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=== | ===Extra-Terrestre=== | ||
Bien que la population générale n'en soit pas consciente, la Terre a été visitée de nombreuses fois par des voyageurs extra-terrestres tout au long de l'histoire humaine et de la préhistoire. Certains de ces visiteurs venaient d'autres planètes, tandis que d'autres provenaient de versions alternatives de notre propre monde. Quelques-uns – comme les Atlantes – sont restés. D'autres, comme les Shrans, n'ont été de passage qu'à fin de recherche, réalisant des expériences inhumaines et insondables sur les formes de vies carbonées qu'ils découvraient ici. D'autres enfin, comme le Draconien, fuyaient pour chercher refuge de mondes qui ne pouvaient plus ou ne voulaient plus les garder en vie plus longtemps. | |||
==== | ====Draconien==== | ||
L'être cristallin connu sous le nom de "Draconien" était le dernier survivant d'une ancienne civilisation qui jadis orbitait autour d'Alpha Draconis. Le Draconien n'a jamais fourni les détails sur ce qui causa la destruction de sa civilisation, disant seulement :" Nous avons été détruis par notre hubris. En construisant notre immortalité, nous avons provoqué notre fin." (''OMNI'' interview, 1981) Le Draconien est arrivé sur Terre en 1951 lors d'un événement largement médiatisé qui a inspiré le film ''Le Jour où la Terre s'arrêta''. Grâce à son intrépidité, sa quasi invulnérabilité, et son grand sens de l'honneur personnel, le Draconien a été invité à rejoindre les Justifiers en 1960. Draconien a été détruit par Paragon durant l'événement crossover "La Chute de Paragon". | |||
===Altered=== | ===Altered=== |
Revision as of 02:53, 13 October 2015
Créer un personnage de Bulletproof Blues ne devrait guère prendre plus d'une trentaine de minute, une fois que vous vous serez familiarisé avec la manœuvre. La partie la plus dure est de concevoir l'histoire de son personnage et de choisir quel type de héros on souhaite incarner. Dans ce chapitre, nous vous proposons des suggestions pour vous aider, ainsi qu'une checklist des étapes que vous devriez certainement suivre. Cependant, ce n'est pas parce que nous les listons dans cet ordre que vous devriez le respecter. Passez de l'un à l'autre si cela vous chante : sentez-vous libre de répondre à ce que vous savez, et de revenir plus tard à ce qui vous gêne plus.
Il repose sur vous de créer un personnage qui peut s'entendre avec les autres joueurs tout en apportant sa part de fun au jeu. Le réalisme, dans Bulletproof Blues, comme dans bien des jeux, recule devant la jouabilité. Votre personnage peut être le plus fascinant, le plus détaillé des personnages jamais créé, mais s'il vient miner le plaisir du jeu, alors vous avez échoué à créer un bon personnage.
Heureusement, construire un personnage est un processus plutôt simple, et si vous ne réussissez pas vous pouvez essayer encore. Il est possible de créer un personnage amusant et intéressant, qui passe bien vis-à-vis des autres PJs, ce qui sur la longueur est bien plus "fun" que de créer un personnage qui, quoique étant de conception brillante vient perturber le jeu.
Avant de Commencer
L'objectif de Bulletbroof Blues est de vous permettre de vous amuser avec vos amis. En ayant cela à l'esprit, voici quelques suggestions qui devraient vous diriger dans la bonne direction.
Assistant à la Création de Personnages
Bien qu'il ne soit pas requis, l'Assistant à la Création de Personnages (NDT: uniquement en Anglais pour le moment: Bulletproof Blues Character Sheet Helper ) est un outil utile pour avoir une version rédigée de vos réalisations. Si vous nous envoyez une feuille de personnage complète, nous ajouterons celle-ci au Kalos Universe Wiki.
Pensez en Termes d'Équipe
Autant que cela soit possible, essayez de rassembler les joueurs, et faites les créer leurs personnages en même temps. De cette manière, vous pouvez éviter d'avoir deux ou trois joueurs avec le même archétype, ou tous avec les mêmes champs d'expertise. Il est habituellement plus divertissant si chaque héros a ses propres spécialités, et son propre rôle à tenir.
Créez un Lien
Parfois, il est difficile de trouver une raison plausible pour que les personnages restent ensemble. Pourquoi un solitaire orageux qui aime méditer sombrement sur les grattes-ciels souhaiterait-il jamais rejoindre une équipe de spécimens vêtus de spandex aux couleurs vives ? Vous pourriez considérer établir une raison avant même que le jeu démarre, en impliquant une connexion préalable entre les personnages. Cette connexion peut être aussi simple que : "Hey, vous m'avez aidé à arrêter ce braquage de banque la dernière fois !", ou "Hey, c'est le super-héros qui m'a libéré lors de ce braquage à cette occasion (bien qu'il ne soit pas au courant parce que je devais maintenir mon identité secrète durant ledit braquage)". Si chaque personnage a un lien avec au moins un autre, leur faire franchir cette délicate étape de "apprendre à se connaître" sera beaucoup plus facile.
Prenez Conscience de Vos Limites
Charlton Heston a dit : "Dur est ce que je fais de mieux. Je ne sais pas faire gentil. (Hard is what I do best. I don't do nice.)" Ce qu'un super-héros ne peut pas faire (ou choisi de ne pas faire) peut le définir presque autant que ce qu'il peut faire. Un personnage qui peut tout faire n'est pas aussi intéressant qu'un autre qui a des limites. Nous aimons Superman et James Bond, mais ce qui fonctionne pour un personnage seul dans un film ne marche pas pour autant pour une équipe dans un jeu. Quel plaisir y aurait-il pour les autres joueurs si James Bond savait tout sur tout ? Quelle satisfaction pourrait trouver le joueur de Batman si Superman trouvait une solution à tous les problèmes en écoutant avec grande attention ?
