Bulletproof Blues 4e EN:Attributes: Difference between revisions

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<div id="calculate_attribute_cost_output_4_0_EN"></div>
<div id="sidebar_attribute_cost_output_4_0_EN"></div>
</div><!-- see MediaWiki:Common.js -->
</div><!-- see MediaWiki:Common.js -->


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. Attributes in ''Bulletproof Blues'' are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.
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 run. A character's attributes in ''Bulletproof Blues'' are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.


Base attributes (Agility, Brawn, Presence, and Reason) and Power Level each cost one character point to have a 1 in that attribute. Increasing an attribute costs a number of character points equal to the current attribute. For example, increasing an attribute from 3 to 4 costs 3 points.
Base attributes (Agility, Brawn, Presence, Reason, and Power Level) each cost one character point to have a 1 in that attribute. Increasing an attribute by one costs a number of character points equal to the next skill level. For example, increasing an attribute from 3 to 4 costs 4 points.


Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
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|-  
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| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|3
|-  
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|4
| class="aligncenter"|6
|-  
|-  
! class="aligncenter h2cell-alt" rowspan="3" style="vertical-align:middle"|Fantastic
! class="aligncenter h2cell-alt" rowspan="3" style="vertical-align:middle"|Fantastic
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>4</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>4</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>7</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>10</b></span>
|-  
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="aligncenter"|11
| class="aligncenter"|15
|-  
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="aligncenter"|16
| class="aligncenter"|21
|-  
|-  
! class="aligncenter h2cell" rowspan="3" style="vertical-align:middle"|Epic
! class="aligncenter h2cell" rowspan="3" style="vertical-align:middle"|Epic
| class="aligncenter"|7
| class="aligncenter"|7
| class="aligncenter"|22
| class="aligncenter"|28
|-  
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="aligncenter"|29
| class="aligncenter"|36
|-  
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="aligncenter"|37
| class="aligncenter"|45
|-  
|-  
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Unearthly
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Unearthly
| class="aligncenter"|10
| class="aligncenter"|10
| class="aligncenter"|46
| class="aligncenter"|55
|}
|}


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| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="aligncenter"|3
|-
|-
| class="aligncenter"|3-4
| class="aligncenter"|3-4
| class="aligncenter"|3
| class="aligncenter"|3
| class="aligncenter"|4
| class="aligncenter"|6
|-
|-
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>5-8</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>5-8</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>4</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>4</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>7</b></span>
| class="aligncenter"|<span style="color: rgb(204,0,0)"><b>10</b></span>
|-
|-
| class="aligncenter"|9-10
| class="aligncenter"|9-11
| class="aligncenter"|5
| class="aligncenter"|5
| class="aligncenter"|11
| class="aligncenter"|15
|-
|-
| class="aligncenter"|11-12
| class="aligncenter"|10-12
| class="aligncenter"|6
| class="aligncenter"|6
| class="aligncenter"|16
| class="aligncenter"|21
|}
|}




Roll six times, and add up the total cost. Subtract that total from your pool of character points.
Roll five times, and add up the total cost. Subtract that total from your pool of character points.


Now assign what you rolled to your character's attributes (Agility, Brawn, Endurance, Presence, Reason, Power Level), placing each number wherever you like.
Now assign what you rolled to your character's attributes (Agility, Brawn, Presence, Reason, Power Level), placing each number wherever you like.


==Agility==
==Agility==
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Agility represents a character's coordination, ranged fighting ability, and general flexibility.
Agility represents a character's coordination, ranged fighting ability, and general flexibility.


Agility determines a character's base [[Bulletproof_Blues_4e_EN:Actions#Move_Action|movement speed]]. Note that a character with [[Bulletproof_Blues_4e_EN:Powers#Super Running|Super Running]] or [[Bulletproof_Blues_4e_EN:Powers#Super Swimming|Super Swimming]] can move far faster than they could with their Agility alone. Agility is the default attribute used for attacking and defending in ranged combat. See the [[Bulletproof_Blues_4e_EN:Actions|Actions]] chapter for more information.
Agility determines a character's base [[Bulletproof_Blues_4e_EN:Actions#Move_Action|movement speed]]. Agility is the default attribute used for attacking and defending in ranged combat. See the [[Bulletproof_Blues_4e_EN:Actions|Actions]] chapter for more information.


If a character's Agility is reduced to zero, they have great difficulty moving. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
If a character's Agility is reduced to zero, they have great difficulty moving. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Agility rolls. Agility may not be reduced below zero.


Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
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| class="alignright"|7 km/h
| class="alignright"|7 km/h
|-
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell-alt"|2
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|8 m
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| class="alignright"|25 km/h
| class="alignright"|25 km/h
|-
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell-alt"|4
| class="alignright"|<span style="color: rgb(204,0,0)"><b>13 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>13 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
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| class="alignright"|140 km/h
| class="alignright"|140 km/h
|-
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell-alt"|6
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
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| class="alignright"|1,400 km/h
| class="alignright"|1,400 km/h
|-
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell-alt"|8
| class="alignright"|1,300 m
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|2,600 m
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| class="alignright"|14,000 km/h
| class="alignright"|14,000 km/h
|-
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell-alt"|10
| class="alignright"|13 km
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|26 km
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| class="alignright"|140,000 km/h
| class="alignright"|140,000 km/h
|-
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell-alt"|12
| class="alignright"|130 km
| class="alignright"|130 km
| class="alignright"|260 km
| class="alignright"|260 km
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| class="alignright"|1,400,000 km/h
| class="alignright"|1,400,000 km/h
|-
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell-alt"|14
| class="alignright"|1,300 km
| class="alignright"|1,300 km
| class="alignright"|2,600 km
| class="alignright"|2,600 km
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| class="alignright"|4 km/h
| class="alignright"|4 km/h
|-
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell-alt"|2
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
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| class="alignright"|11 km/h
| class="alignright"|11 km/h
|-
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell-alt"|4
| class="alignright"|<span style="color: rgb(204,0,0)"><b>4 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>4 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
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|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
! class="aligncenter h2cell"|6
| class="alignright"|13 m
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|26 m
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| class="alignright"|47 km/h
| class="alignright"|47 km/h
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell-alt"|6
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
! class="aligncenter h2cell"|8
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|80 m
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| class="alignright"|140 km/h
| class="alignright"|140 km/h
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|7
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
! class="aligncenter h2cell"|10
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
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| class="alignright"|470 km/h
| class="alignright"|470 km/h
|-
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell-alt"|8
| class="alignright"|220 m
| class="alignright"|440 m
| class="alignright"|1,320 m
| class="alignright"|790 km/h
|-
! class="aligncenter h2cell"|12
| class="alignright"|400 m
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|800 m
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| class="alignright"|1,400 km/h
| class="alignright"|1,400 km/h
|-
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|9
| class="alignright"|700 m
| class="alignright"|1,400 m
| class="alignright"|4,200 m
| class="alignright"|2,600 km/h
|-
! class="aligncenter h2cell"|14
| class="alignright"|1,300 m
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|2,600 m
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| class="alignright"|4,700 km/h
| class="alignright"|4,700 km/h
|-
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell-alt"|10
| class="alignright"|2 km
| class="alignright"|4 km
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|14,000 km/h
|-
! class="aligncenter h2cell"|11
| class="alignright"|13 km
| class="alignright"|13 km
| class="alignright"|7,900 km/h
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|47,000 km/h
|-
! class="aligncenter h2cell-alt"|12
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|140,000 km/h
|-
! class="aligncenter h2cell"|13
| class="alignright"|130 km
| class="alignright"|260 km
| class="alignright"|780 km
| class="alignright"|470,000 km/h
|-
! class="aligncenter h2cell-alt"|14
| class="alignright"|400 km
| class="alignright"|800 km
| class="alignright"|2,400 km
| class="alignright"|1,400,000 km/h
|-
! class="aligncenter h2cell"|15
| class="alignright"|1,300 km
| class="alignright"|2,600 km
| class="alignright"|7,800 km
| class="alignright"|4,700,000 km/h
|}
|}
|}
|}


==Brawn==
==Brawn==
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Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness.
Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness.


Brawn determines how much a character can lift and how far they can throw things. Note that a character with [[Bulletproof_Blues_4e_EN:Powers#Super Lifting|Super Lifting]] can lift and throw objects far more massive than they could with their Brawn alone. Brawn is the default attribute used for hand-to-hand combat. See the [[Bulletproof_Blues_4e_EN:Actions|Actions]] chapter for more information.
Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for attacking and defending in hand-to-hand combat. See the [[Bulletproof_Blues_4e_EN:Actions|Actions]] chapter for more information.


If a character's Brawn is reduced to zero, they have great difficulty moving. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
If a character's Brawn is reduced to zero, they have great difficulty moving. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.


Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
Peak human potential is marked in <span style="color: rgb(204,0,0)"><b>red</b></span>.
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! class="aligncenter"|Brawn
! class="aligncenter"|Brawn
! class="aligncenter"|Lift
! class="aligncenter"|Lift
! class="aligncenter"|Example
! class="alignleft"|Example
! class="aligncenter"|Throw<br />25 kg
! class="aligncenter"|Throw 25 kg
! class="aligncenter"|Standing<br />Long Jump
! class="aligncenter"|Long Jump
|-
|-
! class="aligncenter h2cell"|0
! class="aligncenter h2cell"|0
| class="alignright"|26 kg
| class="alignright"|25 kg
| class="alignright"|medium dog
| class="alignleft"|medium dog
| class="alignright"|1
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|0 m
|-
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell-alt"|1
| class="alignright"|55 kg
| class="alignright"|55 kg
| class="alignright"|pony keg of beer
| class="alignleft"|pony keg of beer
| class="alignright"|1
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|1 m
|-
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|120 kg
| class="alignright"|110 kg
| class="alignright"|heavy adult
| class="alignleft"|heavy adult
| class="alignright"|2
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|1 m
|-
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell-alt"|3
| class="alignright"|260 kg
| class="alignright"|240 kg
| class="alignright"|motorcycle
| class="alignleft"|motorcycle
| class="alignright"|5
| class="alignright"|5 m
| class="alignright"|5 m
| class="alignright"|2 m
|-
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|<span style="color: rgb(204,0,0)"><b>550 kg</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>500 kg</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>grand piano</b></span>
| class="alignleft"|<span style="color: rgb(204,0,0)"><b>grand piano</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>10 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>11 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>5 m</b></span>
|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell-alt"|5
| class="alignright"|1,700 kg
| class="alignright"|1,600 kg
| class="alignright"|full size car
| class="alignleft"|full size car
| class="alignright"|35
| class="alignright"|32 m
| class="alignright"|35 m
| class="alignright"|10 m
|-
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|5,500 kg
| class="alignright"|5,000 kg
| class="alignright"|empty dump truck
| class="alignleft"|empty dump truck
| class="alignright"|110
| class="alignright"|100 m
| class="alignright"|110 m
| class="alignright"|32 m
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell-alt"|7
| class="alignright"|17 t
| class="alignright"|16 t
| class="alignright"|tractor-trailer
| class="alignleft"|tractor-trailer
| class="alignright"|350
| class="alignright"|320 m
| class="alignright"|350 m
| class="alignright"|100 m
|-
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|55 t
| class="alignright"|50 t
| class="alignright"|loaded tanker truck
| class="alignleft"|loaded tanker truck
| class="alignright"|1100
| class="alignright"|1,000 m
| class="alignright"|1,100 m
| class="alignright"|320 m
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell-alt"|9
| class="alignright"|170 t
| class="alignright"|160 t
| class="alignright"|huge mining dump-truck
| class="alignleft"|huge mining dump-truck
| class="alignright"|3500
| class="alignright"|3,200 m
| class="alignright"|3,500 m
| class="alignright"|1,000 m
|-
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|550 t
| class="alignright"|500 t
| class="alignright"|747 passenger plane
| class="alignleft"|747 passenger plane
| class="alignright"|11000
| class="alignright"|10 km
| class="alignright"|11 km
| class="alignright"|3,200 m
|-
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell-alt"|11
| class="alignright"|1,700 t
| class="alignright"|1,600 t
| class="alignright"|small bridge
| class="alignleft"|small bridge
| class="alignright"|35000
| class="alignright"|32 km
| class="alignright"|35 km
| class="alignright"|10 km
|-
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|5,500 t
| class="alignright"|5,000 t
| class="alignright"|Eiffel Tower
| class="alignleft"|Eiffel Tower
| class="alignright"|110000
| class="alignright"|100 km
| class="alignright"|110 km
| class="alignright"|32 km
|-
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell-alt"|13
| class="alignright"|17,000 t
| class="alignright"|16,000 t
| class="alignright"|long train
| class="alignleft"|long train
| class="alignright"|350000
| class="alignright"|320 km
| class="alignright"|350 km
| class="alignright"|100 km
|-
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|55,000 t
| class="alignright"|50,000 t
| class="alignright"|aircraft carrier
| class="alignleft"|aircraft carrier
| class="alignright"|1100000
| class="alignright"|1,000 km
| class="alignright"|1,100 km
| class="alignright"|320 km
|-
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell-alt"|15
| class="alignright"|170,000 t
| class="alignright"|160,000 t
| class="alignright"|large office building
| class="alignleft"|large office building
| class="alignright"|3500000
| class="alignright"|3,200 km
| class="alignright"|3,500 km
| class="alignright"|1,000 km
|}
|}
#'''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 turn. 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.
#'''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 turn. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 4 could carry up to 240 kilograms and suffer no penalties to their movement while doing so.
#'''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 120 kg up to 110 meters.
#'''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 4 could throw an object weighing up to 110 kg up to 2 meters.
#'''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.
#'''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.
==Endurance==
Endurance represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which is expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".
When a character is successfully attacked, one (or more, if using the optional [[Bulletproof_Blues_4e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is subtracted from their current Endurance. A character whose current Endurance has been reduced to 1 can speak and take roleplaying actions, but any other action, including combat, incurs a -{{KM4_SKILL_BONUS}} penalty. A character whose current Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.


