Edsel Posted December 13, 2005 Report Share Posted December 13, 2005 Re: Bubble gum crises to hero Have you got a Hero Designer file of this somewhere that I could get? Quote Link to comment Share on other sites More sharing options...
Susano Posted December 13, 2005 Report Share Posted December 13, 2005 Re: Bubble gum crises to hero Have you got a Hero Designer file of this somewhere that I could get? Uhm... no. Just some Appleworks files. I also had character sheet for the rest of the Black Company -- Sylia, Linna, and Priss. I never did Mackie's mecha, though. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 13, 2005 Author Report Share Posted December 13, 2005 Re: Bubble gum crises to hero Id do Mackie's suite as a small vehicle Quote Link to comment Share on other sites More sharing options...
Susano Posted December 14, 2005 Report Share Posted December 14, 2005 Re: Bubble gum crises to hero Id do Mackie's suite as a small vehicle Yup. In K5 Landmates/Battlemovers/Patlabors are all vehicles. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted December 17, 2005 Report Share Posted December 17, 2005 Re: Bubble gum crises to hero It totally depends on how you want ECM to go down in your game. If you want absolute ECM, then Darkness, Invisibility etc, is the way to go. If you want systems that wreak havoc on enemy sensors, but a good operator can break through the ECM with a very good skill roll, then Images and Change Environment are the way to go. In general, I prefer the latter, but I do tend to use both methods in my games. I do tend to use Darkness for communications and Radar jamming, though lower quality ECM systems always use Change Environment instead. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 21, 2005 Author Report Share Posted December 21, 2005 Re: Bubble gum crises to hero hello all sorry I have not done any more hardsuit write ups. Becaus eI have bean working on my ninja cher from NSG Samuri game. Mostly just converting from 4th edition. So I will be working on during the X-mas break Quote Link to comment Share on other sites More sharing options...
Susano Posted December 21, 2005 Report Share Posted December 21, 2005 Re: Bubble gum crises to hero I will post the rest of my hardsuit designs tomorrow. Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 21, 2005 Report Share Posted December 21, 2005 Re: Bubble gum crises to hero Cool, I'll be watching this thread then. Quote Link to comment Share on other sites More sharing options...
Susano Posted December 22, 2005 Report Share Posted December 22, 2005 Re: Bubble gum crises to hero Here is the rest of the "Black Company," which is what I called the Knight Sabers in Kazei 5. (I had the Lovely Angels too. They also wore hardsuits acted as freelance mercs.) CELIA STINGRAY Val CHA Cost Roll Notes 13 (33) STR 13 16- 2400kg; 6 1/2d6* 18 (24) DEX 33 14- OCV: 8 / DCV: 8 15 (23) CON 18 14- 12 BODY 4 12- 26 INT 22 14- PER Roll 14- 23 EGO 32 14- ECV: 8 18 (23) PRE 11 14- PRE Attack: 4 1/2d6 20 COM 5 14- 6 (7) PD 3 Total: 20 PD / 13 PDr 4 (5) ED 1 Total: 18 ED / 13 EDr 3 (5) SPD 15 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 Values in parenthesis are from the Powered Armor 30 STUN 3 suit, No Figured Characteristics. Total Characteristics Cost: 160 Movement: Flight: 20" / 80" Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills