Funny you should mention it, I've been putting the final touches on this.
By the way, I messed up in describing the "pushing" rules in Fuzion. I didn't have any Fuzion rulesbook handy at the time and used the HERO rules and my memory as a guideline. The actual Fuzion version of "pushing" is listed on Page 25 of the main BGC rulebook. In short, the maximum you can "push" your STR is usually 2 points. If you make a successful WILL+Concentration roll, you can increase that. But the END penalties are even more extreme than the version I described - 5 END for every 1 point of STR "pushed". Yikes.
Anyway, here are some Notes:
The Bubblegum Crisis RPG rules are slightly different from standard Fuzion rules. Some of this is covered in BGC: Before and After, but I thought a few key differnces in the stats were worth mentioning.
The basic BGC rules don't mention the SPD stat or how to use it. It's calculated as REF/2. I've included it in both Doug's character sheet and calculated it for the Knightsaber character sheets that I posted in the other thread. Doug gets 6 actions per turn. Most everyone else who is a major character or boomer in BCG only gets 3 - 4.
BGC uses LUCK, where in Standard Fuzion, it's an optional Stat.
Energy Defense is an optional stat in BGC. In standard Fuzion, it's included as a regular derived stat. Calculated the same as SD.
The Leap statistic calculated from the MOVE stat is based on long jump or horizontal distance. Straight up would be half of that.
I've included all of these stats as part of the character sheet. They can be used, or not, as needed.
All Skills are listed alphabetically with the exception of Languages, which are grouped together for easy reference.
I added one more appropriate Complication - Overconfidence.
I somehow missed the Renown listed in Doug's original sheet. I've added it here.
I slightly miscalculated the cost of the Magesight previously. It's corrected here.
I added the HA power under "Hard Punches". If that should be called something different, let me know.
I changed the terminology in the description of the Polykev armor. In BGC, as of BGC Before and After, human scale armor is listed in terms of KD and EKD (Killing Defense and Energy Killing Defense) rather than PD and ED. Further, Kills aren't used, instead they are translated to standard KD defense. 1 Kill = 50 KD/EKD. I included both sets of terms for completeness sake.
Recalculated all costs: note that -
CP = Character points - The points paid for the basic characteristics.
OP = Option Points - The points paid for Skills, talents and Perks
PP = Power Points - The points paid for Doug's unique Metatalents and equipment.
(Note also that Power Points are not available to normal BGC characters. Everything and everyone is either a normal human with unique equipment, or a boomer.)
So here it is - the semi-official Fuzion character sheet for Doug!
----------
LOONEY TOONS / DOUGLAS SANGNOIR
INT......10.....LUCK 22
WILL....9.......RES 27
PRE......9
TECH....6
REF......12.....SPD 6
DEX......12
CON......8......SD 16.......ED 16.......END 80
STR......4.......REC 12
BODY....11.....STUN 65...HITS 45
MOVE.....9.....RUN 18.....SPRINT 27
...................SWIM 9.....LEAP 9
COST....COMPLICATIONS....(BASE: 50)
5..........Stubborn
15........Code of Honor
10........Overconfident
15........Protective of Innocents
15........In Love with Shadowwalker
COST....SKILLS, TALENTS & PERKS
3.........*Perception: +5
2.........*Concentration: +4
E.........*Persuasion: +2
4.........*Education: +6
E.........*Local Expert: +2
E.........*Teacher: +2
4.........*Hand-to-Hand: +6
4.........*Melee Evade: +6
4.........*Athletics: +6
6.........Ranged Evade: +6
3.........Melee Weapons: +3
8.........Acrobatics: +8
9.........Computers: +9
4.........Detective: +4
2.........Disguise: +2
5.........Driving: (Motorcycles) +5
6.........Expert: International Law & Enforcement: +6
3.........Expert: UN: +3
10........Expert: American/British Pop Music: +10
5.........Expert: Movies & TV: +5
6.........Electronic Warfare: +6
4.........Espionage: +4
3.........Firearms: +3
6.........English: +6 (Mimic any Accent)
3.........French: +3
5.........Japanese: +5
5.........Valdemaran: +5
4.........Gambling: +4
10........Hacking: +10
4.........Leadership: +4
4.........Mechanics: +4
3.........Pilot: +3
3.........Research: +3
5.........Stealth: +5
6.........Electrical Engineering: +6
1.........Handsome
9.........Membership: Warriors 9
9.........License Warrior: 9
9.........Renown: 9
3.........Martial Arts
15........Combat Sense: 5
COST....POWERS
Improbability Field:
8.........Acts as +10 DEX, Activation 12-, for defensive
...........rolls only. Special Effect: Random strange things
...........alter or divert the attack.
Mage Sight:
4.........Discriminatory sense: detect meta-human;
..........Discriminatory Detect Magic with Range
Song Power:
30........Power Framework: 22 pt VPP w/11 pt control
...........cost (-1 pt Burnout (8- on 3d6), -2 pt attached
...........focus, -2 Requires simple skill roll (8 +1 pt per VPP),
...........+1 pt wide SFX))
Polykev armor:
7.........50 KD/EKD (1 Kill KD/EKD). Armor radiates damage
...........away as heat, 1 round per D6 intercepted, giving
...........+(dice left to radiate) to any heat- or IR-based
...........perception used against him.
