Bulletproof Blues 3e EN:Attributes: Difference between revisions

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<div style="color:maroon;">'''(NOTE: This is a work in progress.)'''</div>
<div class="sidebar">
<div id="calculate_attribute_cost_output_EN"></div>
</div><!-- see MediaWiki:Common.js -->


We assign numbers to characters' abilities so that we can tell what they can do. No one wants to guess what their characters can pick up or how fast they can fly. Attributes in ''Bulletproof Blues'' are ranked on a scale from 1 to 10. Attributes 1 through 3 are those which are normally attainable by human beings. An attribute of 1 would be someone healthy but completely ordinary, while an attribute of 3 indicates someone of extraordinary ability. An attribute of 4 is the absolute peak of human potential, while 10 in an attribute is virtually godlike in power.
We assign numbers to characters' abilities so that we can tell what they can do. No one wants to guess what their characters can pick up or how fast they can fly. Attributes in ''Bulletproof Blues'' are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.


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


Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.


{| cellpadding="4" cellspacing="1"
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Attribute cost
|+Table: Attribute cost
|- class="h1row"
|-  
! class="aligncenter"|Attribute
! class="aligncenter"|Description
! class="aligncenter"|Value
! class="aligncenter"|Cost
! class="aligncenter"|Cost
! class="aligncenter"|Total
! class="aligncenter"|Total
|- class="oddrow"
|-  
| class="aligncenter h2cell"|1
! class="aligncenter h2cell" rowspan="3" style="vertical-align:middle"|Typical
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|1
|- class="evenrow"
|-  
| class="aligncenter h2cell"|2
| class="aligncenter"|2
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|2
| class="aligncenter"|2
|- class="oddrow"
|-  
| class="aligncenter h2cell"|3
| class="aligncenter"|3
| class="aligncenter"|1
| class="aligncenter"|1
| class="aligncenter"|3
| class="aligncenter"|3
|- class="evenrow"
|-  
| class="aligncenter h2cell"|4
! class="aligncenter h2cell-alt" rowspan="3" style="vertical-align:middle"|Great
| class="aligncenter"|2
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>4</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>2</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>5</b></span>
|-
| class="aligncenter"|5
| class="aligncenter"|5
|- class="oddrow"
| class="aligncenter h2cell"|5
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|7
| class="aligncenter"|7
|- class="evenrow"
|-  
| class="aligncenter h2cell"|6
| class="aligncenter"|6
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|9
| class="aligncenter"|9
|- class="oddrow"
|-  
| class="aligncenter h2cell"|7
! class="aligncenter h2cell" rowspan="3" style="vertical-align:middle"|Fantastic
| class="aligncenter"|7
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|12
| class="aligncenter"|12
|- class="evenrow"
|-  
| class="aligncenter h2cell"|8
| class="aligncenter"|8
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|15
| class="aligncenter"|15
|- class="oddrow"
|-  
| class="aligncenter h2cell"|9
| class="aligncenter"|9
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|18
| class="aligncenter"|18
|- class="evenrow"
|-  
| class="aligncenter h2cell"|10
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Inconceivable
| class="aligncenter"|10
| class="aligncenter"|4
| class="aligncenter"|4
| class="aligncenter"|22
| class="aligncenter"|22
Line 58: Line 67:




==Brawn==
===Random Character Generation===


Brawn (BRN) represents a character's physical might, close combat fighting ability, and general hardiness; the character's rank in Brawn adds to their action value (AV) and defense value (DV) when attempting these types of tasks. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-brawn|Super-brawn]], which allows a character to add their Power to their Brawn for the purpose of making skill rolls.
Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:


Brawn determines how much a character can lift and how far they can throw things. Note that a character with [[Bulletproof_Blues_3e_EN:Powers#Super-lifting|Super-lifting]] can lift and throw objects far more massive than they could with their Brawn alone. Brawn is the default attribute used for the character's attack value (AV) and defense value (DV) in close combat (or "hand-to-hand"). See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more details.


