BUBBLE GUM CRISIS
ROLE PLAYING GAME
SHADOWRUN CONVERSION
VERSION 1.5
by Shawn Hagen
Thanks to: Kat Okita and Cole Ciorian for advice.
Special Thanks to Toshimutsu Suzuki for starting it all. Not that
he is likely to care about this.
And of course thanks to all the people who wrote to express
thanks and give advice.
WELCOME TO MEGATOKYO
The Bubble Gum Crisis makes an excellent setting for a Role Playing
Game and Shadowrun Second Edition is an excellent RPG for capturing
the feel of this anime series.
The following rules are meant to be used with SRII to provide a
basis for running a Bubble Gum Crisis or similar game genre.
You will need the Shadowrun Second Edition game for these rules and
a having a number of the supplements certainly will not hurt, Virtual
Realities 2.0 will be of great help in running the computer side of
the game.
Having seen all the Bubble Gum Crisis videos, The AD Police videos,
perhaps even Crash, reading the various Manga, and the Fanfics will be
of great help but is not necessary.
These rules will be lain out exactly like the SRII rule book, note
chapters 1, 2, 3 and 15 deal with the history of the Shadowrun world.
I will skip those at the present time, mainly due to my own lack of
information about the BGC history prior to the series beginning.
While magic and metahumanity are of course absent from the BGC
world that does not mean you could not put either into a variant
world.
Legal Notes. Shadowrun is a registered trademark of FASA
corporation. Virtual Realities 2.0, Matrix, Fields of Fire,
Shadowbeat, The Riggers Black Book, Cybertechnology The Street
Samurai's Guide, are trademarks of FASA corporation.
Bubble Gum Crisis is also owned by other parties, Youmex, Artmic
and Suzuki-san pop to mind.
This work in not intended to be a challenge to those rights.
Basically I have gone out of my way not to re-write the rules
given in the rule books. FASA has given us an excellent game system
that works so well for this genre and I have no problem with the fact
that to use these rules you will have to go out and buy the books.
This is still the first edition of these conversion rules. All I
have really done is clean up a few things, add a few examples and some
other things I thought might be useful and make some changes to the
Matrix section. None of these changes are such that this could be
considered a second edition. A second edition may be written if there
is need, which I doubt there will be. The second edition of the
Shadowrun game is to thank for this, not me.
Feedback is most welcome.
Chapters 1, 2, and 3 are skipped as they detail the Shadowrun world.
CHAPTER FOUR
GAME CONCEPTS
All game concepts remain unchanged except for the following.
Magic: Magic is of course totally lacking in any purist game.
Variant games can of course include it.
Matrix: Rules about computers and how they vary will be covered in
chapter ten.
CHAPTER FIVE
METAHUMANITY
Yet another thing missing from a purist game. If you do decide to
run a variant game there need be no changes.
The idea of Sylia as a cool, aloof elf certainly holds some appeal.
Priss could do the elf thing too.
If you do decide to consider boomers a variant race you can find
out more information on them in chapter fourteen which cover
equipment. Boy, is that cold or what?
CHAPTER SIX
CREATING A CHARACTER
Now for the real fun, character creation, your chance to make your
own Priss or Linna or Sylia or Nene or Mackie or lord help us Leon. Be
clever and creative and have a lot of fun.
While you may be tempted to play the characters from the series I
would suggest you do not. The constraints imposed by playing such a
character may detract from the fun of the game. Much of the fun of
RPGs is getting comfortable with your character and watching them
grow.
RACE
As mentioned before there are no Metahumans but GMs may allow
players to run boomers as characters. If you plan to do this I would
strongly suggest you limit such choices to the 33Ss, any other boomer
type may be a bit hard to play.
A 33S could make a very interesting character to play, they have
both advantages and disadvantages, such as being considered property.
It might be best if the other players do not know about the
character's unusual origins, especially if you don't want their
characters to be aware of that. If you plan on this sort of deception
I would suggest that all characters are made with just you and player
present. I would also suggest you allow no more than one such
character in the party though an entire party composed of 33Ss who
have no idea that they are surrounded by others of their kind could be
very funny when it finally comes out.
For more information on 33Ss and other boomers see, Building a
Better Boomer, in chapter fourteen.
ATTRIBUTES
The magic attribute is of course absent as is essence.
Other than that there are no changes.
SKILLS
The sorcery and conjuring skills are no longer present in a purist
game. Magical theory may be present but it provides little useful
knowledge, characters will be able to use tarot cards and other such
devices and will no doubt be popular at parties as they read
everyone's future.
A number of new skills, like combat suit piloting, will be added of
course.
CYBERWARE
Shadow run limits the amount of cyberware a player can have added
onto their body having each piece subtracting from a characters
starting essence of 6. If it ever goes below zero the character dies,
though new rules in Cybertechnology have allowed for characters to
take their essence below zero they do not feature here.
In Bubble Gum Crisis cyberware did not seem to exist at all, so you
may safely ignore it if you wish. On the other hand Bubble Gum Crash
seemed to suggest it was a bit more prevalent and AD Police rubs our
faces, as it were, in it constantly.
Shadowrun's way of limiting cyberware will not work if you wish to
have the complete cyborgs as presented in AD Police files 2 and 3.
So how do we deal with this? The following system is what I have
decided to use.
Each piece of cyberware gives the players what you can call cyber
points or anti empathy points or whatever in the same value that they
would subtract from essence in the straight Shadowrun system.
ex. A character replaces one of their arms with a cyber arm that
gives them a 2 point increase in their strength. That gives the player
1 cyber point. Later they have to replace both their legs, (fighting
boomers is a dangerous job), giving them 2 more cyber points for a
total of 3.
A character can have a total of 5 cyber points without any real ill
effect. If a player wants she can start having her character act a bit
odd but she does not really have to. Once a player character gets up
to four cyber points she may start to develop a humanity skill which
is considered a general skill for karma costs. She may also wish to
start going to a psychologist.
Once a character goes above 5 cyber points she starts running into
problems. Any time she undergoes great psychological stress, such as
having your husband telling you he's slept with a paradise loop hooker
and real woman are better, it is possible she'll go a bit insane.
Characters roll their humanity skill against a target number of 6,
plus modifiers. Failure leads to the character going insane. A botch,
rule of ones, leads to a total psychological breakdown. The character
may go on a rampage and start killing, probably to be brought down by
the AD Police or their own comrades. Warning, if your entire group is
cybered up and one goes insane like this and you set the others to
killing that character you may end up loosing your entire group to
this sort of psychosis, after all killing a friend and or team mate is
pretty stressful. Even if the AD Police were to do the killing it will
still be stressful.
There are of course other possibilities beyond violent, psychotic
behavior. Deep depression, obsessive compulsive behaviour or intense,
debilitating phobias are possible.
If she only fails then she will still go insane but it is not as
evident. Usually it will surface with killings but a GM may have a
character become catatonic, extremely paranoid, obsessive compulsive
or any other psychological disorder. Psychotic behaviour is more
dramatic though, in role playing terms. How she acts it out is up to
the GM but it should definitely be related to the event. For example
if the character's parent dies in hospital the character may begin to
kill doctors, nurses, orderlies or other hospital staff, stalking them
one at a time.
If she receives one success she behaves in a normal way, but some
effects may last longer. In the above example if the character's
parent were to die then she may undergo a longer period of depression
than an uncybered character would.
Two successes and she behaves just like and uncybered character
would in the same situation.
Three or more successes and she is fine, perhaps a little sad but
fine.
Remember, violent behavior need not be the only possibility, but it
is the easiest. Loosing a character to the AD Police during a
psychotic rage is probably easier than loosing one to the fact that
they have undergone a state of depression so deep she might as well be
dead.
If a character is in therapy of any sort that the GM deems useful
then 1 is subtracted from the target number for each day a month that
the character is in therapy, up to 4. After that she hits the point of
diminishing returns.
The GM may add or subtract any other modifiers he/she feels are
appropriate.
ex. Caroline Evers, the female executive from AD Police files 2
has eight cyber points. She has a humanity skill of 2 but is not in
therapy. When her husband tells her of his infidelity the GM rules it
as a stressful event. He has her roll her 2 dice against a target
number of eight,(adding two points on due to the fact
that event hits so close to home). She fails her roll, though does not
botch, and kills her husband.
Afterwards she begins to kill prostitutes as a way to deal with her
insanity and feels phantom pains in her cybernetic organs. She could
have also undergone major bouts of mania and depression but that would
have made for a less interesting story.
Finally you need not do any off the above. The concept of
cyberpychosis is rather odd and is more of a game balance than
anything else. Fell free to ignore it and allow the players to load up
on all the cyberware they want if that will fit in with your game.
SPELLS
Nope.
GEAR
See chapter 14 for some unique, Bubble Gum Crisis equipment.
EXTRAS
There are a few changes due to the feel of the Bubble Gum Crisis
world.
Contacts
Buddies
Gangs
Followers
No change, players should probably have to explain why they have a
gang or followers.
Lifestyle
In Shadowrun the characters are Shadowrunners, that is what they
do. Basically they sit around waiting for the next job to come along.
The downtime between jobs is basically glossed over. In Bubble Gum
Crisis the downtime plays into the story in one way or another, Priss'
involvement with Sho and his mother, Nene's
interaction with Lisa.
I mention this in Lifestyle because it is important you decide some
things about your character if you plan on doing a lot of role playing
beyond battles.
What does your character do when they are not fighting? What is
their job? This is important because it will help you decide your
lifestyle. Whether you live in an old trailer or have a penthouse. As
a GM you may also want to decrease the costs of permanent lifestyles,
or you may not but you should help the
players set up occupations for their characters.
