Bulletproof Blues 3e EN:GM Resources: Difference between revisions

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Revision as of 17:12, 3 January 2019

Arrow up 16x16.png Contents

(NOTE: This is a work in progress.)

This chapter provides additional information for the game moderator, such as the movement capabilities of beings with attributes far beyond human limits, the mass of commonplace objects, and the speed of various creatures and vehicles.

Extraordinary Attributes

A character's attributes in Bulletproof Blues are normally ranked on a scale from 1 to 10. The tables below provide values for attributes above 10.

Attribute Cost

Table: Extraordinary attribute cost
Value Incremental Cost
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16-18 6
19-20 7

Brawn

Brawn determines how much a character can lift and how far they can throw things. Peak human potential is marked in red.


Table: Extraordinary Brawn
Brawn Lift Throw
(25 kg)
Standing
Long Jump
1 55 kg 1 m 1 m
2 120 kg 2 m 1 m
3 260 kg 5 m 2 m
4 550 kg 11 m 5 m
5 1,700 kg 35 m 11 m
6 5,500 kg 110 m 35 m
7 17 t 350 m 110 m
8 55 t 1,100 m 350 m
9 170 t 3,500 m 1,100 m
10 550 t 11 km 3,500 m
11 1,700 t 35 km 11 km
12 5,500 t 110 km 35 km
13 17,000 t 350 km 110 km
14 55,000 t 1,100 km 350 km
15 170,000 t 3,500 km 1,100 km
16 550,000 t 11,000 km 3,500 km
17 1,700,000 t 35,000 km 11,000 km
18 5,500,000 t 110,000 km 35,000 km
19 17,000,000 t 350,000 km 110,000 km
20 55,000,000 t 1,100,000 km 350,000 km
  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.


Obviously, there are values which are far below or far above what appears in this table. The Moon, with mass of roughly 7.3 × 1019 tonnes, is far more than even a character with Brawn 20 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.

Agility

Agility determines a character's base movement speed (running, swimming, etc.). Peak human potential is marked in red.


Table: Extraordinary Agility
Agility Walk (Base Move) Run (Double Move) Sprint (All-out Move)
1 2 m 4 m 12 m 7 kph
2 4 m 8 m 24 m 14 kph
3 7 m 14 m 42 m 25 kph
4 13 m 26 m 78 m 47 kph
5 40 m 80 m 240 m 140 kph
6 130 m 260 m 780 m 470 kph
7 400 m 800 m 2,400 m 1,400 kph
8 1,300 m 2,600 m 7,800 m 4,700 kph
9 4 km 8 km 24 km 14,000 kph
10 13 km 26 km 78 km 47,000 kph
11 40 km 80 km 240 km 140,000 kph
12 130 km 260 km 780 km 470,000 kph
13 400 km 800 km 2,400 km 1,400,000 kph
14 1,300 km 2,600 km 7,800 km 4,700,000 kph
15 4,000 km 8,000 km 24,000 km 14,000,000 kph
16 13,000 km 26,000 km 78,000 km 47,000,000 kph
17 40,000 km 80,000 km 240,000 km 140,000,000 kph
18 130,000 km 260,000 km 780,000 km 470,000,000 kph
19 400,000 km 800,000 km 2,400,000 km 0.99 c
20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c
Agility Swim (Base Move) Fast Swim (Double Move) Swim Sprint (All-out Move)
1 1 m 2 m 6 m 4 kph
2 2 m 4 m 12 m 7 kph
3 3 m 6 m 18 m 11 kph
4 4 m 8 m 24 m 14 kph
5 7 m 14 m 42 m 25 kph
6 13 m 26 m 78 m 47 kph
7 22 m 44 m 132 m 79 kph
8 40 m 80 m 240 m 140 kph
9 70 m 140 m 420 m 260 kph
10 130 m 260 m 780 m 470 kph
11 220 m 440 m 1,320 m 790 kph
12 400 m 800 m 2,400 m 1,400 kph
13 700 m 1,400 m 4,200 m 2,600 kph
14 1,300 m 2,600 m 7,800 m 4,700 kph
15 2 km 4 km 12 km 7,900 kph
16 4 km 8 km 24 km 14,000 kph
17 7 km 14 km 42 km 26,000 kph
18 13 km 26 km 78 km 47,000 kph
19 22 km 44 km 132 km 79,000 kph
20 40 km 80 km 240 km 140,000 kph

Power

The effectiveness of some powers is based on the character's Power.