If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a challenging Will roll (vs. 2d6 + 3) every round just to crawl a few feet, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Random attributes
|-
! class="aligncenter"|Roll 3d6
! class="aligncenter"|Value
! class="aligncenter"|Cost
|-
| class="aligncenter"|3
| class="aligncenter"|1
| class="aligncenter"|1
|-
| class="aligncenter"|4-6
| class="aligncenter"|2
| class="aligncenter"|2
|-
| class="aligncenter"|7-10
| class="aligncenter"|3
| class="aligncenter"|3
|-
| class="aligncenter"|11-14
| class="aligncenter"|4
| class="aligncenter"|5
|-
| class="aligncenter"|15-17
| class="aligncenter"|5
| class="aligncenter"|7
|-
| class="aligncenter"|18
| class="aligncenter"|6
| class="aligncenter"|9
|}




{| cellpadding="4" cellspacing="1"
Roll six times, and add up the total cost. Subtract that total from your pool of character points.
|+Table: Brawn
|- class="h1row"
! class="aligncenter"|Brawn
! class="aligncenter"|Break
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(12 kg)
! class="aligncenter"|Jump
|- class="oddrow"
| class="aligncenter h2cell"|1
| class="alignleft"|Cardboard
| class="alignright"|25 kg
| class="alignright"|2 m
| class="alignright"|0.5 m
|- class="evenrow"
| class="aligncenter h2cell"|2
| class="alignleft"|Plastic
| class="alignright"|50 kg
| class="alignright"|4 m
| class="alignright"|1 m
|- class="oddrow"
| class="aligncenter h2cell"|3
| class="alignleft"|Wood
| class="alignright"|100 kg
| class="alignright"|8 m
| class="alignright"|2 m
|- class="evenrow"
| class="aligncenter h2cell"|4
| class="alignleft"|Bone
| class="alignright"|200 kg
| class="alignright"|16 m
| class="alignright"|4 m
|- class="oddrow"
| class="aligncenter h2cell"|5
| class="alignleft"|Brick
| class="alignright"|400 kg
| class="alignright"|32 m
| class="alignright"|8 m
|- class="evenrow"
| class="aligncenter h2cell"|6
| class="alignleft"|Concrete
| class="alignright"|800 kg
| class="alignright"|64 m
| class="alignright"|16 m
|- class="oddrow"
| class="aligncenter h2cell"|7
| class="alignleft"|Stone
| class="alignright"|1600 kg
| class="alignright"|100 m
| class="alignright"|30 m
|- class="evenrow"
| class="aligncenter h2cell"|8
| class="alignleft"|Ceramic
| class="alignright"|5 t
| class="alignright"|400 m
| class="alignright"|100 m
|- class="oddrow"
| class="aligncenter h2cell"|9
| class="alignleft"|Steel
| class="alignright"|10 t
| class="alignright"|1000 m
| class="alignright"|300 m
|- class="evenrow"
| class="aligncenter h2cell"|10
| class="alignleft"|Diamond
| class="alignright"|40 t
| class="alignright"|3 km
| class="alignright"|900 m
|}


#'''Lift''' indicates the greatest weight that the character can "clean and jerk" (pick up and lift overhead). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 30 tonnes and suffer no penalties to their movement while doing so.
Now assign what you rolled to your character's attributes (Agility, Brawn, Endurance, Presence, Reason, Power Level), placing each number wherever you like.
#'''Throw (12 kg)''' indicates the farthest distance that a character could throw a compact object weighing 12 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 4 could throw an object weighing 50 kilograms (such as a cooperative slender human) up to 4 meters.
#'''Jump''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their standing long jump distance.


==Agility==
==Agility==


Agility (AGL) represents a character's coordination, flexibility, and accuracy when making ranged attacks; the character's rank in Agility adds to their action value (AV) when attempting tasks that depend on these traits. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-agility|Super-agility]], which allows a character to add their Power to their Agility for the purpose of making skill rolls.
Agility represents a character's coordination, ranged fighting ability, and general flexibility. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-agility|Super-agility]], which allows a character to add their Power Level to their Agility for the purpose of making noncombat skill rolls.