Combat Training: 16 Combat Skill Levels: +2 with all Combat Martial Art: Ju-Jitsu Maneuver OCV DCV Damage 5 Block +1 +3 Block, Abort 4 Escape +0 +0 +15 STR vs Grab 3 Joint Lock +0 -1 Grab one limb, +10 STR to hold on 4 Strike +0 +2 STR +2d6 Strike 3 Takedown +1 +1 STR Strike; Target falls Implanted Cyerware: 8 Cranial Radio: High Range Radio Hearing, Cybersystem (-1/4) 3 Datajack: +1 with all computer related skills, Requires accessible datacable (-1/2), Requires DNI capable computer (-0), Cybersystem (-1/4) 8 Internal Locator: Absolute Time Sense & Bump of Direction, AK:*(Map Skillsoft) 13-, Cybersystem (-1/4) 13 Skilljack: 10pt VPP, Limited Selection of Skills (-1/2), Cybersystem (-1/4) Skillsofts: Assorted KS databases Black Company Hardsuit: Powered Armor (-1/2) 5 Hardsuit: Density Increase, 1 Level, 0 End, Persistent, Always On: +5 STR, +1 PD/ED, -1" KB, 200kg Hardsuit Weapons Systems: 32 Hardsuit Weapons Multipower: 65 Point Pool, Restrainable (weapons built into suit forearms) (-1/2)* 9 m - Right Forearm Blaster: EB 13d6 2 u - Right Forearm Snap Blade: HKA 2d6 (4d6 w/STR), 0 END, No KB 5 m - Left Forearm Laser: RKA 3d6+1 E, -1 Stun, No KB Hardsuit Targeting System: 15 +2 OCV and +4 RMod with Hardsuit Weapons Systems Hardsuit Defenses: 26 Armor: 13 DEF 3 Flash Defense: 5 DEF, Sight Group 7 Life Support: Sealed Systems 30 Flight Pack: Flight: 20", x4 NCM* Sensor and Communications Suite: 3 IR Vision 3 UV Vision, Battlesuit 13 Coded Transmitter: Mind Link: Related Group (members of the Black Company), 4 other minds, Only with Black Company members (-1)* 17 Hardsuit Power Supply: End Reserve: 100 END, 15 REC/Turn, Feeds all powers marked with an * Background Skills: 1 Perk: Passport 1 Perk: Weapon Permit 5 Perk: Wealth 3 Bureacratics 13- 3 Bribery 13- 3 Breakfall 14- 3 Computer Programming 14- 7 Electronics 13- 3 Japanese 5 High Society 13- 3 KS: Corporate World 14- 3 KS: Mercenary World 14- 3 Persuasion 13- 3 SC: Hardsuit Design 14- 3 SL: +1 with all PRE Skills 3 Systems Opreations 14- 3 Tactics 14- 5 Two Weapon Fighting 296 Total Powers & Skills Cost 456 Total Character Cost 100+ Disadvantages 15 Distinctive Features: Black Company Hardsuit 10 Hunted: Red Commandos (aspow) 8- 20 Normal Characteristic Maxima Psychological Limitation: Cold and Manipulative 15 Reputation: Black Company (ext) 11- 15 Secret ID: (members names are classified) 15 Watched: Current Employer (Mopow, NCI) 14- Experience Total Disadvantage Points Quote Link to comment Share on other sites More sharing options...
Susano Posted December 22, 2005 Report Share Posted December 22, 2005 Re: Bubble gum crises to hero LYNNA YAMAZAKI Val CHA Cost Roll Notes 15 (30) STR 12 15- 1600kg; 6d6 21 (26) DEX 43 14- OCV: 9 / DCV: 9 15 (23) CON 18 14- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 (23) PRE 10 14- PRE Attack: 4 1/2d6 18 COM 4 13- 7 (8) PD 4 Total: 23 PD / 15 PDr 4 (5) ED 1 Total: 20 ED / 15 EDr 4 (6) SPD 22 Phases: 2, 4, 6, 8, 10, 12 6 REC 0 30 END 0 Values in parenthesis are from the Powered Armor 30 STUN 1 suit, No Figured Characteristics. Total Characteristics Cost: 134 Movement: Running: 6" / 12" Superleap: 17" / 8.5" Swimming: 2" / 4" Cost Powers & Skills Combat Training: 10 Combat Skill Levels: +2 with HTH 8 Combat Skill Levels: +1 with All Combat 1 Martial Art: Karate, use Art with Karate