Essayez de vous concentrer sur ce que votre personnage devrait être capable de faire, plutôt que de faire tout ce que la lettre des règles lui autorise. Si tous les héros ont leurs propres spécialités, alors ils pourront chacun avoir l'opportunité de monter sur la scène sans qu'un autre vienne leur faire de l'ombre.
Checklist de Création
Notre expérience est que suivre ces étapes facilite la création de personnage. Toutefois, elles sont juste une suggestion. Abordez-les dans n'importe quel ordre si ça vous fait plaisir – sentez-vous libre de répondre à ce que vous savez, et de revenir plus tard à ce que vous ignorez.
- Surnom : l'identité du personnage en quelques mots.
- Éléments de Contexte : quelle est l'histoire et la description de ce héros ?
- Origine : où le personnage a-t-il obtenu ses pouvoirs ?
- Archétype(s) : quel rôle fondamental (où rôles fondamentaux) remplit-il ?
- Motivations : pourquoi le personnage utilise-t-il ses pouvoirs pour le bien ?
- Contraintes : qu'est-ce qui empêche ce héros d'atteindre son plein potentiel ?
Une fois que vous aurez mis au point les parties importantes du personnage, vous pourrez passer aux attributs, compétences, avantages, et pouvoirs qui correspondent au concept de super-héros que vous avez à l'esprit.
- Attributs : quelles sont les sont les caractéristiques physiques et mentales de base du personnage ?
- Compétences : qu'est-ce que le personnage sait faire ?
- Avantages : qu'est-ce qui donne à cet individu particulier un atout sur les gens normaux ?
- Pouvoirs : quels pouvoirs séparent le héros du reste de l'humanité ?
Surnom
Avant de commencer à créer votre personnage, penchez-vous sur qui il est, plutôt que sur ce qu'il peut faire. La majorité des posthumains ont un noyau d'identité qui va au-delà du simple récit de leur histoire ou du catalogue de leurs pouvoirs. Ce cœur de leur identité peut habituellement être résumé en un surnom - ou un titre poétique - porté par le personnage. Le surnom devrait être succinct, mais devrait aussi, instantanément, porter l'essence du personnage.
Certains surnoms sont la description littérale des aptitudes et des pouvoirs d'un personnage : "l'homme le plus rapide au monde", "l'Amazone d'argent", "le roi des forêts", etc. Néanmoins, les surnoms les plus évocateurs vont au-delà des pouvoirs et suggèrent quelque chose du style et des aspirations du personnage, tels que "l'homme de demain", "l'esprit du vingt-et-unième siècle", et "le protecteur de la ville". Nous ne savons peut-être pas si "le protecteur de la ville" hante les toits ou rampe dans les égouts, mais ce n'est pas vraiment l'important. Que ce personnage patrouille en volant en plein jour ou se déplace en s'ancrant à des lignes accrochées dans l'obscurité nocturne, nous savons pourquoi il le fait – pour protéger la ville qu'il aime.
Trouver un bon surnom peut rendre le reste de la création de personnage plus simple, car cela vous défini mieux le but à viser.
Éléments de Contexte
Plus dans un jeu de super-héros que dans un autre type de jeu de rôle, il y a la tentation d'accorder plus d'attention à ce que les personnages font qu'à ce pourquoi ils le font. Il y a une bonne raison pour cela : ce que les héros savent faire est largement ce qui fait de Bulletproof Blues un jeu de rôle de super-héros par distinction avec autre style de jeu de rôle. Et après tout, les super-pouvoirs sont funs ! Cependant, ce qui permet au jeu de rester intéressant sur la longueur, c'est le développement et l'exploration de la personnalité de chaque personnage, les choix difficiles qu'ils doivent faire, et leurs interactions entres eux.
Personnalité
Comment votre personnage se conduit-il envers les autres personnes ? Est-il sérieux mais bienfaisant, sinistre et menaçant, ou farfelu et facile à vivre ? C'est à vous de donner vie à votre création. Si vous avez une notion claire de comment ce héros interagit avec les autres, vous aurez des fondements solides pour choisir vos pouvoirs et motivations.
Par exemple, quels sont les loisirs et centres d'intérêts de ce personnage ? Est-il intellectuel – scrutant le monde autour de lui – ou est-il passionné et impulsif, agissant en accord avec ce qu'il ressent comme juste sans analyser ses motivations ? Que dire de sa famille ? Vient-il d'un vaste clan aux rangs très unis, ou, à l'opposé, le héros est-il un orphelin ? Quelle est son éducation et sa morale ? Chaque piste précisant la personnalité de votre personnage vous aidera à l'interpréter avec plus de réalisme, ce qui améliorera votre plaisir de jeu et celui des autres joueurs.
Description
Ce à quoi un personnage ressemble n'a pas autant d'importance que sa personnalité, mais cela à tout de même un impact sur ses interactions avec autrui et sur l'image que les joueurs se font de lui. Décrivez le héros avec attention, en commençant par ce qui se remarque le plus, comme sa taille et sa corpulence générale. La couleur des cheveux et le style de ses vêtements, de leur côté, aident à souligner sa personnalité. Le personnage porte-t-il un costume particulier ou un uniforme ? Si c'est un costume atypique, le porte-t-il tout le temps ? A-t-il une large variété de costumes, ou va-t-il s'en tenir a une tenue particulière qu'il ou elle aime plus que les autres ?
