Bulletproof Blues 2e FR:Competences: Difference between revisions
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| class="alignleft"|Athletics | | class="alignleft"|Athletics |
Revision as of 20:55, 2 November 2015
Bulletproof Blues sépare les compétences générales et les domaines d'expertises. Les compétences générales ont une large définition, on y trouve par exemple la Culture ou la Survie. À l'opposé, les domaines d'expertises sont des spécialisations, telles que Gymnastique ou Physique. Les premières n'ont pas de coût en point : s'il paraît logique pour un personnage de connaître une compétence générale d’après son histoire, alors il la connaît. Par contre, une expertise coûtera un point de personnage par domaine d'expertise.
Compétences Générales
Les personnages de Bulletproof Blues sont supposés posséder les compétences et les connaissances adaptées à leurs historiques, leurs passés et leurs vécus. Le joueur devrait lister ces compétences sur sa feuille de personnage, mais elles ne coûtent aucun point. Dans la liste ci-dessous, choisissez simplement les groupes de compétences les plus adaptés à votre héros, et inscrivez-les sur votre feuille.
Notez qu'un groupe de compétence (ou une Compétence Générale si vous préférez), est défini de manière très extensive. Par exemple, Science recouvre tout, de l'Acarologie à la Zymologie. Cependant, ce n'est pas parce qu'un personnage peut (techniquement) faire quelque chose couvert par un groupe de compétence qu'il doit le faire. Par exemple, un PJ avec une compétence générale en Ingénierie, peut en théorie faire tout, de la réparation de télévision à la construction de ponts suspendus. Pour autant, ça n'est pas forcément logique qu'il soit capable de tout faire. Un petit génie de l'électronique ne sait pas inévitablement reconstruire un moteur de voiture, même si les deux tests utilisent le même groupe de compétence : Ingénierie. C'est à vous, joueur, de savoir ce qui fait sens pour votre personnage, et ce qui ne marche pas, et de communiquer cette information au maître de jeu.
Pour tenter d'accomplir une tâche correspondant à une compétence précise d'un personnage, le joueur doit réaliser un test utilisant l'attribut approprié de ce personnage (Vigueur, Agilité, etc.). L'attribut le plus adapté à une compétence particulière peut varier en fonction des circonstances. Par exemple, un personnage avec un rang 4 en Agilité, et dont le style de combat suppose pas mal d'acrobaties, jetterais 2d6 + 4 en réalisant un test de Gymnastique pour sauter par-dessus un vilain, se balancer sur le mat d'un drapeau, et atterrir derrière lui, prêt au combat. Si le même personnage avec rang 3 en Raison jugeait une compétition, ce même jet serait 2d6 + 3 lorsqu'il attribuerait des scores aux gymnastes. Lorsque le jet modifié du joueur égale ou excède la difficulté de la tâche fixée par le MJ ; le personnage réussi de manière tout à fait satisfaisante : l'indice est trouvé, le langage est traduit, ou le moteur démarre.
Un personnage peut s'essayer à des tâches dans lesquelles il n'a pas de compétence générale, avec l'accord du meneur de jeu, mais la difficulté dans ce cas sera considérablement plus élevée (modificateur de difficulté +6).
Domaines d'Expertise
Expertise décrit le ou les champ(s) de compétence(s) extraordinaire(s) d'un personnage, au-dessus et au-delà de ce qu'un individu ne disposant que de compétences générales peut atteindre. À la différence de ces dernières, les domaines d'expertises sont spécifiques. Par exemple, un personnage avec la compétence générale Science pourrait avoir une expertise en Robotique, et un autre avec une compétence générale en Culture pourrait être un expert en Mode. Chaque expertise spécifique coûte un point de personnage et accorde un bonus de +3 aux tests relatifs à ce domaine d'expertise.
Une expertise n'accorde pas une compétence que l'on ne posséderait normalement pas, à l'inverse ne pas posséder d'expertise n'implique pas que l'on ne possède pas de compétence. Un personnage avec une compétence générale en Science, mais sans expertise en Biologie, sera quand même capable de faire un test de Raison pour identifier une forme de vie ou de Perception pour comprendre son comportement, tant qu'il est cohérent que ce personnage ait eut une formation quelconque en Biologie.
Vilains et Expertise
Il faut des vilains très inhabituels pour avoir de l'expertise avec des compétences de Combat. Expertise peut avoir un puissant impact sur le combat, et elle tend à être plus puissante encore dans les mains du MJ que dans celles des joueurs car le meneur lance plus de dés au cours du jeu que n'importe quel autre joueur. Pour cette raison, il vaut mieux restreindre les expertises de Combat aux vilains qui, réellement, sont supposés avoir un contrôle exceptionnel sur leurs pouvoirs et leurs capacités.