==Presence==
==Presence==
Line 439: Line 432:
Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others.
Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others.


If a character's Presence is reduced to zero, they have great difficulty making choices. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Presence rolls. Presence may not be reduced below zero.
If a character's Presence is reduced to zero, they have great difficulty making choices. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Presence rolls. Presence may not be reduced below zero.


==Reason==
==Reason==
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Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems.
Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems.


If a character's Reason is reduced to zero, they have great difficulty concentrating. They must spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Reason rolls. Reason may not be reduced below zero.
If a character's Reason is reduced to zero, they have great difficulty concentrating. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Reason rolls. Reason may not be reduced below zero.
 
==Willpower==
 
Only player characters (PCs) have Willpower: non-player characters (NPCs) do not have Willpower. A character's Willpower is equal to their Presence + Reason, and a permanent change to those attributes will increase or decrease Willpower by the same amount. Willpower may not be reduced below zero.
 
Willpower acts as a reservoir of points which the character may expend to perform extraordinary acts, and can be spent at any time, subject to the GM's approval. Here are some examples:
 
* Extra Effort: A player can spend 1 or more points of Willpower, and their character gains an equal amount on the current roll or defense. The player may decide to spend the Willpower before or after the dice are rolled.
* Improvisation: A player can spend 1 point of Willpower to use their current skills and powers in new and creative ways. For example, a character who does not have the Finesse skill might use improvisation to pick a lock with their Science skill (using liquid nitrogen to break the lock, for example). The character could then attempt a roll to pick the lock with Science (Reason).
* Inspiration: When all else fails, a player can spend 1 point of Willpower to make an intuitive leap and receive a hint from the GM on what to do next.
* Rally: A player can spend 1 or more points of Willpower, and their character recovers an equal amount of Endurance.
* Retcon: "Retcon" is short for "retroactive continuity": changing the past in some way that supports the current needs of the plot, subject to the GM's approval. For example, this can be a needed resource that had previously been overlooked ("If we only had a wheelbarrow..."). A good retcon should not overtly violate what has been established in the game.
* Surge: A player can spend 1 point of Willpower, and one of the character's attributes increases by 1 for one round.
 
Additionally, some gifts and powers have specific features that may be activated by spending a point of Willpower.
 
Once per day, when the circumstances are appropriate, the character may invoke their motivations to restore their Willpower to full. The character may also recover half of their lost Willpower (rounded in the character's favour) by resting for about half an hour. After that, a character may only recover additional Willpower by getting a good night's sleep (or spending an equivalent period on meditation and study).


==Power Level==
==Power Level==


Power Level represents the strength of a character's posthuman abilities: their technological might, alien potency, psychic potential, and so on. Most people have a Power Level of zero.
Power Level represents the strength of a character's posthuman abilities: their technological might, magical potency, psychic potential, and so on. Most people have a Power Level of zero.


If a power [[Bulletproof_Blues_4e_EN:Actions#Area|affects an area]], the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level.
If a power [[Bulletproof_Blues_4e_EN:Actions#Area|affects an area]], the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level.


If a character's Power Level is reduced to zero, they can no longer activate any of their posthuman powers (constant powers are unaffected). Power Level may not be reduced below zero.
If a character's Power Level is reduced to zero, they can no longer use any abilities which depend on Power Level. Power Level may not be reduced below zero.




