Bulletproof Blues 3e EN:Introduction: Difference between revisions

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Revision as of 14:06, 20 October 2017

Arrow up 16x16.png Contents

(NOTE: This is a work in progress.)

Welcome to Bulletproof Blues: a "rules light" superhero roleplaying game set in the universe of Kalos Comics. If you've seen any of the Avengers, Batman, or Watchmen movies, you know what a superhero is: an individual with great determination who chooses to use their abilities to make the world a better place. And, of course, everyone is familiar with Kalos Comics.

The Kalos Universe

Bulletproof Blues takes place in the world-famous universe of Kalos Comics, creators of Paragon (who first appeared in Amazing Adventure Magazine in 1938), Rook (who first appeared in Tales Of Mystery in 1939), Antiope, Doctor Arcane, and the rest of the Justifiers, as well as sinister organizations like Aegis and GORGON, and mysterious entities like The Bride. From the ancient ruins of Lemuria to the far reaches of the Hausdorff Dimension, the Kalos Universe is now yours to explore. If you are unfamiliar with the Kalos Universe, you will find more information in the GM Resources chapter.

On the surface, the Kalos Universe closely resembles our own. The place names and television shows are the same, and the victories and defeats of ordinary people are just like the ones you experience. Much as in our own world, extremes of good and evil exist, but the gulf between them is a murky area where those of good will can and do disagree.

However, the Kalos Universe can be a strange place. There are ancient civilizations deep below the surface of the earth and extraterrestrials in the sky above it. Strange forces are at work, and hidden powers manipulate world events and the news reports of those events. Still, few people encounter this strangeness in their day-to-day lives or recognize it when they do. For the vast majority of humanity, the world of the Kalos Universe is virtually the same as the world you live in.

While many events are intentionally hidden from the public, the sanitized actions of select posthumans are crafted into pre-packaged "human interest" stories. Entire cable networks are dedicated to the exploits and personal lives of posthumans. In addition, in a relatively recent two week span, Paragon killed millions of people in Atlanta and Southeast Asia, and held the world hostage -- a rampage that will drive government policy, mass media, and public opinion worldwide for decades.

The Fall Of Paragon

Bulletproof Blues is set shortly after the "Fall Of Paragon" crossover event, during which the Justifiers were killed by their former teammate, Paragon. The city of Atlanta, Georgia is in ruins, Mount Rushmore has been smashed, the island of Timor rests beneath the sea, and both the Keystone Pipeline System and the Trans-Alaska Pipeline System have been destroyed. It is a difficult time for posthumans. Posthumans have never been completely trusted by humanity, and Paragon confirmed everyone's worst fears. Although Paragon was ultimately defeated and killed by a small team of posthumans at the Justifiers' headquarters in Antarctica, his actions have changed forever the relationship between humanity and posthumans.

In the Kalos Universe, much like in our own world, sometimes things don't work out the way we'd like them to. Life is neither fair nor unfair, and the universe is indifferent to human suffering.

The struggle, then, is to make the best possible world with the tools at our command. Your character has great power. How will they use it?

SIDEBAR: Buying The Comics

If you would like to find and read some of the comics we refer to in Bulletproof Blues, we have some bad news for you: the comics this book refers to do not actually exist. It's a framing device. It's supposed to have the feel of a fully developed comicbook universe with a history, but without the baggage and overhead of an established comicbook setting, so that you can feel free to tell your own stories without fear of contradicting some obscure bit of in-universe history and without running afoul of the "big name" characters that overshadow a game set in an established comicbook setting. In a Bulletproof Blues game, your PCs are the "big name" characters.

What Is A Roleplaying Game?

Every roleplaying game has a section at the beginning that attempts to explain what a roleplaying game is, and Bulletproof Blues is no exception. So let's get started! As trivial as it sounds, two distinct elements set "roleplaying games" apart from other things which are not roleplaying games: roleplaying and game play.

