Fuzion Total Powers Plug in -.:: GEOCITIES.Ws
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Total FUZION Powers Plug-In For the Upcoming SMF Campaign Book (Includes Mental and Automation Powers) Additional Material by Robert Kwon and Gary Townsend. Edited by Gary Townsend. HTML Conversion, formatting and additional editing by Darrin Kelley. Index Chapter Page Chapter Page Powers Power List Continued Could it be Magic 2 Size Powers 14 Special Effects 2 Enhanced Senses 14-16 Powers from Hero System 3 Mental Powers 16-17 How many Power Points 4 Resolving Mental Powers 17-18 Powers List Automation Powers 18-19 Attacks Powers 5-6 Other Powers 19-24 Defense Powers 6-9 Power Modifiers Defense Options 9 Adders 25-31 Movement POwers 9-11 Limiters 31-38 Adjustment Powers 11-13 Power Frameworks Adjustment Options 13-14 Multi Power 39 Variable Power 39-40 ------------------------------------------------------------------------ Thanx List: Ray Greer, Bruce Harlick, Steve Peterson, and all at Hero Games, and the Fuzion Labs Group for putting up with our harrassment at DunDraCon, and Conquest ‘98, for giving us the Hero Sysytem, for the book deal, and for letting us mess around with Fuzion. Jason Dour (Release II.1998.7.18) Our Fuzion gaming group, past and present: Rich Bannister, Chris and W. Steve Deutsch Jr., Brian V. King, Chris Lincon, and Jeff Walker, for helping to playtest this stuff. Mark Chase, Jason Dour, Bob Greenwade, Christian Conkle, and everyone on the Fuzion Mailing List, especially those who wrote their own Fuzion websites and Plug-Ins, for Superpowers or otherwise. All of your hard work is tremendously appreciated. All who are supporting us with suggestions, encouragrement and praise during this project. ------------------------------------------------------------------------ Majority of the text © Hero Games. Fuzion is the Fuzion Labs Group's name for its multi-genre role-playing system. ©1996, 1997, 1998. All Rights Reserved. The “Hero System” and “Champions” are trademarks of Hero Games “Cyberpunk” and “Mekton Zeta” are trademarks of R. Talsorian Games, Inc. “Bubblegum Crisis” is a trademark of Artmic, Inc. and Youmex, Inc. ------------------------------------------------------------------------ | Home | What's New | Hero Info | Links | Hero Plus | Digital Hero | ------------------------------------------------------------------------ http://www.herogames.com/gtpowers.html Created: 17 December 1998 -- Revised: 17 December 1998 E-Mail: [email protected] © Hero Games Total FUZION Powers Plug-In For the Upcoming SMF Campaign Book (Includes Mental and Automation Powers) Additional Material by Robert Kwon and Gary Townsend. Edited by Gary Townsend. HTML Conversion, formatting and additional editing by Darrin Kelley. POWERS Powers other such effects. Cold attacks can work against Powers are abilities far beyond those of mortal physical or energy defenses, depending on what you men for example, flying or firing bolts of energy. The decide when you buy the power. Cold powers are Powers listed in this section can be used to simulate usually less effective in high-temperature the powers of a superhero, the spells of a sorcerer, the environments. properties of a zombie or drone robot, or even the Electricity: The classic electrical bolt, lightning, abilities of an alien. sparks, and zaps. Any combination of amperage and voltage would be in this category. This is the classic 1. COULD IT BE MAGIC? attack against energy defenses. Electrical powers may Well, yes, it could be. Any weird ability, or even have greater effect against delicate electronics, and less sufficiently advanced technology can be construed as effect against well-insulated targets. magic instead of superpowers. An Ranged Attack can Gate Key Power: This fundamental force be called a laser bolt or a sorcerous fireball -- indirectly powers many other effects, but some rare depending on what you want to call it. The beauty of items, people or phenomena tap it directly. This power the Fuzion system is that it simply defines the game is rarely seen in its raw form, but when it is, it's unlike effect of a power; you get to decide how it was created anything else. Note: This SFX is not available in the and what it looks like -- in short, its Special Effects. Starfire Master Force campaign world. Heat/Fire: Everything connected with high 2. SPECIAL EFFECTS (SFX) temperatures, such as flames, hot metal, or hot gasses. Special Effects (SFX) are very important in Fire can start fires in flammable materials, which is superheroic adventures. The special effects of a power sometimes handy and sometimes can cause excess define what it is and how it's created, and help property damage or threaten innocent lives. Heat distinguish one power from another power. For powers are usually less effective in low-temperature instance, three different characters could all have 12 environments. dice of Ranged Attack, but each might have different Kinetic: This category includes all physical force, SFX: One is fire, another uses electricity, and the third such as punches, clubs, rocks, chunks of