Infusion RPG ALPHA BUILD 10.4 By Steveman Infusion is a labour of love for me, something I've been working on for many years. I call it a rules semi-lite game, with a robust and versatile ruleset for combat, but with much of the story is left to the and Players to handle. Yeah, I know, creating my own game rules is like kicking a broken printer in a field, and yes, I also know that my time would have been better spent world-building for a preexisting system, or practicing my art, or a myriad of other things. But this is what I wanted to work on, and even if I can not bring anything new to the table, I hope I can at least bring something good.

Introduction This is a Role-playing game, were you and a few other people take on the roles of the characters of a larger-than- life story of action and adventure. A kind of shared story-telling game that uses the rules presented here to help govern how the story rolls out. All but one of the people playing the game take on the Players, creating Player Characters (PC) to interact with the game world, and play as the protagonists of the shared story experience. That one other person does not make a character, and instead takes on the role of the Gamemaster (GM). This person acts as the narrator and is in control of the side characters and antagonists of the story, the Non-Player Characters (NPC), and most importantly is the referee of the rules of play. The Gamemaster creates the game world, but does not control it, instead sharing that responsibility with the Players. A successful RPG hinges on the GM and Players cooperating to make the game the most fun for everyone playing, including the Gamemaster.

Gamemastery The GM prepares the Adventures, sometimes called a Scenario. Adventures may be a villain causing problems for the PCs to sort out, or a mysterious and dreadful location to explore, or even a series of unlikely events to challenge the player characters. Adventures begin with the GM explaining the relevant events leading to the adventure. Then the GM describes the event at hand, and what the PCs perceive. The player characters will react to these events and the game flows from there. The players and the GM work together to have the most fun they can while playing. The best advice that I can give anyone looking to GM is Don't be a Dick. Then just bite the bullet and do it. You will not will run a perfect game your first time and that is fine. Talk with your players after the game. Find out what they liked and didn't and what they would like to see, and use that to adjust what you do next time.

Materials Required To Play You need people to play the game with, one as the Gamemaster and two or more as the Players. A total of 4-6 people, including the GM is preferable for long term games, with any more than that reserved for veteran or short 1-2 session games. You will also need six-sided dice (the cube ones that come included in most family boardgames, or can be bought at any store with a toy section for a dollar or two), preferably 3 for each person playing the game. You will also need at least one copy of these rules, and finally, some paper and pens or pencils so you can keep a record of the characters and events of play. Rules of Play

The Core Mechanic Infusion uses the roll of three six-sided dice (called 3d6) and adding the results together for a bell-curve result of 3 to 18 as its core task resolution mechanic. Modifiers are added to this die roll, and the final result is then compared to a Target Number (either set by the GM or the result from a different character's roll). There are three kinds of rolls, each given a meaningful name that can be referenced easily in the rules. Only roll attacks, checks or saves when there is a chance of failure and there is any consequence for failure. Attacks: A 3d6 roll that is modified by the character's Intelligence, Reflexes or Strength that intends to strike another character with a weapon to cause damage. Attacks are usually opposed by a Saving Throw. Saving Throw: A 3d6 roll that can by modified by almost any Characteristic that opposed an Attack Roll or a target number established by the GM. A failed save leads to the attacker making a damage roll (a special kind of check, see Damage in the Rules of Play). Checks: Any 3d6 roll that is not an attack, a saving throw is a check. These involve a character taking a non-combat action, or reacting to non-combat action. Chest are often qualified, such as Perception checks (to spot hidden enemies, or find that key in the messy drawer), or Charisma checks (attempting to convince the security guard you were just looking for your lost dog, and not attempting to break into the medical research facility).

If the 3d6 roll + modifiers equals or exceeds the Target Number, the die roll is successful. During an opposed roll, whomever is reacting (for example, the defender in combat) is setting the DC the acting character is attempting to equal or exceed.

Static Target Number Examples Mundane Challenge (simple actions for a skilled worker in a stress-free situation) 11 Moderate Challenge (something a skilled worker would expect to succeed at, but 15 knows there is a chance of failure) Difficult Challenge (something a skilled worker knows their chances of success are not 18 guaranteed) Extreme Challenge (something even a skilled worker knows they can not do without 22 assistance) Heroic Challenge (the stuff to tell stories about) 26 Legendary Challenge (the achievements whose stories that survive for generations) 30 Outside of combat, any check that would have a TN of 15 or lower is too trivial to roll for, just let the player describe how they handle this easy task and move on with the game. Extended Checks: Under normal circumstances it takes a single successful check to achieve the intended result. However, it may not make for good storytelling or fun gameplay to allow a long-term multi-stage challenge be passed under a single die-roll. If the challenge calls for a series of complex or related actions to complete, then an extended check is called for. An extended check is a series of checks over a small amount of time, usually with an escalating target number as the events become harder, resources are dwindling, or a looming threat bears down upon the PCs. The PCs must reach a certain number of successful checks before a number of failures or the time runs out. The number of successes or failures are not normally revealed to the players. The time limit should be easily estimated based on the scenario, and the GM will describe how the situation changes based on the checks. This allows the players to gauge their own progress.

Critical Successes and Failures: Sometimes the dice are very kind or cruel, whenever the unmodified 3d6 roll of an Attack (including Damage rolls), Saving Throw or Check is a natural 18 (all three dice show a 6) or 3 (all three dice show a 1), Fate (or more likely, luck) has decided something astonishing happens – a Critical Success (or Hit in combat) or Failure.