Agility determines a character's base [[Bulletproof_Blues_3e_EN:Actions#Movement|movement speed]] (running, swimming, etc.). Note that a character with [[Bulletproof_Blues_3e_EN:Powers#Super-running|Super-running]] or [[Bulletproof_Blues_3e_EN:Powers#Super-swimming|Super-swimming]] can move far faster than they could with their Agility alone. Agility is the default attribute used for the character's attack value (AV) and defense value (DV) in ranged combat. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more details.
Agility determines a character's base [[Bulletproof_Blues_3e_EN:Actions#Move_Action|movement speed]]. Note that a character with [[Bulletproof_Blues_3e_EN:Powers#Super-running|Super-running]] or [[Bulletproof_Blues_3e_EN:Powers#Super-swimming|Super-swimming]] can move far faster than they could with their Agility alone. Agility is the default attribute used for attacking and defending in ranged combat. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more information.


If a character's Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging Will roll (difficulty 3) every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
If a character's Agility is reduced to zero, they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
 
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.




Line 154: Line 124:
|-  
|-  
|
|
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="h1row"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Agility
! class="aligncenter"|Walk
! class="aligncenter"|Walk<br /> (Base Move)
! class="aligncenter"|Run
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter" colspan="2"|Sprint
! class="aligncenter"|Sprint<br />(All-out Move)
|- class="oddrow"
! class="aligncenter"|Sprint<br />(km/h)
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 m
| class="alignright"|4 kph
| class="alignright"|12 m
|- class="evenrow"
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|3 m
| class="alignright"|4 m
| class="alignright"|6 m
| class="alignright"|8 m
| class="alignright"|18 m
| class="alignright"|24 m
| class="alignright"|11 kph
| class="alignright"|14 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|5 m
| class="alignright"|7 m
| class="alignright"|10 m
| class="alignright"|14 m
| class="alignright"|30 m
| class="alignright"|42 m
| class="alignright"|18 kph
| class="alignright"|25 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|10 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>13 m</b></span>
| class="alignright"|20 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|60 m
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
| class="alignright"|36 kph
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 km/h</b></span>
|- class="oddrow"
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|20 m
| class="alignright"|40 m
| class="alignright"|120 m
| class="alignright"|72 kph
|- class="evenrow"
! class="aligncenter h2cell"|6
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|240 m
| class="alignright"|140 kph
| class="alignright"|140 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|6
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|80 m
| class="alignright"|400 m
| class="alignright"|160 m
| class="alignright"|800 m
| class="alignright"|480 m
| class="alignright"|2,400 m
| class="alignright"|290 kph
| class="alignright"|1,400 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|200 m
| class="alignright"|1,300 m
| class="alignright"|400 m
| class="alignright"|2,600 m
| class="alignright"|1200 m
| class="alignright"|7,800 m
| class="alignright"|720 kph
| class="alignright"|4,700 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|700 m
| class="alignright"|4 km
| class="alignright"|1400 m
| class="alignright"|8 km
| class="alignright"|4200 m
| class="alignright"|24 km
| class="alignright"|2500 kph
| class="alignright"|14,000 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|2 km
| class="alignright"|13 km
| class="alignright"|4 km
| class="alignright"|26 km
| class="alignright"|12 km
| class="alignright"|78 km
| class="alignright"|7000 kph
| class="alignright"|47,000 km/h
|}
|}
|  
|  
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="h1row"
|-
! class="aligncenter"|Agility
! class="aligncenter"|Agility
! class="aligncenter"|Swim
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Fast Swim
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter" colspan="2"|Swim Sprint
! class="aligncenter"|Swim Sprint<br />(All-out Move)
|- class="oddrow"
! class="aligncenter"|Swim Sprint<br />(km/h)
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|0.3 m
| class="alignright"|0.6 m
| class="alignright"|1.8 m
| class="alignright"|1 kph
|- class="evenrow"
! class="aligncenter h2cell"|2
| class="alignright"|0.6 m
| class="alignright"|1.2 m
| class="alignright"|3.6 m
| class="alignright"|2 kph
|- class="oddrow"
! class="aligncenter h2cell"|3
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|4 kph
| class="alignright"|4 km/h
|- class="evenrow"
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|2
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|9 kph
| class="alignright"|7 km/h
|- class="oddrow"
|-
! class="aligncenter h2cell"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
! class="aligncenter h2cell"|4