Hard Punches:
3.........HA +3d6; Hand-to-Hand Attack (Total w/STR: 7d6)
CP: 90 / OP: 199 / PP: 52
By the way, I messed up in describing the "pushing" rules in Fuzion. I didn't have any Fuzion rulesbook handy at the time and used the HERO rules and my memory as a guideline. The actual Fuzion version of "pushing" is listed on Page 25 of the main BGC rulebook. In short, the maximum you can "push" your STR is usually 2 points. If you make a successful WILL+Concentration roll, you can increase that. But the END penalties are even more extreme than the version I described - 5 END for every 1 point of STR "pushed". Yikes.
Anyway, here are some Notes:
The Bubblegum Crisis RPG rules are slightly different from standard Fuzion rules. Some of this is covered in BGC: Before and After, but I thought a few key differnces in the stats were worth mentioning.
The basic BGC rules don't mention the SPD stat or how to use it. It's calculated as REF/2. I've included it in both Doug's character sheet and calculated it for the Knightsaber character sheets that I posted in the other thread. Doug gets 6 actions per turn. Most everyone else who is a major character or boomer in BCG only gets 3 - 4.
BGC uses LUCK, where in Standard Fuzion, it's an optional Stat.
Energy Defense is an optional stat in BGC. In standard Fuzion, it's included as a regular derived stat. Calculated the same as SD.
The Leap statistic calculated from the MOVE stat is based on long jump or horizontal distance. Straight up would be half of that.
I've included all of these stats as part of the character sheet. They can be used, or not, as needed.
All Skills are listed alphabetically with the exception of Languages, which are grouped together for easy reference.
I added one more appropriate Complication - Overconfidence.
I somehow missed the Renown listed in Doug's original sheet. I've added it here.
I slightly miscalculated the cost of the Magesight previously. It's corrected here.
I added the HA power under "Hard Punches". If that should be called something different, let me know.
I changed the terminology in the description of the Polykev armor. In BGC, as of BGC Before and After, human scale armor is listed in terms of KD and EKD (Killing Defense and Energy Killing Defense) rather than PD and ED. Further, Kills aren't used, instead they are translated to standard KD defense. 1 Kill = 50 KD/EKD. I included both sets of terms for completeness sake.
Recalculated all costs: note that -
CP = Character points - The points paid for the basic characteristics.
OP = Option Points - The points paid for Skills, talents and Perks
PP = Power Points - The points paid for Doug's unique Metatalents and equipment.
(Note also that Power Points are not available to normal BGC characters. Everything and everyone is either a normal human with unique equipment, or a boomer.)
So here it is - the semi-official Fuzion character sheet for Doug!
----------
LOONEY TOONS / DOUGLAS SANGNOIR
INT......10.....LUCK 22
WILL....9.......RES 27
PRE......9
TECH....6
REF......12.....SPD 6
DEX......12
CON......8......SD 16.......ED 16.......END 80
STR......4.......REC 12
BODY....11.....STUN 65...HITS 45
MOVE.....9.....RUN 18.....SPRINT 27
...................SWIM 9.....LEAP 9
COST....COMPLICATIONS....(BASE: 50)
5..........Stubborn
15........Code of Honor
10........Overconfident
15........Protective of Innocents
15........In Love with Shadowwalker
COST....SKILLS, TALENTS & PERKS
3.........*Perception: +5
2.........*Concentration: +4
E.........*Persuasion: +2
4.........*Education: +6
E.........*Local Expert: +2
E.........*Teacher: +2
4.........*Hand-to-Hand: +6
4.........*Melee Evade: +6
4.........*Athletics: +6
6.........Ranged Evade: +6
3.........Melee Weapons: +3
8.........Acrobatics: +8
9.........Computers: +9
4.........Detective: +4
2.........Disguise: +2
5.........Driving: (Motorcycles) +5
6.........Expert: International Law & Enforcement: +6
3.........Expert: UN: +3
10........Expert: American/British Pop Music: +10
5.........Expert: Movies & TV: +5
6.........Electronic Warfare: +6
4.........Espionage: +4
3.........Firearms: +3
6.........English: +6 (Mimic any Accent)
3.........French: +3
5.........Japanese: +5
5.........Valdemaran: +5
4.........Gambling: +4
10........Hacking: +10
4.........Leadership: +4
4.........Mechanics: +4
3.........Pilot: +3
3.........Research: +3
5.........Stealth: +5
6.........Electrical Engineering: +6
1.........Handsome
9.........Membership: Warriors 9
9.........License Warrior: 9
9.........Renown: 9
3.........Martial Arts
15........Combat Sense: 5
COST....POWERS
Improbability Field:
8.........Acts as +10 DEX, Activation 12-, for defensive
...........rolls only. Special Effect: Random strange things
...........alter or divert the attack.
Mage Sight:
4.........Discriminatory sense: detect meta-human;
..........Discriminatory Detect Magic with Range
Song Power:
30........Power Framework: 22 pt VPP w/11 pt control
...........cost (-1 pt Burnout (8- on 3d6), -2 pt attached
...........focus, -2 Requires simple skill roll (8 +1 pt per VPP),
...........+1 pt wide SFX))
Polykev armor:
7.........50 KD/EKD (1 Kill KD/EKD). Armor radiates damage
...........away as heat, 1 round per D6 intercepted, giving
...........+(dice left to radiate) to any heat- or IR-based
...........perception used against him.
Hard Punches:
3.........HA +3d6; Hand-to-Hand Attack (Total w/STR: 7d6)
CP: 90 / OP: 199 / PP: 52