TOTAL ™ BASIC RULES REV 4.4.3 Web Edition THE FUZION GROUP© 1997

Fuzion © the FUZION GROUP, 1997. All rights are reserved under International Copyright Conventions.

Fuzion is the Fuzion Group's trademark name for its multigenre roleplaying sys- tem. This copy is authorized for single-download, personal use; commercial or online use of these materials in any form without written permission from the Fuzion Group will be prosecuted to the full extent of law. To obtain permission or licensing information, contact the Fuzion Group at [email protected]. PAGE 2 INTRODUCTION TO FUZION F rules tofindtheanswer.rules not youhitsomeoneorwhethercanpickalock),usetheFuzion isn’tobvious(likewhetheror theresult something comesupwhere askingtheplayerswhattheircharacterswilldonext.When starts begins totelltheplayerswhattheircharactersseeandhear, and book),and anadventure (orusesonefrom astory GM prepares The basedonwhattheGMtellsthemaboutrules. acters ready (in the case of Strength, a+1isdieofdamageinanattack). (in thecaseofStrength, human. Each1pointofaCharacteristicorSkillis+1toRoll human.Anythingovera10issuper- can goupto10foranormal OPs. get more game. You maybeabletotakeComplicationsforyourcharacter hemayhaveforhis buy andwhatyoucan’t,anyspecialrules with,whatthingsyoucan how manyCPsandOPsyouhavetostart use (includingequipmentandspecialabilities).TheGMtellsyou Points (OPs)tobuySkillsandotherthingsyourcharactercandoor in combat)withCharacteristicPoints(CPs).Next,youuseOption How doIfigur How dowestar How doIknowhowgoodmycharacteris? How doIcr one. up, orletsyoucreate beenwritten The GMgivesyouone,letspickonethat’salready How doIgetacharacter? interesting. complexand more tohelpguideyou,andsituationsthatare with rules or“playinghouse”gamesyouplayedasakid,onlythistime robbers” simply,players andtheGM.More isjustlikethe“copsand roleplaying ofthegamedependbothon it;theresults but doesnotcontrol sayinganddoing.TheGMguidestheaction Characters, orNPCs)are what ishappening,andothercharacters(theNon-Player theyare, tor oftheplay;he“setsstage,”tellingplayerswhere pen. Oneplayer, theGamemaster(GM)actslikeauthoranddirec- saying thethingscharacterwouldsayinsituationsthathap- like aplay. Eachplayerplaysacharacter, makingthedecisionsand that’s tobeacharacterinstory gameletsyoupretend A roleplaying What’ What’ PAGES PAGES PAGES PAGES 35 -37 37 -38 4 -33 8 -9 other words, it’s a roleplaying game. it’saroleplaying other words, in forroleplaying; uzion isasetofrules s aRoleplayinggame? s Fuzion? UIN AEMECHANICS GAME FUZION™ ed in the Fuzion rules. Theotherplayersgettheirchar- ed intheFuzionrules. characters, andallthechoicesoptionspresent- pointsfor tobeused,starting of thegame,rules One playerbecomestheGManddecidessetting and addittotheSkillneeded(theGM tellsyouwhich Action Value way, nomatterwhatSkillyou use.First,findyour You makeaSkillRoll.Rollsallwork thesame insomegamesyou being themaximumnormally; usuallyinthe3-4range,with7 humansare Normal valueof0. the samescale,andallhaveastarting CharacteristicsandSkillsusenumberson All Primary physically, howgoodyouare determine mentally, and Characteristics (alsocalledStats;numbersthat for yourcharacter. ThenyoubuythePrimary Use theLifepathonpage4todevelopabackground eate acharacter? e outifIsucceedatsomething? t playing? (AV): To dothis,taketheCharacteristic and optionsthatcanchangethis. canactagain.Page35hasdetails everyone Phase begins,where act untilallcharactershaveacted.ThenthePhaseisoverandanew How doIfight? completely, thecampaignsetting provided. through andread therules ityourself.Readthrough trying The bestwayisthrough How doIGM? How doItakedamage? How doIdamage? How doIhitatar below, dying.Seepage146fordetailsandoptions. youare Stun fallsto0orbelow, unconscious;ifyourHitsfallto0or youare totalStun(orHits).If your thetarget’s subtractedfrom Hits) are Stun(or the numberofHitsdonebyaKillingattack.Theremaining like Interlock, you’d roll 1d10). like Interlock,you’droll System,you’djustadd10;tobe plus DieRoll(tobeliketheHero Valuedirectly, theopponent’sActionValue theDifficulty comesfrom touseyourSkillagainstsomeoneelse’s Or, trying ifyou’re bytheGM,lookingattableonpage37forreference. provided Value Valueor beatstheDifficulty (DV),yousucceed.TheDifficulty is like Interlock,theDieRollwouldbe1d10.)IfyourActionTotal meets game. To System,theDieRollwouldbe3D6;to belike theHero Action Total. (The DieRollyouuseisdecidedbytheGMforentire Characteristic. Your ActionValue plusyourDieRollgivesyouthe pick alock,you’duseLockpickingSkillwithyourTechnique to trying Characteristic tousefortheSkill).Forinstance,ifyou’re Difficulty Value thetableonpage37). Difficulty (from = ActionTotal. TheActionTotal thanthe mustbeequaltoorgreater attacks). (forKilling Stun attacks)orthenumberofHitsagainsttarget (for and findthetotal;that’snumberofStunagainsttarget Value thantheDifficulty (DV)+DieRoll. be equaltoorgreater your ActionValue (AV) +DieRoll=ActionTotal. TheActionTotal must Valuebe likeInterlock.To gettheDifficulty foranunopposedaction, Defending Value System,1d10to (DV);add10tobeliketheHero Value, addthedefender’sDexterityplustheir EvadeSkilltogettheir Value;Difficulty ifyoumeetorbeatit,hit.To findtheDifficulty PAGES PAGES PAGES PAGES 46 -47 35 -45 46 -47 42 -45 higher. subtractsitsKillingDefensefrom Thetarget attack,whicheverdefenseis Stun donebyanormal thenumberof Defense ortheirKillingfrom ofanattacksubtractseithertheirStun The target result ofthataction,thenthenextcharactergetsto result the details). AcharactertakesanAction,determines (seepage35for character getstoactinorder andeach thatcombathasstarted, The GMdeclares or Killingattacks(guns,knives,lasers).Rollthedice eitherStunattacks(handsorfeet,clubs) Attacks are youuse. 1Strength 1D6forevery ber ofdice),orroll Roll thedamagelistedforyourweapon(somenum- Action Total. yourActionTotal Compare tothe plus yourWeapon Skill,andaddaDieRolltogetyour your ActionValue (AV): Take your ReflexCharacteristic Fighting ishandledthesamewayasanySkill.Find get? Skill Rolls : ActionValue (AV) +DieRoll NAVIGATING THE RULES PAGE 3 and A Plug-in are links to are a way of set- are rules that could ials ting the level of Champions. are ideas or concepts effect of a particular D lug-ins Fuzion’s “parent” sys- witches be turned on and off for your eys that we think you’ll find espe- P tems; R.Talsorian’s tems; R.Talsorian’s Plug- Ins, Switches, Dials, Plug- Ins, Switches, Dials, campaign without unbalancing everything else. Fuzion highlights S keys to unlock your imagination. K cially interesting; novel ways to use . uzion is unique in that it is designed uzion is unique in that it to allow Referees to customize its a rule or a new possibility for role- PLUG-INS, KEYS, PLUG-INS, is like a mini version of its parentis like a mini version of its (its ele- ments are created using the parent sys- tem, in fact), but the Plug-in is simpler Plug-Ins allow and has less complexity. you to build simpler versions of Powers and Mecha for your Fuzion games. They can also be used to “port” powers and mecha built in the parent into Fuzion or back. rule on your Fuzion campaign. Dials are usually set according to the Reality Level of the campaign; from Everyday (pretty much like real life) to Superheroic (the world of four color a dial, use comics and mythology).To you decide at the start of your cam- paign what reality level you want that particular rule to be set at, then check- mark the box next to that setting. The rulehas that level of then automatically effect on your campaign.Dials are an incredibly powerful tool, because they allow you to tailor the rules of the cam- paign to exactly fit the required flavor. And since all Fuzion games use the same dials, it’s easy to cross genres and worlds. these SWITCHES, AND DIALS SWITCHES, AND and HERO Game’s those important, switchable rules and makes it easy to pick them out from the ones that really affect the total balance use a switch, simply of the game. To mark it ON in the upper box. functions to better fit the particularfunctions to better fit This is done needs of their campaigns. by using four important concepts, called Keys playing. Keys also point out important use concepts in how Fuzion works. You F as possible; in gen- relating to the main to highlight ideas or con- s Notes: image not a multisystem. An mul- not a multisystem. An or , self contained . Each Keypage is designed illustration Less important subjects not as a series of parts for different genres. That whole, our Life http:\\www.fuzion.com are always written in a bold, fully capitalized text: tant Fuzion Designer’ tant Fuzion ), you don’t need to wait till we out out a specific book combin- ), you don’t need to wait till we out out a specific ove Y FUZION Major topics ill Impr USE AGES High Crusade he Fuzion system is an metasystem he Fuzion system is tisystem basically allows you to play the same way in a number tisystem basically allows TO Some Impor of different genres , on the other hand, or settings. A metasystem many do this, but also combine elements of allows you to not only T YS ¨ A W and are always prefaced of the with a black and white number box that lists the steps rules in order of how they are done. hy do we do it this way? The first reason is that although you may not currently have you have the option of adding them any characters in your game that can lift mountains, BASIC FUZION CONCEPTS to be an easy to follow chunk of information, divided into individ- uzion is built on the idea of Keypages s a general Rule, he result a few tables that either don’t directly is that in any Fuzion book, you may find apply to the genre to be out of scale to the genre or may seem (for instance, Strength final important thing about Keypages is that they are as eral, all the tables and information pertaining to a concept will be on the individual Keypage, cepts in the text, making it easier to pick out particular rules by linking them to a graphic. lso, most Keypage boxes will have some kind of astly, since Fuzion was designed from the roots of both the HEROastly, and Interlock systems, previouslyit also has the advantage of being able to use published materials from both or more or to download your own copy of the Core on the Fuzion system, Design Rules, visit the Fuzion Labs web site at And How It W topic are written in a bold, upper and lower case text, as below: means we’ve tried to cover as many different over hundreds conditions that we think might arise n addition, Fuzion was designed as a 1 of genres of putting out new rules and settings instead you as new settings come up. This allows more flexibility in creating your own genres; if you want to add starships to your fantasy game (like in Poul Anderson’s ing these elements. This is especially important when you consider the number of new genres and settings arising every and movies—with zombie cowboys, parapsychic day in animé, comics FBI agents, superpowered so on. ninja rangers and of these systems with very little conversion required. And since Fuzion can be applied to a wide variety of genres, other game settings as well as RTG and it has been licensed to HERO’s settings, allowing players to use parts of these offspringsystems as well. and Throwing and chuck them into orbit.) Relax. The tables that allow you to lift mountains but they are Fuzion setting, we may use the same tables, whole idea is that in each applied differently that control by adjusting the Dials and Switcher their effects on the game. different genresone setting (for instance, giant robots into charac- and fantasy you to customize those coreters) as well allowing rules to best fit the individual genre the level of their impact on your game. by adjusting at any time—if you want to. Otherwise, your campaign simply use the tables at the setting for you can easily “dial” those tables level. And if you need characters to lift small mountains, to a level which best fits that particular game. T W but have no number box. ABOUT KEYP ual topics. Each topic is often boxed or otherwise separated from all the other topics. even if this means repeating a table, passage or illustration more than once. Keypages are designed to be self contained so that you don’t have to spend a lot of time flipping around the book; in fact, most of the time, you can photocopy a particular Keypage and give it to your play- ers to speed the process of creating powers or mecha. characters, F L I A A A F PAGE 4 LIFEPATH: CHARACTER BACKGROUND 2-3 - AB 4-6 G 1-3 once ortraumas? Any ChildhoodCrises?Bigproblems What ComesNext? 12 7-8 R 2D6 situation] onyourcurrent [Note: thishasnoeffect What wasyourearlyupbringinglike,economicswise? 9-10 sible Complication.Forexample, eventisagoodplacetolinkuppos- asignalthatthisparticular They are 4-6 sister), a G Picky, fussy, andnervous 12 Intellectualanddetached 11 Sneakyanddeceptive Sillyandfluff-headed 10 Stableandserious 9 8 Friendlyandoutgoing Moody, rash,andheadstrong 6-7 andaloof proud, Arrogant, 5 Rebellious,antisocial,violent 4 Shyandsecretive 3 2 OLL 2 1 EARL BASIC O Along the Lifepath you'll see certain eventsmarkedwiththesesymbols. Along theLifepathyou'llseecertain T and findout... P W R W clothes, hadlotsoftreats. M F (1D6) O AMILY ICH OOR IDDLE EALTHY ELL N H O AU MOST VALUE YOU WHO S (possibly nobility):You lackingnothing. livedinthelapofluxury, Y OTO Vow Vow - : TO C Just scrapingby, day byday. : S ORING below and go to the appropriate table: below andgototheappropriate BACKGROUND LASS -D Childhood Events(Rollforallofthese): and ow moveontoEarlyBackground PERSONALITY You evenservants! had plentyofeverything; and worldview. You (2D6)theseorchooseone: mayeitherroll Basic Personality, Values, bydecidingwhatyourcharacterislike; tart TATUS O (to fightEvil)ora CHILDHOOD EVENTS : : Like most kids, you were pretty run ofthemill. run Like mostkids,youwerepretty You nice wenttogoodschools,wore : C HILDHOOD T follow the instructions in each box of the chart, rolling adieormakingchoiceasinstructed. rolling ineachboxofthechart, follow theinstructions story,” what he’sdoneandwhatlike.To hecamefrom, tellingwhere usetheLifepath,simply depthandcomplexity.give acharacterroleplaying theLifepathisyourcharacter’s“origin Ineffect, roleplaying yourcomplications. roleplaying OptionPointsis of gettingmore abigpart notjustwindowdressing; Note thatinFuzion,Complicationsare : GOTOLIFEEVENTS is a special flowchart of events, personality quirks and plot complications, which are usedto ofevents,personality quirksandplotcomplications,whichare is aspecialflowchart established.Lifepath acharacter;gettingconceptandhistory his isthefirststepofcreating Code of Honor Honor of Code Parents Murdered Parents A Switch: Complications tally), generateextraOptionPoints(pg.13Sec. lems or personal limitations that enhance the roleplaying aspectofthecharacter,lems orpersonallimitationsthatenhancetheroleplaying and(coinciden- s part of the Lifepath process, you mayalsoelecttotakeafew oftheLifepathprocess, s part LIFEPATH AU MOST VALUE G Noone 12 Personalhero 11 Publicfigure Teacher ormentor 10 Pet 9 Yourself 8 7 Lover Friend 5-6 orsister Brother 4 Child 3 2 V WHO DOYOU ALUE O T O (Never Harm anInnocent). (Never Harm HTYOU WHAT MOST? would be a great placetotakeona would beagreat Roll Roll G 4-6 S 1-3 E ....then O 1-4 A crisisinyourearlyyouth! - Y 5-6 CHILDHOOD O 6 killed in war, terrorism, ordisaster. killedinwar, terrorism, inexplicablyleftbehind. abductedor mysteriouslyvanished;youwere 6 5 youreyes. before murdered 4 underanalias. exiled;you have returned 3 theyhad. andlosteverything betrayedby afriendorrelative 2 1 4 unknown— you grew up alone, never knowing your true heritage. upalone,neverknowingyourtrue unknown—yougrew 5-6 4 abilityorstatus. tohave some kindofuniquebirthright, considered 2-3 crimetheymay(ornot)havecommitted. accusedof aterrible 1 T [see pg. 14 - 15 for more details] [see pg.14-15formore O NEMIES ECRETS U ENTIRE OUR EO SOME OR NE Hunted by (or involved in a vendetta) with a powerful group, ororganization. group, Hunted by(orinvolvedinavendetta)withpowerful not the real thing—you’re adopted, and obsessed with finding your true family. adopted,andobsessedwithfindingyourtrue thing—you’re not thereal escaped imprisonment but are stillunder thegun. escaped imprisonmentbutare Roll 1D6: LIFE EVENTS roll 1D6 roll G Vengeance 12 Havingagoodtime 11 Power Love 10 Your Word 9 8 Friendship Honesty 6-7 Knowledge 5 Honor 4 Money 3 2 V WHA ALUE O T ENEMY O for the rest ofthestory: for therest 1-3, they were imprisonedfor 1D6+2years;4-6,they 1-3, theywere EVENTS F T WORLD VIEW F ML WAS AMILY ML EBR WERE MEMBERS AMILY MOST? PERSONALITY DO ❷ ) to be used in the creation ofthecharacterlater.) tobeusedinthecreation YOU PSYCHOLOGICAL Responsibility, Responsibility, Roll 1D6 ... COMPULSION to seehowyourfamilywasaffected: EPNIIIYPHYSIOLOGICAL RESPONSIBILITY such asa ... C 11 People are Peopleare 11 9 my Peoplemustearn 8 I’mneutraltomostpeople. 6-7 sheepwho Peopleare Nooneunderstandsme. 5 Ilikealmosteveryone. 4 3 personisavaluable Every 2 G scumand Peopleare 12 Noone’sgoingtohurt 10 BACKGROUND OMPLICATIONS YOUR O T again. whoyoudependon. careful Be untrustworthy. People are respect. No free rideshere. Nofree respect. need tobeled. individual. should bewipedout. O SOCIAL EARLY Dependent Dependent WORLD VIEW : Situations,prob- wonderful! (your baby me LIFEPATH: CHARACTER BACKGROUND PAGE 5 : TO DETERMINE WHERE TO DETERMINE CURRENT SITUATION CURRENT OUTLOOK I crave more romance and passion. can’t change it. out of control. ture and thrills and power. CURRENT 1D6 2D6 O End Lifepath, or go on if Super, to Origin Path, (pg. 6) underworld; criminal or black market activities. enforcement, criminal investigation, or espi- onage work. ernment or other administrative duties. mundane “day job.” ness or high finance. you work for yourself work or construction research scientific or study. military or paramilitary organization. : T 4 5 OLL O OLL 6 R 12 but I I hate my life, 3 and My life is crazy 4 I crave more adven- 56 I crave more money Life is good! OUTLOOK WHERE YOUR LIFENOW IS RIGHT G R 2 involved in the You’re 3 involved in law You’re 4 involved in gov- You’re 5-7 have a nameless, You 8 involved in busi- You’re 9 a freelancer; You’re 10 involved in craft- You’re 11 involved in You’re 12 involved in a You’re YOUR LIFE IS RIGHT NOW A : owes You were You You have You : : (roll 1D6) 1D6 1D6 Someone (see PERKS) LLNESS OLL skill up to a level I : You were in some You OLL : You lost someone You : R You were set up, and You : R : : You have been exiled, You OOD AD : NJURY (see PERKS) THE BAD OSS HYSICAL I G B L Your financial ship just Your P ONNECTION You gained a teacher or You LIFE EVENTS C CCUSED : You incurred the wrath of a You : A O : (see PERKS) T INDFALL ENTAL OR ENTOR AKE A EMBERSHIP UNTED CCIDENT OR OMETHING MOTIONAL OMETHING ALSELY AVOR ACK MPRISONMENT struck down by a severe PHYSIO- LOGICAL illness or PSYCHOLOGICAL complication. E been nominated for membership in a select group. Roll 1D6/2 to determine your new status (organization is up to GM) W of 1D6/2 (round up). F I M kind of terrible accident or maimed in A good place for a some other way. PHYSIOLOGICAL Complication. H local power player (warlord, official, you. Their noble, whatever) befriends level of effectiveness is worth 1D6/2. M you big time. Roll 1D6/2 to determine the level of the favor owed you. Type of contact subject to GM approval. M imprisoned, or held hostage (your choice). Roll 1D6 x 1 year for length of imprisonment. A good place for a PSYCHOLOGICAL complication. F came in— an inheritance, lottery win, gambling score, or just a good invest- ment Roll 2D6 x $10,000 for the amount. powerful person, family or group. A good place for an ENEMY complica- tion. M you really cared about. 1-2; they were murdered. 3-4; they died by accident or illness. 5-6, they van- ished, killed themselves or just up and left without any explanation. now face arrest or worse. A good place for an ENEMY complication. A mentor in your life. This person has mentor in your life. This taught you one new B O GOOD WITH 6 6 3-4 G 4-6 S 1 1-3 S 1 4 2 5 2 5 3 to see Roll 2D6+16 (or : ‘Nuff said. Any of these might be a AND SEE BELOW AND SEE BELOW (roll 1D6) . Any of these might be a good EAR 1D6 Y 1D6 T HERE OLL OLL AR AD . R (roll 1D6) : R B NEMIES ENEMIES Partner or co-worker. Old lover (choose which one). Old enemy (choose which one). Have common interests/acquaintances. Like a brother, sister or parent to you. Like a brother, Relative. Partner or co-worker. From rival group or faction. Powerful official or noble. Bitter ex-friend or lover. E AR : : : : : : : : : : NEMY AR Go to CURRENT SITUATION APPENED THAT RIEND & W E LIFE EVENTS LIFE EVENTS H our third step is to chart course of your life the moving on to Life Events. after Childhood by F W O O RIEND RIEND RIEND RIEND RIEND NEMY NEMY NEMY NEMY NEMY T T F F F F F E E E E E & below and go to the appropriate table: below and go to the appropriate to determine your age. For each year over 16, refer to your marriage (or future divorce!) Odd=Male. RESPONSIBILITY anyone? means to get rid of you. Y OTHING OOD WITH THE AKE AN AKE A RIENDS AND OVE AND ACK ACK hen you have completed all the years up to the hen you have completed present, 1 2 3 4 5-6 6 It just isn’t working out. 4 One of you is “messing around.” 5 got married! Any further rolls You Love & War 1 Lover died in accident or was murdered. 2 Lover mysteriously vanished 3 Lover was kidnapped. 4 Lover was imprisoned or exiled 5 Lover went insane and is now “hospitalized.” 6 Lover committed suicide 2 fight constantly. You 3 had a child! Roll for sex: Even=Female, You’ve 1 lover’s friends/family would use any Your 1 2 3 4-5 6 B B hook for a COMPULSION, ENEMY, or PSYCHOLOGICAL complication. Roll 1D6/see below: O O LIFE EVENTS: ST 3 good hook for a COMPULSION, ENEMY, or PSYCHOLOGI- CAL complication. Roll 1D6 and see below: LIFEPATH LOVE FRIENDS G G 5-6 Romance: Had a Tragic 3-4 Had Love Trouble! 1-2 Had a Happy Love Affair 4-5 M 1-3 M where you are now. choose) roll once 5L 6N 1-2 G 3-4 F W PAGE 6 ORIGIN PATH S 2Roll twiceandaddtypes 12 11 10 9 8 7 6 5 4 3 2 R ters mustfollowtheRuleofX(seepage34fordetails). (though thismaybetheteam’s vehicle).Remember, though,thatallplayercharac- defensive powers,orsomecombinationofthose),andmovementability ity (whichmaybehighStunDefense,orHits,aDexterity, or somedefensiveabil- Arts), orMartial ability(whichmaybeStrength some offensive charactersshouldhave Points) iftheydocombinetwotypes.Mostwell-rounded one Major(about2/3oftheirPowerPoints)andMinor1/3 where they learned their Skills, if it’s not already apparent from the rest oftheirOriginresults. therest from apparent theirSkills,ifit’snotalready theylearned where theplayerforasurprisingplottwistlater). events inthecampaign(orGMmaywanttokeepsomeofthesesecretfrom should suggestthecharacter’spowers,skills,andespeciallyComplications.TheGMcanhelpbysuggestingconnectionstopeople inthecourseofadventuring. toberevealed asecret, and tovillains.TheGMmaywantkeepsomeorallofthisinformation thanonesource. more thesetablestwiceandcombiningtheorigins.Manycharactersmayhaveabilitiesderivedfrom through rolling try origin, thetables. Foranespeciallyinteresting from basedontheinformation acompleteoriginstory working withtheGM)shouldcreate thecharacter’spowersoriginated; theplayer(perhaps outlineofwhere eachtable;thisgivesyouabare ties. Write from downtheresults ORIGIN LIFEP OLL 1 Most characters with a number of Skills (particularly Martial Artists and Gadgeteers) will want to roll ontheTraining andGadgeteers)willwanttoroll OriginTable Artists tofindout Martial Most characterswithanumberofSkills(particularly andorigin.These thatexplainsyourcharacter’s background Take thesetablesandweavethemtogether intoastory from theresults eachcharacter’sorigintoothercharacters Lookforwaystorelate The GMshouldworktheoriginintocampaign’s continuityandhistory. can roll the dice as indicated or pick from the following tables in order toputtogetheranorigin foryourcharacter’spowersandabili- thefollowingtablesinorder thediceasindicatedorpickfrom can roll ButhowdidyougetthesePowersandAbilities? aSuperhero? o you’re C the team in some circumstances. AnySFXpossible. the teaminsomecircumstances. character,other abilities.Oftennotawell-rounded of dependingontherest Weird: Usually KineticSFX. defenses. OftenhasahighDEX,sometimesREFandSPDrating. Speedster: Often MagicSFX,butcaneasilygenerateSFXofanytype. highphysical stats,butoftenhighmentalstats. ability. Usuallynotvery Super Mage: Field.AlltypesofSFX. Flight, sometimesForce Projector: Energy Points. Characteristic Sometimes endsupexchangingPowerPointsformore Brick: Power PointsinforOptionPoints. and DEX.Usuallyspecializesinskillswithfewpowers;sometimestrades Artist: Martial bought asaComplication. SFX,usuallynotGateKeyPower, Magic,orPsionics.Suitis Many different byusingthesuitpowers. Projector powers. CouldbeaBrickoranEnergy Armor: Powered boughtasaComplication. Gadgets are SFX,usuallynotGateKeyPower, Magic,orPsionics. Many different highphysicalstats. notvery range ofpowersboughtasgadgets,perhaps Gadgeteer: Biochemical orKineticSFX,sometimesothers. Adjustment Powers.OftencombinedwithanothertypelikeBrick.Commonly powers. Oftenspecializesinhighstats;sometimesunusualpowerslike of that’sthemainsource oranychangeinshapeform density increase, Shapechanger: (SFX). physically,normal UsuallyPsionicsSpecialEffects usuallywithahighWill. Mentalist: T O D HARACTER ABLE RIGIN EVELOPMENT archetypes. Many characters are acombinationoftypes;usuallythey’llhave Manycharactersare archetypes. ST These generalcharactertypescontainallofthestandardcomicbook AR ORIGIN PATH R Specializes inhighSTR,usuallydefensesandphysicalstats. All sorts ofstrangeandunclassifiablecollections ofpowersand All sorts R L ON OLL L ON OLL T T WITHACHARACTERTYPE Specializes in mental powers and related powers.Oftenfairly Specializes inmentalpowersandrelated P AND YPE Specializes inmovementpowersandassociatedattacks Specializes inusingequipmentaspowers.Oftenhasawide T Specializes inmagic,whichcancoveralmostanypoweror ABLE A P A warrior specializinginfightingskills,oftenwithahighREF A warrior P TH OWER This is a broad category that includes growing, shrinking, thatincludesgrowing, category This isabroad Wears an armored suitwithbuilt-ingadgetstogenerate Wears an armored OWER Specializes in energy blastsofvarioustypes;oftenhas Specializes inenergy P R OWER S L ON OLL S OURCE OURCE S T OURCE ECHNOLOGY P T OWER ABLE T ABLE R L ON OLL S OURCE ; R T L ON OLL ECHNOLOGY M T ARTIAL ABLE P R R OWER L ON OLL L ON OLL A ; R RTIST (r R L ON OLL D oll 2D6) L ON OLL EVELOPMENT P P T OWER OWER YPE M P AGIC P OWER T OWER S ABLE S OURCE OURCE ; S T ABLE EE S OURCE T M T ABLE ABLE AGIC That’s where OriginPathcomesin.WithPath,you That’s where 9-10 8 7 3-4 2 PowerSource Roll 11 5-6 12 Power Sour Development Table Technology: Origin Table Mutant Non-human: Magic: Other: Development Table Altered: a variety of sources. Roll2D6+1onthe a varietyofsources. Psionics: Destroyer. attracts theattentionofentitiessuchasDr. asthis dangerous, and very powerful, very rare, ers. Very ofpow- usually) asthesource tap, some hyperdimensional (via Uses aGateKeydirectly Gate Key: T Table Table powers,usethe acquired Origin Table powers,usethe inherent tofindthetypeofPsionicpowers.For back here R R YPE 8-10 2-7 11-12 OLL OLL 12 5-6 2-4 11 10 9 7-8 T 2D6 2D6 ABLE to findtheorigin. and thenthe Roll twiceandcombinesources : [Inherent Powers]RollonMutant : [Inherent Roll onPowerTypeTable [Acquired Powers]RollonPower [Acquired Powers ofthemind,whichcanbefrom (13 counts as a 12 result) thencome (13 countsasa12result) Inherent PsionicsOrigin Inherent Mutant: Psionics) Other: Other: Non-human: bloodline, orGMinventsasource Other: Project MindAlive: Project Table, Psionicsresults ignore Unusual: Looks Complication Wildstrike: Vulnerability Complication Mutaphetamine: Complication PSI: Hunted Complication ce A to findtheorigin.Forequipmentor Roll onPowerTypeTable [Equipment] RollonPower CQUIRED (Direct Usage) (Direct (roll 2D6) (roll May haveHunted (Create a new Source oruse a newSource (Create GM orplayerinventsneworigin Inherited from somefamily Inherited from Roll onMutantOriginTable Roll onPowerSource P Acquired PsionicsOrigin Acquired SIONICS May haveDistinctive Roll onNon-humanOriginTable Power Development Inherent Psionics Inherent May have O RIGIN May Have P OWER ORIGIN PATH PAGE 7 GM GM GM decides Possible Possible Could be a normal Roll on appropriate GM decides where Usually has Learned from a vari- GM decides where and GM decides where and Learned from one per- GM makes up new ori- GM decides which base, GM decides which base, GM makes up new origin, GM makes up new origin, types ow that you have your Basic Lifepath History and the Origin of your when;Possible Hunted. gin, or roll twice and combine decides where and when; pos- sible Hunted. Marakat/Harmony-Dawn: Hannya Island: VIPER: Wildstrike: Mutaphetamine: Other: Hunted, Distinctive Looks. Distinctive Looks. Vulnerability. ed Human Origin or roll twice and combine types son; possible Dependent Complication. to find out which. Origin Table Mentor: Organization: Government: Other: Self-taught: and why. ety of sources, mostly self-guided. why other circumstances. Lone inventor:or a paranormal inventor. VIPER: Odyssey Research: UNTIL: PanStar: Secret government project: Other: where and why other circumstances. or roll twice and combine types decides which gov’t, which pro-decides which gov’t, which ject. raining Origin echnology Origin echnology T Alter T 7-9 10-11 2D62-4 Origin 12 5-6 9-10 4-6 7-8 11 12 2D62-3 Origin 11 7 2D62-4 Origin 5-6 8-9 10 12 Superhuman Powers, let’s put some numerical meat on the bones of your Concept with some Characteristics! N , 5-6 The The Shadow Roll 1D6 — 1- Mulung Roll on Power Possible depen- Trephaan, Roll 1D6+5 on Power GM decides details. , 3-4 Robot or android. Roll Roll on Origin Table to Roll on Origin Table GM makes up new ori- Usually connected with Usually connected with GM makes up new ori- GM makes up new origin. GM decides where ABLE T Self-taught; Roll on Magic Tangut gin, or roll twice and add Other: Extra-dimensional: The Lodge: The BrotherhoodPossible Hunted Complication Arcane: Hidden places: Samarkan Shadow Realm or other 2 dent NPC, Hunted Complications the 1947 saucer crash. gin, or roll twice and add types on Technology Origin Table to Origin Table on Technology find source. Mellanian, or GM invents an alien race Artificial: Other Alien: Kraan: Extra-dimensional: Other: Realm or other (GM choice). the 1947 saucer crash. Gate Key: New: Kraan: Other: located, family members, etc. RIGIN O 6-7 8-9 2-5 12 2D6 Origin 10-11 AGIC Nonhuman Origin Magic Origin Mutant Origin 10-11 5-6 7-9 12 learn from where Acquired Magic: Development Table; Created= Origin table to learn from where. M 2D62-4 Origin Roll on the Power Type Table and then Table Roll on the Power Type refer to the list below with your results. Magic Equipment: Table Roll on Origin Development Table; Inherent Magic: 12 8-11 7-9 2D62-7 Origin Roll on appropri- Roll on Power Development Table Roll on appropriate Origin Table Roll on Power Development Table Roll on appropriate Invented by character; ype Roll on appropriate Origin Uses a weapon (with power); tist T Pure skill and human ability; Ability from within; roll on Has some powers; roll on Power GM makes up new type, or roll ABLE ype T ORIGIN PATH ORIGIN Equipment: Inherent: Acquired: Table to find source. Table Self-created: should have necessary skills Imbued/Given: to find benefactor Origin Table Accidental/Found: to find source ate Origin Table Stolen: YPE YPE T tial Ar twice and combine 2 types Source Table. roll on Power Development Table physical and combat stats high. Other: Natural: Nonhuman or Altered Origin Table. Power: Classic: Weapon: 2D62-5 Type Power Result 6-9 10-12 OWER Mar Power Development Power T 7-8 2D6 T 2-4 How did the character first acquire the power? 2D62-5 Power/Equipment Was 6-8 9-10 11-12 Does the power come from equipment, is the or did the char- power inherent in the character, acter develop the power somehow? P 12 9-11 5-6 PAGE 8 ALL ABOUT CHARACTERISTICS with a Strength Characteristic of 4, but not as strong as a person with a Strength Characteristicof6. asapersonwithStrength Characteristicof4,butnotasstrong with aStrength thanaperson Characteristicof5isstronger another, inthegame.Forinstance,apersonwithStrength whichisoftenimportant M with the same Characteristic values across theboard. with thesameCharacteristicvaluesacross tohavesomeone betterthanothers;it’srare Most charactershavesomeabilitiesthey perform CompetentorHeroic. range,andtherest may haveoneortwoCharacteristicsin the Incredible campaigns Charactersinheroic orLegendary. range,withonlyafewbeingSuperheroic to Heroic mayhave mostCharacteristicsintheCompetent Skills inawiderangeofvalues.Evensuperhero fictionbeginstotakeover.where NotealsothatmanycharacterswillhaveCharacteristicsand worldstopsand thereal often havevaluesof1to4,forinstance.Usually7isthevaluewhere people atthelowerendofrange.Normal These valuerangesmayoverlapsome,particularly C Characteristic. We’ve alsoincludeddescriptionsfor acharacter? have allowedhimtofightagainstEvil?Andwhatnumbersbestrepresent abilitiesthat out flinching?Isheanidealisticcrimefightergrantedstrangesuperhuman Isheaseasonedveteran whoistrainedtofacedangerwith- into alifeofadventure? whofindshimselfsuddenlycatapulted type ofcharacteritwillbe.Isheaneveryman thatcharacter, we’llneedtoknowsomethingaboutthe go ontoactuallyconstructing spective ofcharacterscale. VALUE L 1 S THAN ESS R THAN ORE Here’s ahandysetofdescriptionsthatcanbeappliedtonumbersforeach Here’s 9-10 verse. All people and creatures canbedescribed(or verse. Allpeopleandcreatures 7-8 5-6 3-4 1-2 10 1 haracteristics (alsocalled show how good a Characteristic is relative tootherpeople. show howgoodaCharacteristicisrelative ofacharacter,Characteristics definethebasicstructure and thenumbers WHA CHARACTERISTICS H C E C LABEL S L I NCREDIBLE EGENDARY UPERHEROIC VERYDAY EROIC OMPETENT HALLENGED T THE comic books,sciencefiction,fantasy, ormythology. humans. ACharacteristicatthislevelisfoundin Your isunbelievabletonormal capabilityinthisarea ofthesuperhuman. intotherealm you havecrossed At thispoint,yourCharacteristicvaluemeansthat stunt men. budgetand alotof stars withabigeffects Chan, geniuseslikeEinstein,oractionmovie likeJackie artists ofsupermartial is therealm simply thebestahumancanpossiblybe.This it’s This isalevelthatonlyfeweverreach; cops, andothernot-quite-impossiblepeople. actionmovie ofkungfuheroes, also therealm might haveaCharacteristicinthisrange.Thisis artist Nobel-winning scientist,a10thdanmartial bestintheworld;anOlympicathlete, the very You among capableinthisarea, extremely are diers, specialpolice,scientists,andTVheroes. topsol- mercenaries, ofprofessional the realm Characteristicsinthisrange.Thisis one ormore a top-notchscientist,anelitesoldiermighthave You athlete, Aborn muchbetterthanordinary. are paramedics,technicians,etc. firemen, suchaspolicemen, “heroes” ofeveryday realm Characteristics thatfallintothisrange.Thisisthe Characteristic. Mosthealthyadultshavesome tasksinvolvingthis You competentateveryday are tasks). unusualorstressful (though notvery It’s enoughtogetbyonanddomostthings ly tohavesomeCharacteristicsatthisvalue. like- theworldare peoplearound Many ordinary ple, orthoseweakenedbyillnessinfirmity. elderlypeo- ficult. Thisvalueisfoundinchildren, dif- tasksinvolvingthisCharacteristicare Everyday CHARACTERISTIC NUMBERS Stats) Stats) are NUMBERS that describe your character’s ability as compared to everyone elseintheuni- toeveryone abilityascompared NUMBERSthatdescribeyourcharacter’s are MEAN Skills fiction, fantasyormythology. belongstocomicbooks,science realm one couldbelieveintherealworld.This Skills atthislevelarebetterthanany- of geniusandfiction. be usedfor, therealm andhaveentered boundaries oftheskillandwhatitcan the Youin history. pushingforward are practitionersofthisskill of thegreatest A skillatthislevelputsyouintherealm ing skillthat’s notquiteimpossible! offiction, ofamaz-entering therealm skill, orevennewapplications.Thisis ease withunusualapplicationsofthe bestintheworld. Youthe very at are A skillatthislevelmeansyou’reoneof craftsman. skill. You amaster considered are capable ofunusualapplicationsthe You amasterofthisskill,andare are a professional. with somedifficulty.You’re considered dle unusualapplicationsoftheskill You circumstances. everyday canhan- itwellin this skill,andcanperform You welltrainedandpracticedin are tice orabeginner. well.You’rethough notvery anappren- and candothisthingmostofthetime, You’ve thebasicsofthistask, learned all. You don’tknowhowtodothistaskat SKILL as well,togiveatotalper- written up written But before wecan But before ) using Characteristics; this lets you compare onepersonto ) usingCharacteristics;thisletsyoucompare S Einstein,CarlLewis,orHelenofTroy. Albert are people”atthislevel,unlessthey won’t everfind“real youprobably campaignsfallintothisreality; superheroic world regularly. or“realistic” Most“animéheroes” acters fightaliensontopofhelicoptersandsavethe char- ofHollywoodblockbusters,where This istherealm L ning plots. ones,butwithbiggerweaponsandworld-span- Heroic muchlike are adventures reality Typical Incredible gangstersandinvadingaliens. battle international theheroes oflowbudgetactionfilms;where the realm altogether.winners, youhavenowleftreality Thisisalso stars,worldleaders,andNobelPrize models, topsports super- Save forthefeatsofOlympicathletes,gorgeous E levels: afewexamplesofcampaignreality Heres’ would bea powersorfeats;abankrobbery encounter supernatural ifever rarely citizen. Campaignsinthiskindofreality soldier, isagood cop,fireman, hero orotherdedicated manyofuslivein;theclosestthingtoa This areality I tripintothejungle. or arugged sting,ahostagerescue, levelwouldbeadrug this reality competent, andwithstuntmen.Atypicaladventureat betterlooking,more heroes; equivalenttotheTV are agents andspies.Mostpeopleinthiskindofcampaign combatspecialists,SWATBeret teammembers,FBI thatonlyafewofuslivein—Green This isthereality Strength Strength life,you’dbetterdialthat bullets, butinEveryday common forpeopletoliftatonanddodgemachinegun setting,itmaybe paign; forinstance,inaSuperheroic C your ideaofactionisvisitingDenny’s atmidnight. issomethingthathappenstoothers; level, adventure lifejustfine.Atthis bright, buttheygetalongineveryday andnotsuper generally outofshape,unremarkable, are onthemundaneside.Peoplehere This isreality H reality leveloftheircampaigns. reality to“customtailor”the that itallowsReferees Dial to alter the “reality level”of Dial toalterthe“reality on characterCharacteristics.Anotherwayistousea One waytodothisisplaceimplicitmaximumlevels Empires and thwart demigods. andthwart Empires Galactic saveentire regularly mon, andadventurers mythology. com- skillsare Superpowers orsuperhuman levelofmostfour colorcomicsor This isthereality NCREDIBLE EGENDARY VERYDAY UPERHEROIC EROIC OMPETENT 2 [E O way way [ CAMP LITE REALISTIC [O [A [ lot lot SEMI [ , TV TO BLOCKBUSTER CTION LYMPICS OI BOOKS COMIC down andtheaccuracyofUzis ious Dials,SwitchesandPlug-insis ne oftheadvantagesFuzion’s var- of excitement at this reality level. of excitementatthisreality - REALISTIC SHOW AIGN REALITYLEVELS ] •C , MOVIES ] •C HARACTERISTIC .] •C , MYTHS ] •C HARACTERISTIC ] •C HARACTERISTIC ] •N HARACTERISTIC HARACTERISTIC majority majority M O AX L IMIT M 7 AX of thecam- M way way AX M 7 M AX 7 up. AX 9 10 CHARACTERISTICS AND TERMS PAGE 9 are ...... PTS PTS PTS PTS PTS PTS HARACTERISTIC C PER .. are created by apply- TS POINTS: The P ] 9-10 ] 7-8 ] 10+ limits on the value of any .] 