Compétences Standards
Bulletproof Blues répartit les compétences par affinités sous le label fort opportun de groupe de compétence. Cette liste de groupes de compétences n'est ni exhaustive, ni objective : les groupes de compétences ont été créés et divisés en fonction de leur utilité pour un jeu de rôle de super-héros, pas en fonction d'une quelconque taxonomie officielle. C'est pourquoi "Science" est un groupe extrêmement ouvert, tandis que "Informatique" est relativement spécifique. Un personnage peut avoir une compétence qui ne soit pas listée ici, pourvu qu'il ait l'accord du MJ. Cependant, toute nouvelle compétence devrait être approximativement aussi utile que celles qui existent déjà afin de maintenir une notion d'équité avec les autres personnages. Par exemple, expertise en "Business" ou "Occultisme" serait acceptable, mais permettre une compétence baptisée "Commando" qui couvrirait tous les champs de "Athlétisme", "Furtivité" et "Survie", ne serait équilibré pour personne.
L'attribut habituellement associé à chaque compétence est mentionné dans la liste qui suit, mais gardez à l'esprit que cet attribut prédéterminé peut varier en fonction des circonstances. Ainsi, utiliser Furtivité pour suivre quelqu'un à travers la foule d'un marché peut dépendre de l'Agilité, alors que se déplacer silencieusement à travers un bâtiment plongé dans l'ombre pourrait demander une extraordinaire Perception. De la même manière, trouver une fibre textile sur une scène de crime suppose habituellement un test d'Investigation basé sur la Perception, mais analyser la même fibre de retour au labo va appeler un autre test d'Investigation, appuyé sur la Raison, celui-ci. Notez également que la même tâche peut être accomplie de plus d'une manière. Escalader un arbre peut être une application d'Athlétisme, mais c'est aussi possible en s'exerçant à la Survie.
Groupe de Compétence | Attribut | Domaines d'Expertise Typiques |
---|---|---|
Athletics | Brawn | Climbing, Gymnastics, Riding, Throwing |
Combat | Varies | Aerial Combat, Archery, Blocking, Distracting, Dodging, Grappling, Ramming, Slamming, Surprise Attacks, Sweep Attacks, Taunting, Throwing, Underwater Combat, Zero-G Combat, [Specific Power] |
Computing | Reason | Forensics, Forgery, Hacking, Programming |
Culture | Perception | Acting, Comedy, Dancing, Drawing, Fashion, Local History, Music, Painting, Popular Media, Sculpture, Singing |
Deception | Willpower | Bluffing, Distracting, Lying, Sales |
Engineering | Reason | Aerospace, Architectural, Ceramic, Chemical, Civil, Demolition, Electrical, Mechanical, Nuclear |
Investigation | Reason | Analyzing Evidence, Collecting Evidence, Searching |
Legerdemain | Agility | Lockpicking, Pickpocketing, Sleight Of Hand |
Manipulation | Willpower | Conversation, Interrogation, Leadership, Seduction, Taunting |
Medicine | Reason | Diagnosis, Pharmacology, Surgery |
Piloting | Agility | Aircraft, Automobiles, Giant Robots, Heavy Machinery, Motorcycles, Spacecraft, Submersibles, Unmanned Vehicles, Watercraft |
Science | Reason | Anthropology, Archeology, Astronomy, Biology, Chemistry, Cryogenics, Ecology, Genetics, Geology, Metallurgy, Meteorology, Nanotechnology, Oceanology, Parapsychology, Physics, Psychology, Radiology, Robotics, Sociology |
Social | Willpower | Bribery, Etiquette, Streetwise |
Stealth | Agility | Hiding, Shadowing, Sneaking |
Survival | Perception | Foraging, Hunting, Tactics, Tracking |
Athletics
The Athletics skill group covers the entire spectrum of non-combat sports, as well general feats of athleticism such as running, jumping, climbing, swimming, and throwing.
Generally, an athletic competition is simply a matter of who has the highest rank in the relevant attributes, or, if they have the same attributes, who has expertise in the relevant sport. In the case where two competitors in a sport have the same attributes and the same expertise, the winner would be decided with a task roll, or perhaps a series of task rolls. In some sports, the difference between the winner and second place may be as little as one one-hundredth of a second.
Athletics typically requires a Brawn task roll.
