Professional Documents
Culture Documents
Fuzion Core Rules
Fuzion Core Rules
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later, theyre adapted to fit your style; flexible, comprehensive and capable of being
tailored the way you like to use them. The House Rules.
Fuzion
, Sengoku
, Lightspeed
, Heresy and many others, in print, on the internet and at local game
tables around the world. Its the engine that drives all these game systems, working right there in the background, making
games run smoothly and without notice; a powerful, dynamic system that invisibly works to make good games even better. We
didnt just come up with this baby last weekend. Its been field-tested by gamers just like you.
Fully Packed and Ready to Rock
But Fuzion isnt just rules. Its an integrated system. In this book, youll find tons of ready to use stuff at your fingertips. Skills.
Perks. Talents. Magic. Clerical Spells. Psionics. Superpowers. Personal gear, weapons, armor, tools, and transportation from
over ten different levels of technology--from medieval to the far future. Just mix and match to build instant campaigns without
having to search a lot of extra rulebooks or settings. Or even recreate your favorite settings just by picking the stuff you need-
-and get ready to play right away. Or even combine resources to make your own unique combinations.
Get LINKED to the only system with a built in Upgrade Path.
Hate revisions? Hate being caught out by changes? Want new stuff without having to wait for the next book? Looking
for a multitude of other world settings for Fuzion? Access the power of the Fuzion Webring at
http://e.webring.com/hub?ring=fuzionalliance&id=1&hub. Use it to link to other Fuzion players and GMs for new rules,
answers, clarifications and expansions. New stuff. All a mouse click away.
Fuzion
.
Infinite power. Infinite possibilities. Infinite adven-
tures. Now at your fingertips for only $8.
MULTIGENRE ROLEPLAYINGTOOL
MULTIGENRE ROLEPLAYING TOOL
tim arthur (order #4242885) 24.180.137.88
Fuzion Core Game Rules Copyright R. Talsorian Games, Inc., 2002. All Rights Reserved under
International Copyright Conventions. Fuzion is the FUZION Labs Groups Trademark for its multi-genre
game system. All situations, incidents and persons portrayed within are fictional and any similarity
without satiric intent to individuals living or dead is strictly coincidental.
1-891933-09-4
ANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSAL
ANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSAL
AM 10010 ISBN# 1-891933-09-4
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later, theyre adapted to fit your style; flexible, comprehensive and capable of being
tailored the way you like to use them. The House Rules.
Fuzion
, Sengoku
, Lightspeed
, Heresy and many others, in print, on the internet and at local game
tables around the world. Its the engine that drives all these game systems, working right there in the background, making
games run smoothly and without notice; a powerful, dynamic system that invisibly works to make good games even better. We
didnt just come up with this baby last weekend. Its been field-tested by gamers just like you.
Fully Packed and Ready to Rock
But Fuzion isnt just rules. Its an integrated system. In this book, youll find tons of ready to use stuff at your fingertips. Skills.
Perks. Talents. Magic. Clerical Spells. Psionics. Superpowers. Personal gear, weapons, armor, tools, and transportation from
over ten different levels of technology--from medieval to the far future. Just mix and match to build instant campaigns without
having to search a lot of extra rulebooks or settings. Or even recreate your favorite settings just by picking the stuff you need-
-and get ready to play right away. Or even combine resources to make your own unique combinations.
Get LINKED to the only system with a built in Upgrade Path.
Hate revisions? Hate being caught out by changes? Want new stuff without having to wait for the next book? Looking
for a multitude of other world settings for Fuzion? Access the power of the Fuzion Webring at
http://e.webring.com/hub?ring=fuzionalliance&id=1&hub. Use it to link to other Fuzion players and GMs for new rules,
answers, clarifications and expansions. New stuff. All a mouse click away.
Fuzion
.
Infinite power. Infinite possibilities. Infinite adven-
tures. Now at your fingertips for only $8.
MULTIGENRE ROLEPLAYINGTOOL
MULTIGENRE ROLEPLAYING TOOL
tim arthur (order #4242885) 24.180.137.88
Those Responsible:
System Creators: The Fuzion
Labs Group
Author of this particular tome:
Mike Pondsmith
Graphic Design: Ted Talsorian
Editing and Graphics Twinges:
Lisa Pondsmith
Interior Illustration:
Gary Washington
Invaluable Help, Timely
Suggestions and Staunch
Support: Christian Conkle
PDF Conversion:
Jim Milligan
Also thanks for timely help to Chris
Weible and all the members of the
Fuzion Alliance.
R.Talsorian is profoundly sorry for
leaving Gary Washington's art credit
off the printed version of the Fuzion
Core Rules. Gary has been a com-
plete gentleman about this unfortu-
nate oversite and we will make sure
that it is remedied in the next printing.
Lisa Pondsmith, Business Manager,
RTG
10010 1-891933-09-4
Core Fuzion 2002 R. Talsorian
Games, Inc. All Right Reserved under
international Copyright Conventions.
Fuzion is the FUZION Lab Groups
Trademark for its multi-genre game
system. All situations, incidents, and
persons portrayed within are fictional
and any similiarity without satiric
intent to individuals living or dead is
strictly coincidental.
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Introduction......................................2
What is a Roleplaying Game? ...........3
How do I play?...................................................3
How do I GM?....................................................4
Creating a Character ........................5
What is a character?..........................................5
What are characteristics?...................................5
Buying characteristics. .......................................6
What are derived characteristics? .......................6
Sample Character Sheet ...................7
Blank Character Sheet......................8
Optional derived characteristics ..........................9
Optional Possibilities ......................10
Option Points...................................................10
More Option Points:Complications.....................11
Option 1: Skills................................................14
Option 2: Talents .............................................16
Option 3: Perks................................................17
Option 4: Gear.................................................18
Magic..............................................................24
Psionics ..........................................................28
Option 4: Superpowers.....................................30
Getting Into Action.........................34
Distance..........................................................34
Terrain ............................................................34
Time ...............................................................34
Turns ..............................................................35
Actions............................................................35
Speed .............................................................35
Advanced Actions.............................................36
Resolving Actions.............................................37
Lifting, Throwing and Strength Feats .................38
Throwing .........................................................39
Modifying Actions.............................................39
Using Your Skills..................................40
What characteristic do I use? ...........................40
What skill do I use? .........................................40
Improving skill use...........................................41
Driving and piloting actions...............................41
Conflict & Combat..........................43
Types of combat ..............................................43
Rules of play ..................................................43
Combat modifiers ............................................44
Making the attack............................................45
Special attacks................................................45
Targeting against range............................................45
Vehicle combat........................................................45
Area effect attacks..................................................45
Explosions ..............................................................45
Autofire attacks.......................................................46
Archery attacks.......................................................46
Missile attacks........................................................47
Presence attacks ....................................................47
Resolving Combat...........................48
Types of damage .............................................48
Determining the damage done..........................49
Damage scaling ...............................................50
Applying the damage........................................51
Aimed Shots....................................................52
Knockback.......................................................52
Defenses ........................................................53
The Environment & Recovery ..........54
The Environment ..............................................54
Electricity ................................................................54
Burning ...................................................................54
Poison ...................................................................54
Drugs......................................................................54
Illness.....................................................................54
Environment ............................................................54
Asphyxiation ............................................................54
Ramming & Bashing.................................................54
Recovering from damage..................................55
Experience: How do I Improve? ......56
The Rules and Nothing But
the Rules!
CORE FUZION
CORE FUZION
Visit the Fuzion Webring at:
http://e.webring.com/hub?ring=fuzionalliance&id=1&hub
to experience more of the Fuzion world.
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he Fuzion system is a metasystem, not a multisystem. A multisystem allows you to play the same way in a number of different
genres or settings. A metasystem, on the other hand, allows you to not only do this, but also combine elements of many differ-
ent genres into one setting, (for instance, giant robots and fantasy characters), as well as allowing you to customize those core
rules to best fit the individual genre by adjusting the level of their impact on your game.
The result is that in any Fuzion book, you may find a few tables that either dont directly apply to the genre or may seem to be out
of scale to the genre (for instance, Strength and Throwing tables that allow you to lift mountains and chuck them into orbit). Relax. The
whole idea is that in each Fuzion setting, we may use the same tables, but they have different limits as established by your GameMaster
when he defines the game world.
Why do we do it this way? The first reason is that although you may not currently have any characters in your game that can lift
mountains, you have the option of adding them at any timeif you want to. Otherwise, simply use the tables at the setting for your
campaign level. And if you need characters to lift small mountains, you can easily dial those tables to a level which best fits that par-
ticular game.
In addition, Fuzion was designed as a whole, not as a series of parts for different genres. That means weve tried to cover many
different conditions which might arise over hundreds of genres and settings instead of putting out new rules as new settings come up.
This allows you more flexibility in creating your own genres; if you want to add starships to your fantasy game (like in Poul Andersons
High Crusade), you dont need to wait till we put out out a specific book combining these elements. This is especially important when
you consider the number of new genres and settings arising every day in anim, comics and movieswith zombie cowboys, parapsy-
chic FBI agents, superpowered ninja rangers and so on.
Lastly, since Fuzion was designed from the roots of both the HERO and Interlock systems (two game systems popular worldwide
for many years), it also has the advantage of being able to use previously published materials from both of these systems with very lit-
tle conversion required. And since Fuzion can be applied to a wide variety of genres, it has been licensed to other game settings as
well as RTG and HEROs settings, allowing players to use parts of these offspring systems as well.
For more on the Fuzion system, to download updates of the Core Design Rules, news on more Fuzion products and a listing of
Fuzion related websites, visit the R. Talsorian Games website at http://www. talsorian.com.
What did all that mean and how does it work?
Its two oclock on Saturday afternoon. Five people are seated around a dining room table covered with books, papers, dice,
and snacks with no nutritionally redeeming features. One person controls the fate of all there.
GameMaster: Now, when I told everybody about the game I said it was going to be Fuzion with a kind of Lost World setting. Its
going to be Heroic scale so you have 50 points for characteristics and 50 for options. There will be psionics, but no magic or
superpowers. Also, this is starting out about 1868, so your gear has to be historical. I will be extra nice and tell you that youre
all going to be shipwrecked together.
Eric: You mean like Doug McClure?
Karen: Who has the psionics? The people or the dinosaurs? Can I play a dinosaur.
GameMaster: Youll have to wait and see. And no on the dinosaur.
Scott: Can I play my elf character. Here, look at his character sheet.
Tony: Can I have some of your Fritos?
GameMaster: Yes. How long have you been playing this elf. Hes gross. Oh, you can play him alright,but with no magic, hes
going to be one sad puppy.
Scott: O.k., Ive got a cool space marine character that got sucked into a black hole his first game out. How about that.
GameMaster: Hmmm. O.k. I rule that you get sucked through the black hole, lose conciousness and wake up on a beach. You
see no one. You have your clothes and gear, but nothing that runs on power cells works.
Eric: How big is this island going to be? If I decide my character is phobic of water, can I get big disadvantage points cause Ill be
able to see the ocean at all times?
Doug: Im going to play a Victorian gentleman scientist, but Im going to spend everything Ive got because Im betting were not
going to be running into any stores any time soon.
Karen: So if I take psionics, how does that fit in with a Victorian setting? Does everyone think Im possessed or do I have to be
a spiritualist or something?
GameMaster: You can do that if you want, or you can buy psionics now and they havent manifested yet but they will soon.
Karen: How soon?
GameMaster: That would be telling.
Tony: Where are we sailing from? Can I play a Chinese monk and buy Simulate Death as a Talent. I always wanted to do that.
GameMaster: Actually that would work in pretty well.
Eric: What about the water thing?
GameMaster: No, the island is bigger than that. Besides it would have made it really difficult for you to survive the wreck.
Eric: O.K., what if I just take Lecherous?
Karen: Thanks a lot. Could I have just let him drown?
Doug: Just dont have your character be unlucky. I tried that once.
GameMaster: O.k, weve got a lost space marine, a Chinese monk, a gentleman scientist and ... Karen, are you a spiritualist or
what?
Karen: Can I be a French spiritualist with psionic powers, take Split Personality and channel some interesting dead person?
GameMaster: Sure, why not. Hand me those Fritos.
What is Fuzion?
What is Fuzion?
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A Typical Roleplaying
Session
Mike, Bruce, Dave and Lisa have
gathered together for a roleplaying session
(also known as a run). They find a com-
fortable place in Mikes living room, with
enough space for some books, some dice,
and a few favorite types of party food (a
staple of a good roleplaying session).
As GM, Mike starts off the session
by proposing the situation and describing
the scene. He begins: The three of you
have just entered the City. Its about nine
at night, and the dark, windy stone streets
are slick with the recent rain and the filth
of years of slum living. The weak moonlight
casts long shadows as you make your way
past street beggars and the occasional
thug looking for an easy target.
Bruce has decided to play the role of
a tough mercenary adventurer, Gron
Helstrom. He thinks about the type of char-
acter he is playing and decides that some-
one like Gron would be looking for action.
He says, Gron grabs the nearest street
A
roleplaying game lets you pretend to be a character in a
story, much like being in a play. Each player takes the
role of a character in the story, making the decisions and
saying the things that character would say in the situations
that happen along the way.
One player, the Gamemaster (GM) acts like the author or director of the play; he sets the
stage, telling the players where they are, what is happening, and what other characters in the
story (called Non-Player Characters, or NPCs) are saying and doing. The GM guides the action
but does not control it; the results of the game depend both on the players and the GM. More
simply, roleplaying is just like the cops and robbers or playing house games you played as
a kid, only this time with rules to help guide you, and situations that are more complex and
interesting.
How do I play ?
In a Fuzion Game, one player becomes the GM and decides the setting of the adventure,
the rules to be used, starting points for characters, and which choices and options presented
in the Fuzion rules will be used in that particular game. The other players get their characters
ready based on what the GM tells them about the rules. The GM either gives you a character,
lets you pick one thats already been written up, or lets you create one.
What is a Roleplaying
Game?
What is a Roleplaying
Game?
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thug by the lapels of his cheap outfit and
growls, Wheres the nearest bar?
Dave has decided to play the role of Jord
Mattersly, a clever would-be detective and
delver into mysteriesthe more bizarre the
better. Jords a thinker, not a fighter, so Dave
tries another tackJord pulls Grons hands
off the thugs collar and says Excuse my
friends enthusiasm. Were just looking for a
place with strong drink and some quiet social-
izing...
Lisa is playing the role of Lara Khon, a
cunning master thief with a bit of Robin Hood
in her background. As a natural paranoid,
shes scanning the locals around the group.
What does Lara see in the crowd?
As GM, Mike thinks about it. Its night, in
a bad section of town, and Grons just
roughed up one of the locals. He says, Well,
Lara sees three large figures moving silently
out of the shadows. The moonlight glints off of
drawn weapons as they approach you...
Lara turns to Gron and Jord, says Lisa,
catching on fast. Fellas, we have a problem
coming up...
Do I have to dress up or
something?
Not really. Although there is a specific
style of roleplaying game called a LARP (or
Live Action Role Play, where people do dress
up sometimes), most games are played by sit-
ting around a table, imagining the scene
described by the GM, and then acting out
what you think your character would do in that
situation. You dont have to dress in costume,
wave around plastic weapons or (God help
us!) run around in the steam tunnels at mid-
night.
What else does the Referee/GM do?
The GM prepares a story (or uses one already written for him in a pre-published adven-
ture book), and begins to tell the players what their characters see and hear, and starts asking
the players what their characters will do next. When something comes up where the result
isnt obvious (like whether or not you hit someone or whether you can pick a lock), he also adju-
dicates what the result will be, based on the rules youre reading now.
How do I GM?
The best way is through trying it yourself. We have provided some examples of how rules
are incorporated into game play in the sidebars. The most important part is to be a good sto-
rytellerto try and vividly describe the world you are guiding people through, and to pose
problems or situations that will challenge your players to do their best. Challenge them, but
dont squash them.
Almost as important is the need for the GM to be an impartial judge of the rules and
effects of the game on his or her players. Remember; if you arent interesting and you arent
fair, no ones going to want to star in your movie. Good luck!
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HOW GOOD IS GOOD?
Less than 1 Point: Challenged This
value is most often found in children, elderly
people, or those weakened by illness or infir-
mity. Everyday tasks at this level are difficult.
1-2 Points: Everyday. This is reality on
the mundane side. People here are generally
out of shape, unremarkable, and not super
bright, but they get along in everyday life just
fine. Many ordinary people around the world
are likely to have some Characteristics at this
value. Its enough to get by on and to do most
things (though not very unusual or stressful
tasks ) At this level, adventure is something
that happens to others; your idea of action is
visiting Dennys at midnight.
3-4 Points: Competent This is the reali-
ty many of us live in; the closest thing to a
hero is a good cop, fireman, soldier, or other
dedicated citizen. Most healthy adults have
some Characteristics that fall into this range.
Adventures in this kind of reality rarely if ever
encounter supernatural powers or feats; a
bank robbery would be a lot of excitement at
this reality level.
5-6 Points: Heroic. This is the reality
that only a few of us live inGreen Beret com-
bat specialists, SWAT team members, FBI
agents and spies. Most people in this kind of
campaign are much better than ordinary
equivalent to TV heroes; better looking, more
competent (and with stuntmen). A typical
adventure at this reality level would be a drug
sting, a hostage rescue, or a rugged trip in the
jungle.
7-8 Points: Incredible. Save for the
feats of Olympic athletes, gorgeous super-
models, top sports stars, world leaders, and
Nobel Prize winners, you have now left reality
altogether, and are among the very best in the
world at what you do. This is also the realm of
low budget action films, where the heroes bat-
tle international gangsters and invading
aliens. Typical Incredible reality adventures
are much like Heroic ones, but with huge
weapons and world-spanning plots.
9-10 Points: Legendary. This is the
realm of Hollywood blockbusters, of super
martial artists like Jackie Chan, geniuses like
Einstein, or action movie stars with a big
effects budget and a lot of stunt men. Most
anim heroes or realistic superheroic
campaigns fall into this reality. This is a level
that only a few ever reach; its simply the best
a human can possibly be and you probably
wont ever find real people at this level,
unless they are Albert Einstein, Carl Lewis, or
Helen of Troy.
More than 10 Points: Superheroic. At
this point, you have crossed into the realm of
the superhuman. Your capability in this area is
unbelievable to normal humans. This is the
reality level of most four color comics or
mythology. Superpowers or superhuman skills
are common, and adventurers regularly save
entire Galactic Empires and thwart demigods.
What is a Character?
A
character is a role that you will be playing in the loose,
impromptu play that makes up a roleplaying session. For
example, if your roleplaying group were staging a recreation of
the movie Casablanca, Rick Blaine would be one of the charac-
ters. Much like Humphrey Bogart, the person playing Rick in this
adventure would try to act out what he (or she), thought the char-
acter would be doing in each scene of the movie.
But what keeps a player from saying, Ah! When the Nazi officer corners Rick at the air-
port, Rick uses his X-Ray vision to melt Herr Strassers gun? Thats where the RULES come in.
To make sure a character is played convincingly, the GM uses a set of structured guidelines
(like these) to tell players what is or isnt possible within the confines of the world. And to set
guidelines on what is possible for a particular character, he starts out with the very powerful
tool of Characteristics.
What are Characteristics?
Characteristics (also called Statistics, or Stats) are NUMBERS that describe your char-
acters ability as compared to everything else in the universe. All people and creatures can be
described (or written up) using Characteristics. This lets you compare one person to another,
which is often important in the game. For instance, a person with a Characteristic of 5 might
be better off than a person with a Characteristic of 4, but not as good as a person with a
Characteristic of 6. Characteristics are generally rated from 1 to 10 (remember Bo Derek in the
movie 10? That would be the best looking a person theoretically could be. You dont want to
meet number 1).
How Do You Get Them?
You buy the level of your Characteristics from a pool of points given to you by the GM at
the start of the game, based on the type of character and/or adventure. In a typical Fuzion cam-
paign, characters will have 10 Primary Characteristics, arranged into four groups:
MENTAL GROUP
Intelligence (INT): How generally bright you are. As a rule, this is more than sheer intelli-
gence, but also includes cleverness, awareness, perception, and ability to
learn. Mental deficiencies dont become apparent until you hit 1.
Willpower (WILL): Your determination and ability to face danger and/or stress. This
Characteristic represents your courage and cool.
Presence (PRE): Your ability to impress and influence people through your character and
charisma; how well you get along with others; how you interact in social
situations.
COMBAT GROUP
Technique (TECH): Your ability to manipulate tools or instruments. This is not the same as
reflexes, inasmuch as this covers the knack of using tools. One character
might have a high Technique, but might not be able to fence or juggle. On
the other hand, another might have high Reflexes, but only a fair level of
Technique.
Reflexes (REF): Your response time and coordination, as used in aiming, throwing, jug-
gling. A stage magician, for example, would have a high Reflex
Characteristic. Most importantly, this is the Characteristic that affects
your ability to hit things.
Dexterity (DEX): Your overall physical competence, as pertains to balancing, leaping, jump-
ing, combat and other athletic activities. A gymnast would have a high
Dexterity. Most importantly, this Characteristic is used to avoid being hit.
PHYSICAL GROUP
Constitution (CON): How healthy you are. How resistant to shock effects, poisons and disease.
You can be a really big, tough, strong guy and still get floored by a head cold!
Creating A Character
Creating A Character
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GMs: How to Determine
Characteristic Points
Assuming a typical 10 Characteristic
game, GMs should consider this simple guide-
line to determine the number of Characteristic
Points to give beginning characters:
CAMPAIGN STYLE ...........................................POINTS
Everyday [realistic] ...................................20 pts.
Competent [elite, semi-realistic.] ..............30 pts.
Heroic [TV action show]............................50 pts.
Incredible [olympics, action movie] ...........60 pts.
Legendary [blockbuster action movie].......80 pts.
Superheroic [comic books, myths]..........90+ pts.
Another option is for the GM to multiply
the number of Primary Characteristics by the
average value the GM wants the characters to
have; this will give you the starting
Characteristic Points for the campaign.
Example: In a Fuzion campaign with 10
Primary Characteristics, the GM wants to have
Heroic characters; he gives them (10 x 5 =
50) Points.
How Many Points For This
Game?
As a rule, we suggest scaling your game
at the Heroic level: 50 Points.
Key IdeaAdding/Removing
Characteristics
Fuzions design allows GMs to change,
add, or remove Characteristics for your individ-
ual campaigns. All you have to do is create the
new Characteristic, 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. Example: in a Heroic campaign, the
average point range is 5-6 points per
Characteristic. To add a new Characteristic,
give your players 5-6 extra points and allow
them to re-arrange them as desired throughout
the whole group.
Meet Kandr Zahn
Kandr Zahn will be our guide to con-
structing a beginning Fuzion character. Our GM
is running a futuristic campaign at the Heroic
level. Thats 50 points. After a bit of thought,
we decide to split up the points as follows:
CHAR. VALUE WHY
INT 3 Hes not a rocket scientist
WILL 5 Hes gotta face a lot of stress
without breaking
PRE 3 He doesnt need to show off
how cool he is
TECH 4 He has to fix his transportation
or weapon
REF 7 Hed better be a good fighter
DEX 7 And hed better be able to get
out of the way
CON 6 Hes got to face a lot of punish-
ment without getting knocked
out.
STR 4 He doesnt have to be a titan in
the Future
BODY 6 And hes gonna need a LOT of
points to survive whats coming!
MOVE 5 He needs to run fast
TOTAL 50 Ready to rock and roll!
Strength (STR): Your muscle mass and how effective it is for exerting force. The higher
your strength, the more you can lift, drag, etc., and the more powerful the
blows from your fists and other body parts.
Body (BODY): Your size, toughness, and ability to stay alive and conscious due to physi-
cal mass, sheer bloody-mindedness, structure or other qualities. How
much damage you can take is derived from this characteristic.
MOVEMENT GROUP
Movement (MOVE): Your speed of movement; running, leaping, swimming, etc. There is only
one Primary Characteristic in this group.
Buying Characteristics
The power to buy Primary Characteristics comes from a pool of points called
Characteristic Points (CP), given to you by the GM when you make your character. Primary
Characteristics are purchased at a ratio of 1 CP for one level of ability. Example: I want to have
a Strength of 5. I pay 5 CP. You must put at least one Characteristic Points in each
Characteristic. The maximum level you can buy in any one Characteristic is 7-8 for a normal
human; however, if you are creating a Superhuman (or your GM allows it), you can put as many
points into a single Characteristic as you want. The GM may also set his own limits on the
value of any or all Characteristics (see the GMs sidebar).
How Many Points Per Characteristic?
Characteristic value ranges may overlap some, particularly at the lower end of the range.
Normal people often have values of 1 to 4, for instance. Usually 7 is the value where the real
world stops and where fiction begins to take over. Note also that characters will have
Characteristics and Skills in a wide range of values. Even a superhero may have most
Characteristics in the Competent to Heroic range, but with a few being Superheroic or Legendary.
Characters in heroic campaigns may have one or two Characteristics in the Incredible range, and
the rest Competent or Heroic. Most characters have some abilities they perform better than oth-
ers; its rare to have someone with the same Characteristic values across the board.
GMs should always emphasize the importance of all Characteristics in their Campaigns
(since the cost will be the same anyway). Dont let your players get away with just having good
combat abilities; make them deal with other problems too!
What are Derived Characteristics?
Derived Characteristics are characteristics that are created by performing some kind of
simple mathematical operation on a characters already existing Primary Characteristics. The
following Derived Characteristics are common to most Fuzion campaigns. If your character
does not have the exact Primary Characteristic the Derived Characteristic comes from, you can
use the one determined by the GM of your campaign. Deriving allows GMs to create new
Characteristics on the fly, leaving their original Characteristics unchanged. This means as you
move characters between Fuzion campaigns, youll find it easy to both create and generate
new Derived Characteristics, even if you didnt have them to begin with. Basic Fuzion has five
Derived Characteristics:
Stun [BODYx 5]: How much stunning/brawling damage you can take before you
are battered into unconsciousness, calculated as points. Important: At the
start, you may elect to move points from Stun into Hits or vice versa, as
long as the total moved is limited to 1/2 of the starting Stun Value.
Example: with 35 Stun and 35 Hits, I could move up to 17 points from Stun
into my Hits or up to 17 points from Hits into my Stun.
Hits [BODY x 5]:How much killing damage you can take before you are dying.
Any Armor you have may be subtracted from any Killing damage you take.
You may move Hit points into Stun and vice versa (see above).
Stun Defense (a.k.a. SD) [CON x 2]: How resistant you are to Stun damage; your SD is
subtracted from any Stun damage you take.
Recovery (REC) [STR+CON]: This Characteristic determines how fast the character
recovers from damage. You get back this many Stun points each turn
when you rest, and this many Hits back for each day of medical attention.