3-4 You must put at least one You MYTHS , own Example: I want to have a ] 5-6 REALISTIC - ACTION MOVIE , Primary Characteristics ] 1-2 SEMI , buying characteristics in all cases. buying characteristics in vs DERIVED CHARACTERISTICS vs DERIVED COMIC BOOKS [ ELITE BLOCKBUSTER ACTION MOVIE ACTION SHOW OLYMPICS Y [ [ [ REALISTIC [ [TV TYLE S here are two kinds of Characteristics in Fuzion. Derived Characteristics EROIC OMPETENT UPERHEROIC VERYDAY EGENDARY NCREDIBLE E AMPAIGN PRIMAR T CHARACTERISTIC Power to Buy BUYING CHARACTERISTICS Primary Characteristics are purchased at a ratio of 1 Characteristic Point [CP] for C A good example of a Primary would Characteristic he power to buy your Primary Characteristics comes from of points a pool Both Primary and Derived Characteristics will vary from he gives them (10 x 5 = 50) Points. 4 5 3 Strength of 5. I pay 5 CP. Characteristics, the GM wants to have Heroic characters; Now that you’ve got the basics down, or all Characteristics. Characteristic Points in each Characteristic; the maxi- mum level you can buy in any one Characteristic is nor- if you are cre-mally 7-8 for a normal human; however, ating a Superhuman allows it), you can put (or your GM as many points into a single Characteristic you want.. The GM may also set his called Characteristic Points (CP), given to you called Characteristic Points (CP), given by the GM when you make your character. But how do you determine that value? The best option is for the GM to multiply the number of Primary the Characteristics by the average value the GM wants characters to have; this will give you the starting Characteristic Points for the campaign. Example: In a Fuzion campaign with 10 Referees should consider this simple guideline to deter- Primary begin-mine the number of Characteristic Points to give ning characters: one level of ability. T own, starting on Page 10! it’s time to put what you’ve learned to work by making a character of your “bought”, using a pool of points which we’ll discuss “bought”, using a pool below. be a character’s to judge how BODY characteristic, used tough he is. formulaing a simple mathematical to a specific of a Derived Characteristic Characteristic. A good example would be a character’s STUN, which is figured by multiply- ing his BODY by 5. we’ll just discuss for right now, campaign to campaign, so the basic method of Attack L S C H I when comprised of a Characteristic plus a Damage to structures and vehicles portrayed by the GM. These are Characteristics of the used to buy the basic [SDP]: A number that shows your character’s ability in an area, character’s A number that shows your Defense Value ): TERMS AND DEFINITIONS TERMS AND Armor. Also the ability to shrugArmor. off dam- all types of Killing Your ability to shrug offYour energy-based attacks, measured as [CP]: The number you need to meet or beat in order to succeed at The number you need to meet or beat in order to OINTS TAT Your ability to shrug offYour shocks to your consciousness, mea- These are points used to buy the “stuff” the character owns, S The person who runs the parts the Fuzion game, playing of all P The total of your Action Value plus a die roll. plus a Also known as an The total of your Action Value The total of a Characteristic and a Skill. Also known as an The total of a Characteristic The way you figure out whether or not you succeed at a task you : or Equipment with which charac- Traits, These are Skills, Talents, OINTS [ED]: Situations, Campaign Elements, or personal limitations that Situations, Campaign Elements, or personal [KD]: Physical, deadly wounds, subtracted from your Hits. [DV]: AKA : ( : P Shocks to your consciousness, subtracted from Stun. [OP]: [SD]: : AMAGE A measure of consciousness or awareness. When your Stun Points [AT]: : Rolling dice and adding them to your Attack (or Action) Value to deter- to your Attack (or Action) Value Rolling dice and adding them [AV]: [AV]: [GM]: : : PTIONS ALUE D AL EFENSE V EFENSE O TIONS OLL AMAGE OINTS OT ALUE An innate, superhuman ability that cannot usually be learned or taught, Non-Player Character TY EFENSE OINTS AMAGE D ESOLUTION D : D P R V T An ability that can be learned or taught, such as playing an instrument or : An innate ability, (but not necessarily superhuman) that can’t be learned or : An innate ability, A useful privilege or contact a character has special access to. A larger scale of damage used when attacking military (or huge) vehicles and A A thing that you do, such as picking a lock or firing a gun. Any use of a Skill Throughout Fuzion, three standard six-sided die (plural: dice) is used as the An arbitrary measure of “life energy”. your Hits, you When you have lost all Example: Strength is a Characteristic; Strength 8 is stronger than Strength 3. AIGN o matter what level of Fuzion you will be using, you will encounter o matter what level of and terms:the following definitions : : : P D D : : R : : ACK CHARACTERISTICS CHARACTERISTICS ICE PTION ITS OMPLICA HARACTERISTIC IFFICUL AMEMASTER HARACTERISTIC AMP ILLING ILLS ILLING CTION CTION ERK OWER TRUCTURAL TUN TUN TUN KILL NERGY TT FUZION GAME ASK ASK ALENT attempt, in Fuzion. or any Attack is a Task. See Task Resolution. See Task or any Attack is a Task. T using a weapon. S structures. Hits or SDP cannot damage things with Kills. Things that do damage in K Attack Total. A enhance the roleplaying aspect of the character, generated as part generated as enhance the roleplaying aspect of the character, of the Lifepath process (below). Some problems are external; enemies or physical liabilities; oth- ers are internal be good, bad or mixed. qualities of the character; these can D character. C taught; i.e., a bump of direction to see in the dark. or ability T knows or can do, such as Skills, Talents, Perks, or Powers. knows or can do, such as Skills, Talents, P Value. A P age. Usually subtracted from the amount done. K NPC usually quite powerful. An example might be the ability to fly or fire bolts of ener- Purchased from a separate pool of Power Points. gy. S C A compared to everybody Characteristics determine else. how strong, smart or agile the more powerful The higher the number, the character naturally is. the character- istic. ters can fight, protect themselves and generally adventure. These may also include Powers and abilities beyond those of mortal men. C S S are at 0, you are unconscious. S an “armor” that reduces this kind of Stun damage. G a task. Also known as a mine whether or not you succeeded. mine whether or not you C sured as an “armor” that reduces Stun damage. T are dying. K O default. As an option, the GM can decide to use a 10-sided die for task default. As an option, the GM can decide to Resolution rolls (instead of the 3 6-sided dice), but 6-sided dice are always used for damage. D characters not taken by the Players. H Skill. E N PAGE 10

C BLANK CHARACTER SHEET W Experience P N C HARACTERISTICS OMPLICATIONS LAYER AME EAPON V ALUE on the basis that one 4th Edition point equals roughly 2FuzionSkillPoints. on thebasisthatone4thEditionpointequalsroughly Your over Complications cancomerightovertoo.Finally, yourskills convert power. the ActivePoints,divideby5,andusethosepointstobuyappropriate onthatbasis.Inthosecases,take powers, likeKillingAttack,won’tconvert Your powerswillfitrightintotheiroldslots;justdividecostsby5.Some do themathwithsecondhalfofbox(DerivedCharacteristics). into theFuzionsystem.Onceyouhavethatdown,justusethosevaluesto That’s themathyou’llneedtodoonyour4thEditioncharactermakeitfit Characteristic (topbox) look atthevaluesinbracketsnexttoeachPrimary It’s aloteasierthanyou’dthink.Take thischaractersheetandtakeagood CONVER HITS : BODY STR CON DEX REF TECH PRE WILL INT C STUN END REC SPD ED SD MOVE ______: /A HARACTERISTIC ______*S TTACK =[C =[C UPERS [N ÷3] =[INT =[B PUT YOUR =[STR ÷3]* =OCV =[DEX ÷3] = [PRE÷3] =[R =[C =[S =[(PD+ED)÷4] ATTACKS =[EGO ÷3] NX ON X ON =STR÷5 = =[B =[STUN ÷5] =INCHES ÷1.5 HERE [(DEX+INT) TR EF NX ON D X ODY C C D X ODY E ÷2] +C OST OMPLICATIONS 2] 2] TING FR XPERIENCE 10] ON COMPLICATIONS : 5] 5] ] & 4 PAGES M PUT YOUR ÷ T 14 -15 B 6] OTAL ODIFIERS ASE HERE HE CONVERSION ED TH S PENT R S STATS HERE [ ____]+P T PAGES L TNTAKEN STUN HITS TAKEN C ESISTANCE PUT YOUR R PRINT OM CHAMPIONS4THEDITION. S EAP WIM 11 -12 UN OTAL OST + [MOVE [MOVE [MOVE [MOVE [W X 2] ILLX X X C/S DC 1] 1] X TS 3] 3] P P O TUN TS TS S P P O S KILLS OWERS OWER KILLS STR M PTION FFENSIVE , T C C C PUT YOURPOWERS ALENTS OST OST OST IN OR MECHAHERE X /D PAGES [T N 22 -33 OTES , &P OTAL EFENSIVE SKILLS, TALENTS P & PERKSHERE ERKS OINTS PAGES PUT YOUR 16 -20 = ] X AV/DV END ¨ *Up toListedrangeofWeapon **Plus -1foreveryfull50m/ydspastlistedrange O M/YDS R Wait forchancetoactorlater. NA GetStunbackequaltoRECscore FullCombatMoveandHTHattack Opponentfalls,at-2REFnextphase FullCombatMove and HTHattack -5 NA EscapeEntangles/GrabsinSTR+Athleticsroll Goallout!+3dicedamagetoregular. NA NA Immobilizeopponent,forcinghimtoEscape NA Add+1perphasetoattack,up+3total NA NA KnockweaponfromOpponent’s Hand NA -2 NA NA Interruptopponent’s turntouseDEFaction Draw&fireinoneactionatpenalty NA 2D6killingattack.MustfollowaGrab. -4forunbalancedobjects NA Dodge Area -2 Attack at+2Diff pereachm/yd NA -3 Bothareat-3Defense MoveuptofullCombat Grabsomething. MoveuptofullNCMat1/2DEF,Wait 0REF NA NA NA Sweep/Trip NA NA Recover NA +1 NA Move By Reloading,changingweapons,mountingup NA NA Getupfrombeingknockeddown -3 Move Thru Makesyouhardertohitbutcan’tattack NA Stopany1attackw/successfulroll -3 Haymaker Escape NA Strike,shoot,kickat-1penalty, +1Ddamage -4 NA NA Entangle NA NA NA +3 Draw & Attack NA -2 Dive forCover NA Disarm Choke Hold NA NA Aim NA NA Abort Throw NA Other Action Sprint Run Grab Get Up Dodge Block Attack A C ANGE FF 17-18 15-16 R 10-11 CTION . M 7-8 3-5 14 13 12 OLL OMBAT 9 6 OD M MOR MD E DM OM ELEE 2- 6-6 -6 -4 -2 0 H L A adFrpw / aae-4 1/2 damage Hand/Forepaws 10 < rsfrlms12dmg -3 1/2damage arms/forelimbs ethnpw / aae-4 1/2damage feet/hindpaws IT OCATION eshnlm / aae-3 1/2damage legs/hindlimb CTIONS 4 R hudr xdmg -3 1xdamage shoulders tmc . aae-5 1.5damage stomach THESE AREFOR L hgs1 aae-2 1xdamage thighs C hs xdmg -1 -6 1xdamage 2xdamage chest Head ANGE ias15dmg -6 1.5damage vitals CTO TABLE OCATION LOSE REFERENCE OR PAGES 39 -40 50 < COMBAT PUT YOUR FFECT PICTURE ( T AKA M HERE EDIUM ABLE OR E 51 < FFECT M ANEUVERS L ONG OR >* > L M E ISTED XTREME ODS R ANGE

) © , 1997. Permission granted to photocopy for personal use only. (+ -1 **) PRIMARY CHARACTERISTICS PAGE 11 S T TS P P 2] X [MOVE UN R 6] ÷ 6] campaign with 10 Primary ÷ Heroic 2] [(DEX+INT) =INCHES ÷1.5 =[STUN ÷5] = =STR÷5 =[EGO ÷3] [(DEX+INT) =INCHES ÷1.5 =[STUN ÷5] =[(PD+ED)÷4] = =STR÷5 ON X = [PRE ÷3] =[DEX ÷3] =OCV =[STR ÷3]* =[EGO ÷3] =[(PD+ED)÷4] =[INT ÷3] UPERS = [PRE ÷3] =[DEX ÷3] =OCV =[STR ÷3]* *S =[INT ÷3] UPERS =[C ______HARACTERISTIC *S ______: HARACTERISTIC ______C INT WILL PRE TECH REF DEX CON STR BODY MOVE : ______C INT WILL PRE TECH REF DEX CON STR BODY MOVE SD 4 : 5 7 : 6 7 uzion’s design allows Referees to change, add, or remove Characteristics for your individual cam- 8 ALUE 6 6 V Steve is in a 3 ALUE Here’s a typical Primarysheet. Characteristic Example: in a Heroic campaign, the average pt. range 8 AME LAYER ❿ ❺ ❶ ❷ ❸ ❹ ❻ ❼ ❽ ❾ V Key Idea: Adding/Removing Characteristics F : AME LAYER N P eferees should always emphasize the importance of all Characteristics in their Campaigns (since the cost will be N P arrange them as desired throughout the whole group. paigns. All you have to do is create the new Characteristic, you’ll give your players 5-6 extra points and allow them to re- BOVE is 5-6 points per Characteristic. To add a new Characteristic, the same anyway). Don’t let your players get away with just hav- ing good combat abilities; make them deal with problems too! assign it to one of the four groups and grant the player points for it based on the average level for Characteristics in the game. Above: R A Characteristics. He gets 10x6=60 points. The above example shows how he allocates those points to create his character. ou must 5 . In general, the maxi- ow that you have an idea of what the have an idea of ow that you ranges areCharacteristic and Skill for dif- How healthy you are. How resistant to shock Y CHARACTERISTICS Your speed of movement; running, leaping, swim- Your PRIMARY CHARACTERISTICS PRIMARY Your ability to manipulate tools or instruments. This Your N How generally bright you are.How generally bright you As a rule, this is more Your determination and ability to face danger and/or Your Your ability to impress and influence people through Your Your overall physical competence, as pertains to bal- Your Your muscle mass and how effective it is for exertingYour Your response time and coordination, as used in aim- Your Your size, toughness, and ability to stay alive and con- size, toughness, and Your ROUP G o create a Fuzion character, you’ll need some CHAR- o create character, a Fuzion ACTERISTIC POINTS (pg. 9 secPrimary ). AL ROUP ROUP ENT n a typical Total Fuzion campaign, characters will have 10 Fuzion n a typical Total Primary Characteristics, arranged into four groups: G ROUP Characteristics are purchased at a ratio of 1 Characteristic T G M TING A CHARACTER I G T Constitution (CON): Strength (STR): Dexterity (DEX): Presence (PRE): Reflexes (REF): Willpower (WILL): Body (BODY): Movement (MOVE): Technique (TECH): Technique Intelligence (INT): OVEMENT 2 OMBA HYSICAL 1 effects, poisons and disease. You can be a reallyeffects, big, tough, strong guy poisons and disease. You and still get floored by a head cold! force. your strength, the more The higher you can lift, drag, etc., and the more powerful the blows from body parts. your fists and other ancing, leaping, jumping, combat and other athletic activities. A gymnast ancing, leaping, jumping, combat and other athletic Most importantly, this Characteristic is used would have a high Dexterity. to avoid being hit. P stress. represents This Characteristic your courage and cool. CREA put at least one Point in each Characteristic ❾ ❿ Points [CP] for one level of ability in the Characteristic. Y mum amount you can put in any one Characteristic will be 8 for if you are creating an alien or other superhuman humans; however, (or your GM allows it), you can put as many points into a Characteristic as you want. ❼ ❽ ❺ ❻ ❹ ❶ ❷ ❸ ferentof characters, it’s time to actually construct kinds one. Total Fuzion’s flexible structure a character with lots allows you to build as well as giving you the ability to add of depth and fine tuning, removenew Characteristics or them as a campaign demands. TYPICAL PRIMAR with others; how you your character and charisma; how well you get along interact in social situations. C than sheer intelligence, but also cleverness,than sheer intelligence, awareness, perception, and ability to learn; don’t mental deficiencies become apparent until you hit 1. ming, etc. There is only one Primary in this group; Characteristic the rest are Derived (pg. 12) scious due to physical mass, sheer bloody-mindedness and structure or other qualities. How much damage you can take is derived from this. M is not the same as reflexes, inasmuch as this covers the knack of using be able to but might not tools. One character might have a high Technique, have high Reflexes, but fence or juggle. On the other hand, another might only a fair level of Technique. ing, throwing, juggling. A stage magician, for example, would have a high Reflex Characteristic. Most importantly, this is the Characteristic that shows your chance to hit things. PAGE 12 DERIVED CHARACTERISTICS Stun points each turn when you rest, andthismanyHitsbackforeachdayofmedicalattention. whenyourest, Stun pointseachturn than one half the starting value. than onehalfthestarting StunValue.Stun intoHitsorviceversa,aslongthetotalmovedislimitedto1/2ofstarting al Speedtablesuchastheoneusedin when youmoveduringthecourseofaction,orhowmanythings can doinaspecifictimeperiod(especiallywhenusinganoption- Speed (SPD)[1/2ofREF]: ❺ ❹ ❸ ❷ reduced to 0, the character becomes technically insane and his actions are taken over by the GM to reflect this. takenoverbytheGMtoreflect to0,thecharacterbecomestechnicallyinsaneandhisactionsare reduced Characteristic;whenitis yourPresence onepointislostfrom this DerivedCharacteristic,acorresponding 10pointslostfrom every ofmankind,etc.For therest powersthatseparatehimfrom themwithotherobjects,gaining unearthly andreplacing ing bodyparts events,remov- “humanity”damage;seeing horrible ThisDerivedCharacteristicloses points byreceiving ortheunearthly. horror extreme Humanity (HUM)[PREx10]: Resistance (RES)[WILLx3]: elect tomovepointsfromonetheotherwhenyoucreatecharacter( CharacteristicasSD;youcan damageonly. “energy” Calculated aspointsthataresubtractedfrom thesamePrimary EDiscalculatedfrom Defense(ED)[CONx2]: Energy (see above). asmuchEND asyourREC whenever youtakeaRecoverAction(pg.50),whichrestores “power” used)spends1ENDpoint.returns and recover.exhausted andcannotdoanythingmoreexceptrest Generally, 1minuteorhouroftime(orpoint 1-2pointsofeffect, in theuseofaspecialability(likesuperpowerortalent).ItisspentsamewayasHitsStunpoints.Whenitrunsout,youare Endurance (END)[CONx10]: game session.You’ve outofLuck.” “run other places;to Luck [INT+REF]: campaigntocampaign,afewtypicalOptionalDerivedCharacteristicsare: from Althoughthesewillvary acters between genres. Characteristics,youcanalwaysgenerateanOptionalDerivedCharacteristicwhenneedone,allowingtotransferchar- Primary from age youtake.You maymoveHitpointsintoStunandviceversa(seeabove). the character runs (at a rate allowing dodges and evasions), sprints (in a flat-out run), swims,andleapsin3seconds. (atarateallowingdodgesandevasions),sprints(inflat-outrun), the characterruns move up to 17 points from Stun into my Hits or up to 17 points from Hits into my Stun. my into Hits from points 17 to up or Hits my into Stun from points 17 to up move the cost of my ED, moving up to a max of 6 points from from one to the other. the to one from from points 6 of max a to up moving ED, my of cost the Points (pg. 13) in increase aCharacteristic ataratioof Points (pg.13)inincrease youmayattempttoconvince yourGMtoallowyouuseOption aCharacteristic. Or,Complications mayalsodecrease aslastresort, 4 ❷ ❹ ❶ ❸ 5 Hits [BODYx5]: Run (aka Stun Defense Recovery (REC)[STR+CON]: Recovery A ate andgeneratenewDerivedCharacteristics,evenifyoudidn’t havethemtobeginwith. EIE CHARACTERISTICS DERIVED BOVE O OPTIONAL D 12 12 be available in your campaign setting may allow you to increase a Characteristic,eithertemporarilyorpermanently. Certain be availableinyourcampaignsetting mayallowyoutoincrease Talents directly. ordecreased However,Characteristics generallymaynotbe increased orPowersthatmay ormaynot certain Characteristics (Primary) orDecreasing Increasing 60 13 4 25 25 HITS : for example,youmaynoteverneedtohaveaDerivedCharacteristicdefenseagainstlasers.Butbecausetheseare derived Fuzioncampaign.InanOldWest campaign, ptional DerivedCharacteristicsarethatmaynotbepresentinevery Combat Move Combat Derived CharacteristicsforSteve’sCharacterSheet unchanged. ThismeansasyoumovecharactersbetweenFuzion campaigns,you’llfinditeasytobothcre- eriving allows Referees to create newCharacteristicsonthefly, tocreate eriving allowsReferees leavingtheiroriginalCharacteristics STUN END REC SPD ED SD MOVE add to important die rolls or subtract from damage. When you have used up all of these points, they are goneuntilthenext damage.Whenyouhaveusedupallofthesepoints,theyare orsubtractfrom dierolls add toimportant (aka Fate acting on your behalf. Each game session you may take points from thisDerivedCharacteristicandusethemin Fate actingonyourbehalf.Eachgamesessionyoumaytakepointsfrom =[C =[C =[B How much killing damage you can take before you are dying. Any Armor you have may be subtracted from anyKillingdam- youhavemaybesubtractedfrom dying.AnyArmor youare How muchkillingdamageyoucantakebefore = =[R =[C =[S INCHES NX ON X ON =[B SD) [CONx2]: TR EF NX ON DERIVED D X ODY D X ODY (see previous page). (see previous ÷2] +C ) [MOVEx2m] 2] 2] 10]

ON ÷ 5] This Characteristic is used to measure a character’s reactions. Speed can be used to determine either Speedcanbeusedtodetermine reactions. acharacter’s This Characteristicisusedtomeasure Your basicallyyourmental“Hits”. mentalorpsychologicalattacksstress; ability toresist 1 5] This Characteristic represents howlongthecharactercanexpendenergy,This Characteristicrepresents whetherinphysicalenduranceor . 5 Your basicmorality andhumanity. thecharacterfaces dehumanization, Usedofteningameswhere ] Example: With a CON of 6, I have 12 Energy Defense and 12 Stun Defense. I decide to beef up my SD at SD my up beef to decide I Defense. Stun 12 and Defense Energy 12 have I 6, of CON a With Example: How resistant you are to damage from lasers,electricity. todamagefrom youare How resistant threats. beams,andother“energy-based” force This Characteristic determines how fast the character recovers from damage.You from howfastthecharacterrecovers This Characteristicdetermines getbackthismany 8 12 4 4 CHARACTERISTICS 9 How resistant you are to Stun damage; your SD is subtracted from anyStundamageyoutake. toStundamage;yourSDissubtractedfrom youare How resistant R S L ESISTANCE R PRINT Champions, Champions, S EAP WIM UN , Sprint (aka [MOVE [MOVE [MOVE [MOVE [W X 2] ILLX X X 1] 1] X ❺ 3] 3] 4th edition). Non-combat Move Non-combat five OP P TS S for every pointofCharacteristicincrease. for every KILL S ) [Movex3m] points. intounconsciousness,calculatedas battered youare take before ❶ bytheGMofyourcampaign: determined valueoraone you caneitherusetheCharacteristic’sgroup CharacteristictheDerivedcomesfrom, Primary Fuzion campaigns.Ifyourcharacterdoesnothavetheexact commontomost The followingDerivedCharacteristicsare existing Primary Characteristics. existing Primary simple mathematicaloperationonacharacter’salready not not 3 Stun [BODYx5]: afterwards!). Theamountyoucanmovemaynotbegreater afterwards!). I D MPORTANT DERIVED that are created by performing somekind of byperforming created that are characteristics erived Characteristicsare , Swim [MOVEx1m] : At the start, youmayelectto At thestart, How muchstunning/brawlingdamageyoucan Example: with 35 Stun and 35 Hits, I could I Hits, 35 and Stun 35 with Example: CHARACTERISTICS , Leap [MOVEx1m]: move move points from How far CAMPAIGN OPTIONS & POWER POINTS PAGE 13 (pg. 34). of the character; thing from the per- Experience part . Many superheroic Powers separate ant? via roleplaying. (A quest for a lost be translated into money with which ou W can of their monetary value. After all, a tractor wrong place rebuilt is something that is bought with Power is something that is bought pool of Points just for buying initial Powers. or Option Points to one Power Point. are things that can be paid for with money. Bought are things that can be paid for with money. Gadget options are things that are separate independent Powers with Power Points (PP) five ent Options, Gadgets, & Bought Options Gadgets, & Bought ent Options, hile Option Points re-acquired to buy equipment, complex things (like vehicles) can also If allowing players to put extra Option Points into this sep- If allowing players to put extra Option Points into ecause Powers (pg. 22) can inherently unbalance most games, you should provide players in superheroic or magi- nherent they are as much a part They of him as his Characteristics. Buying Complex Things with Power Points W Inher I Buying B t Find the Power Y For this reason, vehicles, mecha and large most in weapons In contrast, a Bought Options 6 4 5 are actually superhuman Characteristics instead. If you really want to build a guy with a STR of 25, get your GM’s permission to exchange some of your Power or Option Points for Characteristic Points. Power points interchange on a 1 to 1 basis; Option with Characteristics Points on a 5 to 1 basis. Can’ Maybe you’re looking in the Not Enough Power Points? With the permission of the GM, you can add Option Points to your Power pool at a ratio of This not only gives the GM a better handle on controllingThis not only gives the GM a better handle on the effects to improveof Powers on his game, but also makes it easier these Powers by adding new points to this separate pool. Important: arate point group, remember that 5 OP= 1 Power Point. cal settings with a be rated in points might cost $50,000.ºº, but how useful would it be to your character? It’s that’s for sure!not worth 500 OP, FUZION will have a Power Point value listed separate from their mon- etary cost, based on the same 5 to 1 ratio used to buy Powers (above) So if a GM wants his players to buy their own Big Hardware, he should make sure to give them an extra 100~150 OP to play with! Points just like a Power, but is a distinct, but is a distinct, Points just like a Power, son that createdit. This allows it to be used by others, but also means it can be destroyed or otherwise the When this happens, taken away. points used to construct are the Gadget not lost per se, but the Gadget must be then Gadget is a gold mine for any enterprising GM!). Good examples of Gadget is a gold mine Gadgets are equip- items, special weapons, or superpowered magical belt, armor suit or ment that is integral to the character (like a utility power source). Anything that is not commonly available (“on the shelf”) Power Points. technology is a Gadget and should be paid for with Inherent Unlike items most often include vehicles and equipment. They can also be options, bought options can be used by others. destroyed or taken away from a character and must be replaced by using money or new Option Points gained through available (“on the In general, any piece of equipment that is commonly shelf”) should be purchased with Option Points or money. cannot be taken from him (under most circumstances), but they also else. Inherentcannot be used by anyone items usually include Skills, Perks and (where applicable) Powers, and are always pur- Talents, chased with Option Points. OINTS OINTS P P Option ; all of AIGN PTION five O PTION O OWERS ] 60-—70 ] 50-—60 ] 70-—100 CAMP OPTIONS These improvements (whether gold, credits .] 30-—40 (still more points will , and P MYTHS , ] 40-—50 n any campaign, char- acters will need to get REALISTIC 1 - ACTION MOVIE the basic Skills, Talents, & Perks and Equipment pro-with which to fight, and tect themselves, generally adventure. These CAMPAIGN OPTIONS are usually spe- , I ] 20—30 SEMI , QUIPMENT COMIC BOOKS [ ELITE BLOCKBUSTER ACTION MOVIE ACTION SHOW OLYMPICS [ [ [ REALISTIC [ y) , E TYLE [TV S EROIC OMPETENT UPERHEROIC VERYDAY ERKS EGENDARY NCREDIBLE Option Points are given to Players by the E AMPAIGN C C , & P I hen starting a new character; everything he/she owns or knows is purchased with H L S CAMPAIGN OPTIONS rading Option Points for Characteristic ALENTS T Points (Primar Option Points are not normally interchangeable with Points to one Characteristic Point. However, in certainHowever, as superheroic situations (such games or where a character has undergone some sweeping or fundamental change), you can use Option Points to raise a Characteristic at a ratio of OPTION POINTS W , T . Why is this? The main reason is that it allows players to The following point values are merely the guidelines based on 3 After char- 2 KILLS must be granted by the GM of the particular game you are in. Characteristic Points (which are used only to buy Characteristics) (OP) accurately scale characters; everything costs Option Points, and you know what you’re getting in relation to something else. This also makes it harder for players to create characters who are unfair or unbalanced in relationship as long to other characters; know that any as you have similar levels of Option Points, you two characters will be relatively similar in terms of what they have, know or can do. GM at the start of come from awards). Complications and experience style of the campaign. Individual campaigns may have very differ- ent numbers. acter cre- ation, all remaining Points can be converted Option to money units on a 100 money units to 1 OP basis eurobucks, yen, zolotnies, whatever). cific to a style or genre what works in a science of game; fiction adventure from far future the would be mind-bend- The pre-ingly out of place in a medieval fantasy setting. in a particularcise list of campaign options available campaign will always vary according to each GM’s deci- sions. But as a general rule, they all break down into S which are purchased using Campaign Option Points [OP]. PAGE 14 ABOUT COMPLICATIONS playing.The finalapplicationisuptotheGM. thansomethingthatmaycomplicateyourrole- important generally more ifitcankillyou,it’s onyourcharacter’s survival; isitseffect of Importance Anothermeasure ittakesonmajorimportance. xenophobic environment, anotherplaceisprettyvalueless,butina isfrom everyone place where vide youwithahandytableofgeneralroleplaying guidelines: Intensity ratingwritteninparenthesis()rightafterit [10] means the Intensity of this Complication will get you 10 points. points. 10 you get will Complication this of Intensity the means [10] O ing total by the Importance. ing totalbytheImportance. works forallcomplications: ofthetradeforthoseextraOP.inflict ituponyouaspart Thistable Example: Value ofaComplicationisbasedonitsF dependingonthecampaign.The Complicationswillvary Lifepath events[pg.4-5]toaddacharacter’sbackground. Complication. I decide that this affects me Frequently (10), and I decide I and (10), Frequently me affects this that decide I Complication. M I’m responsible for the care of my aged Aunt Meg. Since she is very old, very is she Since Meg. Aunt aged my of care the for responsible I’m she’s considered to be Challenged (Intensity 10), but since I’m not in not I’m since but 10), (Intensity Challenged be to considered she’s 1 4 3 2 any danger and my skills aren’t affected (divide by 5), taking care of my of care taking 5), by (divide affected aren’t skills my and danger any aged aunt is worth (10+10)/5 = 4 Points. But if Aunt Meg was con- was Meg Aunt if But Points. 4 = (10+10)/5 worth is aunt aged stantly exposed to extreme danger that I had to rescue her from, I could I from, her rescue to had I that danger extreme to exposed stantly E S M I C F I F S milk the situation for up to 20 points! Good ol’ Aunt Meg! Aunt ol’ Good points! 20 to up for situation the milk NTENSITY NFREQUENTLY ical, or emotional situations/problems thatdefineandenhanceyourcharacter;theycanalsobelinkedtovarious ical, oremotionalsituations/problems acharacteristotakeonfewComplications—social,mental,phys- OptionPointswhencreating ne waytogetmore REQUENTLY XTREME EVERE TRONG REQUENCY ONSTANTLY ILD E M I MPORTANCE XTREME AJOR INOR I I J T FREQUENCY TO DETERMINEACOMPLICA IMPOR INTENSITY [5] Stubborn: Risk incarceration, bodily harm or financial/ social ruin social financial/ or harm bodily incarceration, Risk Stubborn: /V acter andtheCampaign.Forexample,taking mportance you. or justhowmuchitaffects ntensity [15] [10] COMPLICATIONS ALUE [divide by5] answer is the problem’s answer istheproblem’s impactyourlife? ust howoftendoesyourproblem [divide by2] Frequency Value,Frequency theIntensityValue, andmultiplytheresult- o determine the o determine [20] [x1] & V ALUE V G WILL+ itandmakeLegendary Must roleplay WILL+ itandmakeIncredible Must roleplay WILL+ itandmakeExceptional Must roleplay WILL+ it,ormakeEveryday toovercome May roleplay T ALUE 15 More than once every gamingsession thanonceevery More gamingsession Onceevery 15 10 reflects how hard it is to overcome thecomplication, itistoovercome howhard reflects UIDELINE 5 Once every fewgamingsessions Onceevery 5 ANCE rates how important theComplicationistochar- rates howimportant world reaction, orputscharacterintodanger.world reaction, onskillsor times damage,seriouseffect oncombat(-3),or1andhalf Major effect minor oncombatordamage,with Minor effect tion, or puts character into extreme danger.tion, orputscharacterintoextreme onskillsorworldreac- effect age, orextreme oncombat(-5),or2xdam- effect Extreme Concentration Concentration Concentration Concentration G UIDELINE G (-1) effect onskillsorworldreaction. (-1) effect value UIDELINE Example: I take take I Example: of aComplication,addtogetherthe Frequency Roll to overcome it Roll toovercome it Roll toovercome it Roll toovercome Roll to overcome it Roll toovercome Each Complicationhasitsown ; howoftentheGMcan REQUENCY Responsibility TION’S , butwealsopro- Foreigner Foreigner , I TNIYAND NTENSITY V ALUE as a as in a The B yourownidentity(15). friends,family(10). Forget generally knownfacts(5).Forget B it(20). unlessyourequest roll asks youtomakeaperception theGMnever oblivioustoeverything; things(15).Dangerously deal withdangerous to things(10).Misplaceorforget todoimportant ial things(5).Misplaceorforget (10). Hostile to you (15). Dangerous toyouinactions(20). (10). Hostiletoyou(15).Dangerous ty, hascharactersheetforit,etc.].Your otherself: C (10).You’llfinancial/social ruin risklife&limb(15). orfinancialloss(5).You’llrisk embarrassment, or bodilyharm riskincarceration, P abuse(20). physical abuse(15).Seeklifethreatening this, youmay: M (10).Risklife&limb(15). orfinancial/socialruin pitalization, bodilyharm God.Youafter you,orthatyouare will: S tostopThem(15).Riskinglife&limb(20). ruin socialorfinancial bodilyharm, on defensesagainstThem(10).Riskingincarceration, legions. You toyourparanoiaby: react maybe focussedononefoe,othertimes,there Sometimesyouare everywhere. I D into amiserablestupor(15).Suicidal(20). riskinglifeandlimborsink frenetically around andmope(10).Liabletorun around You depressions. terrifying tuated withsevere often: are U ed/stunned (20). orexhaust- (15). Attackanyoneinrangeandwon’tstopuntilsubduedforcibly (5).Attackanyonewithinrangeexceptfriends(10).in you off P (5). ParalyzingFear(10).BerserkTerror (15). Catatonic(20). dogs, heights,soundsorcolor. Whenfacedwithyourphobia,youfeel: B (10).You’llcial/social ruin risklife&limb(15). orfinancial loss(5).You’llembarrassment, orfinan- bodilyharm riskincarceration, S risk life&limboverit(15). (5). You’lloverit(10). orfinancial/socialruin bodilyharm riskincarceration, You: ening dangers(20). (15). Deadly, lifethreat- misfortunes costlyordangerous (10).Very misfortunes onlyholdforyou: adventure O asfarawaypossible (15). torun try ble atanythingyouimagineasdanger(5).You (10).You upandcan’treact freeze S involving newpeople(15). situations selffrom physicallyremove all interactionswithnewpeople(10).Will MPORTANCE A ARANOIA PLIT HOBIA ELUSIONS IPOLAR TUBBORN HY IRHEAD NLUCKY ERSERKER BSESSED OWARD AD ASOCHIST You hatedealingwithothers.You: . Talk or financiallossoverit aboutitallthetimeandwillriskembarrassment, T P EMPERED . You fearofsomecommonthing,suchas haveaphobia;andunreasoning ERSONALITY . . . You especiallyincombat.Whenfacedwithdanger: lack nerve, Thingsnevergoyourway;youhaveconstant disasters.Travel and . You upmoodspunc- tofitsoferratic, prone aclassicmanic/depressive, are (just because you think they’re afteryou...). You(just becauseyouthinkthey’re thinkyouhaveenemies, Oh Wow! Y Wow! Oh . You You notreal. believethingsthatare mayhearvoices,thinkaliensare . You justcan’tgetthatspecial(toyou)personorthingoutofyourmind. . You justhatetogivein—toanyone.To right: you’re prove You yourself.To hateyourself,andwillgooutofyourwaytoinjure do . . You yourfightingrage—yourabidly: can’tcontrol A andflaws: These involveyourMentalProblems PSYCHOLOGICAL basic traitsandcharacteristics. It’s thelittlethingsthatcount;yourgood&badhabits, PERSONALITY : . You’re allthetime.Whenyourtemperflares: justirritable, BSENT Seek verbalabuse(5).minorphysical(10),major You’re thispersonali- two,TWOpeopleinone![GMcontrols . M ou’re just naturallyspacy.ou’re Ingeneral,you: INDED .You havestrangelapsesofmemory. You often: Inconvenient misfortunes (5).Costlyordangerous Inconvenient misfortunes TRAITS Risk ostracism, embarrassment (5).Riskhos- Risk ostracism,embarrassment Incoherently ranting(5).Compulsivelyworking Incoherently COMPLICA Refuse tospeaknewpeople(5).Avoid Likes you(5).Isneutralto TIONS Moody (5).Liabletolie Misplace minor, triv- Attack whateverset Discomfort You’ll risk You trem- Forget You’ll COMPLICATIONS PAGE 15 Risk Risk For your friends (5). For a Equal to you in abilities (5). Being watched? (divide by atched of enmity against you: table, use the following Less powerful (5). As pow- than you? VIORS Risk expulsion, embarrassment, or finan- Limited to single town or area? (5). Limited Intensity Civil but distant (5). Rude and verbally abu- Risk expulsion or embarrassment (5). Risk bod- BEHA and their Risk Expulsion or embarrassment (5). Risk bodily harm or Extent, . You must have a particular substance or situation or you . You Risk expulsion or embarrassment (5). Risk bodily harm or finan- their You always do the Right Thing, and follow a higher Moral Code You . These are the personal rules you will not break, no matter . These are with, no mat- things you have chosen to deal ter how much trouble they cause. Codes of Honor, Family Matters; these are all Responsibilities: ENEMIES: Hunted and W ENEMIES: These are forces which are against you. actively working Enemy’s value is determined by three things: their Your COMPULSIVE These are you just can’t behaviors you must act upon; help yourself. . You just can’t help yourself; you always jump into things without . You . You steal things compulsively. You can’t help it; you’ll even: You steal things compulsively. . You . You’re bigoted and intolerant of those who are different. You’re from you. UTY . These are those who need your protection and help. They could . What can they do to you? Are they: DEPENDENCE ONOR . You can’t resist grabbing or pawing someone you find attractive, or at . You D / . What do they want from you? Are you: H . the one you “love”, you are: are jealous to the extreme. Towards You . You always tell the truth, be honest, you’ll even: even if it hurts. To . You . How far can they reach? Are they: . This is a promise you must keep, no matter what. It could be to protect ODE OF ONESTY EPENDENTS APABILITIES LEPTOMANIA DDICTION RESPONSIBILITIES OW ENSE OF XTENT ECHEROUS Common (5). Uncommon (10). Rare (15). Very Rare (20). EALOUSY NTENSITY MPULSIVENESS NTOLERANCE C A Capabilities, C NOTE: Instead of using the normal Intensity I someone, follow an ideal, or just get that stupid Ring into that distant volcano. To someone, follow an ideal, or just get that stupid Ring into that fulfill this promise, you’ll: financial ruin (10). Risk life & limb (15). D to a single country? (15) Interdimensional in their influence? (10) Worldwide or Galactic (20) expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15). I Obsessed and watchful (5). Confrontative and accusatory (10. Physically violent (15). K 5). Being hunted for capture or imprisonment? Marked for (divide by 2). death? (1). least making lewd comments. You’ll even: least making lewd comments. You’ll cial loss (5). Risk bodily harm or financial or social ruin (10). Risk life & limb (15). erful (10). More as you? powerful Have access to powerful than you? (15). weapons, powers or hardware? (20). E Challenged, or otherwise than you (10). Have special problems, weaker require- ments or dangers associated with them (15). include children, family, or friends. Generally, they are: or friends. Generally, include children, family, When you encounter them, you are: sive (10). Violently abusive (15). Abusive even at risk of life and limb (20). J arrest or embarrassment harm (5). Risk bodily or financial/social ruin (10). Risk life & limb (15). L ily harm, social or financial ruin (10). Risk life & limb (15). I thinking. To follow a whim, you’ll: thinking. To towards those you feel responsible for. You will do this: You towards those you feel responsible for. special group/organization (10). For all Humanity (15). For all Life Itself (20). V what. A Code of Honor might be a code against killing, never attacking fromwhat. A Code of Honor might be a code against killing, never keep your behind, or never suffering an insult without an answer in blood. To Code, you will: cial ruin Risk life & limb (15). (10). S will suffer severe mental or physical duress. The substance/situation you need is: H Only scale: Is reduced extra trying Uncommon (5). skills (10). Not From distant place (5). Everyone’s Uncommon (5). Common a story or two, even heard Frequently recognized (5). Performance TIONS Are color blind (5). Need glass- : or A 1 or more(5). A hand (10 fingers OU . Y TIONS: Disguise LIMIT you. Maybe it’s the bad breath or the nose Living a normal life, unnoticed by anyone (5). Are To beat a Target Number 4 points higher than every- beat a Target To stand You’re missing: You’re Uncommon (5). Common (10). VeryUncommon (5). Common (10). Common (15). hurt! Annoying (5). Disgusting (10). Horrible (15). You are newsworthyYou and your activities rate an article if a (15). . You are prone to uncontrollable changes; these may be physi- . You That . You stand out and are noticed in any crowd, with features that . You Snubbed; others ignore or refuse to deal with you (5). Oppressed; . You areis reflected either younger than usual or older; this in your . You HANGE . You are hard of hearing. Generally, to make a hearing based are hard of hearing. Generally, . You . You are unable to get around normally. Your Movement: Your are unable to get around normally. . You . Your voice is somehow damaged. When you speak, you can: . Your Very old/young: Reduce any 2 Characteristics (except Mental Group) GE . People just can’t C These are problems Physical must cope with: you A PHYSIOLOGICAL YOUR EYESIGHT IS IMPAIRED IN SOME WAY Ouch! . You are trying to hide your activities under a secret identity or other . You , . You are a figure in the media limelight; you can’t make a move with- . You : You are harmed from or take damage a certain: You or substance situation SOCIAL COMPLICA These are with serious Social and Societal con- things sequences for you: . . You’re susceptible to a certain situation or substance and take . You’re EATURES everywhere ABITS EARING OBILITY F . You are part of an oppressed. You or otherwise downtrodden group. In your Uncommon (5). Common (10). Very Common (15). IMB H Poor, with just enough for a bed and a few meager meals (5). Dead Broke with just enough for Poor, H M L . You’re not a local, and stand out like a sore thumb, attracting attention . You’re IGURE . You see letters and numbers as a jumble, or reversed. see This means you: . You . People “know” about you. At least, everyone’s DENTITY . sets off fall into convulsive fits that incapacitate you. What the fit (as You . Money is hard to come by for you, harder than for most. You are, financial-. Money is hard to come by for you, harder than for most. You COMPLICATIONS I MPAIRMENT F I EP R Easily concealed (5). Concealable with ISSING UTSIDER PPRESSED ISTINCTIVE AD EDUCED EDUCED SIGHT YSLEXIA EDUCED NCONTROLLABLE ERSONAL OVERTY UBLIC ECRET USCEPTIBILITY OCAL ULNERABILITY PILEPSY P damage when exposed to it. The substance or situation is: (10). Very Common (15). S ly- wise: and probably on the street with barely enough to eat (10). In debt, with others active- ly seeking to collect what little you have (15). P determined by the GM) is: M Read very (5). Cannot read slowly or write (10). E From very distant place (10). Never before seen in these parts (15). both unwelcome and possibly dangerous. You are obviously: both unwelcome and possibly dangerous. You society, you are: society, there are laws controlling where you live, work or can travel (10). Outcast; you’re a total non-person (15). Enslaved; you’re treated as property and can be sold or mistreated at will (20). D that is harmless to most people. The substance or situation is: Common (10). Very Common (15) reporter frequently make headlines and people always notice your is nearby (5). You everyactions on the street (10). Your reporters action makes news and you have fol- lowing you out getting attention: bothered by a single person trying to uncover your real identity (10). smoke screen. You currently are: smoke screen. You whisper, stammer or stutter (5). Only make sounds, but cannot speak (10). Cannot whisper, make a sound (15). V by quarter (5). Is reduced by half (10). Is reduced to dragging by arms at a MOVE of 1 (15). Nonexistent; you’re a total quadriplegic; unable to move below the neck (20). R Perception check, you will need: to hear at all (10). New ears; you’reone else's (5). A Hearing aid just totally deaf (15). R characteristics: by 2 (10). Extremely any 3 Characteristics (except Mental old/young: Reduce Reduce Group) by 3 (15). D are: cal or mental (depending on what you negotiate with the GM). What sets offcal or mental (depending on what you negotiate with the GM). the change is: V B each). An arm (15 each). R picking, but they find you: O es (10). Areor one-eyed (15). Are nearly blind totally blind (20). U if untrue. When you are mentioned or seen, you are: Always recognized (10). S concealable (15). O to uncover your real identity (15). P PAGE 16 ABOUT SKILLS S 10 M 9-10 7-8 5-6 3-4 1-2 0 VALUE Fuzion system: simple guidelinetoskilllevelsinthe tohowmuchtheycost. related R THAN ORE RLESS OR have a range of effectiveness thatis have arangeofeffectiveness likeCharacteristics;they kills are S L I H C E C LABEL NCREDIBLE EGENDARY VERYDAY UPERHEROIC EROIC OMPETENT HALLENGED ,fantasyormythology. belongstocomicbooks, This realm one couldbelieveintherealworld. Skills atthislevelarebetterthanany- ofgeniusandfiction. realm be usedfor, the andhave entered boundaries oftheskillandwhatitcan the Youin history. pushingforward are practitionersofthisskill of thegreatest A skillatthislevelputsyouintherealm skill that’snotquiteimpossible! offiction,amazing entering therealm skill, orevennewapplications.Thisis ease withunusualapplicationsofthe bestintheworld.You at are the very oneof A skillatthislevelmeansyou’re craftsman. the skill.You amaster considered are capable ofunusualapplications You amasterofthisskill,andare are aprofessional. sidered skill withsomedifficulty. You’re con- handle unusualapplicationsofthe You circumstances. everyday can itwellin this skill,andcanperform You welltrainedandpracticedin are or a beginner.an apprentice well.You’rethe time,thoughnotvery task, andcandothisthingmostof You’ve thebasicsofthis learned all. You don’tknowhowtodothistaskat SKILL Here’s a Here’s SKILLS T T what (for example,picking how askillwillbeused thatyouspecify require campaign settingsmay that skill.However, some Firearms wouldcost4OP.Firearms asdesired. level ofyourculture givesyoutheflexibilitytotailor skillcategory have anyathleticskills.TheEveryman mayusecomputers,butonlyspecialpeople setting,forexample,everyone future game;inafar to suithisparticular category theEveryman skillsfrom to addorremove byaddingSkilllevelsonanindividualbasis.AnGMmaywish can beimproved levelof2;aboutwhattheaveragepersonwouldknowhisworld.Each starting Everyman Skills. Everyman to. Skill tothelevelofmostapplicableCharacteristicskillisrelated usedingameplaybyaddingthelevelof onetoten,andare rated from normally sent hisorherlevelofknowledgeandaccomplishment.Skillsare tures as eachFuzioncampaignwillusuallyhaveitsownlist. tures line foryouradven- use theseasaguide- to Feelfree genres. tings ormodernaction set- many superheroic cal skillsapplicableto typi- the nextpageare paign settings. wide asthepossiblecam- in aFuziongameisas skills onecouldencounter Scientist [Chemist]. entist [Physicist]and ways (forexample,Sci- be abletouseitinother izations” ofthatskillto take additional“special- cases, youmayneedto you intendtobe.Inthese (Physicist, Hand Evade Hand Athletics, Teacher, Local Expert Expert Local Teacher, Athletics, 1 2 Buying a skill generally gets you the ability to do pretty much Buying askillgenerallygetsyoutheabilitytodopretty What’s compiledon The listofpossible begin with,sothathewon’tbetotallyhelplessinhisnewenvironment: charactergetsa he goodnewsis,every are Skills. Skills are thingsthecharacterknowsorcando;theyrepre- Skills.Skillsare are he firstthingmostcharacterswillwanttobuywiththeirOptionPoints kind kind E U EVER GENERAL SKILLS Chemist, etc.) . These are given free toallcharactersbytheGM,andhaveanautomatic givenfree . Theseare tures ortimeperiods: tures inallspecificcul- thingsgenerallyknownbyeveryone skillsare veryman of Scientist of Option Pointfor nlike Everyman Skills, nlike Everyman YMAN SKILLS P ecpin11 Perception 3 ocnrto 7 Concentration 4 dcto 10 Education 2 TS esain12 Persuasion 6 tltc 13 Athletics 6 every level every ece 8 Teacher 2 oa nweg 12 Knowledge Local 4 adt-ad10 Hand-to-Hand 2 adt-adEae9 Evade Hand-to-Hand 2 iers13 Firearms 5 (Knowledge wrpa 14 Swordplay 6 S 42 Total Points Total 42 Perception, Concentration, Education, Persuasion, Education, Concentration, Perception, A KILLS General Skills BOVE ,T : Steve’s CharacterSheetwithSkills ALENTS of skill;forexample,tohave4levelsin of your area), of yourarea), & P free free are purchased atthecostof purchased are ERKS starting group ofskillsto group starting Hand-to-Hand, Hand-to-Hand, everything everything R OLL and described by Hand-to- Move Thru Haymaker Escape Entangle Draw &Attac Dive for Cove Disarm Choke Hold Aim Abort Throw Other Action Sprint Run Grab Get Up Dodge Block Attack A C CTION OM one B k r SKILL LIST PAGE 17 AMILIES F ANGUAGE ) L LOOSE Danish, Norwegian, Swedish. Arabic, Persian. Hebrew, Berber. Arabic, Persian. Hebrew, Japanese, Korean ( : French, Spanish, Italian, : : : Thai, Burmese : German, Dutch, English, Afrikaans, : BASIC, C++, Fortran, Cobol. : Mandarin, Cantonese, Hakka, Thai VIAN OME SIAN SIAN : Russian, Polish, Czech S A : A ASTERN BASED - TH -E VIC TIN ID OMPUTER HINESE OR ERMANIC OUTH LA CANDINA A L G N Yiddish, Swiss S The ability to identify, understand, repair, and rewire understand, repair, The ability to identify, electronic devices. (TECH) gardening, Bay Any one field of knowledge: stamps, and so forth. law, City Police Department, paranormal of a or an in-depth knowledge This can be a hobby, specific field or area. (INT) revolvers, rifles, shot- Firing semi-automatic pistols, guns, and crossbows. (REF) inferences from a This skill lets the character make how long the corpse corpse about the cause of death, has been dead, and so forth. (TECH) identification, The ability to create false documents, (TECH) and so forth. currency, The ability to win gambling games that require some and more exotic games. skill, such as blackjack, poker, A character may also use this skill to cheat. (TECH) Firing vehicle-mounted weapons, mecha weapons, (REF) ship-mounted weapons and artillery. Skills of electronic intrusion into computer systems, including illegal entry and virus code writing. (TECH) Basic skill at fighting with your hands. Adding Martial Arts (page 30 - 31) allows the character to use Martial Arts maneuvers and actions. (REF) Basic skill at getting out of the way of someone who is trying to hit you. This skill is used for defense when you are being attacked by someone using the Hand-to- Hand Skill. (DEX) Use of military weapons such as RPGs, mortars, rock- ets, hand-held missiles, etc. (REF) clothes to culture: what The knowledge of upper-class are considered sophisticated drinks, and what wear, how to mingle with royalty and other VIPs. (PRE) The ability to forcibly extract information from people. The character knows how to avoid leaving marks, can judge how close a victim is to death or breaking, and is an expert at manipulating subjects into revealing desired information. (PRE) This skill enables the character to design and con- the character use Inventor, struct new devices. To needs the complementary science skills in the field he is working in. (TECH) Must specify one particular language group (or dialect, computer code, type of sign lan- guage or hand sig- nals). Must specify pri- mary lan- guage (see chart) in the family; all others in (INT) that group are at 1/2 of primary. lips This skill enables the character to read someone’s in order to tell what he is saying. The character must (INT) mouth clearly. be able to see his target’s S Portuguese C S C M ELECTRONICS EXPERT FIREARMS FORENSIC MEDICINE FORGERY GAMBLING GUNNERY HACKING HAND TO HAND HAND TO HAND EVADE WEAPONS HEAVY HIGH SOCIETY INTERROGATION INVENTOR LANGUAGES LIP READING SKILL LIST SKILL The ability to perform flips, jumps, and rolls like a cir- The ability to perform flips, jumps, over an obsta- can also jump and flip cus acrobat. You to fight. (DEX) cle, landing on your feet, ready a role or character. The ability to act; to assume can fake moods or Someone who is skilled in this (PRE) emotions, or hide his true identity. training, and care as The skills of animal handling, applicable. (INT) escaping, throwing, Basic Athletics skills; dodging, swimming. (DEX) weapons and Use of machine-guns. full-autofire attacks, etc. (REF) when to bribe some- A character with this skill knows how much to offer. one, how to approach him, and (PRE) The ability to properly implant and operate listening, visual, or other sensing devices (“bugs.”) (TECH) red know how to deal with bureaucrats, cut out You tape, who to talk to, how to reach them, and how to extract information from bureaucracies. (PRE) Knowledge of basic business practices, laws of supply and demand, employee management, accounting, procurement, sales, marketing. (INT) Ability to climb unusually difficult walls, trees, and buildings, as long as there are handholds. The basic climbing speed is 2 m/y per phase. (STR) The ability to program and operate computers. (TECH) can hide things and find things that other people You have hidden — like important papers, weapons, jew- els, artifacts, drugs, and so forth. (INT) The abilities of focus and mental control. This would recall, physiological con- encompass feats of memory, trol, and Mental Powers. (WILL) The ability to manipulate your body to get out of ropes contort your body to may also and similar bonds. You fit into generally inaccessible places or spaces. (DEX) This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the subject real- izes he is being pumped for information. (PRE) know how to look for clues, dust for fingerprints, You examine evidence, do ballistic tests, examine records, search through files, and so on. (TECH) The ability to solve simple ciphers and encrypt or decode messages. (INT) This is the art of taking several facts and leaping to an inobvious conclusion. This skill should be used spar- (INT) ingly. The ability to properly use, handle, set, and defuse explosives (TECH) appearance The ability to change a character’s through makeup, costumes, body language, and facial expression. (TECH) Driving cars, motorcycles, jeeps, trucks, tanks, hover- this skill craft, and other ground vehicles. Generally, must be purchased for one class of vehicles. (REF) science, General knowledge, such as math, history, trivia, or current events. (INT) GENERAL SKILLS EXPLANATION COMPUTER PROGRAMMING ACROBATICS ACROBATICS ACTING ANIMAL HANDLER ATHLETICS AUTOFIRE WEAPONS BRIBERY BUGGING BUREAUCRATICS BUSINESS CLIMBING CONCEALMENT CONCENTRATION CONTORTIONIST CONVERSATION CRIMINOLOGY CRYPTOGRAPHY DEDUCTION DEMOLITIONS DISGUISE DRIVING EDUCATION PAGE 18 SKILL LIST PERCEPTION PARAMEDIC ORATORY NAVIGATION MIMICRY MELEE EVADE MELEE WEAPONS MECHANICS LOCKPICKING SHADOWING SEDUCTION SECURITY SYSTEMS SCIENCE RIDING RESEARCH RANGED EVADE PROFESSIONAL PILOT PERSUASION LOCAL EXPERT things (likeclues),detectingliesandemotions. The skillofobservation,perceptionandspottinghidden damage, andgenerallykeepsomeonealive.(TECH) This skillenablesthecharactertostopbleeding,repair convincing presentation.(PRE) The abilitytospeakanaudienceanddelivera guides. (INT) plot courses,workfromwind,weather, andother Knowing howtotakesightings,usemapsandcharts, (PRE) The abilitytoperfectlyimitatesomeoneelse’s voice. using theMeleeWeapons Skill.(DEX) for defensewhenyouarebeingattackedbysomeone is tryingtostrikeyouwithaweapon.Thisskillused Basic skillatgettingoutofthewaysomeonewho knives, clubs,axes,swords,spears,etc.(REF) Using alldifferenttypesofmeleeweapons,suchas how torepair, replace,andbuildthem.(TECH) Skill withmechanicaldevicesandtheknowledgeof tion, electronic,andmagneticlocks.(TECH) This skillallowsthecharactertoopenkey, combina- environment. (INT) general customs,schedules,andpeculiaritiesofthe Knowledge ofanarea;who’s who,wherethingsare, spot andloseatail.(INT) The abilitytosubtlyfollowsomeone.Alsothe ship orfavors.(PRE) The abilitytogainothers’trustbyofferingcompanion- ment. (TECH) up alarmsandtraps,giventhepropertimeequip- alarms andtraps.Thecharacteralsoknowshowtoset The abilitytorecognizeandevadevarioustypesof your areaofstudywhenthisskillispurchased.(INT) etc. foryourappropriatefieldofscience.Mustspecify ments, howtowritescientificpapers,testhypotheses, Knowledge oflabtechniques,howtodesignexperi- chased. (DEX) ally horse)mustbespecifiedwhenthisskillispur- under difficultcircumstances.Thetypeofanimal(usu- This skillenablesacharactertoridelivingcreature sources. (INT) uncovering informationfromobscureoruncommon Skills inusinglibraries,databases,records,aswell being attackedbyarangedattack.(DEX) whatever. Thisskillisusedfordefensewhenyouare be itapistolshot,anenergyblast,throwncar, or is tryingtoshootyouwithanytypeofrangedweapon, Basic skillatgettingoutofthewaysomeonewho profession. (INT) greatly enhancethecharacter’s abilitytopracticehis taxi driving,etc.)Obviously, certainotherskillswill artist, actor, doctor, hockey player, mason,secretary, The abilitytoperformacertainprofession(suchas for thisskill.(DEX) copters, etc.Aspecificclassofvehiclemustbechosen Flying propaircraft,civilianjets,militaryheli- uals. (PRE) The abilitytoconvince,persuade,orinfluenceindivid- SKILL LIST WEAPONSMITH WARDROBE ANDSTYLE VENTRILOQUIST USE POWER TRADING TRACKING TEACHER TACTICS SYSTEMS OPERATIONS SURVEILLANCE SURVIVAL STREETWISE STEALTH SLEIGHT OFHAND be specifiedwhenthisskillispurchased.(TECH) cle-powered, firearms,energyweapons,other)must weapons ofvarioustypes.Theclassweapon(mus- The characterknowshowtobuild,maintainandrepair clothes andlookhisbest.(PRE) A characterwiththisskillknowshowtoshowoff A graspoffashion,wardrobe,andpersonalgrooming. ing fromsomewhereotherthanhimself.(PRE) The charactercanmakehisvoicesoundasifit’s com- tion isappropriate.(Varies) used asthe“Characteristic”ifGMfeelssitua- tion). ThePowerPointsinthecouldevenbe Power inaclassiccomicbookormagicalconfronta- (for instance,usingWillinacontestofPowerversus may beusediftheGMdecidessituationwarrants making SkillRollsforUsePower, thoughotherStats The Technique Characteristicshouldbeusedwhen match anotherforcefield,orsimilarpseudo-science). instance, varyingthefrequencyofyourforcefieldto used whentryingtouseapowerincleverway(for ter tomakeradicalflightmaneuvers,etc.)andisalso powers (forexample,UseFlightwouldallowacharac- with attackpowerstomakeattacks,operatecertain nected byacommonspecialeffect.Thisskillisused can beboughtforanygroupofpowersthatarecon- Multipower, hisflight,andsoforth.Generally, thisskill powers thecharactermighthave,suchashisattack skill. Thismustbeboughtforthevariousgroupsof The abilitytouseaparanormalpowerorsupernatural customer. (PRE) The abilitytostrikeagoodbargainwithmerchantor broken twigs,andsoforth.(INT) The abilitytofollowatrailbyobservingtracks,marks, The abilitytoimpartinformationorskillsother. (PRE) ly knowswhatmustbedonetowinabattle.(INT) acter withthisskillisanexpertatcombat,andusual- The abilitytofighteffectivelyandefficiently. Achar- Radar, microwavetransmitters,LANs,etc.)(TECH) what typeofsystemheknowshowtooperate(suchas communications devices.Thecharactershouldchoose This skillallowsthecharactertooperatesensingand without havingitdetected.(INT) The abilitytosetupastaticsurveillanceofsubject mals, andsoon.(INT) food andwater, identifydangerousplantsandani- This skillenablesthecharactertoliveoffland,find (PRE) market, talktothugs,gaininformation,andsoon. side ofcivilization:heknowshowtofindtheblack This skillgivesthecharacterknowledgeofseamy detection incombatsituations.(DEX) The abilitytohideinshadows,movesilentlyoravoid tricks, etc.(REF) The abilitytopalmitems,fooltheeye,performmagic TALENTS PAGE 19 . roll check Perception Perception would be a very dan- always shooting the gun out be okayed by the GM and have an important combat or must never cigar hidden somewhere on your person, etc on a hook when you walk in; always having a striking your face, being able to toss your hat of the bad guy’s hand dramatically, always having dramatic lighting When wounded, you will reduceWhen wounded, you will the amount of each time and the STUN taken by 2 points effects wounds (when used) by -2. of Impairing how much time has elapsed between the pre- sent and the last time you checked. whenever he thinks you might get a hunch, even if there are no perceptible clues present. required). are extremely long lived, but do not show any You appreciable signs of aging. No matter how old you are, you always look and feel as a person half your age. Hits per time unit in addition to your normal healing rate. You can lower your heart rate and breathingYou to such a low level that it is a Legendary Difficultywhether you are to tell dead or not. You always know if something's in tune, and You automatically gain at +3 bonus in any musically related task (singing, playing instruments, etc). A schtick is a special habit or personal affec- tation that has little or no actual effect on skills or combat abilities. Examples might be: always having a wind wafting your hair or cape should You are immune to the effects of one specific You poison or disease group (must specify). operations in your head without using any aids. or smallest sound (no can see in all but absolute darkness. You you are familiar with in three seconds (you can read a 200 page book in 10 minutes). Schticks gerous schtick to allow. You have an uncanny feel for hunches; the GM You will give you a chance to make a skill application— ways. You can fit into any space equal to half your into any space equal to half can fit ways. You impossible to tie you up height and width and it is rope;or entangle you with a single you can only be restrained using restraints like cuffs, shack- les, or nets. heard, smelled, or touched. : : heal extremely recovering fast, an extra 3 You : can bend your limbs and joints in impossible You : can read one page of any normal text that You : wake instantly fromthe lightest touch even You : never forget anything you have read, seen, You : EATH : can automatically do complex mathematical You : : always know what time it is, always know You : areresistant especially to pain and shock. You D : : OINTED : EALING EADER ITCH : EMORY ISION J LEEPER P ENSE AIN H R V M S P S APID IGHT IGH ALCULATOR OUBLE CHTICK IMULATE PEED IME HRESHOLD ERFECT IGHT IGHTNING ONGEVITY IDETIC MMUNITY NTUITION I L L N S S P R E T I C L T S D H Ward- ✚ smart ✚ and TALENTS skills for each level taken. Persuasion, Performance, ) can be taken in the Talent, each addi- each Talent, ) can be taken in the alents are an innate ability, (but not nec- (but not alents are innate ability, an essarily superhuman) that cannot nor- essarily superhuman) ✚ ESCRIPTION robe/Style matically react faster to danger than anyone else; for every level taken (up to 5) you may add +1 to your Initiative rolls (in combat only). you unless severely provoked. You always seem you unless severely provoked. You to attract whatever animals are common to the area, gravitate to your and they will immediately side, although they may not necessarily do what you ask them to. touch, taste) is extremely acute. If the sense is touch, you can read print with your fingertips, feel tumblers moving in a lock, and determine subtle differences in materials by feel. If the sense is smell, you can instantly detect people or substances by scent alone and can track them like a bloodhound. If the sense is sight, you automatically gain a +1 bonus in all sight related Perceptionchecks, and treat all ranged attack modifiers as being 2 points less than normal. If the sense is taste, you can perceive subtle addi- tions to food and detect harmful substances with the barest taste. You are never lost; always know where NorthYou is and can orient yourself easily without any exter- nal cues. You can use tools and weapons with either hand You at no penalty (normally -3 for using off-hand). D idea..." you warning you’re whenever about to do some- thing particularly foolish, even if there are no per- ceptible clues present. He doesn’t have to speci- just that "this might not be a fy the danger, You are extremely good looking; people will auto- You matically stop and stare at you when you pass, and you are generally surrounded by admirers. In addition, you automatically have a +1 bonus to your no negative modifiers for darkness or being obscured (-4), even if you can't see or hear your opponent. ALENTS mally be learned taught, such as a bump or T T : always look before you leap; the GM must give You : (in hand to hand only) with can counterattack You : : reflexes are keyed for danger; you auto- Your : Animals like you; they will never harm or attack : One of your five senses (sight, sound, smell, : ENSE ENSE : ENSE AME / S S S ENSES MPATHY N EACTION E S R OMMON LIND OMBAT EAUTIFUL ANDSOME CUTE IRECTION MBIDEXTERITY NIMAL ALENT H B C D B A A of direction in the dark. The list of or the ability to see which ones are below is a general one; available Talents decisions about the campaign set- depends on each GM’s costs 3 points each. If lev- Talents ting. Each one of these els (indicated by a another 3 OP: tional level will cost T A C PAGE 20 L M H PERKS & PRIVILEGES P R C L M P thePerkis(1beinglowest,10 Skill, andfunctionasavaluegaugeofhowpowerful withOptionPointsjustlikeany purchased Theyare aprofession. from benefits accruing F hn bu t MfaGdahr otc ih eur ao fYUsomedaytoo! afavorofYOU Think aboutit:A“MafiaGodfather”Contactmightrequire vidually. this. ManyPerkshavemixedbenefits,bothgoodorbad,andgameplayshouldreflect W ICENSE AVOR ENOWN ONTACT ERK EMBERSHIP EALTH paign. usefulitems,privileges,orcontactsacharacterhasaccesstoincam- erks are P N 8 FBI Membership Membership FBI 8 TS 2 Wealth (Upper Middle Class) Middle (Upper Wealth 2 C Once theGMhasestablishedlevelofPerk,hemustdecidejusthowmuchimpact AME AMPAIGN V TL OR ITTLE ERY S IGH EK PRIVILEGES PERKS & ODERATE KILLS Perks canbespeciallicensesorsymbolsofauthority, friends,favorsorfringe I H MPACT S everything. ratherthanonecontactwhodoes areas alotofpeople indifferent have favorsfrom Notethatit’softenusefulto they MUSTdowhatyouask(aslongasitsappropriate). multipliers above are for).Forexample: multipliers aboveare (that’swhatthe nottheinfluenceofgroup character’s statusintheorganization, your ThelevelofMembershiprepresents youalsohaveresponsibilities. or group—but dent’s not much, but a student who’s willingto dent’s notmuch,butastudentwho’s FBI costs9.Rememberthatthelevelofcontactisbasedonseveralfactors:astu- sionally backyouupinafightcosts3,localYakuza Bosscosts6,theheadof who’llocca- Amercenary therecord.” power orsheerskill,andthishelpisusually“off unconditional licensetokillmightcost10. licensecosts about9,andhavingan vice agent’slicense8,aFederalMarshal’s ser- licensemightcost6;aCIAorsecret Investigator’s license4;aBountyHunter’s mightcost2;APrivate Byexample:alicensetosellarms many responsibilities. haveso but youalsodon’t (asabove)—yougetnoresources, the authorityofagroup YOU authorityratherthan“loaning”youuseof individualcases,granting Licenses are illegal(licensetokill,collecttaxes,huntcriminals,etc). mally beconsidered [1 [1 [0.5 [1 [1 [1 [C anything youwant.TheGM andbuyalmost canliveanywhere amillionaire, expensivehome.At9,you’re a very likecarsorvacations,andlivein purchases large don’t havetoworkatall,canafford rich;you costlyhobbies, andhaveanexpensivehome.At6you’re sionally, can afford yourself;youneedworkonlyocca- thanenoughmoneytosupport do andhavemore wellto niceplace.Atlevels3~4,youare thingsandliveinavery buy mosteveryday common thingsandlivinginadecentplace.Level2isuppermiddleclass; youcan inthemiddleclass,capable ofbuying lifestyle. Spending1OPplacesyoucomfortably detain andusedeadlyforce. Authority, ple know you; at 6 you’re nationally known; at 9 you’re an international figure. figure. aninternational nationallyknown;at9you’re ple knowyou;at6you’re favorwithyou,ortoatleastavoidgettingonyourbadside.At3,mostlocalpeo- curry you a janitor, but at 10 you’re the Director’s right-hand man. right-hand Director’s the you’re 10 at but janitor, a you IGH TYLE N S PER OST E LEVEL PER I E LEVEL PER E LEVEL PER E LEVEL PER E LEVEL PER I MPACT O MPACT ,T ...... I E LEVEL PER MPACT ALENTS ...... in whichthecharacterisanagentoflawandhaspowertoarrest, L ] ] ] ] ] EVEL Characters are assumedtobe lowermiddleclass,butwealthboostsyour Characters are You person,government, ofanorganization, cancallupontheresources You money, knowsomeonewhocan(andgenerallywill)helpyouthrough Your usuallyinafavorablelight.Peoplegooutoftheirwayto reputation, The characterhasalegallysanctionedrighttodothingsthatwouldnor- ] & P A oneshotContact;youcanmakeuseofthiscontactonlyonce,but ] D ERKS ESCRIPTION M ULTIPLY might might P X X X X 1 2 3 4 ERK let youexceedWealth 10,makingyouabillionaire! B Y being best—theGMisthefinalarbiterof and should be created foreachcampaignindi- and shouldbecreated meansomething! or 9shouldreally onthe1~10scale);level8 a Perk’sworth A Membership of 1 at in the FBI would make would FBI the in at 1 of Membership A Perks are Perks are be thefinalcost. is multipliedbythevalueindicated.Thiswill and thebasiccostforPerk(listedbelow) below The impactismatchedtothechart SERIOUS impact. same statuswouldhave inacyberpunkcampaign,that affectation; huge corporationwouldbeacharacter game,beingtheheadofa a superheroic that perkhasontheworld;forexample,in die for you for die extremely extremely … campaign dependent A versionofthisis For 5 those numbers. (super-powers, magic,etc.)toexceed must havesomekindofreason up beyondthismaximum,buthe character maybuyhisDerivedStats 70, STUNof35,andHITS35.A of 4,RES14,RECEND human wouldbeSD&EDof14,SPD mum DerivedStatsforthatnormal Millennium campaignis7.Themaxi- human intheChampions:New the maximumstatforanormal Stat(s)involved.Forexample, Primary themaximumvalueof from figured Stats, thesemaximumsare Stats.InthecaseofDerived Primary as theyhaveStatmaximumsfor maximums forDerivedStats,much humanshavestat Note thatnormal whyyoucan’t(orshouldn’t.) reason issome unlessthere Stat isfigured, whichtheDerived Statfrom Primary the justtoincrease better served well. Ingeneral,however, you’dbe Points tobuyupDerivedStatsas course, youcanalsouseCharacter for each5OptionPointsspent.Of showswhatyouget value. Thechart a DerivedStatbeyonditsstarting thevalueof It ispossibletoincrease I +5 HITS +5 STUN +3 Resistance +10 END +1 REC 2CPor10OP (Requires +1/2 SPD +2 SD&ED the following: your DerivedStatsbychoosingoneof of $1,000perweek;thisvalue 1, theplayerhasadisposableincome AtWealth might usethefollowingrule: Caribbean island.Inthiscase,you NEED toknowifyoucanbuythat may betimeswhenyou’llabsolutely tedious bookkeeping.However, there alotof their moneydirectly—it’s ful letting REALLY shouldbe year! Referees care- could spendover2milliondollarsa Wealth—this meansatWealth 10,you MPROVING bles bles couraged from keepingtrackof couraged from OPs for eachadditionallevelof wealthy characters are dis- wealthy charactersare Generally, playerswith MONEY INFUZION this this D or 1 to increase by+1) to increase ERIVED rules catoutofthebag! rules CP , youcanincrease S T A TS dou- GEAR & EQUIPMENT LIST PAGE 21 Hyper Energy Tech skills. or attempt. First Aid Stealth ...... 12 Electronics, Mechanics, Tinkering, ...... 5 ...... 2 ...... 3 ...... 3 ...... 3 ...... 2 ...... 1 ...... 3 (6)...... 1 H CANNER ...... 1 RANSLATOR OME (10) ...... 1 T S CANNER OMPASS ...... 3 ; to derive money costs, multiply the ; to derive money D ELLS S YNTHESIZER C OMMO C S C ACROGLASSES EDICAL USIC ESPIRATOR NIVERSAL OLOCHIPS OLORECORDER OWER IDEO NEAKSUIT URVIVAL ECHNICAL NERTIAL type skills. U Futuristic equivalent of camouflage, the sneaksuit mim- ics the background of whatever the wearer is passing in front of. Adds +2 to any Futuristic equivalents of tapes, music, and books. Futuristic equivalents of tapes, H Breathing mask for filtering out smog, toxic atmos- pheres, etc. Oxygen (1 hour) bottle included. S The “batteries” of the future, most small used to power devices and weapons. Come in packs of 6, each with a jack for wall. Recharging; 1 hour to recharge takes a sin- gle cell. Every Future electronic device uses one power cell, which will run the device for 10 continuous hours. R Two-way TV communicator about the size of a pack of cigarettes. Range is equivalent to a standard communi- with same limits. cator, Futuristic equivalent of a video recorder. Can record up to Projects10 hours on a single chip. hand-sized holo image for playback. I Futuristic equivalent of binoculars, with digital range read- outs, image enhancement, still recording of up to 10 images (stored on holochips). M Light, self-inflating habitat for four. Air tight, can even be Light, self-inflating habitat for four. used in space (although air must be provided for breath- five minutes to set up. ing). Takes T Small device about the size of a pack of cigarettes.Small device about the size Records directionsreplays travelled and instructions and map on LCD screen. Will always locate North. Adds +2 to any Navigation skill. M Hand-held scanner the size of a paperback book. Examines patient, gives procedures and diagnosis on LCD screen. Adds +2 to any Cybertech, FTL Tech, Gravitic Tech, Hand-held scanner about the size of a paperback book. Readout examines mechanical/electronic hardware and gives repair procedures and problems on LCD screen. Adds +2 to any Any type of electronic music device; can include key- boards, druminstruments, pads, stringed and MIDI wind instruments. 