|
|
By this time it should come as no surprise to anyone that Doug Sangnoir
(aka "Looney Toons" and "The Loon") was originally created as a character
for a Villains and Vigilantes game. (Specifically, V&V 2nd Edition.)
And as most gamers know, a character from one game system can often be
successfully translated into another, reasonably compatible system.
Despite the fact that there is very little in common between the two,
R. Talsorian's Bubblegum Crisis Roleplaying Game is
reasonably compatible with V&V. There is a sufficient level of detail
in both systems to allow the conversion of key elements from one to
the other with little loss. (I'll go into some of the specifics
later.)
When I finally decided to put pen to paper and actually write
the bizarre little adventure that had been boiling in my brain, I took
advantage of this to provide myself a way to "reality-check" Doug
against the Sabers and their world. I think it's one of reasons the
story has come out as well as it has.
Some time later, in the second half of 2002, DW reader and
Fuzion player Logan Darklighter decided to take my half-baked conversion
and revise it -- both to eliminate some of my ignorant mistakes and to
make it compatible with later BGC RPG publications, which scaled
back the Sabers' own writeups somewhat. I want to thank Logan for all
his effort, and his willingness to put up with my interminable "Oh, wait,
we forgot this!" emails.
So here is Douglas Sangnoir, more or less the way he was the moment he
initially appeared in MegaTokyo on June 28, 2036. Fuzion GMs are welcome
to make use of him, with the following caveats: One, please email me and let me know you're using
him and how; two, please don't make him a villain unless you change him
into someone unrecognizable; and three, realize that this permission is
limited solely to your personal use for your campaign, and that you cannot
publish or print a version of him in any forum, be it print, electronic or
whatever. Thanks.
Also, gamemasters, please note that this conversion was not built using a point
budget, but by converting attributes and calculated abilities over directly.
He will never be a legal player character in a Fuzion game because his
point total works out to something well above "Cosmic", and his "Rule
of X" number seems to be somewhere around 22... (One wonders what the
more powerful Warriors, like Hexe and Silverbolt, would come out to...)
Douglas Sangnoir, AKA "Looney Toons" and "The Loon"Fuzion Conversion from Villains and Vigilantes 2nd Edition
CP: 90 OP: 224 PP: 61
INT 10 LUCK 22
WILL 9 RES 27
PRE 9
TECH 6
REF 12 SPD 6
DEX 12
CON 8 SD 16 ED 16 END 80
STR 4 REC 12
BODY 11 STUN 65 HITS 45
MOVE 9 RUN 18 SPRINT 27
SWIM 9 LEAP 9
COST COMPLICATIONS (BASE: 50)
5 Stubborn
15 Code of Honor
10 Overconfident
15 Protective of Innocents
15 In Love with Shadowwalker (Maggie)
8 Sense of Duty
3 Various Minor Annoyances produced by
Improbability Field
5 Public Figure
(Drunkard's Walk II Complications Only)
10 Outsider
10 Secret Identity
COST SKILLS, TALENTS & PERKS AV/DV
20 Martial Arts - Basic Strike,
Breakfall, Killing Strike,
Martial Block, Martial Disarm,
Martial Dodge, Martial Escape,
Martial Grab, Martial Throw,
Offensive Strike
3 *Perception: +5................15
2 *Concentration: +4.............14
E *Persuasion: +2................11
4 *Education: +6.................16
E *Local Expert: +2..............12
E *Teacher: +2...................12
4 *Hand-to-Hand: +6..............16
4 *Melee Evade: +6...............16
4 *Athletics: +6.................18
6 Ranged Evade: +6...............16
3 Melee Weapons: +3..............15
3 Magical Theory: +3.............13
8 Acrobatics: +8.................20
9 Computers: +9..................19
4 Detective: +4..................14
2 Disguise: +2...................11
5 Driving: (Motorcycles) +5......17
6 Expert: International Law &
Enforcement: +6................16
3 Expert: UN: +3.................13
10 Expert: American/British Pop
Music: +10.....................20
5 Expert: Movies & TV: +5........15
6 Electronic Warfare: +6.........16
4 Espionage: +4..................14
3 Firearms: +3...................13
6 English: +6 (Mimic any Accent).16
3 French: +3.....................13
5 Japanese: +5...................15
5 Valdemaran: +5.................15
4 Gambling: +4...................14
1 Gravitics: +1..................11
10 Hacking: +10...................20
4 Leadership: +4.................13
4 Mechanics: +4..................10
3 Pilot: +3......................15
3 Research: +3...................13
5 Stealth: +5....................17
6 Electrical Engineering: +6.....12
3 Handsome
9 Membership: Warriors 9
9 License Warrior: 9
9 Renown: 9
15 Combat Sense: 5
COST POWERS
Improbability Field:
18 Acts as +10 DEX, +10 WILL Activation 8+,
for defensive rolls only. Special
Effect: Random strange things alter or
divert the attack.