Run (a.k.a. Combat Move) [MOVE x 2m], Sprint (a.k.a. Non-combat Move)
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Character
Skill LVL
Jack of all Trades 2
Streetwise 2
Computers 4
Interrogation 2
Language(Trade Speak) 2
Drive 2
Stealth 2
Shadowing 1
Deduction 2
Bribery 1
TOTAL OP 20
Age 22 Profession: Techie
CHAR. PTS 50 OPTION PTS 135 COMPLI. PTS 42
Equipment or Weapon WA RNG DAM SHT ROF COST
Energy Pistol 0 40m/y 5DC 10 1 8op
Power Cells (6) 1
First Aid Pack (future) 1
Cyberdeck 15
Datajack 15
Small Flying Companion 5
Communicator 1
TOTAL GEAR COSTS 46 OP
Complication Freq Intn Imp Value
Obsessed with finding sister 15 10 /2 12
Hunted by assasins 10 20 /1 30
TOTAL COMPLICATION POINTS 42
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HISTORY & BACKGROUND
Kandr was just an average techie functionary
for the Trade Council who liked to watch
detective holos - until his sister, Ranja, was
kidnapped. Now he is obsessed with finding
her, aided only by his pterosaur companion,
Larry.
Kandr Zahn
INT 3 PRE 3 WILL 5 TECH 4 MOVE 5
REF 7 DEX 7 STR 4 CON 6 BODY 6
Punch 6 Kick 7 Luck 10
Run 10 Sprint 15 Leap 5 Swim 5 STUN 30
SD 12 HITS 30 REC 10 RES 15
Skill LVL
Everyman Skills:
Concentration 2
Education 2
Local Expert 2+2
Perception 2+2
Teaching 2
Athletics 2
Hand to Hand 2+2
Persuasion 2
Evade 2+4
Total Extra OP +10
Options LVL
Acute Senses 3
Combat Sense 9
Eidetic Mem. 3
Rapid Healing 3
TOTAL 18
Contacts
Trade guild member 8
Theives guild boss 12
TOTAL OP 20
LIFEPATH
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Character
Skill LVL
Age 22 Profession:
CHAR. PTS OPTION PTS COMPLI. PTS
Equipment or Weapon WA RNG DAM SHT ROF COST
Complication Freq Intn Imp Value
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HISTORY & BACKGROUND
INT 3 PRE 3 WILL 5 TECH 4 MOVE 5
REF 7 DEX 7 STR 4 CON 6 BODY 6
Punch 6 Kick 7 Luck 10
Run 10 Sprint 15 Leap 5 Swim 5 STUN 30
SD 12 HITS 30 REC 10 RES 15
Skill LVL Options LVL
LIFEPATH
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Increasing or Decreasing
Characteristics
Characteristics generally may not be
increased or decreased directly. However, cer-
tain Talents or Powers that may or may not be
available in your campaign setting may allow
you to increase a Characteristic, either tem-
porarily or permanently. Certain Complications
may also decrease a Characteristic. Or, as last
resort, you may attempt to convince your GM
to allow you to use Option Points (pg. 10) to
increase a Characteristic at a ratio of five OP
for every point of Characteristic increase.
It is also possible to increase the value
of a Derived Stat beyond its starting value.
The Option Points chart shows what you get
for each 5 Option Points spent. Of course, you
can also use Character Points to buy up
Derived Stats as well. In general, however,
youd be better served just to increase the
Primary Stat from which the Derived Stat is fig-
ured, unless there is some reason why you
cant (or shouldnt.)
Note that normal humans have stat
maximums for Derived Stats, much as they
have stat maximums for Primary Stats. In the
case of Derived Stats, these maximums are
figured from the maximum value of the
Primary Characteristic(s) involved. For exam-
ple, the maximum stat for a normal human is
7. The maximum Derived Stats for that normal
human would be SD of 14, REC of 14, END of
70, STUN of 35, and HITS of 35. A character
may buy his Derived Stats up beyond this max-
imum, but he must have some kind of reason
(superpowers, magic, etc.) to exceed those
numbers.
For 5 Option Points or 1 Character Point,
you can increase your Derived Stats by choos-
ing one of the following:
+2 SD
+1 REC
+10 END
+5 STUN
+5 HITS
Meet Kandr Zahn (again)
Derived Characteristic-wise, Kandr Zahn
shapes up like so:
CHAR. VALUE WHY
STUN 30 6x5=30. He can take it.
HITS 30 6x5=30. And not die taking
it!
SD 12 6x2=12. He can even shrug
off a few clobberings.
REC 10 6+4=10 He can get back
into action.
RUN 10 Run: 5x2=10m/yds, Sprint:
5x3=15m/yds, Swim &
Leap: 5x1= 5m/yds.
RES 15 5x3=15. Hes going to have
to work to resist torture or
privation, but hes better
than most people.
Optional:
LUCK 10 3+7=10. His average INT
really hurt here!
[Move x 3m], Swim [MOVE x 1m], Leap [MOVE x 1m]: How far the char-
acter runs (at a rate allowing dodges and evasions), sprints (in a flat-out
run), swims, and leaps in 3 seconds.
Resistance (RES) [WILLx3]: Your ability to resist mental or psychological attacks or
stress; basically your mental Hits.
Optional Derived Characteristics
Optional Derived Characteristics are Characteristics that may not be present in every Fuzion
campaign. In an Old West campaign, for example, you may not ever need to have a Derived
Characteristic for defense against lasers. But because these are derived from Primary
Characteristics, you can always generate an Optional Derived Characteristic when you need
one, allowing you to transfer characters between genres.
Although these will vary from campaign to campaign, a few typical Optional Derived
Characteristics are:
Luck [INT+REF]: Fate acting on your behalf. Each game session you may
take points from this Derived Characteristic and use them in other
places; to add to important die rolls or subtract from damage. When
you have used up all of these points, they are gone until the next
game session. Youve run out of Luck.
Endurance (END) [CON x 10]: This Characteristic represents how long the character
can expend energy, whether in physical endurance or in the use of a
special ability (like a superpower or talent). It is spent in the same way
as Hits or Stun points. When it runs out, you are exhausted and can-
not do anything more except rest and recover. Generally, 1 die of
effect, 1 minute or hour of time (or 1 point of power used) spends 1
END point. END returns whenever you take a Recover Action (pg.6),
which restores as much END as your REC (see above).
Energy Defense (ED) [CON x 2]: How resistant you are to damage from lasers, electric-
ity, force beams, and other energy-based threats. Calculated as
points that are subtracted from energy damage only. ED is calcu-
lated from the same Primary Characteristic as SD; you can elect to
move points from one to the other when you create the character
(not afterwards!). The amount you can move may not be greater
than one half the starting value. When ED is used, SD only protects
vs. physical attacks. Example: With a CON of 6, I have 12 Energy
Defense and 12 Stun Defense. I decide to beef up my SD at the cost
of my ED, moving up to a max of 6 points from from one to the other.
Speed (SPD) [1/2 of REF]: This Characteristic is used to measure a charac-
ters reactions. Speed can be used to determine either when you
move during the course of action, or how many things you can do in
a specific time period.
Humanity (HUM) [PRE x10]: Your basic morality and humanity. Used often in set-
tings where the character faces dehumanization, extreme horror or
the unearthly. This Derived Characteristic loses points by receiving
humanity damage; seeing horrible events, removing body parts and
replacing them with other objects, gaining unearthly powers that sep-
arate him from the rest of mankind, etc. For every 10 points lost from
this Derived Characteristic, a corresponding one point is lost from
your ability to deal with people. For example: If you lose 33 Humanity,
you suffer a -3 to any skill involved in relating to people, such as
seduction attempts, detecting lies, being convincing, etc. Intimidation
attempts are not affected. Between 1 and 9 Humanity youll seem
unusually cold and withdrawn. Between 0 and -9, you sometimes
seem normal, but much of the time are chilly, forbidding and distinct-
ly unpleasant. Stress may put you over the edge to anti-social behav-
ior. Below -10 you are technically insane and may suffer any of a num-
ber of psychoses. Your GM can take over your character sheet at any
time. See under Recovering From Damage for getting back your
Humanity.
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n any campaign, characters will need to get the basic Skills
and Equipment with which to fight, protect themselves, and
generally adventure. These Options are usually specific to a
style or genre of game; what works in a science fiction adven-
ture from the far future would be mind-bendingly out of place
in a medieval fantasy setting. The precise list of campaign
options available in a particular campaign will always vary
according to each GMs decisions
Inherent Options
Inherent options are things that are part of the character; they
are as much a part of him as his Characteristics. They cannot be taken
from him (under most circumstances), but they also cannot be used by
anyone else. Inherent items usually include Skills, Talents, and Perks,
and are always purchased with Option Points (OP) given to players
by the GM of the game they are in.
Bought Options
Bought Options are things that can be constructed and paid for in
money. Bought items most often include vehicles and equipment.
Unlike Inherent options, Bought Options can be used by others. They
can also be destroyed or taken away from a character and must be
replaced by using money or new OP gained through Experience (pg 56).
Option Points
The cash with which you buy your Options is called Option
Points (or OP). A pool of Option Points is always given to Players by
the GM at the start of character creation. The following point values
are merely guidelines based on the style of the campaign. Individual
campaigns may have very different numbers.
Campaign Style Option Points
Everyday [realistic]......................................................................25
Competent [elite, semi-realistic.] ...............................................35
Heroic [TV action show]..............................................................45
Incredible [olympics, action movie]...........................................55
Legendary [blockbuster action movie].......................................65
Superheroic [comic books, myths] ..........................................75+
After character creation, all remaining Option Points can be con-
verted to money units on a 100 money units to 1 OP basis (whether
gold, credits, eurobucks, yen, zolotnies).
Buying Complex Things with Option Points
While Option Points can be translated into money with which to
buy equipment, complex things (like vehicles) can also be rated in
points independent of their monetary value. After all, a tractor might
cost $50,000., but how useful would it be to your character? Its not
worth 500 OP, thats for sure!
For this reason, most vehicles, mecha (a kind of complex vehicle,
usually a robot) and large weapons in FUZION will have a Option Point
value listed separately from their monetary cost. So if a GM wants his
players to buy their own Big Hardware (like giant robots, spaceships,etc),
he should make sure to give them an extra 50~150 OP to play with!
Optional Possibilities
Optional Possibilities
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On the Lifepath
Some Fuzion games also
contain a special section called a
Lifepath; a flowchart of compli-
cations and events that can be
used to add flavor and back-
ground to a characters life.
Why Option Points?
When starting a new char-
acter; everything he/she owns or
knows is purchased with Option
Points (OP). Why is this? The
main reason is that it allows play-
ers to accurately scale charac-
ters; everything costs Option
Points, and you know what youre
getting in relation to something
else. This also makes it harder
for players to create characters
who are unfair or unbalanced in
relationship to other characters.
As long as you have similar levels
of Option Points, you know that
any two characters will be rela-
tively similar in terms of what they
have, know or can do. Option
Points are given to Players by the
GM at the start of character cre-
ation (still more points will come
from Complications and experi-
ence awards).
How many Option
Points for This
Game?
As a Heroic style game, we sug-
gest somewhere around 35-45
points.
Whats a Campaign?
A campaign is the whole series of
game sessions that solve a puz-
zle or adventure.
O
ne way to get more Option Points when creating a character is to take on a few
Complicationssocial, mental, physical, or emotional situations/problems that define and
enhance your character; you may also want to link these to various events to add to a char-
acters background. Complications will vary depending on the campaign. The Value of a
Complication is based on its Frequency, Intensity and Importance:
Frequency
Just how often does your problem impact your life? The answer is the problems Frequency; how
often the GM can inflict it upon you as part of the trade for those extra OP. This table works for all com-
plications:
Frequency Value Guideline
Infrequently 5 Once every few gaming sessions
Frequently 10 Once every gaming session
Constantly 15 More than once every gaming session
Intensity
Intensity reflects how hard it is to overcome the complication, or just how much it affects you. Each
Complication has its own Intensity rating written in parenthesis ( ) right after it, but we also provide you
with a handy table of general roleplaying guidelines:
Intensity/Value Guideline
Mild [5] May roleplay to overcome it, or make Everyday WILL+Concentration Roll to overcome
it
Strong [10] Must roleplay it and make Competent WILL+Concentration Roll to overcome it
Severe [15] Must roleplay it and make Incredible WILL+Concentration Roll to overcome it
Extreme [20] Must roleplay it and make Legendary WILL+Concentration Roll to overcome it
Example: Stubborn: Risk incarceration, bodily harm or financial/ social ruin [10] means the Intensity
of this Complication will get you 10 points.
Importance
Importance rates how important the Complication is to the character and the Campaign. For exam-
ple, taking Foreigner in a place where everyone is from another place is pretty valueless, but in a xeno-
phobic environment, it takes on major importance. Another measure of Importance is its effect on your
characters survival; if it can kill you, its generally more important than something that may complicate
your roleplaying. The final application is up to the GM. Round all decimal values down.
Importance & Value Guideline
Minor [divide by 5] Minor effect on combat or damage, with minor (-1) effect on skills or world
reaction.
Major [divide by 2] Major effect on combat (-3), or 1.5 times damage, serious effect on skills or
world reaction, or puts character into danger.
Extreme [x1] Extreme effect on combat (-5), or 2x damage, or extreme effect on skills or
world reaction, or puts character into extreme danger.
To Determine a Complications Value
To determine the value of a Complication, add together the Frequency Value and the Intensity Value,
and divide the resulting total by the Importance. Example: I take Responsibility as a Complication. I decide
that this affects me Frequently (10), and I decide Im responsible for the care of my aged Aunt Meg. (See
Responsibilities). Since she is very old, shes considered to be Challenged, (Intensity 10), but since Im not
in any danger and my skills arent affected (divide by 5), taking care of my aged aunt is worth (10+10)/5 =
4 Points. But if Aunt Meg was constantly exposed to extreme danger from which I had to rescue her, I
could milk the situation for up to 20 points! Good ol Aunt Meg!
Limits on Complications
Some campaigns have a limit on how many Complications a character can take for Option Points. A
character may always take more Complications than this limit; he/she just won't get any more points for
them. The most common limit on Complications caps the extra points to an amount equal to the starting
OP level.
Example: Alex is playing in a campaign where the GM has given him 50 Option Points for Skills,
Talents, Perks, and Equipment. The campaign has a cap on the maximum number of Complications equal
to the starting OP level. Alex could take Complications worth up to 50 extra OPs, for a maximum total of
100 OPs. He could take more Complications than that, but he wouldn't get any points from them.
More Points: Complications
More Points: Complications
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Meet Kandr Zahn (again)
Kandr Zahns GM gives him 75 points
(Superheroic level) to buy Options, plus
another 60 to buy transportation for a total of
135. (This is only an example. Real referees
are never this generous! See below.)
Since Kandr is going to be the hero in
this game, his player decides to beef him up
by adding a few Complications:
COMPLICATION
Constantly [15] Obsessed [10] with saving kid-
napped sister , he faces a severe and Major [2]
debilitation
WORTH? ...................................................................12
Hunted [10] by the Assassins Guild [20] for
betraying their mole in the Trade Guild, he faces
Death [1] everywhere he goes
WORTH? ...................................................................30
TOTAL EXTRA OP........................................................42
Added to Kandrs original 75 points,
this gives him a whopping 117 points. (and
deadly enemies around every corner!) Hes
going to need those skills to survive!
On the Other Hand...
A more realistic Heroic game might
start with only 35 points. But since Kandr is
supposed to be a hero, and since we want
his party to have easy mobility, weve given
him over twice as many points as normal.
(Besides, that way we can also buy a lot of
stuff and demonstrate all the steps of buying
options to you!)
PSYCHOLOGICAL COMPLICATIONS
These involve your mental problems and flaws:
Absent Minded. You have strange lapses of memory. You often: Forget generally known facts (5). Forget friends, family
(10). Forget your own identity (15).
Bipolar. You are a classic manic/depressive, prone to fits of erratic, up moods punctuated with severe terrifying
depressions. You are often: Moody (5). Liable to lie around and mope (10). Liable to run around frenet-
ically risking life and limb or sink into a miserable stupor (15). Suicidal (20).
Delusions. You believe things that are not real. You may hear voices, think aliens are after you, or that you are
God. You will: Risk ostracism, embarrassment (5). Risk hospitalization, bodily harm or financial/social
ruin (10). Risk life & limb (15) .
Masochist. You hate yourself, and will go out of your way to injure yourself. To do this, you may: Seek verbal abuse
(5). Seek minor physical abuse (10), Seek major physical abuse (15). Seek life threatening abuse (20).
Phobia. You have a phobia; an unreasoning fear of some common thing, such as dogs, heights, sounds or color.
When faced with your phobia, you feel: Discomfort (5). Paralyzing Fear (10). Berserk Terror (15).
Catatonic (20).
Paranoia (just because you think theyre after you...). You think you have enemies everywhere. Sometimes you
are focused on one foe, other times there may be legions. You react to your paranoia by: Incoherently
ranting (5). Compulsively working on defenses against Them (10). Risking incarceration, bodily harm,
social or financial ruin to stop Them (15). Risking life & limb (20).
Split Personality. Youre two, two, TWO people in one! [GM controls this personality, has character sheet for it, etc.]. Your
other self: Likes you (5). Is neutral to you (10). Hostile to you (15). Dangerous to you in actions (20).
PERSONALITY TRAITS
Its the little things that count; your good & bad habits, basic traits and characteristics.
Airhead. Oh Wow! Youre just naturally spacey. In general, you: Misplace minor, trivial things (5). Misplace or
forget to do important things (10). Misplace or forget to deal with dangerous things (15). Dangerously
oblivious to everything; the GM never asks you to make a perception roll unless you request it (20).
Bad Tempered. Youre just irritable all the time. When your temper flares: Youll risk embarrassment, or financial loss
(5). Youll risk incarceration, bodily harm or financial/social ruin (10). Youll risk life & limb (15).
Coward. You lack nerve, especially in combat. When faced with danger: You tremble at anything you imagine
as danger (5). You freeze up and cant react (10). You try to run as far away as possible (15).
Obsessed. You just cant get that special (to you) person or thing out of your mind. You: Talk about it all the time
and will risk embarrassment, or financial loss over it (5). Youll risk incarceration, bodily harm or finan-
cial/social ruin over it (10). Youll risk life & limb over it (15).
Shy. You hate dealing with others. You: Refuse to speak to new people (5). Avoid all interactions with new
people (10). Will physically remove self from situations involving new people (15).
Stubborn You just hate to give into anyone. To prove youre right: Youll risk embarrassment, or financial loss
(5). Youll risk incarceration, bodily harm or financial/social ruin (10). Youll risk life & limb (15).
Berserker. You cant control your fighting rage you rabidly: Attack whatever set you off (5). Attack anyone with-
in range except friends (10). Attack anyone in range (15). Attack anyone in range and wont stop until
subdued forcibly or exhausted/stunned (20).
Unlucky. Things never go your way; you have constant disasters. Travel and adventure only hold for you:
Inconvenient misfortunes (5). Costly or dangerous misfortunes (10). Very costly or dangerous misfor-
tunes (15). Deadly, life threatening dangers (20).
PHYSIOLOGICAL LIMITATIONS
These are physical problems you must cope with:
Missing Limb. Ouch! That hurt! Youre missing: 1 or more fingers (5). A hand (10 each). An arm (15 each).
Reduced Hearing. You are hard of hearing. Generally, to make a hearing based Perception check, you will need: To beat
a Target Number 4 points higher than everyone else's (5). A Hearing aid just to hear at all (10). New
ears; youre totally deaf (15).
Reduced Mobility. You are unable to get around normally. Your Movement: Is reduced by one quarter (5). Is reduced by
half (10). Is reduced to dragging by arms at a MOVE of 1 (15). Nonexistent; youre a total quadriplegic;
unable to move below the neck (20).
Reduced sight. Your eyesight is impaired in some way. You are: Color blind (5). Need glasses (10). Are nearly blind or
one-eyed (15). Are totally blind (20).
Uncontrolled Change. You are prone to uncontrollable changes; these may be physical or mental (depending on what you
negotiate with the GM). What sets off the change is: Uncommon (5). Common (10). Very Common (15).
Vocal Impairment. Your voice is somehow damaged. When you speak, you can: Only whisper, stammer or stutter (5). Only
make sounds, but cannot speak (10). Cannot make a sound (15).
Vulnerability. Youre susceptible to a certain situation or substance and take extra damage when exposed to it (such
as you drown faster than other people.) The substance or situation is: Uncommon (5). Common (10).
Very Common (15). Additional damage equal to 1-4 dice per turn of exposure.
Susceptibility: You are harmed or take damage from a certain situation or substance that is harmless to other people
(like water, dust, or that glowing green alien rock over there). The substance or situation is: Uncommon
(5). Common (10). Very Common (15). Damage equal to 1-4 dice per turn of exposure.
SOCIAL COMPLICATIONS
These are things with serious social and societal consequences for you:
Public Figure. You are a figure in the media limelight; you cant make a move without getting attention: You are news-
worthy and your activities rate an article if a reporter is nearby (5). You frequently make headlines and
people always notice your actions on the street (10). Your every action makes news and you have
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Meet Kandr Zahn (again)
Kandr starts out with 75 points for
Options (the other 60 have to go to buying
transportation) With an extra 42 points for
Complications, he now has 117 points to
spend:
For starters, Kandr is going to buy
some SKILLS with his stash of Option Points
(were going to do this here on this page so
we have lots of room to list them!). Since
skills are purchased on a 1 level of skill to
one OP of cost basis, he decides to do the
following:
JACK OF ALL TRADES .....................................................2
STREETWISE .................................................................2
COMPUTERS.................................................................4
LANGUAGE (TRADE SPEAK)..............................................2
DRIVE .........................................................................2
STEALTH......................................................................2
SHADOWING .................................................................1
DEDUCTION ..................................................................2
BRIBERY......................................................................1
INTERROGATION .............................................................2
TOTAL POINTS...................................................... 20 OP
POINTS REMAINING......................................................97
Then there are the Everyman Skills you automatically
get +2 levels in just for living. Kandr decides to beef
these up just in case, buying the amounts below to add
to his base +2:
LOCAL EXPERT............................................................+2
PERCEPTION...............................................................+2
HAND TO HAND...........................................................+2
EVADE.......................................................................+4
TOTAL ...............................................................10 OP
POINTS REMAINING......................................................87
reporters following you everywhere (15).
Bad Rep. People know about you. At least, everyones heard a story or two, even if untrue. When you are men-
tioned or seen, you are: Frequently recognized (5). Always recognized (10).
Secret Identity. You are trying to hide your activities under a secret identity or other smoke screen. You currently are:
Living a normal life, unnoticed by anyone (5). Are bothered by a single person trying to uncover your real
identity (10). Everyones trying to uncover your real identity (15).
Poverty. Money is hard to come by for you, harder than for most. You are, financially-wise: Poor, with just enough
for a bed and a few meager meals (5). Dead broke and probably on the street with barely enough to eat
(10). In debt, with others actively seeking to collect what little you have (15).
Personal Habits. People just cant stand you. Maybe its the bad breath or the nose picking, but they find you: Annoying
(5). Disgusting (10). Flee in fear (15).
Oppressed. You are part of an oppressed or otherwise downtrodden group. In your society, you are: Snubbed; oth-
ers ignore or refuse to deal with you (5). Oppressed; there are laws controlling where you live, work or
can travel (10). Outcast; youre a total non-person (15). Enslaved; youre treated as property and can be
sold or mistreated at will (20).
Distinctive You stand out and are noticed in any crowd, with features that are: Easily concealed (5). Concealable
with Disguise or Performance skills (10). Not concealable (15).
Outsider. Youre not a local, and stand out like a sore thumb, attracting attention both unwelcome and possibly
dangerous. You are obviously: From distant place (5). From a very distant place (10). Never before seen
in these parts (15).
ENEMIES: Hunted and Watched
These are forces which are actively working against you. Your Enemys value is determined
by three things: their capabilities, their extent, and their intensity of enmity against you.
Value= ( Capabilities + Extent) / Intensity.
Capabilities. What can they do to you? Are they: Less powerful than you? (5). As powerful as you? (10). More pow-
erful than you? (15). Have access to powerful weapons, powers or hardware? (20).
Extent. How far can they reach? Are they: Limited to single town or area? (5). Limited to a single country? (10)
Worldwide in their influence? (15) Interdimensional or Galactic (20)
NOTE: Instead of using the normal Importance table, use the following scale:
Intensity. What do they want from you? Are you: Being watched? (divide by 5). Being hunted for capture or impris-
onment? (divide by 2). Marked for death? (1).
RESPONSIBILITIES
These are things you have chosen to deal with, no matter how much trouble they cause.
Codes of honor, family mattersthese are all Responsibilities:
Code of Honor. These are the personal rules you will not break, no matter what. A Code of Honor might be a code
against killing, never attacking from behind, or never suffering an insult without an answer in blood. To
keep your Code, you will: Risk expulsion or embarrassment (5). Risk bodily harm or financial ruin (10).
Risk life & limb (15).
Sense of Duty. You always do the Right Thing, and follow a higher Moral Code towards those you feel responsible for.
You will do this: For your friends (5). For a special group/organization (10). For all Humanity (15). For all
Life Itself (20).
Vow. This is a promise you must keep, no matter what. It could be to protect someone, follow an ideal, or
just get the stupid Ring into that distant volcano. To fulfill this promise, youll: Risk expulsion or embar-
rassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15).
Dependents. Those who need your protection and help, for whom you will fight despite danger to yourself. They
could include children, family, or friends. Generally, they are: Equal to you in abilities (5). Challenged, or
otherwise weaker than you (10). Have special problems, requirements or dangers associated with them
(15).
COMPULSIVE BEHAVIORS
These are behaviors you must act upon; you just cant help yourself.
Addiction (a.k.a. Dependence). You must have a particular substance or situation or you will suffer severe mental
or physical duress. The substance/situation you need is: Common (5). Uncommon (10). Rare or Harmful
(15). Very Rare or very Harmful (20).
Honesty. You always tell the truth, even if it hurts. To be honest, youll even: Risk expulsion, embarrassment, or
financial loss (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15).
Impulsiveness. You just cant help yourself; you always jump into things without thinking. To follow a whim, youll: Risk
expulsion or embarrassment (5). Risk bodily harm, social or financial ruin (10). Risk life & limb (15).
Intolerance. Youre bigoted and intolerant of those who are different from you. When you encounter them, you are:
Civil but distant (5). Rude and verbally abusive (10). Violently abusive (15). Abusive even at risk of life
and limb (20).
Jealousy You are jealous in the extreme. Towards the one you love, you are: Obsessed and watchful (5).
Confrontative and accusatory (10). Physically violent ((15).
Kleptomania You steal things continuously. You cant help it; youll even: Risk arrest or embarrassment (5). Risk bod-
ily harm or financial/social ruin (10). Risk life & limb (15)
Lecherous. You cant resist grabbing or pawing someone you find attractive, or at least making lewd comments.