10 hours per power cell. P Translates unknown languages and providesTranslates English equivalents through attached earphones. When spoken into, translates your words back via digitized voice. Takes three turns to translate a simple language; six turns to analyze and translate a complex one. Note: on a roll of 6 on 1D6, any previously unknown language is untranslat- able. V S Option Points M )...... 05 ...... 10 ...... 10 )...... 1 The values given hereThe values given are in UTURE ...... 1 ...... 3 ...... 1 : ODULE (F WEEK P ( ...... 05 M ...... 02 ) ...... 1 OMPUTER IT ...... 1 ...... 5 OTE C K ...... 05 ...... 10 ELT N AMERA ID B ...... 1 ACKS ASK ECORDER NYLON C A ...... 1 P ( R M ...... 2 RISTWATCH OMMUNICATOR ILL TILITY ADIO NALYZER NTIGRAVITY ERSONAL NOWSHOES IDEO KATES KIS IRST OOD ENT OOLKNIFE APE SUPERTECHA OP For snow travel (reduces terrain from Rough to Normal). S Portable Range about 20 miles, 24 CB walky-talky. bands. S For rapid travel on ice (reduces terrain type from Rough to Normal). S Classic “Swiss army” knife (DC.5). Saw, screwdrivers,Classic “Swiss army” knife (DC.5). Saw, tweezers, awls, etc. U Hand-held scanner about the size of a hardback book. exam- The scanner sweeps 100m/yds around the user, ining life signs, technology traces, emissions, sounds, etc., reporting on what it observes on its LCD screen. Adds +2 to any Awareness, Understand Technology, or SurvivalTracking skills. A Facemask and collar unit equivalent to an aqualung. Allows user to breathe freely underwater for up to 72 hours down to 200m/yds. For movement over deep snow (reduces terrain from Very Rough to Rough). T Holds four. Can be set up in five minutes. Holds four. T Belt or harness Can be used to carry with pouches. up to 6 objects or devices up to the size of a large paperback book. or a total combined weight no greater than 10kg. V Digital time keeper with alarm, day, date. Two years on a Digital time keeper with alarm, day, battery. Records color images and sound on video tape. Can replay Each tape images through viewfinder monitor. tape lasts 4 hours. W Small radio (headset or matchbox-sized handheld). Range is 1000km. A communicator can reach a ship in orbit, as long as the ship is directly overhead and not blocked by more than a meter of concrete or metal. F About the size of a cigarette pack. 2 hours of audio on tape cassettes. T Compressed food for one man. Requires no heating or water; just rip open the seal and it heats in 2 minutes. G Small 1’x1’x1’ cube with antigravity unit inside. Handles are on either side. Can lift up to 200 lbs. for 4 hours on a power cell. C 8” x 12” x 2” laptop with LCD screen.8” x 12” x 2” laptop with LCD 100 2 meg, with meg memory pages of information). (about 100,000 3 hour battery charge; recharge in 3 hours. R Laser scalpels, dermal staplers, nano-clamps, air hypos and other high tech medical devices. Required for Physician or First Aid skill attempts. F ...... 05 ...... 2 IT ...... 1 ...... 5 IT K )...... 01 ) ...... 1 K LASH ...... 9 ...... 1 OOL ...... 9 OVERALL T OOL ODERN WEEK C ...... 5 T & F ( S ...... 1 ...... 3 ...... 1 ...... 1 ’ is just one more to adventure. your character will need thing of types of personal hardware list below is a sample The used in the ...... 1 ...... 01 S (M ’ OUNTER ...... 1 EAR AMERA OPE ...... 05 ...... 01 ...... 6 ...... 01 OOD ID C G C R HONE ETECTOR F A ”...... 6 P ear exhaustive. setting; it is by no means Champions GEAR EQUIPMENT & D OGGLES PLAYER UG ECHANIC OVIE YLON EIGER ELL IVING RIED AMP STOVE ANTEEN AMERA AMOUFLAGE INOCULARS UG LECTRICIAN IRST LASHLIGHT IGHTER ANTERN AMMER HIGH TECH OP B OP cost by 100 monetary units. Also note some costs are in 10th points. G Miniature device. Will listening transmit any sound within 10m/yds to a receiver up to a km away. B Fast fires (2 minutes by this method). Good for 100 lights. M Will jam any active or passive listening device within 10m/yds of user. L Lights up to 40m/yds. Batteries last 8 hrs., gasoline for 6. L Holds 2 quarts. CD Records still images on film. 24 exposures. C Battery powered,8 hours. Lights up to good for 20m/yds. G Plays compact laser-discs. About the size of a paperback book. C 100m/yds. Can hold up to 500 lbs. Runs on pressurized gas for 3 hours. Takes about 5 min- Runs on pressurized gas for 3 hours. Takes utes to boil water. C Cellular network phone. Range 10 km. D For long distance observation. 30x power. “B Includes swim fins, wet suit, weight belt, aqualung and good for 3 hours. Can be used down to mask. Tanks 60m/yds. D Will detect any active or passive listening device within Will detect any active or passive 10m/yds Will determine location location of bug, but not of receiver. C Records and sound on film. color images N Detects intensity/direction of radiation up to 10m/yds. IR G For one man. Prepackaged, just add water. 5 lbs. For one man. Prepackaged, just add water. E Bandages,scalpels, disinfectants. Required for First Aid attempts. F Wrenches, pliers, screwdrivers,Wrenches, etc. Required for Mechanical tasks. M Allows user to see in dim light, using flash (Illuminates up to 15m/yds). J Khaki overclothing, patterned Snow, to match Urban, Jungle, Forest, or Desert environments (specify). Adds +2 to any Stealth attempt. C Pocket soldering iron, parts, etc. Required multimeter, for Electronics tasks. F PAGE 22 HERO SUPERPOWER PLUG-IN only limits are yourimagination. only limitsare The butdifferent. related canbemanytypesofspecialeffect, there designatedforthepower. some specialeffect description; exactlywhatisuptotheGM.Mostpowersshouldhave canhaveextrabenefitsorlimitsbeyondthebasicpower cial effect uses electricity, asonicattack.Eachtypeofspe- fires andthethird another SFX:Oneisfire, Blast,buteachmighthavedifferent Energy less effect againstwell-insulatedtargets. less effect and againstdelicateelectronics, effect powers mayhavegreater defenses. Electrical Thisistheclassicattackagainstenergy egory. zaps. Anycombinationofamperageandvoltagewouldbeinthiscat- environments. inhigh-temperature effective you decidewhenbuythepower. usuallyless Coldpowersare defenses,dependingonwhat can workagainstphysicalorenergy Coldattacks materials,ice,orothersucheffects. blasts ofsupercold temperatures. or extreme byhighwinds times manifestedasgasses,whichmightbeaffected some- be unusualones,suchasDrains.Biochemicalattacksare andotherchemicals.Biochemicalattackscanoften diseases, drugs Common SFXinChampions:TheNewMillennium es, clubs, rocks, chunks of ice, or anything that creates asolidthump chunksofice,oranything thatcreates es, clubs,rocks, environments. inlow-temperature usually lesseffective innocentlives.Heatpowersare damageorthreaten excess property ble materials,whichissometimeshandyandcancause inflamma- fires canstart as flames,hotmetal,orgasses.Fire unlike anythingelse. directly. butwhenitis,it’s seeninitsrawform, Thispowerisrarely items,peopleorphenomena tapit butsomerare other effects, Could itbeMagic? sorcerer, oreventheabilitiesofanalien. thespellsofa used tosimulatethepowersofasuperhero, ing boltsofenergy. ThePowerslisted inthissectioncanbe power; in short, its in short, Each of these categories is very general;withineachcategory Each ofthesecategoriesisvery Gate KeyPower: Electricity: Cold/Ice: Biochemical: Kinetic: Heat/Fire: Fuzion system is that it simply defines the game ef Fuzion systemisthatitsimplydefinesthe ball—depending onwhatyouwanttocallit.Thebeautyofthe you Energy Blast can be called a laser bolt or a sorcerous fire- Blastcanbecalledalaserboltorsorcerous Energy can be construed asmagicinsteadofsuperpowers.An can beconstrued get to decide how it was created andwhatit get todecidehowitwascreated This category includes all physical force, suchaspunch- includesallphysicalforce, This category Special Effects. Everything related to extreme cold,includingfreezing to extreme related Everything Well, yes,it Everything connected with high temperatures, such connected withhightemperatures, Everything The classicelectricalbolt,lightning,sparks,and P This category includesacids,venoms,poisons, This category This fundamental force indirectly powersmany indirectly This fundamentalforce S mortal men—forexample,flyingorfir- mortal abilitiesfarbeyondthoseof owers are ferent characterscouldallhave12diceof ferent anotherpower.from dif- Forinstance, three andhelpdistinguishonepower it’s created, ofapowerdefinewhatitisandhow effects 1 UEPWRPLUG-IN SUPERPOWER could could superheroic adventures. Thespecial adventures. superheroic in important very (SFX)are pecial effects CHAMPIONS SPECIAL EFFECTS(SFX)IN be. Any ability sufficiently advanced be. Anyabilitysufficiently looks fect like— of a ment. Usually Sonic attacks affect StunDefenseorKillingDefense. ment. UsuallySonicattacksaffect environ- inahigh-pressure effective andmore environment, sure inalowpres- a vacuum.Sonicswouldgenerallybelesseffective functionin work atallwithoutamediumoftransmission,soitwon’t wouldnot ofeffects Thiscategory inthiscategory. ultrasound) are defenses. Radiationattacksmostoftenworkagainstenergy gory. radiationfallsintothiscate- wavelengthelectromagnetic all short ofradiationemanatedbycomic bookmaterials.Essentially,forms bizarre radioactivematerials,aswellmore and radiationfrom usually workagainstmentaldefenses. Psionicattacks ated bypsionics,andhaveapsionicspecialeffect. usually(butnotalways)cre- power ofthemind.Mentalpowersare such asiron. againstmagneticmaterials effective metallic substances,andmore againstnon- oftenlesseffective defenses. Magneticpowersare attacks oftenworkagainstphysicaldefensesratherthanenergy fieldsandtelekinesis.Magnetic and isoftenconnectedwithforce ofspecialeffects. Lightning,notMagic,interms considered alightningbolt.Thatboltshouldbe magic couldbeusedtocreate forinstance, specialeffects; manydifferent can beusedtocreate tonotethatmagic It’simportant awidevarietyofeffects. produce dustyorsmokyenvironments. in very oftenlesseffective Lightattacksare blasters fallintothiscategory. VIPERandUNTIL lasers, highintensityflashes,andsimilareffects. toultraviolet.Thisincludes infrared from near-visible spectrum, blasts ortelekineticattacksifyouchoosetodefinethemthatway. KillingDefense).Thiscanincludeforce- DefenseorEnergy Energy (worksagainstStunDefenseorKillingratherthan on target might be easily split into two or more different typesofmagic. different might beeasilysplitintotwoormore and broad, categories.Magic,forinstance, isvery into twoormore categoriescanbesplit any otherpower. Orexistingspecialeffects thePowerCosmic,forinstance,whichisunlike new specialeffects; if needed.AnewcharacterinventedbytheGMmayhavecompletely Designing NewSFX number ofpointsinthepowerinsteadonacharacteristic. raw powervs.contest,youcanbasethePowerskillon Technique, butcanbebasedonotherstats.Ifyouwanttomakea canbeusedtohelp;thisisoftenbased on to seeifspecialeffects apower. TheGMcanhavetheplayermakeaPowerSkillroll affect underwater. It’suptotheGMhowmuchorlittleSFXcan effect vacuum, buttheGMmayletyoudosomeextradamagewithasonic justwon’tworkina power somewhat.Forinstance,soniceffects a basic powerdescriptionsuggests,orsometimestheycanrestrict field,orsomesuchpseudo-scientificexplanation. the force todeactivate blasttojusttherightfrequency plot bytuninghisenergy managestodefeatthevillain’s a classiccomicbookbit—thehero It’s problems. dramatic, andsometimestohelpcharactersovercome Handling SFX Sonics: Radiation: Psionics: Magnetism: Magic: Light: The list of SFX provided isabasiconewhichtheGMcanaddto The listofSFXprovided thanthe canletacharacterdolittlebitmore Special effects more canandshouldbeusedtomakeadventures Special effects This category is electromagnetic radiationinthevisibleor iselectromagnetic This category A catch-all term to describe mysterious forces usedto todescribemysteriousforces A catch-allterm Pressure wavesofallvarieties(includinginfrasoundand Pressure This force is psychic power or mental forces; theraw ispsychicpowerormentalforces; This force This includesionizingradiationsuchasgammarays, This coversmagneticandparamagneticeffects, HERO SUPERPOWER PLUG-IN PAGE 23 is an trans- skill in con- for 10m/yds Power; we decide power. We decide We power. Flight , the Master of Nuclear Vision Use Power of Fuzion Power Blast Defensive Movement et’s say we want to build et’s say we want to Fuzionman (Can stop anything up to a heavy is a (equal to the power of a cannon). is a Nuclear Force. We first should Nuclear Force. We decide exactly what Fuzionman’s settle on the fol- powers are. We lowing: Power Building 101: An Power Building 101: Example L Fuzionman’s powers. We’ll startFuzionman’s powers. We’ll with is the best way to do this—if our jet (Allows Fuzionman to fly as fast as a LAST HIELD (Fuzionman can see through almost any S B Enhanced Sense build PEED ISION S nusual uses of Powers in Fuzion can be deter- nusual uses of Powers mined by using the OWER OWER V P P Power Shield Unusual Uses of Powers Unusual U Power—the closest thing we can find is an Energy Now let’s So much for Fuzionman in Fuzion. But how about in Electron Speed the Finally, The LECTRON UCLEAR UZION UZION 5 the Powers List (pg. 24 - 28). handgun). • E • F • F material). lates nicely as N-Ray vision, with a base cost of 4 PPs. Fuzionman’s total powers will cost us 16 + 8 + 7 + 4 = 35 PPs. HERO? Simple: converting this value to HERO will cost us 5 times as much, raising this total to 175 points (which we can buy down with various Limitations and Frameworks available in the full ). Attack supersonic jet). • N it’s best described as a Force Field. We decide that it’s best described as a Force Field. We pts. of since a shotgun can deliver an average of 20 much at damage, Fuzionman's shield must stop this least. At 2 PPs per 5 pts. of resistance, the Power Shield will cost us 8 PPs. Supersonic Flight that one plane can move at Mach 1, then 2 PPs buys us Mach. Plus, since Supersonic Speeds are only for non- combat movement, we‘ll also buy per phase plus an extra Non-combat multiple. The final cost will be 4+2+1 =7 PPs. Attack. We decided that a cannon is equal to DC16. At a decided that a Attack. We Blast cost of 1 PP per 1 DC, this means his Atomic Power m/yds. costs 16 PPs. Its range is 10 times the cost—160 junction with the most appropriatejunction with the most Characteristic. Attack areand Movement Powers or generally used with the REF Adjustment, and SensoryDEX Characteristic; Defensive, the most CON. However, Size powers with Powers with INT, appropriate Characteristic to use (if a roll is required) is up to the GM of your campaign. Each functionality. Power points inter- , have costs like 3 the full HERO power power level of the campaign and helps focus the effect that paranormal abilities have on the game universe. The Dial at left is a good way to determine the extent of powers on a cam- not , . Many superheroic Powers ant? list OINTS P instead. If you really want to build ] 10-20 ou W Explosive Blast ] 40-50 wrong place to one Power Point. OCIETY S ] 30-40 ] 20-30 ] 5-10 five OOK B BASED - ] 60+ EALITY R This is a powers OMIC CALE OWER C !: Characteristics S SUPERPOWER PLUG-IN EROES ARE RARE LMOST ARANORMAL IS KNOWN ABOUT [A P [A [H [P YPICAL FF THE he Fuzion Power Plug-in is designed to createPower Plug-in is designed he Fuzion simplified superpowers that can be convertedsimplified superpowers in [T [O NIVERSE PECIAL VERYDAY U S E MPORTANT points for 2 dice of effect.are Not all the Powers included here, and in the interest of simplification, we have also constructionPlug-in were system. All of the powers in this created HERO System cost by 5; we tried by dividing their to avoid fractions wherever possible, which is why some of the powers, like the I T NHEARD OF NCOMMON OMMON t Find the Power Y OWERS U U C P EVEL OF s a rule Referees should always give points for powers to char- acters as a separate pool. This allows greater control over the L OSMIC OWERS OWERS ARE OWERS OWERS OWERS ARE P Can’ Maybe you’re looking in the With the permission of the GM, you can add Option Points to your Power pool at a ratio of Not Enough Power Points? How Many Points for Powers? A OWER P The Plug-in Powers List (pgs. 24 - 28) is organized by •Multiply the final cost by 5. Then factor in any Advantages, Limitations •Multiply the final cost by 5. Then factor in any om Champs 4th Edition to Fuzion and Back Again om Champs 4th Edition to Fuzion 4 3 •Build the power as per the 4th Edition HERO System Rules on pages 51 •Build the power as per the 4th Edition HERO System •Divide the real cost by 5. Try to avoid fractions in your final cost; if you end 2 are actually superhuman a guy with a STR of 25, get your GM’s permission to exchange some of your Power (or Campaign) points for Characteristic Points. change with Characteristics on a 1 to 1 basis; Option Points on a 5 to 1 basis. ignored Advantages, Limitations and other more specialized systems. If these are important to you, you can construct entire the Power as in 4th Edition HERO and convert it to Fuzion as desired. or other systems to fully convert the power. Fr create powers for FUZION, follow the steps below: your own 4th Edition To thru 89. (That’s basically what we did.) up with a fraction, increase the effectiveness of the power to get an even num- ber or round the fraction up (this is one reason improving costs 5 to powers 1—to match 4th ed powers later on). convert Fuzion Powers to HERO To and out of the HERO System. While not intended to have all the System. While not intended to have all and out of the HERO “parent”sophistication of its Referees system, this plug in allows createand players to easily for their Fuzion cam- superpowers paigns. power is organized by type, such as attack, defense, movement, etc. This Within each power group,makes it easy to find the type of power you want. the powers are organized alphabetically. paign by providing guidelines for their frequency and impact on everyday life. P P P C P PAGE 24 POWERS LIST [ATTACK & DEFENSE] each 2 meters from the center the target is.Explosionattacksfollowallof thecentertarget each 2metersfrom thehighestdieofdamagefor damagefor anExplosion,remove determining theoriginpoint.When asyoumove awayfrom center, andget lesspowerful atthe effective more Blastthatexplodes.Explosionsare This isanEnergy Explosion Hits and3PPsofPDtheEntanglehas.CostsEND. wheneverentangleisused)of 1D6 (roll Entangle Cost:2PPsperevery outofthehold. other non-gadgetattacktobreak else theplayercanthinkof.AnEntangledcharacterusehisSTRorany tomud,oranything theground Entangle canbewebbing,icebonds,turning abarrier. anopponentorcreate An This powercanbeusedtorestrain pointspentonthepower for every attackupto10m/yds A characterwiththispowercanmakearangedSTUN Ener on it).CostsEND. radius for+1PPAConstantPower(staysupaslongyouspendEND +1m +1 pereachadditionalsense,+2sensegroup, Darkness Cost:2PPsfora2m/ydradiusFieldtoonesense, becomes -1DEXand1/2REFinallcases. againstaTarget Skillroll character canmakeaPerception Number of20he is 1/2DEX,REFinHandtoHand,and0rangedattacks.Ifthe hisopponent at rangeasanattackaction.Acharacterwhocannotperceive thecharacter, around sight).Thiscanbecentered or sense (usuallynormal toone With thispower, afieldthatisimpervious thecharactercancreate Darkness the finaltotal.CostsEND. BlastCost:1PPper1D6ofdamage, subtract3D6from Piercing Armor Damage.) However, ishitwithanAPBlast,hisdefensehalved(See whenatarget Blast. forbuyinganEnergy rules Blastsfollowallofthenormal Piercing defenses.Armor thetarget’s Blastthatcutsthrough This isanEnergy Ar thefinaltotal.CostsEND. from AttackCost:1PPper1D6damageina1mradius,subtract4D6 Area (SeeRangedAttacks.) Hit rules. To- Affect Blast,butusetheArea forbuyinganEnergy rules of thenormal Attacksfollowall Area area. ancircular Blastthataffects This isanEnergy Ar final total.CostsEND. the DesolidCost:1PPper1D6ofdamage,subtract2D6from Affects Blast. forbuyinganEnergy rules normal Desolidattacksfollowsallofthe Affects targets. Powers) aswellnormal desolid(seeOther thatare Blastthatcanhittargets This isanEnergy Af Burst. Atomic an attack, new a needs he that decides Fuzionman Example: after itispurchased. thepower subtractedfrom numberofdiceare of suchpowers,acertain Blast.To toanEnergy Blastcompared Piercing balancethecost an Armor Note: Entangle BlastCost:1PPper1D6ofdamage.CostsEND. Energy attack. and cannotbechangedlater. You mustmakeaRangedAttacktohitwiththis whenthepower is purchased Onceagain,thismustbedetermined cial effect. SD,depending onthespe- is beingused),butitcanbedesignatedtoaffect ED(ifthatoptionalCharacteristic affects Blastnormally damage atall.Energy blast, oranythingelse.ItdoesnotevenhavetocauseanyCollateralSDP itcanbelighting,ablasterbolt,lasers,sonics,magic power ispurchased; whenthe left uptotheplayer. oftheattackmustbedetermined Thenature He buys it as an Explosion, and puts 12 points into it. This would normally would This it. into points 12 puts and Explosion, an as it buys He 200m/yd ranged energy blast). energy ranged 200m/yd give him 12D6 of Explosion. However, he needs to subtract 2D6 from the from 2D6 subtract to needs he However, Explosion. of 12D6 him give Attack Powers power level, to make his Atomic Blast a 10D6 Explosion with a cost of 12 of cost a with Explosion 10D6 a Blast Atomic his make to level, power fects Desolid mor Pier points. ea Attack POWERS LIST gy Blast Some of the attack powers are more powerful thanothers,suchas powerful more Some oftheattackpowersare cing Blast The exact nature of the energy intheblastis oftheenergy The exactnature (Example: spending 20 points gives you a you gives points 20 spending (Example: Ar vs.aStunattackincombat. Killing Defense(respectively) T total. CostsEND. thefinal Killing AttackCost:1PPper1D6ofdamage,subtract2D6from dice originallygeneratedbytheattack. them unuseable(asin senses,rendering This powerallowsthecharacterto“flash”anopponent’s Flash Find Weakness usesnoEND. costs anadditional+1PPforeach.To useitonallyourattackscosts+2PPs each additional1PPTo useFindWeakness attacks ofrelated onagroup Find Weakness Cost:2PPsforabasevalueof10;add+1toyourroll for to theFindWeakness skill. 3D6andaddingthat when makingaskillcheck;itisresolved byrolling single kindofattack.FindWeakness doesnotuseanyCharacteristic on himagainforthatbattle.FindWeakness fora purchased isnormally miss aFindWeakness youmaynotuseFindWeakness checkonatarget, but each successiverollraisestheTargettarget, Numberby+2.Ifyou defenses inhalf.Thispowercanbeusedmore thanonceonthesame Action) againstaTarget Numberof20willautomaticallycutthetarget’s defenses.AsuccessfulFindWeaknesspoints ofatarget’s check(1 This poweractssomewhatlikeaskill;itistheabilitytostrikeatweak level, Danger Sense will prevent the character from beingsurprisedincom- thecharacterfrom level, DangerSensewillprevent This powergivesacharacter"sixthsense" aboutdanger. Atitsmostbasic Danger Sense usesnoEND. Cost: 1ptfor+2KillingDefense.Armor Armor (aka aPersistentPower). on”;it’salways ineffect n’t needtobe“turned does- plates,etc.Armor against KillingandStunAttacks;thickskin,armor With thispower, physicaldefense thecharacterhassomekindofinherent Remember: to theStunDefenseprovided. Defenseequal Defense, thentheyalsogiveanadditionalamountofEnergy Stun definedasproviding Ifsuchpowersare the KillingDefenseprovided. KillingDefenseequalto WallField, andForce anamountofEnergy provide Defenseisbeingused,thenArmor, Force IfEnergy the powerispurchased. when giving yourcharacterStunDefenseinstead.Thismustbedetermined Note: Defensive Powers manipulations withthatSTR.CostsEND. Telekinesis Cost:3PPsper2STR;+2fortheabilitytomakefine (1/4thofweightmaximumatthatSTR,asonpg.146). that STRlevelnormally his TKtograbaflyingcharacterandbedraggedalong,forexample. withthispower;acharacter couldnotuse isnoaction/reaction but there TKcanbeusedtopunchorsqueeze, defined whenthispowerispurchased. thecharacter’sSTR,andis a STRatrange.TheTKisseparatefrom A characterwiththispowercanmanipulateobjectsatadistanceandexert (SeeDamage.) ofthetarget againsttheDefensevalue resolved Attacks are Killing abullettolaserbeamwhateverelsetheplayermightdesire. from ofaKillingAttackcanvary Blast,thespecialeffects Attacks.) LikeanEnergy This allowsthecharactertomakeaKillingAttackatrange.(SeeRanged Ranged KillingAttack CostsEND. group. costs2PPspersense tional sensescosts+1PPpersense;sensegroups Flash Cost:3PPsper2Phasesofasinglesense.To addi- affect defenses(seeFlashDefense.) normal RangedAttack,butitignores normal asa Flashisresolved maybepurchased. tional sensesandsensegroups Find W total. CostsEND. thefinal Explosion Cost:1PPper1D6ofdamage,subtract2D6from (SeeRangedAttacks.) rules. To-Hit Affect Blast,butusetheArea forbuyinganEnergy rules the normal al die for every level of Strength, uptoamaximumof levelofStrength, al dieforevery these cases,thecharactertradesrangeforadamagebonusof1addition- elekinesis (TK) mor TK canalsomoveobjectsataspeedequaltowhatcouldbemoved This Powercanalsobedefinedasa Any powerthatgivesyourcharacterKillingDefensecanbedefinedas eakness you willalwaysusethe END REF+U N NETDI H BASE THE IN INVESTED OTE : O EVERY FOR A SE LL P R OWER ANGED Darkness 2 S ONSO OE SDO EACH OR USED POWER OF POINTS A ILT EEMN OUTCOME DETERMINE TO KILL TC OESHV AG QA TO EQUAL RANGE A HAVE POWERS TTACK P OWER ) Flash normally affects asinglesense;addi- affects ) Flashnormally , highest PTO UP 50 Hand toKillingAttack M value ofeitherStunDefenseor / YDS . END- . I AGDATCSAEMADE ARE ATTACKS RANGED F P AEO DURATION OF HASE SN OESUSE POWERS USING twice twice 10 M / D O AHPOINT EACH FOR YDS the numberof . 1 ON OF POINT , ; in USE POWERS LIST [DEFENSE & MOVEMENT] PAGE 25 Non- ), and doubles Ego Attack, . See Mental Example: Speeder has Telepathy Combat Movement and (or Run ). The former involves ducking, weav- type of movement. (NCMs). Each NCM costs 1 point and ravel for details. These movement powers can supple- Non-Combat Movement Characteristics (or -Than-Light (FTL) T There are two types of movement: a A character may also move as fast as he can, in a Sprint (aka Non A character can also increase his non-combat speed by buying PP per environment Radiation, Intense Heat/Cold) 240 (120x2). •Deflect Thrown Object: 1 PP •Deflect the above and Arrows and Projectiles: 2 PPs •Deflect the above and Bullets & Shrapnel: 3 PPs •Deflect the above and Energy Beams: 4 PPs •Reflect Attack back at attacker: +4 PPs •Reflect Attack back at any target: +6 PPs Sprint multiples for his Sprint. His non-combat move jumps to 120 (60x2), then •Breathe in an unusual environment (Under water, in Methane, etc.): 1 in Methane, •Breathe in an unusual environment (Under water, •Self-Contained Breathing:2 PPs •Doesn’t need to eat, excrete, 1 PP or sleep: Pressure,*Safe Environment: High 1 PP each (Vacuum/High Aging) •Immunities: 1 PP each (Disease, times his MOVE). He decides to buy two levels of non-combat movement a MOVE of 20, giving him an Sprint (Non-Combat Move) of 60 (or three Mental Illusions, Mind Control, Mind Scan, This movement power allows the character to travel faster than light in space, but not in atmosphere or planet surfaces. Life Support well with this works power. A character with this power is especially resistant to Adjustment Powers. A character with this power is especially resistant total Power Defense against any incoming offensiveSubtract the character’s die roll.Adjustment power before dividing the Attack’s no END to use. Power Defense Cost: 1 PP per 5 Power Defense. Costs Movement Powers Movement Powers are those Powers which help the character get from place to place. All characters start with running,and a running sprinting swimming, leap; see ment those starting values, or add new modes of movement. ing, and watching out for enemy attacks. It is normally equal to two times your current MOVE A character has no penalties Characteristic (in m/yds). to his DEX or REF when Running. Combat Movement). run- This has the advantage of increasing the character’s his REF to 0 ning speed, but halving his DEX +Skill levels as well as reducing basic Sprinting speed is calculated when you create at the same time. Your and is normally your current 3 times your character, (in m/yds) MOVE Combat Movement Multiples specific the non-combat speed of a Clinging This power allows the character to cling to walls and sheer surfaces and move on them as if they were level. A character with Clinging subtracts 1D6x2 in meters of Knockback, so long as he is in contact with a level sur- face. Moving along a surface is always at your normal movement. Running Clinging Cost: 2 PPs for Clinging. Clinging uses no END. Faster Life Support Cost: See the list below. Life SupportLife Support END. uses no below. Cost: See the list Mental Defense charac- A Characters who are resistant power. to Mental Powers use this resistter with Mental Defense can some of the effectsfrom attacks. (See A character with this power can block incoming ranged per the normalRanged Combat and Actions.) The Block is made as block- ing rules; the character’s DEX plus any Skill Levels with Missile use Reflect an attack, first make a successful Deflection he might have. To Block, and then a standard to-hit roll against the target. Missile Deflection and Missile Deflection Cost: Check the table below. Reflection costs no END to use. Power Defense Powers for more information. per 5 PPs of Mental Defense. Mental Defense Mental Defense Cost: 1 PP uses no END. Missile Deflection & Reflection a Lack of on a character . Find Weakness POWERS LIST POWERS Example: a 3 point Force Wall could be used to sup- , page 150;3). A Force Wall may or may not have a Stun , page 150;3). A Force Wall t Rolls against the character by 5. LoW uses no END. eakness C:NM all In combat, Invisibility often makes the character harder to hit. If an oppo- ce Field ce W Weakness port 100kg (assuming an Incredible level campaign) bat, while at morebat, while at powerful can alert levels, Danger Sense the character Force Wall Cost: 1 pt. per 1d6 of SDP in a wall 2 m/y wide. +4 SD & ED Cost: 1 pt. per 1d6 of SDP in Force Wall +1 pt. Minimum SDP for +1 pt; +3 KD & EKD for +1 pt; +4 m/y width for costs END. A Constant Power. is 1d6. Force Wall Invisibility Defense, a Killing Defense, and/or extra area. Force Walls stop damage as Defense, a Killing Defense, and/or extra area. Force Walls SDP is reduced to zero if the Forceper a normal (or Wall’s wall. However, can also be used to sup- is destroyed. A Forcebelow), the Force Wall Wall port a weight equal in STR to the number of Power Points invested in SDP Dice and Defenses. This power allows the character to operate in unfriendly or deadly environ- ments without harm. It is much harder to spot a weakness with nent cannot make a successful Perception check, then he is at 1/2 (REF + If the the character. Levels) in hand-to-hand, and 0 (REF + Levels) at range vs. he is at 1/2 (REF + Levels) in opponent can make a non-targeting PER Test, both hand-to-hand and ranged combat. If the Invisible character is making a even at Range. visible attack, the attackers only takes a -1 to his REF, Invisibility Cost: 4 PPs to be invisible to one sense, +1 PP for each addi- tional sense; +2 PPs for each additional Sense Group, +2 PPs extra for No Fringe Effect. Costs END. A Constant Power. Knockback Resistance A character with this power takes reduced Knockback from attacks. Each point of Knockback Resistance subtracts 5 meters of Knockback from all attacks. Knockback Resistance Cost: 1 PP for -5 meters of Knockback. Knockback Resistance uses no END. Lack of W This power can be used to turn to one sense (usually normal invisible sight). Invisible characters have a “fringe effect” around charac- them. An invisible ter with a fringe can be spotted with the affected sense at a range of 2 m/yds or less. This power creates a field around the character that can absorb damage. A Force Field provides Killing Attacks. defense against Force Defense. Costs END. A Field Cost: 2 PPs for 5 PPs of Killing Constant Power. For The ability to project a barrier at a distance. This barrier acts like a wall and has SDP ( This power lessens the effect attack. Each point of Flash Defense of a Flash subtracts one Phase froma successful Flash attack. Flash the duration of a Defense only affects one sense group; other senses, the points to cover from six sense groups this power must be allocated among the as desired. Uses no END. Flash Defense Cost: 1 PP for 5 PPs of Flash Defense. For to any threat to his person, or even his world. Normally, Danger Sense just Danger Sense to any threat his world. Normally, to his person, or even If the hero reacts, he of being in danger. gives the character the "feeling" he could also attempt to dive clear of a trap, is allowed his full DEX+Skill; etc. If the characters rolls 12 more the true than he needs to succeed, areposition and type of danger checks are known.Danger Sense make at the request of the GM. The character must make a suc- automatically, against a targetcessful Danger Sense check number of 20. for a base value of 10, +1 to your rollDanger Sense Cost: 2 PPs for each PP to have the power work out of combat additional 1 PP; +1 additional normallyagainst attacks he could PP to allow the sense; +1 additional attack. Sense Danger in the immediate areapower to work against any the general areafor +1 pt; Sense Danger in additional PP; Sense for +1 Danger over any area additional PP Uses no END. for +1 Flash Defense Life Suppor with this power. Each point of Lack of Weakness adds to the Target Number adds to the Target Each point of Lack of Weakness with this power. Skill Checks. for Find Weakness Number of Cost: 1 PP to raise the Target Lack of Weakness PAGE 26 POWERS LIST [MOVEMENT & ADJUSTMENT] Gliding 10m/ymoved.AConstantPower.Flight costs1ENDperevery Flight Cost:1PPper5m/yofMovement;+1x2NCM. Movement. ular MOVEandbeginsat0.AcharactermaymakeaSprintof1.5xhisFlight Flight FTL usesnoEND. year (aboutoneaweek);6PPstotravel1000LY/Year (about3LY aday). PPs totravel8LY peryear(abouttwoaseason);4PPstogo32LY per character; closingitisanoption,listed below. Tunneling beginsata0 left open behindthe his ownsize.Thetunnelisnormally tunnel roughly Tunneling a bycreating theground allowsthecharactertomovethrough T Round tomemorizeanewlocation). ing location(i.e.;athatcanbechangedbytakingatleastone extra Phasetouse),1PPper5memorizedlocations;float- an anextraPhase touse),+1PPperx2hisMass(requires (requires Teleport Cost:1PPper5metersofTeleport; +1PPperx2Distance can takewithhim. theamountofmass he ing Non-CombatMultiples.Hemayalsoincrease bypurchas- 2xhisbasedistance;thisdistancecanbeincreased teleport another, oneextraphaseto withouttravelingi-between.Hecanprepare onepointandappearat A characterwiththispowercandisappearfrom T NCM. SwingingusesnoEND. Swinging Cost:1PPper10m/yofMovement;+1x2 ata0move. orotherhighthings.Swingingstarts cliffsides, ings, trees, Swinging thecharactermustbeabletoattachhisswinglineshighbuild- locationbyattachingaline.To use acter canalsoswinguptoacertain aline.Thechar- distancesfrom A characterwiththispowercanswinggreat Swinging x2 NCM.Swimmingcosts1ENDforeach10m/yswam. Swimming Cost:1PPper10m/yofMovement;+1 Swimcharacteristic. thecharacter’sfigured increases tothecharacter’sMOVEcharacteristic.Instead,Swimming add directly ItdoesNOT This powerallowsthecharactertoswimfasterthannormal. Swimming A ConstantPower. orMach10(space). phere) Supersonic FlightCost:2PPsforeachMachlevel,upto4(atmos- (>750mph). Accelerationisatarateof200mph/phase. This powerallowsacharactertofly(non-combatonly)atMachspeeds Supersonic Flight Superleap costs1ENDforeach10m/yleapt. Superleap Cost:1PPper10m/yofextraLeaping;+1x2NCM. This powersupplementsacharacter’snaturalleap. Superleap +1per x2 NCM.Runningcosts1ENDpereach10m/ymoved. SPRINT; Running Cost:1PPper+5m/yofextraRUNand+7.5 RunandSprintstats. character’s figured ly tothecharacter’s MOVEcharacteristic.Instead, Runningincreases the ItdoesNOTadddirect- fasterthannormal. A characterwiththispowercanrun isusuallyeasy.using thermals GlidingMovementis Gliding Velocity. doingitslowlyby control; GainingaltitudeisundertheRef’s 2metersperPhasetomaintainhisforward A Glidingcharactermustdrop byFlight. provided overhismovement,butnotthetotalcontrol some control theair.A characterwiththispowercanglidethrough AGlidingcharacterhas hover inplace,gainaltitude,etc.FlightMovementis With thisthecharactercanflythroughair. WithFlight,thecharactercan Running Gliding usesnoEND. Gliding Cost:1PPper10m/yofMovement;+1x2NCM. Gliding Movement. MOVEandbeginsat0.Acharacter maymakeaSprintof1.5xhis regular FTL Travel Cost:2PPsfortheabilitytotravel1LightYear (LY) peryear;3 elepor unneling tation Flight costs1ENDforeach100kmofFlight. OESLIST POWERS not not not not derived from yourreg- derived from derived from your derived from Aid UsesnoEND. Absorption Cost:1PPper1D6ofthreshold. Round. willfadeatarateof1levelper number ofdiceindicated.Absorptioneffects Toof dicerolled. the roll yourAbsorptionthresholdforthatround, determine not actasadefense.To thepowerofanattack,countnumber determine ofanattackandincreaseyourownpower. Thisdoes The abilitytoabsorbpart Absorption Table,hour wouldbe4stepsuptheTime foratotalof+4PPs. at1PPper for thecostof1PPperlevel.Thus,tohaveaDrainthatreturns TableRound. ThisratecanbeadjusteduptheTime (seeUsingYour Skills) valueat therateof1PowerorCharacteristicpointa totheirprevious return chased. mustbechosenwhenthepowerispur- that theAdjustmentPoweraffects TheCharacteristic atleast5pts.onyourdicetohaveanyeffect. must roll Adjusting aFuzionCharacteristicorPowerisdoneinmultiplesof5;you Adjustment Powers Ranged Transfer Cost:9PPsper2D6.CostsEND. Range. Transfer, Unlikenormal Characteristic orPowerincreased. thisisusableat doesnothavetobe the sameas Characteristic orPowerlowered Powers, andtransferittooneofyourCharacteristicsorPowers.The Characteristicsand The abilitytotemporarilyloweroneofyourtarget’s Ranged T Ranged DrainCost:3PPsper1D6.CostsENDtouse. Drain,thisisusableatRange. Powers: Unlikenormal Characteristicsor The abilitytotemporarilyloweroneofyourtarget’s Ranged Drain CostsEND. Ranged AidCost:3PPsper1D6ofEffect. Power. Aid,thisisusable atRange. Unlikenormal The abilitytotemporarilyraiseyour(orsomeoneelse’s)Characteristicor Ranged Aid Transfer Cost:3PPsper1D6.NoRange(touchonly).CostsEND. level perRound. T Characteristic orPowerincreased. doesnothavetobethesameas Characteristic orPowerlowered Powers, andtransferittooneofyourCharacteristicsorPowers.The Characteristicsand The abilitytotemporarilyloweroneofyourtarget’s T Drain Cost:2PPsper1D6;NoRange(touchonly).CostsEND. Powers. Characteristicsor The abilitytotemporarilyloweroneofyourtarget’s Drain NoRange(touchonly).CostsEND. Aid Cost:2PPsper1D6ofEffect; die inoneroll. onthe Aidisequaltothehighestvaluethatcouldberolled added through levelsdoesnotfade.Themaximumnumberofpointsthatcanbe its normal aCharacteristicto will fadeatarateof1levelperRound.Aidthatrestores value,theadditionalAid Power. IfAidraisesCharacteristicaboveitsstarting Characteristicor The abilitytotemporarilyraiseyour(orsomeoneelse’s) Constant Power. fill tunnelinbehindyoufor+2PPsUses1ENDper10m/ydstraveled.A Cost: 1PPper2metersofTunneling aDEFof1.