Mage Sight:
4 Discriminatory sense: detect meta-human;
Discriminatory Detect Magic with Range
Song Power:
30 Power Framework: 22 pt VPP w/11 pt control
cost (-1 pt Burnout (8- on 3d6), -2 pt
attached focus, -2 Requires simple skill
roll (8 +1 pt per VPP), +1 pt wide SFX))
Polykev armor:
7 1 kill each of ED and PD. Armor radiates
damage away as heat, 1 round per D6
intercepted, giving +(dice left to radiate)
to any heat-or IR-based perception used
against him.
Hard Punches:
2 HA +2d6; Hand-to-Hand Attack (Total w/STR: 7d6)
Notes4 December 2002: Many of the following notes are no longer entirely accurate, thanks mainly to Logan Darklighter's efforts, and the extended dialogues that we pursued about conversion issues on my discussion board. I fully intend to annotate these original notes at a later date with the justifications for the changes Logan (and in some cases I) made.
Not all aspects of the original V&V character have been translated over,
for lack of system equivalents. These are few, however. Also, some
additional abilities he has demonstrated during play sessions but
which don't have explicit V&V system equivalents have been added as Skills,
Talents or Perks. (In V&V, anything that's not a power or an attribute is
pretty much a freebie situtation -- say you have it, and you have it, no
game mechanic required.)
The DW version of Doug has a few other things different from the V&V
version, mainly for dramatic effect or for convenience of storytelling.
Primary among these is "the usual mutant life-extension genes", which is
a dramatic device that lets me give him several stops measuring years in
length without him being ready for social security when he gets home...
Scaling: For those unfamiliar with the systems involved, V&V uses a
3-18 scale for the normal human range of attributes, with absolutely average
being 10.5. It's a bell curve, with the majority of scores clustered between
9 and 12. (Of course, super powers can push an individual's scores well above
the top end of human normal, at which point the bell curve no longer applies...)
Fuzion uses a pseudolinear scale of 0 to 10+, with 1-2 being defined as
"Everyday" (average), 5 as "Exceptional" and 10 or more as "Superhuman". I
call this scale "pseudolinear" because it only looks like a straight-line
measurement. It's actually a more complex function than that, not quite a
logorithmic progression but certainly far from flat: Everything below average
is covered by a score of 0 (and sometimes 1), average is 1 or 2, and above
average to almost superhuman is the range of 3 through 9. Not exactly a
flat, smooth curve, and for this reason it makes converting ability scores
more of an art than a science. Here is the rough table of equivalencies
that I used as the base for conversions when nothing else was
applicable:
Individual V&V scores were converted as follows:
Strength: V&V carrying capacity was compared to Fuzion lift weight,
and the corresponding Str score taken. However, because of the disparities
in how combat works out, this initial Str score was upped a bit to get
his hand-to-hand damage range (among other things) a bit closer to the
original. (See below.) In the writing, I've ignored the fact that this
makes him the equivalent of an Olympic weightlifter.
Agility: Became the Fuzion Refl and Dex attributes. Because no other
factors lent themselves to the conversion, I initially multipled a Fuzion 9
by 2.6 (V&V 47 divided by human maximum of 18). However, the resulting
score of 23 (rounded down) seemed so excessive for Fuzion (not to
mention the purposes of the story) that I lopped it down to an admittedly
arbitrary 16.
This is the main point where the awful unevenness of the Fuzion scale really
screws up the conversion. Doug is 4.7 times as agile/dextrous/whatever as
a theoretically average human -- in V&V. In Fuzion, though, to get some of
the same combat effects, he had to be 8 or more times as fast...
<sigh>
Endurance: Became Fuzion Con. Doug's Endurance is not quite
normal human maximum. I could have made a case for Con 9 anyway because of
the granularity of Fuzion's scale, but decided to set it at 8.
Intelligence: Similarly to the initial Agility calculation, I pegged
Doug's Fuzion Int at (30 / 18) * 9, i.e., 15. This is, admittedly,
a bit excessive-looking. An alternative scheme -- 3 * average Intelligence --
would yield a Fuzion score of 6. This, it could be argued, would be just as
valid, but for the granularity of the Fuzion scale -- 6 is high, but not
uncommon, and not beyond the usual range of humanity. Doug's V&V intelligence
is explicitly superhuman. As such, it needs to be 10 or more in Fuzion. So
I let the original calculated value stand.