First, a roleplaying game involves roleplaying. Generally speaking, roleplaying involves taking on a persona or character and making decisions based on what that character would do in a given situation. Does having a character in a game, by itself, make that a roleplaying game? No. The little dog token in a Monopoly game and a Blood Elf in World Of Warcraft are both characters, but Monopoly and World Of Warcraft are not roleplaying games. Can you roleplay as a dog while playing Monopoly? Yes, and you can roleplay as an elf while playing World Of Warcraft. What keeps these from being roleplaying games is that the roleplaying is not part of the game -- you can't get your Monopoly dog out of jail through unscripted conversation with the jailer, nor can you use roleplaying to convince a cultist in World Of Warcraft to let you pass by without a fight. If the rules of the game do not allow for the possibility that a conflict could be resolved through unscripted conversation (however unlikely that might be), then it isn't a roleplaying game.

Second, a roleplaying game is a game. Roleplaying games are sometimes compared to improvisational theatre, and there are similarities, but improv theatre isn't a game. How can you tell if something is a game? Games have rules that govern things like conflicts between players and whether something a player attempts is successful. Improv theatre is fun, but there aren't any rules like this. As Drew Carey described "Whose Line Is It Anyway?", it's "the show where everything's made up and the points don't matter." It's fun, but it's not a game, and therefore it's not a roleplaying game.

Bulletproof Blues has more rules than some games, but less than others, and an essential part of conflict resolution involves making decisions that your character would make under the circumstances. Maybe those decisions aren't the most tactically advantageous, but if they are true to what your character would do, and if you are having fun playing, then you are playing correctly, because that's what Bulletproof Blues is all about.

If you would like to read more about who plays roleplaying games, and why and where they play them, check out The Escapist -- The Five Ws of RPGs.

The Players

In a roleplaying game, each player adopts a persona called a player character, or "PC". The player characters are imaginary people who inhabit the fictional world of Bulletproof Blues.

In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The game moderator sets the stage and introduces the characters to their world, but the story is driven by the player characters.

The Game Moderator

The game moderator, or "GM", creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or "NPCs". The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone.

Why A Third Edition?

A great deal of effort went into making Bulletproof Blues Second Edition a fun game that we wanted to play, and we succeeded. So why is there a third edition?

A fundamental tenet of game design is that rules that don't make the game better should be discarded. As people played Bulletproof Blues, we found several parts of the game that simply weren't needed. For example, making ranged targeting (Accuracy) separate from a character's flexibility and coordination (Agility) seemed like a great idea. However, when we examined the characters that people actually played, we found that there was a very strong correlation between characters' Agility and Accuracy: in nearly all cases, the attributes differed only by one, at most. We found a similar correlation between hand-to-hand combat (Prowess) and either physical strength (Brawn) or coordination (Agility). So we've eliminated Prowess and Accuracy, and we've made it simple for characters to base their combat abilities on either Brawn or Agility.

Another major change regards power levels. In second edition, a Bulletproof Blues character's powers must all have their power levels set individually. However, when we examined the characters people created, we found that each character's powers were usually all within one or two ranks of each other. So why make players buy theme all separately? We could drastically reduce the complexity of the game by giving each character a single power level, and have all of their powers follow suit. So we did.

Other than these changes, the revisions between the second edition and this one are mostly minor: changes in phrasing, clarification of existing rules, and so on. We hope that all of these changes make this version of Bulletproof Blues even more fun than the second edition.

As with the second edition, this edition of Bulletproof Blues is not a carefully balanced simulation of a reality where people can fly, dress up like bats, and shoot energy beams from their jewelry. The rules are here to help you play a fun game and keep things fair, but there's really nothing special about the rules. They are there to serve you, not the other way around. Your first thought when someone tries something new in a Bulletproof Blues game should not be, "Do the rules allow it?", but "Would that be fun?". Of course, what's "fun" varies from group to group. If a tightly plotted political thriller is your bag, that's great. If you prefer nonstop action with giant robots and exploding ninjas, that's great, too. You could use Bulletproof Blues to run either type of game, or anywhere in between. However you want to play, whatever you consider "cool", takes precedence over the written rules. If the rules don't make sense in a given context, or if they seem to be getting in the way of the kind of game you want to play, then either change the rules or ignore them.