+2for+1PP; through Multiples. Non-Combat This distancecanbeincreasedbypurchasing Move. power; Draino rolls his 5D6 and comes up with a total of 17. 17/5 is 3 is 17/5 17. of total a with up comes and 5D6 his rolls Draino power; and some fraction. Draino drops the fraction, and Strongman subtracts Strongman and fraction, the drops Draino fraction. some and ransfer three points from his STR. his from points three Power orCharacteristicpointsgainedlostviaanAdjustment Drain effects willfadeatarateof1levelperRound. Drain effects Example: Draino hits Strongman with his amazing STR Drain STR amazing his with Strongman hits Draino Example: ransfer ransfer effects willfadeatarateof1 ransfer effects POWERS LIST [SIZE, SENSES, OTHERS] PAGE 27 ) then the character gains no advantage. The character can hear and transmit on The character can hear and The character can make a Perception check The character can hear very high and very low The character can sense his surroundingsThe character can sense his with- Darkness The character sees at night as well as he does dur- The character can use a non-targeting sense (like The character can see in total darkness (including The character can track someone or something by The character emits radio waves that bounce offThe character emits radio waves near- onment ease This allows a character to use a non-ranged sense at range. This allows a character to sonably common substance that his N-Ray Vision substance that his sonably common see cannot through. Cost 4 PPs by objects and return to him. This allows the character to sense compensate for normalnearby objects, and can blindness. print on paper the character cannot "see" fine detail, like However, or colors, and the high-frequency heard "pings" can be anyone by Radar is a targetingwith High Range Radio Hearing. Cost 3 sense. PPs signals. Cost 1 PP local AM, FM, and Police band bought this for his sense of taste For example, a character who at range. Cost +1 PP would be able to taste objects A character with this sense can oper-out having contact with them. ate normally in total darkness or when blinded, but cannot sense fine details. Spatial Awareness is a targeting sense. Cost 5 PPs smell or hearing) as a targeting sense to locate targets in combat. Sense can be bought with any normal or special sense. Targeting Cost 4 PPs scent with a successful smell Perception check. Cost 2 PPs frequency sounds. Cost 1 PP ing the day (no night penalties are taken). This assumes there is some UV light coming from the stars. If there is no UV light (such as in the power Cost 1 PP against any point around him; this makes it much more difficult to Cost 2 PPs for one Sense Group; 5 PPs for surprise the character. all Senses. the Power) as though it were normal 2 PPs daylight. Cost Radar Sense: Radio Hearing & Transmit: Range: Spatial Awareness: Sense: Targeting Scent: Tracking Ultrasonic Hearing: Ultraviolet Vision: 360 Degree Sensing: See in the Dark: With this power, the character may become stronger and physically tougher With this power, This increased density does not alter the char- by increasinghis density. acter’s appearance. Density Increase Cost: 1 PP gives you 2x Mass, +1 STR, +1 PD, +1 ED, -2 m/y Knockback. Costs END. Other Powers This is a catch-all category for powers that don’t fit into any other cate- gories. Change Envir to the surroundingA character with this power can make minor changes environment. make it rain, create The character could, for example, light, create envi- an intense (but non-damaging) magnetic field, or the like. The ronment create must be chosen when this power is purchased. Change Environment Cost: 1 PP gives you the ability to change the envi- can vary the environ- ronment m/yds, x2 Radius for +1 point. You for two Costs END. A Constant Power. ment for double the cost of the power. Clairsentience This power makes one of the character’s senses (usually normal sight) work at a distance. It generally works as if the character were standing some distance away from his current position. The maximum range the character can project his senses is the points spent on the power x 50 m/yds. Clairsentience Cost: 4 PPs gives you a PER Roll with one sense, +1 PP per additional Sense; +2 PPs per additional Sense Group. See in the future is +4 PPs; See into the Past is +4 PPs; See into other dimensions is +4 PPs Double Range for +1 PP Costs END. Density Incr POWERS LIST Spatial Awareness, N-Ray Vision, The character can hear and transmit up and The character can make a Perception check to +3 with one sense for 1 PP; +2 with all senses The character can view nearby objects at 10x Normal Smell, Discriminatory Smell, Tracking The character can sense the use of Mental Powers. Normal Ultrasonic Hearing, Sonar Hearing, The character can see heat patterns and traces. The The character can make normal sight Perception Mental Awareness. Radio Listen & Transmit, High Range Radio Radio Listen & Transmit, The character emits high-frequency sound that bounce oups Normal UV Sight, IR, Clairsentience Mental: Sight: Hearing: Radio: Hearing, Sonar Smell Taste: DiscriminatoryScent, Normal Taste, Taste Unusual Senses: Sense Gr checks through most materials. The character must define a rea- magnification. This power may be purchased more than once; the second time allows 100x magnifications, the third time 1000x, etc. Cost 1 PP per level. character has normal Perception checks at night, but can only per- ceive outlines of people and objects. Cold objects will be very dark while hot things may be blindingly bright. Cost 1 PP A character with this sense can "see" both the user and the target of Mental Attacks that are used in the character's line of sight. Cost 1 PP down the radio and television communications bands. Cost 2 PPs off nearby objects and return to him. This allows the character to sense nearby objects, and can compensate for normal blindness. the character cannot "see" fine detail, like print on paper However, or colors, and the high-frequency "pings" can be heard by anyone with Ultrasonic Hearing. Active Sonar is a targeting sense. Cost 3 PPs absolutely identify and analyze an object with a certain sense. Cost 1 PP for 1 PP N-Ray Vision: Mental Awareness: Microscopic Vision: Active Sonar: Infrared Vision: Discriminatory Sense: Enhanced Perception: High Range Radio Hearing: owth Size Powers Enhanced Sense costs are listed below. Enhanced Senses cost no END to Enhanced Senses Enhanced Sense costs are listed below. use. Enhanced Senses beyond the range These powers give a character the ability to sense things of normal human senses. A character can buy several Enhanced Senses to reflect a wide array For ease of organization, of sense. all the senses have been grouped Sense Groups. into These groups can also affect some of the other powers, like Darkness and Flash Attacks. The ability to get smaller, which also gives you several advantages. (See which also gives you several The ability to get smaller, 84 of the Herothe Shrinking table on Page System Rulebook for more information, that in Fuzion the rate at which you get smaller has but note been doubled) 1/16th Mass, +2 Shrinking Cost: 2 PPs gets you 1/4 height and width, against you, +6 DEX for Combat Purposes, -2 to all PER Rolls made meters Knockback when you are to use. attacked. Shrinking costs END Gr Growth In general, The ability to growyour height, width and doubles bigger. mass for every point invested. (This is a simplified formula; see the table on Page 72 of the Hero Rulebook for more System precise information about this power). Growth 1 PP gets you +1 STR, x2 Mass, -1” Knockback, +1 Cost: Each +1 STUN. Each 3 PPs of Growth also gives you -2 DEX for Combat BODY, Purposes, x2 Height and Width, x2 Reach. Growth costs 1 END per point used. Shrinking PAGE 28 POWERS LIST [MULTIPOWERS & EXAMPLES] Str PPs tochangeanysetofclothes.InstantChangecostsnoEND. Instant ChangeCost:1PPfortheabilitytochangeyourcostume;2 er andbackagain. onidentitytoanoth- A characterwiththispowercaninstantlychangefrom Instant Change END. Extra LimbsCost:1PPforanynumberofextralimbs.costsno oncombat,butcanhaveotherusesinthegame. effect tail,oranythingelse.ExtraLimbshaveno aprehensile be extraarms, extralimbs.Theselimbscan A characterwiththispowerhasoneormore ofattacksthat commongroup reasonably ofa attacks. Acharacterbuyingthispowermustchoosethespecialeffects Allows charactertobecomeinsubstantialandwalkthrough wallsandignore of eachpowerinthemultipoweras“2m”. powerintheMultipowerslot,andlistcost the costoflargest Multipower maybeactiveatanytime.Onthecharactersheet,list also costs 2points.Onlyoneofthepowersina in thegroup Eachpower attackpowerinthegroup. costs asmuchthelargest cost. AMultipower buy MultiplePowers(orMultipower)atareduced Because charactersuseonlyoneattackPoweratatime,youcan Multipowers Uses END. Cost:1PPfor2meters(4ofnon-combat)Stretching. Stretching forthingsatlongdistance. (2m/yds perpointspent)andreach ofhisbody, attackatrange parts A characterwiththispowercanstretch Extra Limbs Mental Powersaswell.DesolidificationcostsENDtouse. Desolidification Cost:8PPstobecomedesolid,+4ifitaffects power. thecharacterunlesshebuysextrapointsofthis Mental Attacksstillaffect Desolidification ter has three powers that normally cost ten points each, you each, points ten cost normally that powers three has ter would pay 10 points for the Multipower and 2 points for each type each for points 2 and Multipower the for points 10 pay would of attack for a total of 16 points. 16 of total a for attack of etching OESLIST POWERS will will affect himwhileheisdesolid. affect Example: If your charac- your If Example: T to theuser. GENERIC Superstrength [BuyupSTR] Superstrength Regeneration [BuyupRECw/Ref’sOK] Unobtainium Body[Armor] Unobtainium Claws[KillingAttack] The BigClaw Danger Sense[EnhancedPerception] Insect Spring[Superleap] Webslinger Action[Swinging] Insect Wall-walk [Clinging] The BugMan Optic Deflection[MissileDeflection] Optic-Laser Blast[RangedKillingAttack] Blast] Optic-Laser Stun[Energy The Ener STR,BODY, of Pointsincreasing Spends rest STUN Really Tough [KnockbackResistance] Tough BlueSkin[Armor] The Brick Body[Desolidification] Fire [Explosion] Fireball Blast] Heat Attack[Energy [Flight] Fireflight Blast[RangedKillingAttack] Fire The Fir Weather [ChangeEnvironment] control Wind Riding[Flight] Tornado [Telekinesis, Effect] Area Fog[Darkness] Create The W genre. Powers are listed; exact power levels are leftup listed;exactpowerlevelsare Powers are genre. inthecomic basicguidelinesfortypicalheroes hese are eather eball gy Blaster HEROES man HERO MENTAL POWER PLUG-IN PAGE 29 Resistance AL POWER USE AL POWER way. doing. FFECT FFECT E E (communication.) He also knows the direction of the target. general distance to target. Sense). He knows the exact wise. (Mind Scan as a Targeting the attack hit with a non-mental Power, location of the target. To must be able to reach the target. Remember that Mind Scan works both ways. The target will receive all of the benefits the attack gets from the use of this power. FFECT FFECT E E VING MENT ESULT R FFECT IS Example: “I want to Control his mind to follow me into the E FFECT IS FFECT IS E RESOL Resolving Mental Attacks: E -5 Order is worded in exceptionally convincing manner. LLUSIONS I ONTROL +5 Order is poorly conceived or contradictory. CAN trap.” appropriate chart below. desired effect level on the chart, the defender may attempt to make a Legendary (Difficulty20) using his Willpower+ value of Concentration. If this rollthe target is successful, loses his next action, but is not otherwise affected by the attack. If the roll is missed, the target takes full effects from the Mental Power. attack. The Defender adds his Willpower+Concentrationattack. The Defender adds to Defend. was purchased),mined by how the power then... no collateral or rollover damage. lows: Power. attack. The Defender adds his Willpower+Concentration to Defend. effect number. ber. (a Derived Characteristic), and then compare the results to the most +10+20 can take STUN from illusory Target attacks can take Killing Damage from illusory Target attacks C S +10+20 will not remember actions performed Target while Mind Controlled will remember actions and will think they were Target natural IND IND ENTAL 1 ELEPATHY 6) If the attacker’s effect number exceeds the value needed for the M >than Resistance10 >than Resistance20 >than Resistance30 >than ResistanceModifiers (subtracted from Effect Number) can be applied at any level): Attacker can make major changes to setting to setting Attacker can make cosmetic changes Attacker can completely alter setting real environment no longer interacts with Target M Resistance>than 10 >than Resistance20 >than Resistance Resistance>than 30 will perform Target action he is inclined to perform any- will perform Target actions he wouldn’t mind doing. will perform Target actions he is normally against doing Modifiers (subtracted from Effect Number) will perform Target actions he is violently opposed to T > than Resistance10 >than Resistance20> than Resistance The telepath can read deep, hidden thoughts. The telepath can read or send surface thoughts. 30 >than Resistance The telepath can read into the target’s memory The telepath can read into the target’s subconscious. M Resistancethan > 10 >than Resistance Attacker can establish Mind Link or use first level of Telepathy Attacker can use all Mental Powers on target, and can estimate Resistance>than 20 Mentalist can attack with all types of attacks, mental or other- 1)Power Skill to make the The attacker adds his Willpower+Use 2) If successful attacker rolls Attack (which is deter- the DC of the Mind 3)4) Subtract the target’s Mental Defense (if any) from done. damage The targettakes the remaining Attacks do damage as Stun. Mental Powers: Resolving all other Mental Attack, Mental Powers areWith the exception of Mental resolved as fol- 1) The attacker decides on the appropriate effect desired from the 2) the The attacker adds his willpower+ Use Power Skill to make 3) The attacker rolls of the Mental Power to determine the DC the 4) Subtract the target’s Mental Defense (if any) from the effect num- 5) Multiply the target’s Willpower by three to determine his s OTE Ego N OD ABLE M UZION F UMBER Mental Illusion N 1 ...... 0 10...... -2 100...... -4 1,000...... -6 10,000...... -8 MIND SCAN T —increasing by -2 for every multiple of 10. , or Mind Control , MENTAL PLUG-IN POWER Telepathy ental Powers areental Powers kind of still another since However, superhuman ability. ; for M AL/PSIONIC POWERS ol Mind Scan or All Mental Powers aredon't them- invisible to characters who Mental Powers are mental, rather all based on a character's MENT elepathy Attack The ability to establish a line of sight to a target via your tremendous mental powers. The LOS is a two- way connection; the target will know where the attack- er is and can use Mental Powers to defend himself. (see table) Modified by number of minds in scan area Mind Scan Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Costs END. A Constant Power. T This power allows the character to read or send thoughts. Surface thoughts are relatively easy to read; deeper thoughts or the subconscious take quite a bit more effort to reach. Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Costs Telepathy END. A Constant Power. This variation of telepathy sets up a two-way mental link, within the area of one planet, allowing instant mental communication. Both ends of the link must be willing in order for a Mind Link to be established. Mind Link Cost: 1 pt. per one specific mind; +1 pt. to for a related group one mind at a time; +1 more of minds, pt. for any one mind; +1 pt. for 2x the number of minds; +1 pt. for any distance; +1 pt. for any dimension. Mind Link uses no END. Mind Scan This power can take control mind, and thereby of a character's his actions. Once again, the subtler the control (you must issue verbal com- mands), the more likely it is to affect the target. Mind Control Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Costs END. A Constant Power. Mind Link Mental Defense is bought as a Power (see POWERS pg.126) Mental Defense Mental Defense Cost: 1 pt. per 5 Mental Defense. uses no END. Mental Illusions The ability to project illusions directly into the target's mind. These illusions seem real to the target, and can even do damage. The subtler the illusion, the more likely it is to affect the target. Mental Illusions Cost: 1 pt. per 1D6 of effect. Uses WILL to target. Costs END. A For every 1 pt. spent in the illusion, you can do Constant Power. 1D6 STUN. or for every 3 pts., you can do 1D6 Killing. Mind Contr Mental Attack have The ability to directly attack another mind. Mental Attacks are Stun only, no effectRollover. on inanimate objects, and have no knockback or Stun WILL to target.Mental Attack Cost: 2 pts. per 1D6 of damage. Uses Costs END. Mental Defense Characters who are A charac- resistant to Mental Powers use this power. ter with Mental Defense can resist some of the effects from Mental Attack, Mental Illusions, Mind Control, Mind Scan, and Telepathy. selves have a Mental Power or Mental Awareness. However, the tar- or Mental Awareness.selves have a Mental Power However, sense the sourceget of a Mental Power can of the attack and the for This identification occurs immediately identity of the attacker. than physical abilities. They directlythan physical abilities. They affect the target's mind, ignor- Mental Powers areing conventional defenses. targeted with the Skill to targetmind, using WILL + Use Power instead of REF or DEX. (unlike flying, energy invisibility) they are blasts or often encountered in science fiction and (or at least some peo- ple believe) real rate their own special life settings, they Plug-In. it occurs after the Power is no longer affecting the character. PAGE 30 HERO MARTIALM M ARTS PLUG -IN T make themcheaporexpensive,dependingonthesettingandavailability. afewguidelines: are Here with newtechniquesifyourGM(andcampaign)permits. styleofcombat Arts techniques,aswellperhapsbuildingyourownMartial Arts allowingyoutouseMartial Art, Martial Martial Arts Uncommon setting (like 1870s Tokyo, where few schools will teach non-Japanese), the price would double to 24. to double would price the non-Japanese), teach will schools few where Tokyo, 1870s (like setting Uncommon Arts Martial maneuver, asappropriate. ofthe adds+1D6damageor+1STRtotheeffect indicate.EachlevelofExtraDamagepurchased mightotherwise vers thanhisStrength Okinawa Islands,aweaponlesscombatstylecalled AD,onthe led tothedevelopmentofKungFu.Byfifthcentury sacrifice bodydrop. shoulderand necklocks,anda utilizeshipthrows, scious. Theart himuncon- orrendering andthenpinninghimthere to theground TheusualJudotechniqueinvolvesbearinganopponent 15th century. infused withthe toOkinawa,someoftheShaolintechniques were carried were developed. Later, whentheteachingsofShaolinTemple inChina centrating onstrikes(bothhandandfeet)specializedweapons. isa“generic”style,con- and techniques.TheKungFustylelistedhere styles withinnumerabledifferent fragmentedart, Kung Fuisavery techniques of of the most common types of martial arts studiedtoday: arts of themostcommontypesmartial willbeavailable.Thelistbeloware Arts schools ofMartial techniques. and takedownmaneuvers. especiallyinthrows anopponent’senergies, ly involvesredirecting againsthimself.Itlarge- anduseofanopponent’s force ance, rhythm aspracticedincombat,concentratesonbal- violent attitude.Theart, disciplineandanon- theearlierAikijutsu.Itstresses and derivedfrom The 2 3 • V • U • • C A K J K UDO campaign setting. training,simplymultiplytheoverallcostoftraining(nextpage)bymultiplierforyour Arts costtobuyMartial theOP o determine ARA UNG IKIDO C C HINESE ERY OMMON NCOMMON Martial Arts MultiplierDial Arts Martial AMPAIGN : TE F C This Japanese art grew outoftheintegrationweapons grew This Japaneseart M : HINESE O I PICK ASCHOOL : What DoIGetforthePoints? U ARTIAL ARTIAL ARTIAL This is a Japanese art foundedin1942byMoriheiUehiba This isaJapaneseart R Karate was developed from thesameancienttraditionsthat Karate wasdevelopedfrom : power oftheirattacksbytakingthe option of abilitiesmay Artists thanone),allcharacterswithMartial n additiontothetechniquesoftheirschools (youcantakemore A ARE Kung Fu Kung an opponent with the force of the master’s sheer will. As a Martial Artist, youhavehadtraininginaspecialized Artist, ofthemaster’ssheerwill.AsaMartial an opponentwiththeforce S CTION A : TYLE CTION level, thenextthingistopickwhatkindof Arts nce youestablishyourcampaign’sMartial A A A : T R COMMON ARE RTS ARE RTS RARE VERY ARE RTS : katori shinto ryu ryu shinto katori : Martial Arts. KungFukicks,Karatechops—or, levels,Kistrikesthatslam Arts. atthemostesotericandpowerful Martial T HEATRE te , in Chinese, simply means “hard work”or“skill.” , inChinese,simplymeans“hard Settings liketheOldWest, IndustrialEurope. VictorianEngland,Pre- flick styledcampaign,anysamuraifilm-styledsettingandmostanimécampaigns. isawould-bekung-fumaster. ExampleswouldbeanyChineseaction buteveryone arts, notonlyhasmartial Everyone Martial Arts training is commercially availabletoeveryone. trainingiscommercially Arts Martial Today’s time,mostsciencefictionsettings, orinanysettingwhere throughout allAsiancultures Westerncultures; reasons. orreligious byethnicity, restricted are military culture, Arts Martial Shanghai, Manila),orinanyplacewhere Macao, (HongKong,India,Singapore, Colonialsettings Settings likePostWWIIAmerica,VictorianFarEastern U art. KarateismuchlikeKungFu,buthasfewer art. NCOMMON ( E Example: buying Karate has a base cost of 12 in a Martial-Arts common culture (like 1990s California). However, in a in However, California). 1990s (like culture common Martial-Arts a in 12 of cost base a has Karate buying Example: VERYONE ...... Extra DamageCosts2OptionPoints perlevel. HAS ATA ARTSPLUG-IN MARTIAL ...... M ARTIAL and grapplingtechniquesduringthe C A S OF OST RTS (above) reflects this by allowing you to set the cost of buying Martial Arts inyourcampaign;youcan Arts thisbyallowingyoutosetthecostofbuyingMartial (above) reflects ) ...... M ARTIAL X X X X A 0.5 1 2 3 RTS te knew Ninja Teenager. Remember, culture upuntilthe1960’s,almostnooneinWestern erally thousands of martial arts schools,sub-schoolsandstyles. arts erally thousandsofmartial Yet lit- were overinthefarEast,there mucheverywhere. pretty Lee)were like Bruce schools(thankstoguys Arts didn’t oftenadmitnon-Asians.Bythemid80’s,Martial 1 Don’t just (“hand”) had E XTRA anything anything D CAMP HOW COMMONAREMAR AMAGE assume assume about Martial Arts; there were few schools and what few there were fewschoolsandwhatthere were there Arts; about Martial . AIGN? This allows the character to do more damage with martial arts maneu- arts damagewithmartial This allowsthecharactertodomore I G techniques listedonthenextpage(eachtechniquecosts1.5points). wrestling. the showierstyleofTV’s“pro” or wrestling canbedefinedaseitherrealistic versionhere sport.The Wrestling continuestodayasapopularcollegiateandprofessional histories. theirearliestrecorded China,andIndiafrom ticed inGreece, prac- includethewrestling arts famousexamplesofwrestling history, and purchased (on a point basis) like regular Martial Arts training. Arts Martial (onapointbasis)likeregular and purchased Fist ofthe— MoK- called form fighting futuristic a build to wants Chas Example: Can’ control. These are bettersimulatedbyusingthe Theseare control. one who learned to fight on the streets. tofightonthestreets. one wholearned andHollywood Toughheroes Guys.Itcanbeusedtosimulatesome- To, based on the planet Aldebaran. He builds it using Martial using it builds He Aldebaran. planet the on based To, Powers Block, Martial Dodge, Nerve Strike, and Ki Strike; his total cost is cost total his Strike; Ki and Strike, Nerve Dodge, Martial Block, also include incredible feats of levitation, energy blastsandmind featsof levitation,energy also includeincredible arts films, martial arts n animé,videogamesandsomemartial W S 6 Option Points. His GM further rules that since MoK-To is restrict- is MoK-To since that rules further GM His Points. Option 6 ed to only the Shadow Monks of Aldebaran, Chas must either must Chas Aldebaran, of Monks Shadow the only to ed adventure there to convince the monks to teach him, or spend the spend or him, teach to monks the convince to there adventure TREET multiplier for Uncommon (x2) raising the overall cost to 12 points. 12 to cost overall the raising (x2) Uncommon for multiplier RESTLING everyone in your game is a Streetfighting, Mortal-Buttkickin’ inyourgameisaStreetfighting, everyone sound more interesting, orevenbuildyourownusingthevarious interesting, sound more Youet creative! anexisting schooltomakeit caneitherrename t FindSomethingY F plug-in’s of Fuzion to create powers which are thengrouped powerswhichare plug-in’s ofFuziontocreate IGHTING : Wrestling, as a martial art, dates back into prehistory. In dates backintoprehistory. art, Wrestling, asamartial : This a generic martial art practicedbymanysuper- art This agenericmartial What? TIAL AR ou Like? TS INYOUR Powers increase the increase and Mental HERO MARTIAL ARTS PLUG-IN PAGE 31 this X tial Throw, TREETFIGHTING S RESTLING W knocked prone. If knocked prone. If This is an all-out attempt XX UDO : J both This is a strike targeted at the TRIKE : S XX ARATE his opponent. The attacker makes K TRIKE This maneuver represents any move U : F S FFENSIVE VE X XXXX X X UNG O K attacker must spend at least one round racy is needed to land these blows, the aiming at his target before using this attack. sus this attack. Since a good deal of accu- Does 2D6 damage, at -2REF ER throwing As such, the target does not get his SD ver- HROW dding +3 to your STR for escape purposes N vulnerable nerve clusters of the human body. to mangle your target. An Offensive Strike cov- T ers a flying kick, a full-out haymaker punch, or XXXX XX XX XXX X X XX X XXXX X XXX XX X X X X IKIDO must spend one action instead. any other full out style attack. Adds +2D6 to basic A You’ve been taught how to get out of even the You’ve Instead of striking, a character with the Martial Artist his Athletics skill to automatically roll to his feet; he : The character has been trained on how to grab and The character has been trained on how to grab strike, at -2 REF, +1 DEX. strike, at -2 REF, : ACRIFICE : S less of their Initiative rolls. A thrown target may not use SCAPE RAB HROW E G T er is prone,after the attacker next round and must act regard- TIAL TIAL TIAL AR AR AR where the attacker falls to take down his opponent. It can be a judo M M M a normal he throws attack. If it is successful, the target to the ground and does his normal Strength Damage. After being thrown, the defend- attack missed, the attacker is on the ground at the feet of his oppo- place to be. Not a good nent anyway. throw, a sliding takedown, a football tackle, or any other move where a sliding takedown, a throw, both the attacker and his target end up on the ground. Mar and Attacker Target with +2 to REF, Talent may declare he is Talent strongest grab or hold, a hold his foes. Adds TOTAL POINT COST OF STYLE 16 16 12 12 12 16 ki MARTIAL ARTIST LIST & STYLE ACTION SUMMARY knocked prone. both MARTIAL PLUG-IN ARTS OTES Adds +5 to DEX for dodging purposes that phase Adds +3 to STR for escape purposes Adds +2 to STR for purposes of the Grab knocked prone,takes damage, must spend 1 +Target Action to get back up again. Does 2D6 damage, no Stun Defense; -2REF +1 DEX. Adds +2D6 to basic strike, at -2 REF, and Martial Target with +2 to REF, Throw, Attacker N Add 1D6 to your normal damage, +2 to DEX STR-based 1/2 normal falling damage, regain feet as a Free Action, Take +3 to DEX Strike. Adds +1 to REF, Damage as normal, or trade REF. Ranged HTH attack at -2 m/yd of distance from1D6 for each successive target. -2D6 to STR, -2 REF Does killing damage at of all hand to hand martial in the use Trained arts weapons, (tonfa, nunchaku, sai) adds +2 to DEX, REF Blocks all but bladed weapons, Disarm, +2 to STR during the maneuver. with a STR during the maneuver. Adds +1 to REF, +3 to DEX. Adds +1 to REF, The character is trained in : This attack is moreof a probe than a full-out attack. The character has been trained to knock weapons You’ve practiced getting out of the way of attacks. practiced getting out You’ve : This is a trained block. A character : This attacks allows the char- : : The character has been trained in how to deliver an The character has been trained in how to deliver : : TRIKE TRIKE HROW TRIKE LOCK ISARM ODGE RAB The character has been trained how to fall without hurtingThe character has been trained how to fall without EAPONS S S SCAPE HROW T With the proper proper training, and strength ODGE LOCK ISARM RTS : TRIKE T B D D E G S : TRIKE TRIKE A TRIKE W S D B D TRIKE S Adds +2 to DEX, REF U ALL S S S F TRIKE TIAL TIAL TIAL TRIKE S ARTIAL ARTIAL ARTIAL ARTIAL ARTIAL ARTIAL EAPONS ARTIAL AR AR AR ERVE FFENSIVE ASIC REAKFALL EFENSIVE S CTIONS I ILLING ACRIFICE ASIC REAKF EFENSIVE ILLING UNG I D K M M M M M N O S B M K M W A B K M K D B K M B M (and other objects) out of his foes’ hands. A disarm will only affect items that are objects must be held with one hand; two-handed +2 tograbbed away. It can represent attack where the a jab, a quick strike, or any other attacker is more concerneddefending himself than really about dam- aging his opponent. over a great distance, the damage of this attack decreases with distance. himself, and can roll to his feet from most falls. attack with greater force than a normal punch. They add 1D6 to their normal damage, +2 to DEX. STR-based acter to do killing damage attacks without using a weapon. A Killing Strike can be strik- ing a limb to break a throat it, or kidney punch, the classic “karate chop,” or any other appropriate type of blow. of will, some characters can make hand-to-hand attacks at range. As it is difficult to project your with this maneuver is very good at blocking melee attacks. the use of martial arts weapons, and can use these weapons with his martial arts Actions. This dodge will work against ranged as well as melee attacks. +5 to DEX for dodging purposes that phase PAGE 32 MEKTON VEHICLE PLUG-IN I Surface Move+3,-1MV.Surface (GEV)systems. effect orground thrusters props, treads, type ofmovementsystemonthe underside,suchaswheels, consistsofamainbodyandsome marines, Ingeneral,thisform Vehicle: thatcanusehandweapons. only form orpersonalfightingarmors. armor power itcan beusedtocreate Japanese animé.Insmallerforms, Humanoid: mon typesofmecha,eachwithitsownspecialabilities: fivecom- are crimefighter's carormaybeasuperjet?Ingeneral,there Inventions? spacecraft, giant robots, spacecraft, giantrobots, operator. Mechaincludecars,planes,helicopters,ships, sometypeofpilotor complex machine,generallyrequiring in? Are do suits?Where armor skintight powered orsexy giantrobots ray-beam projectors, classify. Butwhataboutspacestations,cosmo M term: have giventhelexiconofhightechperfect instead ofpowers,oracombinationboth). settingstospendpointsonmecha in superheroic superpowers. (infact,GM’scanelecttoallowplayers A Structural Damage Points (SDP); particularly large ortoughmech- large DamagePoints(SDP);particularly Structural large amountsofdamage. large M takenorInitiativeisrolled. Suits)wheneverActionsare Powered operator. REF(&DEXfor TheMVvalueisappliedtothepilot’s S K A designs involvethesameelements: campaigntocampaign)all“mechanism” from vary of defense. S -4toallcombatrolls. loses itssensorsinbattle,pilotsuffers needssensorsystems.Ifsuchamachine enclosed byarmor butmachines whosecockpitis computerized information, detailed intheirdescriptions. Movement maybeemployedbythesamemecha;theseare types of asaMOVEcharacteristic,butdifferent expressed M nssueKls a fmauigBGdamage. anisms useKills,awayofmeasuringBIG like a motorcycle (Surface MOVE 25), fly like an aerodyne (Flying aerodyne an like fly 25), MOVE (Surface motorcycle a like Kills. 2 to translates Killing Defense of 100 in it’s mighty armored hull plates hull armored mighty it’s in 100 of Defense Killing heroic vehicles, they are purchased likeotherkindsof purchased vehicles,theyare heroic muchalwayssuper- pretty n general,sincemechaare MOVE 2) and run like a person (Running MOVE 20). 20). MOVE (Running person a like run and 2) MOVE BASIC TRUCTURE ENSORS ILLS RMOR 1 ECHA OVEMENT ANEUVER : process of constructing ofconstructing process don’tdealwiththeactual lthough theserules . A measure of very large scaledamageortheabilitytotake large ofvery A measure : Derived from the word theword Derived from Most mecha have armor to provide physical orothertypes toprovide Most mechahavearmor : What is your mecha going to look like? Is it a giant robot, a What isyourmechagoingtolooklike?Isitagiantrobot, Choose afor This is the form used to create cars,tanks,boatsandsub- usedtocreate This istheform Vehicles on rely canopiesusuallydon’t withtransparent : : GENERIC V ALUE Being inanimate, mecha record theirdamageaseither Being inanimate,mecharecord The way the mecha gets around (ifitcan).Usually The waythemechagetsaround This is the form used to create the “giant robot” of the“giantrobot” usedtocreate This istheform they they Luckily, theJapanese,who Example: The Mega-Rapier assault mecha has a has mecha assault Mega-Rapier The Example: [MV] V Vehicles? Gadgets?Armor? : How responsive themechaistoitspilotor : Howresponsive See the Damage section for more onKills. See theDamagesectionformore MECHA mobiles; they’re easyto mobiles; they’re ehicles. Planes,trains,auto- powered powered m: Example: The Mega Rapier’s 100 PD 100 Rapier’s Mega The Example: mechanism, mechanism, Example: The RoboBike can drive can RoboBike The Example: ETNPLUG-IN MEKTON armor, andmore. CONCEPTS Abilities: +3 to MV; thisisthe Abilities: +3toMV; specific specific love love mecha are mecha are technology, mecha (thismay they they any fit Abilities: you must use each specific case from MZ+). you mustuseeachspecificcasefrom MZ+(togetexactmatchesforothertypes, from rules weapon construction Weapons: by5togetMA. dividingMOVE theprocess, Movereverse get MAfrom Movement: thesame. remain 1+(1 perlevel);otherparts really andlegsare MEKTON,arms generalizedtobe1perlevel;in in Fuzionare Servo/Torso Kills nor usespaces. using1spaceperpoint.WheelsandTreads neithercontribute weapon/thruster (which usesSpaces),assume1spacepereachKillinyourmecha,with fairlycompatiblewiththe mecha thatare Spaces: The Fuzion Plug-in differs from its from Plug-indiffers The Fuzion newvehiclesforFuzioncampaigns. andplayerstoeasilycreate Referees system,thisPlug-Inallows ofits“parent” features allthepowerful ed tooffer Space are ignored in Fuzion. If you plan to convert backto inFuzion.Ifyouplantoconvert ignored Space are All FUZION weapons are designedasgeneric,usingtheprojectile weaponsare All FUZION ble), 360ºfiringarc. cannot bemoved. passages).ABase (orsubrooms/ andseveralextremities room” consistsofamainbody(inthiscase,thelargest” places. Theform Bases wings inmanycases. doesn’trequire wings;althoughanaircraft paired and twoormore consistsofamainbody including spaceships.Ingeneral,thisform Aircraft: melee damage. MOVE.