Table: Extraordinary Power
Power General Effect Mass
1 1 55 kg
2 2 120 kg
3 5 260 kg
4 11 550 kg
5 35 1,700 kg
6 110 5,500 kg
7 350 17 t
8 1,100 55 t
9 3,500 170 t
10 11,000 550 t
11 35,000 1,700 t
12 110,000 5,500 t
13 350,000 17,000 t
14 1,100,000 55,000 t
15 3,500,000 170,000 t
16 11,000,000 550,000 t
17 35,000,000 1,700,000 t
18 110,000,000 5,500,000 t
19 350,000,000 17,000,000 t
20 1,100,000,000 55,000,000 t

Hostile Environments

Table: Hostile environments
Environment Effect
Darkness Attack and defense penalties
Dehydration Lose one Endurance per day; penalty die on all tasks
Exposure Lose one Endurance, from once per hour to once per six hours
Falling Lose one Endurance for each five meters fallen
Fire Action value depends on heat and intensity, once per round
Poisons Brawn roll, from once per round to once per hour
Pressure Lose one Endurance, from once per round to once per minute
Radiation Brawn roll, once per week; penalty die on all tasks
Sleep Deprivation Lose one Reason per day, then lose one Presence per day, then lose one Endurance per day
Starvation Lose one Endurance per week; penalty die on all tasks
Suffocation Lose one Endurance per minute
Vacuum Lose one Endurance, from once per round to once per minute


Darkness

Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

A character with Super Senses such that they can perceive normally suffers no ill effects from darkness.

Dehydration

A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.

Characters suffering from dehydration lose one Endurance per day until they are rehydrated. Additionally, the character incurs a penalty die on all rolls. Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against this damage, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by dehydration.

Exposure

Extremes of heat and cold can be dangerous to those without adequate protection from the elements. Characters exposed to extreme temperatures gradually lose Endurance until they either die or find shelter. How quickly they lose Endurance depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat cost a character one Endurance every six hours or so: brutal, but not immediately life-threatening. The same character in a blazing hot desert or standing on a ridge in the Antarctic would lose one Endurance per hour. Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against this damage, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by extreme temperatures.

Falling

A character who falls farther than they can jump takes damage based on the distance fallen. A character who falls and strikes a surface loses one Endurance for each five meters fallen (rounded down). Conventional forms of protection, such as armor and energy shields, are effective against this damage.

Particularly soft or yielding surfaces can reduce the damage of the fall by as much as half, while particularly unforgiving surfaces may double the damage.

Fire

The action value of a fire depends on its heat and intensity. Any power or equipment that provides protection against conventional forms of damage, such as Invulnerability and Force Field, is effective against fire damage.

A character with Environmental Immunity gains a defense bonus against the fire.


Table: Fire
Fire Action
Value
Campfire, torch 3
Burning building 6
Molten lava 9


Very cool and very hot fires are outside of this range. A lit cigarette can cause painful burns, for example, but it's less damaging than action value 3. On the other hand, the surface of a star is far beyond even action value 9.

Poisons

Poisons and pathogens are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. Described here is a generic poison: your character may encounter poisons or pathogens which are more complicated than this example.

Immediately after exposure, a poisoned character must make a moderately difficult (DV 3) Survival (Brawn) roll against the poison. If the Brawn roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn roll is not successful, the character has succumbed to the poison, and they immediately lose one Endurance. Periodically thereafter, the character must attempt another Brawn roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Brawn roll results in another loss of Endurance. This continues until the character successfully makes a Brawn roll, or they are administered the appropriate antidote (if one exists). Once the character successfully makes a Brawn roll against the poison or is administered the appropriate antidote, they stop losing Endurance and begin to heal normally.

Some poisons and pathogens have effects other than or in addition to Endurance damage, such as blindness or paralysis.

Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against poisons and pathogens, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by poisons and pathogens.

Pressure

Characters exposed to extreme atmospheric pressure lose Endurance until they return to their natural atmosphere, or their internal and external pressure is equalized (generally through the use of an air supply specifically designed for use at that pressure), or they die. How quickly they lose Endurance depends on how prepared they are and the severity of the conditions. A trained diver 30 meters under water (approximately 3 atmospheres, or 43 psi) would lose one Endurance per minute: life threatening, but not immediately fatal. The same character 300 meters under water (approximately 30 atmospheres, or 428 psi) would lose one Endurance per round unless they had specialized breathing apparatus designed to maintain a constant pressure inside their bodies. At higher pressures, even specialized breathing apparatus is not enough to protect the body from the structural failure of tissue, not to mention the pressure on unprotected nerves causing them to stop transmitting impulses.

Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against exposure to extreme pressure, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by high pressure.

Radiation

Radioactivity is caused by the decay of the atomic nucleus of an unstable atom. Living things exposed to high amounts of ionizing radiation develop acute radiation syndrome (ARS), also known as radiation poisoning or radiation sickness. Acute radiation syndrome is an umbrella term for a variety of symptoms which occur within 24 hours of exposure and which may last for several months.

The symptoms of acute radiation syndrome depend on the exposure. Relatively small doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a reddening of the skin. Intermediate exposure can result in more severe gastrointestinal disorders and symptoms related to a drop in the number of blood cells, such as infection and bleeding. Larger doses can result in neurological effects such as dizziness, headache, or decreased level of consciousness, followed shortly thereafter by death.

Twenty-four hours after exposure, a character exposed to radiation must make a successful Brawn roll against the action value of the radiation. Failure indicates that the character has developed acute radiation syndrome and they immediately lose one Endurance. Each week thereafter, the character must attempt another Brawn roll. Each failed Brawn roll results in another one Endurance lost. Additionally, the character incurs one penalty die for every week that the character has been suffering from acute radiation syndrome. This continues until the character dies or successfully makes the Brawn roll. Once the character successfully makes the Brawn roll against the action value of the radiation, they stop losing Endurance and may begin to heal normally.