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|-  
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="alignright"|Effect
! class="aligncenter"|Damage
! class="alignright"|Area
! class="aligncenter"|Effect
! class="alignright"|Range
! class="aligncenter"|Area
! class="aligncenter"|Range
! class="aligncenter"|Boost
! class="aligncenter"|Boost
! class="alignleft"|Transformation
! class="alignleft"|Transformation
|-
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|1
| class="aligncenter"|1d6+1
| class="alignright"|10
| class="alignright"|2
| class="alignright"|1
| class="alignright"|1 m radius
| class="aligncenter"|1
| class="alignright"|3 m
| class="alignleft"|Max height 4 m, mass 980 kg, Brawn +1; Min height 60 cm, Agility +1
| class="aligncenter"|+1
| class="alignleft"|Max height 3 m, mass 270 kg, Brawn +1; Min height 60 cm, Agility +1
|-
|-
! class="aligncenter h2cell-alt"|2
! class="aligncenter h2cell-alt"|2
| class="alignright"|2
| class="aligncenter"|1d6+2
| class="alignright"|20
| class="alignright"|3
| class="alignright"|1
| class="alignright"|1 m radius
| class="aligncenter"|1
| class="alignright"|10 m
| class="alignleft"|Max height 5 m, mass 1,700 kg, Brawn +1; Min height 20 cm, Agility +1
| class="aligncenter"|+1
| class="alignleft"|Max height 4 m, mass 640 kg, Brawn +1; Min height 20 cm, Agility +1
|-
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|3
| class="aligncenter"|1d6+3
| class="alignright"|40
| class="alignright"|6
| class="alignright"|1
| class="alignright"|2 m radius
| class="aligncenter"|1
| class="alignright"|32 m
| class="alignleft"|Max height 6 m, mass 3,100 kg, Brawn +1; Min height 6 cm, Agility +1
| class="aligncenter"|+1
| class="alignleft"|Max height 5 m, mass 1,300 kg, Brawn +1; Min height 6 cm, Agility +1
|-
|-
! class="aligncenter h2cell-alt"|4
! class="aligncenter h2cell-alt"|4
| class="alignright"|4
| class="aligncenter"|1d6+4
| class="alignright"|80
| class="alignright"|10
| class="alignright"|1
| class="alignright"|3 m radius
| class="aligncenter"|1
| class="alignright"|100 m
| class="alignleft"|Max height 7 m, mass 5,500 kg, Brawn +1; Min height 2 cm, Agility +1
| class="aligncenter"|+1
| class="alignleft"|Max height 6 m, mass 2,200 kg, Brawn +1; Min height 2 cm, Agility +1
|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|6
| class="aligncenter"|1d6+5
| class="alignright"|160
| class="alignright"|18
| class="alignright"|2
| class="alignright"|6 m radius
| class="aligncenter"|2
| class="alignright"|320 m
| class="alignleft"|Max height 9 m, mass 9,800 kg, Brawn +2; Min height 6 mm, Agility +2
| class="aligncenter"|+2
| class="alignleft"|Max height 8 m, mass 5,100 kg, Brawn +2; Min height 6 mm, Agility +2
|-
|-
! class="aligncenter h2cell-alt"|6
! class="aligncenter h2cell-alt"|6
| class="alignright"|8
| class="aligncenter"|1d6+6
| class="alignright"|320
| class="alignright"|32
| class="alignright"|2
| class="alignright"|10 m radius
| class="aligncenter"|2
| class="alignright"|1 km
| class="alignleft"|Max height 10 m, mass 17 t, Brawn +2; Min height 2 mm, Agility +2
| class="aligncenter"|+2
| class="alignleft"|Max height 11 m, mass 13 t, Brawn +2; Min height 2 mm, Agility +2
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|12
| class="aligncenter"|1d6+7
| class="alignright"|640
| class="alignright"|56
| class="alignright"|2
| class="alignright"|18 m radius
| class="aligncenter"|2
| class="alignright"|3 km
| class="alignleft"|Max height 13 m, mass 31 t, Brawn +2; Min height 600 μm, Agility +2
| class="aligncenter"|+2
| class="alignleft"|Max height 15 m, mass 34 t, Brawn +2; Min height 600 μm, Agility +2
|-
|-
! class="aligncenter h2cell-alt"|8
! class="aligncenter h2cell-alt"|8
| class="alignright"|16
| class="aligncenter"|1d6+8
| class="alignright"|1200
| class="alignright"|100
| class="alignright"|2
| class="alignright"|32 m radius
| class="aligncenter"|2
| class="alignright"|10 km
| class="alignleft"|Max height 15 m, mass 55 t, Brawn +2; Min height 200 μm, Agility +2
| class="aligncenter"|+2
| class="alignleft"|Max height 20 m, mass 80 t, Brawn +2; Min height 200 μm, Agility +2
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|24
| class="aligncenter"|1d6+9
| class="alignright"|2500
| class="alignright"|180
| class="alignright"|3
| class="alignright"|56 m radius
| class="aligncenter"|3
| class="alignright"|32 km
| class="alignleft"|Max height 18 m, mass 98 t, Brawn +3; Min height 60 μm, Agility +3
| class="aligncenter"|+3
| class="alignleft"|Max height 27 m, mass 200 t, Brawn +3; Min height 60 μm, Agility +3
|-
|-
! class="aligncenter h2cell-alt"|10
! class="aligncenter h2cell-alt"|10
| class="alignright"|32
| class="aligncenter"|1d6+10
| class="alignright"|5000
| class="alignright"|320
| class="alignright"|3