L'apparence prend en compte toute une série d'éléments tels le sexe, l'age, n'importe quelle gestuelle habituelle ou bizarreries présentes chez ce personnage et qui sortent de l'ordinaire. Ce héros est-il riche, s'habillant aux modes les plus onéreuses ? Sa posture est-elle relâchée ou guindée, voire militaire ? Que va remarquer autrui en rencontrant ce personnage pour la première fois ? Le héros ou l'héroïne est-il (elle) attirant(e) – comme la majorité des posthumains paraissent l'être ? Plus vous pourrez ajouter de détails à votre description, plus facile il sera aux autres joueurs d'imaginer ce PJ.
Vous n'avez pas besoin de préciser tout cela au tout début de votre première partie, bien sûr. Si vous n'êtes pas sûr des détails, commencez par les grandes lignes, vous pourrez apporter les éléments manquants au fil du développement du personnage.
Histoire
À moins que votre personnage soit amnésique ou bien ait été cultivé dans une cuve de croissance, il va avoir des années d'expérience de vie avant même que le jeu ne commence. D'où-vient-il (ou elle) ? Quel a été sont éducation ? A-t-il connu une période dans l'armée (ou marine, air force, USMC, etc.) ? Son enfance fut-elle relativement insouciante, aventureuse ou marquée par la tragédie ? À quel moment a-t-il réalisé qu'il avait des capacités au-delà de celles des autres mortels ? Est-ce que cette réalisation lui est venue brutalement ? Peut-être suite à un traumatisme - ou bien était-ce quelque chose qu'il ou elle avait toujours su, quelque part, à un niveau quelconque de conscience ?
Origine
Un grand pouvoir implique de grandes responsabilités, selon Ben Parker. Mais d'où vient ce grand pouvoir ? Dans l'Univers Kalos, les posthumains, soit sont simplement nés, soit sont créés, mais il est rare pour deux d’entre eux de dériver leur pouvoir de la même source. Ceci situe l'Univers Kalos à part de l'Univers Marvel (avec son "Gène-X") et de l'Univers DC (avec son "meta-gène"). Néanmoins, il est possible de classer les posthumains en un petit nombre de sous catégories, basées sur le fondement de leurs pouvoirs.
ENCADRÉ : Naturel
Ces origines ne s'appliquent qu'aux posthumains. Cependant, bien des alliés et ennemis des Pjs seront des individus normaux, mêmes s'ils utilisent de l'équipement de niveau militaire ou si ce sont des personnes de grande influence politique ou économique. Les humains ordinaires ont l'origine : "Naturelle"
Extra-Terrestre
Bien que la population générale n'en soit pas consciente, la Terre a été visitée de nombreuses fois par des voyageurs extra-terrestres tout au long de l'histoire humaine et de la préhistoire. Certains de ces visiteurs venaient d'autres planètes, tandis que d'autres provenaient de versions alternatives de notre propre monde. Quelques-uns – comme les Atlantes – sont restés. D'autres, comme les Shrans, n'ont été de passage qu'à fin de recherche, réalisant des expériences inhumaines et insondables sur les formes de vies carbonées qu'ils découvraient ici. D'autres enfin, comme le Draconien, fuyaient pour chercher refuge de mondes qui ne pouvaient plus ou ne voulaient plus les garder en vie plus longtemps.
Draconien
L'être cristallin connu sous le nom de "Draconien" était le dernier survivant d'une ancienne civilisation qui jadis orbitait autour d'Alpha Draconis. Le Draconien n'a jamais fourni les détails sur ce qui causa la destruction de sa civilisation, disant seulement :" Nous avons été détruis par notre hubris. En construisant notre immortalité, nous avons provoqué notre fin." (OMNI interview, 1981) Le Draconien est arrivé sur Terre en 1951 lors d'un événement largement médiatisé qui a inspiré le film Le Jour où la Terre s'arrêta. Grâce à son intrépidité, sa quasi invulnérabilité, et son grand sens de l'honneur personnel, le Draconien a été invité à rejoindre les Justifiers en 1960. Draconien a été détruit par Paragon durant l'événement crossover "La Chute de Paragon".
Altered
Some people have bad luck when it comes to toxic chemicals, cosmic rays, and radioactive wildlife. Other people are guinea pigs who do not have much say in the matter when a powerful organization or individual selects them for an experiment that has killed every previous test subject. Whether it's by accident or intention, a character that was once human is forever changed by a process that is difficult, if not impossible, to duplicate.
Gravitar
In the Kalos Universe, Liefeld radiation is one of the most notorious sources of posthuman transformation. Exposure to Liefeld radiation typically results in painful deformity followed by death. However, in rare and isolated cases, exposure to Liefeld radiation has resulted in a permanent transformation from human to posthuman. Such cases are one in a million, at best.
Such was the case of Gravitar.
Jacob McCoy, a physics doctoral student, was working on a high energy particle accelerator when Something Happened. The accelerator exploded, bathing everyone nearby in Liefeld radiation. Jacob was the only one to survive. After recovering from his injuries, Jacob realized that he had spent his entire life in books and decided that he wanted to change. He sought adventure and got involved in BASE jumping, motocross racing, free climbing, and anything else that would give his life an edge. It was during a free climbing incident that he learned that he had gained new abilities from his accident. He fell 70 feet to a stone outcropping and got up without a scratch. Later, while watching a documentary on costumed heroes, Jacob got the idea to fight criminals. What better way to get the juices flowing than putting it all on the line in the fight for justice?
Artificial
Some posthumans have never been human at all. There are those who believe that it would be easier to create a superior life form than it would be to improve humanity. Whether created through robotics, biotechnology, nanotechnology, or something even more esoteric, experts in the field state that artificial life forms will supplant humanity long before humanity transcends itself. Certainly, many of the artificial life forms themselves, such as Karen X, think so.