At the very least, a critical success is a passed check, if the check can be passed at all. And a critical failure is an automatic complete failure, even if a normal failure could still allow for a kind of partial success. Beyond that, there will be additional effects at the tender mercy of the gamemaster's imagination.

Favorable and Unfavorable Circumstances: The gamemaster can and should often give bonuses or penalties (usually +/-3) to die rolls based on the circumstances surrounding the scene. Favorable conditions grant a bonus, whereas unfavorable ones impose a penalty. Combat

Conflict is a driving factor in most good storytelling, and RPGs are no different. However, where interpersonal conflicts and puzzles can be handled with some well thought out words from a player, and a few die rolls, there is much more going on when characters fight. This necessitates a more mechanically intensive ruleset.

Combat Time (Rounds and Turns): Combat takes place in a series of 3-10 second long rounds, each consisting of a number of turns equal to the number of participants in the combat.

Initiative Roll (this is not a check, roll 1d6+Reflexes): Initiative is rolled at the beginning of combat, and at the beginning of each round where the gamemaster decides the situation has been shaken up enough to call for another initiative roll.

Taking Turns: In the order determined by the initiative roll, highest to lowest, characters take turns. On each turn a character may perform up to two Half Actions or one Full Action.

Surprise: At the beginning of combat, if one side is caught unaware of the other side (such as in an ambush), the side caught unaware is Surprised (condition, see below).

Actions Half-Action: Perform up to two of these on your turn, you may not take the same half-action twice in one round. Full-Action: Perform one of these on your turn. Reaction: Reactions are when you are forced to do something other than a standard saving throw outside of your turn. Taking reactions has a cost, typically a half action on your next turn. As a half-action you can set any other half action as a triggered reaction. This still costs another half-action on your next turn. Nonaction: Minor things that do not interfere with your ability to act in combat, such as speaking a few lines of text, or deciding to wait a moment before acting.

Players will think outside of the box. They will look at your carefully constructed combat scenes and react in a way the rules haven't covered. Gamemasters must resist the urge to shut this line of thinking down, instead have the player explain how and why it should work, then determine the right kind of roll needed, using the list of actions (below) as a guide. Action Types Attack Half-action Make an attack with an equipped or natural weapon. Disarm Half-action Make an attack against an enemy's weapon (rolling a Strength saving throw instead of Reflexes). If you win, the enemy's weapon is knocked out of their grip. Draw & Attack Half-action Drawing a weapon and attacking adds a -3 penalty to the attack roll.

Get Up Half-action Getting up from the Prone position (conditions, see blow). Grab Half-action Attack with your bare hands to grab an opponent, with a -3 penalty to the attack roll. If you hit you have the opponent is Held (conditions, below). Run Half-action Move up to your Run movement speed. Sweep/Trip Half-action Attack the enemy's legs, with a -3 penalty to hit. If you hit, the enemy is knocked Prone. Throw an Item Half-action If your strength is greater than the thrown object/creature's body (or equivalent) you can throw the item a number of meters equal to your Strength Check. If doing so to make an attack with an item not designed for throwing (such as a creature) you have a -3 penalty to hit. Dodge/Parry Full-action You take a defensive stance, benefiting from a +3 bonus to Reflexes saves until your next turn. Reload a Weapon Half-action Unless noted otherwise, reloading a ranged weapon is a half action. Sprint Full-action Move up to your Sprint movement speed. While sprinting you evade attacks by rolling Movement saves instead of Reflexes. Dive for Cover Reaction You make a Movement check (TN 7+distance in meters) to dive behind something solid within sprint distance. The check is also treated as your saving throw, with a bonus from the cover if you beat the TN. If you beat the TN but the attack still hits, the hard cover also applies to your Toughness. Wait Nonaction You delay your action, waiting until later in the round. This permanently changes your place in the initiative order until the next time it is rolled. Attacks: One your turn your may make one of a few different kinds of attack actions (and under normal circumstances, never more than one per turn). Whichever action you perform, you are still attempting to cause harm to another character or an object with a natural attack or equipped weapon. Attack rolls are modified by circumstance, the inherent Weapon Accuracy characteristic of the weapon, and the most relevant characteristic of the attacker; Strength for hand-held (or melee) weapons, Reflexes for ranged weapons, or Intelligence for advanced guided weapons.

Saving Throws: If you are the target of an attack, you react by rolling a saving throw that must exceed the attack roll (as it is the attacker's action, they must equal or exceed your saving throw). If the attacker fails their attack, the attack has missed you completely and does not deal damage. If the attack does succeed, then damage is rolled to determine the severity of the hit. Saving Throws against attacks are modified by the character's Reflexes (reacting quickly to evade) or Movement (leaping behind cover). However, Constitution (resisting a toxin), Cool (resisting mental influence) or Strength (prevent being crushed) are also possible. Unconscious or restrained characters have static TN of 7 for their saving throw.

Damage Rolls: After a successful attack roll, the attacker rolls damage. A damage roll is a kind of check, rolling 3d6 modified by the weapon's Damage Bonus, and with most hand-to-hand weapons the attacker's Strength. The Target Number for this check is the defending character Toughness characteristic. And if the damage check is successful, the defending character takes a damage condition.

Damage Conditions: A subset of Status Effects that represent physical injury in combat. The severity of the damage is based on how well the damage roll exceeds defender's toughness.