For example one of my players decided his character was an ex
baseball player and a current motorcycle mechanic with a shop. A
facility, which is what he wanted costs 100000 nuyen, doubled
because it is a vehicle shop for a total of 200000. I reduced the
price to a 150000, and we decided he lived in the shop at a middle
lifestyle paid for by the shops profit. It also brought in about 2000
to 5000 a month in profit, depending on how much time he spent
working.
Another player wanted his character to be a high fashion model. At
first I was not sure how to deal with that until I checked the rules
for rockers in Shadowbeat. For half a million nuyen he bought super
star status, for his model and received a permanent luxury life style
with the ability to make a fair amount of money for every job the
character did. Of course the character was almost always recognized
where ever she went.
Consider these sort of things when you make up characters.
BUILDING A CHARACTER
ALLOCATING PRIORITIES
Shadowrun uses a priority system, A (most important) down to E
(least important). These priorities are assigned to five categories,
Attributes, Skills, Resources, Magic and Race. As mentioned before
magic and race will not matter, unless you let players allocate their
A priority to race to play a boomer.
Optional Rule: The Magic category. If you wish to make your
characters or NPCs a little special you can do so by using the powers
given to physical adepts. Assign a priority to magic, then go across
the table to resources. There are two numbers for resources. One is
the amount of money they have, on the other side of the slash are the
points for spells. Divide that number by ten, this gives you the
points that can be used to buy the physical adept abilities. You may
wish to increase them slightly, so A priority gives the player 6
points instead of five. It is up to the individual GMs.
It is important to note the these special abilities when combined
with cyberware can lead to very powerful characters. There may be some
powers individual GMs may wish to remove. GMs may also wish to rule
that special abilities gained this way are not cumulative with
cyberware or bioware.
Optional Rule: 10 point system. In the first edition of Shadowrun
players assigned 10 points to these categories, 4, 3, 2, 1, 0, which
is equivalent to A, B, C, D, E. Of course, non magical humans could
have put 0 into both magic and race, giving them an extra point. This
is unfair in games with Metahumans and magicians, in games with out
them it is not so bad. This way players can spilt 10 points between
Attributes, Resources and Skills only. This will lead to some
relatively powerful player characters, fair warning.
Resources
Money
Shadowrun uses the nuyen as its basic level of currency. The nuyen
is basically equivalent in purchasing power to the current American
dollar. This makes answering questions about costs of things not
listed in the rule book easy. All one has to do is take a look at any
catalogue and they have a good idea of what to
charge players for what ever it is their character wishes to purchase.
It is very easy to simply use the nuyen as the level of currency
and leave it like that. On the other hand, if you plan to base your
game in MegaTokyo Tokyo you might wish to use yen. Roughly speaking
100 yen are currently worth about 1 dollar, okay, very roughly
speaking. So simply multiply all costs and money by one hundred. This
is more of an atmosphere device than anything else.
Of course, the yen may have a much greater value in the BGC world.
It will be up to individual GMs to work this out though the hundred
yen to one nuyen may work the best.
CHAPTER SEVEN
SKILLS
There is no need to make any changes to the rules listed in this
chapter except for a few new skills that are added and a few that may
be removed from the game.
ACTIVE SKILLS
Combat Skills
Gunnery
Gunnery includes the use of the heavy weapons mounted on combat
suits, be they K-11s, hardsuits or four legged spider like mechs owned
by slightly unbalanced rock stars.
Mech Hand to Hand Combat
The minute you put someone in a human shaped combat suit they want
to start punching things. Because these suits tend to mirror their
wearers actions it should not pose much of a problem to throw a punch
at something while wearing the suit but the suit does not act quite
like a human.
To take this into account the hand to hand skill for human shaped
combat suits, like the K-11s, or Mackie's suit is based on the average
of the character unarmed combat skill and their combat suit piloting
skills.
On the other hand, a Mech like Vision's beasty has little in common
with a human and so the pilot's unarmed combat skill will be of little
use.
In this case they would actually need a separate skill for engaging
in unarmed combat. Of course they can always use their piloting skill
instead with about a +2 modifier to all target numbers.
Special notes on hardsuits. Any character in a Knight Saber
hardsuit can use their unarmed combat skill as is due the superiority
of this design.
Unarmed Combat (Optional Rule)
In Shadowrun you can choose to concentrate in a style of fighting.
No real information is given on what that means. Basically, it gives
you a free skill point. If you have an unarmed combat of 6 and you
concentrate in Karate you have a Karate skill of 7 and an unarmed
combat skill of 5. But since you can always use Karate to fight in the
same situations you would use unarmed combat, well, basically you get
a free point. (Okay, a GM might say that it the character is grappled
that they have to use their unarmed combat skill at 5 as they can't
use Karate in that situation, still, it feels a little off)
This is not really so bad. It won't upset the game and it adds a
little to the character. That your character is skilled in Thai kick
boxing sounds a lot better than being good at unarmed combat.
For a little more depth you might want to consider how the
character learned to fight and how it might at times negatively effect
them. Basically you are taking a minor weakness for the extra point
you got. This should be up to the player and is meant to give
characters a little more depth rather then penalize them. If a player
really doesn't want to do this don't force them. As I said, the extra
point is not game unbalancing, after all you can give it to everyone.
The following example focuses on Priss' fighting style Unarmed
Combat 1 (Street Fighting 7)
Street Fighting: Priss learned to fight on the streets of a shattered
city. While she learned some of the basics of so called 'honorable'
fighting she eschewed them early on for a style that would ensure her
survival. Hit hard, hit fast, make sure your opponent does not want to
fight anymore. You can close your fist and break his nose or you can
open it and take out his eyes.
Priss will always do physical damage when fighting as detailed in
the Fields of Fire book. If she wants to only do stun damage she is at
a +1 to her target numbers because she is not used to pulling her
attacks like that.
This is mainly and atmosphere device. Feel free to ignore it is
you wish.
TECHNICHAL SKILL
Biotech
If you are not allowing humans to have cyberware then the
concentrations of this skill dealing with cyberware transplant surgery
are no longer available.
Vehicle Skills
Power Armour
The skill covers the piloting of combat suits and mechs. It also
allows the pilot to make use of any flight systems the suit might
have.
Concentration: Human form, nonhuman form, construction suits,
combat suits.
Specialization: By type.
KNOWLEDGE SKILLS
Boomer Theory
This covers design of the cyberdroids.
Concentrations: By individual system, weapons, power, etc.
Note: The artificial intelligence of a boomer would more likely be
covered by computer theory.
Power Armour Theory
The design and the different suits and mechs.
Concentration by type.
Note: Few characters should know the secrets behind hardsuits. If
they want to then they better have a good reason to explain why Sylia
Stingray decided to share this knowledge with them. Even if they have
a good reason feel free to say no anyway. It is your game.
CHAPTER EIGHT
COMBAT
Combat, many people's favorite part of game. Mindless violence,
mayhem and destruction.
Basically Shadowrun's combat system is perfect. It balances
playability, survivability, realism with just the right amount of
deadliness. There is no need to really change anything.
Still I've used the following modifications for the Bubble Gum
Crisis game.
DICE POOLS
Combat Pool
The combat pool makes the already dangerous combat system even more
deadly. A player can easily double their combat skill dice, going from
rolling 8 dice for a weapon they are specialized in to 16 dice. With
more successes the damage increases and death comes real fast.
In straight Shadowrun this is not so bad because most groups
usually have a mage with a heal or treat spell handy, increasing
survivability quite a bit.
To deal with this problem I have added an optional rule which has
turned the combat pool into a purely defensive pool. This keeps weapon
skill levels at a much safer level and keeps all the dice in the
combat pool reserved for rolling against damage.
Another optional rule is in the target numbers for resisting damage
with the combat pool.
Presently if you use your combat pool for purely defensive reasons,
(which is the only way you can use it if you use the above optional
rule), and roll as many successes as the person attacking you rolled
then the attack fails to hit.
The target number for this is the weapon's power rating.
Instead I've decided to use the attackers skill as the target
number as long as the character is aware that they are being attacked.
Armour does not effect this target number.
This in effect represents dodging, moving in such a way so that the
attacker can not hit you.
If the character is unaware of the attack they can still roll their
combat pool dice but their target number is the power of the attack,
minus the value of any armour they are wearing.
If the player manages to roll equal or more successes than the
attacker the attack still misses as per standard rules, or more
realistically the attack fails to do any appreciable damage, grazes,
minor bruising, that sort of thing..
Successes from combat pool still count to reduce damage even if
they do not cancel out all of the attackers successes as per the
normal rules.
I think these changes help to capture the feeling of Bubble Gum
Crisis. Very few times do we see the Knight Sabers actually get hit by
fire or other attacks. Most of the time they use their suits superior
mobility, or their own, to avoid fire.
ex. Priss is being fired on by a sniper, (firearms 4). She knows he
is there so as she moves for cover she runs in such a way to be harder
to hit. (note, to take the effect of this sort of moving into account
you may want to halve the distance a character can normally run to
reflect the fact they are covering less straight distance). The sniper
fires, getting four successes. Priss' player uses six of her combat
pool dice against a target number of four and her six body dice
against a target number of fourteen. She gets five successes with her
combat pool dice and one with her body dice. Fortunately the five
successes she made with her combat pool mean the attack missed.
Priss dives for cover, safe until the Sniper changes positions or
she moves.
Hacking Pool
See Chapter Ten.
Magic Pool
In a purist game it goes the way of the dinosaurs.
ELECTRONIC WARFARE
Shadowrun already has rules dealing with ECM and ECCM listed in the
Rigger Black Book. I've added a few things.
Standard rules for ECM is that you roll the rating of the ECM unit
against a target number of the rating of the coms equipment and
sensors you are trying to jam.
