As we tinker and fine-tune Bulletproof Blues (and the other Kalos Mechanism games), from time to time we run across a rule that could be improved. This is one of those times. Does this mean that a Bulletproof Blues 4th edition is on the horizon? I doubt it, but who knows. For now, here is some errata for Danger Sense. This replaces the first paragraph of the definition of the Danger Sense power:
Danger Sense is a self-only power which permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. A character with Danger Sense never rolls less than two dice on hand-to-hand or ranged defense rolls, even if they would ordinarily have a penalty, or don’t have the skill at all.
Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the character knows that an attack is imminent, and may warn other characters.
We’ve taken a break from our next Character Pack to work on a project that has been percolating for a while: synchronizing the skills between the various Kalos Mechanism games.
The modern skill list (as seen in Bulletproof Blues and Rough Magic) and the futuristic skill list (as seen in ZeroSpace) were easy enough to sync. That required only a few adjustments in the skill examples. The archaic skill list (as seen in Warlords Of Kruhl) required a little more work. Some skills (such as Computing) have no counterpart in an archaic game, while other skills (such as Piloting and Science) are different enough that a name change was unavoidable.
Another issue with archaic games is the heavy emphasis on religion: unlike modern and futuristic games, gods are often real in archaic games, so a new skill, Religion, was needed. (In modern games, religion falls under the umbrella of the Culture skill.)