Damage Condition s by Roll 0-9 Staggered 10+ Wounded

Staggered [Damage Condition]: If the damage roll equals a character's Toughness, or exceeds it by a value no greater than 10 (0-9), the hit is a near miss, or light graze. The damage is a momentary spike of disorienting pain but with no lasting trauma. You suffer -1 penalty to your next Attack Roll, Saving Throw, or Check. Wounded [Damage Condition]: If the damage roll exceeds the defender's Toughness by 10 or more, the attack impacted the character causing some sort of lasting injury. You suffer a -1 penalty to all of your characteristics until the effect is healed. (-1 to Toughness and to attacks, saves and checks, -2m to Run and -3m to Sprint movement speeds) Damaging Objects: Objects (tools, vehicles, buildings, etc) can also be damaged. Objects have a Toughness characteristic (just like a character). If an object would be staggered by an attack is only caused superficial damage that alters how the object looks, but not its functionality. If an object would be wounded by an attack, it is destroyed.

Incapacitation and Death: A wounded character with a Body or Constitution of 0 that performs any actions on their turn must make a Constitution save (TN 15) or become Incapacitated.

Incapacitated [Damage Condition]: Your injuries prevent you from moving and acting. You are not able to make any active checks, or any saving throws that rely on movement. If you take any damage while incapacitated, you must make a Constitution save (TN 15) or die.

Death for characters is the same as death in the real world, they're no longer people that can interact and their corpse is an inanimate object.

Healing Saves: Through rest and medical aid, character can remove Wounded conditions or the Incapacitated condition. The Incapacitated condition can not be removed until enough Wounded conditions are healed to raise the character's Body and Constitution to 1 or greater. A Healing save is a Constitution save (TN 20) that may be made once per day after 24 hours of rest. A character using a medical kit, succeeding on an Intelligence check (TN 20) will grant a +3 bonus to this saving throw. Proper hospital care, or setting specific equipment or powers may allow more frequent saves.

Falling Damage: Upon hitting a hard (or functionally hard, such as still water) surface after falling, you are automatically hit and damaged with a damage roll of 7+the distance fell in meters.

Slip Damage: Flame and strong radiation are two examples of things deal continuous damage over time. These, and similar, effects act on their own initiative count, taking a turn first in a round. During this slip damage turn, anything caught within the area of effect of the attack is automatically hit. Roll the slip damage as denoted by the effect and check it against the toughness of everything that can be damaged by the effect within the area of it.

Conditions: Special actions, equipment or circumstance can inflict a whole host of other conditions that hinder the character's abilities in some way beyond damage. If more than one condition affects a character, apply them all. If certain effects can’t combine, apply the most severe effect. Condition Summary Distracted You are distracted by an outside source. You suffer a -1 penalty to all attacks, saving throws, and checks until the source is removed. Unlike other conditions, you can be distracted multiple times. Frightened You are scared and unsettled. You suffer a -1 penalty to all attacks, saving throws, and checks until the source is removed. You can not move towards the source of the fear. Frightened NPCs always fail Morale saves (Morale, below). Held You are restrained by a character or object. You have a -3 penalty to attacks, checks and saves until you escape, you cannot use two-handed weapons, and you can not move. Opposed Strength check to escape the restraint. Impaired You have lost or greatly reduced efficacy of one of your senses. You suffer a -6 penalty to attack rolls, saving throws, and checks that rely heavily on the use of that sense. Nauseated Something is causing you to be sick. You may only perform a single half-action each round. Paralysis You are locked into a single position. You cannot move or act, you are usually also prone. Prone You are lying on the ground. Your movement speeds are cut in half, and you have a +3 bonus to saving throws vs. ranged attacks, and a -3 penalty to saves vs. melee attacks. Strained You suffer a -1 penalty to all attacks, saving throws, and checks until you have a chance to rest. Stunned You are rendered useless for a shot time due to shock. You have a -3 penalty to all saving throws until your next turn and lose all actions on that turn. Unconscious You are out cold, asleep or knocked out. You cannot perceive the world around, move or act, You are usually also prone. Weakened You are exhausted and weakened. You have a -3 penalty to all attacks, saving throws, and checks, and you suffer a -10 penalty to damage rolls with strength-based attacks.

Condition Duration: If the nature of the condition or the attack that would cause the condition does not have designate how the condition is removed, then the duration of the condition is based on the difference between the Attack Roll and the Saving Throw to avoid that attack, in a manner similar to damage rolls. 0-9: The condition ends at the end of the affected character's turn in 1d6 rounds. 10+: The condition does not end until in-game actions are taken to remove it. Cover: Hiding behind the natural features of the battlefield can provide a bonus to saving throws and/or toughness against attacks. Soft cover (natural vegetation and wood) provides a +3 bonus to Saving throws only, whereas Hard cover (stone pillars, waist high concrete walls, metal boxes) provides a +3 bonus to both Saving throws and Toughness.

Armed vs. Unarmed Combat: If you lack proficiency in any martial arts style and do not have a melee weapon of some sort in hand, you suffer a -3 penalty to saving throws against attacks made with melee weapons.

Two Weapon Fighting: Characters may wield two one-handed weapons at a time. Combine the minimum strength of both weapons wielded when using two weapons, any penalties resulting from this applies to both weapons simultaneously. You also suffer a -3 penalty to attack rolls with both weapons.

