Talk:Bulletproof Blues 3e EN:Contents: Difference between revisions
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==Layout Todo== | |||
* Add the Bulletproof power to a few characters. Give Damage Resistance and Bulletproof to Master Sin. | |||
==Layout Todo (Done)== | |||
<div style="text-decoration: line-through;"> | |||
* Find XXX and insert page numbers and in-document links. | |||
* Replace space plus linebreak with linebreak. | |||
* Replace -- with mdash. | |||
* Replace ' and " with curly quotes. | |||
* Update the character sheet helper. | |||
</div> | |||
==Format== | ==Format== | ||
Line 16: | Line 30: | ||
* What happens if the target hasn't broken out of it. | * What happens if the target hasn't broken out of it. | ||
== | ==BB 3.0 Errata== | ||
Compare with May 30, 2021. | |||
==Changes== | ==Changes== | ||
* | * Copy Mental Combat (Power Level) and alteration attack (Power Level) changes to other games. | ||
* | * Copy Telekinesis changes to other games, again. | ||
* | * Copy Command/Control changes to other games | ||
* | * Copy action types changes to other games | ||
* Copy Hold/Mind Hold changes to other games | |||
* Copy Plot Point changes to other games (plot points are earned by, and spent by, players) | |||
* Copy Blinded, Dazzle, Invisibility, unable to perceive, etc. changes to other games | |||
* Update character sheet helpers (BB3, BSF, RM, ZS) | |||
* Update links to character sheet helpers (BB3, BSF, RM, ZS) | |||
* Add skills to rolls in Rough Magic: Magic | * Add skills to rolls in Rough Magic: Magic | ||
* | * Make the magic in Rough Magic follow the same rules as BB3. | ||
* Add opposed rolls for all spells in Bog Standard Fantasy. | * Add opposed rolls for all spells in Bog Standard Fantasy. | ||
* Add "Avoiding Traps" to Bog Standard Fantasy. | * Add "Avoiding Traps" to Bog Standard Fantasy. | ||
* Add follow through spells for spells in Bog Standard Fantasy. | * Add follow through spells for spells in Bog Standard Fantasy. | ||
* Port BB3 changes to Jazz, where appropriate. | * Port BB3 changes to Jazz, where appropriate. | ||
* Add [https://www.patreon.com/posts/how-im-doing-gem-25868174?utm_medium=post_notification_email&utm_source=post_link&utm_campaign=patron_engagement&token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJyZWRpc19rZXkiOiJpbnN0YW50LWFjY2Vzczo4YjRlZmUzOS0yNzRkLTRhMjQtYTVmMy1kZjhkNWJkYTVmMzgifQ.iE_BM_RKGm1aB23NV3uy6Jar7Q9apdd_Woi5sHpQD1M gem-powered magic] items to Bog-Standard Fantasy ([https://en.wikipedia.org/wiki/Wu_Xing Classical Chinese elements]) | * Add [https://www.patreon.com/posts/how-im-doing-gem-25868174?utm_medium=post_notification_email&utm_source=post_link&utm_campaign=patron_engagement&token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJyZWRpc19rZXkiOiJpbnN0YW50LWFjY2Vzczo4YjRlZmUzOS0yNzRkLTRhMjQtYTVmMy1kZjhkNWJkYTVmMzgifQ.iE_BM_RKGm1aB23NV3uy6Jar7Q9apdd_Woi5sHpQD1M gem-powered magic] items to Bog-Standard Fantasy ([https://en.wikipedia.org/wiki/Wu_Xing Classical Chinese elements]) | ||
Line 263: | Line 272: | ||
* Make mental resistance work like damage resistance, adding Power Level | * Make mental resistance work like damage resistance, adding Power Level | ||
* Change "boost" to "surge" | * Change "boost" to "surge" | ||
* Clarify "do/does not stack" to say "with other abilities which add to the character's attack/defense roll." | |||
* Note in Attributes and Actions that Power Level may only added to a roll once | |||
* Change Bog-Standard Fantasy archetypes to all use Power Level | |||
* Add "types of attacks". Normal, mental, and alteration attack. | |||
* Change Power Resistance to Modification Resistance | |||
* Change Barrier to [Element] Wall | |||
* Change Life Drain to Endurance Drain | |||
* Replace [Attribute] powers with Agility, Brawn, Presence, and Reason powers | |||
* Removed Mental Resistance from Gifts | |||
* Make Telekinesis and grapple consistent | |||
* Make Telekinesis a mental power | |||
* recalculate character costs and point levels for removing 1 attribute (removing Prowess and Accuracy, adding Power). | |||
* Make all recovery rolls work the same way as breaking out of telekinesis or a hold. | |||
* Add "Telekinetic Blast": as a follow-through power for Telekinesis. | |||
* Drop immunity to blades and bullets | |||
* Add "escape" to plot point options | |||
