ZeroSpace 4e EN:Introduction
- zerospace
- noun
- the gravitational center of a warp engine's Lorentzian manifold.
What Is This?
ZeroSpace is a science fiction game which takes place in a vast patchwork of interstellar empires populated by thousands of strange and wonderful aliens.
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 an ogre 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. 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.
Ground Rules
Be Cooperative
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 character, or to win every fight. The goal of a role-playing game is to experience fun 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. With that in mind, here are some suggestions.
- Encourage each other: If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game you find fun.
- Embrace setbacks: Don't get frustrated if things are going badly. Recovering from a setback makes the eventual victory all the sweeter.
- Be considerate: Don't hog the spotlight. Take turns being the center of attention.
- Don't play a jerk: Playing a flawed character can be fun, but don't go so far with it that you make the other players miserable. Being "true to your character" is not an excuse for ruining the game.
- Respect everyone's boundaries: Roleplaying games can be silly and light, dark and gritty, or anywhere in between. If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using John Stavropoulos' X-Card, particularly if the players are new to each other.
Use 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.
In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.
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."
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 seven attributes which describe their basic physical and mental abilities.
- Agility: coordination, ranged combat fighting ability, and general flexibility
- Brawn: physical might, hand-to-hand fighting ability, and general hardiness
- Presence: determination, mental combat fighting ability, and understanding of the motivations of others
- Reason: ability to analyze data, draw conclusions from the facts at hand, and solve problems
- Power Level: technological might, alien potency, psychic potential, and so on
- Endurance: a character's ability to physically and mentally exert themselves
- Health: a character's ability to withstand physical hardship and injury
See the Attributes chapter for more information.
Rolling Dice
When a character attempts a task and the outcome is either contested or there is some random element involved, the player must roll dice to see if the character succeeds. The player rolls two six-sided dice ("2d6") and counts the dots. The player adds this to the character's appropriate attribute (e.g., Agility, Brawn, etc). Rolling a "natural 2" (minimum on two dice) or a "natural 12" (maximum on two dice) has no special significance.
The player then adds the character's skill modifier, equipment modifier, or Power Level (if the character is using a power).
2d6 + [Attribute] + [Skill, Equipment, or Power]
If the character has two or more of the appropriate skill, equipment, or power, use whichever has the highest modifier and add +1. This final total is the character's Action Value, or "AV". If the character's Action Value equals or exceeds the Defense Value (or the Difficulty Value assigned by the GM), the character's attempt succeeds.
There is no roll for routine tasks: characters automatically succeed at routine tasks.
A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can tell a lie, but it takes a skilled woodworker to make a mortise and tenon joint.
Skill rolls are covered in more detail in the Actions chapter.
2d6 + [Attribute] + [Skill, Equipment, or Power] vs | ||||
---|---|---|---|---|
Table: Unopposed rolls | Table: Opposed rolls | |||
Difficulty Value (DV) | Difficulty Value (DV) | |||
12 | Moderately difficult | 8 + | [Attribute] + [Skill, Equipment, or Power] | |
15 | Remarkably difficult | Examples: Brawn + Hand-to-hand Combat Agility + Ranged Combat Presence + Mental Combat etc. | ||
18 | Extremely difficult | |||
21 | Inconceivable! | |||
Bonuses And Penalties
A character's roll may have one or more bonuses and/or penalties. A bonus is usually +Template:KM4 SKILL BONUS added to the character's Action Value, although some maneuvers such as teamwork accrue bonuses in +1 increments. A penalty is usually +Template:KM4 SKILL BONUS DV added to the Difficulty Value of the current task, although some maneuvers such as called shots incur penalties in +1 DV increments.
Similarly, a character's damage roll may have one or more bonuses and/or penalties. These are usually +/-1 or +/-Template:KM4 SKILL BONUS. This bonus or penalty is applied directly to the attacker's damage roll.
Damage
If the attacker's roll succeeds, the player rolls dice based on the character's Power Level (1d6 + Power Level) or on the equipment modifier of the weapon (1d6 + equipment modifier). The target's resistance (Damage Resistance, Mental Resistance, or Alteration Resistance) is deducted from the points of damage. If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a stunning attack). If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). Roll damage and deduct resistance before dividing.
Armor
Armor protects characters from attacks. A character with armor has Damage Resistance (DR), which is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage.
