Talk:Bulletproof Blues 3e EN:Contents: Difference between revisions

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* Write "Margin Of Success (Optional)" section
* Write "Margin Of Success (Optional)" section
* Change "exploding" and "explosive" completely; make radius work like range bands
* Change "exploding" and "explosive" completely; make radius work like range bands
* Add section for "Helpless Or Unconscious Targets"
* Copy Pathogens from ZeroSpace


==Complications==
==Complications==

Revision as of 12:57, 5 January 2018

Changes

  • Prowess removed. Absorbed into Brawn
  • Accuracy removed. Absorbed into Agility
  • Willpower changed to Will
  • Endurance removed. Replaced by endurance levels
  • Remove/replace "melee" with "close combat"
  • Add "close" where "hand-to-hand" is mentioned
  • Replace "advantage" with "gift"
  • Eliminate extreme success
  • Remove/replace/update "Routine"
  • Remove/replace "Demanding"
  • Update "nigh-impossible" difficulty
  • Change "(See margin" to "(see margin"
  • Find and replace task difficulty examples; search for "target number" and "difficulty"
  • Re-add Endurance. Make equal to Brawn or Will, whichever is greater
  • Replace bonus with "bonus die"
  • Replace penalty with "penalty die"
  • Change task roll to [attribute] roll
  • Write "Margin Of Success (Optional)" section
  • Change "exploding" and "explosive" completely; make radius work like range bands
  • Add section for "Helpless Or Unconscious Targets"
  • Copy Pathogens from ZeroSpace

Complications

Musclebound

The character has greater strength than they are able to use effectively in combat. In hand-to-hand combat, the character's attack value is based on one-half of the character's Brawn (rounded up). The first time a musclebound character misses with a hand-to-hand attack during a game session, they receive one plot point. This plot point is lost if not used by the end of the game session.

Advantages

Lightning Strike

A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When in close combat, the character may substitute their rank in Agility for their rank in Brawn when determining their attack value (AV). The player may choose which attribute to use on a case by case basis. This can reflect the character's advanced advanced martial arts training, their superhuman speed, the harnessing of the character's chi, or some other effect, depending on the specifics of the character's archetype and abilities.

Notes

  • recalculate character costs and point levels for removing 1 attribute (removing Prowess and Accuracy, adding Power).