Bubblegum Crisis: MegaTokyo 2033 -
The Roleplaying Game
Errata & Questions
Updated on 3/11/97 Hello from R. Talsorian Games! Response to BGC and the
FUZION? system has been great, and everybody here at RTG is very happy about
that, but as might be expected, a lot of comments have been generated and we'd
like to address them. To make sure that as many interested people as possible
get this message, BGC's errata was re-posted to rec.games.mecha,
rec.games.frp.cyber, alt.fan.bgc, and rec.arts.anime.games, and now it's
available here. Hopefully this will be useful to you guys, and please continue
to post (or e-mail) your comments and questions. Your feedback and input on the
BGC game is greatly appreciated, and we look forward to publishing more BGC
material. Thanks!
Benjamin Wright
R. Talsorian Games
There have been 3 types of comments out there: Questions, Errors,
and Gimmes.
QUESTIONS
Most of these are relatively straightforward cases of confusion over phrasing
and have generally been clarified by others online. Kudos to you, No-Prizes for
all. Here are some of the Questions which have come up so far:
- Some have asked where the artwork came from. Well, all but ONE picture is
official Japanese artwork - we tried to provide as much artwork as possible,
since we know how hard it is to find the B-Club Special these days! The ONLY
picture done by us is the detail of Linna's New Hardsuit's Knuckle Bomber on
pg.79 (drawn by yours truly). EVERYTHING else is Japanese. Sources include
the myriad Japanese art books as well as photocopies of production art
supplied by AnimEigo. The illustration for the Cybernetics section on pg.61
is from said photocopies from the AD Police Files.
- People have commented that the abilities and point levels of the KS and
Leon seem awfully high. This was done to accurately represent their
abilities in the OVAs, rather than to use them as representations of
balanced character creation. They're NOT balanced - as the heroes of the
OVAs, the KS and Leon are definitely exceptional to the point of being
nigh-superhuman. Some characters admittedly came out more than a little
"mighty" (particularly Leon - his is a special case resulting from
the STRength Chart on pg.25, so if you want to give him a STR 5 or 6, go
ahead), but in general we did not offer a 'recommended point level'
comparable to the knight sabers because player-characters are not expected
to start out with such levels of power. Remember, the KS are the heroes -
they're what all PCs WISH they were like! Still, such debates occur over
most any licensed product - the Stats listed for the characters were based
on the opinions of the authors of the BGC game, and if your opinion differs,
feel free to make any changes you feel are appropriate.
- Some people have asked how the "Favor" Perk works. Well, Favors
are one-shot Perks - once a Favor is used, it's gone and you don't get the
points back for it either. If you want more than one Favor, buy more than
one.
- Some are confused by the "Martial Artist" Talent - note that it
is clearly stated under the Talent on pg31 and under the "Hand To
Hand" skill on pg 30 that Martial Artist allows you to use Martial
Throw and Martial Strike (listed on pg 41). As for the mention of creating
new Martial Arts Maneuvers, that will be covered in a later book under the
Champions line. (Sorry, no giving your ADP Officers "Sonic Booms"
or "Hadokens" in this BGC game...)
- Somebody asked "what does 9D6h mean? It's the hand-to-hand damage of
Sylia's Hardsuit... is it stun or kills?" Well, as it says in the
Special Notes column for Sylia's Hardsuit, her gloves do Killing damage only
(unlike the other KS, who do Killing damage with their right-hand
powergloves and Stunning damage with their left-hand mesh gloves).
- Note that "Kills" means BIG Killing damage - 50 points of
Killing damage (as opposed to Stunning) equals 1 Kill. So remember that
"Kills" and "Killing Damage" are not exactly synonymous.
- It has been pointed out that if your character gets a high status in the
lifepath, he might be obligated to pay as much as 25 points for that Wealth.
But that wealth was in their childhood situation - who says the
wealth level of your childhood must be the same as you enjoy now? In other
words, unless you pay for the Wealth Perk, your character was only rich when
she was a kid.
- A note about applying experience points: Experience points do not buy
Skills up at a 1-to-1 level as CPs do in character creation. Instead, it
costs as many points as the level of skill to which you're increasing. For
example, going from Firearms +3 to Firearms +4 would cost 4 points.