Youll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial or social
ruin (10). Risk life & limb (15).
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he first thing most characters will want to buy with their Option Points
is Skills. Skills are things the character knows or can do; they repre-
sent his or her level of knowledge and accomplishment. In Fuzion, there
are nine basic Skill Categories:
Fighting Skills: The ability to fight in hand-to-hand combat, or with a melee
weapon.
Ranged Weapon
Skills: Skills in using a ranged weapon, such as a gun or a bow.
Awareness Skills Your awareness of your environment, noticing clues, etc. This
skill area is also used when using a power, or other superhu-
man ability.
Control Skills: The use of skills involving controlling vehicles or riding ani-
mals.
Body Skills: The use of skills involving physical tasks, feats of strength,
endurance, and other physical attributes.
Social Skills Your abilities to blend in, avoid social blunders, and to show
style and grace. Also your ability to convince others through
social adeptness.
Technique Skills: Trained vocational skills and craftsmanship abilities.
Performance Skills Training in acting, musicianship, special effects, makeup or
other stagecrafts.
Education Skills Knowledge and training based on formal education/schooling.
Buying General Skills
Skills are normally rated from one to ten, and are used in game play by adding
the level of the Skill to the level of the most applicable Characteristic. Skills are like
Characteristics; they have a range of effectiveness that is related to how much they
cost. Skills are purchased at the cost of one Option Point for every level of skill; for
example, to have 4 levels in Marksmanship would cost 4 OP.
Buying a skill generally gets you the ability to do pretty much everything
described by that skill. However, some campaign settings may require that you
specify how a skill will be used (for example, picking what kind of Scientist
(Physicist, Chemist, etc.) you intend to be). In these cases, you may need to take
additional specializations of that skill to be able to use it in other ways (for exam-
ple, Scientist [Physicist] and Scientist [Chemist].
The list of possible skills one could encounter in a Fuzion game is as wide as the
possible campaign settings. Whats compiled on the next page are typical skills applic-
able to many different genres (as well as their most commonly related Characteristics).
Skills marked in BOLD represent Skill Groupsgeneral skills that are comprised of
several Specialist Skills. Each Fuzion campaign will usually have its own additional
Specialist skills to enhance these Skill Groups. For example: Melee Weapon might
include Specialist Skills of sword, club, morning star, mono-katana, or hockey stick
depending on your campaign.
Everyman Skills
The good news is that every character also gets a free starting group of skills to
begin with, so that he wont be totally helpless in his new environment. These are
Everyman Skills. Everyman skills are things generally common to everyone in all cul-
tures or time periods: Perception, Concentration, Education, Persuasion,
Athletics, Teaching, Local Expert (knowledge of your area), Hand-to-Hand, and
Evasion. These are given free to all characters by the GM, and have an automatic
starting level of 2. Each can be improved by adding Skill levels on an individual basis.
An individual GM may wish to add or remove skills from the Everyman category to
suit his particular game. In a far future setting, for example, everyone may use com-
puters, but only special people may have any athletic skills. The Everyman skill cate-
gory gives you the flexibility to tailor the levelof your culture as desired.
Option 1: Skills
Option 1: Skills
HOW GOOD IS MY SKILL?
Less than 1 (Challenged): You dont know how to do this
task at all.
1-2 (Everyday): Youve learned the basics of this task,
and can do this thing most of the time, though not very
well. Youre an apprentice or a beginner.
3-4 (Competent): You are well trained and practiced in
this skill, and can perform it well in everyday circum-
stances. You can handle unusual applications of the
skill with some difficulty. Youre considered a profes-
sional.
5-6 (Heroic): You are a master of this skill, and are capa-
ble of unusual applications of the skill. You are consid-
ered a master craftsman.
7-8 (Incredible): A skill at this level means youre one of
the very best in the world. You are at ease with unusual
applications of the skill, or even new applications. This
is entering the realm of fiction, of amazing skill thats not
quite impossible!
9-10 (Legendary): A skill at this level puts you in the
realm of the greatest practitioners of this skill in history.
You are pushing forward the boundaries of the skill and
what it can be used for, and have entered the realm of
genius and of fiction.
More Than 10+ (Superheroic): Skills at this level are
better than anyone could believe in the real world. This
realm belongs to comic books, science fiction, fantasy
or mythology.
NOTE: KANDR ZAHNS SKILLS ARE LISTED
ON THE PREVIOUS PAGE.
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FIGHTINGSKILLS
EVADE 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, Melee Weapons, and Marksmanship Skills. (DEX)
HAND TO HAND Basic skill at fighting with your hands and other body parts. (REF)
MELEE WEAPONS Using different types of melee weapons, such as knives, clubs, axes, swords,
spears, etc. (REF)
RANGED WEAPON SKILLS
GUNNERY Firing vehicle-mounted weapons, ship-mounted weapons, and artillery. (REF)
HEAVY WEAPONS Use of military weapons such as RPGs, mortars, rockets, missiles, etc. (REF)
MARKSMANSHIP Skills of using personal projectile weapons; guns, SMGs, rifles, bows, etc. (REF)
AWARENESS SKILLS
CLERECY The ability to influence or alter the material world through your attunement with
Higher Powers or Beings. (WILL)
CONCEALMENT You can hide things and find things that other people have hidden like impor-
tant papers, weapons, jewels, artifacts, drugs, and so forth. (INT)
CONCENTRATION The abilities of focus and mental control. This would encompass feats of mem-
ory, recall, physiological control, and Mental Powers. (WILL)
DEDUCTION This is the art of taking several facts and leaping to an inobvious conclusion. This
skill should be used sparingly. (INT)
LIP READING This skill enables the character to read someones lips in order to tell what he is
saying. The character must be able to see his targets mouth clearly. (INT)
PERCEPTION The skill of observation, perception and spotting hidden things (like clues),
detecting lies and emotions. (INT)
PSIONICS The ability to use mental powers to alter the physical world or to mentally com-
municate/influence others. (INT)
SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail. (INT)
SORCERY The ability to alter/influence the material world through the use of memorized
incantations or magical artifacts. (WILL)
SURVEILLANCE The ability to set up a static surveillance of a subject without having it detect-
ed. (INT)
TRACKING The ability to follow a trail by observing tracks, marks, broken twigs, and so
forth. (INT)
CONTROL SKILLS
ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT)
MDRIVING Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground
vehicles. Generally, this skill must be purchased for one class of vehicles. (REF)
PILOT Flying prop aircraft, civilian jets, military jets, helicopters, etc. A specific class
of vehicle must be chosen for each use of this skill. (REF)
RIDING This skill enables a character to ride a living creature under difficult circum-
stances. The type of animal (usually horse) must be specified when this skill is
purchased. (DEX)
BODY SKILLS
ACROBATICS The ability to perform flips, jumps, and rolls like a circus acrobat. You can also
jump and flip over an obstacle, landing on your feet, ready to fight. (DEX)
ATHLETICS Basic Athletics skills; flipping, leaping, escaping, throwing, swimming. (DEX)
CLIMBING 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)
CONTORTIONIST The ability to manipulate your body to get out of ropes and similar bonds. You
may also contort your body to fit into generally inaccessible places or spaces.
(DEX)
STEALTH The ability to hide in shadows, move silently or avoid detection in combat sit-
uations. (DEX)
SOCIAL SKILLS
BRIBERY A character with this skill knows when to bribe someone, how to approach him,
and how much to offer. (PRE)
CONSPIRACY Knowledge of how to influence individuals and organizations secretly, and how
to plan and orchestrate such plans. (INT)
CONVERSATION This ability allows you to extract information from people with careful conver-
sation. The use of this skill takes time, and if the roll is missed, the subject real-
izes he is being pumped for information. (PRE)
INTERROGATION 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 break-
ing, and is an expert at manipulating subjects into revealing desired informa-
tion. (PRE)
LEADERSHIP The skill of leading and convincing people to follow you. (PRE)
PERSUASION The ability to convince, persuade, or influence individuals. (PRE)
SEDUCTION The ability to gain others trust by offering companionship or favors. (PRE)
STREETWISE This skill gives the character knowledge of the seamy side of civilization: he knows
how to find the black market, talk to thugs, gain information, and so on. (PRE)
TRADING The ability to strike a good bargain with a merchant or customer. (PRE)
WARDROBE &/STYLE A grasp of fashion, wardrobe, and personal grooming. A character with this
skill knows how to show off clothes and look his best. (PRE)
TECHNIQUE SKILLS
BUGGING The ability to properly implant and operate listening, visual, or other sensing
devices (bugs.) (TECH)
DEMOLITIONS The ability to properly use, handle, set, and defuse explosives (TECH)
ELECTRONICS The ability to identify, understand, repair, and rewire electronic devices. (TECH)
FORGERY The ability to create false documents, identification, currency, and so forth.
(TECH)
GAMBLING The ability to win gambling games that require some skill, such as blackjack,
poker, and more exotic games. A character may also use this skill to cheat.
(TECH)
JACK OF ALL TRADES Assorted (and rather limited) skills in tinkering, fixing, craftsmanship, first aid
and other handicrafts. (TECH)
LOCKPICKING This skill allows the character to open key, combination, electronic, and mag-
netic locks. (TECH)
MECHANICS Skill with mechanical devices and the knowledge of how to repair, replace, and
build them. (TECH)
PARAMEDIC This skill enables the character to stop bleeding, repair damage, and generally
keep someone alive. (TECH)
SECURITY SYSTEMS The ability to recognize and evade various types of alarms and traps. The char-
acter also knows how to set up alarms and traps, given the proper time and
equipment. (TECH)
WEAPONSMITH The character knows how to build, maintain and repair weapons of various
types. The class of weapon (muscle-powered, firearms, energy weapons, other)
must be specified when this skill is purchased. (TECH)
PERFORMANCE SKILLS
ACTING The ability to act; to assume a role or character. Someone who is skilled in this
can fake moods or emotions, or hide his true identity. (PRE)
DISGUISE The ability to change a characters appearance through makeup, costumes,
body language, and facial expression. (TECH)
MIMICRY The ability to perfectly imitate someone elses voice. (PRE)
ORATORY The ability to speak to an audience and to deliver a convincing presentation. (PRE)
PERFORMANCE The skills of acting, some stagecraft, singing and musicianship.(PRE)
SINGING The skill of using your voice for performance and entertainment. (PRE)
SLEIGHT OF HAND The ability to palm items, fool the eye, perform magic tricks, etc. (REF)
VENTRILOQUIST The character can make his voice sound as if its coming from somewhere other
than himself. (PRE)
EDUCATION SKILLS
BUREAUCRATICS You know how to deal with bureaucrats, cut out red tape, who to talk to, how
to reach them, and how to extract information from bureaucracies. (PRE)
BUSINESS Knowledge of basic business practices, laws of supply and demand, employee
management, accounting, procurement, sales, marketing. (INT)
COMPUTERS The ability to program and operate computers. (TECH)
CRIMINOLOGY You know how to look for clues, dust for fingerprints, examine evidence, do bal-
listic tests, examine records, search through files, and so on. (TECH)
CRYPTOGRAPHY The ability to solve simple ciphers and encrypt or decode messages. (INT)
EDUCATION General knowledge, such as math, history, science, trivia, or current events.
(INT)
ESPIONAGE Gathering and assessing intelligence and orchestrating spy operations. (INT)
EXPERT Any one field of knowledge: stamps, gardening, local lore, anime trivia, and so
forth. This can be a hobby, or an in-depth knowledge of a specific field or area.
(INT)
LANGUAGES Must specify one particular language group (or dialect, computer code, type of
sign language or hand signals). Must specify primary language in the family; all
others in that group are at 1/2 of primary. (INT)
LOCAL EXPERT Knowledge of an area; whos who, where things are, general customs, sched-
ules, and peculiarities of the environment. (INT)
MEDICINE The ability to diagnose and treat disease and injury.
NAVIGATION Knowing how to take sightings, use maps and charts, plot courses, work from
wind, weather, and other guides. (INT)
PROFESSIONAL The ability to perform in a certain profession (such as artist, actor, doctor, hock-
ey player, scientist, taxi driving, etc.) Obviously, certain other skills will greatly
enhance the characters ability to practice his profession. (INT)
RESEARCH Skills in using libraries, databases, records, as well as uncovering information
from obscure or uncommon sources. (INT)
SCIENCE Knowledge of lab techniques, how to design experiments, how to write scien-
tific papers, test hypotheses, etc. for your appropriate field of science. Must
specify your area of study when this skill is purchased. (INT)
SURVIVAL This skill enables the character to live off the land, find food and water, identi-
fy dangerous plants and animals, and so on. (INT)
SYSTEMS OPS This skill allows the character to operate sensing and communications devices.
The character should choose what type of system he knows how to operate
(such as RADAR, microwave transmitters, LANs, etc.) (TECH)
TACTICS The ability to manage a large-scale battle effectively and efficiently. A charac-
ter with this skill usually knows what must be done to direct a battle. (INT)
TEACHING The ability to impart information or skills to other. (PRE)
GENERIC FUZION SKILL LIST
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Meet Kandr Zahn (again)
Kandr decides to buy a few Talents with
his points. He goes with:
POINTS TO START .................................................87
ACUTE SENSES (HEARING) .............................................3
Hell need that to avoid those assassins.
EIDETIC MEMORY .........................................................3
Never forget your PIN number!
COMBAT SENSE............................................................9
Lets stack at least three levels (3x3=9) to make sure
he gets in the first shot!
RAPID HEALING............................................................3
Just in case all the other Talents dont work out.
TOTAL.............................................................18 OP
POINTS REMAINING....................................................69
Talents are an innate ability, (but not necessarily superhuman) that cannot nor-
mally be learned or taught, such as a bump of direction or the ability to see in the
dark). The list of Talents below is a general one; which ones are available depends
on each GMs decisions about the campaign setting. Each one of these Talents costs
3 points. If levels (indicated by a X) can be taken in the Talent, each additional level
will cost another 3 OP:
Talent Name Description
Acute Senses [X]: One of your five senses (sight, sound, smell, 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 differ-
ences 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 Perception checks, and treat all ranged attack modifiers as being 2 points
less than normal. (See page 45.) If the sense is taste, you can perceive subtle additions to food and
detect harmful substances with the barest taste.
Ambidexterity: You can use tools and weapons with either hand at no penalty (normally -3 for using off-hand).
Animal Empathy: Animals like you; they will never harm or attack you unless severely provoked. You always seem to
attract whatever animals are common to the area, and they will immediately gravitate to your side,
although they may not necessarily do what you ask them to.
Beautiful/
Handsome [X]: You are extremely good looking; people will automatically 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
Persuasion, Performance, and Wardrobe/Style skills for each level taken.
Blind Reaction: You can counterattack (in hand-to-hand only) with no negative modifiers for darkness or being
obscured (-4), even if you can't see or hear your opponent.
Combat Sense [X]: Your reflexes are keyed for danger; you automatically 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).
Common Sense: You always look before you leap; the GM must give you warning whenever youre about to do some-
thing particularly foolish, even if there are no perceptible clues present. He doesnt have to specify
the danger, just that "this might not be a smart idea..."
Direction Sense: You are never lost, always know where North is and can orient yourself easily without any external
cues.
Double Jointed: You can bend your limbs and joints in impossible ways. You can fit into any space equal to half your
height and width and it is impossible to tie you up or entangle you with a single rope; you can only
be restrained using restraints like cuffs, shackles, or nets.
Eidetic Memory: You never forget anything you have read, seen, heard, smelled, or touched.
High Pain
Threshold: You are especially resistant to pain and shock. When wounded, you will reduce the amount of STUN
taken by 2 points each time and the effects of Impairing wounds (when used) by -2. (See pg 51).
Immunity: You are immune to the effects of one specific poison or disease group (must specify).
Intuition: You have an uncanny feel for hunches; the GM will give you a chance to make a Perception roll
whenever he thinks you might get a hunch, even if there are no perceptible clues present.
Lightning
Calculator: You can automatically do complex mathematical operations in your head without using any aids.
Light Sleeper: You wake instantly from even the lightest touch or smallest sound (no Perception check required).
Longevity: You are extremely long lived, but do not show any appreciable signs of aging. No matter how old
you are, you always look and feel as a person half your age.
Night Vision: You can see in all but absolute darkness.
Perfect Pitch: You always know if something's in tune, and automatically gain a +3 bonus in any musically related
task (singing, playing instruments, etc).
Rapid Healing: You heal extremely fast, recovering an extra 3 Hits per day in addition to your normal healing rate.
Schtick: A schtick is a special habit or personal affectation that has little or no actual effect on skills or com-
bat abilities. Examples might be: always having a wind wafting your hair or cape dramatically,
always having dramatic lighting striking your face, being able to toss your hat on a hook when you
walk in; always having a cigar hidden somewhere on your person, etc. Schticks must be okayed by
the GM and should never have an important combat or skill applicationalways shooting the gun
out of the bad guys hand would be a very dangerous schtick to allow.
Simulate Death: You can lower your heart rate and breathing to such a low level that it is a Legendary Difficulty to
tell whether you are dead or not.
Speed Reader: You can read one page of any normal text that you are familiar with in three seconds (you can read
a 200 page book in 10 minutes).
Time Sense: You always know what time it is, always know how much time has elapsed between the present
and the last time you checked.
Option 2: Talents
Option 2: Talents
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Meet Kandr Zahn (again)
Kandr also decides to buy a few Perks
with his points. He goes with:
CONTACT (S)
He figures hell need someone to help him stay one step
ahead of his enemies. In fact, he does with two contacts:
attractive lady trade guild council member who hears
things (at Level 4), and local Thieves Guild boss (at Level
6). The GM rules that both types of contacts would have
a moderate impact on the world and multiplies their val-
ues by 2 accordingly. (4+6) x 2=20. Ouch!
TOTAL OP USED.....................................................20
POINTS REMAINING.....................................................49
P
erks are useful items, privileges, or contacts a character has access to in a cam-
paign. Perks can be special licenses or symbols of authority, friends, favors or
fringe benefits accruing from a profession. They are purchased with Option Points,
just like any Skill, which function as a value gauge of how powerful the Perk is (1
being lowest, 10 being bestthe GM is the final arbiter of a Perks worth on the 1~10
scale; level 8 or 9 should really mean something!).
Perks are extremely campaign dependent and should be created for each campaign indi-
vidually. Many Perks have mixed benefits, both good and bad, and game play should reflect
this. Think about it: a Mafia Godfather Contact might require a favor of you someday too!
Once the GM has established the level of the Perk, he must decide just how much impact
that perk has on the world; for example, in a superheroic game, being the head of a huge cor-
poration would be a character affectation; in a cyberpunk campaign, that same status would
have serious impact. The impact is matched to the chart below and the basic cost for the Perk
(listed below) is multiplied by the value indicated. This will be the final cost.
Campaign Style Multiply Perk By
Very High Impact ...............................................................................................................x4
High Impact ........................................................................................................................x3
Moderate Impact ...............................................................................................................x2
Little or No Impact ............................................................................................................x1
Perk Name [Cost per Level] Description
Membership [1 per level] You can call upon the resources of an organization, person, government, or groupbut you
also have responsibilities. The level of Membership represents your characters status in the organiza-
tion, not the influence of the group (thats what the multipliers above are for). For example: A
Membership of 1 at in the FBI would make you a janitor, but at 10 youre the Directors right-hand man.
A version of this is Authority, in which the character is an agent of the law and has the power to arrest,
detain and use deadly force.
License [1 per level] The character has a legally sanctioned right to do things that would normally be consid-
ered illegal (license to kill, to collect taxes, hunt criminals, etc). Licenses are individual cases, granting
you authority rather than loaning you use of the authority of a group (as above)you get no
resources, but you also dont have so many responsibilities. By example: a license to sell arms might
cost 2; a Private Investigators license 4; a Bounty Hunters license might cost 6; a CIA or Secret Service
Agents license 8, a Federal Marshals license costs about 9, and having an unconditional license to kill
might cost 10.
Contact [1 per level] You know someone who can (and generally will) help you through money, power or sheer
skill, and this help is usually off the record. A mercenary wholl occasionally back you up in a fight
costs 3, a local Yakuza Boss costs 6, the head of the FBI costs 9. Remember that the level of the con-
tact is based on several factors: a students not much, but a student whos willing to die for you
Favor [0.5 per level] A one shot Contact; you can make use of this contact only once, but they MUST do what
you ask (as long as its appropriate). Note that its often useful to have favors from a lot of people in dif-
ferent areas rather than one contact who does everything.
Renown [1 per level] Your reputation, usually in a favorable light. People go out of their way to curry favor with
you, or to at least avoid getting on your bad side. At 3, most local people know you; at 6 youre nation-
ally known; at 9 youre an international figure.
Wealth [1 per level] Characters are assumed to be lower middle class, but wealth boosts your lifestyle.
Spending 1 OP places you comfortably in the middle class, capable of buying common things and liv-
ing in a decent place. Level 2 is upper middle class; you can buy most everyday things and live in a very
nice place. At levels 3~4, you are well to do and have more than enough money to support yourself; you
need work only occasionally, can afford costly hobbies, and have an expensive home. At 6 youre rich;
you dont have to work at all, can afford large purchases like cars or vacations, and live in a very expen-
sive home. At 9, youre a millionaire, can live anywhere and buy almost anything you want. The GM
might let you exceed Wealth 10, making you a billionaire!
Special Note Money: Generally, players with wealthy characters are discouraged
from keeping track of their money directlyits a lot of tedious bookkeeping. However, there
may be times when youll absolutely need to know if you can buy that Caribbean island. In this
case, you might use the following rule: At Wealth 1, the player has a disposable income of
$100. per week; this value doubles for each additional level of Wealththis means at Wealth
10, you could spend over 2.6 million dollars a year! Referees should be really careful letting
this rules cat out of the bag!
Option 3: Perks
Option 3: Perks
tim arthur (order #4242885) 24.180.137.88
Meet Kandr Zahn
Kandr decides to buy some gear with his
points. He goes with:
OPTION POINTS LEFT................................49
ENERGY PISTOL........................................8
POWER CELLS..........................................1
FIRST AID PACK (FUTURE)..........................1
CYBERDECK...........................................15
DATAJACK..............................................15
SMALL FLYING COMPANION (LARRY)..............5
COMMUNICATOR........................................1
TOTAL OP USED.......................................46
POINTS REMAINING......................................3
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ear is stuff your character might need in an adventure. Often, this gear may be
very specific to the adventure, but the following items are usually found almost
anywhere:
TYPE OP TYPE OP
Temporary Shelter .........................................1 Rope & Grapple......................................1
Food for one for a week................................1 Portable Light Source .........................0.1
Long range communications device.............1 Medical Aid kit....................................0.3
Personal transportation .........................30-60 Long range vision device.......................1
Medium to Heavy Body Armor..............16-25 Personal Recording device ....................1
Portable Tools.............................................1-2 Fire starting source.............................0.1
Portable Time-keeping device ...................0.5 Water for two days.............................0.1
The above list is a totally generic one; the actual form of the Gear would be determined
by the technological level of the adventuring group:
Tech level 1-2: Pre-industrial Tech level 3: Victorian
Tech level 4: Early 20th Century Tech level 5: Late 20th Century
Tech level 6-7: Near Future Tech level 8-9: Interstellar Far Future
Tech level 10: Hyper Science (transgalactic empires)
For example, a Portable Light Source in a Pre-industrial tech level might be an oil
soaked torch, an oil lantern in a Victorian tech level, a battery-power flashlight in any 20th
century tech level, and a fusion glow rod in a near future or far future tech level. As a rule
of thumb, to upgrade gear from a lower tech level to a higher one, subtract the lower tech
level number from the higher one and multiply the cost by the resulting value (example:
upgrading an oil torch (TL 1) to a flashlight (TL4) would multiply the cost of a Portable Light
Source by 3.
Note: The values given here are in Option Points; to derive money costs, multiply the OP
cost by 100 monetary units. Also note some costs are in 10th points.
Option 4: Gear
Option 4: Gear
tim arthur (order #4242885) 24.180.137.88
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T
he lists here are designed to cover, in a
general way, any useful item that could
reasonably be found within each particular
epoch. Where an item is missing, there are
enough examples to help the Gamemaster
establish his or her own prices. Many of the
items are repeated in forms common to their
epoch; scrolls become books, books become
holochips. Once again, each is presented in a
way which allows the device to be adapted
to the particular Game setting; just like an
"energy pistol" can be considered a "phaser",
likewise an "analyser" could also be consid-
ered a "tricorder". Additional points may be
spent (with Gamemaster's approval) to
improve these devices (a range of 2-6 points
is about average).
F
or descriptions of speeds, see table on
page 35.
Ancient [TL: 1-2]
Backpack................................................................................1
Leather. Holds up to 40 lbs. of stuff.
First Aid (Ancient) ................................................................1
Bandages, herbs, needle and thread. Required for any First
Aid attempt in this time period.
Flint & Steel............................................................................1
For lighting fires. It takes about ten minutes to light a fire by
this method.
Iron Rations (week) .............................................................1
Dried meat and biscuits for one man (10 lbs).
Lock picks...............................................................................5
Simple lock picking tools. Adds +1 to any Pick Lock attempt.
Mirror .......................................................................................1
Polished piece of metal.
Pole...........................................................................................1
Six foot length of hardwood. Useful for testing for traps, pits.
Adds +1 to any leaping, balancing attempt.
Rope (horsehair) ...................................................................1
108 feet . Can carry up to 200 lbs.
Scrolls......................................................................................1
Equivalent of books. Can contain legends, history, rare for-
mulas, etc.
Tent (hides) .............................................................................1
Rough hides stitched together, over shaved poles. Shelter for
four. Takes about ten minutes to set up.
Torches (4) ..............................................................................1
Oil soaked rags on sticks. Each lasts about an hour, lights
Small Area around holder.
Water/Wine Skin..................................................................1
Holds one quart.
Historical [TL: 3-4]
Books .......................................................................................1
Reading material. Big favorites of the time are classics;
Dickens, Melville, Doyle, philosophy, etc.
Candles (4)..............................................................................1
Wax candles, good for 1 hour each. Casts light over a Small
Area.
Canteen....................................................................................1
Holds one quart of water, wine.
Diving Suit ..............................................................................5
Allows diver to go up to 100 m/y down, (300 feet) for one
hour, while someone else pumps the compressor.
First Aid (Historical).............................................................1
Bandages,scalpels,needles. Required for any First Aid
attempt in this time period.
Handcuffs................................................................................3
For binding others. Can take up to 56 SDP before breaking.
Hemp Rope.............................................................................1
36 m/y (108 feet). Can hold up to 300 lbs.
Lantern.....................................................................................1
Runs on oil for up to 6 hours. Casts light over a Large Area.