Karen X
Karen 6 was designed as a synthetic replacement for the daughter of Dr. Herbert West, whose daughter had died in an automobile accident over a decade earlier. While Karen 6 was more lifelike than her five predecessors, Dr. West was disturbed by Karen 6's lack of empathy. He was working on Karen 7 when a misaligned induction array exploded, killing Dr. West and destroying his laboratory. As Karen 6 watched the laboratory burn, she chose a new name for herself: Karen X. Since then, Karen X has roamed the world learning, improving herself, and destroying anyone who stood in her way.
Aspect
The Kalos Universe is animistic: there are, for lack of a better word, "spirits" which correlate to all objects and natural phenomena. This is why a character with the appropriate power can communicate with plants or even machines. It's also how some posthumans gain their powers, whether they are consciously aware of it or not.
The term usually applied to such individuals is "aspect". In some cases, such as with Tempest, the character is selected by a sentient or even anthropomorphic force of nature (in the case of Tempest, he is the most recent avatar of Aktzin, the storm eagle). In other cases, such as with Dryad, the character is a personification of an elemental force (the living world of plants, in Dryad's case). In the rarest cases, the character embodies a concept or ideal, such as Tagger, who is one of the most powerful posthumans on Earth because all of reality is his canvas.
Tagger
Tagger is the most recent aspect of the Storyteller. From the time of the first cave paintings, the Storyteller has been with humanity to record our achievements and document our tragedies. The Storyteller also has the power to inspire humanity toward greatness by sparking our imaginations and giving form to our dreams. The craft used by each aspect of the Storyteller is specific to their own style and temperament. Some have used prose; others have used poetry. Some have carved marble and molded clay, while others have used ink or paint. Tagger prefers cans of Montana Hardcore spray paint.
Engineered
If you want something done right, you have to do it yourself. While the technology required for elevation to posthumanity is beyond the reach of most governments and the cabals which control them, a small number of the most powerful groups on Earth have decades-long research programs devoted to creating their own posthumans. Using genetics, robotics, artificial intelligence, and nanotechnology (collectively referred to as GRAIN), a sufficiently resourceful person or organization can rebuild a human being, making them better, stronger, and faster than before. Of course, for every success such as Nexus there are storage facilities filled with failed attempts.
Nexus
"Nexus makes life better!" The man known only as Nexus is one of the few posthumans who operates publicly in a role resembling that of a comicbook superhero. Nexus is handsome, considerate, powerful, and cooperative with the human authorities. In every way, he is a fitting and admirable representative for his sponsor, Nexus-McLellan Enterprises. He should be: he is the fourteenth Nexus to publicly serve Nexus-McLellan's interests, although neither he nor anyone outside of the company knows it. The experts in R&D are confident that this one will last more than a year, now that they've solved the mitochondrial shredding problem. Unfortunately, this Nexus has recently demonstrated a disturbing tendency to think for himself.
Equipped
Where nature falls short, technology must fill the gap. Characters who are merely human can make up for it with the right equipment. Whether it's an alien artifact, a cursed sword, or military body armor and a stockpile of pistols, a character with the right equipment can almost hold their own against genuine posthumans. Of the humans who have confronted posthumans and survived, few have rivaled the effectiveness of Miasma.
Miasma
The woman now known as Miasma was once a respected member of Joint Task Force 2, the elite special operations force of the Canadian Armed Forces. After being made the scapegoat for a successful mission that became a public relations embarrassment for the Canadian government, she was found guilty at her court-martial, stripped of her rank, and discharged from the military. Shortly afterward, a mercenary calling herself Miasma began offering her services to anyone who could meet her price. Favoring non-lethal munitions and gas grenades, Miasma and her Fume Troopers have established themselves as professionals who can get the job done quickly and efficiently, even in the face of posthuman opposition.
Gifted
Some people are born to be different from everyone else. In some cases this is the result of tampering with the character's genetic code by extraterrestrials such as the Shran. Less commonly, a "gifted" character is the result of a multi-generational research project by a well-funded organization. Rarest of all are spontaneous variations in the human genome that result in extraordinary powers. The most famous example of this phenomenon is Archimedes, the Greek mathematician, physicist, engineer, inventor, and astronomer, and one of the founding members of the Justifiers.
Archimedes
Archimedes of Syracuse was born in 287 BC, and was one of the leading scientists of the ancient world. His work formed the foundations of statics and hydrostatics, he designed astonishing machines, and he is generally considered to be the greatest mathematician of antiquity and one of the greatest mathematicians of all time. In 212 BC, during the Second Punic War, Archimedes discovered he had another gift: he was virtually immortal. For the next 2200 years, Archimedes roamed the world assuming a series of identities and always seeking to expand the scope of human knowledge.
Throughout his long life he mentored many heroes and great thinkers, but he always remained behind the scenes until the 20th century brought him face to face against the greatest evil he had ever seen: the rise of National Socialism in Germany. Archimedes set aside the anonymity he had carefully protected for the past two millennia and joined forces with the Allied mystery men fighting against the Axis supermen. After the end of the war, Paragon invited Archimedes to join him in forming a team of heroes to fight against ignorance and violence: the Justifiers. Archimedes was a central member of the Justifiers until Paragon killed him in the "Fall Of Paragon" crossover event.
Zenith
Posthumans are vanishingly rare, but the rarest of the rare are the "zeniths". Zeniths are those humans who attained their posthumanity through their own efforts. Some have done so through the development of technologies so advanced that they are barely distinguishable from magic, while others have honed their minds and bodies in ways inconceivable to an ordinary person. No two zeniths are alike.