Weapons Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 +10 STR to Disarm 4 Dodge +0 +5 Dodge vs All, Abort 3 Legsweep +2 -1 STR +1d6 Strike; Target Falls 4 Punch/Snap Kick +0 +2 STR +2d6 Strike 5 Side Kick/Spin Kick -2 +1 STR +4d6 Strike Implanted Cyberware: 7 Articultation Augmentation: +1 Overall Skill Level, Can only be used with DEX related skills and HTH combat (-1/4), Cybersystem (-1/4) 2 Articultation Augmentation: Double Jointed, Cybersystem (-1/4) 4 Cranial Telephone: Radio Listen and Transmit, Cybersystem (-1/4) 6 Impact Compensator - Level 1: Aid, 2d6 to Stun, Trigger - User takes Stun, Self Only , Only to starting values, 6 Uses, Cybersystem (-1/4) Black Company Hardsuit: Powered Armor (-1/2) 5 Hardsuit: Density Increase, 1 Level, 0 End, Persistent, Always On: +5 STR, +1 PD/ED, -1" KB, 200kg Hardsuit Weapons Systems: 50 Hardsuit Weapons Multipower: 101 Point Pool, Restrainable (weapons built into suit forearms) (-1/2)* 3 u - Right Forearm Blaster: EB 12d6, Beam 3 u - Left Forearm Knuclebomber: RKA 3d6, AP, +1 Stun, Trigger: successful punch, No range, 5 shots Hardsuit Targeting System: 7 +1 OCV and +2 RMod with Right Forearm Blaster Hardsuit Defenses: 30 Armor: 15 DEF 3 Flash Defense: 5 DEF, Sight Group 7 Life Support: Sealed Systems 8 Flight Pack: Superleap: 12"* Sensor and Communications Suite: 3 IR Vision 3 UV Vision, Battlesuit 13 Coded Transmitter: Mind Link: Related Group (members of the Black Company), 4 other minds, Only with Black Company members (-1)* 17 Hardsuit Power Supply: End Reserve: 100 END, 15 REC/Turn, Feeds all powers marked with an * Background Skills: 3 Talent: Ambidexterity 3 Acrobatics 14- 3 Breakfall 14- 0 English 3 Gambling 11- 3 Japanese 3 KS: Stock Market 12- 2 KS: Finance 11- 2 KS: Karate 11- 3 KS: Dance (DEX) 13- 2 PS: Accounting 11- 3 PS: Dancer / Dance Instructor (DEX) 13- 3 Shadowing 11- 3 Stealth 14- 3 WF: Karate Weapons, Small Arms 253 Total Powers & Skills Cost 387 Total Character Cost 100+ Disadvantages 15 Distinctive Features: Black Company Hardsuit 10 Hunted: Red Commandos (aspow) 8- 20 Normal Characteristic Maxima Psychological Limitation: 15 Greedy 15 Reputation: Black Company (ext) 11- 15 Secret ID: (members names are classified) 15 Watched: Current Employer (Mopow, NCI) 14- Experience Total Disadvantage Points Quote Link to comment Share on other sites More sharing options...
Susano Posted December 22, 2005 Report Share Posted December 22, 2005 Re: Bubble gum crises to hero PRISS ASAGIRI Val CHA Cost Roll Notes 18 (35) STR 16 16- 3200kg; 7d6* 18 (24) DEX 33 14- OCV: 8 / DCV: 8 18 (25) CON 23 14- 15 BODY 10 12- 10 INT 0 11- PER Roll 11- 13 EGO 6 12- ECV: 4 15 (23) PRE 10 14- PRE Attack: 4 1/2d6 16 COM 3 12- 8 (9) PD 4 Total: 31 PD / 22 PDr 4 (5) ED 0 Total: 27 ED / 22 EDr 4 (5) SPD 19 Phases: 3, 5, 8, 10, 12 7 REC 0 36 END 0 Values in parenthesis are from the Powered Armor 33 STUN 0 suit, No Figured Characteristics. Total Characteristics Cost: 124 Movement: Running: 6" / 12" Superleap: 16" / 8" Swimming: 2" / 4" Cost Powers & Skills Combat Training: 16 Combat Skill Levels: +2 with all Combat Martial Art: Dirty Infighting Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Punch/Backhand +0 +2 STR +2d6 5 Roundhouse -2 +1 STR +4d6 3 Throw +0 +1 STR +v/5; Target Falls Implanted Cyerware: 4 Cranial Telephone: Radio Listen and Transmit, Cybersystem (-1/4) 11 Impact Compensator, Level 2: Aid 4d6 to Stun, Trigger - User takes Stun or if Stun ? 