Ground Rules

A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the Game Moderator) are not in competition. The goal is not to be the most powerful hero, or to win every fight. The goal of a role-playing game is to create interesting stories and to entertain everyone at the table. We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends.

Use Common Sense

The single most important piece of advice we can give you is that you should use your common sense. If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.

Don't use the rules unless you need to.

In fact, if you can make a character work without resorting to the rules, you should. Saying "it works like this" is often a better solution than trying to find rules to force it to work that way.

Avoid Rule Arguments

It is in the nature of any human activity that differences of opinion will arise. We've tried to make the rules for Bulletproof Blues as simple and clear as possible, but there's only so much we can do. Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. There is nothing wrong with this: discussion and consensus are healthy. However, the time for rule discussions is between games, not during games. If a rule discussion takes longer than 60 seconds, the game moderator should make an executive decision and table additional discussion for later. If players balk, the GM should be civil but firm, and move on.

Respect Genre Conventions

Bulletproof Blues is a superhero game, and being a superhero game, it has certain genre conventions. Robert McKee defines genre conventions as the "specific settings, roles, events, and values that define individual genres and their subgenres." Superhero games, relying as they do on a relatively commonplace modern-day setting, but one which incorporates extremely non-commonplace characters, have even more genre conventions than most other games.

For example, there are no rules for running out of bullets, or for recharging the cosmic widget from the cosmic widget recharging device. It's not that guns do not run out of bullets, or that cosmic widgets never need recharging. Of course they do, and if a character intentionally empties their gun, then the gun runs out of bullets just as you'd expect. It's just assumed that they don't normally run out of bullets unless there is a dramatic reason for it. The rest of the time, the character is reloading the gun or recharging the widget when it's convenient to do so.

Another genre convention of Bulletproof Blues is that the extraordinary technological advances made possible by the superhuman intelligence of super-scientists (not to mention alien technology) rarely make it into the marketplace. Some technology eventually does -- cell phones and 3D televisions, for example -- but these advances are delayed until they can be successfully commercialized. Any advanced technology with potential military applications remains out of the reach of ordinary people, or even of ordinary soldiers. Shadowy government agencies, amoral corporations, and subversive organizations bent on world domination all conspire to keep these advances to themselves, or at least to as small a group as possible.

Core Mechanics

Attributes

Each character has six attributes which describe their basic physical and mental abilities.

  • Brawn: physical might, close combat fighting ability, and general hardiness
  • Agility: coordination, flexibility, accuracy with ranged attacks
  • Reason: ability to analyze data, draw conclusions from the facts at hand, and solve problems
  • Perception: awareness of one's surroundings, intuition, and understanding of the motivations of others
  • Will: determination, focus, and the strength of personality
  • Power: technological might, alien potency, psychic potential, and so on

See the Attributes chapter for more information.

Skills

Skills allow a character to apply their attributes to solve a specific problem or accomplish a specific task. Rough Magic divides skills between general skills and areas of expertise. General skills are quite broad, such as Culture and Survival, while a character's areas of expertise are rather specific, such as Gymnastics and Physics.

See the Skills chapter for more information.

Endurance

Endurance represents a character's determination and ability to shrug off physical and mental abuse. Each character has five endurance levels: fresh, winded, weakened, exhausted, and defeated. A character who is well rested and hasn't been injured begins at "fresh". When a character is successfully attacked, they lose one or more endurance levels.

See the Actions chapter for more information.

Rolling Dice

We assign numbers to characters' abilities so that we can tell what they can do. When a character attempts a task, and the outcome is either contested or there is some random element involved, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV). This roll is compared to 8 plus a difficulty value (DV).

2d6 + action value [plus an optional bonus or penalty] vs. 8 + difficulty value [plus an optional bonus or penalty]

If the player's roll (2d6 + action value) equals or exceeds the target number (8 + difficulty value), the character's attempt succeeds. The following table shows the chances of success for various action values and difficulty values. You don't need to refer to this during play -- it's just to show you what kind of results you should expect.