| class="alignright"|100 m radius
| class="aligncenter"|3
| class="alignright"|100 km
| class="alignleft"|Max height 20 m, mass 170 t, Brawn +3; Min height 20 μm, Agility +3
| class="aligncenter"|+3
| class="alignleft"|Max height 36 m, mass 470 t, Brawn +3; Min height 20 μm, Agility +3
|-
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|45
| class="aligncenter"|1d6+11
| class="alignright"|10000
| class="alignright"|560
| class="alignright"|3
| class="alignright"|180 m radius
| class="aligncenter"|3
| class="alignright"|320 km
| class="alignleft"|Max height 25 m, mass 310 t, Brawn +3; Min height 6 μm, Agility +3
| class="aligncenter"|+3
| class="alignleft"|Max height 47 m, mass 1,000 t, Brawn +3; Min height 6 μm, Agility +3
|-
|-
! class="aligncenter h2cell-alt"|12
! class="aligncenter h2cell-alt"|12
| class="alignright"|64
| class="aligncenter"|1d6+12
| class="alignright"|20000
| class="alignright"|1000
| class="alignright"|3
| class="alignright"|320 m radius
| class="aligncenter"|3
| class="alignright"|1,000 km
| class="alignleft"|Max height 30 m, mass 550 t, Brawn +3; Min height 2 μm, Agility +3
| class="aligncenter"|+3
| class="alignleft"|Max height 63 m, mass 2,500 t, Brawn +3; Min height 2 μm, Agility +3
|-
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell"|13
| class="alignright"|90
| class="aligncenter"|1d6+13
| class="alignright"|40000
| class="alignright"|1800
| class="alignright"|4
| class="alignright"|560 m radius
| class="aligncenter"|4
| class="alignright"|3,200 km
| class="alignleft"|Max height 40 m, mass 980 t, Brawn +4; Min height 600 nm, Agility +4
| class="aligncenter"|+4
| class="alignleft"|Max height 84 m, mass 5,900 t, Brawn +4; Min height 600 nm, Agility +4
|-
|-
! class="aligncenter h2cell-alt"|14
! class="aligncenter h2cell-alt"|14
| class="alignright"|125
| class="aligncenter"|1d6+14
| class="alignright"|80000
| class="alignright"|3200
| class="alignright"|4
| class="alignright"|1 km radius
| class="aligncenter"|4
| class="alignright"|10,000 km
| class="alignleft"|Max height 50 m, mass 1,700 t, Brawn +4; Min height 200 nm, Agility +4
| class="aligncenter"|+4
| class="alignleft"|Max height 110 m, mass 13,000 t, Brawn +4; Min height 200 nm, Agility +4
|-
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|180
| class="aligncenter"|1d6+15
| class="alignright"|160000
| class="alignright"|5600
| class="alignright"|4
| class="alignright"|2 km radius
| class="aligncenter"|4
| class="alignright"|32,000 km
| class="alignleft"|Max height 60 m, mass 3,100 t, Brawn +4; Min height 60 nm, Agility +4
| class="aligncenter"|+4
| class="alignleft"|Max height 150 m, mass 34,000 t, Brawn +4; Min height 60 nm, Agility +4
|}
|}
==Endurance==
A character's Endurance is equal to their Brawn + Presence, and a permanent change to either of these attributes will increase or decrease the character's Endurance by the same amount. Endurance can't be purchased directly, but it can be modified with gifts or other abilities.
Endurance represents a character's ability to physically and mentally exert themselves. Endurance acts as a reservoir of points which is expended as the character is injured. When a character expends or loses Endurance, that amount is subtracted from their current Endurance. Endurance is replenished by rest and relaxation.
Endurance may not be reduced below zero. A character with zero Endurance is unconscious. If a character with zero Endurance suffers additional Endurance damage from another attack, the damage is treated as Health damage.
Barring some traumatic experience, a character's Endurance will be completely replenished after the fight is over, when the character has had a chance to rest and recuperate.
==Health==
A character's Health is equal to their Agility + Brawn, and a permanent change to either of these attributes will increase or decrease the character's Health by the same amount. Health can't be purchased directly, but it can be modified with gifts or other abilities.
Health represents a character's ability to withstand physical hardship and injury. Health acts as a reservoir of points which is expended as the character is injured. When a character expends or loses Health, that amount is subtracted from their current Health. Health is replenished by rest and medical care.
Health may not be reduced below zero. A character with zero Health is unconscious, their Endurance is also reduced to zero, and they are probably out of the fight.
Normally, an injured character may recover half of their lost Health (round down, even if the fraction is more than one-half) by resting for about an hour. After that, a character may only recover additional Health by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Health will be completely replenished after a solid night's rest.





