Talk:Bulletproof Blues 3e EN:Contents

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Changes

  • Remove diplomacy as an example
  • Change Social skill to Diplomacy skill
  • Move conversation to Diplomacy skill
  • Add Perception (Reason) as skill
  • Remove Perception as attribute


  • Add Presence as attribute
  • Change Will definition to remove personality parts



  • Update the GM Resources tables, superheroic
  • Update the attributes tables, superheroic
  • Update the rest of the tables
  • Copy Equipment section to BB3 from Rough Magic and ZeroSpace
  • "Value" applies only to "attribute", "action", "attack", "defense", and "difficulty"
  • 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.

Changes (old)

  • 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
  • Eliminate "general" from skills
  • Simplify expertise, making old-expertise examples, and new-expertise apply to a (formerly general) skill
  • Add new-expertise to Bog-Standard Fantasy
  • Clarify skill rolls as [Skill] ([Attribute]), meaning [Skill] roll based on [Attribute]
  • Mind Shield = Will x2
  • Remove taunting
  • Synchronize Life Drain, search for "ignores"
  • Replace references to close combat and ranged combat with [Close/Ranged] Combat ([Attribute]) roll
  • search and replace: Charging, Distracting, Grappling, Slamming, Sweep Attack, Taunting; Star Fighter Combat, Starship Gunnery; [Specific Weapon Type], [Specific Esoteric Power], [Specific Power], [Specific Weapon Type]
  • Copy "Initiating Conflict" from Jazz
  • Change "henchmen" to "minions"
  • Change task roll to [Skill] ([Attribute]) roll
  • Change "coordinate" and "coordinating" to "combine" and "combining"
  • Synchronize plot point description in Introduction, glossary, Creation, and Actions
  • Synchronize skill purchase description in Creation and Introduction
  • Change "repeating weapons" to "burst fire weapons"
  • Under "burst fire weapons", change "Weapons which fire multiple rounds" to "Weapons which fire multiple times per round"
  • Synchronize glossaries
  • Write "Margin Of Success (Optional)" section
  • 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
  • Replace "Being Prone" with "Prone Characters", including links
  • Add section for "Helpless Or Unconscious Characters"
  • Add "Restrained Characters"
  • Change "Grappling" links to "Restrained Characters"
  • Change "ranger" to "range" (typo)
  • Add skill rolls to Grapple
  • Change "close range" to "close combat range"
  • Synchronize Telekinesis, based on Grappling
  • Look for "inches", "feet", "miles", "pounds", "tons" and replace with metric
  • Update the GM Resources tables, heroic
  • Update the attributes tables, heroic
  • Do something about falling damage
  • Change "Challenging (3)" to "moderate (DV 3)" or "moderately difficult (DV 3) SKILLNAME (ATTRIBUTE) roll"
  • Change "Frustrating (6)" to "remarkable (DV 6)" or "remarkably difficult (DV 6) SKILLNAME (ATTRIBUTE) roll"
  • Change "Nigh-impossible (9)" to "extreme (DV 9)" or "extremely difficult (DV 9) SKILLNAME (ATTRIBUTE) roll"
  • Add "inconceivable (DV 12)" or "inconceivably difficult (DV 12) SKILLNAME (ATTRIBUTE) roll" to difficulties
  • If the combined bonus dice and penalty dice reduce the number of dice rolled to zero, the task is simply impossible.

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).