* Add "disarming" maneuver | |||
* Add Flight and Super-flight | |||
* Change "sensory" to "blinding"; specify the effects of a blinding attack and how to recover from it | |||
* Update Blindsense and Blindsight | |||
* Fix Dazzle and other "break out of it" powers to be Power Level vs attribute | |||
* Fix Telekinesis, Hold, and grapple again | |||
* Fix modification attacks to be Power Level vs attribute | |||
* Update bonus and penalty charts | |||
* Update bonus and penalty charts on BBCSH | |||
* Add pursuit example under extended tasks | |||
* Copy the Telekinesis, Hold, and grapple changes to the other games | |||
* Proofread BBCSH tooltips | |||
* Add action type to power listings in BBSCH | |||
* Change Animal Control, Machine Control, Object Animation, Plant Control to Command Animals, etc. | |||
* Add villain-only power examples -- Blast, Continuous; Blast, Continuous Explosive | |||
* Add Tunneling and Super-tunneling | |||
* Add Psychokinesis to Telekinesis | |||
* Change "movement action" to "move action" | |||
* Change "free action" to "quick action" | |||
* Add "free action", which can be performed at any time | |||
* Change "all-out move (sprinting)" to: gains a bonus die on their defense rolls, but they automatically fail all other rolls. | |||
* Base Haste on Power Level | |||
* Change Power Level general effect progression | |||
* Make all of the text referring to being blind, unable to perceive, etc. consistent. | |||
* Change "modification" to "alteration" | |||
* Update sample characters | |||
* Update Characters chapter in BB3. | |||
</div> | </div> | ||
== | ==Errata for second printing== | ||
=== | ===Introduction=== | ||
* "Close Combat" skill changed to "Hand-to-hand Combat" skill. | |||
== | ===Creation=== | ||
* "Close Combat" skill changed to "Hand-to-hand Combat" skill. | |||
===Attributes=== | |||
* "Close Combat" skill changed to "Hand-to-hand Combat" skill. | |||
* Descriptions of "area" and "ranged" powers added to Power Level section. | |||
* "Area" and "Range" columns added Power Level table. | |||
* | ===Skills=== | ||
* "Close Combat" skill changed to "Hand-to-hand Combat" skill. | |||
===Gifts=== | |||
* "Close Combat" skill changed to "Hand-to-hand Combat" skill. | |||
* "Sharpshooter" gift grants a bonus die against cover and prone characters. | |||
===Powers=== | |||
* "Close Combat" skill changed to "Hand-to-hand Combat" skill. | |||
* Descriptions of "explosive" and "ranged" added to chapter introduction. | |||
* "Reaction" action type absorbed into "free action". | |||
* The range and target of all powers is made explicit. | |||
* "Great Darkness" and "Vast Darkness" are removed (see "Increased Area", below". | |||
* "Mass Hysteria" is changed to "Mass Emotion Control". | |||
* "Great Environmental Control" and "Vast Environmental Control" are removed (see "Increased Area", below". | |||
* "Personal Immunity" is moved to the "Power Modifiers" section. | |||
* "Strike" and "Explosive Strike" are clarified to indicate that Damage Resistance and Force Field are effective against them. | |||
* Phrasing of "Ultra-power" is clarified. | |||
* New section, "Power Modifiers", is added. | |||
* "Increased Area" is added to "Power Modifiers" section. | |||
* Added a new optional rule, "Spreading An Attack". | |||
* "Increased Range" is added to "Power Modifiers" section. | |||
* "New Follow Through Powers" section is made much shorter, owing to "Increased Area" and "Increased Range" are now power modifiers. | |||
* "Area" and "Ranged" are added to "New Follow Through Powers" section. | |||
* Phrasing of various "New Powers" is clarified. | |||
===Equipment=== | |||
* "Close Combat" weapons changed to "Hand-to-hand" weapons. | |||
===Actions=== | |||
* "Reaction" action type absorbed into "free action". | |||
* "Close Combat" skill changed to "Hand-to-hand Combat" skill. | |||
* "Close range (1 m)" changed to "hand-to-hand (1 m)". | |||
* "Exploding" attacks changed from "within short range (10 m)" to "within the affected area". | |||
===GM Resources=== | |||
* "Area" and "Range" columns added Power Level table. | |||
===Characters=== | |||
* All characters updated. |
Latest revision as of 13:19, 11 December 2021
Layout Todo
- Add the Bulletproof power to a few characters. Give Damage Resistance and Bulletproof to Master Sin.