Suitable treatment grants a bonus die on the victim's Brawn roll. Small doses of radiation are treated with blood transfusions and antibiotics, while greater doses of radiation require exotic treatments such as bone marrow transplants. Large doses of radiation are invariably fatal to normal human beings.

Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against damage from acute radiation syndrome, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by radiation.


Table: Radiation
Action value Radiation
3 Fallout from a recent nuclear explosion
6 Vial of plutonium
9 Interior of a nuclear reactor


SIDEBAR: Liefeld Radiation

Exposure to Liefeld radiation typically results in spontaneous painful deformity followed by death. Symptoms include atrophy of the hands, feet, and abdomen, and a grotesque increase in musculature in the chest and thighs. However, in rare and isolated cases, exposure to Liefeld radiation has resulted in a permanent transformation from human to posthuman. Such cases are one in a million, at best.

Sleep Deprivation

A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. Initially, the character experiences weariness, confusion, and irritability. After three days without sleep, the character experiences hallucinations and decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss and ultimately death.

A character suffering from sleep deprivation loses one Reason per day until their Reason equals zero. Once the character's Reason is reduced to zero, the character loses one Presence per day until their Presence equals zero. Once the character's Presence is reduced to zero, the character loses one Endurance per day until their Endurance is reduced to zero. Under normal circumstances, the character will fall unconscious at this point and remain so for at least a day. However, if the character is physically prevented from losing consciousness, they will eventually die. Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against the effects of sleep deprivation, nor is rapid healing, such as that provided by Regeneration.

A character with Environmental Immunity is unaffected by sleep deprivation.

Starvation

A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.

Characters suffering from starvation lose one Endurance per week until they eat something. Additionally, the character incurs a penalty die on all rolls. Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against the effects of starvation, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by starvation.

Suffocation

A character who needs to breath but is unable to do so, such as someone drowning or suffocating, loses one Endurance per minute until they can breathe freely again. Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against this damage, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by suffocation.

Vacuum

Characters exposed to vacuum lose Endurance until they return to their natural atmosphere. How quickly they lose Endurance depends on how prepared they are and the rapidity of the loss of atmosphere. A trained astronaut who is exposed to a loss of atmosphere over the course of a minute would lose one Endurance per minute: life threatening, but not immediately fatal. The same character exposed to a vacuum without warning would lose one Endurance per round.

Protection against conventional forms of damage, such as Invulnerability and Force Field, are not effective against exposure to vacuum, but rapid healing, such as that provided by Regeneration, may offset the effects.

A character with Environmental Immunity is unaffected by vacuum.

Mass

XXX this table is wrong

Table: Item weights
Item Weight Brawn or Power (to lift)
hawksbill sea turtle, large dog, slender adult 45 kg 1
typical adult, small floor safe 90 kg 2
heavy adult, refrigerator 130 kg 3
gun safe, racing motorcycle 180 kg 3
dolphin, lion 225 kg 4
tiger, motorcycle, medium floor safe, a Twinkie 11 meters long 275 kg 4
grizzly bear, touring motorcycle 400 kg 4
cow, horse, sailboat 600 kg 5
small civilian helicopter 700 kg 5
compact car 900 kg 5
medium missile 1,100 kg 5
hippopotamus, full size car 1,800 kg 5
Humvee, small military helicopter 3 tonnes 6
armored Humvee 4 tonnes 6
elephant, empty dump truck 5 tonnes 6
light jet fighter plane 7 tonnes 7
empty tractor-trailer, large military helicopter 10 tonnes 7
jet fighter plane 15 tonnes 7
Polaris missile, international marijuana shipment 20 tonnes 7
loaded dump truck 25 tonnes 7
private jet plane, empty train car 30 tonnes 7
loaded tractor-trailer, empty C-130 cargo plane 35 tonnes 8
Easter Island stone head, bank vault, loaded tanker truck 45 tonnes 8
M1 Abrams tank, Trident missile, suburban house 55 tonnes 8
loaded C-130 cargo plane 80 tonnes 8
blue whale 90 tonnes 8
loaded train car 130 tonnes 9
locomotive, fishing trawler 180 tonnes 9
empty 747 passenger plane 270 tonnes 9
typical train 360 tonnes 9
loaded 747 passenger plane 400 tonnes 10
Space Shuttle 2,000 tonnes 10
passenger train, Coast Guard cutter 2,700 tonnes 11
Saturn V rocket 3,000 tonnes 11
Eiffel Tower 6,300 tonnes 11
freight train 7,300 tonnes 11
destroyer, nuclear submarine 8,200 tonnes 11
10 story building 9,000 tonnes 11
Brooklyn Bridge 14,000 tonnes 12
long frieght train 15,000 tonnes 12
large nuclear submarine 18,000 tonnes 12
aircraft carrier 82,000 tonnes 12
loaded tanker ship 110,000 tonnes 13
cruise ship 130,000 tonnes 13
loaded large tanker ship, large office building 180,000 tonnes 13
Empire State Building, empty Ultra Large Crude Carrier 360,000 tonnes 13
Ben Franklin Bridge, loaded Ultra Large Crude Carrier 640,000 tonnes 13
Golden Gate Bridge 820,000 tonnes 13
enormous skyscraper 910,000 tonnes 13
Great Pyramid of Giza 5,400,000 tonnes 14
Mount Everest 160,000,000,000 tonnes --