Matches...................................................................................1
Two dozen. For faster fires (it takes about five minutes to
light a fire by this method). Can be used to light area in which
holder is standing.
Pocket watch........................................................................1
For telling time. Usually accurate (1-5 on one die roll).
Pocketknife............................................................................1
For cutting things. Does DC=1 damage only.
Tent (canvas)..........................................................................1
Holds four. Takes 10 minutes to set up.
Tinned Food (week).............................................................1
Food for one man. Weighs about 20 lbs. Can opener included.
Tool Kit .....................................................................................1
Wrenches, screwdrivers, hammers, etc. Required for any
Mechanical Skills.
Modern [TL: 5-6]
Binoculars..............................................................................1
For long distance observation.
Bug........................................................................................9
Miniature listening device which can be placed using adhe-
sives on any surface. Will transmit any sound within a Large
Area of itself to a receiver up to a mile away. Requires a
DV=20 Awareness attempt to locate.
Bug Detector..........................................................................9
Will detect any active or passive listening device within a
Small Area of the user. Will determine location of bug, but
not location of receiver.
Camera.....................................................................................1
Records still images on film. 24 exposures.
Camouflage Coverall...........................................................3
Khaki overclothing, shaded and patterned to match specific
environments (Urban, Snow, Jungle, Forest, Desert). Must
specify which. Adds +2 to any Stealth attempt.
Camp stove.............................................................................1
Runs on pressurized gas for 3 hours. Takes about 5 minutes
to boil water.
Canteen....................................................................................1
Holds 2 quarts.
CD player.................................................................................1
Plays compact laser-disks. Music, entertainment, etc. About
the size of a paperback book.
Cell Phone...............................................................................3
Cellular network phone. Range about 10 miles from any
major cellular network.
Diving Gear.............................................................................5
Includes swim fins, wet suit, weight belt, aqualung and
mask. Tanks good for 3 hours. Can be used down to 200 m/y
(600 feet).
Dried Food (week)................................................................1
For one man. Prepackaged, just add water. 5 lbs.
Electricians Tool Kit............................................................1
Solder, battery powered iron, wire, assorted parts, multime-
ter with leads, etc. Required for Electronics tasks.
First Aid (Modern) ................................................................1
Bandages,scalpels, disinfectants. Required for First Aid
attempts in this time period.
Flashlight.................................................................................1
Battery powered, good for 8 hours. Lights up to 24 m/y (treat
as a Blast). (See pg 31).
Geiger Counter......................................................................9
Detects noticeable radiation levels in a Large Area around
the user. Tells intensity and direction of source.
IR Goggles & Flash..............................................................9
Allows user to see in dim light, using flash. Flash will illumi-
nate any area up to 24 m/y (treat as a Blast) from user. Light
is invisible to normal vision. (See pg 31).
Jammer....................................................................................9
Will jam any active or passive listening device within a
Small Area of user.
Lantern.....................................................................................1
Can clearly light any area within 120 feet of user. Batteries
last 8 hrs., gasoline for 6.
Lighter ......................................................................................1
Fast fires. A fire can be started in five minutes by this
method. Good for 100 lights.
Mechanics Tool Kit .............................................................1
Wrenches, pliers, screwdrivers, etc. Required for
Mechanical, Tinkering tasks.
Movie Camera.......................................................................1
Records color images and sound on film. Images cannot be
replayed through the camera.
Nylon Rope.............................................................................1
108 feet. Can hold up to 500 lbs.
Personal Computer ..............................................................5
8" x 12" x 2" laptop with LCD screen. 2 Meg, with 40 meg
memory (about 100,000 pages of information). Runs 3 hours
on a battery charge; recharges in 3 hours.
Radio.........................................................................................1
Portable CB walky-talky. Range about 20 miles, 24 bands.
Rollerskates...........................................................................1
For high speed movement over pavement (Slow Ground).
Come in either four wheel or in-line rollerblade versions.
Skates ......................................................................................3
For rapid travel on ice (Reduces terrain type from Very Rough
to Easy).
Skis...........................................................................................3
For snow travel (Reduces terrain type from Very Rough to
Easy). Includes boots, poles.
Snowshoes.............................................................................3
For movement over deep packed snow (Reduces terrain type
from Very Rough to Rough).
Tape Recorder .......................................................................1
About the size of a cigarette pack. Records up to 2 hours of
audio on small tape cassettes.
Tent (nylon) .............................................................................1
Holds four. Can be set up in five minutes.
Toolknife..................................................................................2
Classic Swiss Army knife. Saw, screwdrivers, tweezers,
scalers, awls, etc. Does DC=1 Damage.
Video Camera........................................................................3
Records color images and sound on video tape. Can replay
tape images through viewfinder monitor. Each tape lasts 4
hours.
Wristwatch.............................................................................1
Digital time keeper with alarm, day, date. Two years on a
battery.
Future [TL: 7-9]
Analyser ..................................................................................9
Hand-held scanner about the size of a hardback book. The
scanner sweeps a Large Area around the user, examining
life signs, technology traces, emissions, sounds, etc., report-
ing on what it observes on its LCD screen. Adds +2 to any
Awareness, Understand Technology, Tracking or Survival
skills.
Anti-psi screen....................................................................14
Renders the wearer immune to Psychic attacks equivalent to
having the power of Psi Screen (pg. 29).
Antigravity Module............................................................12
Small 1x1x1' cube with antigravity unit inside. Handles are
on either side. Can lift up to 200 lbs. for 4 hours on a power
cell.
Boosted Reflexes...............................................................19
Enhanced neural wiring for greater reaction speeds. Allows
user to move first in the round, or in normal order of
Awareness Skill with other enhanced reflexed players (see
Turn Rules, pg. 35).
Communicator.......................................................................1
Small radio in either headset or handheld (matchbox sized)
style. Range is about 1000 miles. A communicator can reach
a ship in orbit, as long as the ship is directly overhead and
not blocked by more than a foot of concrete or metal.
Cyberaudio Module...........................................................15
Basically replacement ears with enhanced hearing (add +1
to any Awareness or Tracking skills involving sound).
Cyberdeck ...........................................................................15
Required to use Machine Interface skill, allows cybernet,
virtual reality network, cybermatrix or other mind-computer
generated reality. You must have Datajacks in order to use
this device.
Cybermusculature..............................................................19
Enhanced cybernetic muscles interwoven with normal mus-
cle tissue. Increases strength to equivalent of Amazing. (See
pg. 32)
Cyberoptics..........................................................................15
Basically cybernetic eyes with IR abilities (flash required),
telescopic vision and greater visual acuity (add +1 to any
Awareness or Tracking skills involving vision, tracking in
darkness).
Cyberradio............................................................................15
Subdermally implanted communicator linked to inner ear.
Range and abilities are equal to a standard communicator
(see above).
Cyborg Exoskeleton ..........................................................19
Metal exoskeleton made of linked actuators and myomar
muscles. Looks like metal plate armor shaped into a muscu-
lar body suit. Gives wearer equivalent of Amazing Strength.
(See page 32).
Datajack................................................................................15
A small jack mounted into the skin (head, wrists, spine),
which allows the user to interface with high tech machines
GENERIC FUZION GEAR LIST
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(Add +1 to any Skill involving a vehicle or machine adapted
to cybernetic use) and to use datachips.
Datachip........................................................................Varies
Basically a skill on a chip. Datachips can include any
Knowledge, Technical, Fighting, Athletic or Mobility skill,
and have a skill rating of +1. Cost is equal to normal cost of
the Skill at +1 rating; the advantage is primarily in being
able to change skills as needed, or to trade skills with oth-
ers. You may use up to four datachips at a time.
First Aid Kit (Future).............................................................1
Laser scapels, dermal staplers, nano-clamps, air hypos and
other high tech medical devices. Required for Physician or
First Aid skill attempts in this time period.
Food Packs (week)..............................................................1
Compressed food for one man. Requires no heating or
water; just rip open the seal and it heats in 2 minutes. 1lb.
Forcefence............................................................................12
Six foot metal poles with forcefield projection units mount-
ed in the sides. Poles can be separated up to 6 m/y (18 feet),
and spread a forcefield equivalent to 12 Hits. Price listed is
for 2 poles.
Gill Mask.................................................................................5
Facemask and collar unit equivalent to an aqualung. Allows
user to breathe freely underwater for up to 72 hours on a
single power cell, travelling down to 200 m/y (600 feet).
Holochips (10)........................................................................1
Futuristic equivalents of tapes, music and books.
Holorecorder..........................................................................1
Futuristic equivalent of a video recorder. Can record up to 10
hours on a single chip. Projects 5"x5" holo image for play-
back.
Inertial Compass...................................................................3
Small device about the size of a pack of cigarettes. Records
directions travelled and replays instructions and map on
LCD screen. Will always locate North. Can be programmed
with different maps and instructions to lead user to new
locations. Adds +2 to any Navigation skill.
Macroglasses........................................................................1
Futuristic equivalent of bionoculars, with digital range read-
outs, image enhancement, still recording of up to 10 images
(stored on holochips).
Medical Scanner..................................................................5
Hand-held scanner about the size of a paperback book.
Examines patient and gives procedures and diagnosis on
LCD screen. Adds +1 to any First Aid, Diagnose Illness,
Physician skills.
Memory Recorder..............................................................19
Enhanced datachip cylinders mounted to skull, increase
memory power. Cannot be hidden. However, user remem-
bers anything he has seen, heard or been told (+2 for any
Physics, Programming, Botany, Biology, Anthropology,
Archeology, Zoology, Arcane Lore or Knowledge skills).
Music Synthesizer ...............................................................1
Any type of electronic music device; can include keyboards,
drum pads, stringed instruments and MIDI wind instru-
ments. Can operate for 10 hours per power cell.
Optic Visor ..............................................................................5
Removable equivalent to cyberoptics (see pg. 19).
Personal Robot....................................................................19
Any small personal robot or android. Design can be
humanoid if desired. Size will never be over 130 lbs. The
personal robot has a limited artificial personality equivalent
to a somewhat slow small child. It is capable of learning up
to five Skills at a +1 level. The skills can be reprogrammed
for others at the rate of one skill for five hours of program-
ming (a DV=15 Programming task). It may not use Psionics,
Magic or Superpowers.
Power Cells (6)......................................................................1
The batteries of the future, used to power most small
devices and weapons. Come in packs of 6, each with a jack
for wall recharging; takes 1 hour to recharge a single cell.
Every Future electronic device uses one power cell, which
will run the device for 10 continuous hours.
Psi Helmet ............................................................................12
Bulky metal helmet enhances and channels psi powers,
increasing all Psionic Skills by +2 . Operates for 1 hour on a
power cell.
Respirator ..............................................................................3
Breathing mask for filtering out smog, toxic atmospheres,
etc. Oxygen (1 hour) bottle included.
Sneaksuit..............................................................................12
Futuristic equivalent of camouflage, the sneaksuit mimics
whatever the wearer is passing in front of. Adds +2 to any
Stealth attempt.
Survival Dome.......................................................................1
Light, self-inflating habitat for four. Air tight, can even be
used in space (although air must be provided for breathing).
Takes five minutes to set up.
Technical Scanner...............................................................5
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 Electronics, Mechanics, Tinkering, Cybertech, FTL
Tech, Gravitic Tech, or Hyper Energy Tech skills.
Universal Translator..........................................................12
Translates unknown languages and provides English equiv-
alents through attached earphones. When spoken into,
translates your words back via digitized voice. Takes three
turns to translate a simple language; six turns to analyse
and translate a complex one. Note: on a roll of 6 on one die,
the language is untranslatable.
Video Commo.........................................................................3
Two-way TV communicator about the size of a pack of cig-
arettes. Range is equivalent to a standard communicator,
with same limits.
Personal Weapons
P
ersonal weapons cover things which can
be carried by individuals in combat. An
important thing to remember; the costs of
these weapons are not relative to what they
cost in the real world. Instead, they are
priced based on Range, Damage Class, and
an Area or Special Effect. This creates
weapons that are internally consistent
between all epochs, allowing a blaster to be
easily carried into a 10th century B.C. game
if the Gamemaster will allow it.
W
eapons described here are very gener-
al; research has shown us that overall,
most weapons of a type are fairly similar on
the broad scale. When seen within the class
of 20th century weapons, there may be a dif-
ference between a Colt .357 Magnum and a
Desert Eagle, but when compared over a
10,000 year span covering spears to blasters,
these differences become pretty negligible;
we simply have three classes of Revolver,
equivalent to Light, Medium and Heavy.
Futuristic weapons are handled in the same
way; a blaster and a laser do the same basic
damage, allowing the Game Master to slot in
any one of a million "ray gun" variations
appearing in science fiction.
Ancient [TL: 1-2]
Battle Axe Range: 2m WA: -1..........................6
Massive, two-handed axe favored by barbarians and
dwarves. DC=5 Damage. Minimum strength=5.
Blowgun Range: 5m WA: 1.......................... 6
Hollow tube that fires tiny darts (10). Darts can be poisoned
(see Poisons, pg. 54 for damage).
Bola Range: 20m WA: 0..........................4
Two heavy metal balls joined by a cord or twine. Primarily
an entangling weapon (the result of a successful hit), it can
also do DC=1 Damage if swung as a club.
Broadsword Range: 2m WA: 0...........................5
Heavy two-handed, crushing sword, designed to penetrate
armor. DC=5 Damage. Minimum strength=4.
Crossbow Range: 150m WA: 0............................6
Pistol-like, mechanically cranked bow (takes 2 rounds to
recrank). Fires small bolts (12 shots). DC=3 Damage.
Dagger Range: 2m WA: 0 .........................1
Small double-edged weapon. Can be thrown but at a 2
penalty. DC=1 Damage.
Halberd Range: 4m WA: 2...........................5
A two-handed polearm, topped with an axe/spear point
combination. DC=4 Damage. Minimum strength=3.
Javelin Range: throw WA: 1.........................6
Small throwing spear, designed for long ranges. Some vari-
ants use a sling to hurl the javelin further. DC=3 Damage.
Katana Range: 2m WA: 2..........................6
Two-handed sword, used exclusively in Japan by samurai
warriors. Incredibly sharp and lethal. DC=5. Minimum
strength=3.
Longsword Range: 2m WA: 1..........................4
One or two-handed sword, usually used on horseback.
About four feet long. DC=3 Damage. Minimum strength=3.
Longbow Range: 20m/pt STR to 10 WA: 1...............8
More powerful bow designed for penetration. Requires a
fair amount of space (firer must be standing) to use. 12
arrows. DC=5. Minimum strength=4.
Naginata Range: 4m WA: 2.......................5
A Japanese style halberd, with a curved sword blade
instead of an axe head. DC=4 Damage. Martial Arts
Weapon Skill required. (Specialty Melee Weapon Skill).
Minimum strength=3.
Nunchaku Range: 2m WA: 2.......................4
Two short, heavy wooden sticks joined by a cord or chain.
Delivers tremendous clubbing power over a short range.
DC=3 Damage. Martial Arts Weapon Skill required.
(Specialty Melee Weapon Skill) Minimum strength=2
Quarterstaff Range: 4m WA: 2......................4
Heavy wooden stick, usually about 6 feet long. Usually
capped with metal. DC=3 Damage. Minimum strength=3.
Shiriken (3) Range: throw WA: 2 .....................6
Small throwing stars. 3 total. Close Range weapon. DC=1
Damage,unless poisoned (see Poisons, pg. 54 for details).
Short Sword Range: 2m WA: 1.....................3
Double-edged weapon about 24-30 inches long. DC=2
Damage. Minimum strength=3.
Shortbow Range: 20m/pt STR to 7 WA: 2.....6
Lightweight bow, designed for horseback, close-in work. 12
arrows. DC=3 Damage. Minimum strength=3
Sling Range: throw WA: 2.................2
Strip of hide used to hurl small rocks or balls. Comes with
10 shots, but any small object can be hurled. DC=1
Damage.
Spear Range: throw WA: 2....................7
Heavier weight throwing weapon, which can also be used
to stab at an opponent. DC=4 Damage.
Thowing Axe (Tomahawk)Range: throw WA: 2........4
A light, one-handed axe, good for throwing as well as hack-
ing. DC=2 Damage.
Throwing Knife Range: throw WA: 3 .................3
Small throwing dagger. DC=1 Damage.
Tonfa Range: 2m WA: 2...................3
Short, L-shaped clubs which can be used for blows, parries
or blocks (adds +1 on these actions). DC=2 Damage.
Martial Arts Weapon Skill required. (Specialty Melee
Weapon Skill) Minimum strength= 2
Whip Range: 2m WA: 1 ......................2
Primarily an entangling weapon, the whip can also cause
DC=2 Damage.
Historical [TL: 3-4]
Arquebus Range: 200m WA: -1 to 2........7
Very primitive (1400s) form of shoulder arm, using a match-
cord/flashpan arrangement. Takes 3 rounds to reload. DC=4
Damage.
Bayonet Range: 2m WA: 1..................1
Stabbing blade attached to rifles of the period. DC=1
Damage.
Bowie Knife Range: 2m or throw WA: 2...........3
Lightweight, drop-point knife about a foot long. Can also
include any fighting knife of the period. Can be thrown at a
-2 penalty. DC=2 Damage.
Cartridge Rifle Range: 300m WA: 0-3
Type................................................Damage..........Cost
Light Rifle.........................................DC=4..................8
Medium Rifle...................................DC=5..................9
Heavy Rifle......................................DC=10 ..............10
Any one of a number of breach loading, cartridge firing,
rifled shoulder arms of the period between 1800 and 2000.
Grooves cut into the inner barrel give it reliable accuracy
and range. Semi-automatic rifles have a built-in mechanism
that pumps a single round into the chamber as soon as the
trigger is pulled. 10 rounds.
Derringer Range: 50m WA: 2.................4
Small, two-shot hideout pistol, easily concealed in a pocket
or purse. DC=2 Damage.
Flintlock Pistol Range: 40m WA: -1................5
Early, archaic (1700s) pistol form, using a flint/striker com-
bination and muzzle loading (2 rounds to reload). DC=3
Damage.
Flintlock Rifle Range: 200m WA: 1-2............7
Long arm version of the pistol, with same limitations. DC=4
Damage.
Musket Range: 100m WA: -1 - 1 .......7
Muzzle-loading (2 rounds/reload) shoulder arm (1500-
1800s). Although these weapons were unrifled, they still
had greater accuracy and range than previous models.
DC=4 Damage.
Rapier Range: 2m WA: 2...............5
Lightweight blade, double edged and usually used for duels
and single encounters. DC=4 Damage. Minimum
strength=2.
Revolver Range: 50m WA: 0-2
Type.....................................Damage.....................Cost
Light ........................................DC=3 ..............................6
Medium .................................DC=4...............................7
Heavy.......................................DC=5 ..............................8
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Any one of a number of small, cartridge-firing hand weapons
from around 1850 to the present. Revolvers usually have six
shots, although this number varies (GM decision).
Saber Range: 2m WA: 2..................4
Standard cavalry blade, often used from horseback. Long,
curving, partially double-edged. DC=3 Damage.Minimum
strength=3.
Shotgun Range: 40m, small area WA: 1-2..............9
A shoulder arm firing many small projectiles in a burst. Early
models fire two Blasts at a time and take 1 round to reload.
Later types fire 1 shot, with 6 reloads. Shotguns do DC=5
Damage.
Modern [TL: 5-6]
Automatic Rifle Range: 400m WA: 1-3
Type............................................Damage..................Cost
Light Rifle.....................................DC=4........................10
Medium Rifle...............................DC=5 .......................11
Heavy Rifle..................................DC=10 ......................12
Automatic rifles are capable of firing many shots with a sin-
gle trigger pull. All can be fired three ways; Single Shot (20
total ), 3 Short Bursts or 1Long Burst.
Autopistol Range: 50m WA: 0-4
Type.................................................Damage.............Cost
Light ....................................................DC=3 ......................6
Medium .............................................DC=4.......................7
Heavy ..................................................DC=5 ......................8
Any one of a type of small handguns capable of rapid fire.
Autopistols use a clip rather than a revolving cylinder; most
carry 10 rounds, although this varies by type (GM decision).
Autoshotgun Range: 40m WA: 2.............11
The automatic version of the shotgun, autoshots can fire
three DC=5 Blasts each round, up to 6 Blasts total.
Compound Bow Range: 20m/ pt STR to 10 WA: 28
The modern equivalent of a longbow, the compound uses a
series of pulleys and gears to increase power. DC=5
Damage, 12 arrows.
Dart Rifle Range: 100m WA: 0-2..........10
Dart rifles use compressed air, springs or low velocity car-
tridges to fire drugged darts. Used in animal hunting and non
lethal situations, they do no damage. A hit stuns the target
for 2-12 (roll 2 dice) rounds on a roll of 3,4,5 or 6. A DV=25
Willpower roll may be made to resist the effects of this
weapon. Six shots.
Flamethrower Range: 40m WA: -1 -0.......11
Largish assembly of tanks and a projecting nozzle; a
flamethrower fires a Blast of oily flame. DC=10 Damage. Six
Blasts. (See pg 31).
Grenade Launcher Range: 100m WA: -3...........12
Grenade launchers can come in small shoulder-arm forms, or
be mounted onto any rifle. They do damage based on the
type of grenade used (although 1 Kill Damage explosive
types which cover a Small Area are most common). 2 shots.
Gyrojet Pistol Range: 50m WA: -1 -0....... 8
The gyrojet fires a small, self-propelled rocket shell at a dis-
tant target. Recoil is slight and the initial firing is quiet.
Gyrojets are best at longer ranges (no bonus for Close Range
attacks), and pack a sizable punch (DC=5 ). 10 rounds.
Knife Range: 2m/ throw........................................1
Small double-edged weapon. Can be thrown at a -1 penalty.
DC=1 Damage.
Submachine Gun Range: 200m WA: 0-2
Type....................................Damage.............................Cost
Light .....................................DC=3 ....................................9
Medium ...............................DC=4...................................10
Heavy....................................DC=5 ..................................11
A smaller automatic weapon that fires pistol ammunition
instead of rifle rounds. Fires single shots (20) or Bursts.
Taser Range: 10m WA: -1 ...............9
A taser delivers a high powered shock to any target struck by
its prongs. Most tasers are hand held. A hit stuns the target
for 1-6 rounds (roll 1 die). A Very Hard Willpower roll may be
made to resist the effects of this weapon. 10 shots per bat-
tery
Tech Crossbow Range: 150m WA: 0-1 ...........7
Advanced version of crossbow, using plastics and compos-
ites. 12 bolts. DC=3 Damage.
Future [TL: 7-9]
Cyborg Hand Blades Range: 2m WA: 1..............6
Any type of multi-bladed weapon hidden in a cyberarm or
meat arm. The blades are retracted until needed, then
extended (1 round to extend). DC=3 Damage.
Cyber Dart Range: 10m WA: -2.............4
Tiny compressed air or spring-loaded dart. Mounted in cyber
eye, throat or finger, this single shot dart does damage as a
DC=5 Poison. (See page 54.)
Cyberfangs Range: contact WA: 0..................4
Vampire-like fangs imbedded in the jaws. Can be folded
away until needed. DC=1 if non-poisoned. If poisoned, cost
and effects are as with DC=5 poisons, pg. 54.
Cybersnake Range: contact WA: 0...............10
Any type of thin, snakelike attack whip hidden in a body ori-
fice (mouth, ear, etc.). The cybersnake can be used to rake
the target (DC=2) or roto-rooter (DC=5 Damage for every
turn the attacker can keep the target immobilized in a Hold
while he undertakes his grisly task).
Cyborg Arm Gun Range: 50m WA: -1...............8
Any type of cybernetic gun arm. The gun itself either fires
through the palm or through ports mounted in the forearms.
DC=3 Damage. 5 shots.
Cyborg Crushing Hand Range: 2m WA: 0..................6
Enhanced artificial muscles and metal parts give this
appendage DC=4 crushing power.
Cyborg Energy Gun Range: 50m WA: 2..............10
The higher tech version of the arm gun, with a mounted
energy pistol instead of a slug thrower. DC=4 Damage. 5
shots per power cell.
Energy Pistol Range: 100m WA: 4.............. 8
Any type of energy-powered hand weapons designed for
range and accuracy. Energy pistols include lasers, plasma
throwers, sonic pistols, disruptors, blasters, phasers, etc.
Most project some kind of light beam or bolt. DC=5
Damage. 10 shots per power cell.
Energy Rifle Range: 500m WA: 4..............8
The long-range version of the energy pistol. DC=5 Damage.
10 shots per power cell.
Energy Sword Range: 2m WA: 1..............5
Any of a wide class of powered hand weapons for hand to
hand defense. Blades can be made of laser energy, plasma,
force fields, sonic vibrations, etc. Most are visible as glow-
ing cylinders or rods of light. DC=5 Damage. 10 shots per
power cell.
Gauss Pistol Range: 50m WA: 1............ 8
Any type of advanced slug thrower that uses magnetic force
to throw its load. Gauss pistols are nearly silent and accu-
rate, however, they are somewhat bulky and only have 10
shots per power cell. 10 shots per power cell. DC=5
Damage.
Gauss Rifle Range: 300m WA: 1.............9
The shoulder arm version of the above, with greater range.
10 shots per power cell. DC=5 Damage.
Microwaver Range: 20m WA: 0............8
These small, hand-held weapons project a tight beam of
focused microwaves at the target, causing burns and electri-
cal shorts. DC=2 to meat bodies, but electrically based hard-
ware (such as cyberware, scanners, energy weapons, com-
puters, robots, etc.) must make a saving throw greater than
2 on 1 die or be rendered inoperable (a DV=25 Cybertech
task). 10 shots per power cell.
Minimissile Launcher Range: 100m WA: 0.........12
A second generation of the gyrojet, this device launches four
tiny explosive missiles at a time (8 total), covering a Small
Area with DC=5 Damage. The minimissile launcher can be
carried as a shoulder arm, mounted in a cyberarm, or grafted
onto the shoulders.
Monomolecular Katana Range: 2m WA: 1...........6
Unlike an energy blade, monokatanas require no energy to
operate; instead, they have a blade made from a molecule
thick sheet of crystal. Monoblades are extremely deadly, as
their super thinness allows them to cut through nearly any-
thing (DC=5 Damage).
Needler Range: 50m WA: 1 .........10
A small pistol firing compressed air or spring powered darts
(Medium Range). Damage is negligible, but darts are usual-
ly poisoned or coated with a sleep drug. A hit immobilizes
the target for 1-6 rounds (roll 1 die). A DV=25 Willpower roll
may be made to resist the effects of the drug. 10 needles.
Stun Weapon Range: 100m WA: 2.......10
Any type of energy-based hand weapon that causes the tar-
get to be paralysed or otherwise immobilized. Can include
sonics, electrical shock guns, paralyser rays, hyp-
nobeams, etc. A hit immobilizes the target for 1-6 rounds
(roll 1 die). A DV=25 Willpower roll may be made to resist the
effects of this weapon. 10 shots per power cell.