0, Invisible to Sight, Self Only, Only to starting values, 4 charges, Cybersystem (-1/4) 2 Synthesizer link: +1 with all musical instrument related skills, Requires accessible datacable (-1/2), Requires DNI capable musical instrument (-1/2), Cybersystem (-1/4) 6 Vitals Sheathing,: Armor: 4 DEF , Invisible Power Effects, Location 11-13, Does NOT defend against the first 1 body damage of each attack, Reduced Penetration attacks are considered separate attacks, as are Autofire shots (-1/4), Cybersystem (-1/4) Black Company Hardsuit: Powered Armor (-1/2) 5 Hardsuit: Density Increase, 1 Level, 0 End, Persistent, Always On: +5 STR, +1 PD/ED, -1" KB, 200kg 58 Railgun: RKA: 2 1/2d6, AP, AF3, +2 OCV, +2 Rmod, 20 shots, Restrainable (mounted in the right forearm) (-1/2) Hardsuit Defenses: 36 Armor: 18 DEF 3 Flash Defense: 5 DEF, Sight Group 7 Life Support: Sealed Systems 7 Hardsuit Thrusters: Superleap: +10"* Sensor and Communications Suite: 3 IR Vision 3 UV Vision, Battlesuit 13 Coded Transmitter: Mind Link: Related Group (members of the Black Company), 4 other minds, Only with Black Company members (-1)* 17 Hardsuit Power Supply: End Reserve: 100 END, 15 REC/Turn, Feeds all powers marked with an * Background Skills: 1 Perk: Weapon Permit 3 Breakfall 14- 1 Cityspeak 5 Combat Driving: Motorcycle 15- 0 English 1 Japanese 4 KS: Music Scene 13- 4 KS: Guitar 13- 3 Lockpicking 14- 7 Mechanics (motorcycle) 13- 4 PS: Play Guitar 13- 5 Rapid Autofire 3 Seduction 12- 3 Stealth 14- 3 Streetwise 14- 2 WF: Small Arms 256 Total Powers & Skills Cost 380 Total Character Cost 100+ Disadvantages 13 Enraged: Combat (11-/11-) 15 Distinctive Features: Black Company Hardsuit 10 Hunted: Red Commandos (aspow) 8- 20 Normal Characteristic Maxima 15 Physical Limitation: Addicted to assorted cheap stimulants Psychological Limitation: 20 Alcohol / stimulant addict 20 Adrenaline Junkie (Thrillseeker) 15 Rageaholic (Bad Tempered and Irratable) 15 Reputation: Black Company (ext) 11- 15 Secret ID: (members names are classified) 15 Watched: Current Employer (Mopow, NCI) 14- 107 Experience 380 Total Disadvantage Points Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted December 22, 2005 Report Share Posted December 22, 2005 Re: Bubble gum crises to hero Here is the rest of the "Black Company' date='" which is what I called the Knight Sabers in [i']Kazei 5[/i]. (I had the Lovely Angels too. They also wore hardsuits acted as freelance mercs.) CELIA STINGRAY Sylia. A nitpick, I know. But it's not, never was and never will be "celia." Quote Link to comment Share on other sites More sharing options...
Susano Posted December 22, 2005 Report Share Posted December 22, 2005 Re: Bubble gum crises to hero Sylia. A nitpick, I know. But it's not, never was and never will be "celia." I've seen about a zillions versions of her name. If I did it over, I'd use "Sylia." Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 23, 2005 Report Share Posted December 23, 2005 Re: Bubble gum crises to hero There is a lot of controversy about a lot of anime names. Just off the top of my head... Celia or Sylia Ceras or Seras, and should Victoria actually be the first or last name? Rally Vincent, but was is actually supposed to be Larry Vincent? Quote Link to comment Share on other sites More sharing options...
