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

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* <strike>Replace penalty with "penalty die"</strike>
* <strike>Replace penalty with "penalty die"</strike>
* <strike>Make bonuses and penalties cumulative, but you can always roll at least one die</strike>
* <strike>Make bonuses and penalties cumulative, but you can always roll at least one die</strike>
* <strike>Change "greater than"/"more than"/"higher than" to "equal to or greater"/"meet or exceed"/"the target number or higher"; Look for match/matches/equal/equals/exceeds/more/greater/succeeds</strike>
* <strike>Change "base rank" to "base value"</strike>
* <strike>Change "asphyxia" to "suffocation"</strike>
* <strike>Synchronize "Healing"</strike>
* <strike>Change healing to just Power, rather than Brawn + Power</strike>
* <strike>Change "Immunity To Disease" to "Immunity To Poison"</strike>
* <strike>Eliminate pathogen(s) and disease(s); fold into poisons</strike>
* <strike>Check the "Poison" section in ZeroSpace for correctness</strike>
* <strike>Copy Poisons and Radiation from ZeroSpace</strike>
* <strike>Find and fix references to Immunity and Harmony</strike>




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* Make sure "Movement Action" has the correct bonuses and penalties
* Make sure "Movement Action" has the correct bonuses and penalties
* Change "equal to or greater" to "greater" (for success) (also look for "exceed")


* Change "asphyxia" to "suffocation"
* Check the "Fire" section for correctness
* Eliminate pathogen(s) and disease(s)
* Change "Immunity To Disease" to "Immunity To Poison"


* Add expertise to Bog-Standard Fantasy
* Add expertise to Bog-Standard Fantasy
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* Change "coordinate" and "coordinating" to "combine" and "combining"
* Change "coordinate" and "coordinating" to "combine" and "combining"
* Change "henchmen" to "minions"
* Change "henchmen" to "minions"
* Under "repeating weapons", change "Weapons which fire multiple rounds" to "Weapons which fire multiple times per round"
* Under "repeating weapons", change "Weapons which fire multiple rounds" to "Weapons which fire multiple times [per round]"
* Look for "feet", "miles", "pounds" and replace with metric
* Look for "feet", "miles", "pounds" and replace with metric
* Change task roll to [attribute] roll, or just roll
* Change task roll to [attribute] roll, or just roll
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* Add section for "Helpless Or Unconscious Targets"
* Add section for "Helpless Or Unconscious Targets"


* Copy Poisons, and Radiation from ZeroSpace
* Check the "Poison" section for correctness
* Check the "Fire" section for correctness
* Find and fix references to Immunity


* Copy Equipment section to BB3 from Rough Magic and ZeroSpace
* Copy Equipment section to BB3 from Rough Magic and ZeroSpace
* Reactive defenses -- If a protective power or piece of equipment is reactive, any of the defender's dice that show a "1" are re-rolled until the die rolls higher than 1.
* Reactive defenses -- If a protective power or piece of equipment is reactive, any of the defender's dice that show a "1" are re-rolled until the die rolls higher than 1.
* "Value" applies only to "action", "attack", "defense", and "difficulty"
* "Value" applies only to "attribute", "action", "attack", "defense", and "difficulty"
* Synchronize glossaries
* Synchronize glossaries
* Bring back the Stolze section of GM Resources?
* Bring back the Stolze section of GM Resources?

Revision as of 18:04, 19 February 2018

Changes

  • Prowess removed. Absorbed into Brawn
  • Accuracy removed. Absorbed into Agility
  • Willpower changed to Will
  • 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"
  • Find "staggered" and figure out what to do with it
  • Find and replace "protection value"
  • "modifier" is okay as a column heading
  • "Rank" applies only to attributes; deprecated, remove where feasible; equipment has "rating"
  • Find/fix "damage rating"; change to "action value"
  • When in doubt, round fractions down.
  • "Lifts" column to "Lift" column
  • "Throws" column to "Throw" column
  • "Breaks" column to "Break" column
  • Remove/correct references to Benchmarks table
  • Remove references to human level Brawn doing stunning damage
  • Change "exploding" and "explosive" completely; make radius work like range bands
  • Penetrating -- If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.
  • Change "ramming" to "charging"
  • Combine "Time And Movement" and "Order Of Play"
  • Rewrite section "Bonuses And Penalties"
  • Revise Endurance. Make equal to Brawn or Will, whichever is greater.
  • Search for "level", "recover", "recovers", "once", "point of", "recently"
  • Change "1 Endurance" to "one Endurance"
  • Change "below 0" to "below zero" ("equals 0", "to 0")
  • Reduce recovery time. Look at Regeneration and Meditation
  • Change recovery to "Barring some gruesome disfigurement, a character's endurance will be completely replenished after a solid night's rest."
  • A character who has lost more than half of their Endurance incurs a penalty die on all rolls
  • Capitalize Endurance
  • Combine "Combining" and "Coordinating" attacks
  • Check the "Failure" section for correctness
  • Change "Gifts#Blindfighting" to "Actions#Sensory"
  • Revise grappling
  • Check "Blindfighting", "Sensory Deprivation", "Darkness" for accuracy
  • Synchronize Grappling from [[Rough_Magic:Actions#Grappling]
  • Synchronize Distracting from [[Rough_Magic:Actions#Distracting]
  • Replace bonus with "bonus die"
  • Replace penalty with "penalty die"
  • Make bonuses and penalties cumulative, but you can always roll at least one die
  • Change "greater than"/"more than"/"higher than" to "equal to or greater"/"meet or exceed"/"the target number or higher"; Look for match/matches/equal/equals/exceeds/more/greater/succeeds
  • Change "base rank" to "base value"
  • Change "asphyxia" to "suffocation"
  • Synchronize "Healing"
  • Change healing to just Power, rather than Brawn + Power
  • Change "Immunity To Disease" to "Immunity To Poison"
  • Eliminate pathogen(s) and disease(s); fold into poisons
  • Check the "Poison" section in ZeroSpace for correctness
  • Copy Poisons and Radiation from ZeroSpace
  • Find and fix references to Immunity and Harmony


  • Make Mass and integrity work the same way as Brawn and Endurance in ZeroSpace
  • Make sure "Movement Action" has the correct bonuses and penalties
  • Check the "Fire" section for correctness
  • Add expertise to Bog-Standard Fantasy
  • Copy "Initiating Conflict" from Jazz
  • Synchronize plot point description in Introduction, glossary, and Actions
  • Synchronize Telekinesis, based on Grappling
  • Change "coordinate" and "coordinating" to "combine" and "combining"
  • Change "henchmen" to "minions"
  • Under "repeating weapons", change "Weapons which fire multiple rounds" to "Weapons which fire multiple times [per round]"
  • Look for "feet", "miles", "pounds" and replace with metric
  • Change task roll to [attribute] roll, or just roll
  • Do something about falling damage
  • Write "Margin Of Success (Optional)" section
  • Add section for "Helpless Or Unconscious Targets"


  • Copy Equipment section to BB3 from Rough Magic and ZeroSpace
  • Reactive defenses -- If a protective power or piece of equipment is reactive, any of the defender's dice that show a "1" are re-rolled until the die rolls higher than 1.
  • "Value" applies only to "attribute", "action", "attack", "defense", and "difficulty"
  • Synchronize glossaries
  • Bring back the Stolze section of GM Resources?
  • Powers can have "Prerequisites" and "Follow through powers"
  • Ranged powers default to medium range (50 meters)
  • Area powers default to short range (10 meters)
  • Port BB3 changes to Jazz, where appropriate.

New 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 down). 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.

New 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).