Table: Item mass
Item Mass Brawn (to lift) XXX these are wrong
full suitcase, female glamour model 45 kg 1
large dog, slender woman 65 kg 2
typical man, small floor safe 100 kg 3
heavy man, refrigerator 125 kg 4
weapon locker, racing motorcycle 175 kg 5
dolphin, lion 225 kg 6
tiger, motorcycle, medium floor safe 300 kg 7
Russian bear, touring motorcycle 400 kg 8
cow, horse, small sailboat 600 kg 9
small civilian helicopter 700 kg 9
small automobile 900 kg 10
medium missile 1,100 kg 11
hippopotamus, full size automobile 2 tonnes 12
small military helicopter 3 tonnes 13
armored car 4.5 tonnes 14
elephant, empty dump truck 6 tonnes 15
light fighter plane 8 tonnes 16
empty tractor-trailer, large military helicopter 10 tonnes 17
fighter plane 15 tonnes 18
large missile 20 tonnes 19
loaded dump truck 25 tonnes 19
private plane, empty train car 30 tonnes 20


Speed

XXX this table is wrong

Table: Item speeds
Item Speed Agility Power
avg human running 20 kph 2 1
max human running 40 kph 4 1
fast submarine 80 kph 8 2
fast bird, cheetah, sailfish 120 kph 11 2
fast car 320 kph -- 3
fast helicopter 400 kph -- 3
F5 tornado wind 480 kph -- 3
terminal velocity 526 kph -- 4
bullet train 560 kph -- 4
airplane 800 kph -- 4
pistol bullet 1,100 kph -- 4
sound 1,200 kph -- 4
supersonic airplane 1,900 kph -- 5
rifle bullet 3,100 kph -- 5
superjet 10,000 kph -- 6
escape velocity 40,000 kph -- 7
rocket 48,000 kph -- 7
solar winds 480,000 kph -- 8
interplanetary speeds 5,000,000 kph -- 10
light 1,079,252,850 kph -- 14


Table: Item speeds
Item Speed Agility XXX these are wrong
avg human running 12 kph 2
max human running 40 kph 8
fast submarine 80 kph --
fast bird, cheetah, sailfish 120 kph --
racing motorcycle 200 kph --
sports car 250 kph --
airplane 800 kph --


Telling A Story The Kalos Comics Way

A game of Bulletproof Blues is, at its core, storytelling. When any RPG campaign loses the story telling focus, and devolves into a series of battles, the characters are no longer characters at all. They become writing on a piece of paper, just complicated tokens pushed around the game board of the campaign setting.

The players look to the game moderator to provide that setting and a series of problems or situations to resolve. Generally, this sequence of events is referred to as the plot. Sections of the overall plot that take multiple game sessions to resolve are called a story arc. The key to an engaging, thrilling experience for players and game moderator is for the GM to connect the individual game sessions together in a way that engages the persona each player is playing.

It is important to note a plot dynamic in Bulletproof Blues games which does not occur in comicbooks -- unlike a comicbook, each player in the group sees their PC as the main character of the story. The GM needs to give equal "spotlight" time for each player to roleplay in situations that explore their character's motivations, complications, and history. GMs can use the Kalos Comics Way to build a story that features all of the PCs equally.

For comicbook writers, the Kalos Comics Way requires development of two types of structures. First is a conventional, western-style narrative structure for each story arc, containing the classic five elements: exposition, rising action, climax, falling action, and resolution. Writers are encouraged to embed some foreshadowing exposition from the next story arc into the rising action and falling action of the current story arc, in order to create a bridge from one story arc to the next.

Second, writers must produce an eastern-style narrative structure known as Kishōtenketsu for each major character. In the Kalos Comics Way, the purpose of the Kishōtenketsu is to communicate how the "person behind the mask" will be engaged in the story arc. The PC hero, after all, isn't a hollow shell with powers. The character is a person (or alien or robot) who lives in the world, and who has worldly emotions, concerns, and desires. GMs are encouraged to use the hero's motivations, complications, and history to build each Kishōtenketsu.

Because Kishōtenketsu is a technique useful for merging two seemingly unrelated plot threads without requiring direct conflict, it is used in the Kalos Comics Way to bring the mask and the person behind the mask together in the story.

In the Kalos Comics Way, after the story arc plot is laid out, and a Kishōtenketsu is done for each major character, they are all woven together to form the basis for the storyboard of the comic art. In Bulletproof Blues, they are all woven together to provide the framework for the game moderator's campaign.

Story Arc Plot

The story arc plot is the sequence of events in the current section of the overall story. The plot is made up of five elements centered around how the main characters confront and eventually (hopefully) overcome the source of the conflict. The five elements are:

Exposition

The exposition is where the heroes are placed into the location of the story arc setting, key NPCs are identified, background information is provided through dialogue or explanation, and the game moderator provides clues or explicit instructions that lead the heroes into the rising action.