Susano Posted December 23, 2005 Report Share Posted December 23, 2005 Re: Bubble gum crises to hero There is a lot of controversy about a lot of anime names. Just off the top of my head... Celia or Sylia Ceras or Seras, and should Victoria actually be the first or last name? Rally Vincent, but was is actually supposed to be Larry Vincent? I have heard from the translator himself that Rally Vincent is supposed to be "Larry." Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 24, 2005 Author Report Share Posted December 24, 2005 Re: Bubble gum crises to hero I have heard from the translator himself that Rally Vincent is supposed to be "Larry." hum all the manga i have seen with Rally vincent in it its bean rally vincent that includes the Jap. art books I have seen Quote Link to comment Share on other sites More sharing options...
Susano Posted December 24, 2005 Report Share Posted December 24, 2005 Re: Bubble gum crises to hero hum all the manga i have seen with Rally vincent in it its bean rally vincent that includes the Jap. art books I have seen Just going off what I was told. Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 24, 2005 Report Share Posted December 24, 2005 Re: Bubble gum crises to hero There is a quote from some character or other who upon hearing Rally's name makes that crack about that being a strange name for a girl. Rally doesn't seem too odd but Larry would be. I have also heard that Rally's, initially, missing dad is named Larry. Part of the reason she took the name Larry was to attract the attention of anyone who might know of him. If they contacted her they could turn into a lead. And in a weakly veiled effort to keep the thread on topic. I think Nene is the cutest character in BGC. Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 26, 2005 Report Share Posted December 26, 2005 Re: Bubble gum crises to hero Presented below is my write-up for Priss. This is her without a hardsuit and without any Kazei-5 style agumentation. She is 100% human without any added cybernetics. This is the version from the original series (MegaTokyo 2033). I keep thinking about putting the Knight Sabers into Hero Designer format but I figure I need to have the baseline pilots done before I start adding the hardsuits into the equation. A lot of this build is based on the info in the R. Talsorian RPG. Where the conversions didn't make sense I used my best judgement. Comments and critque are welcome. [b]Priscilla S. Asagiri - Priss[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 10 STR 0 10 11- HTH Damage 2d6 END [2] 18 DEX 24 18 13- OCV 6 DCV 6 15 CON 10 15 12- 11 BODY 2 11 11- 13 INT 3 13 12- PER Roll 13- 18 EGO 16 18 13- ECV: 6 18 PRE 8 18 13- PRE Attack: 3 1/2d6 16 COM 3 16 12- 5 PD 3 5/7 5/7 PD (0/2 rPD) 4 ED 1 4/6 4/6 ED (0/2 rED) 3 SPD 2 3 Phases: 4, 8, 12 5 REC 0 5 36 END 3 36 24 STUN 0 24 7 RUN 0 7" END [2] 2 SWIM 0 2" END [1] 2 LEAP 0 2" 2" forward, 1" upward [b]CHA Cost: 75[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 3 [b][i]Observant[/i][/b]: +1 PER with all Sense Groups - END=0 2 [b][i]Fleet Footed[/i][/b]: Running +1" (7" total) - END=1 [b]POWERS Cost: 5[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Martial Arts: Ditry Infighting 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike 5 4) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike 2 5) Weapon Element: Clubs, Knives [b]MARTIAL ARTS Cost: 19[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 2 AK: Japan 11- 3 Acrobatics 13- 3 Acting 13- 4 CK: Mega-Tokyo 13- 3 Climbing 13- 5 Combat Driving 14- 1 Deduction 8- 3 Persuasion 13- 1 PS: Teaching 8- 3 PS: Rock & Roll Singer 12- 3 Stealth 13- 3 Streetwise 13- 4 TF: Common Motorized Ground Vehicles, Mecha, Two-Wheeled Motorized Ground Vehicles 4 WF: Small Arms, Hardsuit Weapons, Knives 8 +1 with All Combat [b]SKILLS Cost: 50[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 4 Reputation (A large group) 11-, +2/+2d6 2 Money: Well Off [b]PERKS Cost: 6[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Perfect Pitch 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 9[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Distinctive Features: Beautiful (Easily Concealed) 10 Enraged: In Combat (Common), go 8-, recover 14- 15 Psychological Limitation: Thrillseeker (Common, Strong) 10 Psychological Limitation: Bad Temper (Common, Moderate) 15 Psychological Limitation: Stubborn (Common, Strong) 5 Reputation: The Rock Singer Priss, 8- 15 Social Limitation: Secret Identity (Frequently, Major) [b]DISADVANTAGES Points: 75[/b] Base Pts: 75 Exp Required: 14 Total Exp Available: 14 Exp Unspent: 0 Total Character Cost: 164 Height: 168 cm Weight: 63 kg Eye Color: Brown Hair Color: Brown Background/History: Priss lost her parents in the second Kanto Quake, when she was 12. Her childhood was spent in a gloomy orphanage, and by 17 she left to join a motorcycle gang and become a small-time singer. While daring fate on her motorcycle and performing at small-time clubs like Hot Legs andThe Night's City Road, her soul cried out for more. The leader of her motorcycle gang soon captured Priss' restless heart, but it couldn't last. Having learned secrets that he shouldn't have, he was murdered, and due to the involvement of "a certain organization", the AD Police declared his death accidental (Priss has carried a grudge against the ADP ever since). Gun in hand, the enraged Priss planned to track down the killers... but before she could enact her revenge, a mysterious lady in a red Benz approached Priss and offered her something more. Having entrusted her fiery sould to Sylia, Priss is now a member of the Knight Sabers. Her regular job is as lead vocalist of a hard-rock band called the Replicants. She calls an old trailer parked in a junkyard her home, and is currently staving off a potential relationship with Leon. Personality/Motivation: Priss is a rebel and a thrillseeker, but her self-destructive psyche is countered by a strong will. She fluctuates between being casual and hostile--she generally does not allow people to get close to her, as most who do wind up dead. Among her many quirks are her tremendous appetite, her disdane for housework, and her obsession with motorcycles. She goes through two bikes a year, due probably to the fact that she drives like a maniac. Quote: Can someone suggest something appropriate? Powers/Tactics: Priss is skilled at hand-to-hand combat and armed combat, and she has incredible endurance. Being a child of the streets, she fights dirty. Equipment: Member II Pistol: (Total: 65 Active Cost, 15 Real Cost) RKA 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 2 clips of 3 Charges (-1), Real Weapon (-1/4) (Real Cost: 13) plus +1 OCV with Member II (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Combat Knife: HKA 1d6-1, Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1), STR Minimum 6 (-1/2), Real Weapon (-1/4) Motorcycle Leathers: Armor (2 PD/2 ED) (6 Active Points); OIF (-1/2), Half Mass (-1/2), Activation Roll 14- (-1/2), Real Armor (-1/4) I have started on my write-up of Sylia Stingray. It looks as if it will be more difficult and a lot more subjective. Once any discussion, and editing of Priss is done I will post Sylia. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 30, 2005 Author Report Share Posted December 30, 2005 Re: Bubble gum crises to hero Looks good for priss write up i think her Body and con would be the same and her dex would be 15 but its all looks good:thumbup: Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 30, 2005 Report Share Posted December 30, 2005 Re: Bubble gum crises to hero The lower BODY score is a victim of our group's house rules. We normally impose a BODY maxima of about 12 on normal humans. Our thinking was that a normal human has an 8-10 BODY and unless their mass or volume increases significantly it is more realistic to keep BODY scores low. If I were using standard Hero System rules I probably would have given her a 15 BODY. I think I agree with you on the DEX. The 18 I gave her is based on a straight translation from the 3rd of the R. Talsorian BGC books. Priss is fairly agile but an 18 DEX may be more in line with what Linna should have. I haven't forgotten the Silya write-up I was working on. I have been very busy and haven't had the time to finish it up yet. I will probably be a couple of days yet. Quote Link to comment Share on other sites More sharing options...