Reloads....................................................................................1
All reloads have a cost of 1 per full reload. Power cells are
listed on pg. 20.
ARMOR
A
rmor costs are based on the level of pro-
tection against a particular level of threat.
This means that two widely different types of
armor from two different epochs, may in fact be
equally priced and equally good against the
same damage. Even if one's high tech -body
armor and the other's samurai plate. Although
we're aware of the hundreds of weapon and
armor combinations possible, in the interests
of simplicity, we've tried to group types togeth-
er to allow the maximum in flexibility. When a
protective form also seemed to traditionally
(such as in Power Armor) incorporate an
offensive capability, we've factored this into
the armor's cost as well.
Ancient
Chainmail................................................................................4
Fine metal mesh, made of interlocked rings. Less cumber-
some than plate mails, a fine compromise between mobility
and protection. Stops 3 Hits.
Lacquered plate (Japan)....................................................4
Specific to Japan, this armor is made up of metal and bam-
boo plates, heavily lacquered and overlapped on a padded
cloth surcoat. Very light and capable of stopping even the
extremely sharp katana of a samurai warrior. Stops 5 Hits.
Leather.....................................................................................2
Heavy cured leather, usually in a tunic and head piece. Often,
leggings and arm coverings are attached by straps. Stops 1
Hit.
Plate Mail ...............................................................................8
The traditional armored knights costume. Heavy metal
plates, with an undermesh of chainmail. Bulky, cumbersome
(-2 to Move Score), but a real sword stopper. Stops 9 Hits.
Shield.......................................................................................6
Usually thick wood with a metal skin or metal bands. Can be
used to block or parry. As a bashing weapon, it causes DC=1
Damage. Stops 5 Hits.
Historical
Back and Breast...................................................................8
The succeeding generation of plate, made famous by the
Spanish conquistadors. The back and breast consists of a
metal covering over the back and chest, hinged with leather
straps. A metal helmet is also part of this assemblage. Stops
7 Hits.
Body Padding........................................................................4
Heavy leather and metal surcoat, designed to allow move-
ment while stopping bullets and sword cuts. Not all that
common, and not all that effective. Stops 3 Hits.
Modern
Bulletproof Clothing............................................................8
The modern equivalent of light body armor, designed to stop
most projectile weapons. The dense padding also is effective
against blows and stabs. Stops 7 Hits.
Kevlar Body Armor.............................................................10
The best protection in this epoch. Plastic composite plates
are interwoven with layers of Kevlar ballistic cloth. While
hot, scratchy and cumbersome, body armor will even stop
most rifle rounds. Stops 9 Hits.
Future
Battle Armor.........................................................................10
The next level of body armor, this form layers composite
armor plate, ballistic and reflective mesh, and a padded skin-
suit underneath. The favorite of space marines and other
heavy assault groups. Stops 11 Hits.
Light Body Armor..................................................................8
The futuristic version of Kevlar body armor, made famous by
stormtroopers everywhere. Light combat ceramic plates over
a padded spacesuit, this is an effective defense against
most beams and projectiles (unless its white). Stops 7 Hits.
Personal Forcefield...........................................................10
The most advanced form of personal protection, this heavy
belt generates a powerful forcefield capable of deflecting
physical attacks. Stops 7 Hits.
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Power Armor .......................................................................17
A heavy mesh of composite armors, reflective cloth, space-
suit and forcefields. This massive construct is driven by a
powerful internal exoframe, giving the wearer blow and
crushing strength equivalent to DC=4 Damage. Stops 15
Hits, subtracts 6 m/y from movement.
Smartsuit.................................................................................6
A spacesuit with integral forcefields built into it. The smart-
suit doesnt stop projectiles; it deflects them away.
Ablative/reflective plastics on the surface of the smartsuit
absorb or reflect rays and energy beams. Stops 3 Hits.
Spacesuit ................................................................................5
More for protection against the deadly environment of
space than against weapons, space suits do provide fair pro-
tection. All spacesuits and spacesuit variants (such as smart
suits, body armors, power armors, etc.) protect the wearer
from all types of poison, radiation, fire, cold and exposure
damage for up to 5 hours, and provide up to 10 hours of
breathable air. Stops 3 Hits.
Subdermal Armor.................................................................6
The cybernetic equivalent of light body armor; a very light
composite armor mesh is grafted under the skin. Vital areas
are covered with thin composite plates. The armor is usual-
ly unnoticeable under clothing (a DV=25 Awareness task).
Stops 3 Hits.
Pets, Animals, Companions
Huge Hunting Beast ..........................................................24
The largest form of personal combat pet, about the size of a
small dinosaur and capable of DC=5 Bite and DC=4 Claw
damage. 150 Hits, all combat/dodge skills at +3.
Large Flying Hunter ...........................................................18
The flying equivalent of the Large Hunting Beast; very small
dragons, huge eagles and pterodactyls would be good exam-
ples of the type. DC=3 Bite, DC=2 Claw, DC=2 wing damage.
Slow flying speed, 60 Hits, all combat/dodge skills at +3.
Large Hunting Beast..........................................................14
The larger equivalent of the Medium Hunting Beast, about
bear-sized. The large hunting beast is usually too dumb to
understand any commands more complex than KILL! or
SIT! DC=4 Bite and DC=3 claw damage. 90 Hits, all combat
skills at +3.
Medium Hunting Beast ....................................................10
Any type of hunting animal up to the size of a wolf or jaguar.
The medium hunting beast can understand simple one word
commands (GO! COME! SIT! KILL! TRACK! BRING!) and
causes DC=3 Bite and DC=2 claw damage. 50 Hits all com-
bat/dodge skills at +3.
Small Flying Companion....................................................5
Any type of small flying creature the flying equivalent of
the small fuzzy animal below. Can be batlike, lizardlike, bird-
like, ray like. DC=1 Bite, DC=1 Claw. Moves at Slow Flying
Speeds. 5 Hits, all combat/dodge skills at +2.
Small Fuzzy Animal Companion......................................2
Any type of small companion animal not much larger than a
cat. The small fuzzy animal has a bite that causes DC=1
Damage, isnt usually very smart, and can be trained to do
only simple tricks. 5-10 Hits, all combat/dodge skills at +2
TRANSPORTATION
I
n general, what describes a means of trans-
port is how big it is, how well-protected it
is, how fast it goes, how much damage it can
take, and what weapons (if any) can be
placed on it. Weapons on individual vehicles
are only suggestions. What is described are
the number of attacks the vehicle can make
and the type (as described in the
Vehicle/Heavy Weapons List). Vehicles are
assumed to be of average speed and
manueverability for their type; they may be
altered to become faster or more maneuver-
able at the Gamemasters discretion (and
costs). See also Vehicle Armor list.
P
layers should feel free to buy new
weapons with their Game points and
stack whatever they want on their vehicles
(with the Game Master's permission). In the
interests of flexibility, we've only provided
the loosest guidelines as to what will fit on
where; this allows you to create some vehic-
ular horror we've never considered and
stack it high with mass destruction. It does
help to use a little common sense here; it's
reasonable to accept an autocannon on an
automobile, but a large energy cannon is
pushing your luck. You Have Been Warned.
See also Speed Table on page 35.
Ancient [TL: 1-2]
Cart..........................................................................................22
Large, four-wheeled wagon, usually towed by one or more
Riding Beasts at Running Speeds. 62 SDP.
Chariot....................................................................................21
Small two wheeled cart, usually towed by two Light Riding
Beasts at Running Speeds. 60 SDP.
Da Vinci Glider....................................................................17
Light glider constructed of silk and bamboo, like Leonardo
DaVinci would have built. Can carry one man for up to 4
hours. Has 50 SDP moves at Very Slow Flyer Speed.
Flying War Beast................................................................18
A large and powerful war flyer, trained for combat (DC=3
Bite, DC=2 Claw). Movement is Very Slow Flyer, and has 60
Hits. 4 SDP armor is optional for an additional 12 points.
Galley.....................................................................................60
A large sailing vessel, usually with one sail and banks of
oars. Moves at Slow Ground Speed. Can carry up to 100
men and has 70 SDP. Thick wooden hull gives this vehicle
protection equal to Light Vehicle armor. (See pg 23). Armed
with one Catapult, one Ballista.
Heavy Riding Beast ...........................................................14
A large draft animal, used for hauling, plowing. Moves at
Walking Speed, 60 Hits. 4 SDP armor is optional at an addi-
tional 2 pts.
Light Flying Riding Beast.................................................16
A light, flying animal, moving at Slow Flyer speeds. (DC=2
Bite, DC=1 Claw, DC=2 Wing buffet ). 50 Hits.
Light Riding Beast..............................................................12
A basic riding animal. Moves at Sprinting Speed, and has 50
Hits.
Rowboat................................................................................17
Any type of small boat, usually propelled by pairs of oars.
Moves at Running Speeds. Can carry up to 3 men, and has
50 SDP.
Small Sailboat.....................................................................17
A small boat, powered by a single sail. Can carry up to 2 men
at Slow Ground speeds, and has 62 SDP.
War Riding Beast...............................................................16
A large and powerful riding animal, trained for combat
(DC=3 Bite,DC=4 Trample,DC=3 Kick). Movement is Running
Speed, and has 60 Hits. 10 SDP armor is optional for 2 pts.
Historical [TL: 3-4]
Balloon..................................................................................19
Small 2-4 man hot air vehicle. Dependent on the prevailing
winds, it moves at Very Slow Flyer Speed, with a 1 die roll
determining the wind direction every two hours: 1-3=going
where you want it. 4= 90 degrees clockwise of where you
want it. 5= 90 degrees counterclockwise of where you want
it. 6= going in the opposite direction of where you want it to.
Has 60 SDP.
Diving Bell............................................................................16
Heavily armored metal sphere which can be lowered to as
deep as a thousand feet underwater. A compressor and a
tending ship (small) are required. Some models (3 in 6) have
small manipulator arms that allow the pilot to pick things up
from the bottom. Has 60 SDP, but thick hull gives it the
equivalent of Very Heavy Vehicle armor.
Frigate..................................................................................108
A large, heavily gunned sailing ship of the type common
from the 1700's to the late1800's. Has six Cannon attacks
per turn. Can carry up to 200 men, moving at Slow Ground
Speed, based on wind direction (see Balloons for details). 17
Kills; thick wooden planking gives this the equivalent of
Medium Vehicle armor. 500 SDP.
Glider......................................................................................19
More advanced version of a bamboo parawing, more simi-
lar to gliders of early 17-1800s . Constructed of silk, balsa
and paper, can carry two men up to 4 hours. Has 60 SDP,
moves at Very Slow Flyer Speeds.
Ironclad...............................................................................110
A common type of steam-powered, heavily gunned and
armored warship of the late 19th century. Has 6 Cannon
attacks per turn. 17 Kills, thick iron plates gives this the
equivalent of Heavy Vehicle armor. Slow Ground Speed.
Man of War........................................................................140
The largest type of gunned sailing ship, with 8 Cannon
attacks per turn. Can carry up to 400 men, moving at Slow
Ground Speed, based on wind direction (see Balloons for
details). 23 Kills; thick wooden planking gives this the equiv-
alent of Medium Vehicle armor.
Sailing Ship..........................................................................84
One of the larger merchantman types from the 1500's to the
1700s. Can carry up to 100 men, moving at Slow Ground
Speed, based on wind direction (see Balloons for details). 11
Kills; thick wooden planking gives this the equivalent of
Medium Vehicle armor. Has 4 Cannon attacks per turn.
Zeppelin.................................................................................45
Huge lighter than air vehicle capable of carrying up to 100
people. Has 27 Kills, and moves at Slow Flyer Speeds.
Metallized hull and frame gives this vehicle the equivalent
of Light Vehicle Armor. A Zeppelin is very vulnerable to fire;
a fire-based attack automatically does three levels higher
damage than normal (such as from DC=2 to DC=5 ).
Modern [TL: 5-6]
Armored Personnel Carrier.............................................54
An armored combat vehicle, mounting a single Lt. Projectile
cannon and one Machinegun. Carries 6 men at Medium
Ground Speeds. 3 Kills, Heavy Vehicle armor.
Biplane..................................................................................38
A light prop plane with two wings (although this class can
be used to include triplanes and light monoplanes of the
early 1900s as well). A Slow Flyer with 62 SDP Fighters are
armed with one Machinegun attack.
Car...........................................................................................21
Any standard four-wheeled automobile. Carries up to 6 peo-
ple, at Fast Ground Speeds. 66 SDP for large cars (6 people),
64 for smaller (4 people). Metal skin gives this vehicle a Very
Light Vehicle armor rating. Can be armored with Medium
Vehicle armor, and have one Machinegun or Missile attack
added for the additional cost of the weapons and armor.
Helicopter.............................................................................32
Any light rotor-powered aircraft capable of hovering flight.
Most carry 4 people at Medium Flyer Speed. 64 SDP. Metal
skin gives this vehicle a Very Light Vehicle armor rating.
Note: Military versions can be armored with Light Vehicle
armor, and may have one Machinegun attack and one
Missile attack (per turn) added for the additional cost of the
weapons and armor.
Jet Fighter.............................................................................79
Equivalent to any light jet interceptor of the late 20th
Century. Moves at Superfast Flying Speed, and has 300 SDP.
Note: Most jet fighters carry one Autocannon attack per
turn, 2 missile attacks per turn (4 total), and have Light
Vehicle armor.
Jet Liner.................................................................................35
Any large, jet-powered passenger plane. Carries up to 300
people at Fast Flyer Speeds. 400 SDP. Metal skin gives this
vehicle a Very Light Vehicle armor rating.
Jet Ski....................................................................................16
Small, one-man surface skimmer, moving at Fast Ground
Speeds. Metal skin gives this vehicle the equivalent of Very
Light Vehicle armor. 60 SDP.
Light Private Plane.............................................................28
Any type of small monoplane from the mid 30s to present.
Seats 4-6. A Medium Flyer with 60 SDP. Metal skin gives
this vehicle a Very Light Vehicle armor rating.
MiniSub.................................................................................21
A small submersible, moving at Slow Ground Speeds. Metal
skin gives this vehicle the equivalent of Very Light Vehicle
armor. Carries two men. 2 SDP.
Motorcycle...........................................................................16
Single seat, two or three wheel vehicle, capable of Fast
Ground Speed. A sidecar can be added for an additional 4
Points. 60 SDP. Metal skin gives this vehicle a Very Light
Vehicle armor rating.
Private Jet ...........................................................................28
Equivalent to any small private jet of the present. Carries up
to 15 people, at Fast Flyer speeds. 200 SDP. Metal skin gives
this vehicle a Very Light Vehicle armor rating.
Prop Fighter..........................................................................44
The equivalent of a light combat monoplane of the WWII
period. One to three propellers, two Machinegun attacks per
turn and an airspeed equivalent to a Fast Flyer. 64 SDP.
Metal skin gives warplanes of this period the equivalent of
Very Light Vehicle armor.
Race Car................................................................................22
A single seat, high-performance automobile, moving at
Superfast Ground Speed. 60 SDP. Metal skin gives this vehi-
cle a Very Light Vehicle armor rating.
Space Shuttle......................................................................30
Ground to orbit spacecraft, carrying 6 people and a ton of
cargo at Superfast Speeds. Metal skin gives this vehicle the
equivalent of Very Light Vehicle armor. 5 Kills.
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Sportscar...............................................................................23
A far faster (Superfast Ground Speed) type of car. Carries 2
people and has 60 SDP. Metal skin gives this vehicle a Very
Light Vehicle armor rating. Can be refitted to carry Light
Vehicle Armor and one Machinegun or Missile attack added
for the additional cost of the weapons and armor.
Submarine............................................................................82
A large submersible, moving at Slow Ground Speeds, carry-
ing upwards of 50 men and with three Torpedo attacks per
turn (12 reloads). For an additional 10 points, the submarine
can be nuclear powered and move at Fast Ground Speeds.
23 Kills; double hull and thick plates give this the equivalent
of Heavy Vehicle armor.
Tank........................................................................................57
A Very Heavy Vehicle armored, tracked ground vehicle, mov-
ing at Medium Ground Speeds. Requires one gunner and
one driver for full capabilities. Usually carries one
Machinegun and one Medium Projectile Cannon attack. 5
Kills.
Warship...............................................................................131
Any large military surface ship moving at Slow Ground
Speeds and carrying upwards of 50 men. A warship has 4
Heavy Projectile Cannon and 2 Torpedo attacks per turn.27
Kills. Plated in Very Heavy Vehicle armor.
Future [TL: 7-9]
Dimensional Transporter...............................................500
Allows travel between dimensions. The user must have
exact coordinates for where he wishes to go (DV=25
Navigation), and may not make more than one trip in any
one 24 hour period. The machine is huge,immobile, and
fragile (62 SDP).
Flight Pack..............................................................................6
Personal flying transport, usually in a backpack form, but
sometimes in a bulky belt around the waist. Powered by
antigravity units, rockets, jets, fans or helicopter blades. All
types move at Slow Flyer Speed. 53 SDP.
Flyer........................................................................................35
Any type of light, wingless flying vehicle. Usually powered
by fans, antigravity modules or some other type of non-aero-
dynamic lifting form. Can have one Machinegun or Missile
attack added for the additional cost of the weapon. Capable
of Fast Flyer Speeds. Metal skin gives this vehicle the
equivalent of Very Light Vehicle armor. 62 SDP.
Giant Robot ..........................................................................69
Any type of gigantic humanoid machine piloted by a human
operator. The generic Giant Robot moves at Fast Flying
speed, has 3 Kills, and is covered in Very Heavy Vehicle
Armor. Giant Robots carry one Energy Melee Weapon and
one Medium Energy Cannon attack. By buying additional
vehicle types, the giant robot can be made transformable,
i.e.,capable of taking on the form of a spacefighter or other
vehicle (its speed changes, but its weapons remain the
same).
Hovercar................................................................................23
Any type of personal car capable of hovering up to 3 feet
off the ground. Hovercars can be suspended on antigravity
units, fans, jets, rockets or any other type of futuristic lifter
form. Capable of carrying 4-6 at Superfast Ground Speed.
Metal skin gives this vehicle the equivalent of Very Light
Vehicle armor. 62 SDP. Can have one Machinegun or Missile
attack added for the additional cost of the weapon.
Hovercycle...........................................................................18
The two-man, motorcycle equivalent of a hovercar.
Superfast Ground speeds, 60 SDP. Metal skin gives this
vehicle the equivalent of Very Light Vehicle armor.
Hovertank .............................................................................63
The heavy duty, combat tank version of the hover vehicle.
Fast Ground Speeds, plated in Very Heavy Vehicle armor.
Armed with one Light Energy Cannon and one Medium
Energy Cannon attack per turn. 5 Kills.
Personal Spaceship..........................................................81
Any type of small spacecraft carrying up to 10 people at
Superfast Flying Speeds. All types have FTL capability and
are armed with two Medium Energy Cannon attacks per
turn. The spaceship can be covered in Medium Vehicle
armor for the additional cost of the armor, otherwise, metal
skin gives this vehicle the equivalent of Heavy Vehicle
armor. 7 Kills.
Space Battleship..............................................................209
Military battlewagon, with 6 Medium Energy Cannon
attacks, 3 Heavy Energy Cannon attacks, and one Mega
Energy Cannon attack. Battleships are plated in Super
Heavy Vehicle armor, move as Superfast Flying vehicles, and
are automatically FTL capable. Crews are usually about 2-
300. 32 Kills.
Space Cruiser....................................................................140
A smaller version of the above, with six Medium Energy
Cannon attacks per turn and a Superfast Flying Speed (all
types also have FTL capacity). Can carry up to 200 people or
multi-ton cargoes. The space cruiser is covered in Very
Heavy Vehicle armor, making it impervious to anything but
large ship attacks. 22 Kills.
Spacefighter ........................................................................72
Any type of light, aerodynamic, 1-2 man spacecraft, usually
fulfilling a role similar to jet interceptors today. Speed is
Superfast Flyer. For an additional 12 Game Points, a space-
fighter can become Faster Than Light capable.
Spacefighters are armed with two Light Energy Cannon
attacks, one Missile attack and are plated in Heavy Vehicle
armor. 3 Kills
Teleporter............................................................................300
Instantaneous transportation between two points.
Coordinates for the landing point must be known, either by
sensors or by some type of lock on procedure (GM's
choice). Range is usually about 100,000 miles. Teleporters
come as landing pads, or booths. 60 SDP
Time Machine........................................GM Special Only
A small vehicle about the size of a car, which travels
between time periods. The user must know the exact coor-
dinates for the time to which he wishes to go. The machine
is immobile, but for an additional 100 points can be made to
move through space as well as time. Metal skin gives this
device the equivalent of Very Light Vehicle armor. 62 SDP.
VEHICLE/HEAVY
WEAPONS
A
ll vehicle weapons have a range of
Extreme. It's assumed that when these
weapons hit a vehicle-sized target, they act
much as a man sized attack would against a
mansized target, striking only one area.
However, when fired against a smaller than
vehicle-sized target (like a really unlucky
human), they are considered to cover a Small
Area or larger with damage. This means that
when a Mega Energy Cannon hits in the mid-
dle of a city block, everything within a Small
Area automatically takes 8 Kill Level dam-
age. Think about it.
Ancient [TL: 1-2]
Ballista...................................................................................12
A large weapon designed to fire either a heavy bolt or many
(10) smaller spears. DC=10 Damage. 60 SDP
Catapult .................................................................................12
A wood and metal arm and bucket arrangement, used to
hurl heavy (and usually burning) materials long distances
(well, long if youre a Greek used to spears). DC=10
Damage, Small Area Effect. 50 SDP
Historical [TL: 3-4]
Cannon ..................................................................................13
This type covers any large metal field gun, firing iron balls
propelled by black powder. Found on both land and sea, the
cannon is a staple large weapon from 1600 to 1900. 1 Kill
Damage over a Small Area Effect. 10 shots.
Gatling Gun ..........................................................................13
The predecessor to the machinegun, this multibarrelled, tri-
pod-mounted weapon fires hundreds of bullets at the turn
of a crank. 1 Kill Damage as a Beam attack. 10 shots. (See
pg 31).
Modern [TL: 5-6]
Autocannon..........................................................................15
The second generation of the Gatling gun, this multi-bar-
relled weapon uses an electric motor to crank out fire at
unbelievable rates. DC=10 Damage as a Beam attack. 10
shots. (See pg 31).
Bomb......................................................................................14
An unguided explosive, usually dropped from a height by
planes. 2 Kill Damage over a Large Area.
Machinegun.........................................................................12
A rapid-fire weapon used from the First World War through
the present. Found on the battlefield, in aircraft and on
ships. DC=10 damage in a Beam attack. 10 shots. (See pg
31).
Missile...................................................................................14
Small, self-guided rocket. Used on ships and planes of all
types, occasional battlefield vehicles. Also includes any of a
variety of small, shoulder-carried, single shot missile launch-
ers (Stingers, Hellfires, etc.). 2 Kill Damage over a Large
Area.
Heavy Projectile Cannon
Type........................................Damage .....................Cost
Light .............................................1 K ..............................12
Medium .....................................5 Kill..............................13
Heavy .........................................10 Kill ...........................14
The modern day equivalent of the cannon, firing explosive
shells. The Light size (S.Area damage) is usually found on
small armored vehicles, in anti-aircraft batteries and in a
few larger aircraft. Medium-sized (L.Area Damage) are
found in siege weapons and ship batteries. Heavy Cannon
(L.Area Damage) are found only in heavy artillery units, or on
the largest capital ships. 20 shots.
Torpedo..................................................................................14
The aquatic version of the missile, usually launched by a
submarine, but also occasionally by ASW helicopters and
ships. Self-homing. 2 Kill Damage over a Large Area.
Future [TL: 7-9]
Energy Cannon
Type..........................................Damage........................Cost
Light .............................................2K ...............................12
Medium .......................................4K.................................13
Heavy............................................6K.................................14
Mega............................................8K.................................15
Includes lasers, plasma throwers, sonic weapons, disrup-
tors, blasters, phasers, etc. Most project light beams or
bolt. Light sizes (Beam) are used by spacefighters or by
troops in light battlefield positions. Medium types (S.Area)
are used by most small spacecraft, including heavy fighter
bombers, merchantmen and small warships. Heavy types
(L..Area) are carried by capitol starships below battleship
level and planetary defense systems. Mega types are used
as a main gun for space battleships and planetary defense.
(See pg 31).
Energy Melee Weapon.....................................................12
Primarily designed for mecha and other giant robotic fight-
ing machines. Blades can be made of laser energy, plasma,
force fields, sonic vibrations, etc. Most are visible as glow-
ing cylinders or rods of light. 5K Damage.
Energy Torpedo...................................................................14
Any type of packaged energy blast, usually held in check
by a magnetic bottle or special container. Most types con-
tain antimatter, plasma, nuclear explosives, tachyons or
some other type of 10K Damage,Large Area Effect.
Vehicle Armor
Iron, metal or other composite plates of armor used to
absorb and deflect attacks to vehicles.
Type.............................................................Cost ...........Stops
Very Light Vehicle ............................................2.............25DC
Light Vehicle .....................................................4.............50DC
Medium Vehicle ...............................................6...........100DC
Heavy Vehicle ...................................................8..............1 Kill
Very Heavy Vehicle ........................................10..............2 Kill
Super Heavy Vehicle .....................................12..............4 Kill
Vehicle Force Field.................................Cost ............Stops
Light Vehicle ...................................................12..................2K
Heavy Vehicle .................................................20..................4K
This is a large field accumulator capable of defending up to
a single titanic object like a space battleship, including a
several city block-sized fortification. It is too large to mount
on anything smaller than a truck and requires a very large
powerplant to operate it.
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Banish Animal ...........................DV=14.................S.AREA
This spell counters the Summon Animal spell, sending
the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one use.
Banish Demon...........................DV=22.................S.AREA
This spell counters the Summon Demon spell, sending
the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one use.
Banish Elemental ......................DV=18.................S.AREA
This spell counters the Summon Elemental spell, send-
ing the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one use.
Banish Monster.........................DV=18.................S.AREA
This spell counters the Summon Monster spell, sending
the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one use.
Banish Spirit ..............................DV=14.................S.AREA
This spell counters the Summon Spirit spell, sending the
summoned creature back to where it came from, even if
its task is uncompleted. Duration: one use.
Banish Undead..........................DV=22..................L.AREA
This power allows the cleric to break the unclean bonds
holding the unliving to this plane. All undead within the
area are instantly restored to the land of death, crum-
bling to dust before the clerics power. Duration: one use.
Bless...........................................DV=14..................TOUCH
The cleric blesses the subject with the good favor and
fortune of his gods. The subject will have an automatic
+1 advantage in any action he takes. Limit once per day
per subject. Duration: one game day.
