Difference between revisions of "Bulletproof Blues 4e EN:Attributes"

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| class="alignright"|13,000 km
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| class="alignright"|78,000 km
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| class="alignright"|40,000 km
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| class="alignright"|130,000 km
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| class="alignright"|780,000 km
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| class="alignright"|470,000,000 km/h
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| class="alignright"|1,300,000 km
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Revision as of 16:34, 31 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)
0 0 m 0 m 0 m 0 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
16 13,000 km 26,000 km 78,000 km 47,000,000 km/h
17 40,000 km 80,000 km 240,000 km 140,000,000 km/h
18 130,000 km 260,000 km 780,000 km 470,000,000 km/h
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
21 4,000,000 km 8,000,000 km 24,000,000 km 0.999999 c
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
0 0 m 0 m 0 m 0 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
16 4,000 km 8,000 km 24,000 km 14,000,000 km/h
17 13,000 km 26,000 km 78,000 km 47,000,000 km/h
18 40,000 km 80,000 km 240,000 km 140,000,000 km/h
19 130,000 km 260,000 km 780,000 km 470,000,000 km/h
20 400,000 km 800,000 km 2,400,000 km 1,400,000,000 km/h
21 1,300,000 km 2,600,000 km 7,800,000 km 4,700,000,000 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.