| class="alignright"|<span style="color: rgb(204,0,0)"><b>4 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 km/h</b></span>
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
! class="aligncenter h2cell"|6
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
! class="aligncenter h2cell"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
! class="aligncenter h2cell"|8
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
! class="aligncenter h2cell"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
! class="aligncenter h2cell"|10
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|}
|}
==Brawn==
Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-brawn|Super-brawn]], which allows a character to add their Power Level to their Brawn for the purpose of making noncombat skill rolls.
Brawn determines how much a character can lift and how far they can throw things. Note that a character with [[Bulletproof_Blues_3e_EN:Powers#Super-lifting|Super-lifting]] can lift and throw objects far more massive than they could with their Brawn alone. Brawn is the default attribute used for hand-to-hand combat. See the [[Bulletproof_Blues_3e_EN:Actions|Actions]] chapter for more information.
If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Brawn
|-
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="alignleft"|Example
! class="aligncenter"|Throw<br />(25 kg)
! class="aligncenter"|Long Jump
|-
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignleft"|medium dog
| class="alignright"|1 m
| class="alignright"|0 m
|-
! class="aligncenter h2cell"|1
| class="alignright"|55 kg
| class="alignleft"|pony keg of beer
| class="alignright"|1 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|2
| class="alignright"|120 kg
| class="alignleft"|heavy adult
| class="alignright"|2 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|260 kg
| class="alignleft"|large brown bear
| class="alignright"|5 m
| class="alignright"|5 m
| class="alignright"|10 m
| class="alignright"|2 m
| class="alignright"|30 m
|-
| class="alignright"|18 kph
! class="aligncenter h2cell"|4
|- class="evenrow"
| class="alignright"|<span style="color: rgb(204,0,0)"><b>550 kg</b></span>
| class="alignleft"|<span style="color: rgb(204,0,0)"><b>polar bear</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|-
! class="aligncenter h2cell"|5
| class="alignright"|1,700 kg
| class="alignleft"|full size car
| class="alignright"|35 m
| class="alignright"|11 m
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|10 m
| class="alignright"|5,500 kg
| class="alignright"|20 m
| class="alignleft"|empty dump truck
| class="alignright"|60 m
| class="alignright"|110 m
| class="alignright"|36 kph
| class="alignright"|35 m
|- class="oddrow"
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|20 m
| class="alignright"|17 t
| class="alignright"|40 m
| class="alignleft"|Polaris missile
| class="alignright"|120 m
| class="alignright"|350 m
| class="alignright"|72 kph
| class="alignright"|110 m
|- class="evenrow"
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|60 m
| class="alignright"|55 t
| class="alignright"|120 m
| class="alignleft"|loaded tanker truck
| class="alignright"|360 m
| class="alignright"|1,100 m
| class="alignright"|220 kph
| class="alignright"|350 m
|- class="oddrow"
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|200 m
| class="alignright"|170 t
| class="alignright"|400 m
| class="alignleft"|locomotive
| class="alignright"|1200 m
| class="alignright"|3,500 m
| class="alignright"|720 kph
| class="alignright"|1,100 m
|- class="evenrow"
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|500 m
| class="alignright"|550 t
| class="alignright"|1000 m
| class="alignleft"|747 passenger plane
| class="alignright"|3000 m
| class="alignright"|11 km
| class="alignright"|2000 kph
| class="alignright"|3,500 m
|}
|}
|}
#'''Lift''' indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
#'''Standing Long Jump''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.
==Endurance==
Endurance represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which is expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".
When a character is successfully attacked, one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is subtracted from their current Endurance. A character whose current Endurance has been reduced to 1 can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose current Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.
==Presence==
Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-presence|Super-presence]], which allows a character to add their Power Level to their Presence for the purpose of making noncombat skill rolls.


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


==Reason==
==Reason==


Reason (REA) represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems; the character's rank in Reason adds to their action value (AV) when attempting tasks that depend on these traits. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-reason|Super-reason]], which allows a character to add their Power to their Reason for the purpose of making skill rolls.
Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-reason|Super-reason]], which allows a character to add their Power Level to their Reason for the purpose of making noncombat skill rolls.