Expertise examples: Climbing, Gymnastics, Riding, Throwing
Combat
The Combat skill group covers the myriad ways that humans have found to hurt, maim, and kill one another.
Any form of combat is covered by the Combat skill ground, whether armed or unarmed, underwater, and even in zero G. Having expertise in a specific form of combat, such as archery, underwater combat, or a specific power (even very flexible powers such as [Element] Control and [Ultra-power]), grants the character a +3 bonus to their task roll when engaged in that type of combat. However, expertise in a specific form of combat does not affect the difficulty modifier when an opponent attacks the character: it only provides a +3 bonus when the character with expertise is attempting the task roll. Combat is a major focus of the game, so there are more detailed rules for it than there are for most other tasks, including special benefits for extreme success. See Combat for more information.
Ranged combat requires an Accuracy task roll, while hand-to-hand combat requires a Prowess task roll.
Expertise examples: Aerial Combat, Archery, Blocking, Distracting, Dodging, Grappling, Ramming, Slamming, Surprise Attacks, Sweep Attacks, Taunting, Throwing, Underwater Combat, Zero-G Combat, [Specific Power]
Computing
Computing allows the character to write new programs, take apart old ones, and follow data trails across networks. It also allows a character to create or circumvent computer security programs and protocols. If a character is extremely familiar with the program in question, the GM might reduce the task difficulty to 9. If the character is attempting to break into a computer system, the GM may assign a task difficulty of 15, or perhaps even higher, since these programs are designed to prevent interference.
Failing a Computing task roll might mean that an attempt to circumvent a computer security system is simply unsuccessful, or it may mean that the character has set off an alarm or left a "trail" which may be followed back to their location.
Computing typically requires a Reason task roll.
Expertise examples: Forensics, Forgery, Hacking, Programming
Culture
The Culture skill group covers the wide range of largely useless information that fills magazines, the World Wide Web, Twitter, and most television networks. It also includes more serious literary, artistic, political, or scientific tidbits of information, such as the name of the fifth President of the United States or the origin of Play-Doh.
Culture typically requires a Perception task roll.
Expertise examples: Acting, Comedy, Dancing, Drawing, Fashion, Local History, Music, Painting, Popular Media, Sculpture, Singing
Deception
The Deception skill group is used to convince someone of the truth of a given statement or situation, usually with the aim of getting them to act on it. Deception could be used to convert someone to a religion, sell someone a car, or simply win an argument. It is not necessary for the deceiver to actually believe their own statements, but if they do they are more convincing (+3 bonus to the task roll). If the person being deceived is predisposed to believe the deceiver, the GM could grant an even greater bonus or just allow the task to succeed without rolling. If the character is trying to persuade someone to believe a patent absurdity (from the target's point of view), the GM might impose a difficulty modifier of +3 or even +6.
A failed Deception task roll usually means that the subject simply does not believe the lie, but it could mean that the attempt has backfired, firmly convincing the subject of the opposite of what the character was trying to convince them of.
Deception typically requires a Willpower task roll.
Expertise examples: Bluffing, Distracting, Lying, Sales
Engineering
Engineering is the relevant skill group whenever a character attempts to design and build structures, machines, devices, systems, or materials. An Engineering task roll might be required to repair a damaged suspension bridge, modify a hadron collider to be a singularity cannon, or construct a containment suit for a being made of electromagnetic radiation.
Failing the Engineering task roll might indicate that the device simply does not work, or that it will fail catastrophically during use.
Engineering typically requires a Reason task roll.
Expertise examples: Aerospace, Architectural, Ceramic, Chemical, Civil, Demolition, Electrical, Mechanical, Nuclear
Investigation
The Investigation skill group covers most of the tasks involved in solving crimes. This includes searching for clues, collecting and analyzing evidence, sifting through police reports and bank records, and so on.
A failed Investigation roll might mean that the character hits a dead end in the investigation, or it might mean that they seize on a red herring and draw the wrong conclusion from the evidence.
Investigation typically requires a Reason task roll, or perhaps a series of task rolls.
Expertise examples: Analyzing Evidence, Collecting Evidence, Searching
Legerdemain
Legerdemain (literally, "light of hand") covers the skills which require a delicate touch and fine control of the hands and fingers. A Legerdemain task roll might be required to slip a note to an ally, to pick someone's pocket, or to pick the lock on a pair of handcuffs.
Failing a Legerdemain task roll indicates that the deception is easily spotted by the casual observer, or that the lock resists the attempt to pick it.
Legerdemain typically requires an Agility task roll.