My addition is that for every two points of electronics skill the
person operating the equipment has they subtract one from the target
numbers.
ex. The Knight Sabers are going into battle with three C Class
Boomers,(communication systems rating 6) and one Super Boomer,
(communication systems rating 8). Nene activates her suits ECM,
(rating eight) to jam them. The player rolls eight dice, against a
target number of 6 for the C Class Boomers and eight for the
super Boomer. She also has an electronics skill of eight so she
subtracts 4 from those target numbers. She gets six successes against
the C Class Boomers and five against the Super Boomer.
ECCM works only for the unit possessing it as opposed to ECM which
effects all units in range. Dice equal to the ECCM rating are rolled
against a target number of the rating of the highest ECM being used.
They must get equal or more successes than the operator of the ECM
equipment got.
Again, for every two points in the electronics skill the operator
has they subtract one from the target number.
ex. The four Boomers from the above example are not about to sit
still and let themselves be jammed. They all have rating 4 ECCM
equipment, the Super Boomer has an electronics skill of 4 as well.
Four dice are rolled for all of them against a target number of 8, 6
for the Super Boomer. Of course they cannot get more successes than
Nene got so they are still jammed not matter what they roll in the
above example. Superior equipment is useful.
Why should I bother with electronic warfare?
Actually you can easily ignore these rules without affecting the
game one bit. They do add a bit more realism to it. Also, they help to
ensure one player will sacrifice combat skills for electronics and
communication skills.
What if they don't bother jamming enemy transmissions?
According to Fields of Fire if all members of a team are linked by
a BattleTac system, (or something similar, and it is not a unfair
assumption to assume Boomers have something similar) there is a -2
modifier to the target number of 4 the leader/squad commander/head
honcho rolls against with her small unit tactics.
Every two successes gives her a +1 on the squads initiative for the
next turn. It also allows them to freely share information.
Players should realize the importance of jamming their enemies
communication systems and keeping their own lines open.
For ease of play make these rolls at the beginning of the combat
and let the results stand for the entire combat scene. This should
make things easier and faster.
Using ECM and ECCM is considered a complex action
Missiles
It is possible to jam missiles, but not rockets which are line of
sight, with ECM gear.
The player rolls the rating of their ECM gear against the target
number of the missiles rating with a -1 modifier for every two points
of electronics skill the character has plus any other modifiers the GM
chooses to use.
A large number of missiles will also be harder to jam, exact
modifiers left up to individual GMs.
One success is enough to insure that the missiles don't lock on,
though they may still explode close to their target.
If you wish to get a bit more cinematic then use this modification.
The player botches, the rule of one, then all the missiles hit her
character as she become a missile magnet. Add their ECM rating to the
number of successes that the missile have for determining damage.
No successes. The missile continue on as usual.
One success. The missiles do not lock on but may still hit near to
their original targets. Use grenade scatter rules if desired.
Two successes. The person with the ECM may send the missile
elsewhere, keeping them from hitting too close to the original target.
Three successes. The ECM operator may send the missiles where they
want, up to a ninety degree turn off their original course.
Four or more successes. The ECM operator may now attempt to send
the missiles back at the firer. Roll the missiles rating against the
standard target number +2, -1 for every success the player got above
four up to a maximum of -4 of the target number.
To jam missiles is a complex action.
The new target may attempt to jam the missiles if they have a
complete action available to them, +1 to the target number. They will
not be able to turn them back on course. At best they can make them
miss.
ex. The Knight Sabers receive a nasty surprise in the form of a
D-Class with a pair of missile packs. It empties its entire payload at
the four mercenaries. Nene screams, she always does, and activates her
ECCM gear. The rating of the missiles is 4 and the GM adds a +3
modifier because of the large number of them.
Her player rolls eight dice with a target number of 7, subtracting
4 for Nene's electronics skill and gets four
successes.
She decides to send them back at the boomer and rolls four dice for
the missiles rating against a target number of 4 for short range plus
2. She gets one success.
The boomer attempts to jam the missiles with its ECCM gear, rating
4. It's target number is 4, +3 for the numbers and +1 because they
have already been jammed once before. It has an electronics rating of
2 so 1 is subtracted from the target number, a total of 7.
It gets one success so the missiles explode around it but do not
hit. It is still around several seconds later when Priss puts a spike
through it.
DAMAGE AND HEALING
While cloning does not seem to be present in Bubble Gum Crisis you
can use the rules dealing with it if you wish.
Note: This is cloning for replacement parts, not for a new you.
CHAPTER NINE
MAGIC
If you do plan to use magic then no changes are necessary.
CHAPTER TEN
THE MATRIX
Bubble Gum Crisis does not use the Gibsonesqe jacking into the
matrix and living at the speed of thought feeling that is so prevalent
in cyberpunk.
If you plan to use this sort of thing though Shadowrun's system is
more than up to the task.
Note: Nothing has the potential to slow a game down more than
deckers. They can easily take up an entire gaming session with their
adventures in the matrix. My old Shadowrun GM would not allow Deckers
in her game unless the entire group would play one. The entire flow of
a game session can be thrown right out when the hacker gets to work
making the other players sit on their hands waiting. Just a warning.
So how do you handle computer hacking in the Bubble Gum Crisis
world. Well, for the most part, things look like they have not changed
all that much from how things work today. When Nene hacks we see her
looking at data on a screen.
On the other hand we have images of both Sylia and Meison sitting
within work stations, viewing images that flash across the screen. Of
course they might be just viewing data. We also have data being loaded
directly into Sylia's brain. So what is the deal here? Does Bubble Gum
Crisis have direct mind to matrix connection? In the end it is up to
you.
This section will deal with how to deal with computer uses without
slowing down play, at least too much.
If a player has constructed their own Nene type character, high
computer skill and the like, they are going to want to use their
character's skills.
So, what to do.
First of all in a session involving the rest of the group the
simpler, the faster, the better. A single dice roll is probably the
best way to go.
For example, a group of players have been sealed in Genom complex
that is about to explode (okay, not at all original even in the
slightest but clichC is the mainstay of RPGs anyway.) They are running
to one of the exits, avoiding small explosions, getting involved in a
few running battles and finally making it to their objective, a locked
door. The computer expert decides to try to crack the complex's
security and open the doors.
To keep the flow going, after all, it had been pretty hectic up to
that point, the GM decides to have the computer expert make one roll.
She considers the fact that it is Genom security, obviously high, but
the hacker is already in the building. After a moments thought she
decides on a target number of seven.
The player rolls and manages to get one success, all he needed,
and the door rolls up allowing the players to escape in the nick of
time, yet another clichC.
This method can be expanded, two or three rolls to completed the
task. The effects of previous rolls will effect the next either adding
to or subtracting from the target number.
Another example, in the middle of a job the computer expert again
wants to strut his character's stuff and get some data from a company
host. As they are in the middle of doing a lot of things so the GM
wants to do it all fast and dirty. She tells the player to make three
rolls, one to get in, one to find the data and one to scoop and run
with it.
For the target number of the first she decides on a 5, fairly
tough security, for the second a 4, an easily understood layout and
the third again 4.
The player rolls and gets only one success for the first roll,
marginal. The GM decides the system is now on alert and increases the
target number of the second roll by 2 (had the player gotten more
successes the GM could have lowered the target number if she decided
it was warranted). The player makes that roll and gets lucky, getting
three successes. The GM leaves the target number for the third roll
the same which the player makes and gets out with the data.
Fast, simple and really, kind of boring for the player.
There comes a time when you will have to play out the entire
intrusion in detail. Occasionally slowing a game down is not a bad
thing. As long as it doesn't happen to often everyone should be happy.
How to do it?
The best way is to simply use the Shadowrun rules as written for
matrix use. If you are not allowing datajacks then you can simply use
the dermal headset, described below to simulate the working of a brain
connection, or you can use the rules for 'tortoises in the net'.
Dermal Headset
Remember when Sylia gets that data pack from her father that
seemed to feed information directly into her mind?
That seems to suggest a rather interesting piece of technology.
Like EEG machines that detect electrical impulses in the brain that
headset Sylia was wearing may have done the reverse. Through surface
induction it fed electrical impulses into her brain, an info dump.
This no doubt would be very painful, as Sylia's reaction proves.
If this can be done then the set up can no doubt also read much
more detailed information from the brain than the EEG equipment of
today. [This is the sort of technology that is also used in the
various mechs and combat suits of the Bubble Gum Crisis world, the
equivalent of vehicle control rigs. For more information see chapter
fourteen.]
If this sort of set up is being used the computer operator uses the
rules for decking as if they were actually hooked into the computer
via a datajack, for simplicity's sake.
So what's the catch?
As they get the same bonuses for a datajack so do they get the same
penalties, namely, possible death.
If you don't think this is realistic you can use the datadump as a
replacement for lethal biofeedback that Black IC causes. Basically the
computer dumps a load of useless information into the user's brain,
kind of like what happened to Sylia, though the information she got
was not useless.
This is likely to be very painful if not downright deadly. If the
GM wishes characters may have to make a willpower role against the
rating of the defense system or they die, something similar to a
stroke or death from shock. No one said the job would be easy. Even if
they survive for a day after they are unable to
function due to the great pain, and for the next month the character
is at a +2 to all target numbers due to the large amount of useless
information in their head and pain. After that month the information
is buried deep.
Tortoisesing about the Matrix (VR 2.0)
Shadowrun provides rules for using computer systems much like we
do. Entering codes, pointing and clicking, or looking and blinking, VR
glasses, induction gloves and the like.
A tortoise computer is built just like a cyberdeck except that it
does not have any of the ASIST interface. No sense of being in virtual
reality. These decks halve the reaction of the user. According to the
rules they cost only a tenth of an equivalent cyberdeck. You may wish
to play with the number to make the computer more or less expensive
depending on your feelings on what things should cost. Remember while
the computer is cheaper the software is just as expensive.
