Subject: Bubblegum Crisis RPG - Stats for SkyKnight
From: Bert Van Vliet
Date: 8/1/1997, 4:57 PM
To: fanfic@fanfic.com

Greetings folks. :)

I was notified a while back that somebody was searching for SkyKnight's BGC
RPG statistics to use in a campaign. Well, I did attempt to draw them up
shortly after getting the book. The only snag was his hardsuit, since I
couldn't get the Mekton Zeta rules to cooperate...I couldn't even get the
rules to reproduces Sylia's suit correctly. :P

Anyhow, I've given his suit stats as a knockoff of one of the KS's
suits...points have NOT been figured out. My assumption here is that SK is
an NPC...given his power level, I don't think he could be anything else. ;)

So here you go, all you RPGers. :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
'SkyKnight'

Intelligence - 6
Willpower -   7
Personality - 3
Technique -  5
Reflexes -    6
Dexterity -   4
Constitution - 10
Strength -    5
Body -        10
Movement - 6

[ For those of you wondering about the high Body and Con scores, how else do
you explain SK surviving all he has? ^_^ ]

Endurance: 100          Hits: (50)   65
Run/Leap/Swim:  18/12/6         Luck: 12
Physical Defense:  -20             Recovery: 15         Resistance: 21
Stun: (50)  35

[General Skills:] (The number in brackets is base level)

Perception (2): 3               Concentration (2): 4
Education  (2): 4               Persuasion (2): 3
Social (2): 2                      Athletics (2):   5
Teacher (2): 4                   Local Knowledge (2):  2

MechaPilot: 7                   Gunnery: 8
Melee Weapons: 7             Archery: 8
Business: 2                      Computers: 4
Driving: 5                          Electronic Warfare: 3
Firearms: 4                       Hacking: 3
Pilot (Warhorse): 8  (Note: Requires Hardsuit to pilot. For some strange reason,
                                       nobody else wants to learn how to fly
it either. ^.^ )
Research: 4                     Chemistry: 3
Basic Tech: 4                   High Tech: 5
Mil Tech: 5                       Super Tech: 4
Hand-to-hand: 6

[Talents:]
Martial Artist: +1
Rapid Healing: +2
High Pain Threshold: +3
Combat Sense: +1

[Personality Traits]
Stubborn: 10            Unlucky: 5

[Social Complications]
Secret ID: 10           Distinctive Features: 5

[Enemies] (Hollister. With him, you don't NEED any other enemies...)
Capabilites: 20         Extent: 10      Intensity: Hunted for capture &
Imprisonment

[Responsibilities]
Sense of Duty: 10               Code of Honour: 10

[Compulsive Behaviours]
Honesty: 5
Impulsiveness: 5

[Perks & Privileges]
Membership - Knight Sabers: +2          Wealth: 5

[SkyKnight's Hardsuit]
Weight: Approx 110 Kgs          Power: 50 hours
Maneuver: -0 Dex & Ref           Design & Style: +3 PRE
Strength: STR 11                    Running: +4 Move
Lifting: Wearer's X 11               Flying:  15

Sensor Range: 1 km              Comm Range: 10 km
Armour PD: 2.0K = 100 hits      Structure: 2.0K = 100 hits

Weapon:                  WA      RNG     DMG     LOC     Special Notes

Particle Lasers(x4)     +0       1000m   1.8K     2/arm    Linked. See below
Swordblades(x2)        +0       ------       1.0K     1/arm
Lightsabres(x2)          +0       ------       2.0K     1/arm    *(see below)
Hand-to-hand             +0       ------     11D6h
Reinforced gauntlets 
                                                                            
      (Stun damage)

- When SkyKnight fires all 4 of his lasers simulatneously, the WA is +2 to
hit. However, this also cuts in half his available remaining power.
*- SkyKnight's lightsabers are capable of cutting through damn near
anything. As a result, if he fumbles a to-hit roll, check to see if he's
managed to get himself with them.

[Subsystems:]
-Armour is fusion-proof
-Life support (full sealing vs. NBC agents)
-Information processing helmet (optical, audio, radio, targeting,
nightvision, instrumentation, HUD; +2 Perception)
- ECCM (Rank 6) and radio scrambler
-Dual-turbine flight system; limited maneuvering, since it's designed for
direct, fast flight.
-Flight wings (if a called shot is made at -3 and armour is penetrated, wing
is destroyed. Flight is then impossible; SkyKnight's just too heavy to fly
long distance without them. 'Super leaps' are still possible though.)
-Emergency ejection function (blows armour off wearer)
-Myomeric-based musculature (softsuit required)
-Modular weaponry systems (details unavailable)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Well, that should be enough to keep the die-hard gamers happy. ^_^

Any beefs or comments with my interpretation of SkyKnight's stats, please
feel free to send them to me (I'm not on the FFML yet...) and I'll refer
them to my alter-ego. -_^

Sayonara!
=====================================
Bert Van Vliet, Skyknght@sentex.net
[Http://www.jurai.net/~skyknght/index.html]
Die-hard BGC Fan, and aspiring Hi-tech Knight-in-Shining-Armour
Do not meddle in the affairs of dragons, for thou art crunchy and good with
ketchup.