Revision as of 13:29, 1 May 2022

Arrow up 16x16.png Contents

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 run. A character's attributes in Bulletproof Blues are ranked on a scale from 1 to 10. Most people have attributes of 1 or 2. Few people reach 3 in any attribute, and 4 is the peak of human potential.

Base attributes (Agility, Brawn, Presence, Reason, and Power Level) each cost one character point to have a 1 in that attribute. Increasing an attribute by one costs a number of character points equal to the next skill level. For example, increasing an attribute from 3 to 4 costs 4 points.

Peak human potential is marked in red.


Table: Attribute cost
Description Value Cost
Typical 1 1
2 3
3 6
Fantastic 4 10
5 15
6 21
Epic 7 28
8 36
9 45
Unearthly 10 55


Random Character Generation

Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:


Table: Random attributes
Roll 2d6 Value Cost
2 2 3
3-4 3 6
5-8 4 10
9-11 5 15
10-12 6 21


Roll five times, and add up the total cost. Subtract that total from your pool of character points.

Now assign what you rolled to your character's attributes (Agility, Brawn, Presence, Reason, Power Level), placing each number wherever you like.

Agility

Agility represents a character's coordination, ranged fighting ability, and general flexibility.

Agility determines a character's base movement speed. Agility is the default attribute used for attacking and defending in ranged combat. See the Actions chapter for more information.

If a character's Agility is reduced to zero, they have great difficulty moving. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Agility rolls. Agility may not be reduced below zero.

Peak human potential is marked in red.


Table: Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(km/h)
1 2 m 4 m 12 m 7 km/h
2 4 m 8 m 24 m 14 km/h
3 7 m 14 m 42 m 25 km/h
4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h
7 400 m 800 m 2,400 m 1,400 km/h
8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h
10 13 km 26 km 78 km 47,000 km/h
11 40 km 80 km 240 km 140,000 km/h
12 130 km 260 km 780 km 470,000 km/h
13 400 km 800 km 2,400 km 1,400,000 km/h
14 1,300 km 2,600 km 7,800 km 4,700,000 km/h
15 4,000 km 8,000 km 24,000 km 14,000,000 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
1 1 m 2 m 6 m 4 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 13 m 26 m 78 m 47 km/h
6 40 m 80 m 240 m 140 km/h
7 130 m 260 m 780 m 470 km/h
8 400 m 800 m 2,400 m 1,400 km/h
9 1,300 m 2,600 m 7,800 m 4,700 km/h
10 4 km 8 km 24 km 14,000 km/h
11 13 km 26 km 78 km 47,000 km/h
12 40 km 80 km 240 km 140,000 km/h
13 130 km 260 km 780 km 470,000 km/h
14 400 km 800 km 2,400 km 1,400,000 km/h
15 1,300 km 2,600 km 7,800 km 4,700,000 km/h

Brawn

Brawn represents a character's physical might, hand-to-hand fighting ability, and general hardiness.

Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for attacking and defending in hand-to-hand combat. See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they have great difficulty moving. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.

Peak human potential is marked in red.


Table: Brawn
Brawn Lift Example Throw 25 kg Long Jump
0 25 kg medium dog 1 m 0 m
1 55 kg pony keg of beer 1 m 1 m
2 110 kg heavy adult 2 m 1 m
3 240 kg motorcycle 5 m 2 m
4 500 kg grand piano 10 m 5 m
5 1,600 kg full size car 32 m 10 m
6 5,000 kg empty dump truck 100 m 32 m
7 16 t tractor-trailer 320 m 100 m
8 50 t loaded tanker truck 1,000 m 320 m
9 160 t huge mining dump-truck 3,200 m 1,000 m
10 500 t 747 passenger plane 10 km 3,200 m
11 1,600 t small bridge 32 km 10 km
12 5,000 t Eiffel Tower 100 km 32 km
13 16,000 t long train 320 km 100 km
14 50,000 t aircraft carrier 1,000 km 320 km
15 160,000 t large office building 3,200 km 1,000 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 turn. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 4 could carry up to 240 kilograms 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 4 could throw an object weighing up to 110 kg up to 2 meters.
  3. 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.