Shooting Into Close Combat: If you use a ranged weapon to attack a target engaged in close combat, you suffer a -3 penalty to your attack roll, reduce this penalty to -1 if the intended target has a body of 7 or greater. Critical failures on attacks rolls are likely to hit the friendly characters, regardless of the body size of the intended target.

Knockback: Attacks made with weapons that use the attacker's Strength to hit knock an individual enemy back if the attacker's Strength is greater than 7, and the defender's Body isn't. The distance the enemy is knocked back is difference between their respective Strength and Body characteristics in meters. If the enemy moves more than 1 meter they must make a Reflexes save (TN 15) or fall prone.

Stealth and Camouflage: Stealth checks are Movement or Reflexes checks with a bonus granted for wearing a sort of camouflaging outfit or get-up. Camouflaging equipment, such as woodland pattern BDUs or a gillie suit may add a conditional bonus to checks (such as while hiding but not moving, or while moving stealthily at a distance).

Encumbrance and Weight: Characters can not carry an infinite amount of equipment, armour and weapons. A character's Strength characteristic limits how much the character can carry easily (Heavy Load), Lift (Maximum Load) and Force along the ground (Push/Drag). The weight limits detailed in the rules. Heavy Load: Carrying more than this weight imposes a -3 penalty Reflex and Movement. Maximum Load: Characters can not carry more than this weight, and will collapse after a round. Push/Drag: Character can move items up to this weight up to ½ their Movement meters per round. Character Creation

The first thing most players do with Infusion is creating their character Step 1: Conversation with the Gamemaster Step 2: Set Primary and Derived Characteristics Step 3: Acquire Options (Proficiencies, Perks and Flaws) Step 4: Equipping your Character Step 5: Spend XP allotted for a more skilled than Starter characters

Step 1: Conversation with the Gamemaster You start by talking with your gamemaster. This should be more than stating the genre of the game, and if any rules Infusions used. However, that level of brevity is for groups that have played together often and already know each other well. The conversation should be about the other players. And about the tone of the campaign, and everyone's expectations. Once you've determined who you want to play and how that character will fit into the game world, it is time to sit down and build your character.

Players have 35 points, referred to as Character Points (CP), to spend characteristics and options.

Step 2: Primary and Derived Characteristics There are 7 primary characteristics that define a character's basic physical and mental capabilities. Characteristics start at zero. The cost of each point of a characteristic is 1 CP. A characteristic of less than 0 means your character will have trouble functioning on a basic level. 7 or greater is superhuman levels of ability, and 10 is divine. Character Points can not be used to raise a characteristic above 7 for humans and human-like characters.

What each value of a characteristic means to humans and human-like characters in Infusion: Less than 1 The character is unable to function normally. Handicapped in some way. 1-3 Baseline; mundane human capabilities 4-5 Peak; the abilities of athletes and geniuses 6-7 Heroic; the stuff of song and story 8-9 Legendary; the power of demigods 10 Supernatural; the ability to support claims of divinity Body Mass (BODY) Body, or Body Mass, does not represent ability. Instead being a nonlinear numerical representation of your size and density. A higher body characteristic can represent size, denseness or a combination of both. A human child has a Body of 1-2. An adult of average health 2-4. Characters with a body of 5-7 are obese or bodybuilders. Characters with a body of 8 or more are veritable giants, with at least 3x more mass than an average adult human. Large characters with glass jaws have Body and a flaw that lowers Toughness.

Derived Characteristic: Toughness [12 + BODY] A derived Target Number that damage rolls must equal or exceed to damage the character the character.

Constitution (CON) Where Body is size, Constitution is health. A measurement of your ability to resist toxins and diseases. How long you can sustain difficult physical activities. It is also how well you heal from injuries.

Cool (COOL) A mix of presence and willpower. How well you keep a level head in a stressful situation. How well you know yourself. And the force of your willpower – how well you resist mental influence and coercion.

Intelligence (INT) This characteristic is a measurement of your awareness and cleverness. Intelligence is your perception, your education and common sense. You may roll Intelligence to remember information your character knows but the player does not.

Movement (MOVE) Your ability to move, it determines the movement speed derived characteristics. Movement saving throws can replace Reflexes saving throws under the right conditions.

Derived Characteristic: Run Movement Speed [Move x2] A derived characteristic that denotes how far the character can move as a half-action, running at a quick but not harried pace.

Derived Characteristic: Sprint Movement Speed [Move x3] A derived characteristic that denotes how far the character can move as a full-action, running as fast as they can. Reflexes (REF) Your agility and reflexes. It shows how fast you react, evade attack, and how well you can keep a steady hand or make precision strikes.

Strength (STR) Your ability to exert physical force. Lifting, pulling and carrying objects. It also is how well you can use melee weapons and wear armor. See Weight and Encumbrance (below) for details on carrying capacity.

Encumbrance and Weight: Characters can not carry an infinite amount of equipment, armour and weapons. Instead, having a weight limit based on Strength. Armour worn is not counted as a part of encumbrance. The effects of an armor's weight is already handled as part of the armor rules. Heavy Load: Characters can carry up to this weight in kg without penalty. Carrying more than this weight imposes a -3 penalty Reflex and Movement. Maximum Load: Characters can carry no more weight than the amount listed in this column. If they try, they either drop the materials or collapse under the weight. Push/Drag: Items this weight can be pushed or dragged up to Movement (x1) meters per round.