Edsel Posted January 1, 2006 Report Share Posted January 1, 2006 Re: Bubble gum crises to hero Presented below is my write-up for Sylia. This is her without a hardsuit and without any Kazei-5 style agumentation. She is 100% human without any added cybernetics. This is the version from the original series (MegaTokyo 2033). A lot of this build is based on the info in the R. Talsorian RPG. Where the conversions didn't make sense I used my best judgement. A lot of the calls I made while designing Sylia are pretty subjective. Some people think that she is at least part Boomer and some don't. Figuring out what all of her skills should be was tricky as well. I wonder about her DEX. The R. Talsorian stuff gives her a higher DEX than Priss and about the same as Linna. I think that Linna should probably have the highest DEX in the group and perhaps Sylia should be equal to Priss. Comments and critque are welcome. [b][size="3"]Sylia Stingray[/size][/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 10 STR 0 10 11- HTH Damage 2d6 END [2] 18 DEX 24 18 13- OCV 6 DCV 6 13 CON 6 13 12- 12 BODY 4 12 11- 23 INT 13 23 14- PER Roll 15- 18 EGO 16 18 13- ECV: 6 18 PRE 8 18 13- PRE Attack: 3 1/2d6 20 COM 5 20 13- 4 PD 2 4 4 PD (0 rPD) 4 ED 1 4 4 ED (0 rED) 3 SPD 2 3 Phases: 4, 8, 12 5 REC 0 5 30 END 2 30 24 STUN 0 24 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 2 LEAP 0 2" 2" forward, 1" upward [b]CHA Cost: 83[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 3 [b][i]Observant[/i][/b]: +1 PER with all Sense Groups - END=0 [b]POWERS Cost: 3[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Martial Arts: Personal Style 4 1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 3) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike 3 5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls [b]MARTIAL ARTS Cost: 21[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 2 AK: Japan 11- 3 Acrobatics 13- 3 Breakfall 13- 3 Bureaucratics 13- 3 CK: Mega-Tokyo 12- 3 Climbing 13- 3 Combat Driving 13- 3 Combat Piloting 13- 7 Computer Programming (Computer Networks, Personal Computers, Defense, Military Computers) 14- 3 Conversation 13- 3 Cryptography 14- 3 Deduction 14- 3 Electronics 14- 3 High Society 13- 3 Inventor 14- 3 Mechanics 14- 3 Persuasion 13- 3 Scholar 2 1) KS: Armor Design (3 Active Points) 14- 2 2) KS: Boomers (3 Active Points) 12- 2 3) KS: Genom (3 Active Points) 12- 1 4) KS: Mercenary/Military/Terrorist World (2 Active Points) 11- 3 PS: Business Administration 14- 2 PS: Fashion Design 11- 3 Tactics 14- 5 Weaponsmith (Energy Weapons, Firearms, Hardsuit Weaponry, Missiles & Rockets) 14- 3 Teamwork 13- 3 Scientist 2 1) SS: Robotics 14- 2 2) SS: Hardsuit Design 14- 2 3) SS: Mechanical Engineering 14- 2 4) SS: Metalurgy 14- 3 Stealth 13- 1 Streetwise 8- 4 Systems Operation (Communications Systems, Radar, Sensor Jamming Equipment) 14- 3 WF: Small Arms, Hardsuit Weapons 5 TF: Common Motorized Ground Vehicles, Mecha, Helicopters, Small Planes 8 +1 with All Combat [b]SKILLS Cost: 115[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 10 Advanced Tech 10 Money: Wealthy 6 Contact (Contact has access to major institutions, Contact has very useful Skills or resources, Good relationship with Contact) 11- 10 Contact (Contact has extremely useful Skills or resources, Very Good relationship with Contact) 14- 15 Asstorted Contacts and Favors [b]PERKS Cost: 51[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Lightning Calculator 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 9[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Social Limitation: Secret Identity (Frequently, Major) 25 Hunted: Genom 11- (Mo Pow, NCI, Harshly Punish) 15 Psychological Limitation: Personal Crusade Against Genom (Common, Strong) 5 DNPC: Mackie Stingray, younger brother 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills) [b]DISADVANTAGES Points: 60[/b] Base Pts: 75 Exp Required: 147 Total Exp Available: 147 Exp Unspent: 0 Total Character Cost: 282 