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Bubble gum crises to hero


Scion Zane

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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.

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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.

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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

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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

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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

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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."

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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?

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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."

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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. :D

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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



 

Priss.jpg

 

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? :help:

 

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.

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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.

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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



Sylia.jpg

 

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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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

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