Rising Action

The rising action is a series of conflicts or problems that grow more and more complicated and challenging for the heroes. The resolution of one conflict leads to the next. The rising action builds excitement as each danger is vanquished or mystery solved. The Kalos Comics Way uses two to four combats or encounters to build the rising action.

Climax

The climax is the turning point of a story, novel, or script. It is the moment where it seems like the main character is in danger or could even possibly fail at resolving the conflict. Depending on the kind of conflict being faced (man vs. man, man vs. self, etc.), the actions at this point in the work can be either physical or mental.

Falling Action

Taking place after the climax, the falling action includes events that will help to fully resolve the conflict. The results of actions that the main character has taken are presented as well as the results of decisions that have been made, whether good or bad for the character.

Resolution

The end of a story, novel, or script includes the last plot element -- the resolution. It is here that loose ends are tied up, conflicts are concluded, outcomes are revealed, and a happy or sad ending takes place. As many of the final actions have already taken place, a resolution can be made up of a just a summary of where the main character will end up in the future, instead of including any more active events.

Kishōtenketsu

Kishōtenketsu is a compound word formed from the Japanese Kanji characters that explain the structure. The examples here are from poet Sanyō Rai.

Ki (Introduction)

Daughters of Itoya, in the Honmachi of Osaka.

The first element places the character in the context of what is important in the character's life. Typically, the Ki element sets the scene, forming the basis for how the things the character cares about will become part of the story.

Shō (Development)

The elder daughter is sixteen and the younger one is fourteen.

The second element, Shō, expands on the first element and typically contains an action that develops on the scene identified in Ki.

Ten (Twist)

Throughout history, warriors have killed the enemy with bows and arrows.

The third element is the climax, in which an unforeseen development occurs. Typically, the relationship of the content of Ten to the first two elements is not readily apparent. In other words, there is not a linear progression from Shō to Ten.

Ketsu (Reconciliation)

The daughters of Itoya kill with their eyes.

The fourth element, Ketsu, is the conclusion. Ketsu merges Ten into the narrative direction of Ki and Shō.

The Kalos Comics Way

In the Kalos Comics Way, the comic writer or GM assembles the pieces of the story in the following manner:

  1. The first step is to assign draft events to the five story arc plot elements. These events may change during the process. The climax is identified first, then the rising action that builds up to it, followed by exposition. Falling action and resolution are done last, then all 5 are reassembled in their chronological order.
  2. The second step is to create a Kishōtenketsu for each major character based on their motivations, complications, and history.
  3. Third, the Kishōtenketsu are inserted into the five elements where it makes the most sense from a story and character standpoint.
  4. And finally, in the fourth step, for the comic writer the assembled plot is reviewed with the editor, then sent to the pencillers and turned into a story board. For the GM, this step is where the descriptions are filled in, and NPC and villain characters are created or taken from sourcebooks.

The Big Example

Below is an example that illustrates how you can use the Kalos Comics Way in your games.

Step 1: Story Arc Plot

The GM wants to use the story arc to reveal a new master villain: Dr. Virago, a super scientist bent on world domination, who has been cryogenically frozen since 1973. Dr. Virago's technology was 100 years ahead of its time in 1973, so it is still advanced, but also strangely dated. The GM intends for Dr. Virago to become one of the PC group's long-term arch nemeses.

With that in mind, it is important that Dr. Virago survive the climax of the story arc in a way that propels the campaign forward. The GM decides that the best way to keep Dr. Virago as an active antagonist is to not have Dr. Virago directly involved in the climax. Instead, Dr. Virago's 1970s-style robot bodyguard/killing machine will take the brunt of the heroes' wrath, and Dr. Virago's involvement will be revealed in the falling action after the climax of the story arc.

Climax: The heroes think they have found the lair of Dr. Virago, but instead they've fallen into a trap! They've been sealed in a subterranean base with Dr. Virago's monstrous death robot, MX-ML1, who's been programmed to kill!

The GM decides that Dr. Virago wants to acquire some bio-weapon technology -- an area that has seen tremendous strides while she was in cryogenic hibernation. Her investigation has led her to Lance Doughty, a virologist, who had a history of selling his private research. But not all of Doughty's research is in government or corporate hands -- Dr. Virago's "sources" say key formulas are stored in a safe deposit vault owned by Doughty's estate.

But Dr. Virago is no fool. She doesn't want to be directly involved at all. So she hires three mercenary villains: Razor, Cacophony, and Equinox. Razor has gang affiliations, so Dr. Virago tells him to hire some local muscle to do the actual break-in. She provides some vials of a mysterious, powerful Transformation Serum so the thugs will agree. Plus, the gang can have everything in the bank vault, as long as they turn over Doughty's safe deposit box unopened and unharmed.

Rising action 1: A 911 call leads the heroes to a couple of gang members who have taken the Transformation Serum. The chemicals have warped their bodies, making them far stronger and tougher than normal, and wildly violent.

Rising action 2: After questioning one of the malformed thugs, the heroes go to the gang's safehouse to recover the stolen goods and the rest of the Transformation Serum. Clues lead the heroes to the mercenary villains.