Background/History: Sylia was raised in the lap of luxury, as she is the daughter of the creator of Boomer technology--Dr. Katsuhito Stingray. In 2022, he was assassinated by Genom (specifically by Brian J. Mason), so Sylia was left alone to raise herself and her little brother Mackie. However, Dr. Stingray left her a huge fortune, and all his research data was downloaded directy into her brain using a technique derived from his Boomer research. Sylia now has the ways and means to fight her father's murderers. Meanwhile, having stolen Dr. Stingray's technolgy, Genom corrupted the late Doctor's creations and began terrorizing the citizens of MegaTokyo. The "reborn" Sylia vowed to stop Genom's abuse of her father's life's work, and set to work designing compact and powerful battle armor. She perfected her Hardsuit technology in 2030 and set out to recruit women for her vigilante group. By 2031 the Knight Sabers were a reality. Personality/Motivation: Sylia is elegant and enigmatic--she keeps many secrets, and maintains a cool, controlled (sometimes distant) front. She is driven to defeat Genom's evils, and has sacrificed her personal life for this cause. She has also adopted the Knight Sabers as a surrogate family, and seems determined to elevate them all beyond the limitations which brough them to her to begin with. Powers/Tactics: Her financial empire and network of contacts is extensive; she owns several real estate properties, has access to military and coporate secrets, and has an ever-growing array of intelligence and counter-intelligence resources. In combat, Sylia is a calculating, efficient fighter--she usually goes straight for the head of a Boomer, putting it down as quickly and cleanly as possible. Equipment: Mini-Revolver: RKA 2d6-1 (25 Active Points); OAF (-1), 4 Charges (-1), STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -3/4), SE, SE occurs automatically whenever Power is used (-1 RMod; -1/2), Beam (-1/4), Real Weapon (-1/4) I guess I'll work on Linna Yamazaki next. Hopefully I'll somehow be able to scrounge up the time. 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Scion Zane Posted January 2, 2006 Author Report Share Posted January 2, 2006 Re: Bubble gum crises to hero Nene hard suite Type 1 first season All are part of OAF-1/2 Targeting computer: 3 over all combat skill levels 27pts mines limm. = 18pts Optics and special sys. Ultraviolet Perception: 10pts =5pts Infrared Perception: 10pts = 5pts Night vision: 5pts +5 to perception, =2.5 Flash defiance: 5pts =2.5 Telescopic 6pts: =3pts +4 for Rmod sight group Radio perception: 10 pts = 5pts Increased arc of perception: 240 5pts Built in skill find weakness Boomers only: 10pts for 11- + another 25pts for a +5 = 18pts Rader full passive and active 20pts =10pts ECM: Flash: 6d6 =30pts and DEX drain of 3d6 =30pts area effect radius+1 , only works on Missiles -1/2, linked +1/2, End 12 cost 60pts Computer pool: 90pts skill role -1/2 part of the suite -1/2 = 45pts Computer telepathy (cables or wire less connection): 6d6 =30pts telepathy computer only -1/2, End 3 15pts slot (2 pts Ul.) Computer Mind. Control: 6d6 =30pts mind control computer only-1/2 , Emd 3 15pts (slot 2pts Ul.) Computer edit major Transform : 3d6 =45pts cumulative +1/2 68pts 5pts slot End 7 Str : + 15 for 15 pts =5pts Body: +5 for 10pts = 5pts Spd: +1 10pts =5pts Dex: +5 =15pts =8pts Armor: 14pd 14ed = 42pts Hardened +1/2 for pd and Ed =53pts Damage reduction: 50% resistant 30pts physical and energy =60pts =30pts Run : 36pts + 18” = 18pts Leap: 30pts +30” = 10pts Power: 6pts for 60end = 3pts Rec: 15 for 15pts = 8pts Weapons pool 70pts active: oaf -1/2 35pts Laser beam weapon: 2d6rka 30pts +AP. +1/2, penetrating=1/2 60pts 3pts fixed slot end (6) Pulse laser: 1d6+1K 20pts+1ocv= 2pts =22pts +ap+1/2 autofire (5) +1/2 =44pts =22pts 4pts variable End (4) Total points: 377pts Quote Link to comment Share on other sites More sharing options...
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