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Bubblegum Conundrum House Rules

Bubblegum Crisis is based on the Fuzion game system. Fuzion is an excellent system for BGC and allows for fast-paced yet semi-realistic play. One of the strengths of Fuzion is it's ability to be customized. Fuzion is very broad-based, but no single rules system can hope to cover every contingency in every campaign. That's why I've had to create several house rules over the course of my campaign. For those intersted in re-creating events from my campaign or using hardware of mecha designs from it, it is important to know the context in which they emerged.

Therefore, here is a list of the various Plug-Ins, Switches, and House Rules developed and used for Bubblegum Conundrum:

1. Interlock scales for Stats and Skills (1-10) which is what the characters in the BGC rulebook were built on..

2. 3d6 for all skill rolls, it emphasizes skills over chance as there is a nice average and a bell curve.

3. All damages over 7d6 are automatically averaged unless the player WANTS to take a chance and roll the dice. Anything more is a LOT of dice to add up and odds are it'll roll within 2 or 3 of the average anyway. The Alternice Dice rolling method from VOTOMS is allowable too as it is more random.

4. KD does not degrade with penetration. This is from VOTOMS, and I liked it. It eliminated an extra book-keeping step from combat and allowed combats to go a little longer (In BGC, you're usually toast on the second hit).

5. Damage exceeding Resistance 'stuns' for 1 round only. The BGC rule knocks the character right out and that was too much. I wanted to simulate the "Dizzy" result from Street Fighter:STG

6. Mecha and Equipment are purchased using "Equipment Points", 5 of which equal 1 Option Point or Experience Point. 1 Equipment Point = 1 Mekton Construction Point.

7. New Vehicles, Mecha, and Equipment (prototypes and original designs) must be purchased with Equipment Points (converted from Experience Points) and must be built with Supertech Skill Rolls vs. a difficulty equal to the amount of Equipment Points completed in one week. In this way, 150-200 CP mecha can be built over the course of, say, 10 weeks at 15-20 CP a week (difficulty 15-20 each week). Points can also be divided between multiple builders, allowing teams to complete construction faster than one person. A failed roll results in a week's lost work and a loss of half of the Construction Points attempted that roll. Work time can be halved at double the difficulty (15 in 3.5 days = difficulty 30, 15 in 1.75 days = difficulty 60, not reccommended, don't rush jobs) . Old Mecha can be traded in for Half Value (I'm harsher than the books, which allow full value trade-in)

8. Stats can be improved with Experience Points at a rate of 5 XP times the level desired.

9. Mecha Strengths use the Fuzion Scale -1 level. The Strengths for mecha in BGC were WAY to high, but by shifting only one level down, they're about right. Benjamin Wright said he liked that idea.

10. Characters start with 60 Characteristic Points, 50 Option Points, and the option of either 40 Power Points or 200 Equipment Points. In my campaign, 1 Power Point is equal to 1 Option Point. Powers are defined as either "Cybernetics" or "Boomer Abilities".

11. Characters may choose to be a boomer from the books or design their own. Only Androids and Mannequins can be chosen, no covert combat body-ripping Fusion-capable boomers. The Boomer Character Rules from Before and After apply. A Boomer may opt to be tranferred to a NEW body by spending Experience Points times the CP cost of the new body. THeir old body can be traded in for Half Value.

Note: At the beginning, I allowed Boomers to be built as Supers from Champions with 200 Power Points. That became potentially unbalancing, so I restricted the number of Power Points available and changed their value. I still prefer the method above, however.

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