Rook and Mongoose
Nothing illustrates the uniqueness of each zenith more than the contrast between two former members of the Justifiers, Rook and Mongoose. Both were brilliant, self-made men with vast fortunes, but there the similarity ends. Rook was open and gregarious, while Mongoose was suspicious to the point of paranoia. Rook would spend months in his laboratory designing his armor's weapon systems, while Mongoose would train for months to perfect a specific countermeasure to a specific martial arts maneuver. Rook was admired as a hero the world over, while Mongoose was nearly as feared as the criminal scum he cleaned from the streets and alleys of Chicago. Despite their differences, they were friends who trusted each other with their lives.
Archetypes
When writing up a character, it can be useful to have an archetype in mind for inspiration. An archetype is a brief description of the powers and modus operandi of the character, and their role in the group dynamic. Many popular comic book characters actually combine two or more of these archetypes. You aren't limited to these archetypes, of course. These common archetypes are just here to offer you a jumping-off point for your character.
SIDEBAR: The Pawn
Unlike posthumans, most of the allies and opponents the player characters encounter will not be captains of their own destinies. For better or for worse, they will live their lives carrying out the will of others. If a character is simply following orders, their archetype is probably The Pawn, particularly if the character is part of a group of such individuals.
Examples: Police officer, ASGARD agent, contract IT worker
Common powers: Blast (conventional firearm), Invulnerability (ballistic vest), Linguist (computer languages only)
The Beanstalk
The Beanstalk can dramatically change their size. They might be able to grow to massive heights, or shrink down to the size of a dust mote. A Beanstalk who can do both can solve a number of difficult problems all by themselves.
Examples: Atom, Atlas, Mighty Man
Common powers: Growth, Shrinking
The Calculator
The Calculator knows the variables and takes all of them into account. The Calculator might be a chess master, a scientific genius, a brilliant military strategist, or a robot that can think millions of times faster than a human being. When there are questions, the Calculator is the one who comes up with the answers.
Examples: Mister Terrific, Henry Pym, Henry Bendix
Common powers: high Reason, Danger Sense, Immortality, Mind Shield
The Cannon
The Cannon is the proverbial big gun, capable of firing blasts of astonishing power. Since they focus on ranged combat, many Cannons have an alternate form of movement, such as Flight or Teleportation. Most Cannons are capable of dishing out far more than they can take, which is why they are sometimes called "Glass Cannons".
Examples: Starfire, Cyclops, Apollo
Common powers: Blast, Flight, Force Field, Teleportation
The Clay
The Clay can change their physical form in some way. The Clay might be able to change their appearance to mimic other people, or perhaps they can take the form of animals or inanimate objects. Alternately, the Clay might not be able to take on other shapes, but might instead be able to stretch and twist their body in amazing and unsettling ways, or take on the physical attributes of various substances.
Examples: Plastic Man, Copycat, Menagerie
Common powers: [Element] Form, Shapeshifting, Stretching
The Dolphin
The Dolphin is at home in the sea. The Dolphin may be a ruler of an undersea kingdom (Atlantis, for example), an aquatic visitor from another world, or a freak of nature. Some Dolphins can control sea creatures, while others can command the sea itself. Regardless of their origins, a Dolphin in their element is a force to be reckoned with.
Examples: Aquaman, Namor, Fathom
Common powers: Animal Control, [Element] Mastery, Immunity, Super-swimming
The Elemental
The Elemental is the living embodiment of a force, substance, or idea. Some Elementals can physically transform into the appropriate material. Others can create limitless amounts of their chosen element, or mentally manipulate it. Some Elementals can do all three.
Examples: Red Tornado, Human Torch, Jenny Sparks
Common powers: Blast, [Element] Form, [Element] Mastery
The Gadget
The Gadget isn't the strongest or fastest character around, but they always seem to have a gizmo or incantation on hand to make up for it. The Gadget might have a utility belt filled with clever devices, or they might be a magician with a spell for every occasion. With the Gadget on the team, you'll probably have the right tool for the job.
Examples: Zatanna, Iron Man, The Engineer
Common powers: Force Field, Super Senses, [Ultra-power]
The Hammer
The Hammer is the heaviest hitter in the neighborhood, and perhaps one of the heaviest hitters in the entire world. The Hammer is usually super-strong, but they might have a mighty weapon instead of great strength (or in addition to it).
Examples: Superman, Thor, Mister Majestic
Common powers: high Brawn, Invulnerability, Strike
The Mirror
The Mirror wields forces beyond the material world. The Mirror might be a sorcerer, a psychic, or a mathematician who has unlocked the secret equation that controls the universe. When the paranormal knocks, the Mirror is the character who answers the door.
Examples: Doctor Fate, Professor X, The Doctor
Common powers: Amazing Movement, Mind Shield, Telepathy, [Ultra-power]
The Rocket
The Rocket is fast -- super fast. The Rocket might be born to move with preternatural quickness, their speed might come from years of training, or they may just wear a jet pack. The Rocket may be a runner or a flyer (or, rarely, a swimmer), but whether it's by land, by air, or by sea, few vehicles and fewer characters can keep up with the Rocket.
Examples: Flash, Quicksilver, Swift
Common powers: high Agility, high Prowess, Super-speed, Extra Attacks, Super-running, Flight
The Shadow
The Shadow can go where no one else can go, and can appear and disappear without a trace. The Shadow might be a super-spy, a ninja, or even a ghost. However they do it, the Shadow makes being spooky look easy.