Charisma: Became the base for his Fuzion Will and Pers scores.
Since V&V Charisma is a combination of appearance, force of personality,
and the kind of press you receive, I did not use the full value that the
rough equivalencies chart suggested I use. However, V&V Intelligence
applies in situations where Will and Pers would be used in Fuzion, so I
added a couple of points back into the Fuzion scores to reflect this.
Other stats: The rest of the Fuzion scores had no corresponding
Attributes in V&V and had to be determined in other ways. Tech was a
WAG based off his Agility and corresponding "to hit" bonuses. Bod was
back-generated from his hit points, also arbitrarily. Move was determined
by converting his average ground movement into the same units as Fuzion and
from there into a Run distance; then the closest corresponding Move was
back-calculated from Run. (In V&V, Doug averages around 16 MPH/26 KPH
but can, because of the way movement is handled in the system, explode into
a momentary burst of speed that lasts a second or two and tops out at
81 MPH/131 KPH. I've made a couple of references to this in the story, but
didn't add a game mechanic to handle it here.)
Calculated stats were generated normally, as far as I can recall. The
optional ratio between Hits and Stun was selected to reflect a similar
ratio between his V&V Hit Points and Power Points.
Other Character Traits:
Skills: I tried to be reasonable about his skill levels, but I
really didn't get a good feel for how they work in play. Feel free to
reduce them if they seem excessive.
About his field: Doug's improbability field is represented in V&V
terms by Heightened Defense X 2, which imposes a -8 penalty to all "to hit"
rolls made against him. Because of the differences in the combat resolution
systems, the best Fuzion equivalent appeared to be a huge defense
increase which would guarantee a miss by the attacker, but only when it
kicked in. The simplest way to implement that was buying extra Dex for
defense only, with an activation. It's not perfect, but it works.
About his armor: It's a little exaggerated here. In V&V he has 23
points -- about half a Kill (see below) -- of Invulnerability as a device.
This applies against both energy and physical attacks. I raised this to 1
Kill each of PD and ED in the conversion, mainly for dramatic purposes.
The radiated heat effect is not in the original V&V design, but added to
partially counter the increase in the protection.
Conversion and Play Notes:
On damage: In V&V, absolutely average humans can withstand 43.5
points of damage before they must die (as opposed to simply being
in a coma and fading fast): 3 or 4 hit points, based on body weight,
plus 40 power points. I've thus equated 43 points of V&V damage to 1
Kill in Fuzion.
Doug's V&V hand-to-hand combat damage is 1d6+15. The max and average from
that, translated into Fuzion, both are about half a Kill per punch. Only the
d6 in the original is from his Strength; the rest comes from his martial
arts training ("Natural Weaponry" superpower), plus the bonuses his
Agility and Intelligence give him in hand-to-hand combat. Because such
bonuses don't exist in Fuzion, and Martial Arts doesn't provide the same
benefits as Natural Weaponry, I chose to raise his Str to a point where
he could do approximately the same order of damage with his bare hands.
While on the subject, Doug's most powerful damage-causing song in V&V
allows him to do 3d8, +9 points (ranged) or +15 points (as a payload --
see below). This also works out to about half a Kill either way, so that
became the damage ceiling for his metapower-based attacks.
Carriers and Payloads: V&V has a curious and fun rule that
allows you to "piggyback" one attack on another if they have similar
delivery systems. If the first ("carrier") attack hits, then the
second ("payload") subsequently gets a chance to hit. While this rule
is intended for such things as claws that inject poison, Doug makes
good use of it; many of his damaging effects are defined as coming
from his hands -- and thus can be payloads on ordinary punches. (See
Chapter 8 for an example of this in action --
hammering the boomer with a bolt of lightning waiting in each fist.)
Aside from cool special effects, this stunt can push his average
damage to just over a Kill per punch. His maximum damage
would be almost a Kill and a half, in fact, but I don't use this as it
would violate the "ceiling" I set above.
Songs: I won't try to quantify all of his songs here.
I will, however, give guidelines for effects so GMs can
improvise their own.
Range/Area of Effect: Unless the effect can be aimed at
only a single target (like a lightning bolt), or is inherently
shapeable (force fields or illusions), or affects only Doug (flight,
shape-shifting), or the song has some other really bizarre result,
it automatically affects an area. The radius for area effects
is a little bit more than 110 feet/39 meters. This is a spherical
radius, but unless he's in mid-air, it will appear to be a dome. It's
centered on his head, in case you were wondering.
