Wednesday, March 21, 2012

Chicks Dig Giant Robots: Bubblegum Crisis RPG

Bubblegum Crisis was an anime series released in the late 80s, with a heavy cyberpunk influence and extensively featuring mecha as well as Blade Runner-influenced androids. In the mid-90s, R. Talsorian Games acquired the license to produce a RPG based on the series and its spinoff shows.

The System

Bubblegum Crisis uses the Fuzion system, a combination of the Interlock (Mekton Zeta) and Hero systems. The core mechanic is still Stat+Skill+Die Roll vs. Difficulty, except now the dice used are 3D6. (1D10 is presented as an alternative, however.) Combat runs similarly to Mekton Zeta, with a few major changes. BGC does away with the idea of tactical combat entirely and assumes that distances will be abstracted by the players and GM. Also, while the tougher mecha and cyborgs are rated in Kills instead of Hits, the game doesn't consider them to be on different scales, and so there are no out-of-scale combat rules.

Character creation in BGC has greatly changed from its Mekton Zeta predecessor. The stats used are different, and a Lifepath mechanic is only present to help develop the character concept. Character creation itself is now a point-buy process, with templates offered as purchase suggestions. The Fuzion system also sees the addition of Perks and Talents from Hero to enhance your character's abilities, as well as Complications to make life more interesting.

The Setting

In 2025, Japan is rocked by the Second Great Kanto Earthquake, and much of Tokyo is leveled. The rebuilding efforts are greatly aided by the Genom Corporation,  a massive multinational that quickly sinks its claws into the Japanese government. Much of their aid comes from the production of Boomers, artificial humanoids designed to replace human labor. Boomers quickly become commonplace, filling roles in military as well as civilian life. Unfortunately, overworked or damaged Boomers are prone to program malfunctions, resulting in 'insanity' and berserk rampages. The Japanese government quickly forms an advanced branch of the police to deal with this threat, but they simply don't have the firepower to handle rogue combat Boomers. In 2033, a mysterious group of vigilantes appears, clad in high-tech powered armor and fighting to contain the Boomer threat, as well as to stop the machinations of Genom...

The BGC RPG and its two supplements contain a wealth of information on the anime setting. In addition to episode guides for the series, the core book contains sections on technological improvements of the 21st century, the role of megacorporations in the world, a look at the Knights Sabers, Genom, and the AD Police, and an overview of Megatokyo. Every character and machine with a significant role in the series receives at least a minor write-up and stat block. The GM section contains extensive information on the themes and tones of the anime, and advice on how to replicate that in your game, as well as speculation on several plot points that a GM could build off of. The first supplement, BCG Before and After, gives similar levels of detail for 2027 and 2034, the settings of the prequel and sequel shows. BGC EX further expands the setting by giving stats to many of the sketches and ideas that never made it into one of the series, or only showed up in one of the sidestories, as well as examining the use of outer space and underwater locations in the setting. EX also devotes a chapter to examine what some of the RPG groups have done with different cities in the BCG universe.

The Mecha

BGC has several types of mecha in the setting. The basic battlesuit, used by militaries and police, is a bulky powered armor that uses synchronization with the pilot to control its movements. Larger mecha, called battlemovers, are operated with a more traditional joystick-and-pedal control system, and may be non-humanoid in shape. The vigilante group the Knight Sabers use super-advanced human-sized powered armor known as hardsuits, giving them the firepower of a battlesuit in a more compact and agile package. When that firepower isn't enough, however, they also have motorslaves, motorcycles that transform into an armored exoskeleton that fits over the hardsuit and further enhances its battlefield capabilities. Finally, while the Boomers aren't mecha per se, they're everywhere in the setting, and all three books contribute ideas on how to run a Boomer campaign.

The core rules don't have any rules on making custom mecha, but both of the supplements address the issue. EX has a simplified hardsuit creator, which can churn out a ready-to-use hardsuit in less than a minute. For those who want more options, Before and After has a chapter on how to use the Technical System from Mekton Zeta Plus to make mecha (and Boomers) for use with the Fuzion system.

My Opinion

I like the change over from Interlock to Fuzion; the addition of Perks, Talents, and Complications is nice, and the cross-compatibility with Interlock and Hero (to an extent) means you can pull resources from all over the place to add to your game. The real draw here, though, is the exhaustively researched setting info the books contain. This is, hands down, one of the best treatments of a licensed setting I've ever seen. They cram as much information into the books as they can, they stat out everything and everyone, and they provide interesting and plausible speculation about various events and people that makes for great game fodder. If you're a fan of the Bubblegum Crisis anime, or like the sound of the setting, this RPG is excellent. If you're just looking for a mecha system, though, I'd go with Mekton Zeta instead.


The Bubblegum Crisis RPG and its supplements are unfortunately out of print, but you might be able to find copies on eBay or at online retailers like Noble Knight Games or Troll and Toad.

Next up: More licensed anime fun!

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