Strength Heavy Load Max Load Push/Drag 0 7 kg 10 kg 25 kg 1 18 kg 25 kg 50 kg 2 37 kg 50 kg 75 kg 3 56 kg 75 kg 100 kg 4 75 kg 100 kg 200 kg 5 112 kg 150 kg 300 kg 6 125 kg 200 kg 400 kg 7 225 kg 300 kg 500 kg 8 300 kg 400 kg 600 kg 9 375 kg 500 kg 700 kg 10 450 kg 600 kg 800 kg 11* 575 Kg 700 kg 900 kg 12* 600 kg 800 kg 1,000 kg * The 4th and 8th points of body characteristic increases that character's effective strength by 1 for determining the amount of weight they can carry and move. The table extends out to a strength of 12 to cover these situations. Step 3: Options Use whatever points you did not spend on base characteristics on Proficiencies and Perks. To define your character's skills and abilities. You may also take Flaws to get more Character Points to buy Proficiencies and Perks with.

Proficiencies (1 CP each) Advanced training with a group of weapons or fighting styles, armour, tools, and areas of intense study. Without proficiency a you can pick up an item and use it, but do so at great disadvantage. A -3 penalty to all relevant checks with that item. Also, the effect of Critical Failures are more spectacular than usual.

Weapon Proficiencies: If you are proficient with Pistols you may use one-handed firearms (revolver, pistols) without penalty. With Samurai Swords you may use the katana, wakizashi, tanto and similar weapons without penalty. Martial arts fighting styles (Judo or Karate) negate the penalty for fighting while unarmed against an armed foe.

Armour Proficiencies: Knight's Armour (late medieval armour) is a proficiency, as is Modern Battle Armour (modern flak jackets). Heavy Armour, however, is not. Wearing a armour without proficiency hinders saving throws (See Armor, below).

Tools Proficiencies: Proficieny with a special toolkit grants you the use the tools for their basic and advanced purposes. Also, it grants knowledge of the profession that toolkit is for, as well as any related lore. These include things like Mechanic's tools, Lockpicking kit, and First-aid kit, etc.

Language Proficiencies: Language allows easy communication within one language. Language proficiency also allows you to muddle through another language from the same family (with an Intelligence check). The GM will impose penalties to checks for social interaction while a language barrier persists. Sign Languages, and Constructed languages (Esperanto or Sindarin) do not have language groups.

Everyman Proficiencies: Every character has these proficiencies. They are what people in the setting learn as a part of growing up. This can vary from setting to setting, and lacking parts of the everyman proficiencies can is a Flaw. These usually include a Native Language, Basic Weapons (light club and knife) and Basic Armour. In some settings everyman proficiencies grant the usage of a vehicle (such as driving a car or riding a horse). Perks (3 CP each) Special abilities that represent things you were born with, taught to do, or “awards” the you won. The list presented here are the basic perks found in most Infusion games. Extra perks may be made available by your gamemaster.