Table: Chances of success
Action Value (AV) Difficulty Value (DV)
Challenging
3
Demanding
6
Frustrating
9
Nigh-impossible
12
Typical 1 17% 0% 0% 0%
2 28% 3% 0% 0%
3 42% 8% 0% 0%
Legendary 4 58% 17% 0% 0%
5 72% 28% 3% 0%
6 83% 42% 8% 0%
Superhuman 7 92% 58% 17% 0%
8 97% 72% 28% 3%
9 100% 83% 42% 8%
Unearthly 10 100% 92% 58% 17%
11 100% 97% 72% 28%
12 100% 100% 83% 42%
Godlike 13 100% 100% 92% 58%
14 100% 100% 97% 72%
15 100% 100% 100% 83%


There is no need to roll for routine tasks at all: characters automatically succeed at routine tasks. See the Actions chapter for more information. Similarly, there is usually no need to roll if there is no penalty for failure and/or no time limit.

Plot Points

Each player begins each game session with one plot point. A player gains a plot point when they do something particularly entertaining or interesting, when one of their character's complications causes a serious problem for them during the game, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot points are spent to alter the game world, gain a roll bonus, or gain an advantage in combat. See the Actions chapter for more information.

Benchmarks

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. You will notice that the relationship between one rank and the next is not constant. At low ranks, each rank is roughly double the value of the previous rank, while at the highest ranks, the increase is approximately eightfold. In between, each rank is roughly quadruple the previous value. This variation is intentional, to offer greater variety to characters of "human" power level, while permitting truly extraordinary power levels at the highest ranks. All of the numbers in this table are approximate: don't be too concerned about it if something is on the edge between one value and the next. When in doubt, err on the side of the players.

The distances in this table are for movement based on the Power attribute, such as Flight, Super-running, and Teleport. If the character has only their natural movement (running, swimming, and jumping), then their movement distance is based on their Agility and Brawn. See Movement for more information.


Table: Benchmarks
Rank Breaks Lifts Throws
(50 lbs)
Affects
(radius or range)
Base Move Double Move All-out Move
Per Round Per Round Per Round MPH
1 Cardboard 100 pounds 6 feet 50 feet 50 feet 100 feet 300 feet 30 mph
2 Plastic 225 pounds 12 feet 100 feet 100 feet 200 feet 600 feet 70 mph
3 Wood 450 pounds 25 feet 400 feet 400 feet 800 feet 2,400 feet 300 mph
4 Bone 900 pounds 50 feet 1,600 feet 1,600 feet 3,200 feet 2 miles 1,000 mph
5 Brick 2 tons 200 feet 1 mile 1 mile 2 miles 6 miles 4,000 mph
6 Concrete 7 tons 800 feet 5 miles 5 miles 10 miles 30 miles 20,000 mph
7 Stone 30 tons 4,000 feet 20 miles 20 miles 40 miles 120 miles 70,000 mph
8 Ceramic 100 tons 3 miles 80 miles 80 miles 160 miles 480 miles 300,000 mph
9 Steel 400 tons 10 miles 300 miles 300 miles 600 miles 1,800 miles 1,000,000 mph
10 Diamond 2,000 tons 40 miles 1,200 miles 1,200 miles 2,400 miles 7,200 miles 5,000,000 mph
11 Nanodiamond 10,000 tons 300 miles 10,000 miles 10,000 miles 20,000 miles 60,000 miles 30,000,000 mph
12 Stanlium 100,000 tons 3,000 miles 80,000 miles 80,000 miles 160,000 miles 480,000 miles 300,000,000 mph
13 Siegelite 1,000,000 tons 20,000 miles 600,000 miles 600,000 miles 1,200,000 miles 3,600,000 miles 0.9 c
14 Kirbium 10,000,000 tons 160,000 miles 5,000,000 miles 5,000,000 miles 10,000,000 miles 30,000,000 miles 0.99 c
15 Atmosphereum 80,000,000 tons 1,000,000 miles 40,000,000 miles 40,000,000 miles 80,000,000 miles 240,000,000 miles 0.999 c
  1. Breaks indicates the strongest substance that the character would be able to break under normal circumstances. The thickness of the material and other factors make this a rough estimate, at best.
  2. Lifts 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 rank less than their Brawn. For example, a character with rank 8 Brawn could carry up to 30 tons and suffer no penalties to their movement while doing so.
  3. Throws (50 lbs) indicates the farthest distance that a character could throw a compact object weighing 50 lbs. To see how far a character can throw heavier objects, subtract the Brawn rank required to lift the object from the character's total Brawn rank. Look up the difference in the "Rank" column: this indicates how far the character can throw the object. For example, a character with rank 4 Brawn (the peak of human potential) could throw an object weighing 100 lbs (such as a cooperative slender human) up to 25 feet.
  4. Affects (radius or range) indicates the radius around the character that they can affect with their powers if their powers affect a radius, or the maximum range of the power if it affects a single target. For example, [Element] Mastery can move or manipulate the chosen element within this area and can use the element to inflict direct damage to a target up to this distance away. The "radius" value is not used for powers that inflict damage directly unless they have been purchased with the Explosive Damage power enhancement.