Layout Todo (Done)
- Find XXX and insert page numbers and in-document links.
- Replace space plus linebreak with linebreak.
- Replace -- with mdash.
- Replace ' and " with curly quotes.
- Update the character sheet helper.
Format
Headings
All caps.
Table Titles
Sentence case.
Power Format
- Range if normal. Brief description. Attack value. Defense value. Range if unusual.
- Longer description.
- How to break out of it.
- What happens if the target hasn't broken out of it.
BB 3.0 Errata
Compare with May 30, 2021.
Changes
- Copy Mental Combat (Power Level) and alteration attack (Power Level) changes to other games.
- Copy Telekinesis changes to other games, again.
- Copy Command/Control changes to other games
- Copy action types changes to other games
- Copy Hold/Mind Hold changes to other games
- Copy Plot Point changes to other games (plot points are earned by, and spent by, players)
- Copy Blinded, Dazzle, Invisibility, unable to perceive, etc. changes to other games
- Update character sheet helpers (BB3, BSF, RM, ZS)
- Update links to character sheet helpers (BB3, BSF, RM, ZS)
- Add skills to rolls in Rough Magic: Magic
- Make the magic in Rough Magic follow the same rules as BB3.
- Add opposed rolls for all spells in Bog Standard Fantasy.
- Add "Avoiding Traps" to Bog Standard Fantasy.
- Add follow through spells for spells in Bog Standard Fantasy.
- Port BB3 changes to Jazz, where appropriate.
- Add gem-powered magic items to Bog-Standard Fantasy (Classical Chinese elements)
Changes (Done)
- Prowess removed. Absorbed into Brawn
- Accuracy removed. Absorbed into Agility
- Willpower changed to Will
- Remove/replace "melee" with "close combat"
- Add "close" where "hand-to-hand" is mentioned
- Replace "advantage" with "gift"
- Eliminate extreme success
- Remove/replace/update "Routine"
- Remove/replace "Demanding"
- Update "nigh-impossible" difficulty
- Change "(See margin" to "(see margin"
- Find and replace task difficulty examples; search for "target number" and "difficulty"
- Find "staggered" and figure out what to do with it
- Find and replace "protection value"
- "modifier" is okay as a column heading
- "Rank" applies only to attributes; deprecated, remove where feasible; equipment has "rating"
- Find/fix "damage rating"; change to "action value"
- When in doubt, round fractions down.
- "Lifts" column to "Lift" column
- "Throws" column to "Throw" column
- "Breaks" column to "Break" column
- Remove/correct references to Benchmarks table
- Remove references to human level Brawn doing stunning damage
- Change "exploding" and "explosive" completely; make radius work like range bands
- Penetrating -- If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.
- Change "ramming" to "charging"
- Combine "Time And Movement" and "Order Of Play"
- Rewrite section "Bonuses And Penalties"
- Revise Endurance. Make equal to Brawn or Will, whichever is greater.