So what is a tortoise world like? Well, Black IC, meant to kill
deckers, just does not exist. There is no need for it. Ultra Violet
hosts will not exist. Other than that, the rules can stand as they
are.
Rules for hacking can be found in the Rule Book or Virtual
Realities 2.0.
So what about boomers? Well, it seems like that a boomer could
hook their minds directly into a computer system and become a hacker
extrordinaire. Of course the ability does not mean much. The average
boomer does not have much of a computer skill so while they may be
faster in the matrix they can't do much with the speed. They also do
not have a built in computer designed specifically for hacking. Giving
a boomer a high computer skill and a hacking deck is just asking for
trouble. Such a boomer may be designed for a one shot mission, such as
entering a high security site to get access to a closed system, but it
is likely the unit will be 'retired' after the mission.
A boomer hooked up to the matrix behaves as a decker. If they have
a deck then they get all the bonuses. If they do not they use their
computer skills, their willpower counts as their BOD, and Gray IC
trashes their systems. Such a boomer is not really very effective.
Faster, yes, but unable to do much with that speed.
If a GM allows 33-S to be player characters they will have to
decide whether the units can also interface directly with computers.
The technology curve and you
Bubble Gum Crisis did not show datajacks and the like, but what
about the future? If you set your campaign sometime in the future then
you might want to bring that sort of stuff in. Of course you don't
have to be nice about it.
The original cyberdecks constructed in the Shadowrun world in 2029
were massive and required that the user be placed in a sensory
depravation tank. Datajacks could be huge, gross affairs hanging off
the back of the user's head and causing all sorts of nasty side
effects. If the rest of society has not embraced this technology then
those using it might be viewed with something akin to fear, certainly
distrust and maybe jealousy all rolled into one. A nasty package.
Give some thought to the technology and how you want to introduce
it. It will make things all that much more interesting.
CHAPTER ELEVEN
BEHIND THE SCENES
Buying A Lifestyle
In Shadowrun a character can buy a permanent lifestyle for 100
times the cost of one months upkeep for that lifestyle.
For Bubble Gum Crisis you might want to make permanent lifestyles
cheaper.
As mentioned before in character generation the characters should
have some sort of job that provides for their lifestyle. They can use
the extra money that their work as vigilante mercenaries provides to
live beyond their means.
Reputation
While the character's job as vigilantes is likely to earn them a
reputation quite quickly, they will hopefully know enough to keep
their helmets closed, allowing them to live their public life in
peace.
Still, the longer they do the work the more chance other people
will begin to put things together.
This is fully up to the GM.
CHAPTER TWELVE
CONTACTS
This chapter needs little change.
A number of contacts have no place in MegaTokyo, the elven hitman
for example. Though this character is easily made a normal hitman.
CHAPTER THIRTEEN
CRITTERS
There are no awakened creatures.
The normal creatures can be left as are.
CHAPTER FOURTEEN
GEAR
Perhaps one of the favorite sections in any game, the toys. Players
and GMs do love to flip through equipment sections, seeing what is
available for favorite players and NPCs.
The contents of this chapter do not need to be changed as much as
surface appearance.
Change the names for the atmosphere.
Let's take heavy pistols for an example. In Shadowrun heavy pistols
all do 8M damage. The differences are in cost, weight, ammo capacity,
concealability and description. Description is important. Many players
pick the Ares Predator heavy pistol for their characters because of
the description. It is the premier heavy pistol.
This is the sort of description you have to provide, it makes
things more real.
Use the equipment straight out of the Shadowrun rule book as well
as its supplements. Change the names, change the descriptions and you
will capture the feeling of Bubble Gum Crisis nicely.
Here's an example
Start with the Ares Predator, change the name to the Genom Hoshoku
(kind of the Japanese for predator, see how easy that was.). Use the
exact same stats as for the predator.
Now for a little imagination.
In 2026 Genom gained control of the Heckler and Kotch company in a
hostile take over (I'm a big fan of Genom gaining control of other,
well known companies). While they have continued to produce weapons
under H&Ks respected name the Hoshoku is the first in a line that will
bear the Genom name.
A heavy automatic pistol, it has received favorable reviews from
several sources and is perhaps one of the best new pistols on the
market.
The weapon has become famous ever since the movie star Takahashi
Mura began to use the weapon in his ultra violent action movies.
There, the description, makes a dull set of statistics come alive
doesn't it?
That is the sort of thing you will probably want to do with all
the equipment. I will not do it for reasons of space and time but more
importantly because these things will play a part shaping your version
of the BGC world and so you should do it yourself, though an equipment
book is definite possibility in the future.
I will cover some special Bubble Gum Crisis equipment and how to
convert things from the videos and manga to Shadowrun statistics. I
will also be dealing with equipment that is not present in BGC, such
as some of the cyberware and how it changes.
PERSONAL WEAPONS
Firearms
Pistols
Priss's pistol from BGC#1. Member II.
At first glance you might simply list this as a heavy pistol and
then move onto something else but that would be too easy. If you have
access to the B-Club special for Bubble Gum Crisis these conversions
will be much easier to do.
First of all it is not your standard pistol, considering the size
of the rounds and the style of the weapon I'd say it is the receiver
group of a rifle, cut down drastically. That being the case I'd list
the damage for this weapon in the upper end of the rifles, 9S, about
the level you would want for boomer hunting.
That is a big round to be firing from such a weapon, the recoil on
it is probably nasty as hell. To take this into account the weapon has
a +3 modifier for a second shot instead of +1 for other pistols.
Range will be as for a light pistol.
As for concealabilty, well when put together it has a
concealability of 5, heavy pistol, the component parts each have a
concealability of 7 though.
For weight, say 4kg.
This looks like a pretty rare weapon, probably custom made, as a
result the availability would be high, I'd say about an 8.
Cost, well, say about 1500 nuyen.
Here's the stats.
Conceal Ammo Mode Damage Weight Availability Cost
5 (7) 3(c) SA 9S 4 8/1 week 1500
Leon's Earth Shaker
Now this is a nasty piece of work. A revolver that breaks open just
like a Webley Horse pistol, and like that weapon it fires a round so
big that it has less than 6 chambers. But while the Webley had 5 the
Earth Shaker has 3.
It fires a 15.3mm round, according to B-club, that's big.
For damage we are looking at 12M, I have to give it that. The
Ruger Superwarhawk, another big revolver, is listed as being 10M.
Revolvers are single shot weapons, you can only fire one round per
action. That means you don't have to worry about recoil modifiers. I
am going to say you need a minimum strength of 4 to fire this weapon.
If you have less than 4 you have to make a strength roll, target
number 6, to avoid having your character knocked over on their butt.
This is also a rare weapon, no doubt Leon is carrying one of the
few in general circulation, assuming it isn't one of a kind. Makes
you wonder who his contacts are.
Conceal Ammo Mode Damage Weight Availability Cost
4 3(cy) SS 12M 4 14/1 month 10000
Assault Rifles
AD Police M42(c)A1 Shot Machine-gun.
This beasts fires 10 mm rounds, heavy pistol size, quite a bit
larger than your standard assault rifle. It also holds 66 rounds,
quite a few more than the standard assault rifle as well. It also
comes with a built in laser sight.
Conceal Ammo Mode Damage Weight Availability Cost
2 66(c) SA/BF/FA 8M 6 8/2 days 4000
Heavy Weapons
Leon's Railgun (STOMACH, yes, that is what is written on the side)
Big, real big with the capability to take a boomer down with one shot,
or at least knock it off its feet.
It seems to be another weapon that Leon has to himself. You got to
wonder where he's getting his toys.
The generic assault cannon, the closest comparison, does 18D
damage. It also weights 20kg. We'll decrease the weight of the
railgun and leave the damage the same.
Conceal Ammo Mode Damage Weight Availability Cost
NA 1 SS 18D 12kg 12/1 month 18000
FIREARM ACCESSORIES
Smartguns internal, external and goggles
While smartgun technology seems to exist it doesn't seem to be
common. The targeting systems in the hardsuit and the what boomers use
seems to be the closest comparisons.
They should be fairly rare and fairly expensive.
There also are no cybernetic smartlinks, except for boomers, so
everyone else will have to use the goggles or HUDs on the inside of
faceplates.
VEHICLES
AD Police Armoured Personal Carrier.
A fairly large vehicle, capable of carrying 8 fully equipped AD
Police officers, 10 if they squeeze. It has 6 large wheels, capable of
6 wheel drive and a high clearance, it is easily capable of traversing
many types of terrain, including small cars. It also has a winch
mounted on the front.
Most likely a diesel powered monster just for the power but
according to AD.Police 25:00 it's gasoline.
Handling Speed Body Armor Sig APilot Cost
Ad Police 4/10 30/120 4 12 2 2 500,000
APC
AD Police One Man Helicopter
Talk about your paper tigers, a one man helicopter, no protection,
with a 7.62 minigun, or the like, mounted under it. You'd hate to have
it coming after you and you'd hate to be flying it if anyone was
shooting at you. On the plus side it handles well and can slide into
those tight spaces when you are off Boomer hunting. Not that that is a
particularly good thing either.
Handling Speed Body Armor Sig APilot Cost
2 65/140 2 1 5 0 220000
The craft can mount 1 hardpoint which is for the minigun.
Genom Shasei 1100cc
Leon's bike from #1, probably one of the fastest bikes available on
the market, come on, would Leon pick anything less? A crotch rocket
with a testosterone booster. You know the type.