Presence

Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others.

If a character's Presence is reduced to zero, they have great difficulty making choices. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Presence rolls. Presence may not be reduced below zero.

Reason

Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They may make a standard action or a movement action, but not both in the same round, and they automatically fail any Reason rolls. Reason may not be reduced below zero.

Power Level

Power Level represents the strength of a character's posthuman abilities: their technological might, magical potency, psychic potential, and so on. Most people have a Power Level of zero.

If a power affects an area, the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level.

If a character's Power Level is reduced to zero, they can no longer use any abilities which depend on Power Level. Power Level may not be reduced below zero.


Table: Power Level
Power Level Damage Effect Area Range Boost Transformation
1 1d6+1 2 1 m radius 3 m +1 Max height 3 m, mass 270 kg, Brawn +1; Min height 60 cm, Agility +1
2 1d6+2 3 1 m radius 10 m +1 Max height 4 m, mass 640 kg, Brawn +1; Min height 20 cm, Agility +1
3 1d6+3 6 2 m radius 32 m +1 Max height 5 m, mass 1,300 kg, Brawn +1; Min height 6 cm, Agility +1
4 1d6+4 10 3 m radius 100 m +1 Max height 6 m, mass 2,200 kg, Brawn +1; Min height 2 cm, Agility +1
5 1d6+5 18 6 m radius 320 m +2 Max height 8 m, mass 5,100 kg, Brawn +2; Min height 6 mm, Agility +2
6 1d6+6 32 10 m radius 1 km +2 Max height 11 m, mass 13 t, Brawn +2; Min height 2 mm, Agility +2
7 1d6+7 56 18 m radius 3 km +2 Max height 15 m, mass 34 t, Brawn +2; Min height 600 μm, Agility +2
8 1d6+8 100 32 m radius 10 km +2 Max height 20 m, mass 80 t, Brawn +2; Min height 200 μm, Agility +2
9 1d6+9 180 56 m radius 32 km +3 Max height 27 m, mass 200 t, Brawn +3; Min height 60 μm, Agility +3
10 1d6+10 320 100 m radius 100 km +3 Max height 36 m, mass 470 t, Brawn +3; Min height 20 μm, Agility +3
11 1d6+11 560 180 m radius 320 km +3 Max height 47 m, mass 1,000 t, Brawn +3; Min height 6 μm, Agility +3
12 1d6+12 1000 320 m radius 1,000 km +3 Max height 63 m, mass 2,500 t, Brawn +3; Min height 2 μm, Agility +3
13 1d6+13 1800 560 m radius 3,200 km +4 Max height 84 m, mass 5,900 t, Brawn +4; Min height 600 nm, Agility +4
14 1d6+14 3200 1 km radius 10,000 km +4 Max height 110 m, mass 13,000 t, Brawn +4; Min height 200 nm, Agility +4
15 1d6+15 5600 2 km radius 32,000 km +4 Max height 150 m, mass 34,000 t, Brawn +4; Min height 60 nm, Agility +4

Endurance

A character's Endurance is equal to their Brawn + Presence, and a permanent change to either of these attributes will increase or decrease the character's Endurance by the same amount. Endurance can't be purchased directly, but it can be modified with gifts or other abilities.

Endurance represents a character's ability to physically and mentally exert themselves. Endurance acts as a reservoir of points which is expended as the character is injured. When a character expends or loses Endurance, that amount is subtracted from their current Endurance. Endurance is replenished by rest and relaxation.

Endurance may not be reduced below zero. A character with zero Endurance is unconscious. If a character with zero Endurance suffers additional Endurance damage from another attack, the damage is treated as Health damage.

Barring some traumatic experience, a character's Endurance will be completely replenished after the fight is over, when the character has had a chance to rest and recuperate.

Health

A character's Health is equal to their Agility + Brawn, and a permanent change to either of these attributes will increase or decrease the character's Health by the same amount. Health can't be purchased directly, but it can be modified with gifts or other abilities.

Health represents a character's ability to withstand physical hardship and injury. Health acts as a reservoir of points which is expended as the character is injured. When a character expends or loses Health, that amount is subtracted from their current Health. Health is replenished by rest and medical care.

Health may not be reduced below zero. A character with zero Health is unconscious, their Endurance is also reduced to zero, and they are probably out of the fight.

Normally, an injured character may recover half of their lost Health (round down, even if the fraction is more than one-half) by resting for about an hour. After that, a character may only recover additional Health by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Health will be completely replenished after a solid night's rest.