Cast Off Curse...........................DV=18..................TOUCH
This spell counteracts and removes the effects of the
Curse spell. Duration: one use.
Create Food ...............................DV=14.................S.AREA
Creates up to 10 lbs. of food (clerics choice of type &
amount) each time it is cast. Permanent.
Create Water.............................DV=14.................S.AREA
Creates up to 100 gallons of pure, drinkable water.
Permanent.
Cure Disease.............................DV=18..................TOUCH
This spell instantly neutralizes the effects of any disease
or Plague spell. It will not reverse any damage previous-
ly taken from the diseases effect. Duration: one use.
Curse...........................................DV=18.................S.AREA
The cleric inflicts on the victim a dark aura of unluck and
ill fortune. The target will have an automatic -1 penalty
in any action he takes until the Curse is dispelled by use
of a Cast Off Curse spell. Limit once per day per subject.
Detect Evil .................................DV=18..................L.AREA
The cleric is able to sense the presence of evil or the
recent use of evil sorcery within a Large Area of his posi-
tion. The effect moves with the caster. He may also use
this spell to determine if an item or place is of an evil
nature. Duration: 6 rounds.
Detect Falsehood......................DV=14.................S.AREA
The cleric can automatically tell if someone is lying to
him, or if something he examines is an illusion. Duration:
4 rounds.
Exorcise......................................DV=22..................TOUCH
The cleric calls upon his gods to force a soul out of an
unnatural union with another body or artifact. This is a
counterspell to the Bind Soul spell, and may also be
used against possessed creatures and characters, or to
restore a bound soul to its original body.
Find True Path............................DV=14..................L.AREA
The cleric is able to determine the safest and most direct
path between any two points. While this does not guar-
antee absolute safety, the path chosen will always be
the safest and most direct option if several choices are
available. Duration: 4 rounds.
Heal ............................................DV=18..................TOUCH
Restores one die plus one Hit to the player instantly.
Clerical Healing may only be done once per game day on
any particular player. The shock of rapid healing is fatal
when frequently used. Duration: one use, once per game
day per person.
Invoke Gods...............................DV=26.................S.AREA
This power allows the cleric to reach out to the higher
god planes to commune with his or her ruling deity. The
deity grants the cleric a boon equal to a 5 point bonus on
one subsequent task or action. This invocation may only
be used once per game; gods are busy immortals and
dont take to being bothered all the time. Duration: until
action is taken.
Neutralize Poison......................DV=14..................TOUCH
This spell fully neutralizes the effects of any poison or
Poisoning spell instantly. It will not, however, reverse
any damage previously taken from this poisoning effect.
Duration: one use.
Part Water .................................DV=22..................L.AREA
Creates a pathway through any body of water exactly 16
y/m (48 feet) wide, and 16 y/m back and front of the
caster. Effect moves with cleric. Duration: 10 rounds.
Protection From Evil..................DV=14..................L.AREA
The cleric is surrounded with an aura of saintliness and
Good, totally filling a Large Area around him. All evil
things within this area must immediately retreat beyond
the affected space. A Willpower roll may be made
against the casters Will to resist this spell. Duration: 5
rounds.
Purify ..........................................DV=18..................TOUCH
Counters the effects of any poisonings, as well as the
spells Poison, Plague and Corruption. Does not replace
lost Hits. Duration: one use.
Regeneration.............................DV=18......................SELF
Through his concentration and faith, the cleric can
regenerate one Hit per hour until he is fully healed or he
has taken another wound. You may not regenerate from
being killed. Duration: until fully healed or another Hit is
taken.
Resurrection .............................DV=26..................TOUCH
Calling upon his gods aid, the cleric is able to raise one
killed player or creature from death each Game. The res-
urrected player is restored with one Hit (all other lost
Hits must be recovered through either normal healing,
Healing or Regeneration spells). Duration: once per
game.
Turn Undead ..............................DV=18..................L.AREA
The caster creates a sphere of holy power around him-
self, through which undead creatures cannot pass.
Duration: 5 rounds.
Walk on Air................................DV=26......................SELF
The cleric can easily walk through the air as though
walking on a sheet of invisible glass. Speed is a normal
Walk. To change altitude, the cleric walks up or down as
Magic
T
he realm of Magic grants the user the ability to affect and influence the mate-
rial world through either incantations and artifacts (Sorcery), or through the
intercession of Higher Powers or Beings (Clerecy). In both cases, the individual
act of magic is a task like any other, performed by using either the Sorcery skill
or the Clerecy skill. Each act of Magic has a name, a Difficulty Value [DV] and the
range it can effect. Magic spells are not bought with Option Points, magic skills
are. These tasks may not be attempted without the appropriate skill.
Self: The user can only affect himself.
Touch: The user can only affect things he is touching
Beam: The power is projected in a narrow beam like a laser, up to 100 m/yds
Blast: The power is projected in a beam that widens 1 m/yd for every 2 m/yds
travelled (at 2m/yds, the beam is 1m/yd wide, at 4, it is 2m/yds, at 6, it
is 3m/yds wide, etc.)
Small Area: The power affects an area extending in radius 4 m/yds from the user.
CLERICAL MAGIC LIST
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if climbing an imaginary hill. Lasts 10 rounds or until dis-
pelled.
Walk on Water..........................DV=22......................SELF
The cleric is so holy he can easily walk across any body
of water at normal Walking speed. Duration: 10 rounds.
Summoning
Summon Animal .......................DV=18.................S.AREA
This spell summons one random animal, allowing the
Magic User to command it to perform one task. The ani-
mals combat and dodge skills have a base level of
between 1 and 6 (roll 1 die for each) and cause damage
based on a one die roll (1-2/DC=2 3-4/DC=4 5-6/DC=5).
Duration: till task complete.
Summon Demon ......................DV=26.................S.AREA
This spell summons one random demon (choice defined
by Game Master for his particular Game), allowing the
Magic User to command it to perform one task. The
Demons combat and Dodge skills have a base level of
between 2 and 12 (roll 2 dice for each) and cause DC=10
with its natural weapons. It also has 4-24 Hits (roll 4
dice) and skin equivalent to 45 Hits. Duration: till task
complete.
Summon Elemental ..................DV=22.................S.AREA
This spell summons one random elemental force (Earth,
Air, Fire or Waterchoice of Game Master), allowing
the Magic User to command it to perform one task. The
Elementals combat and dodge skills have a base level of
between 1 and 6 (roll 1 die for each) and cause DC=10
with its natural weapons. It also has 2-12 Hits (roll 2
dice) and has skin equivalent to 18 SDP Armor. Duration:
till task complete.
Summon Monster.....................DV=22.................S.AREA
This spell summons one random monster (choice
defined by Game Master for his particular Game), allow-
ing the Magic User to command it to perform one task.
The Monsters combat and dodge skills have a base level
of between 1 and 6 (roll 1 die for each) and cause DC=5
with its natural weapons. It also has 3-18 Hits (roll 3
dice) and has skin equivalent to 28 SDP Armor. Duration:
till task complete.
Summon Spirit...........................DV=18.................S.AREA
This spell summons one random Spirit (as defined by
Game Master for his particular Game), allowing the
Magic User to command it to perform one task. The
Spirits dodge skill has a base level of between 1 and 6
(roll 1 die). It also can use both Aura of Death and
Corruption spells at +5, has 1-6 Hits (roll one die) and has
protection equivalent to 10 SDP Armor. Duration: till task
complete.
Conjuration
Breathe Water...........................DV=14..................TOUCH
Allows caster/target to breathe water for up to 10
rounds. Duration: 10 rounds.
Control Fire.................................DV=14.................S.AREA
Allows the caster to control the size and intensity of any
fire within a Small Area around himself. Any damage
caused by the fire can be increased/decreased by up to
two levels of damage (from DC=2 to DC=4, or from DC=5
down to DC=3). Duration: 3 turns.
Control Water............................DV=14.................S.AREA
Allows the caster to control and shape up to 100 gallons
of water; you can form shapes, move it in desired direc-
tions, etc. Duration: 3 turns.
Control Weather .......................DV=18..................L.AREA
The caster is able to control the weather immediately
around himself (Large Area). He may create rain, snow-
storms, hailstone showers or unseasonable warmth.
However, subjects within the area of effect (while cold,
wet and possibly sunburnt), take no damage. Duration: 3
rounds.
Create Air...................................DV=14..................L.AREA
Creates a volume of air completely filling a Large Area
around the caster. Duration: 6 turns.
Create Darkness........................DV=14.................S.AREA
Creates a globe of absolute darkness in a Small Area
around the caster. Lasts until dispelled.
Create Defender........................DV=22.................S.AREA
This spell allows the caster to create a single warrior to
defend him in mortal combat, using a sword, club, ener-
gy sword or other melee weapon appropriate to the
epoch of the game. The Defender will fight for 3 rounds,
has a Melee Weapon skill of 4, has 12 Hits and is wear-
ing any type of Light Personal Armor appropriate to that
epoch. Duration: 3 turns.
Create Food ...............................DV=18.................S.AREA
Creates up to 10 lbs. of food (casters choice of type &
amount) each time it is cast. Permanent.
Create Light ...............................DV=14.................S.AREA
Creates a globe of light entirely filling a Small Area
around the caster. Lasts until dispelled.
Create Water.............................DV=14.................S.AREA
Creates up to 100 gallons of water. Permanent.
Door Ward.................................DV=18..................TOUCH
Creates a barrier around any doorway the caster touch-
es, with a strength equivalent to 54 SDP. Lasts till dis-
pelled or broken.
Enchant Weapon ......................DV=22..................TOUCH
This spell enchants a specific weapon, granting 2 extra
points to weapon accuracy for any Melee Attack made
with it. Duration: 4 turns.
Enlarge/Reduce.........................DV=18..................TOUCH
Allows the caster to enlarge or reduce the size of any
object or creature, up to 100 times its normal size or
100th of normal. Duration: 3 turns.
Greater Shapechange ..............DV=26..................TOUCH
The caster has the ability to change shape into anything
(of the same mass and general size) he desires, also
gaining the abilities of whatever he is changed into at
this time. Lasts until dispelled.
Growth of Plants.......................DV=18..................L.AREA
This spell increases the growing power of any plants
within a Large Area of the caster for up to 3 rounds. Each
turn, the size of the plant increases by one level; Two
y/m of grass expands to 4 square y/m of brush, then
brush to trees (8 square y/m), and trees to giant red-
woods (16 square y/m). Very good for creating barriers
between the caster and opponents. Duration: 3 rounds.
Magewind .................................DV=18..................L.AREA
This spell allows the caster to create a strong wind capa-
ble of blowing over most humans (casters Willpower roll
vs defenders Athletic roll) in a Large Area around him-
self. If knocked over, the target will take DC=2 damage.
This spell can also be used to propel sail-driven vehicles
at up to 10 m.p.h.. Duration: 3 rounds.
Mend..........................................DV=14..................TOUCH
This spell allows the Magic User to repair one non-mag-
ical item of any sort to its original (as if new) condition.
Permanent.
Move Earth................................DV=14.................S.AREA
Creates a tunnel in the earth 2 y/m (6 feet) wide and 10
y/m (30 feet) in front and in back of the caster. Lasts 5
rounds. Moves with caster. Duration: 5 rounds.
Noise..........................................DV=14.................S.AREA
Creates a loud explosion of random noise in a Small
Area around the caster. Duration: 3 rounds.
Shapechange.............................DV=22..................TOUCH
The caster has the ability to change his own (or anoth-
ers) shape to anything of the same mass or size. He does
not, however, gain the abilities of whatever is changed
into at this time (for example, as a bird, he could not fly).
Lasts until dispelled.
Silence........................................DV=14.................S.AREA
Creates a globe of absolute silence in a Small Area
around the caster. Lasts until dispelled. Moves with caster
Stone to Sand...............................DV=18...................S.AREA
Turns any stone object up to 1,000 pounds into an equal
volume of sand. Permanent.
Transmutation............................DV=26..................TOUCH
The caster can change the composition of up to 1lb. of
material to a more valuable form; lead becomes gold,
gold becomes diamonds, etc. The duration and perma-
nency of the change is decided by the Gamemaster.
Vaporous Body ..........................DV=22..................TOUCH
Gives the caster/target a body with the consistency of
mist, capable of going through any air-permeable sur-
face. Duration: 4 rounds.
Weapon of Power.....................DV=26..................TOUCH
Increases the damage done by a specific weapon by two
levels (such as from DC=2 to DC=4) for 4 rounds.
Necromantic
About Necromantic Spells: These spells concern
the unliving and recently dead. As a rule, those
who use these spells are considered to be evil
and should be shunned. However, in some games,
particularly those set in a Horror or Lovecraftian
genre, players may be required to use these spells
in the battle against assorted nameless horrors.
The use of these spells is therefore up to the Game
Master and depends upon the current game he is
running.
Aura of Death............................DV=14.................S.AREA
The caster is surrounded with an aura of horror and
death. All living things (excluding caster & allies) within
this area must immediately retreat beyond the affected
space. Duration: 3 rounds.
Awaken the Dead.....................DV=22..................TOUCH
The caster can bring one dead creature back to a state
of half-life until the spell is broken. In this state, the
undead creature regains all of the skills and abilities it
had while alive, but is still in a rotting, putrescent state.
Duration: until dispelled.
Corruption..................................DV=18..................TOUCH
The casters touch causes any living things to putrefy and
decay, taking DC=3 for 4 rounds.
Plague.........................................DV=22..................TOUCH
The casters touch causes any living thing to sicken and
rot horribly, taking DC=4 each hour until dead. Dispelled
by the Clerical Spell Purify.
Poison.........................................DV=14..................TOUCH
The caster causes any living thing touched to take Strong
Poison damage until the grip is released. Lasts until grip
is broken.
Speak w/Dead ..........................DV=18.................S.AREA
The caster can speak to any dead thing whose remains
are within a Small Area of himself. It will communicate
to him in the manner which it used in life (men speak,
cats yowl, etc.). Duration: 4 rounds.
Steal Life Force .........................DV=22..................TOUCH
Allows the caster to take up to 4 Hits from another tar-
get and add these stolen Hits to himself. He may not
raise his total Hits to greater than the original number.
Duration: single touch.
Touch of Death..........................DV=26..................TOUCH
The casters touch causes any living thing to take DC=10.
Lasts until grip is broken.
Zombie Master..........................DV=26..................L.AREA
Allows the caster to control all undead creatures within
a Large Area of his position until dispelled. The undead
follow all commands, and may leave the casters area to
perform specific tasks. Duration: until dispelled.
Illusion
Cascade of Lights......................DV=14.................S.AREA
The caster launches a fountain of brilliant fireworks from
his hands, causing blindness and a -3 penalty to any tar-
gets attacks or other actions. Duration: 1 round.
Illusion........................................DV=18.................S.AREA
The caster can create a single illusion (filling a Small
Area around himself), which appears real in all aspects.
The illusion appears to react to the world as the real
thing would, but cannot actually physically manipulate
MAGIC
SPELL LIST
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things. A Willpower roll may be made against the
casters Will to resist this spell. Duration: until dis-
pelled.
Invisibility..................DV=22................................TOUCH
The caster (or a selected target), is rendered DV=25 to
spot with any Awareness roll. He may attack while in
this form, but this will reduce spotting him to a DV=20
task. Duration: 6 rounds.
Mage Fire.................DV=18...............................S.AREA
The caster is surrounded with a flickering barrier of rag-
ing blue fire. Anyone crossing the barrier takes DC=3
Damage. A Willpower roll may be made vs the casters
Will to resist. Duration: 3 rounds.
Multi-Mirrored Image....DV=18........................S.AREA
The caster creates a multitude of shifting, realistic
images of himself in a Small Area, each doing exactly
the same thing. Anyone attacking the caster will be at
a -4 point skill penalty. Duration: 4 rounds.
Offensive
Arrow of Fire............DV=18 ...............................L.AREA
The caster creates a magical arrow (bow required) that
causes anyone it hits to burst into flame (DC=4 damage
for two rounds). The arrow then burns away. Damage
can be avoided on the second round by pulling out the
arrow (a DV=20 First Aid task). Duration: one shot.
Bind Person..............DV=22...............................S.AREA
The target is wrapped and bound in webs of twisting
black and red energy. He may not move or act, and may
only be released by use of a Dispell. Duration: until dis-
pelled.
Bind Soul ..................DV=26................................TOUCH
The targets consciousness is transferred and bound
into any small inanimate object, while his body goes
catatonic. The soul may only be released through use
of an Exorcise spell. Duration: until exorcised (the soul
returns to the original body, unless it is destroyed). A
Willpower roll may be made against the casters Will
to resist this spell.
Blast of Force...........DV=18.................................BLAST
The casters target is struck by a glowing red blast of
power, causing DC=4. Duration: one blast.
Blinding.....................DV=18 ...............................L.AREA
The caster causes one target within a range to suffer
absolute blindness. All actions are made at a -5 penal-
ty. Duration: 3 rounds.
Charm.......................DV=18...............................S.AREA
The caster is able to create an aura around himself of
good fellowship and trust; the target will regard the
caster as a good friend and treat him as such for up to
5 rounds. A Willpower roll may be made against the
casters Will to resist this spell.
Curse.........................DV=26...............................S.AREA
The caster inflicts the victim with a deep pall of unluck
and ill fortune. The target will have an automatic -4
penalty in any action he takes until the Curse is
removed by use of a Cast Off Curse spell. Duration:
until dispelled.
Deathword...............DV=26...............................S.AREA
The caster shouts a single word so horrible that his tar-
get instantly takes DC=10. One target only; must be
within a Small Area of effect. Duration: one shout.
Dehydrate.................DV=18................................TOUCH
The caster instantly sucks most of the liquid out of the
target, causing DC=5 to any living organism. This can
also be used to absorb up to 30 gallons of water at a
casting. Duration: 1 round.
Disintegrate .............DV=26.................................BEAM
The target begins to disintegrate over 4 rounds, each
turn taking DC=10 damage. If the target reaches 0 Hits
during this time, he is entirely vaporized. Duration: 4
rounds.
Earthquake...............DV=18 ...............................L.AREA
The caster causes the earth around himself to open up
and churn furiously. The attacks lasts 2 rounds, each
round causing anyone within the area of effect to have
a -4 penalty to any action (caster excepted). Duration:
2 rounds.
Fireball ......................DV=22.................................BLAST
The caster releases a blast of seething flame which
engulfs everything within reach. All targets take
DC=10.
Flesh to Stone..........DV=22................................TOUCH
The target is turned to stone over 2 rounds, each round
receiving DC=3 Damage. If the damage kills the char-
acter, he may not be restored; if he is merely wounded
and turned to stone, he can be freed with a Stone to
Flesh spell (but damage is not healed). Duration: 2
rounds.
Hands of Flame .......DV=14................................TOUCH
The casters hands are wreathed in a ball of fire, caus-
ing DC=3 damage to anything he touches. Duration: 2
rounds.
Ignite.........................DV=22................................TOUCH
The casters target bursts into flame spontaneously,
taking DC=2 This may also be used to start fires with
any dry wood or tinder. Duration: 2 rounds.
Lava Eruption...........DV=26 ...............................L.AREA
The caster causes the earth around himself to open up
and gout huge spurts of boiling rock. The attacks lasts
2 rounds, each turn causing DC=10 damage to all
trapped in the area with the exception of the caster
himself.
Mists/Obscurement....DV=14............................L.AREA
The caster causes the earth around himself to open up
and exude a thick, choking mist. The effect lasts 6
rounds, during which anyone (except caster) within the
area of effect will take all actions at a -3 penalty.
Mystic Arrow...........DV=14 ...............................L.AREA
The caster creates a magic arrow (bow required) that
causes a DC=3 wound the round it hits, a DC=2 Wound
the next round, and a DC=1 wound the last round. The
arrow then melts away. Damage can be avoided on
successive rounds by pulling out the arrow (a DV=20
First Aid task). Duration: one shot.
Paralyze ....................DV=18.................................BEAM
The casters target is immobilized for 1-6 rounds (roll 1
die).
Repulsion..................DV=14...............................S.AREA
The caster creates an aura of disgust around himself
or his target. All living things within this area must
immediately retreat beyond the affected space. A
Willpower roll may be made against the casters Will
to resist this spell. Duration: 3 rounds.
Rust...........................DV=18................................TOUCH
The casters touch causes the target (any ferrous metal)
to rust over time, each round taking DC=3 damage until
it is rusted away (0 SDP). Duration: until dispelled.
Shatter......................DV=18................................TOUCH
The casters touch causes any hard, non-living target to
shatter and break (DC=4 damage). Duration: one touch.
Sleep.........................DV=14 ...............................L.AREA
The caster causes any desired targets within a Large
Area around himself to fall into a deep sleep. The sleep
will last up to 2-12 rounds (roll 2 dice) or until dispelled.
A Willpower roll may be made against the casters Will
to resist this spell.
Stunning Grasp........DV=14................................TOUCH
The caster causes a blast of disorienting power to stun
anyone he touches. The target is confused and at a -5
penalty to any action he attempts. Duration: 3 rounds.
Swallowed by Earth .....DV=22..........................L.AREA
The earth beneath the target opens up and swallows
him. The resulting pit is 4 m/yds (12) square, 4 m/yds
(12) deep, and has smooth sides (climbing out is a
DV=25 Athletics task). Permanent.
Thunderbolt................................DV=22..............................
tim arthur (order #4242885) 24.180.137.88
BEAM
The caster hurls a bolt of lightning to strike several tar-
gets in its path (Beam). All targets take DC=4 damage.
Duration: one bolt.
Transformation..........................DV=26.................S.AREA
The caster can change any living thing into another liv-
ing thing of equal mass and size (for example, a 100 lb.
man into a 100 lb. panther). He may also change a living
thing into something not normally of equal size or mass;
it will simply retain its original mass/size ratio in the
new form (example: a 100 lb., 6 foot frog). Does not grant
changer the abilities of the new form. Lasts until
Dispelled or Breakspelled. A Willpower roll may be
made against the casters Will to resist this spell.
Defensive
Absorb Spell ..............................DV=26......................SELF
The spell allows the character to absorb the energy of
one attacking spell. The spell must then be released as
the next spell the absorber casts (if A hits B with a
Fireball, the next spell B casts must be a Fireball).
However, the spell may be stored for as long as he wish-
es. Duration: absorbs one spell.
Armor of Light ...........................DV=22......................SELF
The caster raises a protective barrier of shimmering light
around himself, making him invulnerable to all light-
based attacks, including Blinding, Create Light, Create
Darkness and Spray of Light. Duration: 6 rounds.
Armor of Thought......................DV=22......................SELF
The caster raises a protective barrier around his mind,
making him invulnerable to all mentally based spells
(Sleep, Charm, Repulsion), as well as the Psionic attacks
of Mental Enfeeblement, Emotion Attack, Mental
Command, Domination, Illusion, Mental Link, Mental
Illusion, Mental Transfer, Mind Wipe, Psibolt, Read
Mind, Telepathic Stun, Telepathic Invisibility and Sense
Emotion. Duration: 4 rounds.
Banish Animal ...........................DV=18.................S.AREA
This spell counters the Summon Animal spell, sending
the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one banish-
ment.
Banish Demon...........................DV=26.................S.AREA
This spell counters the Summon Demon spell, sending
the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one banish-
ment.
Banish Elemental ......................DV=22.................S.AREA
This spell counters the Summon Elemental spell, send-
ing the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one banish-
ment.
Banish Monster.........................DV=22.................S.AREA
This spell counters the Summon Monster spell, sending
the summoned creature back to where it came from,
even if its task is uncompleted. Duration: one banish-
ment.
Banish Spirit ..............................DV=18.................S.AREA
This spell counters the Summon Spirit spell, sending the
summoned creature back to where it came from, even if
its task is uncompleted. Duration: one banishment.
Break Binding ...........................DV=18..................TOUCH
This spell protects the caster or another subject against
all binding spells (Bind person, Bind Soul) for 4 rounds.
Breakspell ..................................DV=18.................S.AREA
This allows the caster to break or disrupt one spell in
the process of formation, or to stop any attacking spell
currently being used (the equivalent of a magical
Dodge).The attacking spell dissipates and must be
restarted all over again. Duration: one use.
Concealment..............................DV=18......................SELF
The character can blend into any type of background,
making it a DV=20 task to spot him. Duration: 6 rounds.
Dispel Sorcery ..........................DV=18.................S.AREA
This spell removes the effects of one lasting magical
force, such as Enchantments, Weapons of Power, Arrow
of Fire or Mystic Arrows, and other protective spells. In
short, if the spell lasts longer than a single use, it can be
dispelled by this cantrip. Duration: one use.
Extinguish Fires .........................DV=14.................S.AREA
The caster can extinguish all fires within a Small Area of
his location, no matter how powerful or large they are.
Effect does not move with caster. Duration: 2 rounds.
Mystic Shield.............................DV=26......................SELF
The caster raises a small protective barrier just large
enough to deflect a single material attack each round.
The mystic shield stops any and all types of physical
attacks, including weapons strikes, bullets, energy bolts,
blows, bolts, blasts, mystic and fire arrows, fireballs,
thunderbolts, magewinds and earthquakes. Duration: 3
rounds.
Protection From Sorcery...........DV=26..................TOUCH
This protective cantrip allows the caster to make himself
(or one other person per casting) more resistant to sor-
cery; all damaging spells do two levels less damage
(DC=5 becomes DC=3, for example), and all other spell
effects last half as long (for example, a four round spell
only lasts for two rounds). Duration: 3 rounds.
Reflect Spell ..............................DV=26......................SELF
This spell bounces one attacking spell back at the origi-
nal caster (who takes full effects). Duration: 3 turns.
Remove Paralysis .....................DV=18..................TOUCH
Counters the effects of the Paralyze spell. Duration: one
use.
Resist Fire ..................................DV=18..................TOUCH
The caster gives himself (or one other person) a greater
resistance to fire in all forms. While the spell lasts, all
fire damage is reduced by three levels (such as from
DC=5 to DC=2). Duration: 4 rounds.
Rune............................................DV=18......................SELF
With this spell, the mage creates a mystic rune that
guards against internally directed attacks. While the
runesign is raised, the caster is immune to Ignite,
Dehydrate, Flesh to Stone, Disintegrate, Corruption and
Transformation spells. Duration: 4 rounds.
Shield Against Fire....................DV=22......................SELF
This spell surrounds the caster with a shield impenetra-
ble to fire in all its forms, including fireballs and walls of
flame. While wrapped in this shield, he may not be
harmed by fire. Duration: 4 rounds.
Spell Ward ................................DV=26......................SELF
This spell creates a barrier over the skin of the caster,
warding against all forms of magic, and making it
impossible to pass any spell through in either direction.
Duration: 4 rounds.
Stone to Flesh ...........................DV=22..................TOUCH
Reverses the effects of the Flesh to Stone Attack, but
does not remove damage taken before the Flesh to
Stone spell was used. In short, the body may not be
stone, but if it was damaged, its still damaged and must
be healed. Duration: one use.