- Search for "level", "recover", "recovers", "once", "point of", "recently"
- Change "1 Endurance" to "one Endurance"
- Change "below 0" to "below zero" ("equals 0", "to 0")
- Reduce recovery time. Look at Regeneration and Meditation
- Change recovery to "Barring some gruesome disfigurement, a character's endurance will be completely replenished after a solid night's rest."
- A character who has lost more than half of their Endurance incurs a penalty die on all rolls
- Capitalize Endurance
- Combine "Combining" and "Coordinating" attacks
- Check the "Failure" section for correctness
- Change "Gifts#Blindfighting" to "Actions#Sensory"
- Revise grappling
- Check "Blindfighting", "Sensory Deprivation", "Darkness" for accuracy
- Synchronize Grappling from [[Rough_Magic_3e_EN:Actions#Grappling]
- Synchronize Distracting from [[Rough_Magic_3e_EN:Actions#Distracting]
- Replace bonus with "bonus die"
- Replace penalty with "penalty die"
- Make bonuses and penalties cumulative, but you can always roll at least one die
- Change "greater than"/"more than"/"higher than" to "equal to or greater"/"meet or exceed"/"the target number or higher"; Look for match/matches/equal/equals/exceeds/more/greater/succeeds
- Change "base rank" to "base value"
- Change "asphyxia" to "suffocation"
- Synchronize "Healing"
- Change healing to just Power, rather than Brawn + Power
- Change "Immunity To Disease" to "Immunity To Poison"
- Eliminate pathogen(s) and disease(s); fold into poisons
- Check the "Poison" section in ZeroSpace for correctness
- Copy Poisons and Radiation from ZeroSpace
- Find and fix references to Immunity and Harmony
- Make Mass and integrity work the same way as Brawn and Endurance in ZeroSpace
- Make sure "Movement Action" has the correct bonuses and penalties
- Check the "Fire" section for correctness
- Eliminate "general" from skills
- Simplify expertise, making old-expertise examples, and new-expertise apply to a (formerly general) skill
- Add new-expertise to Bog-Standard Fantasy
- Clarify skill rolls as [Skill] ([Attribute]), meaning [Skill] roll based on [Attribute]
- Mind Shield = Will x2
- Remove taunting
- Synchronize Life Drain, search for "ignores"
- Replace references to close combat and ranged combat with [Close/Ranged] Combat ([Attribute]) roll
- search and replace: Charging, Distracting, Grappling, Slamming, Sweep Attack, Taunting; Star Fighter Combat, Starship Gunnery; [Specific Weapon Type], [Specific Esoteric Power], [Specific Power], [Specific Weapon Type]
- Copy "Initiating Conflict" from Jazz
- Change "henchmen" to "minions"
- Change task roll to [Skill] ([Attribute]) roll
- Change "coordinate" and "coordinating" to "combine" and "combining"
- Synchronize plot point description in Introduction, glossary, Creation, and Actions
- Synchronize skill purchase description in Creation and Introduction
- Change "repeating weapons" to "burst fire weapons"
- Under "burst fire weapons", change "Weapons which fire multiple rounds" to "Weapons which fire multiple times per round"
- Synchronize glossaries
- Write "Margin Of Success (Optional)" section
- Reactive defenses -- If a protective power or piece of equipment is reactive, any of the defender's dice that show a "1" are re-rolled until the die rolls higher than 1
- Replace "Being Prone" with "Prone Characters", including links
- Add section for "Helpless Or Unconscious Characters"
- Add "Restrained Characters"
- Change "Grappling" links to "Restrained Characters"
- Change "ranger" to "range" (typo)
- Add skill rolls to Grapple
- Change "close range" to "close combat range"
- Synchronize Telekinesis, based on Grappling
- Look for "inches", "feet", "miles", "pounds", "tons" and replace with metric
- Update the GM Resources tables, heroic
- Update the attributes tables, heroic
- Do something about falling damage
- Change "Challenging (3)" to "moderate (DV 3)" or "moderately difficult (DV 3) SKILLNAME (ATTRIBUTE) roll"
- Change "Frustrating (6)" to "remarkable (DV 6)" or "remarkably difficult (DV 6) SKILLNAME (ATTRIBUTE) roll"
- Change "Nigh-impossible (9)" to "extreme (DV 9)" or "extremely difficult (DV 9) SKILLNAME (ATTRIBUTE) roll"
- Add "inconceivable (DV 12)" or "inconceivably difficult (DV 12) SKILLNAME (ATTRIBUTE) roll" to difficulties
- If the combined bonus dice and penalty dice reduce the number of dice rolled to zero, the task is simply impossible.