ice, or fires a sonic attack. anything that creates a solid thump on target (works Each type of special effect can have extra benefits against Stun Defense or Killing Defense rather than or limits beyond the basic power description; exactly Energy Defense or Energy Killing Defense). This can what is up to the GM. Most powers should have some include force-blasts or telekinetic attacks if you choose special effect designated for the power. Each of these to define them that way. categories is very general; within each category there Light: This category is electromagnetic radiation can be many types of special effect, related but in the visible or near-visible spectrum, from infrared to different. The only limits are your imagination. ultraviolet. This includes lasers, high intensity flashes, and similar effects. VIPER and UNTIL blasters fall Common Powers SFX in Superheroic Games into this category. Light attacks are often less effective Biochemical: This category includes acids, venom, in very dusty or smoky environments. poisons, diseases, drugs and other chemicals. Magic: A catch-all term to describe mysterious Biochemical attacks can often be unusual ones, such as forces used to produce a wide variety of effects. It's Drains. Biochemical attacks are sometimes manifested important to note that magic can be used to create as gasses, which might be affected by high winds or many different special effects; for instance, magic extreme temperatures. could be used to create a lightning bolt. That bolt Cold/Ice: Everything related to extreme cold, should be considered Lightning, not Magic, in terms of including freezing blasts of supercold materials, ice, or special effects. Magical SFX do not exist in the world of SMF. 2 Total FUZION Powers Plug-In For the Upcoming SMF Campaign Book (Includes Mental and Automation Powers) Additional Material by Robert Kwon and Gary Townsend. Edited by Gary Townsend. HTML Conversion, formatting and additional editing by Darrin Kelley. Magnetism: This covers magnetic and contest, you can base the Power skill on the number of paramagnetic effects, and is often connected with force points in the power instead of on a Characteristic. fields and telekinesis. Magnetic attacks often work against physical defenses rather than energy defenses. Designing New SFX Magnetic powers are often less effective against The list of SFX provided is a basic one which the non-metallic substances, and more effective against GM can add to, or subtract from, if needed. A new magnetic materials such as iron. character invented by the GM may have completely Psionics: This force is psychic power or mental new special effects; the Power Cosmic, for instance, forces; the raw power of the mind. Mental powers are which is unlike any other power. Or existing special usually (but not always) created by psionics, and have effects categories can be split into two or more a psionic special effect. Psionic attacks usually work categories. against mental defenses. Radiation: This includes ionizing radiation such 3. POWERS FROM HERO TO FUZION as gamma rays, and radiation from radioactive The Fuzion Power Plug-in is designed to create materials, as well as more bizarre forms of radiation simplified superpowers that can be converted in and emanated by comic book materials. Essentially, all out of the HERO System. short wavelength electromagnetic radiation falls into Important!: All of the powers in this Plug-in were this category. Radiation attacks most often work created by dividing their HERO System cost by 5; we against energy defenses. tried to avoid fractions wherever possible, which is Sonics: Pressure waves of all varieties (including why some of the powers, like the Explosive Blast, have infrasound and ultrasound) are in this category. This costs like 3 points for 1 dice of effect. category of effects would not work at all without a Unlike previous plug-ins, this Total Superpowers medium of transmission, so it won't function in a Plug-In includes all of the Powers from the 4th Ed. vacuum. Sonics would generally be less effective in a Hero System and more, converted into Fuzion, so you low pressure environment, and more effective in a should be able to build any Power you could high-pressure environment. Usually Sonic attacks conceivably want. There are also Adders and Limiters affect Stun Defense or Killing Defense. that can modify Powers; these are “Fuzionized” Advantages and Limitations, which usually translate as Handling SFX +/-1 PP in Fuzion for every +1/4 in Hero; but there are Special effects can and should be used to make exceptions, like Armor-Piercing (+1/2 in Hero, but in adventures more dramatic, and sometimes to help Fuzion it becomes +3). If the GM disagrees with the characters overcome problems. It's a classic comic cost of an Adder or Limiter, or any Power for that book bit - the hero manages to defeat the villain's plot matter, she has the right to modify them as she sees fit. by tuning his Ranged Attack to just the right frequency The Plug-in Powers List is organized by to deactivate the force field, or some such functionality.