Handling Speed Body Armor Sig APilot Cost
Genom 2/4 75/220 2 0 1 0 20000
Shasei 1100cc
CYBERTECH
Even if you do allow the players to have cyberware there are some
pieces that seem not to fit with what has been shown in the show. The
following are things you may wish to exclude from your game:
Chipjack
Datajack
Data Filter
Data Lock
Datasoft Link
Display Link
Memory
Skillsofts
Smartlink
Skillwires
Vehicle Control Rig
Note, many vehicles make use of computers and the electrical
impulse detectors I mentioned in chapter 10 to a similar effect as
vehicle control rigs. The most common are level 0, they provide no
bonuses but allow for operation of mechs without a large amount of
extra controls. Level 1 tends to be used for military units. Level 2
and 3 are hinted at but right now there are only rumors. For possible
side effect of vehicle controlrigs level 2 or 3 see AD Police 25:00,
Suiside Bound.
These are just guidelines, use your own judgment.
This is not the only cyberware available, the Street Samurai
Catalogue, Cybertechnology and the Shadowtech book also have a lot of
cyberware. If you choose to use these books, once again, use your
ownjudgment.
BIOWARE
Best used to build 33Ss. Your choice whether humans can have it
implanted.
BOOMERS
Building A better Boomer
Boomers are easily constructed just like any NPC, they have
attributes, skills and all their special Boomer abilities can be set
up with cyberware.
First lets start with a construction Boomer, perhaps one of the
more common units, though I don't think we ever see them in BGC.
Body, this should be fairly high, these units will likely be
carrying heavy loads, taking a bit of a beating, they'll need to be
tough if they are to last. A 7 should do it.
Strength, they'll have to pick up heavy things, like I beams, bags
of cement, and other heavy construction equipment. A strength of 8
should do it.
Quickness, an average quickness of three should allow the boomer to
easily walk an I beam of a building without much chance of falling.
Intelligence, say 2.
Willpower, in a boomers case this would represent how easy it is to
break into their basic programming as well as how easy it is for
someone without authorization to order the boomer around as well as
trick it. 3 seems about right.
Charisma, yea, right, 0.
These Boomers have 3 points of vehicle armour, just representing
their surface protection, if something, like a wrench, drops onto them
it will just bounce off.
Skills
Any skills they have will be related to their construction job.
They can only have skills up to level 5.
They need have no special construction tools built in. This would
represent a waste when they could simply use the same tools as a human
worker.
So the following are the stats.
Body 7 3 points vehicle armour
Quickness 3 Skills
Strength 8 Engineering 2
Intelligence 2 Construction B/R 5
Willpower 3 Athletics 3
Charisma 0
So what about the cost?
Hmm, a Boomer can probably do the work of four people, work about
twenty one hours, 3 hours for recharging and preventative maintenance.
So one Boomer can do the work of 12 people and lets say it has a five
year life before needing to be replaced. Giving it a half a million to
a million nuyen price tag seems fair.We'll say half a million.
Now lets try a C Class Boomer.
First of all we want to increase their body so they can take a few
hits. We can do so two ways, one way would be to give it bone lacing
but as the Boomers skeleton is already metal this dose not really make
sense. We can also use dermal plating. 3 levels of dermal plating cost
45000.
Next we want it stronger. We could use vat grown muscles but it
probably already has them. On the other hand muscle augmentation,
using air injected gortex and binding it into the existing fiber makes
more sense. It costs 45000 a level, let's say 2 more levels for 90000.
Quickness is also increased at the same time with muscle
augmentation so it goes up two levels.
Of course we want it smarter, as intelligence is also used for
perception roles. A fighting unit that can not spot an ambush is
pretty useless. If we give it a level 3 encephalon its intelligence
goes up by 2 and it gets a task pool of 2, making it more of a jack of
all trades. All for only 75000.
A higher willpower will be useful to prevent the units from be
co-opted by cute little girls in pink hardsuits loaded with a lot of
computer gear. There is no cyberware that will do it so just say 40000
per level to represent better protection programs. Two more levels
for a cost of 80000.
Charisma, is not important.
Body 10 Reaction 4 (6)
Strength 10 Initiative 6+2D6
Quickness 5 Threat Rating 4
Intelligence 4
Willpower 5
Charisma 0
Things aren't finished yet of course, now we start the fun stuff.
Optics.
Lo lite Vision 3000
Thermographic 3000
Flare compensation 2000
Video Link 22 000
Internal Transmitter 4500
Visual Magnification Electronic level 1 3500
Communications
Radio 3 (ECCM 3) 12000
Communications Link II 8000
Internals
Display Link 1000
Bodyware
Smartlink 2500
Hydraulic Jack Level 3 15000
Weapon Mouth Ion Cannon (14S) 100000
Yes, there are other weapons but the mouth
cannon so typifies the boomer.
Skill Wire Upgrade Lvl 6 400000
Wired Reflexes 1 55000
8 Points vehicle armour 40000
Flight System: Now strangely enough Shadowrun never provided
rules for cybernetic flight systems. We can deal with this though.
Let's define it. Boomers are not really capable of sustained flight.
It can fly NOE for a long time and it can make assisted jumps and
hover for short periods of time.
So, lets say maximum speed of 150km/h with a range of 30km before
fuel runs out. (Can you see a boomer pulling into a gas station to
fuel up?) It can triple its normal jumping distance, such jumps count
as 1km traveled. It can hover up to twenty seconds up to its maximum
jumping distance. Every full turn of such hovering counts as having
traveled 1km.
Cost: Lets say 100000
Now we load in the skills for this beast.
Unarmed Combat 6 (Boomers do StrM damage when engaged in HtH)
Mouth Cannon 6
Firearms 4
Gunnery 3
Throwing Weapons 4 (like sewer covers)
Athletics 4
Computer 1
Electronics 1
Corporate Etiquette 3
Military Theory 2
Optional Rule: Boomer disguise option. When Boomers explode out in
their characteristic fashion they seem to put on both height and
width, they get bigger. To take this into effect when a Boomer is
disguised their strength and body are reduced by 3. Their armour is
also reduced by 3.
This represents the fact that parts of the Boomer exoskeleton have
moved around, folded inwards, to allow it to appear human. This
results in the decreases in strength and protection.
Cost: 1620000
Okay, this represents your bottom of the line C Class, if I was
building a top of the line model I'd increase the wired reflexes, the
communication systems and the weapon system.
For a Super Boomer do all of that as well as making it stronger and
giving it even better armour.
Any Boomer can be built like this, it takes a bit of work but it is
worth it.
33S Sexaroids
Ah, the pretty sex toys who had the audacity to become sentient.
Perhaps one of the more interesting figures in the BGC saga, tragic
characters all of them.
Allowing a player to play one could be very interesting, as
mentioned earlier.
It was rather interesting that Genom created a boomer for sexual
purposes that could so easily link up with military equipment. Perhaps
Genom knew what it was doing all along and just got caught. Anyway,
that is the angle I will take on designing these units.
Sexaroids are all female, (oh, I suppose there could be male
sexaroids as well.), they are all attractive. Apparent age ranges
between sixteen and late twenties. Sexaroids don't age as humans do.
They have a life span of about sixty years, death is from their
systems wearing out.
Their is no outward sign of this, one day they just stop
functioning. It is possible that with replacement parts a sexaroid can
live much longer, exact time is up to the GM. Because of their nature
replacing organs and other systems in a sexaroid is much easier than
doing so in humans.
Sexaroids are not only able to eat and drink but they have to. On
the other hand nutrient implants can be implanted in a sexaroid to
take care of this. A standard set of nutrient implants last for four
months and costs 6000 nuyen.
Sexaroids are best designed exactly like characters.
Their A priority goes into resources, reflecting the cost it takes
to produce one of these units.
Sexaroids are built with Bioware, little of them is cybernetic.
Sexaroid Systems
Synthacardium Level 1
Why? This boosts the hearts ability to handle increased
levels of activity. I'll leave it to you to decide what
that activity may be.
Fangs
Obvious. They really do no damage but make it easier for
the sexaroid to draw blood. Every half liter they take
causes 1 wound level.
Cultured Tailored Pheromones
Why? Guess. It is up to a GM whether sexaroids can turn
their pheromones on and off. If they can not exercise
control then the sexaroid becomes the center of attention
where ever they go. You might require a willpower roll,
target number 4, to control them.
Toxin Extractor Level 4
Why? Mainly so the unit can drink alcohol without it
having any nasty effects on the units organic systems.
Pathogenic Defense Level 4
Why? This system helps the unit combat any diseases it
might encounter.
Cerebral Booster Level 2
Why? Some people like their sex partners to be smart, also
if it has been designed for other uses intelligence is
quite useful.
Synaptic Accelerator Level 2
Why? This is definitely an addition that is for other
reasons than sex. After all, most people dislike sex
that is over to fast.
Enhanced Articulation
Why? Flexibility, such a useful thing, for a number of
reasons.
Muscle Augmentation Level 3
Why? Again this is more of a combat addition opposed to
one that would have anything to do with anything sexual.
Well at least what is considered standard sexual
practices.
Bone Redesign
Why? Another combat option. This is similar to bone lacing
but without the extra weight and being undetectable. It
provides a +2 to the character's body.
Of course the 33Ss have a number of cybernetic parts, but they are
kept to a minimum so they can be shielded against detection. Try to
sneak a C Class Boomer through a metal detector one ofthese days.
Vehicle link up. A sexaroid using a vehicle with a control rig
functions as if the rig were one level higher. So a piece of
construction equipment with a control rig of 0 functions as if it was
level 1, a level 1 rig in a K-11 functions as a level 2, etc.
Their B priority goes into attributes
Body 4 (6) Reaction 3 (7)
Strength 4 (7) Initiative 7+3D6
Quickness 4 (7) Combat Pool 7
Intelligence 3 (5) Threat Rating 3
Willpower 3 Task Pool 1
Charisma 6 (10)
Their C Priority goes into Skills
Social Skills will be most important for the Sexaroids, as well as
knowledge skills so they have something to talk about. Combat skills,
if necessary, can be taught later.