- Remove diplomacy as an example
- Change Social skill to Diplomacy skill
- Move conversation to Diplomacy skill
- Add Perception (Reason) as skill
- Remove Perception as attribute
- Change Will to Presence (search for "motivations")
- Base sensory powers on Reason -- Sensory Deprivation, Illusion
- Base Telekinesis on Agility
- Chance Diplomacy (Will to Diplomacy (Presence
- Chance Manipulation (Will to Manipulation (Presence
- Change Entertainment to Performance
- Change Manipulation rolls to Performance rolls
- Change seven attributes to six attributes
- Change Legerdemain to Finesse
- Exploding damage: how is damage determined?
- Falling damage: how is damage determined?
- Revise Esoteric Power entries to specifically mention their range
- Remove references to routine. Update references to challenging (3), demanding (6), frustrating (9), and nigh-impossible (12)
- Find and remove run/sprint penalties
- Replace staggered with exhausted
- Remove attack penalty while running or sprinting
- Remove "under no pressure" limitation from take the average and take the max
- Update references to block and dodge
- Remove references to coordinating attacks; redirect to combining attacks
- Update references to combining attacks
- Remove/update references to protection rolls
- Move Underwater Combat from a skill to an advantage, and update links
- Move Zero-G Combat from a skill to an advantage, and update links
- Replace Prowess with Brawn
- Replace Accuracy with Agility
- Brawn vs. Brawn for hand-to-hand
- Agility vs. Agility for ranged
- Lightning Strike for Agility vs. hand-to-hand
- Elusive for hand-to-hand vs. Agility
- Resilient for ranged vs. Brawn
- Look up references to Elusive, and possibly add a reference to Resilient
- All protection powers and equipment should work with either Brawn or Agility ("relevant defense attribute")
- Check phrasing for explosion damage and fire damage
- Check fire damage
- Make explosions bigger?
- Consolidate attack attribute/damage rating into "attack rating, action value/attack value (AV)"
- Consolidate defense attribute/protection rating into "defense rating, difficulty value/defense value (DV)"
- Damage rating and protection rating and rank are all numeric: endurance levels are textual (one, two, etc.).
- Note the difference between astrogation and orbital mechanics.
- Drop "task" from "task roll".
- Move Setting to chapter after Introduction chapter
- Standardize capitalization of headings
- Standardize capitalization of table titles
- For heroic games, make rank 8 the peak of human potential. For superheroic, it's 4.
- Change "clean and jerk" to "deadlift".
- Change jumping, swimming, and walking to exponential curves.
- Update the GM Resources tables, Bulletproof Blues
- Update the GM Resources tables, Bog-standard Fantasy
- Update the GM Resources tables, Rough Magic
- Update the GM Resources tables, ZeroSpace
- Update the attributes tables, Bulletproof Blues
- Update the attributes tables, Bog-standard Fantasy
- Update the attributes tables, Rough Magic
- Update the attributes tables, ZeroSpace
- Replace +1 and + 1 with + Power.
- Add Rank 0 row for Brawn (needed to determine how much a character can lift and move normally while carrying).
- Update Being Unskilled sections in the Skills and Actions chapters to note that combat uses the "Unskilled Task" rules.
- Add "normally" to the Aliens: Mind Shield power ("an attack which normally bases the target's defense value (DV) on the target's Presence").
- Add "normally" to the Archetypes: Mind Shield power ("an attack which normally bases the target's defense value (DV) on the target's Presence").
- Add "normally" to the Esoteric Orders: Mind Shield power ("an attack which normally bases the target's defense value (DV) on the target's Presence").