The Damage Resistance provided by armor is equal to its equipment modifier +Template:KM4 SKILL BONUS. If the character has more than one source of Damage Resistance, only the highest value applies. Armor does not provide Alteration Resistance or Mental Resistance unless that is called out in its notes.
Shields
Energy shields protect characters from attacks. The character receives a Damage Resistance bonus equal to the equipment modifier of the energy shields.
Energy shields lose effectiveness as they withstand attacks. The shields grant their full DR bonus against the first successful attack in a scene. The second attack in a scene, the shields grant one less than their full DR bonus. This continues until the DR bonus granted by the shields is reduced to zero. The shields will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.
Plot Points
Each player begins each game session with one Plot Point. A player gains a Plot Point when they do something clever, heroic, or surprising, 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 or to gain an advantage. See the Actions chapter for more information.
Resolving Ties
On a tie, the character who initiated the contest wins the contest.
Rounding
When a number is divided, round down, even if the fraction is more than one-half. A fraction may not be rounded to less than 1, as long as the original number was more than zero.
Acronyms
- AV
- Action Value: 2d6 + [Attribute] + [Skill, Equipment, or Power]
- DV
- Defense Value: 8 + [Attribute] + [Skill, Equipment, or Power]
- Difficulty Value: 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable)
- GM
- game moderator: the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes
- NPC
- non-player character': a fictional character belonging to and controlled by the game moderator
- PC
- player character: a fictional character belonging to and controlled by a player
Glossary
- Action Value (AV)
- 2d6 + [Attribute] + [Skill, Equipment, or Power]; the Action Value (AV) is compared to the Difficulty Value (DV) to determine if the action is successful.
- Agility
- Coordination, ranged combat fighting ability, and general flexibility.
- all-out move
- Base move x 6; requires a move action.
- Alteration Resistance
- The amount the defender subtracts from the points of alteration damage rolled by the attacker; the remaining points of alteration damage are halved.
- attribute
- The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level.
- base move
- Normal ground movement based on the character's attributes or powers; requires a move action.
- base attribute
- An attribute when the character is fully healed and not impaired in any way.
- bonus
- A number added to an Action Value (AV), a Defense Value (DV), or a damage roll.
- [Brackets]
- Text in [Brackets] indicates that it is replaced by some other value, such as an attribute
- Brawn
- Physical might, hand-to-hand fighting ability, and general hardiness.
- character point
- Spent to buy attributes, skills, and special abilities for a character.
- Damage Resistance
- The amount the defender subtracts from the points of normal damage rolled by the attacker.
- Defense Value (DV)
- 8 + [Attribute] + [Skill, Equipment, or Power]; the Action Value (AV) is compared to the Defense Value (DV) to determine if the attack is successful.
- Difficulty Value (DV)
- 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable); the Action Value (AV) is compared to the Difficulty Value (DV) to determine if the action is successful.
- double move
- Base move x 2; requires a move action.
- Endurance
- Ability to physically and mentally exert oneself (Brawn + Presence).
- forcing an action
- A character sacrifices their next turn in order to dive clear, activate a defensive power, or take another purely defensive action.
- 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.
- gift
- An exceptional ability that a normal person can have, but that most people do not have.
- Health
- Ability to withstand physical hardship and injury (Agility + Brawn).
- Mental Resistance
- The amount the defender subtracts from the points of mental damage rolled by the attacker; the remaining points of mental damage are halved.
- move action
- Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move.
- non-player character (NPC)
- A fictional character belonging to and controlled by the game moderator.
- penalty
- A number added to a Difficulty Value (DV); a number subtracted from a damage roll.
- 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 or to gain an advantage.
- power
- An ability beyond what is possible for ordinary mortals.
- Power Level
- Technological might, alien potency, psychic potential, and so on.
- Presence
- Determination, mental combat fighting ability, and understanding of the motivations of others.
- Reason
- Ability to analyze data, draw conclusions from the facts at hand, and solve problems.
- run
- Base move x 2 (another name for "double move"); requires a move action.
- sentient
- Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person.
- skill
- Allows a character to apply their attributes to solve a specific problem or accomplish a specific task.
- skill roll
- Rolling dice and determining the outcome; see the Actions chapter.
- sprint
- Base move x 6; another name for "all-out move"; requires a move action.
- success
- An Action Value (DV) that equals or exceeds the Difficulty Value (DV).
- walk
- Normal ground movement based on Agility; another name for "base move"; requires a move action.