Unarmed Combat 2 (3)
Athletics 2 (4)
Computer 2
Corporate Etiquette 3 (7)
Street Etiquette 2 (6)
Geisha Etiquette 4 (8)
Biology 2
Computer Theory 2
Sociology 2
There are 6 skill points left over that the player, if the 33S is
to be used as a character, or the GM can appoint as they feel
necessary. (Note Geisha Etiquette, this represents the ability talk to
people, to keep conversations going, to be the perfect hostess as it
were. With this skill a character can get all kinds of information
from a people in the right circumstances. The character steers a
conversation in such a wayto get the other person or people to say
things they normally would not without them realizing that they have
been manipulated. This takes some time, at least an hour and obviously
can only be used in situations where there is a lot of conversation
going on, like over drinks or a dinner.)
If you are using the optional rule for special abilities and allow
sexaroids to have them, then their D priority goes there giving them
1.5 points to buy physical adept abilities.
You can also claim that their ability to link up with military
vehicles represents their special ability.
Problems of Sexaroids
First of all one of the biggest problems that a sexaroid player
character is likely to face is that they are property. Not only are
they property they are contraband property. A rouge 33S who is found
out faces deactivation, (see death) at best and being turned over to
Genom at worst.
A 33S without a rock hard false identity has no rights. As far as
the law is considered a Boomer is a Boomer. (If you are really into
role playing you might want to use this as a story point eventually. A
court case where the character fights for her rights to be considered
a sentient being could be very interesting.).
There is also a question of blood. 33Ss need it. Why? Here's a few
ideas.
As their bones have been redesigned they have no bone marrow with
which to produce red blood cells. Over time, as the RBCs in their
blood are destroyed they loose the ability to deliver oxygen to the
tissues that need it, including the organic parts of their brains.
A sexaroid must take in 2 liters of fresh blood, to not suffer any
ill effects, every month. They can also use 1 liter of oxygenated
fluorocarbons, (see Shadowtech), which does not have the harmful
effects on sexaroids that it does on humans. (note, oxygenated
fluorocarbons are not a common item. The general populace does not
have them delivered to their door. If Genom is tracking down rouge
Sexaroids then one of the first things they will check is where orders
of the oxygenated fluorocarbons are going.) If they do not get it
their organic tissues begin to die. If they do not get the blood then
they take one box of damage for every day after the month is up until
they die.
Sexaroids are also slightly hemophiliac. They need a weekly
infusion of clotting factors, another traceable item though not as bad
as the fluorocarbons, if they are to avoid the problems associated
with their condition. If they do not get the clotting factors any
wounds they take are increased by one box on thephysical condition
monitor. They can also use the clotting factors in human blood, if
they take in two liters of blood a day.
Sexaroids also need whole blood to heal. They require 1 liter of
blood for every physical wound category they take. If they don't get
it they won't heal. On the plus side as long as they have the blood
their healing time is halved.
Note, any doctor giving any sort of in depth medical care to a
sexaroid will know that they are not dealing with a human patient. A
doctor contact would be incredibly useful. But...
Contacts
Because the character is likely to have recently escaped from a
Genom holding facility of sorts they are not likely to know anyone.
Feel free to refuse them any contacts.
Money
Sexaroids do not purchase any equipment with their resources, all
of it was used in the bioware they have. The only money they get is
the 3D6 times 1000 starting money all characters get and a GM can
refuse them that as well.
The only equipment a sexaroid should definitely have are a uniform
of sorts, a weapon and a DD battle mover. Yes, that is a joke, he last
thing you should give a player is a piece of equipment with a neutron
bomb in it.
Final Cost: A 33S sexaroid Boomer costs 2 million Nuyen.(Consider
all bioware to be cultured)
The K-11 USSD Combat Suit
The K-11 is a vehicle and will be designed as such.
Handling refers to the maneuverability of a vehicle, the higher the
more difficult. So how maneuverable is a K-11 and similar vehicles? To
be truthful I have no idea but I know where to look. Basically if we
assume that a K-11 is similar to a landmate, and we take into account
that Deuane said of her landmate, "Its as nimble as a Mack truck", we
have an answer. Mack trucks have a handling of 3/6, the 6 being their
handling at top speeds. We'll give it a handling of 4.
The K-11 is also capable of NOE flight, when flying it has a
handling of 5/6.
Speed. How fast? Say 30km/h, running or 25. Cruising flight speed
is 60km/h and a maximum of 140km/h or 50/116.
Body, structural integrity, 5 sounds about right.
Armour, an armour rating of 12 protects if from most small arms. On
the other hand a called shot against the face plate only has to deal
with an armour rating of 8.
Signature, the higher the rating the harder to detect with thermal
and electronic means. Call it 4 for the AD Police models. Military
versions will no doubt be higher.
Autopilot, a rating 2 autopilot seems right.
Weapon system. The K-11 used by the AD police is armed with a heavy
machine-gun that has a 200 round drum of ammunition. When the K-11
uses this weapon it has 8 points of recoil modification.
The K-11 has a strength of 14 for purposes of punching and picking
things up. It does 14M physical damage when it punches.
Handling Speed Body Armour Signature APilot
4 25 5 12 4 2
FlightStats
5/6 50/116
Other Systems
Lo Lite
Thermographic
Flare Compensation
Image Magnification Level 1
Smart Goggles
Vehicle Control Rig 1
Com System Rating 4
ECCM 4
So what does it all cost?
Shall we say three million?
Works for me.
HARDSUIT TECHNICAL MANUAL
Let's consider the basic hardsuit which will be used for making
specific suits.
A hardsuit falls between the category of vehicle and personal
armour.
Its armour acts like vehicle armour in that it provides a barrier
rating.
They have flight systems that are superior to Boomers allowing
short periods of sustained flight.
They increase the wearer's strength.
They have built in sensors.
They have a level 2 vehicle control rig.
Hardsuits can be used by a character without the combat suit
piloting skill. In fact for normal movement a player need not make any
sort of piloting roll.
When it comes to flight the hardsuit is considered to have a
handling of 2/4. Its cruising speed is 40km/h, 33, and a maximum speed
of 100km/h, 83. Using the flight systems to augment jumps allows
jumping height to be doubled, tripled with a successful piloting roll
against the handling as the target number. It has a maximum flight
ceiling of 20 meters and can remain aloft for 6 combat turns before
having to land and allow the flight systems to cool down for 2 combat
turns.
If used for jumping there is no limit on how long the hardsuit can
keep that action up.
The flight system can be used to safely land after long drops.
Armour. Hardsuits have 9 points of hardened armour. The hardsuit
armour has no effect on the characters combat pool. It works exactly
like normal armour for purposes of resisting damage.
Hardsuits also function exactly like level 3 dermal armour,
providing the wearer with three extra body dice to roll for resisting
damage.
Damage. Because Hardsuits are part vehicle a way has to be worked
out to reflect the fact that they can take damage. The rules for
Fields of Fire for armour degradation work well.
Whenever a character wearing a hardsuit takes a moderate wound or
greater from a non-stun attack (few stun attacks will harm a character
in a hardsuit though) the armour looses 1 point for every multiple of
its value of the power of the attack.
If a person wearing a hardsuit is hit by an assault cannon that has
a power of 18 takes a moderate or greater wound the hardsuit looses
two points of armour, down to seven.
To further reflect hardsuit damage for every point the armour
looses also decrease the bonuses for strength and quickness that the
suit provides by one as well. Further damage, such as to targeting
systems, comms, or whatever is up to individual GMs.
Optional rule: Soft armour. Hardsuits have areas of soft, ballistic
weaves and padding for greater flexibility at the joints and any area
where range of motion is needed. These areas are considered to have 7
points of ballistic and impact armour.This is not vehicle armour and
as such does not have a barrier rating.
To hit these areas requires a called shot.
Weapon systems. Hardsuits have two weapons that do 14S damage, most
likely energy weapons, lasers, particle beams, whatever, because they
do not need ammunition.
Hardsuits provide smartlink bonuses for their wearers exactly like
cyber smartlinks, -2 to all target numbers. This is only for built in
weapons. If a character in a hardsuit picks up a weapon they get no
bonuses.
When a character engages in HtH combat in a hardsuit they can elect
to do physical damage as detailed in Fields of Fire.
Muscle Augmentation. The internal muscles of the Hardsuits act just
like bioware muscle augmentation, increasing the wearer's strength and
quickness.
They get +5 to both strength and quickness, which is a point higher
than regular muscle aug. can provide.
As mentioned before, for every point of armour degradation theses
bonuses also decrease by one.
This also provides the equivalent of a level 3 hydraulic jack in
their legs.
Hardsuit sensors: The basic hardsuit also provides the following:
Lo Lite Vision
Thermographic Vision
Flare Compensation
Electronic Vision Magnification Level 1
Radio (6) ECCM 6
Commlink IV
Crypto Circut HD Level 6
They also have level 2 vehicle sensors.
Individual Hardsuits
No self respecting character will use a basic hardsuit. They will
have something unique. It is up to the players, or the GM, to define
exactly what their hardsuit will be like.
There is one basic rule to customizing the hardsuits. It is already
an amazing weapon system and there is little more that can be done to
it. If you want to add something then something else must be taken
away.
Of course there is some leeway, exactly what it is will be up to
individual GMs.
The following examples will use the hardsuits from the beginning of
the series.
Priss's Hardsuit
The inclusion of a weapon of the power of Priss's railgun, 18D
perhaps even 20D, is quite substantial. On the other hand it is the
only weapon her suit has as well as having a limited number of
projectiles, I'll say 20 for no other reason than it is a nice, round
number.
Not only that but Priss's suit lacks a flight system, though it
does some to have some sort of limited system for breaking falls. This
lack is quite significant, it cuts the hardsuits mobility by quite a
bit.
To compensate for this we will add +1 to the strength bonus and add
1 extra point of armour.