Turn Spell ...................................DV=22......................SELF
This spell deflects one attacking spell off to strike anoth-
er selected target; if A attacks B and B uses Turn Spell,
he could direct that spell to strike A or C. Duration: 2
rounds; will deflect only one spell during this period.
Wall of Fire................................DV=18..................L.AREA
The caster instantly fills the area around himself with a
10 m/yds tall (30 foot) wall of flame. Anyone crossing the
wall immediately takes DC=10 damage. The wall can be
straight, staggered, etc. Duration: 6 rounds.
Wall of Force.............................DV=22.................S.AREA
The caster instantly fills the area around himself with a
6 m/yds (18 foot) wall of force. The wall can take 100
SDP of physical damage before it is destroyed. The wall
can be straight, staggered, etc. Duration: 6 rounds.
Wall of Ice .................................DV=18..................L.AREA
The caster instantly fills the area around himself with a
10 m/yds. tall (30) wall of ice. The wall can take 80 SDP
of physical damage before it is destroyed. Fire-based
damage is considered to be doubled. The wall can be
straight, staggered, domed, etc. Duration: 6 turns.
Wall of Stone............................DV=22..................L.AREA
The caster instantly fills the area around himself with a
8 m/yds tall (24 foot) wall of stone. The wall can take 80
SDP of physical damage before it is destroyed. The wall
can be straight, staggered, domed, etc. Duration: 6
rounds.
Wall of Thorns...........................DV=18..................L.AREA
The area immediately around the caster is filled with a
dense, impenetrable (can take 65 SDP) thicket of thorns
8 m/yds. (24) tall. Those entering the thicket take DC=3.
Lasts 6 rounds.
Dome of Invulnerability............DV=26.................S.AREA
The caster instantly fills the area around himself with a
6 m/yds. tall (18 foot) dome of of invulnerable force. The
dome is equivalent to 300 SDP or 10 Kills, stopping 20
points of each damaging attack made upon it. No spells
may be passed in or out of the dome. Lasts 3 rounds.
Knowledge
Alarm..........................................DV=18..................TOUCH
The caster is able to cast an awareness over a partic-
ular person, place or thing. This awareness will warn the
mage whenever the person, place or thing is
approached, no matter where the mage is in relation to
the alarmed thing. The warning may be a noise, flash of
lights, or a mental call. Duration: until dispelled.
Clairvoyance..............................DV=26......................SELF
The caster is able to spy, (as though through a remote TV
camera), on any distant person, place or thing, for 10
rounds. Duration:10 rounds; can also be stopped by
Breakspell, Spell Ward or Dispell Sorcery.
Crystal Scrying...........................DV=22......................SELF
The caster is able to spy through any common crystal or
mirror (as though through a remote TV camera) on any
distant person, place or thing. Lasts 4 rounds. Cannot be
stopped by Breakspell, Spell Ward, or Dispell Sorcery.
Detect Illusion ...........................DV=18.................S.AREA
Counters all Illusion spells, allowing the mage to deter-
mine the true nature of something. Duration: 4 rounds.
Detect Invisible..........................DV=22.................S.AREA
Counters all Invisibility spells; spellcaster can see any
invisible object within a Small Area. Effect moves with
caster. Duration: 4 rounds.
Detect Lifeforce.........................DV=14..................L.AREA
The caster is able to determine the presence of any liv-
ing creature (or bound soul) within his range, and unerr-
ingly determine its location. The effect can move with
the caster and lasts for 6 rounds.
Detect Material.........................DV=18..................L.AREA
The caster is able to determine the presence and loca-
tion of a particular type of material, such as a gem,
leather, water, metal, etc. The effect can move with the
caster and lasts for 3 rounds.
Detect Sorcery...........................DV=14..................L.AREA
The caster is able to sense the use or recent use of sor-
cery within a Large Area of his position. He may also use
this spell to determine if an item or place is of a magical
nature. Lasts 6 rounds.
Follow.........................................DV=18......................SELF
The caster is capable of tracing any creature, person or
object he has previously encountered, as long as he
begins at the start of its trail. Lasts until dispelled.
Infravision ..................................DV=14......................SELF
The caster is able to see clearly in almost absolute dark-
ness. Lasts until dispelled.
Locate Object.............................DV=22..................L.AREA
The caster may use this spell to locate any hidden object
he has held before. Once cast, he will instinctively know
where the missing object is. The Large Area effect can
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sionics is the ability to manipulate the physical world through mental powers, rather than via artifacts or the help of the
local Powers. These tasks may not be attempted without the appropriate skill. Like Magic, Psionics have a Difficulty
Value [DV], as well as a range of effect:
Self: The user can only affect himself.
Touch: The user can only affect things he is touching
Beam: The power is projected in a narrow beam like a laser, up to 100 m/yds
Blast: The power is projected in a beam that widens 1 m/yd for every 2 m/yds travelled (at 2m/yds, the beam is 1m/yd wide,
at 4, it is 2m/yds, at 6, it is 3m/yds wide, etc.)
Small Area: The power affects an area extending in radius 4 m/yds from the user.
move with the caster and lasts until dispelled.
Magesight..................................DV=14..................L.AREA
The caster is able to determine the type of magic
(Necromantic, Knowledge, Movement, Offensive
Defensive, etc.) placed upon a person, place or thing.
Duration: 4 rounds.
Reveal Danger...........................DV=18..................L.AREA
The mage is able to determine the safety of a particular
area or object by concentrating on it. The answer will be
either safe or not safe; the actual threat will not be
described. Duration: 3 rounds.
Understand Speech .................DV=18.................S.AREA
A universal translation spell, allowing the caster to
understand any spoken language, as well as the ges-
tures and sounds of animals and birds. Duration: one
game day.
Movement
Astral Projection........................DV=26......................SELF
The caster has the ability to project an immaterial astral
body to any location, moving at a speed equivalent to
Fast Flying. The body may not touch material things, and
has access (and vulnerability) to any spell or psionic
attack, excepting those affecting material objects.
Duration: 5 rounds.
Fast Ground Speed...................DV=18..................TOUCH
The caster (or subject) is capable of moving as fast as a
fast car. Duration: 3 rounds.
Featherweight ...........................DV=14..................TOUCH
The caster (or subjects) effective weight is reduced to
that of a feather; he can still fall, but will take no dam-
age no matter what the height. He may also be carried
without any difficulty. Duration: 10 rounds or until dis-
pelled.
Great Leap.................................DV=14..................TOUCH
The caster (or subject) is capable of leaping up to 40
m/yds (120 feet) at a time. Duration: 3 rounds.
Levitate.......................................DV=18.................S.AREA
The caster can move 200 lbs. straight up, using only his
will. He must be able to see the object with the unaided
eye, and can only lift it at Running Ground speeds.
Duration: 5 rounds.
Limited Teleport.........................DV=18......................SELF
The caster is capable of teleporting to any location he
can see with the unaided eye. He may not move through
forcefields, walls of force or walls of invulnerability.
Duration: one teleport.
Mystic Gate...............................DV=26.................S.AREA
This gives the mage the ability to open a doorway to any
other location desired, whether he has been there or
not. He may not gate through forcefields, walls of force
or walls of invulnerability. The Gate is six m/yd (18 feet)
high, six m/yd wide. Duration: 2 rounds.
Pass Through Walls..................DV=22......................SELF
The caster can walk through any solid matter without
harm. He may not move through forcefields, walls of
force or walls of invulnerability. Duration: 4 rounds.
Slow Flight.................................DV=18..................TOUCH
The mage is capable of flying as fast as a slow aircraft.
Can be cast on one other per use. Duration: 1 hour.
Slow Time .................................DV=26......................SELF
The caster can speed himself up relative to the external
world. This allows him to perform up to two extra
actions without any of the normal penalties for multiple
actions. Duration: 1 round.
Teleport .....................................DV=22......................SELF
The caster is capable of moving instantly to any place he
has previously visited, no matter what the distance. He
may not move through forcefields, walls of force or walls
of invulnerability. Duration: one teleport.
Psionics
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Advanced Forcefield .......................DV=26 ..................S.AREA
The psionic can generate a powerful forcefield equal to 75
Hits. When all Hits are exhausted, the field collapses.
Duration: till field collapses.
Astral Projection .............................DV=22........................SELF
The psionic has the ability to project an immaterial astral body
to any location, moving at a speed equivalent to 500 m.p.h..
The body may not touch material things, but has access (and
vulnerability) to any spell or psionic attack, excluding those
affecting material objects. Duration: 5 rounds.
Aural Battle .....................................DV=18...................L.AREA
The psionic can raise his aura to attack someone elses aura.
In this combat, the two aural shapes combat each other as
glowing shapes floating between the two psionics; both
psions make Willpower rolls to determine the outcome. On a
tie, there is no victor; on a lower roll, the losing psionic takes
the equivalent of DC=5. Duration: till battle ends. While
engaged, no other actions or movement may be taken.
Aural Defense..................................DV=18........................SELF
The psionic can raise a powerful mental defense screen
around himself; the aura is a visible glow in the aspect of a
totem animal or symbol. The aura screen will stop all Aura
Attacks for 3 rounds.
Blind Teleport: .................................DV=26........................SELF
The psionic is able to move instantly from one point to any
other desired location, whether he has been there or not. He
may not move through forcefields, walls of force or walls of
invulnerability. Duration: one teleport.
Cryokinetics......................................DV=18 ..................S.AREA
The psionic can control ice and cold in all its various forms,
causing it to form shapes, move it in desired directions, etc.
He can also create deadly ice storms within a small Area
(DC=5 for one attack), drop temperatures to 0F for up to 4
rounds (DC=2 each round to all within the area), or encase sin-
gle targets within blocks of frozen air (DC=10 damage each
round until released or dispelled). Duration: by effect above.
Emotion Attack ...............................DV=14 ..................S.AREA
The psionic can create a strong and debilitating emotion in
any single target within the psionics range; HATE creates
unreasoning rage; FEAR, an immobilizing terror; LOVE, an
inability to do anything but adore the psionic, etc. In short, the
victim can do nothing but act upon the projected emotion.
Duration: 4 rounds. A Willpower roll may be made against the
casters Will to resist this attack.
Empathy............................................DV=14...................L.AREA
The psionic has the power to sense the emotional state of
anyone within his or her range. This is expressed as a raw
emotion; LOVE, HATE, FEAR, HAPPINESS, etc. Duration: 4
rounds. A Willpower roll may be made against the casters
Will to resist this power.
Forcefield..........................................DV=22 ..................S.AREA
The psionic can generate a powerful forcefield equal to 100
Hits. When all Hits are exhausted, the field collapses.
Hydrokinesis.....................................DV=18 ..................S.AREA
The psionic can control water in all its various forms, causing
it to form shapes, move in desired directions, etc.(4 rounds).
He can also create a powerful tidal wave effect using any
amount of water over 1,000 gallons (a small pond or lake), to
slam targets within a Small Areas range (1round). This attack
causes DC=5. The psionic can also breathe water indefinite-
ly.
Levitation..........................................DV=14 ..................S.AREA
The psionic can move 100 lbs straight up, using only his will.
He must be able to see the object with the unaided eye, and
can only lift it at Slow Ground speeds. Duration: 5 rounds.
Limited Teleport ...............................DV=18........................SELF
The psionic is capable of teleporting to any location he can
see with the unaided eye. He may not move through force-
fields, walls of force or walls of invulnerability. Duration: one
teleport.
Locate................................................DV=14...................L.AREA
The psionic can home in on the mental emanations of other
psionics in the area, determining exactly who and where they
are. Resisting this action requires either a Psi Screen or a
DV=25 Willpower attempt. Duration: 5 rounds, effect moves
w/ psionic.
Machine Telepathy..........................DV=18 ..................S.AREA
The psionic possesses a strange affinity for all machines. This
gives him a +1 bonus to all Technical Skills (with the exception
of Bio-engineering & Chemistry). The psionic also has the
ability to mentally control machines within his range; to turn
them on or off by mental command, and to give them tasks
and instructions mentally. The machine cannot be command-
ed to perform functions that it would not normally be capable
of doing. Duration: 5 rounds.
Mental Command......... DV=18 + Targets Will............S.AREA
The psionic has the power to force another person within his
range to obey one mental command. DV is added to Targets
Will Power. For simple instructions (bark like a dog.) , your
roll must be greater by 3. For instructions that are strongly
resisted by the target (take off all your clothes), your roll
must be greater by 5.
Mental Domination ........................DV=26 ..................S.AREA
The psionic can totally take control of the will of another with-
in range, so that they must do anything they are instructed to
do for 4 rounds, or until the domination is broken by the sub-
ject (a DV=25 task).
Mental Enfeeblement.....................DV=18 ..................S.AREA
The psionic blasts the targets mind with a powerful mental
shock, reducing his ability to concentrate (a -4 penalty to any
actions taken for three rounds). Resisting this action requires
either a Psi Screen or a DV=25 Willpower attempt. Duration:
1 blast.
Mental Illusion.................................DV=18 ..................S.AREA
The psionic can create a single mental illusion in the minds of
any targets within a Small Area around himself. The illusion
appears real in all aspects. The illusion appears to react to the
world as the real thing would, but cannot actually physically
manipulate things. A Willpower roll may be made against the
casters Will to resist this power. Duration: 10 rounds.
Mental Link .....................................DV=22................. UNLMT
The psionic is able to establish a permanent mental bond to
one other person. He is able to exchange thoughts, images
and sensations over an unlimited distance. Resisting this link
requires either a Psi Screen or a DV=25 Willpower attempt.
Duration: until broken.
Mental Transfer ..............................DV=22 ..................S.AREA
The psionic can transfer images and information into the
memory of another person within range. A Willpower roll may
be made against the casters Will to resist this power.
Duration: 5 rounds.
Mind Wipe ......................................DV=26...................TOUCH
The psionic can totally wipe out a victims memory for a 10
round period. During this time, the victim cannot remember
his name, his past, friends and enemies, or skills (all skills are
at 0). Any powers or spells are also forgotten and may not be
used. Resisting this action requires either a Psi Screen or a
DV=25 Willpower attempt. Duration: 1 blast.
PsiBolt ...............................................DV=22 ..................S.AREA
The psionic can hurl a deadly mental attack at any target with-
in a Small Area of himself. The psibolt causes DC=5.
Duration: 1 bolt.
PsiScreen..........................................DV=18........................SELF
The psionic is able to stop the effects of any Psibolt, Mental
Domination, Telepathic Stun, Mind Wipe, Mental Link, Read
Mind, Locate, Sense Emanations, Feeblemind or Emotion
Attack, plus magical Illusions, Curses, Charms and Sleep.
Duration: 8 rounds.
Psychokinesis ..................................DV=18 ..................S.AREA
The psionic is able to create powerful shock waves through
any material. He can shatter any non-living material (DC=4 for
one round), or send earthquakes (targets have a -4 penalty to
all actions for a 2 round period), lava eruptions (DC=5 damage
for 2 rounds), or explosions (DC=5 to all within the area,
excepting the psionic).
Pyrokinesis .......................................DV=18 ..................S.AREA
The psionic has complete control over fires and other types of
heat energy, allowing him to control the size and intensity of
any fire within a Small Area around himself (2 rounds).
Damage caused by fire can be increased/decreased by up to
two levels of damage (from DC=2 up to DC=4, or from DC=5
down to DC=3). In addition, the psionic can create fireballs (a
Blast of seething flame which engulfs everything within reach
with DC=5 damage (1 blast). (See blasts in Superpowers
list.) The psionic also can cause any target in range to burst
into flame spontaneously, taking DC=2 damage for 3 rounds.
Read Mind .......................................DV=18...................L.AREA
The psionic can easily read the thoughts and feelings of
another person within range, expressed as clear sentences.
Resisting this action requires either a Psi Screen or a DV=25
Willpower attempt. Duration: 5 rounds.
Regeneration....................................DV=18........................SELF
The psionic can regenerate 5 Hits per hour until he is fully
healed or he has taken another Hit. He may not regenerate
from being killed. Duration: until fully healed or another Hit
is taken.
Sense Emanations ..........................DV=14...................L.AREA
The psionic can sense the existence of other psionics in a
large area around himself. He does not know who they are,
but is aware of their location. Resisting this action requires
either a Psi Screen or a DV=25 Willpower attempt. Duration:
5 rounds.
Telekinetic Flight .............................DV=18........................SELF
The psionic is capable of flying as fast as a typical light air-
craft (Medium Flyer). Duration:1 hour.
Telekinetic Move ............................DV=14 ..................S.AREA
The psionic is capable of moving any single object up to a total
of 300 pounds at Running Speeds. Duration: 5 rounds.
Telekinetic Throw............................DV=18.................S. AREA
The psionic is capable of hurling objects within a Small Area
up to a total of 1 pound as fast as a superfast jet (1000 mph).
Objects struck by this weight will take DC=5 Damage.
Duration: 1 throw.
Telepathic Invisibility ......................DV=18........................SELF
The psionic can create the mental impression of invisibility ,
making him DV=25 (Awareness) to detect. He can attack in
this form; however, this will render him merely DV=20 to spot.
Duration: 6 rounds.
Telepathic Stun ...............................DV=18 ..................S.AREA
The psionic can hurl a powerful mental attack at any one tar-
get within range, causing the target to be paralysed. Duration
1-6 rounds (roll die).
Teleport Other .................................DV=26 ..................S.AREA
The psionic is capable of moving another person or object
instantly to any place he has previously visited, no matter
what the distance. He may not move through forcefields,
walls of force or walls of invulnerability. Duration: one tele-
port.
Teleport.............................................DV=22........................SELF
The psionic is capable of moving instantly to any place he has
previously visited, no matter what the distance. He may not
move through forcefields, walls of force or walls of invulnera-
bility. Duration: one teleport.
FUZION PSIONICS LIST
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Movement Cost Range
Super Leap ................................12....................................SELF
The superhero is capable of leaping up to 40 m/yds. (120) at
a time.
Tunnelling ..................................24....................................SELF
The superhero is able to tunnel at running speeds through
any type of earth, mud or sand (not stone or metal), at a rate
of 12 m/yds. (36) per round.
Fast Ground Speed ...................12....................................SELF
The superhero is capable of running as fast as a fast car.
Superfast Ground Speed.........24....................................SELF
The superhero is capable of running as fast as a very fast car.
Slow Flying Speed....................16....................................SELF
The superhero is capable of flying as fast as a slow aircraft.
Wings optional.
Medium Flying Speed ..............20....................................SELF
The superhero is capable of flying as fast as a typical light
aircraft . No wings.
Fast Flying Speed......................24....................................SELF
The superhero is capable of flying as fast as a fast light air-
craft. No wings.
Superfast Flying Speed ............36....................................SELF
The superhero is capable of flying as fast as a jet plane or
sublight space fighter.
Faster Than Light Speed ..........48....................................SELF
The superhero is capable of flying faster than light. May only
be used for interstellar travel.
Limited Teleport ........................48....................................SELF
The superhero is capable of teleporting to any location he
can see with the unaided eye. He may not move through
forcefields, walls of force or walls of invulnerability.
Teleport ......................................60....................................SELF
The superhero is capable of moving instantly to any location
he has previously visited, no matter what the distance. He
may not move through forcefields, walls of force or walls of
invulnerability.
Blind Teleport.............................72....................................SELF
The superhero is able to move instantly from one point to any
other desired location, whether he has been there or not. He
may not move through forcefields, walls of force or walls of
invulnerability.
Defensive Powers
Tough ............................................6....................................SELF
The superhero has physical protection equal to 15 Hits)
Resistant ....................................12....................................SELF
The superhero has physical protection equal to 35 Hits.
Highly Resistant ........................18....................................SELF
The superhero has physical protection equal to 45 Hits.
Super Resistant.........................24....................................SELF
The superhero has physical protection equal to 75 Hits.
Near Invulnerable......................36....................................SELF
The superhero has physical protection equal to 100 Hits.
Forcefield....................................24 ..............................S.AREA
The superhero can generate a powerful forcefield equal to
100 Hits or 3 Kills.
Advanced Forcefield.................36 ..............................S.AREA
The superhero can generate a powerful forcefield equal to a
150 Hits or 5 Kills.
Missile Deflection.....................24....................................SELF
The hero can deflect all types of material attacks (bullets,
arrows, rocks, missiles, etc.) harmlessly away from himself.
Attack bounces off randomly (roll 1 die: 1,2=straight back
3,4= to right of hero 5,6=to left of hero)
Energy Deflection......................24....................................SELF
The superhero can deflect up to 10 points of energy attacks
harmlessly away from himself each round. Energy bounces
off randomly (roll 1 die: 1,2=straight back 3,4= to right of
hero 5,6=to left of hero)
Energy Reflection......................36....................................SELF
The superhero can bounce up to 8 points of energy attacks
back at his attacker.
Absorption..................................24....................................SELF
The superhero can absorb up to 15 points per round of phys-
ical or energy attacks into himself without taking damage.
The absorbed energy may not be used against another tar-
get.
Option 5: Superpowers
Option 5: Superpowers
Unlike Magic or Psionics, Superpowers are abilities that allow the user to transcend normal
human limits. This would include astounding strength, amazing speed, or the ability to hurl
energy from ones body. Superpowers are always onthere is no need to resolve an action
against themthey are purchased much as a Talent or piece of Gear might be, limited only by
range of effect:
Self: The user can only affect himself.
Touch: The user can only affect things he is touching
Beam: The power is projected in a narrow beam like a laser, up to 100 m/yds
Blast: The power is projected in a beam that widens 1 m/yd for every 2 m/yds travelled (at 2m/yds, the beam is 1m/yd wide, at 4,
it is 2m/yds, at 6, it is 3m/yds wide, etc.)
Small Area: The power affects an area extending in radius 4 m/yds from the user.
Large Area: The power affects an area extending in radius 8 m/yds from the user.
FUZION SUPERPOWERS LIST
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Blasts & Beams
What would a superheroic adventure be without
heroes blasting away with all kinds of arcane pow-
ers? For the maximum effect and flexibility, Fuzion s
Blasts and Beams are considered to be a generic
form of attack, defined only by the range (as defined
by the terms Blast or Beam), and the Damage the
attack causes. This allows the player to define all of
the neat special effects of the actual Blast or Beam
attack himself. An attack could be composed of
absolute cold, heat, lightning, energy, cosmic power,
photons, force, magnetism or even death rays. The
Beam or Blast can also be fired from the fingertips,
palms, feet, eyes or any other interesting place on the
body. Heat vision, for example, could be a Powerful
Heat Beam fired from the heros eyes.
A Beam extends for up to 288 and is 6 feet wide. A
Blast extends up to 72 widening six feet for every 12
feet of length.
Average......................................12...................................TYPE
The superhero is capable of generating a beam or blast of
power (your choice of type and description) equal to DC=3
Powerful .....................................16...................................TYPE
The superhero is capable of generating a beam or blast of
power (your choice of type and description) equal to DC=4
Deadly .......................................20...................................TYPE
The superhero is capable of generating a beam or blast of
power (your choice of type and description) equal to DC=5
Stun.............................................20...................................TYPE
The superhero is capable of generating a beam or blast of
power (your choice of type and description) capable of stun-
ning its target for 2-12 rounds (roll two dice) A Willpower roll
may be made against the casters Will to resist this power
attack.
Very Deadly ...............................24...................................TYPE
The superhero is capable of generating a beam or blast of
power (your choice of type) equal to DC=10.
Super Deadly ............................40...................................TYPE
The superhero is capable of generating a beam or blast of
power (your choice) equal to 2 K damage.
Cosmic .......................................48...................................TYPE
The superhero is capable of generating a beam or blast of
power (your choice of type and description) equal to 4 Kills.
Internal Powers
Animal Ability............................28....................................SELF
The hero gains the powers and abilities (not shape) of one
totem animal of his choice. The animal must be a non-
mythological based creature, with natural weapons that
cause damage no greater than DC=4 level.
Animal Affinity ..........................14 ..............................S.AREA
The superhero has the ability to empathize with all types of
animals within his range; to understand their needs and
desires, and to be liked by them. Successful use of this skill
imparts a +3 advantage to any subsequent Animal Riding,
Zoology, Xenology, Animal Control or Animal Handling skills.
Chameleon ................................16....................................SELF
The character can blend into any type of background, mak-
ing it a DV=20 task to spot him.
Invisibility ...................................24....................................SELF
The superhero can become invisible, making him DV=25 to
detect. He can attack in this form; however, this will render
him merely DV=20 to spot.
Cling to Walls............................14....................................SELF
The hero is able to cling to any vertical surface, moving along
at up to 5 m.p.h..
Drain Power ..............................35...............................TOUCH
The superhero can turn off any one power of another play-
er for 1-6 rounds (roll 1 die). The superhero may not use the
power himself; he merely denies its use to his victim.
Steal Power ..............................42...............................TOUCH
The superhero can borrow any one power from another
player for up to 1-6 rounds (roll 1 die). The victim loses the
use of the power during this time. The target of this ability
can resist the superheros attempt to steal the power by
making a Willpower roll equal to or greater than a
Willpower roll made by the attacker.
Transfer Powers.........................35...............................TOUCH
The hero can loan any one other power he or she has to
another player for four rounds. While the power is loaned
out, the hero cannot use it himself.
Duplication ................................20 ..............................S.AREA
The superhero is able to create a multitude of shifting, real-
istic images of himself in a Small Area, each doing exactly
the same thing. Anyone attacking the hero will be at a -4
point skill penalty.
Elasticity.....................................14....................................SELF
The hero is able to stretch any part of his body out to 6
m/yds. He may also flatten his body into a thin sheet, com-
pletely covering a Small Area.
Gaseous Form............................20....................................SELF
The superheros body can dissolve to the consistency of mist,
capable of going through any air-permeable surface. He may
not move through forcefields, walls of force or walls of invul-
nerability.
Pass Through Walls .................28....................................SELF
The superhero can walk through any solid matter without
harm. He may not move through forcefields, walls of force or
walls of invulnerability.
Gills.............................................14....................................SELF
The hero is able to breathe water indefinitely, as long as the
water is relatively clean and unpolluted. If a toxin is present,
treat it as a Poison. (See pg. 54.)
Life Support ..............................16....................................SELF
The hero can maintain a bubble of constant temperature,
atmosphere and pressure around himself indefinitely,
excluding any harmful gases, toxins, radiations or microor-
ganisms. He can thus travel through any environment with-
out any type of protection.
Machine Affinity ......................20 ..............................S.AREA
The hero has the ability to empathize with machines within
his area of effect; to diagnose malfunctions and know the
best way to fix, modify or repair things. Successful use of
this skill imparts a +3 advantage to any subsequent
Technical skill use (with the exception of Chemistry and Bio-
engineering).
Regeneration ............................21....................................SELF
The hero can regenerate 5 Hits per hour until he is fully
healed. He may not regenerate from being killed.