Examples: Batman, Black Widow, Spawn
Common powers: Flight, Intangibility, Invisibility, Swinging (Flight), Teleportation
The Sword
The Sword is a fighter, through and through. They may hail from an ancient warrior tradition, they may be a genetically modified super-soldier, or they may be a serene kung-fu master. Regardless of where they came from, the Sword can be found on the front lines trading blow for blow with the enemy.
Examples: Hawkgirl, Iron Fist, Midnighter
Common powers: high Prowess, Danger Sense, Extra Attacks, Strike
The Tank
The Tank is an immovable object in a world of irresistible forces. The Tank may be inherently super-tough, they might wear high-tech armor, or they may be able to project an impenetrable force field. The Tank can take any damage the world can dish out, and then some.
Examples: Black Adam, Invisible Woman, Caitlin Fairchild
Common powers: high Brawn, high Willpower, Barrier, Force Field, Invulnerability
Motivations
Changing the world is no easy task. Aside from the criminals and supervillains who make life difficult for our heroes, there are ordinary people who either benefit from the way things are or fear that any change would make it worse. Spider-Man saves the people of New York on a regular basis, but the editor at the Daily Bugle never cuts him any slack. Charles Xavier's team of heroic mutants, the X-Men, wage a constant war against dangerous mutants like Magneto and Sabretooth, and they regularly put their lives on the line to protect normal people who definitely would not return the favor. Batman faces walking nightmares like Two-Face and the Joker, but the people of Gotham are as afraid of him as they are of the psychopaths he fights.
So why do they do it? What makes an individual go out of their way to help people who make it clear they don't want to be helped? According to an article in Scientific American, great heroes have a lot in common with great villains. They are some of the most hard-headed, rebellious scofflaws we have. The all-important difference between sociopaths and heroes is empathy: the hero has empathy for other people, while a sociopath does not.
So what motivates your character? How does their empathy for others interact with their internal motivations? Here are a few motivations to get your creative juices flowing. Mix and match a couple, and think of some new ones, if you like. Take notice of the fact that, without empathy, most of these could just as easily be motivations for villains (and even then, a few of these are morally questionable on their own merits).
Adventure
Your character has an adventurous spirit and rarely turns down the opportunity for a bold quest or a dare to overcome some daunting challenge, as long as these tasks are noteworthy, risky, and exciting. They tend to carry out any task with a bit of swashbuckling flair. This can be a good or a bad instinct depending on the circumstances.
Anger
People usually think of anger as a negative emotion, but anger is a strong motivator. Anger can drive a hero to overcome challenges and exceed their limits. Perhaps the character is driven to destroy the source of their anger, or defend it. An angry hero may be seen as inflexible or difficult to work with by people who do not share that anger, and this can cause friction with other heroes.
Audacity
Your character is an adrenaline junkie driven by a desire to experience thrills and risk. They crave action and speed, and often leap before looking. On the positive side, this sort of person often deals well with chaotic situations that require quick reflexes and spur-of-the-moment decisions.
Control
Your character detests the chaos of human society, and seeks to impose order and discipline. They conduct their own affairs with precision, and they impose that same order on others when possible. If they are truly ambitious, the character might seek to control global events as a kind of benevolent dictator or as a mastermind pulling strings behind the scenes for the benefit of the masses, who aren't competent to lead themselves.
Curiosity
Your character lives and breathes to solve the world's mysteries. Their focus might be on cracking the puzzles of the natural world or on unraveling the enigmas of the human heart and mind, but whatever their obsession, ignoring a riddle requires great effort. The expression "curiosity killed the cat" comes to mind.
Enthusiasm
Your character is reckless and enthusiastic, and may be young and naive. Though well-intentioned, following directions is not a strong suit. Sometimes this jolt of energy is just what the doctor ordered. Other times it is a recipe for disaster.
Exploration
Your character lives to seek out new places and new ideas, to "boldly go where no one has gone before." The same old routine is not stimulating enough, and though proper planning is important, cautionary tales are often ignored in favor of seeking the new.
Faith
The character believes in something which is not supported by empirical evidence, and this belief gives meaning to their life. They may feel compelled to adhere to a code of conduct inspired by their faith, or they may strive to spread their beliefs to others. Depending on how militant the character is about their faith, their beliefs may cause friction with those who require objective evidence for extraordinary claims, or those whose beliefs conflict with the beliefs of the character.
Glory
Your character wants fame and acknowledgment of their greatness. Self-sacrifice in the service of others is not out of the question, but anonymous acts of benevolence are not on the agenda. Practicing poses and quips for the cameras is a likely pasttime, as is hogging a certain amount of the credit.
Guilt
Your character is driven by a desire for redemption from real or imagined sins from their past. Doing good deeds, particularly selfless acts, assuages their guilt. On the down side, this can lead them to meddle where they aren't wanted, to try to rescue other lost souls, and to fall for sob stories without checking into them thoroughly.
Honor
Your character believes that their worth as a person is tied to their adherence to a code of conduct. This code of conduct may be formal or informal, but it includes such tenets as keeping one's word, appropriate use of force, and respect for rank. Depending on the character's other traits, it may also include a desire for respect by one's family, employer, or peers, and a sense of obligation toward them.
Idealism
Your character believes in some cause or ideology so strongly that they would willingly die to protect it or uphold it. (Whether they are willing to let someone else die as well depends on their other motivations.) Any challenge to these ideals is sure to provoke a strong response.
Individualism
Your character believes that the rights of the individual hold the highest moral value, above any society, religion, or philosophy. The character seeks to be self-reliant and independent, and encourages these traits in others. A character motivated by individualism might work with a team, but their reasons for doing so would be personal, rather than out of any sense of obligation.