- Add "normally" to the Gifts: Mind Shield power ("an attack which normally bases the target's defense value (DV) on the target's Presence").
- Add a note to Elusive indicating that it is usable without the Close Combat Skill.
- Add a note to Hard Target indicating that it is usable without the Ranged Combat Skill.
- Add a note to Tenacious indicating that it is usable without the relevant combat Skill.
- Change Aliens: Armor to Aliens: Natural Armor
- Change Natural Armor to grant a bonus die on defense rolls.
- Change Natural Weaponry to grant a bonus die on Close Combat attack rolls.
- Revise Telepathy to note that a character with Telepathy may resist unwelcome Telepathic contact with Presence + Power.
- Revised various long-term damaging effects to indicate that maximum Endurance is reduced, rather than having them inflict Endurance damage.
- Revised Regeneration and Meditation to indicate that hostile environments can't reduce the character's Endurance to zero.
- Add Endurance Points; change Endurance (not Endurance Points) to Tenacity
- In ZeroSpace, change Time Theft to Stasis.
- Correct Aerial trait table entry and description: "to fly at their ground speed"
- Note in Mind Link that the power is applicable to Groups
- Clarify description for Lightning Strike to say it is only for attacks
- In ZeroSpace, specify close range for starships as 1 km
- In ZeroSpace, clarify that Evasive maneuvers and Shields Maximum are activated at the start of the ship's turn
- Add (1 m) to references to "close range"
- Modify expertise to permit re-rolling dice which result in 1 or 2
- Change Power Invulnerability to Drain Resistance
- Change Tenacity to "maximum Endurance".
- Change Endurance Points to Endurance.
- Rename Power attribute to Power Level.
- Clean up Power Drain/Theft powers, clarify the effect on Ultra-Power (alternately, a different attribute and no powers).
- Change "task action" to "standard action".
- Change "remote" range to "extreme" range.
- "All rolls are skill rolls"
- Add Mental Combat (Presence)
- Replace "direct damage" with "physical or energy damage"
- Revise actions to identify the defensive skill
- Attacking with Life Drain requires a successful Close Combat (Power Level) roll against the Close Combat (Brawn) roll of the target.
- To communicate with and mentally control an android, the attacker must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target.
- If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt a Perception (Reason) roll against the shapeshifted character's Deception (Presence + Power Level) roll.
- To break free of the Telekinesis, the restrained character must attempt a Close Combat roll using their Agility or Brawn (whichever is greater) against the attacker's Close Combat (Agility + Power Level) roll.
- Ensure that power descriptions identify the defensive skill
- Re-order attributes: Agility, Brawn, Endurance, Presence, Reason, Power Level
- Make Endurance not derived. Move it up after Brawn. Endurance is a reservoir of points which is expended as the character is injured, and replenished as the character recovers
- Replace Exceptional Beauty with Fascinating
- Add actions to all powers
- Make reflection consistent across games
- Powers can have "Prerequisites" and "Follow through powers"
- Make telekinesis consistent across games
- Update Archetype powers in the Bulletproof Blues Creation chapter
- Check the action types for each Alien, Archetype, and Supernatural power
- Add persuasion as an example for Manipulation skill
- Check prerequisites and follow through powers
- Check ranges for consistency
- Update the rest of the BB3 tables
- Update javascript widgets
- Copy Equipment section to BB3 from Rough Magic and ZeroSpace
- Add examples to Brawn charts
- Make mental attacks be Presence + Power Level
- Make mental resistance work like damage resistance, adding Power Level
- Change "boost" to "surge"
- Clarify "do/does not stack" to say "with other abilities which add to the character's attack/defense roll."
- Note in Attributes and Actions that Power Level may only added to a roll once
- Change Bog-Standard Fantasy archetypes to all use Power Level
- Add "types of attacks". Normal, mental, and alteration attack.
- Change Power Resistance to Modification Resistance
- Change Barrier to [Element] Wall
- Change Life Drain to Endurance Drain
- Replace [Attribute] powers with Agility, Brawn, Presence, and Reason powers
- Removed Mental Resistance from Gifts
- Make Telekinesis and grapple consistent
- Make Telekinesis a mental power
- recalculate character costs and point levels for removing 1 attribute (removing Prowess and Accuracy, adding Power).