Expertise examples: Lockpicking, Pickpocketing, Sleight Of Hand
Manipulation
The Manipulation skill group pertains to eliciting cooperation or information from others by using flirtation, threats of violence, or just casual conversation. Interrogation usually hinges on convincing the subject that hope is futile and that resistance will only make things worse, while seduction can sometimes be successful even if the target is aware they are being seduced.
Failure of a Manipulation task roll may result in the subject of interrogation convincingly giving false information or possibly in the subject's accidental death, or that the target finds the would-be seducer offensive or pathetic.
Manipulation typically requires a series of Willpower task rolls.
Expertise examples: Conversation, Interrogation, Leadership, Seduction, Taunting
Medicine
A knowledge of Medicine can be very useful in the violent world of Bulletproof Blues. Any medical procedure, from taking a person's temperature and splinting broken limbs, to performing open-heart telesurgery and administering nanotherapy, is covered by the Medicine skill group. Knowledge of Medicine also gives the character familiarity with common drugs and toxins, and a competent knowledge of their effects on human physiology. Simple procedures, such as diagnosing and treating mild infections, are usually within the ability of a character with the Medicine skill group. Extensive and difficult medical procedures, such as re-attaching a severed limb or performing brain surgery, are generally better left to characters with expertise in those areas.
Medicine typically requires a Reason task roll.
Expertise examples: Diagnosis, Pharmacology, Surgery
Piloting
The Piloting skill group covers the direct control a large mechanical contrivance, be it a sports car, a jet fighter, a walking forklift, or a skyscraper-sized kaiju-fighting robot. Piloting also covers controlling tiny mechanisms, like radio-controlled helicopters and missile-launching drones.
A failed Piloting roll could result in being unable to attack because the vehicle is in the wrong position, a temporary loss of control, or even a collision.
Piloting typically requires an Agility task roll.
Expertise examples: Aircraft, Automobiles, Giant Robots, Heavy Machinery, Motorcycles, Spacecraft, Submersibles, Unmanned Vehicles, Watercraft
Science
The Science skill group can cover a variety of fields, depending on the character's interests. A character with a background in Science may be conversant with any discipline that's reasonable for their background. A character with the Science background skill, but without expertise in any specific field, might be a skilled dilettante or simply an experienced but mediocre researcher. Dedicated scientists specialize.
Science typically requires a Reason task roll.
Expertise examples: Anthropology, Archeology, Astronomy, Biology, Chemistry, Cryogenics, Ecology, Genetics, Geology, Metallurgy, Meteorology, Nanotechnology, Oceanology, Parapsychology, Physics, Psychology, Radiology, Robotics, Sociology
Social
The Social skill group is used to cut through red tape, the proper manners for a given environment, and navigate the dark side of civilization. This includes the appropriate grammar (or lack of it), suitable attire, and how to blend in with any cultural group. A Social task roll might be required to circumvent a bureaucratic obstacle, to socialize with a group without offending them, or to get the word to the Mafia that the shipment of guns at midnight is a set-up.
A failed Social roll would result in the character being snubbed by polite society, or possibly in their being maimed by a coarser crowd.
Social task rolls typically require a Willpower task roll, and are sometimes opposed.
Expertise examples: Bribery, Etiquette, Streetwise
Stealth
Stealth is the art of sneaking around. A Stealth task roll might be required to hide from a monster in an alien spaceship, to sneak up on a sentry, or to shadow a suspect back to the criminal's hideout. Terrain, available cover, camouflage, and background noise will all affect the difficulty of the Stealth task roll.
Failing the Stealth task roll indicates that the furtive prowler is easily spotted by a casual observer.
Stealth typically requires an Agility task roll, and is usually opposed by a Perception task roll by the person the character is hiding from.
Expertise examples: Hiding, Shadowing, Sneaking
Survival
The Survival skill groups pertains to living off the land and coping with adverse environments. The task difficulty is dependent upon the terrain, temperature, and availability of food and shelter, and how well equipped the character is for the particular area. Harsh, hostile environments (the Gobi Desert, the Antarctic) would have a very high task difficulty (15 to 18) depending on how prepared the character is. Surviving in very mild environments (Central Park, or the woods just outside town) would have a low task difficulty (9 to 12), or would not require a task roll at all.
Failing a Survival task roll once might mean that the character has caught a cold, lost the trail of their prey, or eaten a plant that has made them sick. Failing numerous Survival task rolls could be lethal.
Survival typically requires a Perception task roll, or perhaps a series of task rolls.
Expertise examples: Foraging, Hunting, Tactics, Tracking