Bulletproof Blues 2e FR:Attributs

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Attributes in Bulletproof Blues are ranked on a scale from 1 to 14. Ranks 1 through 4 are those which are, in theory, attainable by human beings. Rank 1 would be someone suffering from a significant impairment, while rank 4 would indicate the peak of human potential. Ranks 5 through 14 are superhuman. Rank 5 is beyond even the greatest human potential, while rank 14 is virtually godlike in power. Each attribute costs one character point per rank in the attribute.

Obviously, there are values which are far below or far above this range. The Moon, with mass of roughly 8.1 × 1019 tons, is far more than even a character with rank 14 Brawn 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.

Brawn

Brawn (BRN) represents a character's physical might and general hardiness, and the character's rank in Brawn adds to task rolls that depend on these traits. Brawn determines the damage a character does in hand-to-hand combat, how much a character can lift, and how far they can throw things. Brawn also adds to a character's Endurance, which is the measure of the amount of abuse a character can withstand before they are unable to participate in a conflict.

In hand-to-hand combat, an unarmed character's damage rating is equal to their rank in Brawn. Characters with human level Brawn (rank 3 or less) inflict stunning damage with their unarmed hand-to-hand attacks, while characters with rank 4 Brawn or higher inflict normal damage. See Damage for more details.

If a character's Brawn is reduced to zero, they are unable to stand, and have great difficulty moving. They must successfully attempt a challenging Willpower task roll (task difficulty 12) every round just to crawl a few feet, and they automatically fail any Brawn task roll. Brawn may not be reduced below zero.

Agility

Agility (AGL) represents a character's agility, flexibility, and coordination, and the character's rank in Agility adds to task rolls that depend on these traits. Agility adds to a character's ability to avoid being hit by ranged attacks. Agility also determines a character's base movement speed (running, swimming, etc.).

If a character's Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging Willpower task roll (task difficulty 12) every round just to take a step or two, and they automatically fail any Agility task roll. Agility may not be reduced below zero.

Reason

Reason (REA) represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems, and the character's rank in Reason adds to task rolls that depend on these traits.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must successfully attempt a challenging Willpower task roll (task difficulty 12) every round just to form a sentence or understand a simple question, and they automatically fail any Reason task roll. Reason may not be reduced below zero.

Perception

Perception (PER) represents a character's awareness of their surroundings, their intuition, and their understanding of the motivations of others, and the character's rank in Perception adds to task rolls that depend on these traits.

If a character's Perception is reduced to zero, they have great difficulty recognizing or understanding their surroundings. They must successfully attempt a challenging Willpower task roll (task difficulty 12) every round just to identify someone they know or recognize where they are, and they automatically fail any Perception task roll. Perception may not be reduced below zero.

Willpower

Willpower (WIL) represents a character's determination, focus, and the strength of their personality, and the character's rank in Willpower adds to task rolls that depend on these traits. Willpower also adds to a character's Endurance, which is the measure of the amount of abuse a character can withstand before they are unable to participate in a conflict.

If a character's Willpower is reduced to zero, they become listless and have great difficulty making choices or taking action. They automatically fail any Willpower task roll. Willpower may not be reduced below zero.

Prowess

Prowess (PRW) represents a character's hand-to-hand fighting ability. The character's rank in Prowess adds to task rolls that involve boxing, martial arts, fencing, and other such activities. Prowess also adds to a character's ability to avoid being hit by hand-to-hand attacks.

If a character's Prowess is reduced to zero, they have great difficulty coping with rapid changes in their immediate environment, and they become unable to defend themselves from hand-to-hand attacks. They automatically fail any Prowess task roll. Prowess may not be reduced below zero.

Accuracy

Accuracy (ACC) represents a character's ability to aim when making ranged attacks. The character's rank in Accuracy adds to task rolls that involve archery, firearms, grenades, and any ranged super powers such as a fire blast.

If a character's Accuracy is reduced to zero, their hand-eye coordination is severely impaired, and it becomes virtually impossible for them to hit ranged targets. They automatically fail any Accuracy task roll. Accuracy may not be reduced below zero.

Endurance

Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Endurance is equal to the character's Brawn plus their Willpower. When a character is successfully attacked, the amount of damage that that gets past their protection is temporarily subtracted from their Endurance.

If a character's Endurance is reduced to zero, they are rendered unconscious. Endurance is the only attribute that can be reduced below zero. If a character's Endurance is reduced to the negative of its starting value (-6 for a character whose normal Endurance is 6, for example), they may die. See Death for more information.