Off The Scale

Obviously, there are values which are far below or far above what appears in this table. The Moon, with mass of roughly 8.1 × 1019 tons, is far more than even a character with Brawn 15 could move, while a baby or a housecat has a Brawn less than 1. Don't worry about it. At such extremes, the GM should just use their best judgement, and the rest of the players should roll with it.

Glossary

advantage
an exceptional ability that a normal human can have, but that most humans do not have
Agility (AGL)
coordination, flexibility, accuracy with ranged attacks
all-out move
base move x 6; incurs penalties on attacks and task rolls
attack bonus
a number added to a combat task roll (another name for "task roll bonus")
attribute
the eight basic character traits: Brawn, Agility, Reason, Perception, Will, Power, and Endurance
base move
normal ground movement based on attribute or power rank
base rank
the rank of an attribute or power when the character is fully healed and not impaired in any way
Brawn (BRN)
physical might, close combat fighting ability, and general hardiness
character point
spent to buy attributes, skills, advantages, and powers for a character
damage
the amount of damage which exceeds the target's protection value
damage rating (DR)
the potential amount of damage inflicted by a power or weapon
defense bonus
a number added to a combat task difficulty (another name for "difficulty modifier")
difficulty modifier
a number added to a task difficulty to make it more difficult
double move
base move x 2; incurs penalties on attacks and task rolls
Endurance (END)
the amount of abuse a character can withstand before they are unable to participate in a conflict
expertise
a character's field of extraordinary competence
extreme success
rolling three or more over the task difficulty set by the GM
game moderator (GM)
the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes
non-player character (NPC)
a fictional character belonging to and controlled by the game moderator
Perception (PER)
awareness of one's surroundings, intuition, and understanding of the motivations of others
player
a living, breathing person playing the game
player character (PC)
a fictional character belonging to and controlled by a player
plot point
spent to alter the game world, gain a skill bonus, or gain an advantage in combat
Power (POW)
technological might, alien potency, psychic potential, and so on
power defect
a drawback to the power that makes it less useful than it normally is
power enhancement
an extra capability that makes a power more useful than it normally is
protection value (PV)
the amount subtracted from an attack's damage by a power or protective equipment
rank
a number from 1 to 14 describing each of a character's attributes and powers
Reason (REA)
ability to analyze data, draw conclusions from the facts at hand, and solve problems
run
base move x 2 (another name for "double move"); incurs penalties on attacks and task rolls
sprint
base move x 6 (another name for "all-out move"); incurs penalties on attacks and task rolls
success
a task roll that equals or exceeds the task difficulty
task difficulty
the number the player must match or exceed on a task roll
task difficulty, opposed
8 + the defender’s relevant attribute
task difficulty, unopposed
routine 9; challenging 12; demanding 15; frustrating 18; nigh-impossible 21
task roll
2d6 + the rank of the character's relevant attribute + any bonuses
task roll bonus
a number added to the character's attribute when making a task roll
walk
normal ground movement based on attribute or power rank (another name for "base move")
Will (WIL)
determination, focus, and strength of personality