This makes her suit more of a front line combat unit, good for
duking it out toe to toe with boomers and from range but not able to
move in or out of combat very quickly.
Linna's Hardsuit
The laser ribbons, or monomolecular ribbons, or whatever are
extremely deadly, 12D would be a good level for them. Her
knucklebomber is also very deadly, 14S, shaped charge, armour
piercing. But these two weapons are in close weapons systems. They
require her to move in and engage her enemies at closequarters. The
Knucklebomber is also limited to 5 uses.
She also has an energy weapon of sorts, as it appears to be less
effective that her other weapons it probably has a damage code of
about 12S.
Perhaps to take Linna's more acrobatic fighting style into account
we could increase her quickness bonus by +1 and decrease her armour by
1.
Linna's suit is also a front line combat unit but she would use her
increased mobility to avoid hits by Boomers where Priss might be less
worried about, knowing she could take the boomer out with one shot.
Sylia's Hardsuit.
This suit seems closest to the basic unit. Two energy weapons,
about 14S but she also has her blade which is a very powerful weapon,
(Str+4)D, considered to be Dikoted so it can affect hardened targets.
While this gives her another weapon it is one that could be easily
integrated into her suit without effectingthe other systems very much.
This is the sort of lee way I was talking about.
We might also want to give Sylia's suits a better set of sensors,
say level 3, or perhaps even 4, as well. The inclusion of these may
not effect the suit but you might want to decrease her weapons damage
code to 13S to reflect the loss in power due to the increased power
demands of her sensors.
Her suit is more of a command unit, while she is quite able to go
into combat she also works to coordinate her team's actions.
Nene's Hardsuit.
First we'll pull her weapon systems. We leave her with a Cybergun,
an internal SMG 7M capable of full auto fire with a 50 round magazine,
again I chose 50 as a nice round number. To save space the SMG
probably uses caseless ammo. She is probably also loading armour
piercing rounds. Her second weapon system is a 9S, short range laser,
(range as holdout pistol), which can be used for carving pictures and
signatures into concrete and other hard substances.
The strength bonus is decreased by 2 because less power is
available for them though the quickness bonus remains. It also
requires a 1 point decrease in armour to decrease the weight.
So what does she get for all that. Read on.
Electronic Vision Magnification Level 3
Radio (8) ECCM 8
ECM 8
Commlink X
Level 5 Vehicle Sensors
High Frequency Sound Detectors
Low Frequency Sound Detectors
Hearing Amplification
Damper
Scramble Breaker HD Level 6
Powerful Computer System
The exact statistics for this computer depend on what
you use for hacking rules. If you decide to use the
rules as written in SRII then a Fuchi Cyber 6 or better
would be good.
This makes Nene's Hardsuit an amazing electronic warfare unit but
at the sacrifice of fighting ability.
Note the ECM and ECCM ratings for her suit are much higher and the
equipment itself smaller than Shadowrun Allows. Because some
technology used by the Knight Sabers seems very high this shouldnot be
a problem.
Note on Weapons: The notes in the B-Club list all the ranged weapons
the Knight Sabers as Lasers, which makes sense, but often in the
series it seems the characters are firing projectile weapons. Probably
because that looks cooler. Anyway, if you decide to use projectile
weapons instead of lasers the rules for cyberguns in the Street
Samurai's Guide will handle this. Rules for caseless ammunition can be
found in Fields of Fire.
These are the sort of considerations that must be made when
designing the individual Hardsuits.
Note On Tech Improvements. Every now and then you should allow
improvements in technology to improve the hardsuits. You should
probably do this no more than once a year of game time. To set this up
you might want to present your players with a powerful enemy that
their current suits are unable to beat make the new design necessary.
Sounds an awful lot like a BGC plot does it not?
MOTOROIDS
Motoroids are vehicles. Attempts to hit the hardsuit wearing
character requires a called shot.
They have three forms, a motorcycle, a suit of combat armour
(mostoslave), and a semi autonomous fighting machine(motoroid). The
semi autonomous fighting machine uses the autopilot for moving and
fighting.
Characters can also control the motoroids through remote links
through their hardsuit, use the rules for drones.
They can be given simple commands, such as attack that Boomer,
catch me, guard this doorway, that sort of thing. They will not handle
novel situations very well.
Basic Motoroid
Bike
Handling Speed Body Armour Signature Apilot
3/4 95/285 4 12 4 5
The motoroid has one hardpoint, usually mounting a heavy
machine-gun.
In bike form the armour really offers no protection to the rider
unless they can put it between themselves and the fire.
The motoroid has a vehicle control rig 2.
Motoroids have the exact same sensors as the hardsuits to ensure
ease in linkup.
Combat Armour (fighting machine)
Handling Speed Body Armour Signature Apilot
3 30 4 12 4 5
In this form it is also capable of flight.
Handling Speed
4/6 110/320
When there is no pilot the motoroid has the following skills at 5,
the rating of its autopilot.
Combat Suit Piloting-Motoroid 5
Gunnery 5
Unarmed Combat 5
It is considered to have a quickness of 5 for actions such as
catching a falling Knight Saber.
Note: The rules given in the Vehicle Guide supersede these if there
are any differences.
CHAPTER SIXTEEN
MEGATOKYO
In 2025 the Second Great Kanto Quake destroyed the city of Tokyo.
While the quake itself is only estimated to have caused fatalities in
the range of eighty to ninety thousand, aftershocks, fires, explosions
and other secondary effects are estimated to have pushed these
casualty figures into the six and seven figure range.
Few structures had not been harmed during the quake to one extent
or another.
When it was all over the world looked on with horror at the
destruction the quake had caused to the once proud city. Few people
believed that Tokyo would ever regain its former glory, at least not
in the foreseeable future.
Then the Genom corporation stepped forward, laying out a four year
program that would see the city not only almost fully returned to its
former state but surpassing it in many ways. This was dubbed the
MegaTokyo project and has stuck. While officially the name of the city
has not changed few people do not use the Mega prefix.
Genom was good to their word, bringing the project in several
months under time and several billion yen under budget. One of the
reasons for Genom phenomenal success was their use of the Cyberdroids,
Boomers, as designed by the late Dr. Stingray for much of the
reconstruction. Genom also brought in a number of foreign workers and
specialists to help in this work. While this generated some resentment
most of the Japanese population of the city was just happy to have to
help and there had been an increasing number of non-Japanese living in
the city, and the country to a lesser extent, beforehand.
The reconstruction of Tokyo still continues though and will not be
fully completed for several more years. Genom has grown greatly
because of this. MegaTokyo has become the showcase for Genom, showing
the world just what the corporation is capable of.
And the world is watching.
MegaTokyo, not counting outlying areas covers an area of
approximately 5872 square kilometers.
It is the playground of the rich and famous and at the same time
some of its populace lives in condemned buildings and abandoned steam
tunnels. As the MegaTokyo projects continues more low income housing
is being opened up and it is suspected that by 2036 most of the city's
populace should be able to find shelter.
This is the contradictory nature of this city. Next to a store
selling the most advanced computer clones one might find an ancient
Shinto Shrine. In some case the store and the Shrine are one and the
same.
No matter what it is you are looking for, be it a souvenir T-shirt
to the finest bathtub cocaine, a programmable toaster to a combat
class Boomer, it is likely you can find it in MegaTokyo.
GETTING TO MEGATOKYO
Regularly scheduled flights arrive and depart daily from the
Airports of MegaTokyo. Narita International Airport, run by Genom ever
since they rebuilt it after the quake, is the busiest. The airport is
run efficiently and travelers should experience few delays in clearing
the airport, assuming of course no contraband is found in one's
luggage.
Of course afterwards travelers are looking at a thirty minute train
ride to Central Tokyo on the New Narita Express.
Narita is capable of handling everything from single prop private
planes (though few are ever seen on the runways) up to the
transorbital jets that are seeing more and more use.
MegaTokyo's harbor sees very little in the way of ships, most of
them dock in Yokohama instead.
Several major highway's lead into MegaTokyo.
A number of trains lines, including five bullet trains and a two
Maglev-Bullet trains connect MegaTokyo to a number of other major
population centers in Japan.
GOVERNMENT
MegaTokyo's government is democratic with registered voters
selecting the executive council. Of course there continue to be
rumours about the fact that Genom actually runs the city and not a
single member of the executive council got their position without
Genom support.
Rumours such as these are unfounded, so far.
The Diet also holds its offices in MegaTokyo though they have
little to do with the day to day running of the city. (currently there
is a move to relocate the Diet out of Tokyo so you may choose not to
have the Diet have offices in MegaTokyo)
Police Services
Tokyo Police Department (THP, TWPD)
Tokyo Special Police Operations (SWAT, anti Terrorism)
Advanced Police
Fire Control
Tokyo Fire Department
Kaji Special Disaster Services
A subsidiary of Genom
Sanitation
SaniTech
A subsidiary of Genom
Public Works Maintenance
Tokyo Public Works Department
Genom Engineering
Public Database
InfoTech
A subsidiary of Genom
Power
Tokyo Power
Genom Fusion Tech
MegaTokyo Civil Guard
As part of the JDF the civil guard are present to provide
emergency services within the city if necessary. These emergency
services have so far been defined as disaster relief but there is
currently a move a foot to get Boomer control added onto to this.
This is not likely to happen as things are now.
The Civil Guard can only be activated by the executive council or
by order of the Diet.
VISITOR INFORMATION
MegaTokyo is an amazing city. Anything and everything is available
to a visitor.
Medical Aid
Thirty six major hospitals serve the city as well as a number of
smaller hospitals and private clinics. The Genom tower also boasts one
of the most advanced research hospitals in the world though the
services are only available to highly placed Genom employees. It runs
a standard hospital for other employees just outside of the Tower
proper.
There are several ambulance services operating in the city, most
of them offering air evacuation as well.