ERRORS
These are cases of people pointing out typos, omissions, or holes in the
rules. We'll try to address these whenever they come up (i.e., whenever you
point them out to us). Here's what's come up so far:
- While we specified that 5 campaign points = 1 stat point, we didn't say if
one could convert Stat points to Campaign points. The answer is Yes.
- The optional Derived Stat of Humanity is listed as EMP x10. Oops - this
should have read PERsonality x10. Our mistake.
- We forgot to list the EVs for the various Armor types on page 142! To find
a suit of armor's EV, divide the listed PD by 8 and round down.
- Vision's Stats (on p130) list Combat Sense +X and Martial Artist level 3.
Whoops - that should read Combat Sense +2 and Martial Artists should not
have a level.
- The listing of bow damage says you do 1 point of damage for each point of
STR (up to 7 or 10, depending on the bow). Oops. That really means 1 DC
(1D6) per point of STR, not '1 point.'
- Don't know how we missed this one, but we did - Priss' New Hardsuit (both
versions) should have twin Railguns in the right gauntlet. These have the
same stats as the railguns in the original suit, adding +20 CP to the
overall cost.
- Yes, there may be a few other kinks in the book, although nothing that
should impair play. Still, we're working on ironing those out now and any
further errata will be made available as soon as we have it.
GIMMES
These are what I'm hearing the most. People want more "stuff" -
Mecha construction rules, cybernetics rules, netrunning rules, conversion rules
for Hero and Interlock, and supplements.
- Cybernetics are effectively "ported" from our Cyberpunk game to
BGC. We'll get into more detail in a supplement, but all it's going to
comprise is the following: Use the optional Derived Stat of Humanity (Per
x10), and use Cyberpunk 2020's cyberware list. One Eurodollar equals about
200 yen and SDP and SP (PD) levels are unchanged.
- We offer totally usable hacking (netrunning, decking, whatever you wanna
call it) rules on pg.60 - but if you want REALLY detailed cyberspace rules,
buy Cyberpunk 2020.
- Superpowers, psionics, and magic are all the territory of Champions, and
will be covered in the upcoming Champions: The New Millennium book. Advanced
"build-your-own" Martial Arts will be provided in an upcoming
FUZION book, and of course this system will work for BGC, Champs N.M. and
the 3rd edition of Cyberpunk.
- Supplements for BGC will be coming soon. The first will be "Bubblegum
Crisis: Before and After" and will cover Bubblegum Crash and AD Police,
and the second will be "Bubblegum Crisis 203X" which will cover
all the stuff which was never animated (rough designs, mecha variations, a
few new ideas, etc.). We don't have the license for the Grand Mal comic or
the AD Police manga, but we hope to do the new BGC TV series when it comes
out in October of '97. Each BGC supplement will contain errata for the
previous book. As for when the first supplement will be out, expect it
sometime around June of 1997.
- Conversions between Hero, FUZION and Interlock were not put into BGC
because it's a stand-alone game. Naturally, the 3rd edition of Cyberpunk
will have conversion rules for 2020, and Champions New Millennium will have
conversion rules for Champions 4th Edition, but BGC, being a stand-alone
game, did not really demand such conversions - although we'll probably
provide such in one of the coming supplements. You see, one of the beautiful
things about FUZION is that it really is a "fusion" of Hero and
Interlock. Therefore, almost all of the systems in either of those games
will work in FUZION, and vice versa. 1 MZ Construction Point = 1 Cyberpunk
Skill Point = 1 Hero System Character Point = 1 FUZION Campaign Point = 1/5
of a FUZION Stat Point. There'll be more extensive notes for using the 4th
Edition Hero System power creation rules in FUZION in the new Champions
book, but basically you can use it pretty much straight across once you
adjust things for the cost of FUZION stats (which only affects some powers).
On the damage side of things, 1 point of damage (done as well as taken) in
FUZION equals roughly 1 point of damage in Cyberpunk and roughly 2 points of
damage in Mekton Z, so 1 Kill is 14 DC or 14D6 hits, and it looks like 1 SP
at the 1:1 level translates into about 50 PD. 1 FUZION Kill = 1 Mekton Z
Kill = 25 Mekton Z SDP = 7D6 Mekton Z Hits, 1 FUZION Kill = 50 Cyberpunk SDP
= 14D6 Cyberpunk damage. Weapon Accuracy and other skill roll modifiers are
about the same in Cyberpunk and Mekton Z and are also the same in FUZION.