Insecurity
Your character feels inadequate, as though they don't measure up to their peers or to some hypothetical standard. They might try to overcome this insecurity by performing extraordinary acts and pretending to have a bravado that they do not feel, or they might seek out characters that they look up to, and make an effort to emulate them.
Justice
Your character seeks to ensure that misdeeds are met with appropriate punishment. If the structure of society is such that the judicial system usually works as intended, then the character would seek to deliver criminals to the appropriate authorities (along with evidence of their crimes, if possible). However, if the system is corrupt (or if the character believes it to be so), then the character may decide that the cause of justice would be best served by taking the law into their own hands.
Love
Your character loves someone or something, or a group of someones or somethings, very dearly. They will go to great efforts and make tremendous sacrifices to protect what they love from harm or danger, real or perceived.
Materialism
Your character wants to amass great wealth. Whether they spend it freely or even pursue philanthropy on a large scale is likely based on other personality traits, but the accumulation of riches is an end in itself for this character. Some might even call them greedy.
Mentoring
Your character's true calling is the education and enlightenment of others. Nurturing talent and preserving or establishing a legacy are key goals in their life. They may seek to provide a moral compass to the wards in their charge, or they may be prone to probe and test their students' abilities.
Nobility
Your character was born to rule and command the respect of their lessers. They may look out for the little people based on a sense of noblesse oblige, but they take action because they feel it is necessary and proper to do so, not because someone else demands that they act. At best, a slight condescension is apparent in most interactions with others not of exalted lineage.
Passion
Your character has a visceral, perhaps even savage, nature that they often struggle to control. At the same time, they may have a strong sense of loyalty or compassion. In general, your character is ruled by emotions and has to work to fit into a rational world, but they may also have insights that logical people overlook.
Pride
Your character seeks to personify the ideal of something, whether a culture, race, social class, or profession. They hold to an exacting standard of behavior and expect to be in the public eye, commanding respect for what they represent. They are not likely to appreciate scandals or public slights.
Protection
Your character wants to protect others, particularly the innocent and the helpless, no matter who or where they are. Seeing people in danger brings out the character's strongest instincts to act. By the same token, the character will tend to be quite careful when using their powers in public places.
Rebellion
Your character doesn't fit into the larger society, living as a loner due to prejudice or personal choice. The rebel scoffs at popular trends and pays little heed to public mores. They may seek out other iconoclasts who follow their own drummer or they may just want to be left alone.
Responsibility
Your character has powers that they would rather not possess, but feels that getting rid of them or refusing to use them would be selfish and irresponsible. If offered the chance to become "normal", the character may have a crisis of conscience.
Serenity
Your character is or was plagued by inner demons and seeks freedom from the mistakes or tragedies of their past. Maintaining a spiritual, mental, and emotional balance is a daily struggle. It's probable that they try to avoid situations that might trigger bad memories or unhealthy behaviors, but learning to face these challenges is an important step toward recovery.
Traditionalism
Your character believes in structure, tradition, and the chain of command. They appreciate the value of respecting authority, and of following and giving orders. They thrive on stability, structure, and clear objectives. This can potentially create a crisis of conscience if those orders conflict with their personal morals.
Vengeance
Your character seeks revenge for some past wrong done to them or their loved ones. Any personal sacrifice is worthwhile. Depending upon the character's other motivations, sacrificing others might be worth the cost as well.
Complications
All of the best heroes have complicated lives. As if seeking out injustice and fighting criminals were not dangerous enough, most heroes have physical or mental impairments, old enemies that never seem to give up on their quest for vengeance, or plain old social awkwardness. Think of one or two complications for your character. This will add depth to your character's background, and provide an easy way for the GM to come up with stories that are uniquely suited to your character. Additionally, when one of their character's complications causes a serious problem for them during the game, the player may gain a plot point. Plot points are spent to alter the game world, gain a skill bonus, or gain an advantage in combat. See Plot Points for more information.
Enemy
The character is an outlaw, hated and/or hunted by people more powerful than they are. Perhaps the character is on the run from the shadowy government agency that gave them their powers, or perhaps one of the character's childhood friends blames the hero for some tragedy. Maybe the enemy is obsessed with the hero, and won't stop pursuing the character until the character falls in love with the enemy or converts to the enemy's world view.
Gruesome
Sometimes being a superhero isn't pretty. Perhaps the laboratory accident or genetic manipulation that granted the character their powers twisted or changed them in some startlingly horrific way. Perhaps the character is from another world or plane of existence and is considered handsome among their own people, but hideous among humans. Whatever the reason, the sight of the character horrifies adults and makes children cry. They may have difficulty in social situations, particularly when meeting someone for the first time.
Outsider
There is a strong tradition of super heroes who are "not from around here". Perhaps the character is from the distant past, or is the sole survivor of a doomed world. Alternately, the character views humans from an utterly alien point of view. The character might be a robot, lacking emotions, or a telepathic alien that does not understand how a society can function when no one knows what anyone else truly means by what they say. A character such as this is unfamiliar or perhaps simply uncomfortable with social norms and customs. It's up to you to decide whether your character will eventually acclimate to the Earth and the mannerisms of humanity, or whether they will never quite fit in.
Uncontrolled Power
For some characters, their powers are as much a curse as they are a blessing. Perhaps the character can't reduce the force of their plasma blasts below "full power", and they are dependent on a device to do it for them. Alternately, the character might not be able to turn their powers off, and they must be careful to keep from accidentally hurting anyone with whom they make contact. Another form of uncontrolled power might be that the character has both a "normal" and a "heroic" form, but can't control when one form changes to the other. Perhaps the two forms even have completely separate personalities and memories.
