New power: Bulletproof!

A while back, we removed “bullets” from the Environmental Immunity power, because that was just too powerful.

But it’s been bugging me ever since. Ordinary bullets and knives simply bounce off some supers, and I really want a way to represent that. It’s in the name of the game, for pete’s sake.

So here is a new power: Bulletproof!


Prerequisite: Damage Resistance or Force Field

A character with the Bulletproof power ignores most attacks from ordinary bullets and knives. The character might have thick armor or impenetrable skin, or they might simply move out of the way of such mundane attacks. An attack roll against the character fails if the weapon being used causes normal damage, if it is an ordinary piece of equipment (a piece of equipment purchased with money rather than as a power, p. XXX), and if it has a PL rating lower than the bulletproof character’s current Power Level.

Bulletproof Force Field: A character’s Bulletproof power might be dependent on their Force Field power. If this is the case, the character’s Bulletproof power is only active while the character’s Force Field is active, and it may be extended to another person (or person-sized object) by touching them.

Prerequisite powers

One of the major changes in the third edition of Bulletproof Blues is that all powers cost 1 character point, but some powers have prerequisites (you have to buy power #1 before you may buy power #2). Our hope is that this is easier and simpler, but just in case, we have small charts to help illustrate which powers are prerequisites for which other powers. Attached below is the single most complicated example: there are no other charts this complicated. If you understand this one, the rest will be easy.

This is a much more typical example.

Kalos Mechanism is on the horizon

We haven’t posted in a while, but we aren’t gone. We have been revising, clarifying, and simplifying the third edition rules for Bulletproof Blues, along with our spinoff games, Rough Magic, ZeroSpace, and Bog-Standard Fantasy — aka Kalos Mechanism. We will start playtesting the nearly-final draft soon. If you are interested in playtesting it yourself, let us know! We would love to have your feedback, even if we ignore it. Just post a message or send a DM on our Facebook page.

Kalos Mechanism logo

ZeroSpace fabricators

A random tidbit from ZeroSpace, a work in progress.


A fabricator is a device which manufactures complex objects from component substances. The component substances are typically in liquid or powder form, and must be replenished periodically. General purpose fabricators typically have reservoirs of metal, ceramic, and synthetic polymer dust, while specialized fabricators use substances specific to their application. Medical fabricators, for example, use reservoirs of protein, calcium, phosphorous, nucleotides, and synthetic biomatter. Fabricators are commonplace throughout most of civilized space.

I imagine food fabricators have reservoirs of fat, salt, soylent, and spices.

Kalos Mechanism

We’ve decided to make a name and logo for the game system we’ve used in our superhero, fantasy, and science fiction games: Kalos Mechanism.

Kalos Mechanism logo

kalos: beautiful, good
Original Word: καλός, ή, όν
Part of Speech: Adjective
Transliteration: kalos
Phonetic Spelling: (kal-os’)
Short Definition: beautiful, good, worthy
Definition: beautiful, as an outward sign of the inward good, noble, honorable character; good, worthy, honorable, noble, and seen to be so.

Grappling with grappling

The single most difficult thing to design in a game, in my experience, is grappling. It sounds simple, doesn’t it? Two people wrestling. It’s literally the world’s oldest sport. But in game after game, it’s ridiculously complicated. The first game I ever worked on, Gatewar, had a full page of tiny print describing it. We did our best with Bulletproof Blues, but I was never really happy with it.

Fortunately, with the new task resolution in 3rd edition of Bulletproof Blues, we were able to drastically simplify grappling.

This is a work in process, obviously: it may be a bit different when the book is published.


A grapple is a special form of close combat attack that does not inflict damage, but instead restrains the target’s limbs and prevents them from moving freely. The attack value (AV) of a grapple is equal to the attacker’s Brawn, and the defense value (DV) of the target is equal to the defender’s Brawn or Agility (whichever is greater).

If the attacker’s roll is greater than the defender’s roll, the defender is restrained. A restrained character is not helpless, but they can’t use normal movement until they break free of the grapple. Attacking a restrained character is easier, and a restrained character’s attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls and defense rolls while restrained.

A grapple is not normally able to inflict damage directly (like a punch), but the attacker may attempt to use leverage to hurt the grappled character.

Breaking Free Of A Grapple

To break free of the grapple, the restrained character must use a task action to roll their Brawn or Agility (whichever is greater) against the attacker’s Brawn. If the restrained character has XXX Telekinesis, they may use their Power for this roll. If the restrained character’s roll is greater than the grappling character’s roll, the restrained character has broken free of the grapple, and they may use their movement action for that turn. Alternately, the grappling character may release the restrained character at any time, without using an action.

Hurting A Grappled Target

If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use an action to make another attack roll against the restrained character.

Grapple vs. Grapple

If the grappled character succeeds in a grapple attack against the original attacker, both characters are considered restrained. Neither character can use normal movement until they break free of their opponent’s grapple. Both characters incur a penalty die on all attack rolls and defense rolls while restrained.

Throwing A Grappled Target

If the attacker wishes to throw the grappled character, the distance an attacker may throw the defender is based on the Brawn of the attacker and the mass of the defender. First, look up the mass of the defender in the “Lift” column (rounding to the nearest mass value), and find the corresponding Brawn for that mass. Subtract that from the Brawn of the attacker, and look up that resulting value in the “Throw” column. This is how far the attacker can throw the restrained character.