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


==Perception==
==Power Level==


Perception (PER) represents a character's awareness of their surroundings, their intuition, and their understanding of the motivations of others; the character's rank in Perception adds to their action value (AV) when attempting tasks that depend on these traits. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-perception|Super-perception]], which allows a character to add their Power to their Perception for the purpose of making skill rolls.
Power Level represents the strength of a character's posthuman abilities: their technological might, alien potency, psychic potential, and so on. Most people have a Power Level of zero.


If a character's Perception is reduced to zero, they have great difficulty recognizing or understanding their surroundings. They must successfully attempt a challenging Will roll (difficulty 3) every round just to identify someone they know or recognize where they are, and they automatically fail any Perception rolls. Perception may not be reduced below zero.
Some abilities allow a character to add their Power Level to a skill roll. If the character has more than one such ability, the character's Power Level is added to their skill roll only once.


==Will==
If a power [[Bulletproof_Blues_3e_EN:Actions#Area_Attacks|affects an area]], the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see [[Bulletproof_Blues_3e_EN:Powers#Increased_Area|Increased Area]], which increases the maximum area of a character's area powers.


Will (WIL) represents a character's determination, focus, and the strength of their personality; the character's rank in Will adds to their action value (AV) when attempting tasks that depend on these traits. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-will|Super-will]], which allows a character to add their Power to their Will for the purpose of making skill rolls.
Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level. Also see [[Bulletproof_Blues_3e_EN:Powers#Increased_Range|Increased Range]], which increases the maximum range of a character's ranged powers.


If a character's Will is reduced to zero, they become listless and have great difficulty making choices or taking action. They automatically fail any Will rolls. Will may not be reduced below zero.
If a character's Power Level is reduced to zero, they can no longer activate any of their posthuman powers (constant powers are unaffected). Power Level may not be reduced below zero.


==Power==


Power (POW) represents the strength of a character's posthuman abilities: their technological might, alien potency, psychic potential, and so on. If the character has posthuman abilities, the character's rank in Power determines the potency of those abilities. Most people have a Power rank of zero.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Power Level
If a character's Power is reduced to zero, they can no longer use any posthuman powers. Power may not be reduced below zero.
|-
! class="aligncenter"|Power Level
! class="aligncenter"|General Effect
! class="aligncenter"|Mass
! class="aligncenter"|Area
! class="aligncenter"|Range
|-
! class="aligncenter h2cell"|1
| class="alignright"|2
| class="alignright"|55 kg
| class="alignright"|1 m radius
| class="alignright"|10 m
|-
! class="aligncenter h2cell"|2
| class="alignright"|4
| class="alignright"|120 kg
| class="alignright"|1 m radius
| class="alignright"|10 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|8
| class="alignright"|260 kg
| class="alignright"|1 m radius
| class="alignright"|10 m
|-
! class="aligncenter h2cell"|4
| class="alignright"|16
| class="alignright"|550 kg
| class="alignright"|10 m radius
| class="alignright"|100 m
|-
! class="aligncenter h2cell"|5
| class="alignright"|32
| class="alignright"|1,700 kg
| class="alignright"|10 m radius
| class="alignright"|100 m
|-
! class="aligncenter h2cell"|6
| class="alignright"|64
| class="alignright"|5,500 kg
| class="alignright"|10 m radius
| class="alignright"|100 m
|-
! class="aligncenter h2cell"|7
| class="alignright"|125
| class="alignright"|17 t
| class="alignright"|100 m radius
| class="alignright"|1 km
|-
! class="aligncenter h2cell"|8
| class="alignright"|250
| class="alignright"|55 t
| class="alignright"|100 m radius
| class="alignright"|1 km
|-
! class="aligncenter h2cell"|9
| class="alignright"|500
| class="alignright"|170 t
| class="alignright"|100 m radius
| class="alignright"|1 km
|-
! class="aligncenter h2cell"|10
| class="alignright"|1,000
| class="alignright"|550 t
| class="alignright"|1 km radius
| class="alignright"|10 km
|}





Latest revision as of 08:27, 28 January 2022

Arrow up 16x16.png Contents

We assign numbers to characters' abilities so that we can tell what they can do. No one wants to guess what their characters can pick up or how fast they can fly. Attributes in Bulletproof Blues are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.