Rising action 3: The heroes find Razor, Cacophony, and Equinox, and bring them to justice. The villains reluctantly agree to reveal the location of Dr. Virago's hideout.

The police begin to realize they are out of their depth when they see the hole ripped into the brick wall of Metro City National Bank. Their fears are realized when they see three monstrous men on the security tape, so naturally they call the heroes.

Exposition: A call from Metro City police ask the heroes to help capture three "creatures" who broke into Metro City National Bank.

After the heroes defeat Dr. Virago's monstrous death robot, MX-ML1, they hear an odd clacking sound from another room. They enter to find a telex machine sending the last page from a stack of documents. A cursory glance reveals that documents contain complex formulas and engineering specifications. Behind the telex machine is a bank of two dozen 16" tube type color televisions. The screens flicker on, showing a test pattern, then the aged, malevolent face of the dreaded Dr. Virago! She is surprised and angry that the heroes defeated MX-ML1, and swears vengeance.

Falling action: After defeating MX-ML1, the heroes discover that Dr. Virago has been the mastermind behind the bank robbery and the Transformation Serum. The evil genius' whereabouts are unknown.

Once the federal government finds out that Dr. Virago has somehow returned, dozens of agents swoop in on the subterranean base, seizing the documents and the remaining Transformation Serum. The heroes are "debriefed". The gang members who broke into the bank are identified and charged with the crime. Razor, Cacophony, and Equinox are long gone -- they escaped from custody while they were being transferred to jail.

Resolution: Local police and federal law enforcement coordinate to secure Dr. Virago's base. The gang members who broke into the bank are charged with robbery, but Razor, Cacophony, Equinox, and Dr. Virago herself remain free, leaving the heroes frustrated.

In chronological order, the story arc plot is:

  1. Exposition: A call from Metro City police ask the heroes to help capture three "creatures" who broke into Metro City National Bank.
  2. Rising action 1: A 911 call leads the heroes to a couple of gang members who have taken the Transformation Serum. The chemicals have warped their bodies, making them far stronger and tougher than normal, and wildly violent.
  3. Rising action 2: After questioning one of the malformed thugs, the heroes go to the gang's safehouse to recover the stolen goods and the rest of the Transformation Serum. Clues lead the heroes to the mercenary villains.
  4. Rising action 3: The heroes find Razor, Cacophony, and Equinox, and bring them to justice. The villains reluctantly agree to reveal the location of Dr. Virago's hideout.
  5. Climax: The heroes think they have found the lair of Dr. Virago, but instead they've fallen into a trap! They've been sealed in a subterranean base with Dr. Virago's monstrous death robot, MX-ML1, who's been programmed to kill!
  6. Falling action: After defeating MX-ML1, the heroes discover that Dr. Virago has been the mastermind behind the bank robbery and the Transformation Serum. The evil genius' whereabouts are unknown.
  7. Resolution: Local police and federal law enforcement coordinate to secure Dr. Virago's base. The gang members who broke into the bank are charged with robbery, but Razor, Cacophony, Equinox, and Dr. Virago herself remain free.

Step 2: Kishōtenketsu

For our example, we'll use a team of three PCs:

  • Blueshift – Speedster martial artist hero, reformed criminal
  • Manticore – Flying, armored superhero persona of an international celebrity
  • Monolith – Massive, immensely strong hero who advocates for children's charities

These PCs are established heroes from Kalos Comics who we're teaming together. Along with each hero's motivations, complications, and history is that hero's Kishōtenketsu.

Blueshift
Motivations
  • Guilt: The character is a reformed criminal who is driven by a desire for redemption from the sins of her past.
  • Rebellion: The character struggles with social interactions; this isolates her and reinforces her sense that she doesn't fit into society at large.
Complications
  • Enemy: Blueshift is still hunted by Project Genesis, and not everyone has forgiven her criminal past.
  • Outsider: Blueshift's unease around normal people is often taken as disdain.
History

For Blueshift's history, please see her full character write-up (p. XXX).

Kishōtenketsu

The GM decides that Blueshift's background as a leader of Master Sin's strike team would be a good way to bridge the gap between the gang members and the mercenary villains. Equinox, when she isn't using her fire and ice powers to commit crimes, is an alcoholic: a rough and tumble country girl who drowns her sorrows in cheap whiskey and drugs at honky-tonk bars. Having worked with her before, Blueshift knows Equinox's habits, recognizes the description given by one of the thugs captured at the gang's safehouse, and knows how to find her.

  • Ki (Introduction): Blueshift and three armored troopers hide outside an industrial complex, watching the guards patrolling behind a razor wire fence.
  • Shō (Development): The troopers give Blueshift confused, questioning looks as she checks her watch then looks past them to the horizon and the glowing haze above a nearby town.
  • Ten (Twist): A woman is slumped against the bar in a seedy dive, one hand clutching an empty glass, eyes barely open.
  • Ketsu (Reconciliation): Blueshift grits her teeth as she slings the woman's arm over her shoulder and drags her out of the bar, in spite of the woman's protests.