Perks List Ambidexterity You are neither left-handed nor right-handed, proficient in the use of both hands for all normal tasks. When fighting with a weapon in both hands, only the count the minimum strength of the heavier weapon. Ignore penalties for using items in your off-hand or both. Charismatic You may give a set of orders to a non-hostile NPC. You must make an opposed Intelligence check (vs. Cool). On a success, for the rest of this scene, that NPC gives their best effort to fulfill the orders given. The NPC will interpret the orders within the nature of their personality. They will not accept orders that would harm them or their loved ones. Cohort You have a sidekick, lackey, torchbearer, bodyguard, etc that assists your character in some way. You control the cohort as though it were another character. The gamemaster may rule that poor treatment of your cohort can lead to them shifting partially then fully into NPC status. The points spent on a cohort that leaves you do to poor treatment are not returned. You may make attempts to recruit new cohort. Use 20 character points to create your cohort. Common Sense You have the rarest of all superpowers, you know a dumb idea when you see one. The gamemaster will warn you when you decide to take particularly stupid actions, or make incorrect assumptions on the blindingly obvious. Where you may to reconsider your next course of actions. Decoy You are good at catching the attention of your enemies and getting shot at. You may, as a half- action, make an opposed Intelligence check (vs. Cool) to get the attention of an enemy that can see and hear you. On a success the enemy suffers a -3 penalty to all tests until it makes an attack where you are the primary target. Do The Your effervescent drive gives you the willpower to complete tasks that are impossible by any Impossible normal means. As long as the action is possible, the TN for any non-combat check you make tops out at 30. Educated You are an expert in a field of intense study chosen when you take this perk, you do not need to check Intelligence to recall facts about it or how to perform basic actions related to it. Gung-ho You are energized and always ready for whatever comes your way, with an unshakable morale. You never automatically fail any saves against Fear-based effects (including the Frightened condition), and are never frightened for more than 1 round, regardless of the die roll. Gunslinger You ignore the -3 penalty to hit when performing the Draw & Attack action with a holstered Pistol that you are proficient in the use of. Additionally, when making a Draw & Attack action in combat with a holstered Pistol that you are proficient with, you have a +3 bonus to damage rolls. High Pain You're really good at taking a beating. For each level of this perk you take; increase your Threshold Toughness by 1 and decrease the cumulative penalty from the Wounded condition by 1. You Perks List may take this perk up to three times. Iaijutsu You ignore the -3 penalty to hit when performing the Draw & Attack action with a sheathed Sword that you are proficient in the use of. Additionally, when making a Draw & Attack action in combat with a sheathed Sword that you are proficient with, you have a +3 bonus to damage rolls. Intimidation You may make a special Intimidate action against enemies with an intelligence of 0 or greater. Intimidate [full-action] You catch the attention of an enemy within 10 meters of you and strike fear into their heart. Depending on how you wish to intimidate the target, the gamemaster may call for you to attack using Cool or Strength, opposed by the target's Cool. If the target fails their save, they are stricken with the Frightened condition (normal duration). License Through training or circumstance you have been granted permission to use an item or do an action that is normally illegal for a person of your age and station within the game world. Knowing how to do something uncommon or illegal without license is not the same as being licensed to do it. Look Beyond You may invoke visions and gain knowledge about the future. Outside of combat you may propose an assumption or ask a question of the GM about the current events of the game. As a part of the visions you make an opposed Intelligence check (vs. a hidden check rolled as 3d6+3). The answer the gamemaster gives to your question or assumption is based on the check. Its clarity coming from the how high the outcome of your roll, and the accuracy if you beat the gamemaster's check or not. Lucky Sonuva Once per scenario you may prevent your character's death from an attack or hazard that should kill them. Luck conspires in some way to keep your character alive, but not unscathed. You may only use this ability if you can give a possible, however improbable, description of how your character would survive the incident. When you use this perk, your character gets with some kind of lasting injury (resulting in a lost of a point of a characteristic or a flaw of 2-3 points in value). They are stricken with 2 or 3 conditions as befitting the nature of the attack or hazard that killed them. Marksman When using a two-handed ranged weapon that you are proficient with you may make a special Aim action. Aim [Up to 3 half-actions] You may set up your shot, steadying your weapon and trailing your target's movement for greater accuracy. Each half-action spend aiming nets you a +2 bonus to your next attack roll and damage roll if the attack hits. You may spend up to 3 half-actions aiming for a cumulative bonus (maximum +3 bonus). The bonus is lost if you take any actions after aiming but before firing the weapon, including reactions. Membership You are a member of an organization within the game world of some renown. For each level of this perk you gain additional rank and influence within that organization. However, the more powerful the organization is the less amount of influence you receive with each level. Your gamemaster will provide a list of organizations that your character may wish to be a part of. Perks List One Bullet Left You always have one lucky shot left in a pinch. When fighting with a ranged weapon that uses ammunition (such as a pistol, sub-machine gun or longbow) that you are proficient in the use of, you will have one shot left in the weapon's magazine, quiver, etc. This shot comes after all of your ammunition is expended, and benefits from a +6 bonus to hit and damage rolls. This perk does not remove the need to reload your weapon, is simply allows you to have one last lucky shot when all other have been expended. Sex Appeal You can use your comely looks and sexually charged personality to distract and confuse opposing characters, gaining the upper hand. Sex Appeal Distraction [half-action] You catch the attention of an enemy within 10 meters of you and Distract them with your beauty and how you carry yourself. The nature of the distraction is based on that character's interests and biases. Just as easily as the distraction could be from attraction itself, the distraction may also be caused by confusion do to the attraction outside their normal interests, or even anger that your character attempting to seduce them is the wrong type. Simulate Death You can enter a near-death state, over the span of a minute you may slow your heart rate and breathing so much that you can fool others into thinking you are recently dead. While in this state your perception of the world around you is greatly limited, you can last twice as long before needing food, and it is a TN 20 Intelligence check to determine whether you are dead or alive. Wilderness You are adept at keeping yourself fed and save while in the wild. You do not suffer penalties on Survival Intelligence checks to find food and shelter, and only in extreme circumstances when tracking prey.

Flaws (Varies, 1-5 CP each) Flaws are a kind of disadvantage characters must overcome as they deal with their day-to-day lives. Flaws are plot hooks, personal foils, and character specific challenges, often provide interesting roleplaying opportunities just as much hinder their abilities. Addictions, enemies, events to handle, or even physical or mental disabilities can be flaws the character takes. The value of the flaw in Character Points is based on how much of a negative impact that flaw has on the character's life and abilities. Including how often it is a problem for the character, the size of the hindrance and how easy or difficult it is to circumvent or ease. Flaws that can be overcome in a trivial manner are not flaws – addiction to caffeine in a 21st century game world is not worth any CP.

Species are not Flaws: A character's species is taken into account when determining if something is a flaw or not. For example, a wolf character would not have returned Character Points for lacking fine manual dexterity, or requiring special translation to communicate with a human – those are normal for traits wolves. Step 4: Gear Up Your Character After you have spent points on your character's characteristics and options, it is time to acquire gear for your character. Without a specific flaw related to a lack of wealth, you are assumed to have income enough to have clothing, a home, food to survive and 200 units of currency (euro, nuyen, silver thrones, pieces of eight – whatever is the standard to the game world) to acquire the tools and weapons your character needs to fill their role in the world. The equipment list presented below is for a modern/near- future setting. If your infusion game takes place in another world, your gamemaster will provide a tailored equipment list. Character Points may be spent to increase the starting currency a character has access to. Each CP spent awards the character 500 units of currency to spend.

Equipment Lists Presented here is a sample list of equipment tailored to the near-future/modern military and zombie- horror campaigns Infusion has been play-tested with. If you are playing in a historical fantasy or far future setting your Gamemaster will provide a list tailored to your game.