+1SDPsorKILLs(asapplicable)to Abilities: +2Surface pairsoflegs;atailisoptional. of amainbodyandtwoormore usuallyconsists giant tigerstospiders.Theanimorphicform from Animorphic: S enhance can CharacteristicinmuchthewaythataFerrari ator’s Presence A description. alsousuallylistedwiththis abilitiesare description; thetransformer’s ofthemecha’s Thistakes1Actionandisusuallypart effects. theirconfigurationtoachievedifferent vary to another, orotherwise W ofdamage. ratherthanDICE KILLS some power, theircapabilitytododamageisoftenmeasured inflat size andawe- ate muchasotherweaponsdo,butduetotheirlarge S intellects. artificial realized intended to befully ters” (INTandREFforexample),unlesstheyare generally describedasoneortwocharacteristic“charac- These are puters thatcanoperatethemechaindependentofahumanpilot. W PREcharacteristic. a bonustothepilot’s amount. This is usually measured inkilogramsormetrictons. amount. Thisisusuallymeasured T mecha’s descriptionfortheindividualcampaign. ofthe alwaysoutlinedaspart theyare designs. Ifpresent, mecha uniquetocertain specialsystemsthatare These are Special Systems: pilot’s REFand/orDEXcharacteristicsorWA. systemsusuallygiveabonustotheir Synchro performance. theyactuallyenhancetheir their humanoperatorstoalevelwhere ocnetMKO movementtoFuzion,multiply yourMAby5.To MEKTON To convert RANSFORMA TYLE YNCHRO UTOMA EAPONS EIGHT : : In Fuzion, Torso Kills are assumed to be 2 per level. Servo Kills : InFuzion,Torso assumedtobe2perlevel.Servo Killsare A cool-lookingenoughmechacanactuallyaddtoitsoper- : TED This is the form used to create nonmoving,protected usedtocreate This istheform -S : This is the form used to create alltypesofflyingvehicles, usedtocreate This istheform Most mecha,beingcomplexmachines,weighafair anyone’s anyone’s Many mecha have built-in or carried weapons.Theseoper- Many mechahavebuilt-inorcarried YSTEMS OR TION This is the form used to create animalsofalltypes, usedtocreate This istheform I : NTELLIGENT Certain types of mecha can change from oneform typesofmechacanchangefrom Certain : Abilities: +2 Armor SDPs orKILLs(asapplica- Abilities: +2Armor These are systems that react or interface with orinterface systemsthatreact These are coolness. Such Styling is always expressed as coolness. SuchStylingisalwaysexpressed MEKTON Z MEKTON Abilities: Thruster speeddoubled,-2MV.Abilities: Thruster SYSTEMS F MEKTON Z MEKTON Fuzion and parent inthefollowingways: parent : These are highly advancedcom- These are the creation of the creation uzion’s MechaPlug-Inallows RPG. Whilenotintend- Mekton Z Mekton MEKTON Z MEKTON simplified MEKTON VEHICLE PLUG-IN PAGE 33 PH HE T /K use- PH M to your only a ton), then MV movement. overall to get one Cost under 35 -0 to REF 70/105 MOVE face Move & MV TON together eight non-combat W <1 01-19t20-29t30-39t 3040-49t 2550-59t 25 -1 to REF60-69t 20 -2 to REF70-79t 60/90 20 -3 to REF80-89t 50/75 15 -4 to REF90-99t 50/75 15 -5 to REF100t + 40/60 10 -6 to REF 40/60 10 -7 to REF 10 30/45 -8 to REF 30/45 -9 to REF -10 to REF 20/30 20/30 20/30 our Sur are options applied Example: For a 76.5 ton mecha to fly (i.e., how usters With this rule, you can buy the Option . (like hands, computers, etc.) are purchased Our 76.5-ton ULE R result by the MOVE you want as your top flight hrusters allow your mecha to fly. To determine a To hrusters allow your mecha to fly. (by x 0.0075 for cost, multiply your total weight Buy Thr T Calculate Y Add up the weight of all the parts of your that Buy Options Now decide what options you want to add to your Options ULTIPLIERS But even with a MOVE of 100, our mecha barelyBut even with a MOVE of gets Cost Multipliers M result to the mecha’s Base Cost to get its Total Cost. result Cost to get its Total to the mecha’s Base PTIONS OST 6 FTERBURNER 8 and an MV of -7. 7 O Hand ...... 2eaClaw ...... 4eaTalon...... 2eaSensors...... 4ea Security system...... 0.5 Computer Escape System...... 1 ...... 1 per level of INT Pincer ...... 2ea Laboratory ...... 1 of speciality per type Linkage Weapon ...... 1ea Containment Facilities ...... 1per person Storage ...... 0.1 per 50kg C DEX +5 skills at +5 each REF, Auto systems...... x0.1 for each level of INT, Land Speed ...... x0.05 per +5MOVE, no max. Faster Than Light Speed ...... x1.25 Mach Speed ...... x.25 Maneuverability up to max of 0...... 0.1 per +1MV, Scale up Kills by factor of 10 (weight goes up x10) ...... x25 Scale up Kills by factor of 100 (weight goes up x1000) ...... x500 Stealth or Cloaking Field (defined by GM) ...... x0.3 Style ...... x0.01 for each +1 bonus to Pilot’s PRE, to a max of +3 Sublight speedsup to 1AU per day at GM’s (escape velocities, choice)...... x0.75 Synchro Systems ...... x0.5 for +2 to Pilot’s REF & DEX, +1 to all WA’s Transformation Cost x 0.3 for every ...... Total form taken Propulsion...... x0.025Water for every +5 MOVE 0.57 x100=57.3 rounded down to 57.) Beastmecha has a MOVE of 15 at a MOVE of 100 would cost 57 OP (76.5 x 0.0075=0.57; Example: multiply level (@750mph) for every(below) to move at one Mach 100 MOVE of thrusters purchased. This Mach Speed is over 400 mph. So how do we get faster mecha? We get do we get faster mecha? We over 400 mph. So how arounda game convention called this by using that A mecha to get the effects you want. Choose the Cost Multipliers you want, add them mecha a ton or more, or 0.125 for mecha as add-on parts. talons etc.must be (Note that hands, claws, bought for each extremity they’ll be used on. Body Armors don’t need hands; the operator’s hands will do). Buy these options separately from Cost Multipliers (below). speed and round off. mecha. Multiplier number, then apply that to your mecha’s Cost. Add Multiplier number, able in high speed, straight line, able in high speed, straight mecha to determine it’s total weight. Then check below to determine its MOVE and its Maneuver Value maneuverable it is—MV and thus your reduces your REF, piloting/driving skills). 1 9 OST KG KG KG KG C KG TONS TONS TONS TONS TONS KG /300 /400 /500 /600 ASE TONS EIGHT TONS TONS TONS TONS TONS B TON TON TON TON .3 .4 .5 .6 ANGE IS AUTOMATICALLY ...... 23 *R * ...... 15 ...... 16 ...... 12 *...... 18 84 9 4.5 1.5 21 342 1.5 563 2.5 7 3.5 ...... 14 PP W 1011 5 5.5 0.10.2 5 0.3 11 0.5 0.6 0.7 ...... 10 ...... 1 ...... 17 K K RMOR , ...... 22 K K K K K K K K K SDP SDP SDP SDP SDP A SDP 8 9 1 2 3 4 5 6 7 BEAM SWORD 10 11 5 BEAM GUN BEAM GUN , 10 25 35 45 50 XTREMITIES . . E LT HVY , MEGA BEAM CANNON , , KG KG KG KG ...... 11 BEAM CANNON MECHA MELEE WEAPON be combined with Kills. , , MECHA MACHINE CANNON XAMPLE KG KG ...... 10 ROCKET POD , MECHA HOWITZER IN BATTLESHIP CANNON E TONS TONS /800 TON /400 /600 ANNON ...... 24 , EIGHT OR TONS TONS TONS TONS TONS TONS TONS TONS ,...... 21 /1000 , ...... 20 C MISSILE POD MAN PORTABLE LASER CANNON TON MM CANNON TON TON , TON ...... 13 , , 18 8 .4 .6 EAPON ANNON ...... 5 ...... 8 C MM CANNON MM CANNON is the PD multiplied by the number W MM CANNON RTILLERY may not , 30-50 21 42 63 84 MM CANNON A 1012 5 14 6 16 7 18 8 20 9 22 10 11 PP W 1.5 1 0.30.4 10 0.5 22 0.8 1.0 . AUTOCANNON BEAM CANNON MM CANNON (aka the torso) of your vehicle is. The (aka the torso) of your vehicle CAL MACHINEGUN . HVY RAILGUN . MM CANNON MM CANNON BATTLESHIP CANNON 50 15 20 RUISE MISSILE YPICAL RTILLERY ARGE HVY (PD) of your vehicle. You’ll use the same (PD) of your vehicle. You’ll 120-140 150-200 300 A L C LIGHT RIFLE HEAVY RIFLE MAN PORTABLE HOWITZER 60-80 90-100 ODY K K K K K K K SDP B K K K K SDP SDP SDP SDP SDP 2 4 6 8 (WA) is purchased+1 point for each addi- at (WA) 10 12 14 16 18 20 22 7 8 10 11 12 13 AIN K K K 10 20 60 80 100 K K K K K K K K K M DC T DC DC DC DC DC combine SDPs with Kills. main body , 40 otal of SDP or Kills) not ts 1 SPACESHIP 8 9 12 , POWER ARMOR Note: eapons (if any): , MEKTON PLUG-IN SMALL CAR SMALL TRUCK damage , , APC SMALL SHIP SMALL PLANE FIGHTER JET ARMORED CAR SMALL GIANT ROBOT HUGE GIANT ROBOT Phyiscal Defense 10 COPTER 5 , JUMBO JET CARGO JET , TANK TYPICAL GIANT ROBOT mor BIG GIANT ROBOT 2 XAMPLE for a ranged Weapon is 200m/yds; you’ll add+1 for everyfor a ranged Weapon dou- AR 6 3 4 11 TRUCK E LIGHT BODY ARMOR HVY BODY ARMOR CYCLE C BIG CAR Weapon Accuracy Accuracy Weapon As DC 7 2 3 4 5 6 1 EAVY Range EAVY TRIKER H Buy Ar This is the Choose W Using the weapons choose table below, Buy the Par Decide how big the examples on the table will give you a few ideas of roughexamples on the table will the sizes; pick Get a Final T all extremities, all armor add the SDP (or Kills) of your main body, Now, This is the total SDP or Kills of your vehicle. and all weapons together. S H , not by any specific TRIKER EAVY S H EDIUM EDIUMWEIGHT EDIUM EGAHEAVY ICROLIGHT ICROLIGHT ICROLIGHT ICROLIGHT ICROLIGHT ICROLIGHT EAVY RMORED UPERHEAVY UPERLIGHT TRIKER EVEL IGHT IGHTWEIGHT 3 4 2 5 M H M L M A S M M M M M M S L S L M of extremities and your main body combined. You may not armor a mecha high- of extremities and your main body combined. You er than 2 levels over its Main Body level, all areas must be armored the at same level, and you may column of the table as you did for Extremities.The PD level of armor on the table cost above is as listed for that level; the OP closest approximation. Now, buy your main body. If you have heads, arms, legs, buy your main body. closest approximation. Now, treadswings, tentacles, wheels, other extremities or (aka servos) attached to Extremities buy these next. may not be more than 1 level greater the main body, Servosthan the Main Body and with SDP how you want to arm your are pur- mecha. Weapons chased by their classes weapon; the weapons listed are only examples. Feel free to invent the effects and style of the weapon you are con- want. Weapons structed by buying the basic DC or Kills of the weapon, then buy the range and accu- racy of the weapon. The largest may weapon you place on any Microlight main bodied mecha is 3K . Ranges & W The Base bling of range. tional level over a starting base of +0. PAGE 34 EXPERIENCE these points: adventuringwiththecharacter.through two majorwaystogain are There winningOptionPoints Options comesintoplayAFTERcharactercreation; you get. chance ifyou wanttogetbetterinaskillyoushoulduseitvery Therefore, usingtogettheaward. appliedtotheskillyouwere is thatthesepointsare youwith1-2OptionPointsrightonthespot.Theproblem the GMmayaward that maywellchangehislife meaningfuladventure aparticularly employed wheneveraplayerundergoes the “RadiationAccidentGivesPlayerNewPowersRule,”becauseitisbest a bonusoverandabovetheregularpointsforsession.We liketocallthis Skill,PowerorPerkas attributes, orevenassignthosepointstoaparticular skill toalevelof3. your 1 point.Thebiggestlimittothismethodisthatyoucanonlyimprove yourmistakes.Ingeneral,ittakesabout 1monthofstudytogain to correct tobeginandnoone method,youhavenoideaofwhere Study isthehardest Characteristics withyourGM’sagreement) Skills,PowersandGear(even need tobecashedinbuyorimprove Assigning Points: Roleplaying: Experience: time (usually1-2pointspermonth). pointsoverthepassageof long thistakesisuptotheGM,whocanaward Teaching skill;hemaythenteachthestudentuptothatlevelofskill.How comes in.Theteacheraverageshisskillinthesubjecttobetaughtwith Being T Study &Practice: severalwaysinwhichtodothis: are themat.There purchased be any good at transferring their knowledge; that’s where theskillof theirknowledge;that’swhere be anygoodattransferring takes isuptotheGM).Butevenmostknowledgeableteachersmaynot level ofskillthanthestudentandmusthavetimetoteach(howlongthis that’s why we’re doing this. Here are afewsuggestions: are doingthis.Here that’s whywe’re theirplayersforhow welltheyplaythecharacter;afterall, always reward 1 2 improvement, plus the permission oftheGM. plusthepermission improvement, improvement, plus the permission oftheGM. plusthepermission improvement, unit, plus the GM’s permission. unit, plustheGM’spermission. •T •T •T • T from 5 to 6 would require 5 Option Points and your GM’s agreement. GM’s your and Points Option 5 require would 6 to 5 from buy a skill from 3 to 4 would require 4 Option Points. Option 4 require would 4 to 3 from skill a buy OP and your Ref’s OK. Ref’s your and OP Energy Blast from DC3 to DC4 would require 5 Option Points and your Ref’s your and Points Option 5 require would DC4 to DC3 from Blast Energy agreement. Another way to improve Characteristics,SkillsandotherCampaign Another waytoimprove U UP BUY O aepit o en nseai 1,2pts. 2,3pts. 1pt. Base pointsforbeinginscenario success wasresounding Adventure 1,2pts. ormajorpointofplot Player solvedamystery Player wasclever, well inventive,orroleplayed R U UP BUY O UP BUY O GENERATE O OLEPLAYING S S EXPERIENCE: IMPROVINGYOURSELF Buying Stuf aught: how do you use them? Much like real currency,how doyouusethem?Muchlikereal allOptionPoints But o theGMjustdumpedawholeloadofpointsonyou—great! Characteristics or Powers from thelevelsatwhichyou Characteristics orPowersfrom ooner orlater, your Skills, youwillwanttoimprove S C Still thebestteacher. well, Wheneveryoudosomethingreally P While it isn’t exactly part ofthegamereality, should Referees While itisn’texactlypart KILLS HARACTERISTICS OWERS Superior to book learning. Theteachermusthaveahigher Superior tobooklearning. C ASH : ONE pointforeachLEVELofthenewskill. The GMcanalsogiveoutpointsforspecificskillsor : You reading/practicing. getahow-tobookandstart (if applicable): FIVE points for every onepointofPower (if applicable):FIVEpointsforevery 1 OptionPointequals100dollars (orothermoney f withY EXPERIENCE : FIVE points for every onepointofCharacteristic FIVE pointsforevery our Points Example: to gain $500.ºº would require 5 require would $500.ºº gain to Example: Example: to improve your REF your improve to Example: Example: to improve your improve to Example: A WARD Example: To Example: Teaching E awards relatively small from gametogame,witha smallfrom relatively awards ofexperience;keepthe is tousethe“Christmas”theory istooeasy.everything anything; toomuch,andtheybecomejadedbecause points that create or improve specificpowers. orimprove points thatcreate ora“RadiationAccident”thatprovides specific Skillarea), Skillpointsmustgotoa cle), ”Specialtraining”(where avehi- vehicle (orpointswhichcanonlybeusedtocreate coveted “ChristmasPresent”—a should beinadiscreet Theaward arc. adventure attheendofanentire award Instead, theGMshoulduseRuleasa paign, andtokeepitatthatlevel. simple waytosettheoverallpowerofcam- it in force it inforce (although it’sagoodideatokeep acters aftertheircreation level ofacampaign,andisnotgenerallyusedtolimitchar- + 5=20).SomesuggestedvaluesfortheRuleofXare. attacks([40/5]+7 thana5Skillwithhismartial more with40Hits andaDexterityof7couldhaveno tial artist with hishand-to-handattacks(12+62=20).Amar- thanaSkillof2 and aReflexof6,couldhavenomore withtheRuleof20.AcharacteraSTR12, start campaignmight the campaign.Forinstance,asuperhero The valueofXdependsonthepowerlevelyouwantfor howitworks. ers muststicktoit.)Here’s fortheNon-PlayerCharacters,butplay- thisrule break atinacampaign.(Well, theGMcanofcourse off can start applied toallnewcharactersentering thecampaign. Rule of Xshouldalsobe This current GM sodesires. ifthe powerful, campaign toletcharactersbecome more the campaign. “goodies”thatmightunbalance out experienceorpowerful S L The RuleofXcanbechangedduring thecourseofa H The RuleofXprimarilyisusedtosettheinitialpower applicable defensiveSkillcannotbegreaterthanX. Defense/5,addedtoyourDexterityplus largest your Skill in that attack cannot be greater thanX. your Skillinthatattackcannotbegreater attack (whicheverishigher)addedtoyourReflexplus F F One tricktomaintainingbothbalanceandexcitement Simply, the Rule of X limits how powerful characters Simply, theRuleofXlimitshowpowerful your players become frustrated atnotaccomplishing your playersbecomefrustrated I OR OR C A D T THE their campaign’s growth. TheRuleofXisa their campaign’sgrowth. C E It’ TT AMPAIGN EFENSES ACKS all all NCREDIBLE s ChristmasT EGENDARY Referees who want more control over control whowantmore Referees optionfor important his isavery VERYDAY UPERHEROIC OMPETENT EROIC parts of running acampaign.Too ofrunning parts little,and xperience isoneofthemostproblematic the time when running superheroic games). superheroic the timewhenrunning RULE : S [TV TYLE h aaeo Costofyourlargest The DamageorP : [ REALISTIC [ [ [ OLYMPICS CINSHOW ACTION Your Hitsdividedby5,plusyour LCBSE CINMOVIE ACTION BLOCKBUSTER ELITE [ OI BOOKS COMIC , OF SEMI ]14 , CINMOVIE ACTION - REALISTIC ]18 X , MYTHS ime! ]16 .] ]24 ]20 ]22 guide guide R L OF ULE for handing X large GAME TIME, TURNS & SPEED PAGE 35 . extra ACTIONS n? to name a few) that’s ur PEED S S ’ T? NON COMBAT ACTION HARACTER C DODGE 12345 6 ———X—X— XX————— X 123456 789191112 ——XXXXX XX —————— ———— ——————XXXXX X ———XX——XXX ——X——XX—XXXX XX ————X — ——X—X—XXXXX XX X — X X X ——X—XX—XXX XX ——— X— — X————XX——XXXX X ———————XXXX X X—XXXXXXXXXXX X 1-4 5-8 9-10 11-12 13-16 17-18 each Phase. This could include: each Phase. This could native to Speed HASE MOVE P 1 2 3 4 5 6 7 8 9 10 11 12 n order to give the proper flavor to superheroic combat, we've A charac- added the Speed Characteristic to this rev of Fuzion. HASE Speed I P PEED S Actions are of a few sec- basically things you can do within the span nce your turn phase, you can start comes up in the taking one thing 4 An Alter A shorthandwith reaction way to deal times is to give players actions instead of using a Speed chart. For every 4 points of Speed (or SO IT’S MY TURN. NOW WHA SO IT’S MY TURN. O ter's Speed is the number of Phases the character may act in one Round. ter's Speed is the number of Phases the character Darkness, Telekinesis, Force Field and Invisibility Each Round, the GM should begin by counting off the segments ("Segment Characters ATTACK hese are things you can do automatically, without spending any of your hese aredo automatically, things you can Breakfall,Actions. An example would be standing up, using maintaining a HARACTER CTIONS EACH ee Actions C A 5 3 8 pts of REF) Action each phase the character has, he gets one additional (essentially Speed 4 in the HERO system). Normally in Fuzion, every character gets 4 Phases in each Round. When using the 12 Segments of 1 second each. Speed characteristic, each Round is divided into Refer to the Speed Chart Phase. The charac- to find when your character takes a ter's Speed is across the top of the chart, and the Segment is listed along the left; For instance, a character with each X indicates when a characters gets a Phase. and 12. a Speed of 5 gets to act on Segments 3, 5, 8, 10, 1, segment 2...") until a Segment is reached where a character has a Phase. All act, following the usual rulescharacters with a Phase in that Segment get to for determining who goes first. Combat usually begins on Segment 12, giving every- one a chance for an action and then a free Recovery (at the end of each Segment 12, all characters get a free Recovery without having to use a Recovery Action). that are would not act in Segment 12. surprised Targets can choose to act at a lower Speed in a Round (thus sav- ing Endurance). The character’s acting Speed must be chosen before Segment 1, and the char- acter must stay at that lower Speed for the entire Round. onds, like use a weapon, dodge, or even startonds, like use a weapon, an Action that may stretch over a lock). several phases (like picking What Can I Do As An Action During My T What Can I Do As can do You would be consideredEach one of these things an Action. Fr Power ( be sure,already been turned doesn’t require on, or any power that a roll. To ask the GM of your campaign what Actions are free in his game. T under ONDS ABLE MINUTE T SECONDS SEC DAY = 1 Wait HOUR = 3 HOURS MINUTES =12 MINUTES 1 IME 1 6 T 5 OUNDS 20 OUND total acts first for PHASE 5 R HE 1 R 1 T , is far more exacting. ? 3 second combat PHAS- IME highest T . Then the next character gets TIME! FIRST , and will take at least 12 sec- OMBAT C TURN , works just ) and act later in the phase. The char- (better for group of characters vs. Ref- There are for two Switch Positions (best for Character vs. Character melees) : IME acts first in a phase. They may also be LONG ACTION T 1 ach Phase, every isn’t player (who unconscious or otherwise out of the 2: uzion uses two ways of measur- WHO GOES IT’S FUZION E WITCH F WITCH TIME, TURNS & SPEED & TURNS TIME, run with the highest REF melees.) The character always S allowed to hold their action (see At the beginning of each phase, each character rolls 3 dice and adds their REFLEX Characteristic. The character with the S ow that you’ve created a character, its time to use him or her in the gaming environment. use him or her in its time to learning how This means createdow that you’ve a character, Order),Time (and Turn work in the Fuzion system. Facing, Distance and Movement initiative. Once the phase order has been determined, each The second way, The second way, . (Note: In HERO, this is roughly to Speed equivalent OLEPLAYING 2 1 N a chance to do their action, until all characters have had their chance to act. Then the sequence begins again with a new phase. character takes their that phase (they are also allowed to hold their action and act later in the phase.) The character with the next high- est total acts next and so on. Roll an additional die to break ties; high number goes first. determining initiative: Advanced Actions fight) gets to do something during the phase. fight) gets to do something during the But who goes first? This is decided by determin- ing acter with the next highest REF scorenext and so acts on. If the characters are still tied, then roll a die to break ties at the start the higher number goes first. of combat; like it does in real life; divid- ing reality into seconds, min- utes, hours, days, weeks, etc. ing time. The first, R onds to complete. In extreme cases, you may even want long to use minutes or hours to describe especially actions. ES consid- 4.) Anything that takes longer than a phase is ered to be a In Combat, time is divided into PAGE 36 DISTANCE & MOVEMENT to your REF; an unsuccessful roll increases thisto-4. increases to yourREF;anunsuccessfulroll allowsyoutoshootata-2 mined bytheGM.Asuccessfulroll your intended target. Thisiscalled your intendedtarget. of your target is exposed, then reduce your Attack roll asbelow: yourAttackroll isexposed,thenreduce of yourtarget howmuch it.Determine andshootaround allowing youtotry weapon canpenetratetheobstacle),butwillhavetoattack your lineofsight.You maystillshootatit(assumingyour Par blind Shooting Blind O agtcoce rkeln ...... -1 Target orkneeling crouched Target prone...... --2 Behind someoneelse...... -4 ...... -4 Head only ...... -3 Head andShouldersOnly Half Body...... -2 C work withthissimplescalesystem. evenfashiondolls—anythingcan men,actionfigures, Army distances. tomeasure “yardstick” becomes auseful2yard inplay—theactualfigure to usealmostanysizeoffigure for convenience’ssake,itworkswellenough).Thisallowsyou exactly6feet,but a generic6footcharacter(ok,meterisn’t 2 OVER An obstaclemayalsoonly tial Cover When something is between you and your target, itblocks When somethingisbetweenyouandyourtarget, ing distances in Fuzion is that it corresponds pretty wellwith pretty ing distancesinFuzionisthatitcorresponds forcomput- formula we’ve usedthemeter-yards ne reason DISTANCE &MOVEMENT (making a Perception Roll with a Difficulty Value RollwithaDifficulty deter- (making aPerception F Line ofSightandFiringAr Trees• Brush•Smoke•Tents•Glass• Snow NO W whether ornotyoucanactuallysee(andattack) is Theotherpart ofthestory. acing isonlypart HA T W YOU Concrete•Brick•Metal•Ice HA ( T USUALL YOU YES CAN Y ) CAN SHOOT partially partially ’ T Line ofsight SHOOT THROUGH block yourlineofsight, W are standingin. are ners) ofthehexthey cent sides(notcor- adja- anythree through “face” normally map, characterscan Using Figur A Noteabout shoulders (illustration). ofyour tioned forward face anythingposi- isthatyoucan the rule head” (withoutmaps), played“in games are Since manyFuzion pointing. tion youare THROUGH 1 c dard gaminghex dard hen usingastan- . F F ACING M ODIFIER the direc- acing is es This is best for realistic distances.Asageneralrule: This isbestforrealistic see whichisfasteroverall.Thisbestforsimplespeeddecisions. F Fuzion.Thefirstscaleis twoscalesofMovementusedin are there a rule, byyourMOVEcharacteristic.As phase—this valueisalwaysdetermined with it. tion “m/yds”.Eitherway, andstick youshouldpickoneunitofmeasure willalwaysbelistedinboth,usuallywiththeabbrevia- Measurements ameterisslightlylonger). to usethesamevaluesforeach;inreality waves, turbulentair, orlightbrush. overall MOVEcharacteristicinthefollowingmanner: ice or thick brush. ice orthickbrush. Terrain isratedas • Your over. youcross movementwillbeslowedbythetypeofterrain thing (seeillustrationabove). • You anysolidperson,objector maynotmove(orshoot)through perphase. MOVE rocks; just thatit’shar rocks; doesn’tmeanthatit’sfullof oftheterrain Note thattheroughness ity of terrain you will be crossing overthatphase. youwillbecrossing ity ofterrain typeisdecidedonbytheGM,andbasedmajor- The terrain IGURATIVE of theobjectby3kph. • To speeds,multiplythenoncombator move getKPHground asbelow: al speed,determined above speedsof50.Mostthetime,you’llwanttojustuseagener- bat MOVEoftheobjectby2mph.Applying • To getcombatMPHairspeeds,you’llmultiplythenonorcom- to applythe object by3kph.However, ifthevehicleisespeciallyfast,itmaybeable • To getmostKPHairspeeds,you’llmultiplythecombatmoveof Special Case:MachAirspeeds of theobjectby2mph. • To speeds,multiplythenoncombator move getMPHground H for it’snon-combatorsprintingdistance. •Multiply theMOVEofcharacterormechaby3m/ydsperphase distance. its“combat”or“running” to determine • MultiplytheMOVEofcharacterormechaby2m/ydsperphase 1 (750mph) for every 100pointsofMOVE. 1 (750mph)forevery with thatoptionwillallowthemtomoveatanon-combatvelocityofMach MOVE. 100pointsof non-combat velocitytoMachvalues(@1125kph)forevery 3 ran over 4 m/yds of Easy terrain and 6 m/yds of Rough, the GM would GM the Rough, of m/yds 6 and terrain Easy of m/yds 4 over ran at 54 kph. 54 at at 36 mph. 36 at move of Mach 2 (roughly 2,244 kph). 2,244 (roughly 2 Mach of move my jet moves at a non-combat “sprint” of Mach 2 (roughly 1,500 mph). 1,500 (roughly 2 Mach of “sprint” non-combat a at moves jet my probably rule that you were moving through Rough Terrain that phase. that Terrain Rough through moving were you that rule probably 4 INT The otheris The Movement : We don’t really recommend even We recommend don’treally D DIST Example: at a MOVE of 250, my jet moves at an “afterburner” an at moves jet my 250, of MOVE a at Example: M No Reduction Halves MOVE Quarters MOVE Quarters HalvesMOVE No Reduction E • In governhowyoumoveduringaphase: A fewbasicrules MOVEMENT RULES ASY OVEMENT yards (weadmittofudgingthenumbersabitallowus yards istance A ANCE &MOVEMENT Fuzion FTERBURNER is thedistanceacharacterorvehiclecanmovein L TRLMOVEMENT ITERAL ; the raw MOVE score compared toanotherMOVE compared ; therawMOVEscore R E OUGH , objectsaccelerateordecelerateatarateof10 ASY in Fuzion can be measured ineithermetersor in Fuzioncanbemeasured Easy, Rough Rough Easy, d tocr Example: with a non combat move of 18, I run I 18, of move combat non a with Example: Example: with a non combat move of 18, I run I 18, of move combat non a with Example: would begrass,sidewalksandopenskies. R ULE oss (pg. 12), which allows it to increase it’s (pg. 12),whichallowsittoincrease ; . and a measurement ofactualdistance. a measurement R OUGH V R ROUGH ERY bothering bothering Very Rough Very terrain couldincludechoppy terrain Example: at a MOVE of 200, of MOVE a at Example: A FTERBURNER might bemud,snow, with literalmovement For example, if you if example, For and reduces your and reduces R ULE V ERY to those R OUGH ROLL) ROLL) a DIE ROLL +

TAKING ACTION: TASK RESOLUTION PAGE 37 10 (or a DIE HERO to + and This I AV NTERLOCK IFFICULTY SKILL) (from the (named after to your + roll a single ten PTION While standard 6-sided O die roll ROLL? of the campaign what kind t STRAIGHT 10? HERO Option NTERLOCK DIE I OR ou Even Need to Roll at characters within that campaign. is the ) or one 10-sided die (the ) for resolving actions. The GM should Then add a side of the family), which uses a is the all PTION PTION ROLL WHICH If you equal or exceed the D If you equal or exceed . O This is one of the basic decisions you have to This is one of the basic decisions make before you begin playing Fuzion: what Dice should you use? dice arefor damage, in Fuzion, always used you can use either 3 six-sided dice (the O ), in which a 1D10 die roll is added to the decide at the star Or Do Y All? of dice will be used; this will then be in effect for second first Either option works equally well and both are The GM can also choose to automatically uzion’s unusual “parentage” offers you two ways to resolve the DV side of the outcome. he RTG’s core system used in A DIE count as a success any task where the player’s Characteristic+Skill total already meets or beats the Difficulty Value. Champions Mekton The of the Defender. Difficulty Value (aka Defensive) This option tends to give your campaigns a more unpredictable flavor; even the toughest characters will have to depend on Luck against an equally when using this skilled opponent. Remember, option, the attacker should always sided die at left scaled to fit the Difficulty Table Value straight value (10) instead of a die roll. option gives your campaigns a more predictable feeling; once your skills are high enough, you can depend on almost always making the grade. Remember; when using this option, the Attacker should roll three six sided dice. T (below). F I USE? ALUE Example: V DO DIF- DV ACTION VALUE [AV] , then the SKILL OTAL IFFICULTY T ...... 42 Skill instead, and so on. a car, use your Driving ...... 50 ability, using your fists. If Driving Hand to Hand if you’re Skill for that weapon or WHICH weapon, use the Weapon ...... 46 when attacking with a CTION ...... 62 The GM will usually decide which Skill fits the task best...... 58 such as attacking A ...... 70 or an ...... 66 handy, there’s an easy handy, ABLE T character, character, ...... 54 They are determined by using the [DV]? ALUE . DIFFICULTY come in two VALUES V USE? I non-living objects ESCRIPTION Legendarily cosmic Exceptionally superheroic Cosmic Competently cosmic Exceptionally cosmic Incredibly cosmic Incredibly superheroic Legendarily superheroic ALUE ay DO IFFICULTY V D : Ask the player for their DV D TY ALUE V below: NIVERSAL U of the character opposing you. ABLE ...... 38 T in relation to that total: A really easy task adds -4 or -3 [DV] is a number you must roll equal or higher than with to you by the GM, based on how tough he thinks the task is. to you by the GM, based on how tough he thinks henever your character tries to do something (called taking an Action), there’sdo something (called character tries to henever your the question always taking for instance, is so easy that it’s obvious; Sometimes the task he’ll succeed or fail. of whether IFFICULTY D ALUE ALUE DIFFICUL TAKING ACTION V V given add die rolls or a value of 10. ALUE Interactions with others. Manipulating tools, instruments Fighting and driving/control skills Physical Abilities. Dodging, athletics Resistance to pain, disease, shock Muscle mass and physical power Running, swimming feats Memory, problem solving stress fear, Ability to face danger, is W alues, The Easy W DIFFICULTY (aka DEFENSIVE VALUE is determined by the VALUE] TY V THE ...... 10 ...... 34 CHARACTERISTIC ...... 18 When attempting a task involving ...... 30 IFFICULTY the DV (DIFFICULTY VALUE) VALUE) the DV (DIFFICULTY IFFICULTY ACTION to a D Compare resulting the AT [AT]. TOTAL ...... 26 : ...... 14 When attempting a task against another D D : T’S ...... 22 DVs do not DVs do , you succeed! ut if you’re trying wildly in a driving rainstorm, to take a step on the deck of a ship pitching very walking might be difficult indeed. That’s where TASK RESOLUTION comes in. All tasks in Fuzion are resolved with the same formula: take the rele- ficulty V ESCRIPTION PPOSED NOPPOSED NIVERSAL WHA WHICH ALUE ...or the GM can decide if it’s in dispute. tough task adds+5 or +6. In general, if a character has a Heroic and an Heroic Characteristic Skill, he has about an even chance to succeed at a Heroic task. GMs should use these values as guide- lines; feel free to use Modifiers (pg. 146 & 147) to make it more or less difficult. flavors: OPPOSED and UNOPPOSED: O your combined ACTION and a DIE VALUE ROLL way to get the right Dif If the GM doesn’t have the D These The DIFFICUL CONSTITUTION STRENGTH MOVEMENT Usually common sense will tell you what Characteristic to use: Usually common sense will INTELLIGENCE WILLPOWER PRESENCE TECHNIQUE REFLEXES DEXTERITY someone, the U CHARACTERISTIC+ SKILL assign a Legendary an easy task adds -2 or -1, a tough task adds +1 or +3, and a really to the DV, Challenged Superheroic Competently superheroic U FICULTY VALUE Everyday Heroic Incredible Competent a step forward just tell the GM what you’re without falling down. In those cases you’ll and no die roll doing, is needed. vant CHARACTERISTIC and add to it the relevantvant CHARACTERISTIC SKILL, resulting in an V create an B vs Your AV (CHARACTERISTIC AV Your PAGE 38 USING YOUR SKILLS across across aspectsofusingthatskill! different es very GM. is,ofcourse,subjecttothedecision Useoftheabove rule you astart. points ofEducation,onepointADDITIONAL Educationmaybeenoughtoget with atleast2 have.Andsincemostpeoplestart of Educationyoucurrently points three you don'thaveaSkillthatwillapply, youcan gain onepointforevery use oneofthebeststrengthsFuzionsystem:flexibility. allowsyouto TheabilitytobendSkillsaroundfitcircumstances request! hehonoryour if youcancalluponalittleknownganglandcodethatrequires Performance Performance first. toperform thingistolookatthe typeoftaskyou'retrying The mostimportant a dispute.However, thefollowingguidelineswillusuallyapplyinalmostanycase: use yourTechnique characteristicincombinationwithyour youmight tomakeittechnicallyperfect, playing apieceofmusicandtrying stances andthewayinwhichyouwanttousethatSkill.Forexample,ifyou're Characteristics,dependingoncircum- Skill beingcombinedwithdifferent ofthismethodisthatyoumayoftenfindthesame your Skill.Onesideeffect dumb luck(agoodtimetousethatLUCKyou'vebeenhoarding). onaCharacteristic and thing aboutwhatyouhavetodo,andyou'retotallyrelying you justdon'tgetaSkilltoaddyourcharacteristic.You justdon'tknowany- ing thegangleadertoreleasehostagesthanyour a lot more leeway;maybeyour a lotmore if it'saninterpersonalissue,youmaybeabletoconvinceyourGMgive simple;usethe Skillthatdescribestheweaponbest.But choice maybepretty that, commonsenseisthebestguideline.Ifyou'reusingaweapon,yourSkill ing, youcoulduseyourPersonalityCharacteristicincombinationwith toswayanaudiencetearswiththebeauty ofyourplay- trying But ifyouwere assumes the more assumes themore Tom Clancy novelstellallabouthowsubmarineswork.CulturalFamiliarity people shootgunsinmovies;legendsdescribehowtheherousedhis sword, fewthingsthatcanbedonearen'tdescribedinsomemanneror other; very to useandwhat ...a matter of endurance and time ...... a matterofenduranceandtime ...... a matterofrawphysicalstrength(mainlyaStrengthFeat”) ...engaging ingrossphysicalmovement(athletics,usingfistsandblades)...... using hand-eyecoordinationormanualdexterity(e.g.gunsvehicles) ...an issueofspeed,suchasracesswimming,skatingorskiing...... using tools,instrumentsorhavingtechnicalaffinity ...resisting aninteraction,orifit’s amatterofwillpower...... interacting withsomeone(e.g.lyingtothem,impressingetc.)...... an issueofknowledgeorexperienceisotherwisemental...... I 3 2 1 THE F The second route isthe The secondroute This will determine themostapplicableCharacteristicuponwhichtobase This willdetermine S TAININVOLVES ITUATION something something I S WHEN YOUDON'T of whatSkillshouldbeusedtomakeanattemptatatask.Beyond isthattheGMwillalwaysbefinalarbiter here rule The overriding WHA WHA for a particular task,ortheGMofyourcampaigncandecideifthere's for aparticular n general,commonsenseshouldtellyouwhichCharacteristictouse are two optionstheGMcanuse.Thefirstis are ometimes, youjustdon'thaveaSkilltouse.Inthesecases,there Skill instead.EachusesthesameSkill,buteachchoicestress- T T SKILL U CHARACTERISTIC relating to what you're about to attempt. Therefore, whenever abouttoattempt.Therefore, towhatyou're relating a skill is determining what a skillisdetermining Skill widely widely SN YOURSKILLS USING Action outsideofCombat. sing yourSkillsisthemostcommonkindof to pairitupwithwhenyoudosomething: educated you are, the more chanceyoumayhaverun themore educated youare, Cultural Familiarity Cultural DO Social Social I USE? HA Skill may be far more usefulinconvinc-Skill maybefarmore VE ASKILL option. In most societies, there are option. Inmostsocieties,there DO Characteristic I USE? The firststepinusing Persuasion, Persuasion, Performance Performance Outta Luck Outta you're going you're U SE especially option: Skill. swaying ( good avery crowd, asingerandneededtosway example, ifyouwere theuseofasubsequentskill.For affects skill directly theuseofone SkillCheckiswhere A Complementary Complementar SkillCheck. ter tool,ormadeacomplementary youtooklonger, forsomereason; has improved usedabet- againuntilyourcheck try If youfailaSkillCheck,can’t T yourchances: can improve Sometimes even the best of the best have a bad day. day. bad a have best er 1D10and the of best the D10: rolling • Ifyou’re even Sometimes ...and CriticalFailur toyouroriginalroll. additional D6’sandaddthisresult 3D6: rolling • Ifyou’re anothercriticalsuccess. not score another 10,youmay Ifyouroll toyourfirstroll. the result a criticalsuccess.Rollananother1D10andadd scored D10: rolling • Ifyou’re using: depend onwhichdiceoptionyouare forthis Therules toenhanceit’seffects. the originalroll thenadded to additionaldicewhichare allowing youtoroll in Hadestoaccomplish.Ingameplay, this issimulatedby wouldhavenochance succeed atsomethingyounormally Critical Success... the SkillRoll. GM assignstothetask,add+1 beyond theamountoftime Table levelontheTime used every you abonustoyourSkillRoll.For T quent attempt 2) every 5 points the related skillsucceededby. 5pointstherelated every This bonuswillbeinaratioof+1additionalpointfor skill. onthesubsequentuseofarelated a bonuseffect 1) additional D6’sand 3D6: rolling • Ifyou’re tion ofoneskillattemptonotherSkillattempt. 3) isuptofate. get herthedate.Therest her;itjusthelps won't allowSuetoconvinceBobmarry wants to convince Bob to go out with her ( her with out go to Bob convince to wants a +1 bonus to the Skill Roll. Skill the to bonus +1 a increase her her increase says a task will take 1 minute. If minute. 