The GM can use this Kishōtenketsu series of events as a flashback so Blueshift's player can suggest canvassing local honky-tonk dive bars with a description of Equinox. In addition, this knowledge can be used after the story arc is complete as foreshadowing for future story arcs concerning Blueshift's past and/or the continued pursuit of Dr. Virago.

Manticore
Motivations
  • Adventure: The character has an adventurous spirit and rarely turns down a quest.
  • Protection: The character wants to protect others, particularly the innocent and the helpless.
Complications
  • Vulnerability: All of Manticore's powers are dependent on her armor and equipment.
  • Enemy: Chloe Zhang is internationally famous, which makes her a very easy target for her enemies.
History

For Manticore's history, please see her full character write-up on page XXX.

Kishōtenketsu

For this story arc, the GM uses Manticore's significant experience as a hero and her numerous encounters with the subversive groups that plague the modern world. Recently Manticore defeated a group of infiltration specialists and armored stormtroopers working for ASGARD. Among the information gathered from the defeated agents was a list of contacts.

When the Metro City police show the heroes the security video of the bank robbery, they also have a list the owners of the safe deposit boxes. One box belonged to the estate of Lance Doughty.

  • Ki (Introduction): Five years ago, Manticore and her teammates Mr. Shade and Ladon, Guardian of Ages, stand over the unconscious bodies of a group of Vidar: dangerous agents employed by the evil organization ASGARD.
  • Shō (Development): Just behind Ladon, a Vidar agent attempts to erase data from a handheld device, but Manticore notices and leaps to stop him.
  • Ten (Twist): A disheveled man in a lab coat accepts a thick envelope labelled "Doughty" from a disinterested woman. He gets out of her car, and with a nervous backward glance walks into the night.
  • Ketsu (Reconciliation): Manticore can see a phrase, "Doughty 1471" flash across the display as the device melts through the agent's trembling hand.

The GM decides to foreshadow this recollection in the exposition, then drop the reference into the story arc plot during the fight with the mercenary villains. Manticore doesn't have to associate the list of deposit box owners (from the bank manager) with the name from the ASGARD device. Instead the GM will mention "1471" as if by accident while roleplaying the braggart Razor or the uncontrolled Equinox during the fight. Manticore will make the connection, then the team can then use their Investigation skills to trace from the safe deposit box, to Doughty's estate, to recent contacts with the estate, to a landline phone call from an abandoned warehouse just outside of town that disguises the entrance to one of Dr. Virago's underground bases.

Monolith
Motivations
  • Justice: The character seeks to ensure that misdeeds are met with appropriate punishment.
  • Protection: The character wants to protect others, particularly the innocent and the helpless.
Complications
  • Enemy: Monolith has made many enemies, but Cesspool is the most vile and persistent.
  • Uncontrolled Power: Monolith's size and weight make it impossible for him to have a normal life.
History

For Monolith's history, please see his full character write-up on page XXX.

Kishōtenketsu

The GM decides that commitment to charity work would be an excellent opportunity to connect the "human elements" of the story. In the course of his volunteer work, Monolith has met one of the thugs who robbed the bank. Monolith doesn't think the young man is a criminal type, so there must be some other explanation.

  • Ki (Introduction): Monolith attends a charity event -- a ribbon cutting for a new inner city playground.
  • Shō (Development): One of the organizers introduces Monolith to a teen, Abe Washington, who is good student, but who is having trouble in his tough neighborhood.
  • Ten (Twist): Three deformed, monstrous humanoids tear through the wall of a bank and loot the vault.
  • Ketsu (Reconciliation): While watching the security video of the bank robbery, Monolith sees that one of the humanoids has the distorted face of Abe, the boy from the playground.

With this information in hand, the GM decides to add a wrinkle to the story arc plot: the genetic damage caused by the Transformation Serum is potentially lethal, and there is no known anti-serum. Two of the gang members involved in the bank robbery have died from the side effects. Only the young man Monolith befriended is alive, but time is running out. As the boy lay dying, he refuses to speak with anyone other than Monolith. As he slowly slips into a coma, he explains to Monolith that Razor threatened his family if he didn't take the Transformation Serum and participate in the robbery. The clock is ticking. Will the heroes find a clue to an antidote in Dr. Virago's subterranean base?

Step 3: Integration

In chronological order, the story arc plot with Kishōtenketsu added is:

  1. Exposition: Monolith is interviewed by a local news reporter about his attendance the day before at a ribbon cutting for a new inner city playground. A senior Aegis agent stops by to see Manticore and thank her personally -- the only surviving ASGARD Vidar agent from a recent raid has been found guilty of espionage. A call from Metro City police ask the heroes to help capture three "creatures" who broke into Metro City National Bank late last night. While on her way to the precinct station, Blueshift passes by a honky-tonk bar she remembers from a time years ago when she worked for Master Sin. At the station, the bank manager gives the detectives information about what was stolen, and the detectives show the heroes the security camera footage. Monolith recognizes one of the humanoids as Abe, a boy from the playground.
  2. Rising action 1: The heroes' next steps are interrupted by a frantic 911 call. The heroes fight a couple of gang members who have been transformed, their warped bodies making them far stronger and tougher than normal, and wildly violent. One of them is the boy from the playground. The effects of the transformation begin to take their toll: the boy is dying. He refuses to speak with anyone other than Monolith, revealing the involvement of Razor, a known posthuman criminal, and discloses the location of the gang's safehouse.
  3. Rising action 2: The heroes go to the gang's safehouse to recover the stolen goods and find out more about the drug that turned the gang members into monsters. After a battle with the thugs, some transformed and some not, but all armed, the heroes question the gang about the location of Razor and the origin of the serum. The gang doesn't know much, but one of them describes an associate of Razor's with half her body on fire, and the other misted over with ice. Blueshift recognizes the description as Equinox, and has an idea of where to find her.
  4. Rising action 3: The heroes ask around at the bar where Blueshift had found Equinox years ago. The bartender is tight lipped, but a local drunkard gives directions to a fancy hotel where the heroes find Razor, Cacophony, and Equinox preparing to skip town. The villains fight until defeated. During the fight, one of the posthumans complains that they better not go to jail just for 1471. The reference reminds Manticore of her experience with ASGARD's Vidar agents. The name Doughty isn't common. Maybe the two are connected? With the help of police detectives and a list of safe deposit box owners from the bank manager, the investigation leads from the safe deposit box to Doughty's estate, to phone records, to an abandoned warehouse outside of town.
  5. Climax: Descending into the depths in a secret elevator, the heroes think they have found the lair of Dr. Virago, but instead they've fallen into a trap! They've been sealed in the subterranean base with Dr. Virago's monstrous death robot, MX-ML1, who's been programmed to kill! Can they defeat the robot in time to defuse the self-destruct mechanism? Will they find an antidote to the Transformation Serum and save Abe's life?
  6. Falling action: After defeating MX-ML1, the heroes disarm the self-destruct mechanism and find a shortwave telex machine sending the last page from a stack of documents. A cursory glance reveals the documents contain complex formulas and engineering specifications -- Doughty's research notes for a massive virus bomb. Behind the telex machine, two dozen 16" tube type color televisions flicker on, showing the aged, malevolent face of the dreaded Dr. Virago! She is surprised and angry that the heroes defeated MX-ML1, and she swears vengeance. The screens click off: the evil genius' whereabouts are unknown. A quick search reveals a few vials of antidote among the dusty boxes of Transformation Serum. The heroes return to town as fast as they can. All of the other young men who took the serum have died -- only the boy from the playground still lives. With the antidote in his system, he slowly returns to normal.
  7. Resolution: Local police and federal law enforcement coordinate to secure Dr. Virago's base. The boy from the playground is the only survivor of the three who broke into the bank, and without any evidence of him being coerced, Abe is charged with robbery. Razor, Cacophony, and Equinox are long gone -- they escaped from custody while they were being transferred to jail. If Doughty had plans for a virus bomb in his estate, what did he sell to ASGARD five years ago? But perhaps most troubling is Dr. Virago herself. What new terror will she unleash on the world? How will she wreak vengeance on our heroes? Only time will tell.

Step 4: Fill in the Details

With the story arc plot and Kishōtenketsu merged together, the last step for comicbook writers using the Kalos Comics Way is to meet with the editors who ensure continuity with the Kalos Universe, crisp pacing, pithy dialogue, and good taste in character development. The last step for the GM is to fill in the blanks with the materials needed to run the story arc with the gaming group. Here are a few key things you'll need:

  • Descriptive passages to give some color and personality to the key locations. These are very helpful when the PCs move from one location to another, since they provide a box of text the GM can read from to set the scene with key details. Think about all five senses: what the characters will smell, and hear, whether the ground is hard or soft, crunchy or slippery.
  • Write-ups for the villains. It seems obvious, but improvised villains can prove one dimensional. It's one thing to role-play an unspeaking villain like Cacophony, but having a reference that lists her skills, or the scope of her devastating sonic attacks, or her claustrophobia can be important. Write-ups from Bulletproof Blues sourcebooks are naturally encouraged.
  • Maps for complex places, especially for fight scenes. Even a crudely hand drawn map is a better visual reference for GMs and players alike than nothing at all. Think of unusual elements in the environment that can be used in fun and interesting ways.
  • Names and one sentence descriptions for NPCs. What are the detectives' names? Was the reporter who interviewed Monolith sympathetic, or did she seem slightly hostile? Little details can go a long way toward improving the game.
  • Ideas that build on the events in the story. If the heroes go back to ask the drunkard how he knew where the posthuman villains were, what do they find out? Is he an Aegis agent in disguise? Or was it really Dr. Virago trying to tie up loose ends? Having ideas like these ahead of time can help you dovetail this story arc into the next one.
  • An expectation of the unexpected. Role-playing game players are crafty and inventive. Sooner or later they will derail your prepared plot and take the game in a direction you didn't think about. Be ready to improvise!
  • The most important thing you'll need is a sense of fun and adventure. Bulletproof Blues is a game in a dark setting. The PCs are surrounded by malevolent corporations and sinister government initiatives run amok in a world shell-shocked from the unprecedented destruction wrought by Paragon. But Bulletproof Blues is a game. It's intended to be a fun way for a few friends to get together and work as partners fighting the good fight. Enjoy it!