Item Characteristics Cost: The cost for the item in general currency units. Weight: This is how much the item weights in kilograms. Notes: Any additional notes related to the item.

Survival Gear Cost Weight Notes Signal Flare 5 0.25 kg Flash Light 5 0.5 kg Camping Lamp 20 1 kg Water Filter 50 1 kg 1d6+6 uses Gas Mask 100 0.5 kg 2 hours of use Breath Mask 250 0.5 kg 2 hours of use Basic Tent 25 5 kg Holds up to 2 people Survival Dome 150 15 kg Holds up to 4 people Tool Kit 200 7 kg Survival Kit 25 2 kg Matches, fishing line, etc. Climbing Gear 50 2 kg Not including rope Rope, 250 kg strength 50/m 1 kg/m Rope, 1000 kg strength 300/m 2 kg/m Lockpick Kit 100 1 kg Containment Unit 250 2 kg Seals hazardous materials Radiation Suit 500 5 kg Technology Cost Weight Notes Binoculars 20 0.5 kg 10x magnification, Waterproof Night-vision Goggles 200 0.5 kg IR Goggles 250 0.5 kg Digital Camera 100 N/A Memory Card 10 N/A Hold 100 photos or 100 minutes of video First-aid Kit 10 1 kg Materials for up to 10 uses Field Surgery Kit 200 5 kg Medical Scanner 250 1 kg Home Computer 1000 5 kg Large multi-part item too unwieldy to use on the go Laptop Computer 500 2 kg Limited functionality Tablet Computer 250 N/A Greatly limited functionality Cellular Phone 50-100 N/A Monthly fee: 20-200 Satellite Phone 500 0.25 kg Monthly fee: 100 Radio Communicator 25 0.25 kg Hand-held Scanner 250 1 kg Detects radiation, temperature, particle levels and life signs. 100-m range.

Fashion Cost Weight Notes Dress 20-500 N/A Pants 20-200 N/A Shirt 15-200 N/A Jacket 35-500 N/A Footwear 25-500 N/A Jewelery 10-750 N/A Protective Eyewear 5-50 N/A Glasses/Contacts 100 N/A Clothing items do not have an appreciable weight until dozens are carried.

Transportation characteristics Cost: The cost for the item in general currency units. Top Speed: Maximum speed the vehicle can move in kilometers per hour. Toughness: Vehicles have a toughness characteristic just like characters do. Handling: A modifier to Reflexes checks/saves to control the vehicle. Passengers: How many people the vehicle can carry in addition to the driver.

Transportation Cost Top Speed Toughness Handling Passengers Scooter 500 100 kph 17 -3 0 Motorcycle 2,500 160 kph 22 -2 1 Transportation Cost Top Speed Toughness Handling Passengers Compact Car 10,000 125 kph 27 -5 4 Medium Sedan 12,000 160 kph 32 -4 4 Sports Car 25,000 235 kph 32 -3 1 Luxury Sedan 25,000 160 kph 37 -3 4 Puckup Truck 15,000 125 kph 32 -5 1 + Cargo 4×4 Truck 25,000 160 kph 37 -5 1 + Cargo SUV 20,000 125 kph 32 -5 7

Armor characteristics Protective clothing comes in a multitude of sizes and materials, its primary purpose is to grant a bonus to the wearer's Toughness derived characteristic. Shields and more advanced armours may have other benefits. Wearing armour you are not proficient in the use of imposes a penalty of -3 to Movement and Reflexes saving throws. Cost: The cost for the armour in general currency units. Toughness Bonus: A bonus the armour applies to the Toughness of the character wearing it. Minimum Body: Minimum Body characteristic needed to wear the armour as intended, wearing armour you do not have the minimum body for imposes a -3 penalty to Movement and Reflexes saving throws, and prevents you from Sprinting or Swimming. Weight: This is how much the armour weights in kilograms. The weight of Armour worn is not counted against the character's encumbrance. Notes: Any additional notes related to the armour.

Armour Cost Toughness Min Weight Notes Body Normal clothing Varies +0 0 N/A The weight of one outfit is negligible Leather clothing 50 +1 0 1 kg BDU 50 +2 1 1 kg Kevlar vest 90 +3 2 4 kg Chain Hauberk 150 +5 3 5 kg Flak Gear 200 +5 2 4 kg BDW with armoured vest and leggings Scale Armour 200 +6 3 8 kg Plate Armour 1,200 +8 4 15 kg Bomb Disposal Suit 1,500 +10 4 20 kg Cybersuit 2,500 +10 4 30 kg Full body coverage, includes helmet Helmet 20 +1 1 1 kg Worn with other armour Small Shield 50 +1 1 1 kg Prevents use of two-handed weapons Large Shield 80 +2 1 3 kg Prevents use of two-handed weapons Weapon Characteristics To determine the cost of a weapon combine the weapon's WA and DB then multiply that result by 20. Attacking with weapons you are not proficient with incurs a -3 penalty to attack rolls, and critical misses are treated as a hit against you. WA (Weapon Accuracy): A bonus or penalty to attack rolls made with this weapon. DB (Damage Bonus): A bonus added to damage rolls made with this weapon. Damage bonuses listed as S+# add the attacker's Strength as well. Min (Minimum) Str (Strength): The minimum required Strength required to use the weapon as intended. Attacking with a weapon you do not meet the minimum strength for incurs a -3 penalty to attack and damage rolls. Range: An indication of how far an enemy may be away from you and you may still make an attack against them with the weapon. • Close: Close enough that you can see the white's of their eyes, under 50 meters • Medium: Pretty far away, under 100 meters. • Far: The enemy is too far to pick out small details, under 200 meters. Mag (Magazine) Size: How many shots can be fired from the weapon before a half-action must be spent reloading it. Proficient users may reload a longbow as a part of the attack action. Weight: Weights are listed for weapons in kilograms. Notes: Any additional notes related to the weapon.