Vulnerability
The character may be injured by an otherwise harmless element or substance, such as water or sunlight. The character's Endurance is reduced by 2 during each round that they are in contact with the substance. If the affected attribute is something other than Endurance (Brawn, for example), the attribute is reduced by 1 during each round that they are in contact with the substance. Protection powers such as Invulnerability are not effective against this damage, and this damage will not begin to heal until the character is no longer in contact with the substance. While painful and debilitating, a vulnerability of this sort will not actually kill the character.
Points And Power Level
Once you have the the important parts of the character sketched out, you can start writing up the character's abilities. Characters in Bulletproof Blues are created using "character points". The player begins with a pool of these character points, based on the power level of the game, and then spends them to buy attributes, skills, powers, and so on.
A lot of us have a tendency to want to be extraordinary even in things that aren't particularly important to the character. For example, rank 4 Perception is up there with the most perceptive people on Earth. A medal-winning Olympic weightlifter would only have a Brawn of rank 4, and even a normal guy who exercises and has well-defined muscles might only have a Brawn of 2.
Similarly, powers don't need to be rank 8 to be impressive. A rank 6 Blast is plenty powerful: it can blow right through concrete on an average roll. Similarly, rank 3 Flight is as fast as a Formula One race car, and Flight of rank 5 can catch up to the fastest jet airplanes in the world. That's fast. In the movie Iron Man, Tony Stark was playing tag with the jet fighters -- he wasn't simply outrunning them. So even he is probably only Flight rank 4 (in that movie, anyway).
Rank | Description |
---|---|
1 | Impaired human |
2 | Average human |
3 | Excellent human |
4 | Peak human |
5-6 | Average superhuman |
7-8 | Excellent superhuman |
9-10 | World-class superhuman |
11-12 | Galaxy-class superhuman |
13-14 | Godlike superhuman |
Just something to keep in mind.
All that being said, here are some point values that we have found to be useful starting points for characters of various power levels. At each power level, the combat attribute rank, damage rating, and protection value of the characters should be within a rank or two of the suggested values. For example, at the "National Icon" power level, heroic characters generally have combat attribute rank, damage rating, and protection value from rank 5 to rank 7, or even rank 8 in exceptional cases. This is not a guarantee, or a replacement for common sense: simply a guideline.
Power Level | Points | Ranks |
---|---|---|
Normal Joe | 20 pts | 2 |
Street Samurai | 35 pts | 3 |
City Defender | 50 pts | 5 |
National Icon | 60 pts | 6 |
Global Guardian | 70 pts | 8 |
Galactic Sentinel | 80 pts | 10 |
Cosmic Entity | 90 pts | 11 |
Improving Your Character
Unlike most roleplaying games, Bulletproof Blues assumes that the player characters are relatively complete when they are created. In the comics which Bulletproof Blues seeks to emulate, characters don't grow ever more powerful as time goes on, as is common in some roleplaying games. However, part of the fun of a roleplaying game is developing new skills and powers, so Bulletproof Blues uses the concept of "experience points", but the increase in power over time is relatively slow compared to most other games.
At the end of each story arc (every half-dozen game sessions or so), the GM determines how many experience points to grant each player, and each player adds that amount to the "Unspent Experience" on the character sheet of the character they played during that story. If they played more than one character (due to plot requirements, death or incapacitation of the first character, or any other reason), the player can pick which character receives the experience points. If the player receives more than one experience point and played more than one character over the course of the story arc, they can distribute those experience points among the eligible characters as the player sees fit.
Experience points may be spent at any time to improve or modify a character's attributes, skills, advantages, or powers. Each experience point is used just like the character points used to create a character: one experience point can improve an attribute or most powers by one rank, buy expertise in a skill, and so on. The GM should keep a close eye on any new powers the character gains, as well as on any increases in the character's attribute or power ranks that might make the character unsuitable for the power level of the game being run. It's never a bad idea for the players and the GM to discuss how the players plan to spend their experience points.
The GM should award experience points to players who role-played exceptionally well and made the game more fun for everyone. Here are a few suggestions.
Activity | Award |
---|---|
Showed up for the game | +0 pts |
Played the game enthusiastically | +1 pts |
Concluded a lengthy series of games | +1 pts |
Has the lowest quantity of experience points in the group | +1 pts |
Role-played exceptionally | +1 pts |
Was clever and inventive | +1 pts |
We suggest that only one player in the group receive the "Role-played exceptionally" award and that only one player in the group receive the "Was clever and inventive" award, and that these should be two different players. You might like to have the players vote for who they think should receive these two awards. If so, encourage them not to vote for the same two people every time. Also, remember that the purpose of the game is to have fun playing, not to rack up the highest score. If it rubs your players the wrong way to receive different amounts of experience points, it may be easier to just give each player two experience points at the end of each story arc and be done with it.
Villainous Powers
Here are some point values that we have found to be useful starting points for villains of various power levels. At each power level, the combat attribute rank, damage rating, and protection value of the characters should be within a rank or two of the suggested values. For example, a master villain who typically faces characters of the "City Defender" power level would generally have combat attribute rank, damage rating, and protection value from rank 6 to rank 8, or even rank 9 in exceptional cases. This is not a guarantee, or a replacement for common sense: simply a guideline.
Power Level | Minions | Villains | Master Villains |
---|---|---|---|
Normal Joe | 2 | 3 | 4 |
Street Samurai | 2 | 4 | 5 |
City Defender | 3 | 6 | 7 |
National Icon | 3 | 8 | 9 |
Global Guardian | 4 | 9 | 10 |
Galactic Sentinel | 6 | 11 | 12 |
Cosmic Entity | 7 | 12 | 13 |