility
| class="alignleft"|Agility
| class="alignleft"|Explosive Ordnance Disposal, Lockpicking, Pickpocketing, Sleight Of Hand
| class="alignleft"|Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand
|- class="evenrow"  
|- 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="alignleft"|Manipulation
| class="alignleft"|Presence
| class="alignleft"|Bribery, interrogation, leadership, persuasion, seduction
|- class="oddrow"  
|- class="oddrow"  
| class="alignleft"|Manipulation
| class="alignleft"|Medicine
| class="alignleft"|Will
| class="alignleft"|Reason
| class="alignleft"|Conversation, Interrogation, Leadership, Seduction, Taunting
| class="alignleft"|Cybernetics, diagnosis, pharmacology, surgery
|- class="evenrow"  
|- class="evenrow"  
| class="alignleft"|Medicine
| 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"|Reason
| class="alignleft"|Cybernetics, Diagnosis, Pharmacology, Surgery
| 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, Xenobiology
| class="alignleft"|Anthropology, biology, mathematics, nanotechnology, physics, psychology
|- class="oddrow"
| class="alignleft"|Social
| class="alignleft"|Will
| class="alignleft"|Bribery, Diplomacy, Etiquette, Negotiation, Semiotics, Streetwise, Xenolinguistics
|- 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
|}
|}


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===Athletics===
===Athletics===


The Athletics general skill 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 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 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.


Athletics typically requires a Brawn 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 general skill covers the myriad ways that humans have found to hurt, maim, and kill one another. Any form of combat is covered by the Combat skill group, whether armed, unarmed, or even using weapons mounted on vehicles.
===Close Combat===


Combat expertise must be narrowly defined, such as expertise with a specific weapon type, expertise with a specific combat action, or expertise with a specific power. Combat is a major focus of the game, so there are more detailed rules for it than there are for most other tasks. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter 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 Agility roll, while close combat requires a Brawn roll.
Close Combat typically requires a Brawn roll.


''Expertise examples:''  
''Examples:'' Axes, clubs, knives, spears, swords, unarmed strikes, whips; close combat powers
 
Distraction, Ramming, Sweep Attack; Grappling, Slamming, Taunting; [Specific Power]


===Computing===
===Computing===
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Computing typically requires a Reason roll.
Computing typically requires a Reason roll.


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


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


The Culture general 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.
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 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 general 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 roll bonus (+3) -- nothing is as convincing as genuine 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 roll penalty (-3), or even declare the attempt an automatic failure for truly outrageous lies.
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.
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 Will roll.
Deception typically requires a Presence roll.


''Expertise examples:'' Bluffing, Distracting, Lying, Sales
''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===


Engineering is the relevant general 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, 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.  
Failing the Engineering roll might indicate that the device simply does not work, or that it will fail catastrophically during use.  
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Engineering typically requires a Reason roll.
Engineering typically requires a Reason roll.


''Expertise examples:'' Chemical Engineering, Civil Engineering, Demolitions, Electrical Engineering, Mechanical Engineering, Nuclear Engineering
''Examples:'' Architecture, cartography, demolitions, electronics, mechanical engineering


===Finesse===
===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, or to pick the lock on a pair of handcuffs.
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.
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.
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Finesse typically requires an Agility roll.
Finesse typically requires an Agility roll.


''Expertise examples:'' Explosive Ordnance Disposal, Lockpicking, Pickpocketing, Sleight Of Hand
''Examples:'' Explosive ordnance disposal, lockpicking, pickpocketing, sleight of hand


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


The Investigation general 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.
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.
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Investigation typically requires a Reason roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of 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


===Manipulation===
===Manipulation===


The Manipulation general skill 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.
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 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.
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 Will roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]].
Manipulation typically requires a Presence roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]].


''Expertise examples:'' Conversation, Interrogation, Leadership, Seduction, Taunting
''Examples:'' Bribery, interrogation, leadership, persuasion, seduction


===Medicine===
===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 general 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 general skill. 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.
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.
Medicine typically requires a Reason roll.


''Expertise examples:'' Cybernetics, Diagnosis, Pharmacology, Surgery
''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===
===Piloting===


The Piloting general skill 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 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
''Examples:'' Aircraft, automobiles, drones, heavy machinery, mecha, motorcycles, spacecraft, watercraft; navigation


===Science===
===Ranged Combat===


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


Science typically requires a Reason roll.
Ranged Combat typically requires an Agility roll.


''Expertise examples:'' Anthropology, Archeology, Astronomy, Biology, Chemistry, Cryogenics, Ecology, Genetics, Geology, Metallurgy, Meteorology, Nanotechnology, Oceanology, Parapsychology, Physics, Psychology, Radiology, Robotics, Sociology, Xenobiology
''Examples:'' Bows, crossbows, pistols, rifles, shotguns, thrown weapons; ranged powers


===Social===
===Science===


The Social general skill 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 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.
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.


A failed Social roll would result in the character being snubbed by polite society, or possibly in their being maimed by a coarser crowd.
Science typically requires a Reason roll.
 
Social rolls typically require a Will roll, and are sometimes opposed.


''Expertise examples:'' Bribery, Diplomacy, Etiquette, Negotiation, Semiotics, Streetwise, Xenolinguistics
''Examples:'' Anthropology, biology, mathematics, nanotechnology, physics, psychology


===Stealth===
===Stealth===
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Failing the Stealth 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 roll, and is usually opposed by a Perception 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 general skill pertains to living off the land and coping with adverse environments. The difficulty is dependent upon the terrain, temperature, and availability of food and shelter, and 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 challenging roll (difficulty 3). Harsh, hostile environments, such as the Gobi Desert or the Antarctic, would have a higher difficulty (frustrating 6, or nigh-impossible 9) depending on how prepared the character is. Surviving in very mild environments, such as Central Park or the woods just outside of town, would not require a 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 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 Perception roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]].
Survival typically requires a Reason roll, or perhaps a [[Bulletproof_Blues_3e_EN:Actions#Extended_Tasks|series of rolls]].


''Expertise examples:'' Foraging, Hunting, Tactics, Tracking
''Examples:'' Foraging, hunting, orienteering, tactics, tracking





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