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

Peak human potential is marked in red.


Table: Attribute cost
Description Value Cost Total
Typical 1 1 1
2 1 2
3 1 3
Great 4 2 5
5 2 7
6 2 9
Fantastic 7 3 12
8 3 15
9 3 18
Inconceivable 10 4 22


Random Character Generation

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


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


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

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

Agility

Agility represents a character's coordination, ranged fighting ability, and general flexibility. Also see Super-agility, which allows a character to add their Power Level to their Agility for the purpose of making noncombat skill rolls.

Agility determines a character's base movement speed. Note that a character with Super-running or Super-swimming can move far faster than they could with their Agility alone. Agility is the default attribute used for attacking and defending in ranged combat. See the Actions chapter for more information.

If a character's Agility is reduced to zero, they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.

Peak human potential is marked in red.


Table: Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(km/h)
1 2 m 4 m 12 m 7 km/h
2 4 m 8 m 24 m 14 km/h
3 7 m 14 m 42 m 25 km/h
4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h
7 400 m 800 m 2,400 m 1,400 km/h
8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h
10 13 km 26 km 78 km 47,000 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
1 1 m 2 m 6 m 4 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 7 m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h
7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h
10 130 m 260 m 780 m 470 km/h

Brawn

Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness. Also see Super-brawn, which allows a character to add their Power Level to their Brawn for the purpose of making noncombat skill rolls.

Brawn determines how much a character can lift and how far they can throw things. Note that a character with Super-lifting can lift and throw objects far more massive than they could with their Brawn alone. Brawn is the default attribute used for hand-to-hand combat. See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.

Peak human potential is marked in red.


Table: Brawn
Brawn Lift Example Throw
(25 kg)
Long Jump
0 25 kg medium dog 1 m 0 m
1 55 kg pony keg of beer 1 m 1 m
2 120 kg heavy adult 2 m 1 m
3 260 kg large brown bear 5 m 2 m
4 550 kg polar bear 11 m 5 m
5 1,700 kg full size car 35 m 11 m
6 5,500 kg empty dump truck 110 m 35 m
7 17 t Polaris missile 350 m 110 m
8 55 t loaded tanker truck 1,100 m 350 m
9 170 t locomotive 3,500 m 1,100 m
10 550 t 747 passenger plane 11 km 3,500 m
  1. Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
  3. Standing Long Jump indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Endurance

Endurance represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which is expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".

When a character is successfully attacked, one (or more, if using the optional margin of success rules) is subtracted from their current Endurance. A character whose current Endurance has been reduced to 1 can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose current Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.

Presence

Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others. Also see Super-presence, which allows a character to add their Power Level to their Presence for the purpose of making noncombat skill rolls.

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

Reason

Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems. Also see Super-reason, which allows a character to add their Power Level to their Reason for the purpose of making noncombat skill rolls.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a moderately difficult (DV 3) Diplomacy (Presence) roll every round just to form a sentence or understand a simple question, and they automatically fail any Reason rolls. Reason may not be reduced below zero.

Power Level

Power Level represents the strength of a character's posthuman abilities: their technological might, alien potency, psychic potential, and so on. Most people have a Power Level of zero.

Some abilities allow a character to add their Power Level to a skill roll. If the character has more than one such ability, the character's Power Level is added to their skill roll only once.

If a power affects an area, the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see Increased Area, which increases the maximum area of a character's area powers.

Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level. Also see Increased Range, which increases the maximum range of a character's ranged powers.

If a character's Power Level is reduced to zero, they can no longer activate any of their posthuman powers (constant powers are unaffected). Power Level may not be reduced below zero.


Table: Power Level
Power Level General Effect Mass Area Range
1 2 55 kg 1 m radius 10 m
2 4 120 kg 1 m radius 10 m
3 8 260 kg 1 m radius 10 m
4 16 550 kg 10 m radius 100 m
5 32 1,700 kg 10 m radius 100 m
6 64 5,500 kg 10 m radius 100 m
7 125 17 t 100 m radius 1 km
8 250 55 t 100 m radius 1 km
9 500 170 t 100 m radius 1 km
10 1,000 550 t 1 km radius 10 km