Hand-to-Hand Weapons Weapon WA DB Min Weight Notes Str Basic weapon (knife, light club) +0 S+1 1 0.5 kg 1 hand, knives can be thrown (close) Small Blade (gladius, hatchet) +1 S+3 1 1 kg 1 hand Large Blade (claymore, battleaxe) +1 S+5 3 2 kg 2 hand Heavy Bludgeon (bat, sledge) -2 S+7 3 3 kg 2 hand Polearm (halberd, awl pike) +2 S+5 2 2 kg 2 hand Javelin +2 S+5 2 1 kg 1 hand, must be thrown (medium) Whip -2 S+4 2 0.5 kg 1 hand Chainsaw -3 +10 3 2 kg 2 hand, requires fuel to use, devastation effects on critical hits and misses. Ranged Weapons Ranged Weapon WA DB Min Range Mag Weight Notes Str Size Revolver +0 +6 1 Medium 6 1 kg 1 hand, +1 WA if used 2 handed Light Pistol +0 +5 1 Medium 9 1 kg 1 hand, +1 WA if used 2 handed Heavy Pistol -1 +7 2 Medium 9 1 kg 1 hand, +1 WA if used 2 handed Rifle +2 +8 1 Far 6 2 kg 2 hand Shotgun -2 +10 3 Close 1, 2 or 6 2 kg 2 hand Assault Rifle +0 +10 3 Medium 15 2 kg 2 hand Grenade +0 +10 1 Close 1 0.25 1 hand, 5-meter explosion Stun Grenade +0 +10 1 Close 1 0.25 1 hand, 5-meter explosion, causes Prone and Stun instead of damage Longbow +0 S+5 3 Far 1 1 kg 2 hand Crossbow -3 +6 2 Close 1 2 kg 2 hand

Experience Points and Character Advancement Character advancement is unnecessary in short, one or two session long adventures. However, in longer campaigns advancement is an important reward for the players' participation. Infusion handles this with the use of Experience Points (EXP) to but Advancements. Advancements improve your abilities, learning new abilities, or increase wealth. Advancements are boons with a value attached to them that players may spend EXP to buy for their character between adventures (or during any in-game down time). EXP does not need to be spent all at once, and cam be saved over time for larger advancements. Some gamemasters may wish to grant some EXP to player characters at the start of a campaign to represent their adventures from before the game begins. Characters earn 20-40 EXP per scenario. For roleplaying, overcoming challenges and being all around entertaining players.

Individual Advancements 100 EXP Proficiency Advancement Gain a new proficiency. 100 EXP Windfall Gain 1,000 units of in-game currency or an item of equivalent value. 200 EXP Proficiency Mastery Improve an existing proficiency, gaining a +1 bonus to all checks related to it. This advance may not be taken more than three times per proficiency. 300 EXP Perk Advancement Gain a new Perk, or improve one you already have that can be. 1000 EXP Characteristic Advancement Increase a characteristic by 1 to a maximum of 7. 2500 EXP Characteristic Mastery Increase a characteristic of greater than 7 by 1, to a maximum of 10. Your gamemaster may have additional setting specific Advancements available for characters. Non-Player Characters

Non-player Characters are built using the same rules as Player Characters. However, they have two additional characteristics; Attitude and Morale. Long-term human-like characters who will be appearing in multiple scenes should be built just like PCs, with the same 35 points (or 20 for non-heroic/mundane characters) with additional growth coming from spent XP.

Morale: NPCs will rarely fight to the death, preferring to flee to fight another day. Each NPC will have an eighth characteristic called Morale. It is another characteristic and uses the same scale. Morale is checked when hostilities break out (at the start of a fight), when their first ally is incapacitated, and finally when their forces are reduced to the level that they are now outnumbered by the PCs. Morale is rolled as a Saving Throw of sorts (TN 15), a single 3d6 is rolled and all NPCs in the battle use that as their save. The NPCs failing the roll being forced to rout.

Attitude: This is a descriptor for non-player characters, their predetermined attitude towards the player characters based on the personality of the NPC, the PC's reputation (if any), and/or an initial social interaction check (typically Cool, but sometimes Intelligence). These attitudes fall into one of the five following categories: Helpful, Friendly, Indifferent, Unfriendly and Hostile. This can be shifted one way or another with successful or incredibly poor social interaction checks.

NPC Attitude Hostile The NPC hates you and your allies, willing to take great lengths to impede your efforts or harm you. Unfriendly The NPC dislikes you, but isn't all that concerned with trying to make your life worse. Indifferent The NPC really doesn't care about you at all, one way or the other. Friendly The NPC whats to help you out and is rather fond of your, but isn't going to put anything on the line to help you. Helpful The NPC fully supports you and your cause, willing to do anything short of hurting themselves to aid you.