1 take will task a says good really a making wardrobe. the the 4 aking ExtraT r ying Again At the GM's discretion, a good roll inoneskillmayhave agoodroll At theGM'sdiscretion, As a rule, thisbonusshouldonlyinvolvetheinterac- As arule, As a rule, this bonus will usually only affect asubse- thisbonuswillusuallyonlyaffect As arule, character A criticalsuccessiswhenyougetluckyandmanageto Taking extratimecanalsogive MOVE TECH WILL B CON IMPROVING DEX PER STR REF INT Persuasion there are afewothervariationsthat are there esides thebasicwaysofusingskills, subtract subtract takes 5 minutes to perform the task, he gets he task, the perform to minutes 5 takes Persuasion once. once. Example: The GM The Example: subtract subtract ime One really high One really Performance Performance y Skills ) aloteasier.ofthumb: Asarule the result from yourfirstroll. from the result Wardrobe andStyle On a natural roll of On anaturalroll On a natural roll of On anaturalroll On a natural roll of On anaturalroll On a natural roll of On anaturalroll SKILL USE by dazzling Bob with her sexy her with Bob dazzling by e the result from yourfirstroll. from the result check wouldmakethe Wardrobe and Style and Wardrobe T 1 1 R HE 5 R PHASE OUND 20 1 OUNDS 5 T Persuasion 6 all 1 , Rollananoth- roll, she could she roll, 1 IME 1 MINUTES Example: Sue Example: = 12 MINUTES HOURS = 3 HOUR 18 DAY = 1 10 ’s, roll two ’s, roll , roll two , roll SECONDS SEC T MINUTE , you’ve ABLE ONDS ). By ). roll BASIC ACTIONS PAGE 39 which both Basic Actions, Y each Phase. These (pg. 46 of the Attack). are described on the fol- [pg. 37]. In general, roll CTION CTION A 1 A , which represent more sophisticated Damage Class AKING T ANCED actions can be Attacks or involve other types If attacking go to [B]; if not, skip of activity. down to [D]. See If you hit, roll a number of 6-sided dice equal to the Start again with the process. You can attack anything positioned forwards You of your shoulders, as long as nothing else is in the way. Each attack has a range, listed in meters/yards. If using figures, assume one figure is equal to 2 meters (or @6 feet) of range from If you are in range, top to base. you can attack. 1die and add to your Characteristic+ Skill. If the action was an Attack, go to [E]. If not, go on to NEXT PHASE [F]. n have You OTES IGHT ALWAYS attacks count as one Action. Kicks do +1D6 at -1 to hit. attacks count as one Action. Kicks do +1D6 at -1 to CTIO reloading, changing weapons, etc. mounting a vehicle, Make Attack (optionally, add modifiers); autofire Make Attack (optionally, vs Stops any one attack with a successful Defensive Roll attack first next phase the Attacker’s Attack roll. You Makes you harder to hit against all attacks this phase— but you cannot attack adds +3 DV, Get up from being prone -2 to perform; grab target or gadget; -3 Defense for else. Move up to half your Combat Move and do something Move up to your full Combat Move (a Run). REF Move up to your full Non Combat Move at 1/2 DEX, 0 Any single action not otherwise specified, such as Throw one object (-4 if not made for throwing). N , S SEQUENCE SUMMAR A HASE Advanced Actions P CTION AMAGE ] OUR ach Phase, roll one die and add your During REF. this 3-second segment, do the following: ANGE A D INE OF Y EXT L R KILL N S : TURN HOOT ) E CTION (S A ESOLVE HECK HECK HOOSE ESOLVE OTO P SE A TRIKE U U S OVE 2 LOCK ODGE ET UN THER RAB CTIONS PRINT TTACK HROW S A RULE OF THUMB OR [B] C [C] C [D] R [E} R [A] C [F] G A OR M BASIC ACTION SUMMARY A REMEMBER • Wood damages Flesh • Wood • Metal damages Wood • Energy damages Metal A B T D G G R S O [ In general, there are kinds of Actions in Fuzion: two attack in a character can perform, each explained. Advanced Actions Skill. Improvised, Hand to Hand Defense roll against the Athletics or Rock, Papers, Scissors Rule Melee attack. Melee Use this Action to move faster each area : ) OVE Allows character to move up to their full Defense or DESCRIPTIONS : This action allows you to move up to half your ) M Use this Action to deflect attacks. In general, Use this Action to deflect T ) OVE Y Use this Action for anything not covered by other OMBA M : ARR T -C As a general rule, certain defenses can be used to P ON ACTION n Fuzion, each player can performn Fuzion, each player of actions can you perform one action per phase. But what kind chance when your they all work together? comes up? And how do Use this Action to stand up after being knocked down. CTION OR Use a weapon, power or physical combat skill to harmUse a weapon, power or an This allows the attacker to use a thrown weapon (grenade, OMBA Use this Action to make yourself harder to hit. Instead of PERFORMING ACTIONS PERFORMING to your normal Defense Value. When Blocking an attack, to your normal Defense Value. : I Hand to Hand ACTIONS: BASICACTIONS: & ADV : Use this Action to get a grip on an opponent, a weapon, a Use this Action to get a grip on an opponent, a weapon, : (N : : ( P A : (C U ACK UN ODGE ET RAB LOCK he following section discusses he following section discusses Basic Actions THER PRINT TT HROW 1 O G Move (Half Move): R This is a good time to introduce the D G A T B S BASIC 2x2), it can be treated as an phase—up to your full Sprint speed, but at 1/2 DEX and 0 REF while doing so. attacking, you may declare that you areand gain actively dodging against all attacks that Phase. +3 to your Defense Value gadget, or something else. A successful Grab allows the attacker gadget, or something else. A successful Grab allows to hold, pin, choke or throwto his opponent; he may also attempt grab a weapon from grasp. Use an Opposed Skill his opponent’s check to see if you can break out of a Grab (use STR Characteristic plus Hand to Hand, Athletics or Martial Arts (whichever is highest); the attacker suffers -2 to his roll.and When Grabbed, both grabber grabbee are -3 DEX to all other attacks. The grabber can choose turn.to do his full STR in damage to the grabbee each Run (or other Combat Movement power) distance, and performRun (or other Combat Movement power) distance, Move Thru, one other action, except for Run, Sprint, Move By, Recover or any action the GM rules to take a Full Action (or longer.) make a non-aerodynamic objects can be thrown at at -4 penalty. If the char- If the non-aerodynamic objects can be thrown at at -4 penalty. acter is throwing something larger than 4 square m/yds (roughly roll your attacker already which got past your defense roll. If the roll blocked, the is successful, the attack is blocked. After being attacker is put off balance, and must act after the target next phase regardless of normal turn order. of Blocking. physically block certain kinds of attacks; against other attacks, could lose an arm!) these defenses are worse than useless. (You addition bottle, mug, small car). The object must be liftable by the character, and may be thrown using the character’s this means stopping a SPECIFIC this means stopping a Actions, like reloading, taking off your shirt, or any- opening a door, thing else you can think of. How long an Other Action takes is up to the GM; they may well decide that what you describe takes several rounds to perform, or it may have modifiers on your DEX. Some Other Actions: drawing a weapon, getting into or out of a vehicle (or mounting or dismounting from a horse), transforming, and clearing a jammed weapon. All of these Actions take up your full phase. opponent. There are many modifiers that can affect your chance pg. 42 - 43). Specific weapons to do this (see Combat Modifiers, to take into account as well. may have other modifiers Running Characteristic that phase. T are of tasks you’ll want to perform simple descriptions turn, during your and in subtlety. have advantages; Basic in speed, Advanced Both and tactics to your game play. maneuvers that add strategy lowing page in their own section. Both also have useful summarylowing page in their own to recap pages means. what each action PAGE 40 ADVANCED ACTIONS nent inthecenter. weapon falls,withyouroppo- the where table todetermine effect the attackerwins,defenderdropsweapon.Usearea Strength. defensive actionuntiltheycanactagaininthenextphase. to drawanduseaweaponin opponents. Thisallowsyou to“fastdraw”onyour trying effectively youare the round, of ing thisactionatthestart Brick’s Brick’s priate (usinganappro- Defense roll attacks.Youeffect makea way ofexplosionsandarea allows youtogetoutofthe age unless the Choke is broken bythevictim. age unlesstheChokeisbroken cessful Chokeholdisestablished,thechokerwilldo2D6inkillingdam- Onceasuc- ly bigandyourGMallowsyoutouseonehandorarm). can’t moveorattackuntilheescapes. entangled charactermustactasthoughaGrabhasbeenmade;he An defenseroll. using theskillforthatweaponagainsttarget’s nets, tentacles,etc)toimmobilizeanopponent.Theattackismade gling typeofattack(whips, character touseanyentan- requires a separate roll usingyourSTR+ a separateroll requires chokes, entanglementsorsimpletraps(likesnaresnets).This + theopponent’shandatnopenalty.thing from TheattackergetsaSTR have notyettakenyourturn. to yournextactionifyou (just incase)orbyaborting byholdinganaction formed by theattackeffects. caught far enoughandwere you didn’tdodgefastand/or isfailed, m/yds). Iftheroll extra1 culty forevery (base of8for1m+1diffi- Value basedonthedistance GM), againstaDifficulty For Cover)usingtheir toadefensivemaneuver(Block,Dodge,orDive may'abort' their turn, movement, andaclearchancetotrackyourtarget. actionstotal.Aimingassumesasteady,up tothree bracedposition,no ranged weapon(only).Eachactiontakenaimingadds+1toyourattack, 3 penaltyonyourattack. two,butimposesa- normal skills) againsttheholder’s one Athletics ily allows Brick to hold Fox immobilized. Fox hold to Brick allows ily D A ADV D E D Diving forcovercanbeper- C E A Hand to Hand Hand to Hand 3 SCAPE NT IM BOR RA IVE ISARM HOKE ANGLE action, insteadofthe : W F T &A This action allows you to improve yourchancestohitwitha This actionallowsyoutoimprove ANCED ACTIONDESCRIPTIONS Athletics : OR H Hand To Hand To Hand : : Characters who are beingattacked,andwhohaveyettotake Characters whoare roll ifallowedbythe roll T ADV OLD On asuccessfulAttackroll,youhavechancetoknocksome- C : Example: Although Fox’s Fox’s Although Example: This is the action of freeing yourself from physicalholds, This istheactionoffreeingyourselffrom TT OVER This allowsthe : ACK of thepossiblemaneuversyoumaywanttoinventoraddyourcampaigns. hese are otherActionsyoucantakebesidestheBasicones.Rememberthateventhislistisonlyafraction hese are A two hand or one arm Grab maneuver (unless you’re real- Grabmaneuver(unlessyou’re A twohandoronearm ANCED is only 3, but his STR is 10. The extra 3 point edge eas- edge point 3 extra The 10. is STR his but 3, only is : : roll versusthedefender’s STR+ roll This action By declar- upcoming upcoming A M R or ACTIONS Athletics Athletics S M H E E D D D C W A A action. Characterscontinuetodothis SCAPE NTANGLE WEEP IM BORT CTIONS ECOVER AYMAKER RAW FOR IVE ISARM HOKE AIT OVE OVE Athletics (or T B & A /T H HRU Y OLD RIP C Hand to Hand to Hand TTACK OVER Athletics Athletics is 7, her STR is only 3. only is STR her 7, is oe.You moved. 1to REF&DEX.Damage=halfofSTR+ half ofthatdamageyourself. 5m/ydsmoved;you = STR+1dieforevery 10m.ydsmovedandaDEXpenaltyof-3total.Damage every ADVANCED ACTIONSUMMARY Hand to Hand to Hand (or -5 to Defense Value, get Recovery backinStun -5 toDefenseValue, getRecovery attackat Full MoveandHTH attack Full MoveandHTH +3 dicedamage,with-3toREF. bat) skillvsopponent’s STR+Athletics(orcombat)skill. GrabsorEntangles,usingSTR+Athletics(orcom-Escape from Immobilize opponentuntilhecanmakeaEscape. Draw weaponandattackinoneAction.-3Penaltytoattack. dived. pereachextra meter/yard vs8,+1difficulty bat) skillroll Avoid attack.DefendermakesREF+Athletics(orcom- anarea hand. Knock opponent’sweaponfrom being choked. A Grabat-4REF. 2D6KillingAttack.Andyoucan’t talkwhile Action possible Each phasetakenAimingadds+1toAttack,up+3;noother for Cover),atcostofyour touseaDefense(Dodge,Block,Dive opponent’sturn Interrupt N Wait forachancetotakeyouractionorholdantillater. spend anActiontogetbackup. Opponent falls;takes-2penaltytohisREFnextphase,must ) skillsplustheir OTES Hand to Hand to Hand will also take one third ofthatdamageyourself. will alsotakeonethird roll; if roll; him—you interrupt hisaction( him—you interrupt can alsobeusedtocoveranopponent—i.e.; holdaready weaponon You andfire. it’sautomatic.This then interrupt tointerrupt; neednotroll moment youropponentpopsuptoshot atyou(hisaction),could behind thewall,thenI’llshoot.”The opponent popshisheadupfrom what youhavebeenwaitingfor. Anexamplewouldbe:“Iwaituntilmy elect toINTERRUPTsomeoneelse’sactionimmediately;afterall,thisis Whenthespecifiedconditionhasbeenmet,youcan the nextround. notmet,youmuststandthere,waiting,until conditions ofyourwaitare condition mustbemetbeforeyouwillact.Anexamplemightbe, hold andmaymoveagain. Value ofthe a Difficulty free setbytheGM.Onasuccessfulroll,youare STR damage 10m/yds movedand-3toDEX.YouREF penaltyof-1forevery doyour be usedindefaultof until Bob moves.” Bob until damage yourself. 10m/ydsmoved.Youplus 1dieforevery of that willalsotakeonethird at apenaltyof-2toyourREF damage yourself. not worrying aboutkeepingyourbalanceoraiming,etc.). not worrying age bonusof+3dice,butimposesa-3penaltytohit(becauseyou’re gle full-outphysicalmove(aswing,punchorblow).Thisgivesyouadam- Hand-to-Hand Hand-to-Hand M H M If pittedagainsta A OVE OVE YMAKER upcoming upcoming during during T B end end HRU Y : : This actionletsyouuseuptoyourfullMoveandmakea of movewitha-1penaltyfor movement witha-2penalty. You intoasin- cautiontothewindandputeverything throw : plus plus This actionletsyouuseuptoyourfullMoveandmakea or action thisphase. or Melee Melee Melee Melee 1die for every 5m/ydsmoved.You1die forevery alsotakehalfthat or trap die for every 10m/yds die forevery “I wait until I can see the whites of his eyes.” his of whites the see can I until wait “I Athletics attack (only)atanypointalongthatmovement, attack (only)atthe , youwilluseyourSTR+ will alsotakeone Hand to Hand to Hand BANG! and and if theGMagrees. DEX. You doyourhalfSTRdamage ) ifheattemptstoescape. or Tech-based Skillsmayalso next. you willgain+2onyour will be-2tohisnextattack, He knocked totheground. theattackeris to Handroll, ing. OnasuccessfulHand foot andsendhimsprawl- end end at -5DEXwhileRecovering. thatphase.You are points Stun may notrecover you age whilerecovering, dam- phase. Ifyousuffer can donothingelsethat Recover foryouraction,you Ifyouchooseto score. equal toyourRecovery Derived Characteristic) Endurance, ifusingthat you backStun(and ment is include inthisannounce- to word Wait. Theimportant planningto that youare of thephasecomesup, To Wait, you exposesitself. opportunity you wanttowaituntilan Waiting isbestusedwhen actions duringtheirturn. RUPT anotherplayer’s announce W S R WEEP ECOVER AIT of thatmovement,ata Athletics Athletics : Allows youtoINTER- /T until, until, : , whenyourpart RIP Recovering gives : Skill against You putouta stating what “I wait “I must If the LIFTING & THROWING PAGE 41 For must Throw HROW T You You : ODIFY M ANT throwing. T Distance Table ; also add +1 if it’s MPOR I . more interesting: XAMPLE lot aerodynamic )E BS (L EIGHT Weight Modifier table Modifier Weight the object in order to throw it (no cheating!). +1 if the object is nother areawhere the everyday goes beyond reality in some Fuzion settings is )W lift G for throwing. Find your new Throw on the Add to determine how far you can throw If the the object. (K THROWING STUFF THROWING A

EIGHT

1) Compare the object to the closest approxi- the weight of 2) Subtract the Throw Modifier value from your current

W Less than 2 kg2kg4kg9kg than 4lbs Less 18kg36 kg72 kg143 kg287 kg575 kg Baseball1.15 tons2.5 tons5 tons 4 lbs10 tons 9 lbs20 tons 20 lbs 40 lbs40 tons 72 lbs80 tons 158 lbs 317 lbs160 tons 1.265 tons 634 lbs 1,265 lbs320 tons -0 640 tons 2.75 tons1.25 kt Adult Male, Lamp post2.5 kt 5.5 tons 11 tons5 kt Manhole Cover 22 tons10 kt Child Small 44 tons Large20 kt car Small Semi-truck Motorcycle 176 tons 88 tons Small Car40 kt -6 352 tons80 kt 704 tons160 kt320 kt Whale Battle Tank, Light Tank640 kt -7 1.375 Small Jet1.25 mt -11 Small Freighter -5 2.5 mt 2.75 kt Large jet5 mt -10 -8 10 mt -9 5.5 kt 11 kt -14 20 mt Destroyer -1 22 kt40 mt -2 -3 44 kt -4 -12 kt 176 88 kt -17 352 kt -13 1.375 mt kt 704 -15 mt 2.75 -19 Train Loaded Building 5.5 mt Nuclear Submarine 11 mt 22 mt 44 mt -16 -18 Battleship Aircraft Carrier -30 -24 -20 -23 -21 Mount Everest -31 -22 -29 -25 -27 -26 -28 -35 -32 -33 -34 .5 ...... 2m1 ...... 6m 11...... 240m2 ...... 14m 12...... 480m3 ...... 24m 13...... 960m 22...... 491km 4 ...... 36m 14...... 1,920m 23...... 983km 5 ...... 50m 24 15...... 3,840m ...... 1,957km 6 ...... 66m 25 16 ...... 8km* ...... 3,932km 7 ...... 84m 26 17 ...... 17km ...... 7,862km 8 ...... 104m 18 27 ...... 31km ...... 15,725km 9 ...... 125m 19 28 ...... 61km ...... 31,450km 10 ...... 150m 20...... 123km 29 ...... 62,899km 21...... 246km 30 ...... 125,798km 31 ...... 251,597km 32 ...... 503,194km

THROW MODIFIER TABLE TABLE MODIFIER THROW

2 CURRENT when superhumans and demigods startwhen superhumans tossing cars around, throwing stuff a can get mate weight on the THROW get miles from *Km values rounded to nearest .5 decimal place. To km, divide by 1.5 be able to balanced (STR+4). (below) Throw is below .5, you can’t throw it. : BY STR XAMPLE E carrying (at 1/2 ODIFY CURRENT ]+1 M ]+0 ]+2 OUNDS P .] -2 MYTHS of your Lift, the weight to waist (or drag- , IFT IN L ]-1 REALISTIC - ACTION MOVIE half , ]-3 SEMI fall into the realm of the every- , COMIC BOOKS [ double the previous value for each additional level ELITE BLOCKBUSTER ACTION MOVIE ACTION SHOW OLYMPICS 34, [ [ [ REALISTIC deadlifting [ ILOGRAMS TYLE [TV would be K S lift a battleship, the distribution of weight lift a battleship, the distribution TS doesn’t above EROIC OMPETENT UPERHEROIC VERYDAY IFT IN EGENDARY NCREDIBLE AMPAIGN could C .512 36 kg3 50 kg4 72 kg5 100 kg6 144 kg7 200 kg8 288 kg9 400 kg 72 lbs10 575 kg lbs 110 11 1.15 tons 158 lbs 2.5 tons12 220 lbs 5 tons13 317 lbs 10 tons14 440 lbs 20 tons15 Small Child 634 lbs Child 40 tons16 880 lbs Adult female 80 tons17 1.265 tons 1,265 lbs Adult male tons 160 18 2.75 tons 320 tons19 Lion 640 tons 5.5 tons20 Motorcycle 11 tons Large car 1.25 kilotons21 22 tons Small Car 2.5 kilotons22 Small Semi-truck 44 tons 5 kilotons23 88 tons 176 tons 10 kilotons24 Light Tank 352 tons 20 kilotons25 1.375 kilotons Small Jet 704 tons 40 kilotons26 Whale Battle Tank, 2.75 kilotons 80 kilotons27 Large jet 160 kilotons28 Small Freighter 5.5 kilotons 320 kilotons29 11 kilotons 640 kilotons30 22 kilotons Destroyer 1.25 megatons31 44 kilotons 2.5 megatons32 88 kilotons 176 kilotons Building 5 megatons33 352 kilotons Loaded Train 10 megatons34 1.375 megatons 704 kilotons 20 megatonsIf STR is Nuclear Submarine 40 megatons 2.75 megatons Battleship 5.5 megatons Aircraft Carrier 11 megatons 22 megatons 44 megatons Mount Everest STR L C I H L S one ne action that would day in Fuzion are feats of strength. place This is one LIFTING & THROWING Pressing it overhead E allows the STRENGTH FEA STRENGTH O maximum of of the listed Pushing costs 5 he Strength table below is for ging it). It’s pretty obvious that “entertainment” physics isn’t like regular physics. 1 n a campaign like Champions, where around like a nail; (b) punch a him would either (a) drive him into the ground man-sized hole through the hull of the battleship, or (c) break the battleship up the parts holding in half. After all, what’s our of the battleship where hero’s hand’s aren’t? That’s why the Strength table (below) can be “dialed” to suit the reality level of your campaign. characters That way, with incredible Strength can lift the manga; even though amazing tonnages that they do in comic books and reality doesn’t support concept (or them). this pushing Pushing where reality must compromiseFuzion with fiction, since many settings deal with superheroes as more as well realistic types. For most characters you can simply use one Strength scale to determineFor most characters you explain the abilities of most superheroes?one’s might. But how do you How so) hero,—or a shapely fashion model can a well built (but not exceptionally muscles at all—lift a battleship and throw it a with a thong and no visible mile? Even if a human characters to increase their STR up to a two additional lev- els. points of END per phase for every extra level of STR you are calling upon; when you run out of END, you burn STUN points instead, until you pass out. The GM may even allow greater pushes (over 2 extra STR) in extraordinary circumstances, by requiring a successful WILL + Concentration roll be made at the time. Endurance (pg. 116) is used, the GM may allow characters to exert extra effort in emergencies; this normal MOVE), pushing or lifting it for throwing be reduced to fourth weight. T I PAGE 42 MELEE & HAND TO HAND ATTACKS S A A and isapplicableonlytotheseweapons. can hitanythingwithin6m/ydsofyou;thisis adjacentsidesofthehextheyarestandingin. anythree through your shoulders.Whenusingastandardgaminghexmap,characters“face” B O Attack, itinvolvesonlyfoursteps: tion, such as another attack or a difficult task. tion, suchasanotherattackoradifficult may only detect you with a successful Perception roll. roll. may onlydetectyouwithasuccessful Perception A SPECIALMODIFIER: C Range: CanIReachOutandSmackIt? tive bonus).To thefollowingconditions: layanambushrequires BSCURED LOCKED LEAR Improvised weapon (rock, bottle,smallgirder)...... -2 weapon (rock, Improvised ...... -2 Small Target (1footorsmaller) ...... -3 Tiny Target (bullseye,1-3”) Blinded bylight,dust...... -4 .chest[-1], Aimed bodyshot moves ...... -1per10m/ydtarget Moving target S • Theopponent’sattentionis • Theopponentis 2 1 3 ITUATION In general, a strike can be defined as any attack made with a body part or that is powered by the strength ofthebody. bythestrength orthatispowered Thesimplest In general,astrikecanbedefinedasanyattackmadewithbodypart clubs,knivesandothermeleeweapons. trike—this basicAttackActionincludespunchesandkicks,aswellattacksusingswords, gives the Attacker a +5 Offensive bonusforthatattack(butnoinitia- gives theAttackera+5Offensive suchasanambushorabackstab, n attackthatsurprisesthetarget, eie sMLERANGE. defined asMELEE within4m/ydsofyou;this Meleeattackscanhitanytarget s arule, MELEE &HAND-TO-HANDATTACKS L LINE OFSIGHT F C MODIFIERS: use some, none, or all of these rules: use some,none,oralloftheserules: is that you can clearly face anything that is positioned forward of is thatyoucanclearlyfaceanythingpositionedforward F ACING & ty increases to-4. ty increases target is only partially blocked,swingatwhatyou isonlypartially target Or, getthrough. somethinginthewaythatyoucan’t ifthe There’s Valuesthat is roll phase.IfthePerception cessful, thepenaltyis--2toallsubsequentAttackandDefense Value) Roll(GMsetstheDifficulty issuc- Iftheroll Perception dazzled),eachphaseyoumustmakea because you’re fighting (theenemyisinvisible,indarkness,ambushor swing, suchassmoke,ordarkness.You can'tseewhoyou’re somethingthatmayblockaclearview,There’s butwon’tblocka nothing intheway;goaheadandswing. There’s Determine how much is exposed, then modify your roll . howmuchisexposed,thenmodifyyourroll Determine you and your target. Lineofsightcaneitherbe: you andyourtarget. ofsight dealswithwhetheranything’sbetween ine eidsmoees ...... -2 Behind someoneelse Head only...... -2 ...... -1 Head andShouldersOnly ...... -1 Half Body games are played“inhead”(withoutmaps),thestandingrule games are pointing. youare acing isthedirection tle. Modifiers are always applied to Offensive Rolls.You alwaysappliedtoOffensive tle. Modifiersare may ombat Modifierstakeintoaccounttheconditionsofbat- C OVER unaware unaware RANGE Surprise!It’ What Ar : What’ of yourlocationandintentiontoattack.He Polearms andotherlongmeleeweapons Polearms stomach [--5] arms, shoulders,thighs[--3] stomach [--5]arms, distracted distracted F vitals, head[-6],legs,hands,feet[--4] ACING s intheway? e MyChancestoHit? s anAmbush! , R ANGE or focusedonanothersitua- EXTENDED MELEERANGE , L unsuccessful, unsuccessful, N OF INE Since manyFuzion S M IGHT M ODIFIER ODIFIER and M can can the penal- reach. ODIFIERS . F W final outcome. thisAttackTotal modifiersfrom the todetermine subtract certain A Built-InModifier:Weapon Accuracy duce acomparable topro- (in HERO,aflatvalueof10canbesubstitutedfortheroll) to your Attack roll aswithanyotherModifier.to yourAttackroll in thedescriptionofweapon.To usethem,justapplytheWA intoplay, brought When theyare youwillalwaysfind themlisted campaigntocampaign. Fuzion games,astheirusevariesfrom it (andtheworseweapon...).WA’s notalwaysusedin are ties; thebetterandeasiertouseweapon,you an tocreate die roll Total thantheDefenseValue, isequalorgreater youhit! A tousetheweapon. (seepg.150)required Minimum Strength fordamage),AccuracyModifier,sided diceitthrows andthe aaa64+ 2h 1h 1h 2 1h 1h 2 2 +2 1h 3 1 +2 1h +2 4 1 3 +1 -1 1 1h 3 1h/Stun 1h 6 2h Cyber HandBlades +0 2 5 1 1 T +0 5 3 2h 4 2h H 5 1 3 1 Katana +0 1 +1 Saber 3 2 .05 -1 +0 Rapier 1h 1 1 2h/Stun 2h Javelin 2 +2 +2 5 4 Whip 3 3 1 Knife 5 3 5 2 Dagger 4 4 +2 Sword +0 Short 5 Broadsword -1 4 3 Club 2 Mace 6 Polearm 3 2 Spear 5 Quarterstaff Hand Axe Battle Axe T oold 121H,AP 2h 2 2 +1 +1 2 4 3 5 Monoblade Saber Energy like Fencing or Hand to hand if GM permits) GM if hand to Hand or Fencing like DEX of 4, an an 4, of DEX has a Attack Total of 17. A -2 mod for an aimed shot in turn brings turn in shot aimed an for mod -2 A 17. of Total Attack a has Characteristic of 5 a a 5 of Characteristic Defense Value of 13. of Value Defense AP = Armor -piercing (use half armor value) S=Stundamageonly (usehalfarmor -piercing AP =Armor YPE YPE this down to 15. to down this K GENERIC 4 RCHAIC IGH EY ing genres. including Cost, ing genres. ollowing isalistoftypicalweaponsfoundinmanyadventur- The DefendercombineshisDEX, : 1h =Onehanded2hTwo T between weapons, and their effect ontheiruser’sabili- between weapons,andtheireffect eapon Accuracy[WA] ECH I /F MAKING THEA sen Weapon orHandtoskillwithhisREFanda n combat,theAttackercombineshisSkillincho- ANTASY M ELEE Athletics MELEE Example: an attacking character with a REF a with character attacking an Example: C C 63+1 AP 1 OST OST W M A EAPONS D ELEE Hand to TTACK The two rolls are compared; iftheAttack compared; are The tworolls EFENSE skill of +6 and a die roll of 3 has a has 3 of roll die a and +6 of skill CA DC A DC WEAPONS W T EAPONS OTALL V TT reflects the difference inquality thedifference reflects ALUE Damage Class ACK CCURACY CCURACY Hemayalsohavetoaddor . . Skill of 6 and a die roll of 6 of roll die a and 6 of Skill Example: a character with character a Example: Athletics (or another skill another (or Athletics M M IN IN SRN .STR N .STR skill andadieroll (how many6 OTES OTES RANGED COMBAT PAGE 43 . . OTAL ALUE T V Gunnery ODIFIER TTACK M EFENSE A D ). The resolution is com- The two; Attack Total and The two; Attack Total stomach [--5], arms, [--3] shoulders, thighs Piloting or e My Chances to Hit? ACK Driving reflects the difference in quality between TT Sometimes, you need to hit an apple, or : What Ar , pg 146 for details)...... +5 ANGE R URPRISE ). He attacks as usual, opposing his target’s skill in GAINST A When attacking a vehicle, the attacker will use his skill with ombat Modifiers take into account the conditions of the ombat Modifiers take into may battle. Modifiers are always applied to Attacks. You : (beyond listed range) ...... 16, +2 per +100m/yds n combat, the Attacker combines his Skill in his chosen n combat, the Attacker combines his Skill in with his REF and a die roll to createWeapon an (50/yds or less) ...... 12 MODIFIERS: MAKING THE A (4m/yds or less)...... 4 C (10m/yds or less) ...... 8 I (out to listed range of weapon) ...... 16 weapons, and their effectand on their user’s abilities; the better eapon Accuracy [WA] EHICLES ARGETING ELEE EDIUM LOSE XTREME T The Defender combines his DEX, Ranged Evade skill and 10 (or a V ONG M Heavy Weapons ITUATION E M 4 C 5 L Aiming ...... +1 per phase, up to +3 max Braced...... +2 (bullseye, eye, vital area)...... -6Tiny Target (less than 1m/yd, head, limb)Small Target ...... -4 (trees,Large cars, large Target animals, etc.)...... +2 Very (trucks, Large planes, walls, side of barn) Target ...... +4 Surprise Attack (see S S Moving target...... -1 per 10m/yd target moves silhouettedTarget ...... +2 mounted, no turretVehicle ...... -4 range in turn brings this down to 15. Firing shoulder arm from hip ...... -2 Aimed body shot ...... chest [-6] , legs, hands, feet [--4] [-1], vitals, head Skill of 6 and a die roll of 6 has a Attack Total of 17. A -2 modifier for die roll of 3 has a Defense Value of 13. He may also have to add or subtract certain modifiers (such as range, to determine the final outcome. from etc.) this Attack Total cover, pleted the same as all other Combats. easier to use the weapon, the better you use it (and the worse the easier to use the weapon, the better you use are not always used in Fuzion games, as their use varies weapon...). WA’s you’ll find when they are in play, from campaign to campaign. However, use them, just apply the them listed in the description of the weapon. To to your Attack roll other Modifier. as with any WA the appropriate vehicle weapon or vehicle attack skill (such as a tree or something else without Skills or Characteristics. In these based on the range. cases, the GM will set a Difficulty Value A Built-In Modifier: Weapon Accuracy A Built-In Modifier: Weapon Example: an attacking character with a REF Characteristic 5 a die roll i h the Interlock option) to produceFirearms a comparable Example: a character with DEX of 4, an Ranged Evade skill of +6 and a or use some, none, or all applicable modifiers to make the combat in use some, none, or all Fuzion more realistic. exciting and controlling the vehicle (such as Defense Value, are compared. If the Attack Total is equal or greater than are compared. If the Attack Total Defense Value, the attack succeeds. the Defense Value, W If Target Prone...... -2Target far FIRE: listed Range. OF past ODIFIER M TES This can be “bought down” ] RA e anything in the way? reach. Determine how much is (arrows, bullets, charges, etc.); this can Is ther “shot”—energy shot from beams can be superhero’s a shot from hands, bullets can be gun, a anged Combat occurs whenever you shoot at something. Any ranged weapon or attack can be or attack can Any ranged weapon you shoot at something. occurs whenever anged Combat HOTS : S SHOTS & . stones can be shot from target a sling. In general, if it strikes the from a distance, it’s Ranged Combat. RANGED COMBAT R for every full 50m/yds is how many times the attack can be “shot”in OF Is it Close Enough to hit? Within4m/yds or less of the target. This is also [ROF] Within 50m/yds of the target. Within 10m/yds of the target. 51m/yds up to the listed range of the weapon. OVER IRE C Half Body...... -2 Head and Shoulders Only ...... -3 Head only ...... -4 Behind someone else...... -4 prone...... --2 Target crouched or kneelingTarget ...... -1 ine of sight deals with whether anything’sine of sight deals with between you and your target. can be: Line of sight nlike Melee weapons, most ranged attacks have a limit- ed number of F from -6 to -10) There’s something in the way that you can’tshoot through. If the target’s only partially you can try blocked; to attack what you There’s go ahead and shoot. nothing in the way; but won’t There’s that may block a clear view, something block an shot, such as shrubbery, smoke, or darkness. they areIf a character can't see who ( enemy is fighting in ambush or the cover, invisible, in darkness, behind phase they must make a character is dazzled), each Perception determined Roll (Difficulty by the GM) Value On a successful roll, the penalty is -2 to all Attack and that phase. This increases to -4 with an Defense Values unsuccessful roll. exposed, then reduceTotal: your Attack something at 600m/yds, that raises the range modifier n Fuzion, “shooting” ranges aren’t based on how is for a the gun can shoot, but on how easy it Mecha multiply above ranges by 10; i.e. listed range is < 50m/yds, -4 applies to distances between Close range and listed range. by aiming, using scopes, bracing and other things. 10m/yds=100m/yds. basic Melee and Hand to Hand range. [ -4 ] [ -6] [ -6, plus -1 Example: a rifle has a listed Range of 400 m/yds. If I shoot [ +0] [ -2 ] LINE OF SIGHT RANGE: L NUMBER I U ATE OF R This means that weapon ranges tend to overlap until they This means that weapon ranges tend to overlap EDIUM ELEE 1 LOSE 2 XTREME 3 ONG LOCKED LEAR BSCURED will usually be listed in the attack’s description. NOTE: a 3 second phase. Most ranged weapons have an ROF of 1 or 2, but others may have the capacity for automatic fire and ROFs of 20 or more. Like Shots, this will also be listed in the attack description. L E reach their Extreme ranges; as reflected in the table below. The reach their Extreme as reflected ranges; in the table below. Modifiers for each range are listed in [brackets] as well: M C M marksman to clearly see a target (if you can’t see it, you’re firing blind no matter how far your gun reaches). C O B otRvle 024 2 3 3 2 2 2 2 50 50 50 50 Heavy Pistol(.357,10mmAuto) Medium Pistol(9mm) Light Pistol(.22) Colt Revolver a-otbeRign403 14 7 5 30 2 12 2 400 1 400 60 400 Rifle(Blaster,Energy Laser, etc.) Pistol(Blaster,Energy Laser, etc.) Railgun Man-Portable LaserGun(Bazooka-shaped) Infantry PAGE 44 AREA EFFECT, EXPLOSIONS & AUTOFIRE F H round fellinthat direction. round the mine howmanymeters/yards 1D6todeter- table above.Thenroll attack scattersandconsultthe thecenterof which direction Roll1D6tosee maximum of1/2thetotalrangetotarget. 1pointtheAttackRollwasmissedby, uptoa 1 m/ydforevery If thecharacterfailsAttackRoll,centerofattackshifts that strike an area ratherthanacharacter.that strikeanarea Obviously, itiseasiertohitwithanareaweaponthanadirectfireone EXPLOSIONS to hitusingtheTargeting AgainstRangetableonPage43, will alwaysbedescribedaspartofitsdescriptionorconstruction.Roll character. Theareaaffecteddependsonthekindofattackmadeand the centerofattack. awayfrom m/ydtheyare age intheratioof2lesspointsforevery ih ann(0m 0 16 17 15 14 1 1 9 20 1 6 10 3 1000 6 30 400 400 30 10 400 20 5 45 1 400 2 4 300 2 800 F 6 200 5 Tank Cannon(120mm) 100 Light Cannon(90mm) 700 Recoilless Rifle(60mm) 1 50 Autocannon (30mm) 1 Machine gun(.50cal;12.7mm) 4 7 Effect 40Area Battle Rifle(7.62mm) Effect 40Area 200 Assault Rifle(5.56mm) Submachine Gun(9mm) Magnum HuntingRifle(.458) 20perpt.STR,upto140 Shotgun (10-Gaugebuckshot) 20perpt.STR,upto200 Shotgun (12-Gaugebuckshot) Bolt ActionRifle Magnum Pistol(.44) H Crossbow Longbow Bow A as abenchmarkwithwhichtoestablishyourownguidelines. UTURE ISTORIC GENERIC RANGED RCHAIC 1 htu prbre)1m/yd 1m/yd 1m/yd 4m/yds 1m/yd Heavy Weapons (perKillofdamage) (perdieofdamage) Flamethrower Explosive (perdieofdamage) (perdieofdamage) Grenade Shotgun (perbarrel) T YPICAL yteG sepg 3 e. ).Characterstakethedam- by theGM(seepage43,Sec. Value againstaDifficulty assigned or these,theattackerrolls genres. Thisis bynomeansanexhaustivelist,butcanserve genres. afewclassicrangedweaponsfoundinmostcommon are ere R R & M ANGED ANGED A AREA EFFECTA A ODERN W REA W EAPON Flamethrowers, StunFields,Gasandothereffects) Flamethrowers, Blasts,Shotguns, attacks(Energy are Effects rea EAPONS R E ANGED FFECTS T YPE W EAPONS PCA ATTACKS SPECIAL WEAPONS TT R R R ACKS ANGE ANGE ANGE 5 (M/ (M/ (M/ landedtoleftoftarget landedtorightoftarget. 6 landedbehindtarget. 5 oftarget. landedshort 3-4 1-2 R OLL YDS YDS YDS O DC ROF ) )DC O DC ROF ) A REA an arearatherthana E FFECT E FFECT R ADIUS R Sec. ESULT 5 . . of 10. Crossbows work like normal firearms. worklikenormal of 10.Crossbows imum STRof7.Compoundbowsandlongbowshaveamaximum 1pointofSTR,toamax- damage andhave20m/ydsofrangeforevery will useWILL+UsePowerSkill. Mind Scans Blasts;and asEnergy these operatewiththesamerange determiners ter howtinyitis.Theexceptionsare MentalAttacksbasedonCON; simply Power Skill. blast).Togives youa200m/ydrangedenergy hit,youwilluseREF+Use therangeby10m/yds(Example:spending20points you’ll increase pointspentonthepower, Power pointsspentontheattack:Forevery other modifiers. target, up to the maximum number of shots fired. uptothemaximumnumberofshotsfired. target, Xpoint(s)theattacksucceedsby, hitsthe oneround above— forevery dialed howmanyshotshit,usethecurrently determine usingitsDefenseValuetarget To againsttheattacker’ssingleAttackroll. inthatzone.Theattackismadeasabove,witheach possibly hitatarget thatcan down),andthisbecomesthetotalnumberofrounds zone (round total ROFoftheattackisdividedbynumberm/ydsinfire zonemustbespecifiedatthetimeofattack.The meters) ofthefire H hetakes1D6/2bullets. ifthedefenderfailshisroll, an Attackroll; isnoattackpenalty. asmuch,there weapon isn’tbuckingaround Make Autofire Ratio Autofire bythe Xisdetermined hits, uptothemamimumnumberofshotsfired. Xpoint(s)theattacksucceedsby, oneshot Attack ismade;forevery attack must be directed into an area calleda intoanarea attack mustbedirected atonce.The targets ed againstseveral can alsobedirect- attack An autofire B allowsforawidevarietyofcombattechniques: Autofire oftheweaponorattack. and isusuallydefinedaspart Thisiscalleda“rateoffire” asfastitcanina3secondturn. fires defined bytheweaponorpowerused).Inautofire,(orattack) ranged attackshavethepossibilityofusingautofireoption(thisis M jumping around). (yourgunis fired 10shots ty forevery meter area with 30 rounds. (30 divided by 10 = 3). Sue, Bob and Harry and Bob Sue, 3). = 10 by divided (30 rounds. 30 with area meter hits.. shot 1 by, hit I points 2 every for each make a Defense against my Attack roll of 12 totalling 13, 11 and 7 and 11 13, totalling 12 of roll Attack my against Defense a make each 4 3 URST OSING respectively. Sue is missed, Bob takes 2 rounds, and Harry (although he (although Harry and rounds, 2 takes Bob missed, is Sue respectively. 