Doug can turn an area-effect song into a targetable song by playing
Seals and Crofts' "I'll Play For You" immediately beforehand. This is
shown in the scene in Eriko's Diner right before the "Sailor Loon"
sequence.
Ranged single-target attacks often can reach two to four times this
distance.
Defensive capabilities: Many attack songs also allow defensive use.
Most of the time this is "point defense", shooting down incoming attacks,
but a few songs also provide a "passive" defense that doesn't require his
attention. Again, the example from the story would be lightning, which
allows him to electrify his body with a shield of crawling sparks. How this
would work in Fuzion I haven't quite figured out, as V&V uses a attack
type/defense type matrix to determine a "to hit" number. I'd probably handle
it the same way as I did the improbability field, as a Dex bonus for defense
only, but without an activation. Other defenses -- like his "iceman" armor --
are simply temporary PD and ED.
Mental abilities: Many songs act as emotion or mind control.
Long-standing examples include "Total Eclipse of the Heart" from Bonnie
Tyler, and Billy Joel's "Pressure". These and other mental abilities which
adversely affect the target would probably be handled as a contest between
Doug and the target's respective Wills, unless there's a better Fuzion mechanic
not found in the BGC RPG book. Oh, and his one telepathy song is not a global
effect, although like all V&V telepaths, he can switchboard multiple minds
into a single mental communications grid.
Other: Some effects are not classifiable in terms of attack
and defense -- at least for him. Several, as noted in the story,
manifest magical simulacra of other people. Some shapechange him -- or
at least appear to; there's been no explanation, though, for why they
continue to work for their full duration when his helmet vanishes in the
transformation. A very few songs let him give powers to other people
temporarily, as shown in the "Sailor Loon" sequence. Some songs have
meta-power effects, like "I'll Play For You," mentioned above.
Determining what a song does: This is a hard one, but it's the game
everyone loves to play. <grin> I try to avoid picking a power just
because of a title. I'd rather work with either the entire gist of a song
or, at the very least, a repeated chorus or phrase. Songs that say "I do
this thing" are often the easiest to quantify. It is permissible (and fun!)
to take a metaphor or simile and treat it literally -- for instance, he may
well some day use Madonna's "I'm Burning Up For Your Love" to turn himself
into the Human Torch...
Don't make a song too powerful. No manifesting Godzilla. No more than half
a Kill of damage per shot. No automatic nasty effects on an enemy -- anything
harmful to another person must allow some means of defense, if only dodging
or running. A good example of "too powerful": 3.5 minutes of timestop (which
I managed to talk a GM into once). But you can often take a ""too powerful"
idea and make it work: A 3.5 minute song that lets him stop time -- within his
normal radius of effect, of course -- for 5 to 10 seconds at a shot (from his
point of view), every 15 or 20 seconds. (This is my fix for the problem I
caused with the J. Geils Band's song "Freeze Frame"...)
Finally, divine interactions like those which appear in the story are
rare and dangerous -- most of the time a god will want an
outrageous and/or exorbitant price for a favor done. (Before DW2, Doug
had only used his power to invoke a god once in fifteen years --
and despite the positive results he still got slapped down for it by the
Being which manifested.)
And it's okay if a song looks a lot more powerful than it
really is -- his subconscious really plays up the impressive special
effects.
Backfires take the intended power(s) of a song and turn them into
something inconvenient and/or painful to him, but not deadly. An example
from play: He tried once to use Peter Gabriel's "Big" to turn into a giant;
it backfired, and he ended up helplessly floating over the combat as a human
Macy's Parade balloon. No one attacked him, but if they had, he probably
would have popped. Or so the GM hinted to me.
Thanks are due to Arthur Hansen,
who did the work to put Doug's "song power" into Fuzion terms. The original
intent of this document was simply to let me compare speeds, strengths and
other physical attributes for the purpose of determining relative abilities.
Arthur was kind enough to take my vague specs and turn them into a
precisely-defined Fuzion Variable Power Pool.
Thanks also to Morgan Walter
Champion, who along with Arthur provided the quantification of Doug's
magesight.
Last but not least, as noted above, many many thanks to Logan Darklighter,
who brought it all together, fixed the problems and smoothed it all out. |
||||||||||||
|
This web page is Copyright © 2000- 2002 by Robert M. Schroeck. |
You are visitor number
|