All visitors are expected have health insurance before coming to
Japan. Long term visitors are expected to pay for Health Insurance
with the rest of the population.
Legal Aid
Legal aid is available through the consulate of the visitor's
country of origin.
Public Datanet
Library datanets, time, weather, local news, and general
information are available at a nominal charge through the public
datanet.
GETTING AROUND MEGATOKYO
MegaTokyo is served by a fine intercity grid designed and built
after the 2nd Kanto Quake. It provides for excellent travel within the
city, so much so that the elevated overpass highways still have yet to
be fully repaired.
Many of Tokyo's subways systems have been closed, with the above
ground trains and tracks being constructed and rebuilt to make up for
the loss. An above ground system is less dangerous in a quake, a huge
number of people were buried when subway tunnels collapsed, and easier
to repair. The new trains are quieter and the tracks less obtrusive.
Air travel within the city is also very common, helicopters and
tilt wings travel throughout the city. Their are a number of small
city airports within MegaTokyo as well as landing pads on the roofs of
many structures.
ENTERTAINMENT AND MEDIA
MegaTokyo celebrates all of the standard Japanese festivals, some
have said that they host the best. This is heavily contested though.
Sports of all sorts are played to one extent or another in the
city. Baseball is often played in the Big Egg II Sports Dome.
There is a very healthy music scene within the city, many new bands
are being discovered within the city, some even go onto fame.
Any sort of entertainment can be found within the city, legal or
otherwise.
POINTS OF INTEREST
Stretching high above the skyline of the city it the Genom
Arcology, the mountain, the tower, it is over a kilometer in height
and has yet to be finished yet.
Tours of some of the lower levels of the tower and a quick trip up
to one of the higher observation lounges are offered every day. Office
Ladies lead these tours, telling visitors about the tower and Genom.
More in depth private tours are available, but require the right
contacts.
According to the map in the B-Club the Tower sits in the Area of
Ochanomizu and Akihabara.
A list of some Tokyo districts.
The exact effects of the Quake on certain districts will be worked
out in the Guide to MegaTokyo. For now a number of the more well known
areas will be mentioned with possible quake effects and how they might
fit into the city of BGC. Until I can overlay a map of Modern Tokyo
over one of MegaTokyo this is all just conjecture.
The following locations and descriptions can be used in a campaign
to add colour. They are based on several guide books and my own
experiences in some of the areas. This is all pretty basic. A more
in-depth guide will hopefully be produced later.
The Ginza
One of the most rich and chic districts in Japan, well, sort of.
Other areas can rival the Ginza in vitality and popularity, but it
holds snob value. It is the place to be seen. It is full of galleries,
department stores, company Showrooms, the Sony Building being a well
know one, and Mullion, a building holding two giant department stores
an five movie theaters.
The quake likely leveled a lot of this area as it hit much harder
than anyone could have expected. Still, the Ginza had to be maintained
and was likely rebuilt much like it had been before. It will be a
place where characters go to blow outrageous sums of money on the
latest fashions or sit in overpriced kisatens (coffee shops) and be
served coffee by pretty boomer waitresses.
Places of Interest
-Genom Showcase. Likely as a way of playing one upmanship with Sony
Genom has built a showcase building for their products directly across
from the Sony building which was rebuilt after the quake. Most of the
building displays various Genom products as well as mock ups of Combat
Boomers. If you want to see Genom products then this is the place to
go. The top two floors are devoted to food courts and the roof garden
serves as a beer garden when weather permits.
-Galleries. There are a number of galleries in Ginza from tiny to
huge. The Idemitsu Art Museum houses a collection Japanese and Chinese
art. The original gallery was destroyed in the Quake but the staff
managed to save most of the artwork. It was rebuilt with aid from
Genom.
-Kabuki-za Theater. While the original was destroyed in the quake it
was rebuilt, several blocks away. Currently the Chang Group Building
occupies the Theaters old site.
Marunouchi-Central Tokyo
Basically centered around the Tokyo central station this is one of
Japan's main business and Financial districts. Many foreign companies
have set up their offices here. It is also the location of the
Imperial palace.
While the quake would have hit this area fairly hard secondary
destruction from fires would have been less damaging. The Imperial
Palace likely survived largely intact and any damage quickly repaired.
The station probably needed a little work but no doubt remains as
confusing as it is today.
Foreign businesses continue to have offices here and Genom
maintains an impressive officer here, if only to remind the other
companies of who really controls the city.
Characters will probably not spend a lot of time in Marunouchi
unless they have reason to deal with one of the companies or banks
located there, or if they are leaving the city by train.
Places of Interest.
-The Imperial Palace. For the most part closed to the public except on
January 2nd and the 23rd of December (the Emperor's birthday). The
palace suffered some damage in the quake but was quickly repaired.
-The Imperial Palace East Garden. The garden remains a popular place
for joggers and other who come to the garden to enjoy its quiet
beauty.
-Tokyo Station. Most of the train lines and all of the Shinkansen and
Shinshinkansens run into this station. It is always very busy as a
result. Once pass the ticket gates one can find a number of eating
establishments and stands selling papers, softdrinks, omiyage an other
things. The restaurants are a good place for those waiting for their
trains.
-Daimaru Department Store. It suffered minor damage in the quake and
would have been quickly opened again if not for the decision to make
it larger. It is still not one of the largest department stores in
Tokyo but it is often the first or last one people visit on their way
in or out of the city.
-Central Post Office. Rebuilt after the quake the Central Post Office
is a beautiful building with a roof top garden and a store selling
various post office paraphernalia. If one is interested in post
offices then visiting here might be high in their list.
-Kitanomaru Park. While several of the museums in the park suffered
damage and have yet to be rebuilt the Budokan remains and continues to
host live recordings.
-Yasukuni-jina Shrine. The shrine to pacify (memorialize) Japan's war
dead has once again been catapulted into the news. The decision was
made to repair the Shrine after the quake coupled with continuing
rumors of Genom arms infractions have once again led to the
questioning of Japan's role in the Second World War. It is an
interesting Shrine and it sees its fair share of visitors each year,
including politicians and in some cases high placed Genom officials.
Akihabara
Currently the place in Tokyo for discounts electronics. The shops
range in size from tiny shops to department stores full of nothing but
electronic goods.
If the Tower is indeed in this area Akihabara has likely moved to
a new location.
While damaged in the Quake the Electric Town would quickly be
rebuilt and would soon return to its old glory.
This is where characters would come to buy, well, whatever they
wanted from radios to computers. Characters looking for less than
legal computer equipment can probably find a shop or two that deal in
it.
Ueno
Ueno is well known for its park. There are museums, galleries and
a zoo. The park is Tokyo's most popular Cherry Blossom viewing area in
April when the blossoms come out. The park itself likely came through
the quake with little lasting damage, except to the zoo.
There are a number of museums and galleries in the area and this
is a place Characters are likely to come for more quiet times.
Places of Interest
Tokyo National Museum. Another place where many of the treasures were
saved by the brave actions of its staff. The Museum was completely
repaired a year after the quake. It houses the world's largest
collection of Japanese art. The Museum has six galleries, one was
added in 2005 and the other during the repairs though the main gallery
still holds its collection of Japanese art.
Ueno Zoo. Rebuilt after the quake the zoo is still a central feature
to the area, partly due to the large number of Pandas (the zoos Panda
Breeding program, started in 2001, has been very successful).
Ameyoko-chou Arcade. After the second world war the area was known as
a famous Black Market district. Rumors that it still is often
circulate. The shop keepers often call out to perspective customers.
Korin-Chou. This area and Baiku-gai (bike street) are the motorcycle
shopping centers of Tokyo. A must for Priss wanabes. There is a
motorcycle Museum in the area.
Shinjuku
Shinjuku, Shinjuku is amazing. It is always busy, well, at least
from around 8 in the morning till about two or three into the next
morning. The five or six hours in-between I can't vouch for. It has
everything, huge department stores, one of the worlds busiest commuter
stations, shopping arcades, theaters, hostess bars, stand up drinking
bars, bars, bars and more bars, restaurants and more. You can spend
the day wandering around it and still not see it all.
The West side is dominated by a number of skyscrapers, the Keio
Plaza, the Metropolitan Government offices and more. Quite a sight.
The East side has Kabuki Chou.
While the East side likely came out of the Quake in about the
same shape as the other areas of the city the West side could have
very well suffered. All those 40+ story building, maybe coming down.
If the 2nd Great Kanto Quake hit with more force than anyone ever
suspected then it is likely many of these building went down.
Shinjuku would have been rebuilt, to its former glory, but the
West side may have never been the same.
Shinjuku is a place for characters to have fun. It's been
described as city in itself.
Places of Interest
Kabuki Chou. Tokyo's most notorious red light districts, thought not
everything there caters to the sex trade. Theaters, video arcades, ice
cream shops, standard bars and restaurants make up the area.
Shibuya
Trendy, trendy, trendy. Welcome to Shibuya. The hangout of the
young. You can just see Nene and her fellow ADP com techs wandering
the avenues together on a Friday night. In fact I might have. There is
a lot to see there if one is willing to explore. Not for the faint of
heart at times.
Another area that would have been rebuilt after the quake and
likely changed little, except for Love Hotel Hill perhaps. The narrow
roads and such might have made it very hard to get fire fighting
equipment up there. A number of other businesses opened up on the
sites of the destroyed love hotels. While a few are still to be found
it is not quite the place it once was.
It will appeal to the younger characters, late teens early
twenties in all likelihood. Shopping, cafes, a place to spend an
evening.
"We're here in the Engineering section of the USS Enterprise.
We have replaced the fine Dilithium crystals they usally use
with folgers crystals. Let's see what happens."
Shawn Hagen <ha...@gol.com> Author of a lot of BGC stuff.