2 UL loses by 5), only takes 3 because that’s all that’s entered his part of the of part his entered that’s all that’s because 3 takes only 5), by loses fire zone. fire In mostcases, TIPLE : direct direct THEM A burst is a limited autofire attack,usually3 shots. Sincethe A burstisalimitedautofire E B Ener Ar T S AUTOFIRE A ARGETS cher ranged attacks,takingrangeandskillintoaccountwith nergy Blasts are mademuchinthesamewayasother Blastsare nergy , which do not require line of sight to be effective. Toyou hit, lineofsight tobeeffective. , whichdonotrequire attack is called autofire. attack iscalledautofire. etc.)inone hooting alotofsomething(bullets,fireballs, DOWN they’re Strength-based rangedattacks. Strength-based they’re ofrangedattackbecause aspecialcategory ows are line ofsight—ifyoucanseeitatall, youcanhitit,nomat- gy Blasts,Spells&MentalAttacks listed below. The rangeoftheseattacksisbasedonthenumber y Attacks : : When using autofire againsta When usingautofire Mental TT H C L S C I AMPAIGN attacks Example: The Autofire ratio is set at 2. This means This 2. at set is ratio Autofire The Example: ACKS E NCREDIBLE EGENDARY VERYDAY OMPETENT UPERHEROIC EROIC The catch? There’s a1pointattackpenal- The catch?There’s S ...... 2 TYLE ...... 1 ...... 2 ...... 3 ...... 1 have have ...... 4 Many guns,superpowersandother no rangelimitations;theyare fire zone fire Example: I fire into a 10 a into fire I Example: single target , andthewidth(in Bows do1D6of A Autofire Ratio Autofire UTOFIRE ,a normal R ATIO [ROF] PRESENCE & VEHICLE ATTACKS PAGE 45 air- high- ground EGAIN [12] ONTROL walking R C of an aerial or [20] HRU OR ANEUVER (miss by 4 or less; T NDER M U esult can be determined by roll on either side with r spin WERVE [10] 10 missiles are fired at a jet. S ometimes, the best option is to outfly your opponent with intercept Perception Dogfighting S [12] position, based on how many points TOP Start by determining the position of the To find out the To MERGENCY S E (miss by 4 or more and you’ll continue 8 a combination of skill and ability to maneuver. combatants at the start; is one closing on or are they headed right at each the other, other? This making a the high roll choosing positions, or at GM’s discretion. space dogfight, each participant rolls their Piloting Skill+REF+Roll plus their vehicle’s The player with the Maneuver Value. to Regain Control from a spin, and look out , which add +2 to your Piloting rolls., which add Make skid [16] 18 OR Advantage U EVERSE ny time you try do some- to make a vehicle thing unusual, you’ll need a Maneuver roll.thing unusual, you’ll need R Maneuvering A URN either way T you will probably stall (miss by less than 4) or spin (miss by Black by 4 or > [12] To break offTo a dogfight requires either mutual agreement, or If the maneuver isn’t described above, pick the closest appro-If the maneuver isn’t described above, pick the closest roll has the SIDE ON: White , this will be a , you’ll just fall over; you must then get back up. In a , you’ll just fall over; you must then get back up. HEAD ON: 1 point Defender chooses beats Black by 2>, countermeasures IGHT TIED ROLL: No Aim TAILING: White beats T which side is attacked 7 The jet fails its roll by 7, so 7 of the 10 missiles hit. est they won the roll by. The result is compared with the chartthey won the roll by. on the left; the player who has won can shoot or flee at his option. The one; because it adds +2 to your Attack key position is the Tailing roll that phase. one player making an escape. The player with the current Advantage announces his intention to break off combat at the start of the Round, and must maintain his Advantage for as many Rounds as the GM determines at the time intention is announced. straight for 1D6 meters per 10mph) or for that ground you …! thing coming up at unit unit priate one to work from. If the rollyou will be able is successful, to pull the maneuver off. If not, you will lose control. a In least 1D6/2 consecutive rounds.least 1D6/2 by the use This can be modified of your REF+Piloting (or appropriateThis is done by combining Skill for controlling the mecha), and a die roll vs a roll and a difficulty you’rebased on the type of maneuver (see below), plus making driver or road conditions. any appropriate modifiers for weather, treat as a skid, but roll 1D6 to determine new facing: 1=back- wards. 2=forwards. 3-4=facing right. 5-6=-facing left.). In an craft, 4 or more). Both require a roll regain be made to control. It’s a of Difficulty Value the rolls, you’re and you’re clear; miss, In the case of clusters hit. of missiles fired one time, one missile roll at for all is made once missiles fired, with one missile hitting the target per point by Example: which your Defense failed. missile ENIUS G The one exception is RILLIANT B you? ACKS weapon that can follow its target inde- TT A . A Presence Attack can be many differ- MART any outthink S phase. phase and only gets one Action , even if using the Run Action. May follow commands that the target is already inclined to do. May do what attacker phase and is -5 Dexterity. commands. is Dexterity 0, and will nearly always follow Target attacker‘s commands. ACKS TT add a die roll or 10 to these numbers.) UMB 18 22 26 30 D ODIFIER M PresenceAttack # Do not ( powerful can have a strong personality effect people on other by words, their mere actions, or sometimes by presence. We n general, mecha combat is considered Ranged Combat [pg.43] and follows similar rules. ISSILE IS ICE ARGET D VEHICLE/MECHA M T I PRESENCE A PRESENCE A OF Target Resistance Target 10+ Resistance Target is impressed; hesitates, acts last this Target hesitates, acts last this is very impressed; Target 20+ Resistance Target may not take any Action next is awed; Target Resistance + Target 30 or faint. run away, is cowed; may surrender, Target The modifiers and the effects of Presence Attacks really depend a Presence Attacks depend heavily on the circumstances, so the GM Making a Presence Attack does not require Action, though a combat # -1 to -2-1-1-1 to -2 Inappropriate setting -1 to -3-1 to -2 In combat reputation+1 to +2 Wrong At a disadvantage +1 PRE Attack runs against current mood +1 Repeated PRE Attack Right reputation +1 to +3+1 to +3+1 to +2 Violent action Surprise +2 Good soliloquy Exhibiting a power or superior technology +4 Appropriate setting in partial Targets retreat in full retreat Targets To avoid a missile hit, you must make a Piloting+REF+Die roll avoid a missile hit, you must for at To SPECIAL ATTACKS PRE Attack Total IsPRE Attack Total ≥ ≥ Possible Effects of PRE Attack ≥ ≥ 6 5 pendently. How good it is at this job (and thus the Difficulty to beat pendently. Value when avoiding it) is based on how smart it is; does it just sniff a heat sig- nature or is it smart enough to combat; missiles are defined as great deal on exactly what’s happening and what is intended. The GM should use Presence Attacks to increase the drama of a situation or make things more interesting. should feel free in the attack. The table to modify the number of dice below has some suggested modifiers: ent things, depending on the intent of the attacker: Fear, awe, surprise, sur- awe, surprise, the intent of the attacker: Fear, ent things, depending on or actions. courage, hope, commitment, or other emotions rage, render, sometimes performing a Presence a combat Action makes Attack more powerful (see Presencea Presence Attack Modifiers table). Usually phrase, such as “SurrenderAttack consists of a well-chosen or die!” or “Champions to the rescue just “Stop!” Roll 1D6 — follow me!” or even for every may add or subtract dice depending on the 1 point of PRE; you PresenceGM’s judgement (see the table for suggested Attack Modifiers compare the dice and the total against each target’s modifiers). Total Resistance value to find the effect. call this effect a PAGE 46 DAMAGE [DC, HITS. SDP & KILLS] S in short, Damage. in short, knockedout, orevenkilled— want todo;likegethurt, S T W remove onepointofStun. remove abodybloworstunningweaponwill One pointofdamagefrom painand shock. theypassoutfrom damage theycantakebefore a from many HitsashisBODcharacteristicx5.Onepointofdamage how muchdamagetheycantake.Acharactergenerallyhasas ty). a-1AttackTotal penal- an extraDContopofyourSTR,butsuffers the attackerhas(akickdoes damage foreachpointofStrength by the However,Damage causedby any your target: your target: together,results andthetotalisamountofdamagedoneto for damage.You thespecifiednumberofdice,add roll each “D6” representing aunitcalled each “D6”representing orbludgeonedintounconsciousness. killed, destroyed Extra Damage Minimum Str Deter DC1). (or 1 Class Damage is 1D6 Example: Damage Class (DC). For every pointofSTRyouhave Damage Class(DC).Forevery imum STR required towieldtheweapon,youwilldoone imum STRrequired every -1STRandadiedamagepenaltyaswell every Bob had 4 more STR than he needs, so he expects to gain 4 extra 4 gain to expects he so needs, he than STR more 4 had Bob get a 5, a 6 and a 3. I do 14 points of damage with that attack. that with damage of points 14 do I 3. a and 6 a 5, a get fists, 6 for a kick. a for 6 fists, al al only She’ll Min. STR 5 a with Axe Battle a use to tries 2, STR Meg, 1 dice on his attack. But since the dagger’s maximum damage is damage maximum dagger’s the since But attack. his on dice do 2D6 Killing damage when she hits, and takes a -3 REF penalty. REF -3 a takes and hits, she when damage Killing 2D6 do 2 only twice it’s listed DC (1x2=2), Bob only gains 1 extra DC. On DC. extra 1 gains only Bob (1x2=2), DC listed it’s twice only the other hand, Grog the Barbarian, STR 10, wields a battle axe battle a wields 10, STR Barbarian, the Grog hand, other the die ofdamage,uptotwicetheweapon’s listedDamageClass. (STR min. 5). Grog gains 5 extra dice, and since 2x’s the Battle the 2x’s since and dice, extra 5 gains Grog 5). min. (STR axe’s listed DC (6) is 12, he gets to use use to gets he 12, is (6) DC listed axe’s with nopenalty. Belowthislevel,youtakea-1Reflexpenaltyfor his istheminimumSTRatwhichyoucanuseameleeweapon Example: my Strength is 5; this means I do 5 dice (DC5) with (DC5) dice 5 do I means this 5; is Strength my Example: Living thingsalsohave In Fuzion,alllivingthingshave 1). of minimum (STR dagger a wields 5, STR Bob, Example: one Each pointofDCrepresents in In Fuzion,alldamageismeasured weapon cando.Thisvalueisequaltotheweapon’s listed basedattacksusingweaponshaveadamageeach trength in Fuzion.Now, youwon’t goingtotackle stuff we’re o far, we’vebeenconcentratingonhowtodothings always doDamagebasedontheDCofweapon. ith theexceptionofbowsandspears,rangedweapons Strength Strength weapon mining theDCofanAttack D B DAMAGE AND DAMAGING PEOPLE: Example: I have a DC3 handgun. I roll three dice and dice three roll I handgun. DC3 a have I Example: something can be harmed before itiseither before something canbeharmed ofhowmuch amage isanabstractmeasure where HitsandStuncomeintoplay.where ut whatisthedamagetakenfr or attack will remove oneHit. or attackwillremove of theattacker, withfistsdoingoneDCofStun ength S TUN points; a measure ofhowmuch points; ameasure part ofthebody part H Hits& ITS six sideddiewhenrolling DAMAGE pointswhichrepresent ; all D CLASSES (DC AMAGE of his extra dice. dice. extra his of six sideddice Stun C Example: Aunt Example: above above is determined LASS om ? That’s (or DC) addition- the min- , with S ) . called “hard targets”) have targets”) called “hard objects(commonly vehiclesandothernonorganic mate structures, “S pressure effects rather thanjustobliteratedonthespot.) effects pressure theairbyblast,fragmentation, orover- maimed and/orhurledthrough likelytobe more charactersare actionmovies),where superheroes, (sciencefiction,animé, genres weapons inmostcommonroleplaying youstillgotblownseveralmetersaway.chances are Ouch. theTOTAL from tracts theBODY(orKills)oftarget DCdone, intoKnockback(pg.152).Andsinceknockbacksub- been converted toexpendthemselveson. big enoughsurface justdon’thavea damageeffects base 14D6,becausetheremaining equal to14DC.EachadditionalKillofdamageaddsonly1D6the thefirstKillofaKill-ratedattackwillalwaysbe Asarule, this effect. by Killsintosmaller, dicebasedHitsorSDP, of theresults representing of Killratedattacks.Instead,theyscaledownthehugedamagesdone Targets (a.k.a.people,cars,motorbikes,etc)donottakethefullforce scaleattacks.Small bylarge damageddifferently in HitsandSDP)are andtakesitall. soitstandsthere force, toabsorbthat area surface objectandithasalotmore move alarge to force Bycontrast,ittakesalotmore tothetarget. all ofitsforce applying outofthewaythandirectly byhurlingasmalltarget its force likelytoexpend to expenditselfon.Reallybigdamageisalsomore area majority ofthedamagejustdoesn’thaveabigenoughsurface (likeaman)becausethe ofahugeattacktosmalltarget force It'snearlyimpossibletoapplythefull bigtargets. and damagereally designedtohit biggunsare acatchtotheabove:really But there’s Kills vsHits&SDP one point of damage will remove oneSDP.one pointofdamagewillremove Hits,butworksthesameway— from Hits orStun.SDPisdifferent remaining, instead of rolling dicefordamage. insteadofrolling remaining, theKills do Kills,youwillsimplysubtractthedamagedonefrom SowhenattackingobjectswithKillsweaponsthat mally require. dice; awayofsimplifyingthebucketfullsthatsuchattackswouldnor- amounts ofpunishmenttheycantake. thehuge torepresent orarmor also definedashavingKillsofstructure etc.)are carriers, aircraft ortoughthings(tanks,giantrobots, large very attacks.Conversely, powerful objectsorextremely large very hardware, level associatedwithmilitary thekindofmassive forces to represent armor. The attack will do 14D6 for being a Kill or more, plus another plus more, or Kill a being for 14D6 do will attack The armor. 3D6 for each additional Kill; the armored fellow winds up facing DC17. facing up winds fellow armored the Kill; additional each for 3D6 4 3 The average is 60 points of damage, which is 15 points of damage of points 15 is which damage, of points 60 is average The after armor. He might even survive; once he gets done flying through flying done gets he once survive; even might He armor. after the air from knockback. from air the (As a note, this convention more closely mirrors the effects ofbig theeffects closelymirrors (As anote,thisconventionmore 45KD wearing man a at shell 4-Kill a shoots tank A Example: The BadNews: (thingswithdamagesmeasured inFuzion,smalltargets Therefore, Unlike DCs, Kills represent wholevaluesratherthannumbersof Unlike DCs,Killsrepresent T “hard targets” (structures andvehicles).SoinFuzion,inani- (structures targets” “hard than likelivingthingstakedamagedifferently oft targets” I O KILLS: Damage POINTS DAMAGING OBJECTS: damage that they are measured in a larger scalecalled inalarger measured damage thattheyare C n Fuzion, really bigweaponsdosuchstaggeringamountsof n Fuzion,really ONVERT Let's talkBigGuns.Really K LSTO ILLS All that force didn'tjustvanish,youknow.All thatforce It'sjust DC, Structural DamagePoints Structural ADD (SDP) 13 OTHE TO Str K uctural LSO THE OF ILLS , ReallyBigGuns. W EAPON instead instead . Kills, of DAMAGE [SUPERDAMAGE, RESULTS] PAGE 47 ) TUN . seri- GM S Stun HASE INUTE OUND P R M PTO VERY VERY . A LONG TIME VERY ECOVER AMAGE R D subsequent -20...... E -30 ...... E ILLING -10...... E TO TO that penetrate. than 1. TO TUN LEVEL S 0 -11 -21 >30...... U less and K you lose, until you run out of ...... ( of your Primary Characteristics all AMAGE D whenever your TUN you are automat- It really puts a crimp in your roleplaying. get your SD!) And sometimes a Stunning blow When his STUN points areWhen his STUN points body at 0, his Characteristics. You will also lose 1 addi- Characteristics. You ounds don’t knocked out you is damage that creates pain and shock, but not , you could well be beaten to death! : Avoid Dying. on the other hand, is serious injuryon the other hand, is serious or that can maim At half of your total Hits, : after being reduced by the higher of either your char- , OTE IP all Primary T N here are take two kinds of damage that you can from S an attack; When this is reduced to zero, character is dying. your AMAGE 1 point of STUN for every 1 Hit D AMAGE 1 point of Killing damage for every 5 STUN hen you reach 0 Hits, you are dying. You will be able to keep hen you reach 0 Hits, you are dying. You moving if you’ve still got Stun left, but you’ll be at -6 (GM’s continues DAMAGING PEOPLE DAMAGING T D reduced to 0 or below: will be reduced by 2; at 1/4 of total, they will be reduced by 4 points: Impairing W Whenever your HITS have been reduced enough, you will become impaired. TUN IS injury. impacts done with the parts It’s “fistfighting” damage, of the Since killing damage also causes a fair amount of pain and shock, Since killing damage also causes a fair amount When you have lost all of your Stun points, any If you take more in one attack, you are than 1/2 of your total Stun S MPORTANT Killing damage is always subtracted from pool your character’s of Hits. I DEAD. MORT. FINITO. tional Hit (in shock and blood loss) per round (4 Phases)—when you lose up to 2x your BODY Characteristic, you are dead Option) to W acter’s SD or his Armor. ILLING will reactby shutting off out. the pain—and passing Stun damage is always subtracted fromStun damage is always pool of your character’s STUN points, 6 ous kill. Anytime you are a weapon, even if it’s just a club, you will hit by parttake Killing damage. In addition, any sharpened of the body (fangs, claws, horns, etc), can also do killing damage. a Characteristic cannot, however, be reduced to a Characteristic cannot, however, body, such as hands, feet, head (or if you have them, tails, tentacles such as hands, feet, body, and other blunt body parts). As a general rule, if it’s part of the body Stun damage (the exception to this ruleand isn’t sharp, it does is futur- “stunning” attacks). istic “stun” weapons or K is powerful also done, enough that a small amount of serious damage is equal to Stun points. ( you’ll take phase and is -5 to all Stunned. A Stunned character cannot act in the next Primary no other actions. Characteristics. He can’t move, and he may take He will remain stunned for 1 phase, becoming “unstunned” next phase. Collateral Damage Stun Rollover damage you take will continue to convertKilling damage at the 1/5th into rate, reducing your remaining you’re Hits—If beaten senseless and the beating Stunned Knocked Out character is Your Stun ically unconscious. You are effectively knocked ically unconscious. You out, but will regain consciousness once you have recovered enough Stun to put you back over 0 again (see side table for how long this takes). exist FROM 13 e's Those e's Those SDP KILLS SDP KILLS to hammer tanks UBTRACT , S SDP KILLS . ILLS ILLS ILLS K K DAMAGE K IN IN EAPON supposed W ILLS K it from him any better than they or “Then Ther or “Then IN oes...” ehicles Kills or SDP ATTACKS TO KD KD KD KD OF THE her DC DC absorb KD KD THE UPERHERO S UTDOORS O SUPERDAMAGE SUPERDAMAGE Pesky Super ONVERT C (As a note: This scaling up isn't entirely realistic; but it does However, when superheroes bash each other, the damage when superheroes bash each other, However, REAT o far, so good. But what if you had small objects that could so good. But what if you had o far, deal out superpowerful a rule, attacks? As small objects O G T Common Objects/V 5 EHICLES TRUCTURES HE Aircraft Carrier — 2 — 300 MotorbikeJeep/Small CarMedium CarTruckTrain 7Small Helicopter 7Private jet 10Small fighter jetC-25 cargo jet 7 —Combat APC —MBT Tank 10 — —Mini-sub — —Destroyer — — 35-40Cruiser 20-30 — —Submarine 45-80 1 3 — — 1 40 — — 1 — 100 — — — — 4 — — 1 — 1 1 — — — 2 3 2 per car — 3-5 4 — 24 — 5 — — 8 6 25 100 50 Brush (per m/yd)Rocks (per m/yd) PoleLarge Telephone Tree, Lamp PostManhole Cover 10Glass (per m/yd) — wall/Fence (per m/yd)Wooden 28 (per m/yd)Sheetrock Wall — (per m/yd)Brick Wall 7 (per m/yd)Concrete Wall — (per m/yd)Metal Wall — — 7 14Armored (per m/yd) Wall — — 3Metal Lock 14 DoorWood 5 14 30Metal Door 1 — — 1 DoorVault 10-15 32 — —Furniture — — — — Control (per m/yd) Consoles — 5-10Machinery 30 30 (per m/yd) — 1 5 3 50 30 — 14 — — 7 70 14 — — — 7 — — — — — — 3 1 — 20-30 — 1 5 — — 5 30 30-50 — — 15-20 — — — 4 — V S T could from the tank! closely mirror the abilities of superheroes and other godlike beings also self limiting, as depicted in comics, movies and animé. It's because only superheroes or other non-realistic will ever be people able to do this sort of damage; in a realistic genre, they won't apart simply think with their bare hands. If it makes you feel better, of Superguys' mighty fists as paired HESH or KEAP anti-tank rounds—they're about the right size!). and in a superheroic genre, they're remains measured on the DC scale instead of shifting up to Kills; even if Superguy tank to his enemies, it can deliver the power of a doesn't mean they can that can do Kill-scale damage (superheroes,that can do Kill-scale damage etc.), power suits, damage to a verycan apply all of their large target, simply when a verybecause it's so big. So powerful superhero punch- es a tank, all of his force up expended right on the tank. ends Therefore, object delivers more whenever a small than 13 DC in an attack on a largeobject, we scale its damage up to the Kill representinglevel, with the first 14DC one Kill, and each addi- tional DC representing one additional Kill of damage. S DAMAGE [HIT LOCATIONS , PAGE 48 KNOCKBACK] table). To dicebasedonorientation tothetarget: usethistable,roll cal vehicles(AnimorphicsandHumanoidshavetheirownHitLocation * if it isn’t obvious, roll 1die:even=right,odd=left * ifitisn’tobvious,roll LOT penetrating armor: NotethatdamageismultipliedAFTER and modifydamageasappropriate. tion byusingtheModifiersonright). (oryoucanchoosealoca- the HitModifiersforattackingaspecificarea alsousedtodetermine Theyare helmetthismorning! your powerarmor’s ornot;usefulifyouneglectedtowear area overaparticular being worn is ifarmor Hitlocationsalsohelpdetermine than beinghitinthearm). lethal ity ofthatdamage(gettinghitinthehead,forexample,isfarmore thesever- indetermining absorb, individualizedhitlocationsdoplayapart howmuchdamageorstunyourcharactercan of pointstodetermine subtracting it from theirSDP.subtracting itfrom 13 12 11 10 † ifFuelisflammable,this3xdamage**if shotpenetratesarmor Engine(10%) RearWheels(5%) rollagain. 1die:even=right,odd=left Iflocationnotthere, * ifitisn’tobvious,roll (5%) Controls 15-18 Engine(10%) (5%) Controls 14 Engine(10%) Flaps (5%) (5%) Controls 9- Wheels(5%) Front 8 G 7 3-6 ROLL V 3 1 EHICLE 2 R •Attack from side: Roll 3D6 •Attack from Front: Roll2D6+1 Front: •Attackfrom side:Roll3D6 •Attack from OLL 17-18 15-16 10-11 EASIER When usingthe 7-8 3-5 14 13 12 9 6 D L 3D6 V VEHICLE Y APPL W HIT LOCA H ROUND ! IT The followingtablelistsmostofthelocationstobehitontypi- especially vulnerabletobeinghitincriticalplaces. ehicles are ou can’tstunaninanimateobject. always takebothStunningandKillingdamagethesameway, T V ABLE EHICLE epnWao epn12dmg --6 1/2damage Weapon Weapon Weapon rw*Ce* Crew** Crew** Crew** ad/oeas / aae-4 1/2damage hands/forepaws* YING DAMAGETOOBJECTS whether youhit. as youhitcanoftenbejustas important here Cargo ethnpw*12dmg -4 1/2damage feet/hindpaws* rsfrlm*12dmg -3 1/2damage arms/forelimb* eshnlm*12dmg -4 1/2damage legs/hindlimb* oyCroCro12aae-1 1/2damage Cargo Cargo Body Body ulFe ul2xdmg -5 2xdamage† Fuel Fuel Fuel hudr*1 aae-3 1xdamage shoulders* OCATION tmc . aae-5 1.5xdamage stomach hgs xdmg -3 1xdamage thighs* HIT LOCA hs xdmg -1 1xdamage chest ias15 aae--6 1.5xdamage vitals eddul aae-6 doubledamage head •Attack From Rear:Roll2D6+6 •Attack From TIONS H IT Rudder/verniers L H A OCATION IRCRAFT IT 5)Po/es(% / aae-4 1/2damage (5%) Prop/jets (5%) TIONS ueae(0)Hull(20%) Fuselage (20%) C rple 5)Rudder(5%) (5%) Propeller While Fuzionusuallyusesasinglepool E HARTS FFECT W ( below, sixsideddice three roll FE ARMOR AFTER B ARNING OAT DAMAGE : T Therefore, objectswill Therefore, I UEMKSDIGA DYING MAKES RULE HIS )H E FFECT ( FE ARMOR AFTER IT M o xdmg -6 1xdamage Bow ODIFIERS I MOD HIT ) aaet io ny-3 Damage topilotonly parenthesis (X%)isthe parenthesis Boldfaced onthe rule effects hole inthebottom)Onewaytodothisisusecritical battleshiptostopit.Youentire onlyhavetoputabigenough Example: The Quadracer Z is a superpowered speedboat with speedboat superpowered a is Z Quadracer The Example: In general: toincapacitatethevehicle: destroyed • Destroying up to a 20% of the hull of an aircraft orwater uptoa20%ofthehullanaircraft Destroying • orjetswill props engines,rudders, controls, Destroying • xdmg -3 1x damage xdmg X 1x damage -3 -4 2x damage 1x damage gain. *ifshotpenetratesarmor rolla- 1die:even=right,odd=left. Iflocationnotthere, * ifitisn’tobvious,roll H known as often knockedalloverthebattlefield.Thisphenomenonis thatthecombatantsare andkung-fuactionheroes), robots Collisions impact. the from back straight that far character moving the applied by bythestyleofcampaign,then isdetermined of measurement ing, thecharacterisknockedbackoneknockback“unit.”Theunit until you reach 14DC,thenadd1Killforeach until youreach isnoeffect plus 1foreachadditionalKill;ifit’sDCvsKills,there KillstoDCataratioof1Kill=14DC, using KillsvsBody, convert total DC(orKILLS)oftheattack the characterfrom BODY characteristic(orKILLS)ofthetargeted K 80SDP. Its engine is worth 10% of the total (8SDP), and its hull is hull its and (8SDP), total the of 10% worth is engine Its 80SDP. worth of 20% (16SDP). A 8SDP hit on on the engine will render the render will engine the on on hit 8SDP A (16SDP). 20% of worth 5 Quadracer immobile; 20 or more points of damage will sink it. sink will damage of points more or 20 immobile; Quadracer 4 NOCKDOWN UMANOID 17-18 15-16 14 13 12 L 10-11 9 7-8 6 3-5 3D6 vehicle will cause it to either sink of break up. vehicle willcauseittoeithersinkofbreak avehicleimmobileoruncontrollable. automatically render In theeventthatsome-thing’sinway, moveonto To theamountofknockbacktaken,subtract determine A Critical Ef S KNOCKBACK S L H /A (pg. 50) and see how badly you were hurt. hurt. (pg. 50)andseehowbadlyyouwere ). listings signifycriticalhitlocations;thevaluein I functional. (You eil edntb totally vehicle neednotbe combat (especially between superheroes, giant combat (especiallybetweensuperheroes, insometypes of delivered uch mightyblowsare K NIMORPHIC NOCKBACK OCATION C ad/oeas / aae-4 1/2damage hands/forepaws* AMPAIGN ethnpw*12dmg -4 1/2damage feet/hindpaws* rsfrlm*12dmg -3 1/2damage arms/forelimb* eshnlm*12dmg -4 1/2damage legs/hindlimb* C E NCREDIBLE Example: Example: EGENDARY oepat2 aae--6 2xdamage Powerplant VERYDAY UPERHEROIC OMPETENT EROIC H epn12dmg -5 1/2damage Weapon IT io* aaet io ny-3 Damagetopilotonly Pilot** fects os xdmg -1 -3 1xdamage 1xdamage Torso Torso eddul aae-6 doubledamage head S percentage percentage Vehicle HitLocationTables [TV TYLE (in its realistic form, itbecomes form, (in itsrealistic M [ REALISTIC [ [ [ OLYMPICS CINSHOW ACTION LCBSE CINMOVIE ACTION BLOCKBUSTER ELITE ECHA [ OI BOOKS COMIC don’t have to actually destroy an don’t havetoactuallydestroy Engine , E SEMI FFECT ] plus plus , H CINMOVIE ACTION - REALISTIC ]1 IT ( of overallSDPthatmustbe FE ARMOR AFTER , 1D6. For every DCremain- 1D6. Forevery MYTHS (10%) T destroyed ABLE ]1/2 .] ]4 ]2 K NOCKBACK ]3 [R ) H J UST OLL additional additional to makeitnon- K NOCKED U 3D6] I NM IN NIT IT M D N OWN ODIFIERS below. OTE / DC. YDS : If ARMOR & SPECIAL MECHA RULES PAGE 49 any dam- when it’s . MECHA mor if you beat your FOR mor Damage 0.1 Kills All Powered Armors use when it’s penetrated. by a character which has ed Ar RULES 1 Kill worn In the case of autofire attacks, uctural Integrity Kills loses fractional 1.1K get through to a K mecha; with 0.5K he weaponry and armor used by mecha areto a few special cases. Take subject SPECIAL ARMOR T lmost every spot some- kind of mecha has a weak where, possible for you to hit that and in combat, it’s SDP as well as PD) has a very spread-out structure owered Armor (i.e., armor n combat, attacks on mecha will always be subtracted even However, from then from the mecha’s SDP. armor, • Armor in Kills loses rated • Armor with penetrated. remaining, on a roll of 6+ on 1D6 it’s scrapped which is tightly integrated with its pilot. Therefore, age which gets through Powered Armor’s PD is divided by the other two; one half affects Powered the Armor’s SDP, half is applied to the wearer’s Hits. this rule. Special Case 4: Str roll 1D10: If the Whenever a hit penetrates mecha armor, result is greater than the number of fractional kills remain- ing, the mecha (or the location taking the hit) is destroyed! For example: Special Case 1: Staged Penetration Special Case 2: Chinks in the Ar Special Case 3: Power note that ALL of these special cases are OPTIONAL. weak spot. When making an attack, by more than 10, your attack ignoresDifficulty the Value armor. PD of the mecha’s by 10 or more only those hits which beat the Difficulty Value will ignore armor. the heaviest armoredvulnerable machines will become represent this, Kill-rated (i.e., mecha) after a long fight. To armorthe idea of Staged Penetration. Each time any uses area of Armoror is penetrated by an attack of one Kill that area loses armorgreater, protection. A P I Thief Gear Bardic Chain Light skinsuit Typical Knight Samurai armor Dragon Scales ESCRIPTION ESCRIPTION ESCRIPTION Barbarian Armor Lt. Armorjackets Med. A.Jacket Armored Clothing Against all damage Tough Animal Hides Tough “Stormtrooper” plate Hvy. metallized fabric Hvy. Animal Hides, scales Against Stun damage Metal fabric w/Plates Plastic/Kevlar plate on your character Subdermal body armor W/inserts, cable weave Armor PD. EFENSE D TUN highest S stop Stunning Damage. You’ll use stop Stunning Damage. You’ll EKD EV D EKD EV D EKD EV D are at 1/2 against bladed weapons. ARMOR √ (the only OST OST OST 210 420 PD/C PD/C PD/C RMORS A (EV) is subtracted from your character’s REF, damage, use only the ARMOR damage, always take the higher of either the ATURAL Stun Killing & N it is taken from your Hits or Stun; ARMOR LIST o how do you avoid getting knocked out or killed? The o how do you avoid getting out of the way; use your Skills first way is to just stay RMORS is the best line of defense, you use that whenever possible. While is the best line of defense, A RCHAIC RMORS natural physical toughness before DEFENSE & DEFENSE A S armor’s SD. the character’s PD or Example: My CON is 5, giving me a SD of 10. If 15 points of Stun hit , A RMOR • If stopping • If stopping Encumberance Value A IMPORTANT A Defense is anything that gets between you and the Damage first; cloth-A Defense is anything that Your Your ollowing are typical Armors found in many genres. The table not only lists the Armor’sagainst Energy Physical Defense (PD), but also its defense ODERN 1 YPE YPE UTURISTIC YPE GENERIC ANTASY me, only 5 (15-10) would get through. sheet) is your next defense, but will F Attacks [EKD], just in case. Armors with DEX, and MOVE as long as he or she is wearing the armor. The T Space SuitIndustrial Space SuitMilitary Space SuitBody ArmorPersonal Force ScreenAdvanced Force Screen 8 10 10 5 5 14 10 25 -1 5 30 18 0 0 0 -1 25 -1 T Light KevlarSkin WeaveKevlarMedium KevlarFlackMetalgear™ PlateF 6 12 16 1 25 1 14 5 0 10 0 -1 2 18 -2 0 5 -1 Boiled Leather, Curi-bolliBoiled Leather, Heavy Animal Hide Brigantine, Ring MailScale Mail, Bezainted 6Chain Mail, LaminatedPlate & Chain, Plate Mail 3 6Field Plate 8 9M 10 0 11 3 4 4 5 5 0 -1 -1 -2 -2 12 6 -2 T Fur Heavy Cloth, Soft Leather, Padded Cloth Heavy Leather, ing, armor scales; even energy plates, fields that deflect or absorb damage. from which is subtracted on a point for point basis All defenses have a value damage and Characteristics to wardand Characteristics to off if that does- the attack [pg. 37]. But another option: a DEFENSE. n’t work, you’ve still got this as a last resort, engage- and mostly in fistfights and other non-lethal ments. most Armor provides can protect Physical Defense, other types against ener- Mental attacks! Armorgy attacks (EKD) or even reduces damage just like any both Stun and Killing damage. other defense, and will stop F PAGE 50 THE ENVIRONMENT & RECOVERY E G activity, such as swimming or running is required, thisrisesto4pts. activity, isrequired, suchasswimmingorrunning forabouttwoandahalfminutes.).If (a toughcharactercouldholdhisbreath ning. AllofthisfallsundertheheadingEnvironment: on the type of effect. on thetypeofeffect. pointpoolsdepending different accumulation; “damage”issubtractedfrom to your body or will, asphixation through accumulatedlackofair.to yourbodyorwill,asphixationthrough THE ENVIRONMENT etly, you choice). place overdays,weeksorevenmonths(Ref’s occureachminute,notphase,whileIllnesstakes poison. Damageeffects exposedtothesource. eachphaseyouare decision), withdamageoccurring collision (above).If opposing object.Ifa isthedamagedoneto to thatspeed;theresult theweightsofeach objects togetherandcompare C inspeedordamage. increase F high speed. R isthe DC. speed.Theresult closest approximate object, then treat asaheadonram. object, thentreat thespeedoftrailing from of theobjectinfront Note thatat (1K=14DC, plus1DCperadditionalKILLadded). taken is howmanyDCare table). Theresult ofthe est distancefallen(shadedtopportion weightofthe object totheclos- est approximate administers a strong dose of Mind of dose strong a administers 2 Control Serum (DC5) to Jake, hoping to hoping Jake, to (DC5) Serum Control 1 ALLING find out the Cyber Cabals’ secrets. Each secrets. Cabals’ Cyber the out find AMMING OLLISIONS turn, the drug does 5 to 30 points to points 30 to 5 does drug the turn, Jake’s Resistance. At 0, he gives in. gives he 0, At Resistance. Jake’s A E A or Like electricity, rankedbythepower ofthedrug are Poison&Drugs full ofpotentialdangers;falls,illness,drowning,evenbeinghitbylight- you.Theworldis theonlythingthatcanhurt aren’t uns andswords through through you thatharm oftheenvironment effects ach oftheseare DC T F E DC T LECTRICITY SPHYXIA P IDSTRONG MILD YPE DRUG H ENVIRONMENT&RECOVERY THE IRE YPE LECTRICITY : I D P LLNESS T Falling &Collisions. Poison/Dr Shock, Effects: Cumulative Environmental Using the table at right, compare theclos- Using thetableatright,compare can can OISON : RUG : If Compare theweightofobjecttoits Compare OR come from hittingsomethingat come from alltypesofdamagethat hese are TION hold your breath up to 1 phase for every 2pointsofEndurance upto1phaseforevery hold yourbreath head on accumulation; terminal velocity terminal POISON AND : This does 3DC per Phase, taken from yourHits.Sittingqui- This does3DCperPhase,takenfrom odFr aoieFr Thermite GasolineFire Wood Fire eldnaAsncStonefishVenom Arsenic Belladonna F ese nuoi Plague Pneumonia Measles rear ended rear atr alsce LightningBolt Wall socket Battery C- C-0DC11-20 DC5-10 DC1-4 C- C-0DC11-20 DC5-10 DC1-4 loo oimPnahlLSD SodiumPentathol Alcohol IRE M side ram need notbe ugs, , Example: Morgan Example: ILD add add are always ranked by intensity of the effect (GM’s alwaysrankedbyintensityoftheeffect are Bur the speedsofboth , or shock andpoisonbycontinualdamage , youwillhave subtract subtract ns swipe fatal; , Disease&Asphyxiation. I , treat asa , treat NTENSE the speed sleep or “truth drugs” alsoworkby drugs” sleep or“truth Mind drugs ...... Mind drugs Poisons ...... HITS Sleep drugs...... STUN E FFECT no 800 400 200 100 50 1 1600 100 80 40 20 10 8 6 4 2 +100 WEIGHT OF OBJECT <50 OE 1K=14DC. NOTE: D ISTANCE P TONS TONS TONS TONS TON TONS TONS TONS TONS LBS OWERFUL D TONS LBS LBS LBS LBS LBS EADLY TONS LBS ( RESISTANCE EESO YDS OR METERS T AKEN ) F 1 2 3 4 5 6 7 8 9 0 21K 20K 20K 19K 19K 18K 18K 17K 17K 16K 16K 15K 15K 14K 14K 13K 13K 12K 12K 11K 11K 10K -01-03-06-0 101-150 61-100 31-60 11-30 0-10 K1K1K1K1K1K1K1K1K1K19K 18K 17K 18K 16K 17K 15K 16K 17K 14K 15K 16K 13K 14K 15K 16K 12K 13K 14K 15K 11K 12K 13K 14K 15K 11K 12K 13K 14K 10K 11K 12K 13K 10K 11K 14K 12K 10K 9K 13K 11K 12K 9K 10K 11K 13K 9K 8K 10K 12K 9K 8K 11K 10K 12K 8K 7K 11K 9K 10K 7K 11K 8K 9K 10K 6K 7K 8K 9K 10K 6K 7K 9K 8K 9K 5K 6K 8K 7K 8K 5K 7K 6K 7K 4K 6K 5K 6K 5K 4K 5K 4K 3K 4K 3K 3K 2K 2K 1K 21 K3 K5 K7 K9 10K 9K 9K 8K 8K 7K 7K 6K 6K 5K 5K 4K 4K 3K 3K 2K 2K 1K 1K 12 12 10 ROM 01 K2 K4 K6 7K 5K 6K 4K 5K 3K 4K 2K 3K 1K 2K 12 1K 10 12 8 10 6 8 108 10 8 4 6 12 12 6 4 10121K2K3K4K 1K 1K 8 2 6 2K 4 2K12 3K 3K4K5K6K 4K 5K6K7K8K Each additionalKilladds1DC. S A Hits as your REC score. Hits asyourRECscore. asmany youwillrecover andwithmedicalcare, spend resting 24hoursyou Hits.Forevery howfastyouregain determines R W R Stun RECOVERYThat’s where comesintoplay. Death weeks ofmedicalcare. laidup;theaboveexamplewouldtakethree that youare week rateinHitsevery yourRecovery rate wouldbetorecover Inthiscase,arealistic seriousinjury. longer tohealbackfrom itshouldtakemuch Though thisisn’tasmuchfun,realistically rates: Optional Rule:RealisticRecovery beyond yourtotal:ifsuccessful,youwillwakeupwithoneStun. equaltothenumberofStunyou’vetaken CON+Concentration roll youare: based onhowfarbelowzero yourRECinstunpoints will regain few momentsorforalongtime.You out, youmaystaythatwayforonlya 2x thenumberofHitsbeyond0. forthistaskis bilize youatanypointbeyond0.TheDifficulty back this many Stun points each phase he rests. back thismanyStunpointseachphaseherests. pointsHewillget Stun mines howfastyourcharacterrecovers -7 Hits. To save him, Fox must make a Medical skill roll against roll skill Medical a make must Fox him, save To Hits. -7 days. 3 in level hit full my to back be will I 10. 3 a Difficulty of 14 (2 x 7). x (2 14 of Difficulty a ECOVERY FROM ECOVERY ounds (LostHits) making a successful Physician or first aid skill roll cansta- making asuccessfulPhysicianorfirstaidskillroll aving adyingcharacterisstillpossible.Anothercharacter, A simpleroptionistomakea W tunate accident,thenextstepistogetbetter. tovaporinanunfor- reduced ssuming youaren’t AKING Stun, W GETTING BETTER: F ROM U P : S K Once you’re knocked Once you’re TUN ILLING ounds &Death D AMAGE D T AMAGE ERMINAL Example: I take 30 hits. My Recovery is Recovery My hits. 30 take I Example: V : ELOC Your Characteristicdeter- Recovery : . Your Characteristicalso Recovery Example: Lazarus, is now at now is Lazarus, Example: Recovering fr 3 U >30 -21 -11 0 S U LEVEL TUN TO TO TO 1 E -10 3 E E -30 -20 R ( ECOVER VERY OGTIME LONG A VERY VERY PTO M R P S OUND INUTE HASE TUN GM om )