- Make all recovery rolls work the same way as breaking out of telekinesis or a hold.
- Add "Telekinetic Blast": as a follow-through power for Telekinesis.
- Drop immunity to blades and bullets
- Add "escape" to plot point options
- Add "disarming" maneuver
- Add Flight and Super-flight
- Change "sensory" to "blinding"; specify the effects of a blinding attack and how to recover from it
- Update Blindsense and Blindsight
- Fix Dazzle and other "break out of it" powers to be Power Level vs attribute
- Fix Telekinesis, Hold, and grapple again
- Fix modification attacks to be Power Level vs attribute
- Update bonus and penalty charts
- Update bonus and penalty charts on BBCSH
- Add pursuit example under extended tasks
- Copy the Telekinesis, Hold, and grapple changes to the other games
- Proofread BBCSH tooltips
- Add action type to power listings in BBSCH
- Change Animal Control, Machine Control, Object Animation, Plant Control to Command Animals, etc.
- Add villain-only power examples -- Blast, Continuous; Blast, Continuous Explosive
- Add Tunneling and Super-tunneling
- Add Psychokinesis to Telekinesis
- Change "movement action" to "move action"
- Change "free action" to "quick action"
- Add "free action", which can be performed at any time
- Change "all-out move (sprinting)" to: gains a bonus die on their defense rolls, but they automatically fail all other rolls.
- Base Haste on Power Level
- Change Power Level general effect progression
- Make all of the text referring to being blind, unable to perceive, etc. consistent.
- Change "modification" to "alteration"
- Update sample characters
- Update Characters chapter in BB3.
Errata for second printing
Introduction
- "Close Combat" skill changed to "Hand-to-hand Combat" skill.
Creation
- "Close Combat" skill changed to "Hand-to-hand Combat" skill.
Attributes
- "Close Combat" skill changed to "Hand-to-hand Combat" skill.
- Descriptions of "area" and "ranged" powers added to Power Level section.
- "Area" and "Range" columns added Power Level table.
Skills
- "Close Combat" skill changed to "Hand-to-hand Combat" skill.
Gifts
- "Close Combat" skill changed to "Hand-to-hand Combat" skill.
- "Sharpshooter" gift grants a bonus die against cover and prone characters.
Powers
- "Close Combat" skill changed to "Hand-to-hand Combat" skill.
- Descriptions of "explosive" and "ranged" added to chapter introduction.
- "Reaction" action type absorbed into "free action".
- The range and target of all powers is made explicit.
- "Great Darkness" and "Vast Darkness" are removed (see "Increased Area", below".
- "Mass Hysteria" is changed to "Mass Emotion Control".
- "Great Environmental Control" and "Vast Environmental Control" are removed (see "Increased Area", below".
- "Personal Immunity" is moved to the "Power Modifiers" section.
- "Strike" and "Explosive Strike" are clarified to indicate that Damage Resistance and Force Field are effective against them.
- Phrasing of "Ultra-power" is clarified.
- New section, "Power Modifiers", is added.
- "Increased Area" is added to "Power Modifiers" section.
- Added a new optional rule, "Spreading An Attack".
- "Increased Range" is added to "Power Modifiers" section.
- "New Follow Through Powers" section is made much shorter, owing to "Increased Area" and "Increased Range" are now power modifiers.
- "Area" and "Ranged" are added to "New Follow Through Powers" section.
- Phrasing of various "New Powers" is clarified.
Equipment
- "Close Combat" weapons changed to "Hand-to-hand" weapons.
Actions
- "Reaction" action type absorbed into "free action".
- "Close Combat" skill changed to "Hand-to-hand Combat" skill.
- "Close range (1 m)" changed to "hand-to-hand (1 m)".
- "Exploding" attacks changed from "within short range (10 m)" to "within the affected area".
GM Resources
- "Area" and "Range" columns added Power Level table.
Characters
- All characters updated.