- On the mecha side of things, Mekton Z's mecha are effectively the same as
those in FUZION already, but there have been several complaints regarding
the lack of a more detailed mecha construction system. Such was not included
for several reasons:
- This, the basic rulebook, is an adaptation of the BGC OVA series and
as such is primarily concerned with providing gaming information on
stuff from the BGC OVAs. Such a system would be more
appropriately provided in a supplement, so only a
"quick-n'-dirty" system was provided in the back for the
Bubblegum Crossfire setting.
- To be frank, a complete mecha construction system which covers the
WIDE variety of mecha in the BGC universe would have taken up WAY too
many pages in the rulebook.
- It should come as no surprise that all the mecha in BGC were built
using Mekton Zeta Plus, RTG's own mecha-construction rules from our
Anime-style RPG "Mekton Z". In fact, below is a list of the
few changes necessary to build ANY BGC gear you want with Mekton Zeta
Plus, just like we did!
-
Mecha Notes (General)
- 1 Kill = 50 hits rather than 25.
- 1 MZ Construction Point = 1 FUZION Campaign Point.
- All Hardsuits and most Boomers are 1/10th Scale designs, and all
1/10th scale designs weigh 10kg per 1:1 ton (rather than the normal 1kg
per 1:1 ton).
- In FUZION, 1 mecha Hex = 15m, so 1 MA = 3 Move Stat; 1/10th weapon
Ranges are calculated by using ((the weapon's 1:1 range in Hexes) x15)
as Long Range in meters.
- All damage is assumed to be Killing unless otherwise noted.
- All 1/10th-Scale powered armor (Hardsuits, Battlesuits, Powered Suits,
etc.) use the special 1/2-damage rule (damage that penetrates armor
splits in half; 1/2 to internal SDP, 1/2 to wearer), and use the same
rule as 1/5th-Scale mecha for pilot space (i.e., 1 BOD = 1 Space).
1/5th-Scaled armor is available to 1/10th designs, but it DOES add its
proportional weight!
-
Mecha Notes (KS)
- All KS mecha (motorslaves, hardsuits, etc) all weigh 1/10th what they
normally would due to their amazingly advanced technology. There is no
CP equivalent for this - either you use Dr. Stingray's technology, or
you don't!
- Hardsuit Move Bonus is based on same number as Unscaled MA, added to
MOVE stat.
- Hardsuit lasers output is automatically adjustable from 1D6 of damage
all the way up to maximum.
- STR of Hardsuits equals servo level; AH is 9th level, so it's STR 9.
The second series of Hardsuits were designed to be +33% stronger thru
increased Servos and Hydraulics, and with -12% weight thru Space
Efficiency
-
Mecha Notes (Boomers)
- A Boomer's stats are set by its AI rating (as per IA rules); multiply
IA rating by 6 to get pool of points for INT, TECH, PER, WILL, REF &
DEX. All Boomer skills are equal to the IA level.
- Boomer Move is the same as unscaled MA at 1:1 (i.e., MA4 = MOVE12).
- STR is based on servo ratings as per Hardsuits, but Boomers often have
Heavy or Superheavy Hydraulics, which multiplies STR by 1.5 or 2.0.
- Boomers have no CON stat, and a Boomers' recovery is calculated from
STRx2; the number represents Hits (not stun, which Boomers don't have)
which can be regained from a turn of rest/recovery - gotta love that
regeneration system! - but not all Boomers can self-repair so fast (thus
REC is listed as Hits/Turn OR Hits/Day).
- A Boomer's BOD is equal to the number of unscaled Kills in its torso,
with hits equaling scaled hits (50 per Kill, divided by 10) in Torso
servo.
- The Superboomer, Old Combat Boomer and Battle Boomer are
weight-inefficient (double what their normal weight would be). The
Boomer Giant and Doberman are 1/5th scale designs; 100kg/unscaled ton,
and STR is (servo lvl/2 + 7).
- Androids (like Sexaroids) are almost exactly the same as normal
characters; they weigh 1kg for 1:1 ton, and do have a CON (equal to
unmodified servo level) and Stun points; their REC is determined
normally and regains Stun, not Hit points.