Advanced Regeneration ..........30....................................SELF
The hero can regenerate 5 Hits every ten rounds until fully
healed. He may not regenerate from being killed.
Grow/Shrink .............................21....................................SELF
Allows the hero to enlarge or reduce his size up to 100 times
its normal size or 100th of normal. His weight and mass, are
unchanged by this action; he will still have the same number
of Hits and do the same amount of damage in combat.
Shapechange ............................30....................................SELF
The superhero has the ability to change his form to any liv-
ing thing of the same mass or size. He does not, however,
gain the abilities of whatever is changed into at this time (for
example, as a bird, he could not fly).
Advanced Shapechange .........40....................................SELF
The hero has the ability to change shape into any living thing
of the same mass and size as himself, also gaining the abil-
ities of whatever he is changed into at this time.
Mass-Shape Change ...............50....................................SELF
The hero has the ability to change shape into any living thing
he desires, up to 10 times (or 1/10th) his normal mass and
size. Hand to Hand/Melee Damage can be increased to a
maximum of DC=5. The hero does not, however, gain the
abilities of whatever he is changed into.
Slow Time .................................24....................................SELF
The superhero can speed himself up relative to the external
world. This allows him to perform up to two exta actions
without any of the normal penalties for combined actions.
Solid Energy Creation...............48 ..............................S.AREA
The hero is able to create material objects out of an energy
field around himself. One object is created at a time, up to a
maximum of 5 objects existing at any one time. The objects
last for 3 rounds before dissipating. Creating a simple object
without moving or complex parts is an DV=10 Willpower
Task; creating objects with simple moving parts is DV=20;
creating complex objects with many parts (such as electron-
ic hardware or advanced weapons) is a DV=30 task.
Super Agility..............................20....................................SELF
The superhero has incredible agility and balance, adding an
automatic +3 bonus to any Athletic, Mobility or Fighting
Skills he may use.
Super Charisma.........................20....................................SELF
The hero is far more charismatic than mere mortal men,
adding an automatic +3 bonus to the following Skills: Acting,
Persuasion, Seduction, Leadership and Sing.
Super Intelligence.....................20....................................SELF
The hero is smarter than mere mortals, adding an automat-
ic +3 bonus to any General Knowledge skill he uses.
Sonar/Radar Sense...................12....................................SELF
The hero can clearly navigate through pitch darkness using
an enhanced spatial/radar sense. Colors cannot be per-
ceived; however, shapes and textures are easily discerned.
Danger Sense............................21 ..............................S.AREA
The superhero is able to sense the safety of a particular area
or object by concentrating on it. The answer will be either
safe or not safe. The actual threat will not be described.
Super Hearing............................12....................................SELF
The heros hearing is so acute, he can hear even the faintest
sounds at all hearing frequencies. Adds +2 to any
Awareness roll where sound is a factor.
Radio Hearing............................12....................................SELF
The hero can hear radio transmissions as easily as he can
hear spoken conversations. Range for overhearing a specif-
ic radio transmission is one mile.
Microscopic Vision....................14....................................SELF
The hero can see with the power of a strong microscope,
allowing him to see micro-organisms, fingerprints, small
scratches and imperfections, and microfiche type. Adds +2
to any Awareness roll where small size is a factor.
Telescopic Vision.......................12....................................SELF
The hero can see with the abilities of a powerful telescope,
allowing him to observe things up to ten miles distant. Adds
+2 to any Awareness roll where the subject is far away from
the hero.
X-Ray Vision ..............................12...............................L.AREA
The hero can see clearly through all solid materials except
lead and radioactives.
Advanced X-Ray Vision............16...............................L.AREA
The hero can see clearly through all solid materials including
lead and radioactives.
Area Effect Powers
Animal Control .........................14...............................L.AREA
The hero has the ability to control animals within his range;
to make them perform any task that could be reasonably
expected of an animal of that type. The effect moves with
the hero.
Create Darkness .......................14 ..............................S.AREA
Creates a globe of absolute darkness in a Small Area around
the hero. The effect moves with the hero.
Create Light................................14 ..............................S.AREA
Creates a globe of light entirely filling a Small Area around
the superhero. The effect moves with the hero.
Element Control (Air).................24 ..............................S.AREA
The hero can control the element of air, causing great winds
to move at his desire. With these winds, he can cause a sin-
gle object up to 200 lbs. to be lifted and moved at a 100
m.p.h. or create a strong wind capable of blowing over all
targets (a 1 die roll of 4,5,6) in a Large Area around himself.
If knocked over, the target will take DC=2. This power can
also be used to propel sail-driven vehicles at up to 10 m.p.h..
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The hero is immune to all wind type attacks, such as
Magewinds. The effect moves with the hero.
Element Control (Earth).............24 ..............................S.AREA
The superhero can control rock, stone and sand, making it
take shapes or forms as desired. He may also cause the
ground itself to quake, and churn furiously. The quake lasts
2 rounds, each turn causing anyone within the area of effect
to have a -4 penalty to any action (caster excepted).
Element Control (Fire) ...............24 ..............................S.AREA
The superhero has complete control over the element of fire,
allowing him to control the size and intensity of any fire
within a Small Area around himself. Any damage caused by
the fire can be increased/decreased by up to two levels of
damage (from DC=2 up to DC-4, or from DC=5 down to
DC=3). In addition, the hero can create fireballs (a Blast of
seething flame which engulfs everything within reach with
DC=10). The hero also cannot be harmed by flame in any
form.
Element Control (Water)...........24 ..............................S.AREA
The hero can control water in all its various forms, causing
it to form shapes, move it in desired directions, etc. He can
also create a powerful tidal wave effect using any amount of
water over 1,000 gallons (a small pond or lake), to slam tar-
gets within a Small Areas range. This attack causes DC=5.
The hero can also breathe water indefinitely.
Entangling Attack.....................21 ..............................S.AREA
The superhero can extend a web of restraining or entangling
force up to 24 m/yds to immobilize a single opponent. The
entangling attack can be defined as nets, webs, energy bind-
ings, sticky substances, etc. Escaping the entanglement is a
DV=25 Athletics Task (or a DV=20 Escape Artist Task). The
attack can be split to entangle multiple attackers as long
as they are within 3 m/yds. of each other. The entangling
attack may also be used to create a barrier between the hero
and a specified target. The barrier has 53 SDP and covers up
to a Small Area around the hero.
Gravity Control .........................60 ..............................S.AREA
The superhero can control the strength of the local gravitic
field around himself, making it stronger or weaker at will. He
can increase it to the point where only superheroes with
Cosmic Strength (See Cosmic Strength, this page.) can stand
within it, crushing all others with DC=10 each round. He can
also negate the field in such a way that Zero-G Movement
skills will be required for all actions. He can fly at Fast Flyer
speeds, or reverse gravity in such a way as to hurl objects
out of his field at a speed equivalent to a Levitation spell for
one round.
Illusion .......................................21 ..............................S.AREA
The hero can create a single illusion (filling a Small Area
around himself), which appears real in all aspects. The illu-
sion appears to react to the world as the real thing would,
but cannot actually physically manipulate things. Detecting
the illusion is a DV=25 Perception task.
Machine Control ......................24 ..............................S.AREA
The superhero has the ability to mentally control machines
within his range; to turn them on or off by mental command,
and to give them tasks and instructions mentally. The
machine cannot be commanded to perform functions that it
would not normally be capable of.
Magnetic Control .....................48 ..............................S.AREA
The superhero is able to control the effects of magnetism in
ferrous metal objects (steel, iron, and alloys of these) within
his range. He can join metal objects together with incredible
force (DV=30 task to pull them apart), or cause them to fly
apart with extreme violence (causing DC=5 to anyone caught
in the area of effect). He can walk vertically up any metal sur-
face, or use his power to pull himself through the air towards
a metal surface at Fast Flying speeds. He can also deflect
any metal object thrown at him, or stop the blows of any
metal weapon used against him.
Plant Control .............................24 ..............................S.AREA
The superhero can control the growth and movements of
plants. He can increase the growing power of any plants
within a Large Area for up to 3 rounds. Each round, the size
of the plant increases by one level: 2 square m/yds of grass
expands to 4 square m/yds of brush, then brush to trees (8
square m/yds), and trees to giant redwoods (16 square
m/yds.). He can also command plants to entangle people,
obstruct paths, or (if plant is man-eating), attack them.
Telekinesis..........5 pts. per 10 lbs...............................S.AREA
The hero can move objects in any direction, using only his
will. For every five points spent, he may lift 10 additional
pounds. He must be able to see the object with the unaided
eye, and can only move it at 10 m.p.h. speeds.
Weather Control........................28...............................L.AREA
The hero is able to control the weather immediately around
himself (Large Area). He may create rain, snowstorms, hail-
stones or unseasonable warmth, but with incredible power
and fury (each round of weather attacks causes DC=5 and a
-2 penalty (all skills) to all targets within the area of effect
excepting hero).
Strength and Power
Amazing Strength .....................14....................................SELF
The superheros strength is amazing. He can lift up to a ton
of mass, and tear apart any material of less than 18 SDP. He
can also cause DC=4 with each mighty punch.
Extraordinary Strength ...........21....................................SELF
The superheros strength is extraordinary. He can lift up to 10
tons singlehanded, and can tear apart any material of less
than 28 SDP. His blows cause DC=5 with each strike.
Super Strength .........................28....................................SELF
The superhero has achieved true super strength. He can lift
up to 100 tons, and can tear apart any material of less than
42 SDP. His punches cause DC=10 with each blow.
Unbelievable Strength..............35....................................SELF
The superheros strength is unbelievable, allowing him to lift
hundreds of tons, and tear apart any material of less than
5Kills. His blows cause DC=12 with each strike.
Cosmic Strength .......................42....................................SELF
The superheros strength is literally cosmic. He can lift mega-
tonnes of weight (although he cannot move planets or entire
cities, he could move asteroids or other single objects), and
tear apart any material known to mortal man, short of 10
Kills strength. His mighty blows cause 4 kills with each
strike.
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ow that youve created a character, its time to use him in an adventure. First of
all, lets talk about the game board where that adventure will take place. In
roleplaying, the board is your imagination; the environment is described to you by
the GM, and its up to you to imagine in your minds eye where everything is, based
on those descriptions (although maps and figure counters are sometimes used as
visual aids in more complex situations).
Getting the Scene Down
There are a few basic rules to this mental landscape. First, if your character can see
something with the naked eye or the scope of a weapon, you can interact with it. If theres any-
thing in the way, its considered to be BLOCKED and you cant interact with it. If its positioned
forward of your shoulders, you can face it and also possibly interact with it. Last, if its within
arms reach (roughly 2 yards), you can also touch it; otherwise, youll need to use a longer tool,
weapon or some other method to extend your reach.
That brings us to the subject of measurement. In Fuzion, we measure everything in either
meters or yards (and treat them interchangeably; the difference is only about 2 inches). One
reason we do this is that it means we dont have to change measurements around between
metric and English systems. It also corresponds pretty well with the statistically generic 6 foot
character (ok, a meter isnt exactly 3 feet, but for conveniences sake, it works well enough).
This allows you to use almost any size of figure in playthe actual figure becomes a useful 2
meter/yard yardstick to measure distances. Army men, action figures, even fashion dolls
anything can work with this simple scale system.
Distance
As a rule, there are two scales of movement used in Fuzion. The first scale is Figurative
Movement; a raw MOVE score compared to another MOVE to see which is faster overall. This
is best for simple speed decisions; in a race, each participant adds a die roll to his or her MOVE
score and the highest total wins.
Then theres Literal Movement; a measurement of actual distance, best used on com-
bat maps or when using figures. How far you can move has already been determined by the
Derived Characteristic of Run (MOVE x2m/yds) and Sprint (MOVEx 3m/yds). This will tell you
exactly how far you can run in 3 seconds (the typical measurement of time in combat, as
described below). See also the Speed Table on page 35.
Terrain
Terrain is what you are walking on; dirt, sidewalk, brush, ice. In Fuzion, your movement
can be slowed by the type of terrain you cross over. Terrain is rated as Easy, Rough and Very
Rough and reduces your overall MOVE characteristic in the following manner:
Easy Rough Very Rough
No Reduction Halves MOVE Quarters MOVE
Note that the roughness of the terrain doesnt mean that its full of rocks; just that its hard
to cross. Rough terrain could include choppy waves, turbulent air, or light brush. Very rough
might be mud, snow, ice or thick brush. Easy would be grass, sidewalks and open skies.
The terrain type is decided on by the GM, and is based on the majority of terrain you will
be crossing over that phase. For example, if you ran over 4 m/yds of Easy terrain and 6 m/yds
of Rough, the GM would probably rule that you were moving through Rough Terrain that phase.
Time
Finally, we have one more kind of measurement in our imaginary landscapetime.
Fuzion uses two ways of measuring time. The first, Roleplaying Time, works just like it does
in real life; dividing reality into seconds, minutes, hours, days, weeks, etc. The second way,
Combat Time, is far more exacting. In Combat, time is divided into 3 second combat
Phases. Anything that takes longer than a phase is considered to be a long action, and will
take at least 12 seconds (or one Round) to complete. In extreme cases, you may even want
to use minutes or hours to describe especially long actions.
Real Speed in Real Numbers
If you really want to get kilometer or miles
per hour speeds, heres how to do it:
To get KPH ground speeds, multiply the non-
combat or combat move of the object by 3 kph.
Example: with a non-combat move of 18, I run
at 54 kph.
To get MPH ground speeds, multiply the non
combat or combat move of the object by 2
mph. Example: with a non-combat move of 18,
I run at 36 mph.
Lastly, theres the question of really fast
speeds, supersonic and above. If youre talking
living things, the only way to achieve this is
through the use of some kind of supernatural
power; in this case, the top speed is deter-
mined at the time the power is created. Non-liv-
ing things also buy supersonic speeds as a fac-
tor of their construction. In both cases, to deter-
mine the outcome of a contest is much like
other figurative Movement; add the speed value
(Mach, Warp, whatever) to a die roll, and the
highest total wins.
GETTING INTO ACTION
GETTING INTO ACTION
The Time Table
1 PHASe=3 seconds (typical combat time)
1 Round= 4 phases (12 seconds)
5 Rounds=1 minute
5 minutes
20 minutes
1 hour
6 hours
1 day
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Initiative: Try This!
For more realistic combat, have the GM
keep turn order secret, so that characters
holding their action never know for sure if
theyll go before the bad guy or not. Is he hold-
ing his action too?
Basic Action Summary
Actions Notes
Attack (Shoot or Strike) Make Attack
(optionally, add modifiers); aut-
ofire attacks count as one Action.
Kicks do +1D6 at -1 to hit.
Block Stops any one attack with a suc-
cessful Defensive Roll vs. the
Attackers Attack roll. You attack
first next phase if successful.
Dodge Makes you harder to hit against
all attacks this phaseadds +3
DV, but you cannot attack.
Get Up Get up from being prone.
Grab -2 to perform; grab target or gad-
get; -3 Defense for both .
Run Move up to your full Combat Move
(a Run).
Sprint Move up to your full Non--Combat
Move at 1/2 DEX, 0 REF.
Other Any single action not otherwise
specified, such as using a Skill,
making a Strength/Lifting/
Throwing Feat , loading, mounting
a vehicle, changing weapons, etc.
Throw Throw one object (-4 if not made
for throwing).
Speed Table
Walk 2.5 mph.
Run 5 mph.
Slow Ground 10.mph
Very Slow Flyer 50.mph
Medium Ground 50.mph.
Fast Ground 100.mph
Slow Flyer 100.mph
Super Fast Ground 200.mph
Medium Flyer 200.mph.
Fast Flyer 500.mph
Super Fast Flyer 1000.mph
Taking Your Turn
Much as in any other game, the next step to adventuring is taking Turns. In Fuzion, the
character with the highest REF Characteristic generally acts first in a phase. They may also be
allowed to hold their action (see Wait under Advanced Actions) and act later in the phase.
The character with the next highest REF score acts next and so on. If the characters are tied,
then roll a die to break ties at the start of combat; the higher number goes first.
Another option is to have each character roll 3D6 and add their REFLEX Characteristic at
the start of the phase. The character with the highest total acts first for 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.
Taking an Action
When its your Turn, you can do one thing, called Taking an Action. But what kind of
actions can you perform when your chance comes up? And how do they all work together? In
general, there are two kinds of Actions in Fuzion: Basic Actions, which are simple descriptions
of tasks youll want to perform during your turn, and Advanced Actions, which represent more
sophisticated maneuvers that add strategy and tactics to your game play. Both have advan-
tages; Basic in speed, Advanced in subtlety.
The following section discusses Basic Actions a character can perform. Advanced Actions
are described on the following page in their own section. Both also have useful summary side-
bars to recap what each action means.
Attack: Use a weapon, power or physical combat skill to harm an opponent. There
are many modifiers that can affect your chance to do this (see Combat
Modifiers, pg. 44). Specific weapons may have other modifiers to take into
account as well.
Block: (or Parry) Use this Action to deflect attacks. In general, this means stopping a spe-
cific Melee or Hand to Hand attack in addition to your normal Defense
Value. When Blocking an attack, make a Hand to Hand or Melee skill roll
against the roll which your attacker already got past your defense roll. If
the roll is successful, the attack is blocked. After being blocked, the
attacker is put off balance, and must act after the target next phase
regardless of normal turn order.
This is a good time to introduce the Rock, Papers, Scissors Rule of Blocking.
As a general rule, certain defenses can be used to physically block certain
kinds of attacks. Against other attacks, these defenses are worse than use-
less. (You could lose an arm!) As a rule of thumb, always remember:
WOOD DAMAGES FLESH
METAL DAMAGES WOOD
ENERGY DAMAGES METAL
Dodge: Use this Action to make yourself harder to hit. Instead of attacking, you
may declare that you are actively dodging and gain +3 to your Evasion skill
roll against all attacks that Phase.
Get Up: Use this Action to stand up after being knocked down.
Grab: Use this Action to get a grip on an opponent, a weapon, a gadget, or
something else. A successful Grab allows the attacker to hold, pin, choke
or throw his opponent; he may also attempt to grab a weapon from his
opponents grasp. Use an Opposed Skill 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. When
Grabbed, both grabber and grabbee are -3 DEX to all other attacks. The
grabber can choose to do his full STR in damage to the grabbee each turn.
Run (Combat Move): Allows character to move up to their full Running that phase.
Sprint: Use this Action to move faster each phaseup to your full Sprint speed,
(Non-Combat Move) but at 1/2 DEX and 0 REF while doing so.
Other Action: Use this Action for anything not covered by other Actions, like reloading,
taking off your shirt, opening a door, or anything else you can think of. How
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Advanced Action Summary
Actions Notes
Abort Interrupt opponents turn to
use a Defense (Dodge,
Block, Dive for Cover), at
cost of your upcoming action
this phase.
Aim Each phase taken Aiming
adds +1 to Attack, up to +3;
no other Action possible
Choke Hold A Grab at - 4 REF. 2D6 Killing
Attack. And you cant talk
while being choked.
Disarm Knock opponents weapon
from hand.
Dive for Cover Avoid an area attack.
Defender makes REF +
Athletics (or Evade) skill roll
vs 8, +1 difficulty per each
extra meter/yard dived.
Draw & Attack Draw weapon and attack in
one Action. -3 Penalty to
attack.
Entangle Immobilize opponent until he
can make an Escape.
Escape Escape from Grabs or
Entangles, using STR+
Hand-to-Hand skill vs. oppo-
nents STR+Athletics (or
Hand-to-Hand) skill.
Haymaker +3 dice damage, with -3 to
REF.
Move Move up to your Combat
Move distance, and perform
one other action, except for
Run, Sprint, Move By, Move
Thru, Recover or any action
the GM rules to take a Full
Action (or longer.)
Move By Full Combat Move and HTH
(or Melee) attack during
movement with a -2 penalty
to REF & DEX. Damage =
half of STR + 1 die for every
10m/yds moved. You will
also take one third of that
damage yourself.
Move Thru Full Move and HTH (or
melee) attack at end of
move with a -1 penalty for
every 10m.yds moved and a
DEX penalty of -3 total.
Damage = STR + 1 die for
every 5m/yds moved; you
will also take one half of that
damage yourself.
Recover -5 to Defense Value, get
Recovery back in Stun
Sweep/Trip Opponent falls; takes -2
penalty to his REF next
phase, must spend an
Action to get back up.
Wait Wait for a chance to take
your action or hold an action
til later.
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 modi-
fiers on your DEX. Some common Other Actions: drawing a weapon, get-
ting 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
a full phase.
Throw: This allows the attacker to use a thrown weapon (grenade, bottle, mug,
small car). The object must be liftable by the character, and may be thrown
using the characters Athletics Skill. Improvised, non-aerodynamic objects
can be thrown at at -4 penalty. If the character is throwing something larg-
er than 4 square m/yds (roughly 2x2), it can be treated as an area attack.
Free Actions
These are things you can do automatically, without spending any of your Actions. An
example would be standing up. To be sure, ask the GM of your campaign what Actions are free
in his game. For example, you can always move up to your MOVE Characteristic (in m/yds) at
no action cost.
Advanced Actions
These are other Actions you can take besides the Basic ones. Remember that even this
list is only a fraction of the possible maneuvers you may want to invent or add to your cam-
paigns.
Abort: Characters who are being attacked, and who have yet to take their turn,
may abort to a defensive maneuver (Block, Dodge, or Dive For Cover)
using their upcoming action. Characters continue to do this defensive
action until they can act again in the next phase.
Aim: This action allows you to improve your chances to hit with a ranged
weapon (only). Each action taken aiming adds +1 to your attack, up to
three actions total. Aiming assumes a steady, braced position, no move-
ment, and a clear chance to track your target.
Choke Hold: A two hand or one arm Grab maneuver at -4 to REF (unless youre really
big and your GM allows you to use one hand). Once a successful Choke
hold is established, the choker will do 2D6 each phase in killing damage
unless the Choke is broken by the victim.
Disarm: On a successful Attack roll, you have a chance to knock something from
the opponents hand at no penalty. The attacker gets a STR + Hand to Hand
roll versus the defenders STR + Hand to Hand roll; if the attacker wins, the
defender drops the weapon. Use the Area Effect table (p.45) to deter-
mine where the weapon falls, with your opponent in the center.
Dive For Cover: This action allows you to get out of the way of explosions and area effect
attacks. You make a Defense roll (using an appropriate Athletics or
Evasion roll if allowed by the GM), against a Difficulty Value based on the
distance (base of 8 for 1m +1 difficulty for every extra 1 m/yds). If the roll
is failed, you didnt dodge fast and/or far enough and were caught by the
attack effects. Diving for cover can be performed by holding an action (just
in case) or by aborting to your next action if you have not yet taken your
turn.
Draw & Attack: By declaring this action at the start of the round, you are effectively trying
to fast draw on your opponents. This allows you to draw and use a
weapon in one action, instead of the normal two, but imposes a -3 penal-
ty on your attack.
Entangle: This allows the character to use any entangling type of attack (whips,
nets, tentacles, etc) to immobilize an opponent. The attack is made using
the skill for that weapon against the targets defense roll. An entangled
character must act as though a Grab has been made; he cant move or
attack until he escapes.
Escape: This is the action of freeing yourself from physical holds, chokes, entan-
glements or simple traps (like snares or nets). This requires a separate roll
using your STR+ Hand to Hand skill against the holders Athletics (or Hand
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That Moving Thing:
Lets say my MOVE is 5. This would mean:
Move: I can run up to 5m/yds and still do
anything except Run, Sprint, Move By,
Move Through or Recover.
Move By: I can run up to my full Combat
Move (equal to my MOVE x 2). So I could
run 10m/yds and make a hand to hand
or Melee attack with penalties.
REF -2
DEX -2
STR cut by 1/2 plus 1 die per 10 m/yds.
You take 1/3 of resulting damage
Move Through: I can run up to my full
Combat Move (equal to my MOVE x 2).
So I could run 10m/yds and ram into
someone, (or do the famous Captain
Kirk Running Kick), with penalties.
REF -1 per 10 m/yds
DEX -3
STR regular damage plus 1 die per 5
m/yds
You take 1/2 of resulting damage
Which Die Roll?
This is one of the basic decisions you
have to make before you begin playing Fuzion:
what Dice should you use? While standard 6-
sided dice are always used for damage, in
Fuzion, you can use either 3 six-sided dice (the
HERO Option) or one 10-sided die (the
Interlock Option) for resolving actions. The GM
should decide at the start of the campaign
what kind of dice will be used; this will then be
in effect for all characters within that cam-
paign.
A Die Roll or Straight 10?
Fuzions unusual parentage offers you
two ways to resolve the defensive roll side of
the outcome. The first is the HERO Option
(from the Hero System side of the family),
which uses a straight value (10) instead of a
die roll. This 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, only the Attacker should
always roll three six-sided dice.
The other is the Interlock Option (named
after RTGs core system used in Cyberpunk
and Mekton ), in which a 1D10 die roll is
added to the Difficulty (aka Defensive) Value
of the Defender. This option tends to give your
campaigns a more unpredictable flavor. Even
the toughest characters will have to depend
on luck against an equally skilled opponent.
Remember, when using this option, both the
attacker and defender should always roll a sin-
gle ten-sided die.
Either option works equally well and both
are scaled to fit the Difficulty Value Table (pg.
38)
to Hand) skills plus their Strength. Example: Although Foxs Athletics is 7,
her STR is only 3. Bricks Athletics is only 3, but his STR is 10. The extra 3
point edge easily allows Brick to hold Fox immobilized. If pitted against a
trap, you will use your STR+Athletics Skill against a Difficulty Value set by
the GM. On a successful roll, you are free of the hold and may move again.
Hand to Hand or Tech-based Skills may also be used in default of Athletics
if the GM agrees.
Haymaker: You throw caution to the wind and put everything into a single full-out
physical move (a swing, punch or blow). This gives you a damage bonus
of +3 dice, but imposes a -3 penalty to hit (because youre not worrying
about keeping your balance or aiming, etc.).
Move: This Action allows you to move up to your MOVE Stat (or other Movement
power) in m/yds of distance, and perform one other action, except for Run,
Sprint, Move By, Move Thru, Recover or any action the GM rules to take a
Full Action (or longer.)
Move By: This action lets you use up to your full Combat Move and make a Hand-to-
Hand or Melee attack (only) at any point along that movement, at a penal-
ty of -2 to your REF and DEX. You do half your STR damage plus 1 die for
every 10m/yds moved. You will also take one third of that damage yourself.
Move Thru: This action lets you use up to your Combat Move and make a Hand-to-Hand
or Melee attack (only) at the end of that movement, at a REF penalty of -1
for every 10m/yds moved and -3 to DEX. You do your STR damage plus 1die
for every 5m/yds moved. You also take half that damage yourself.
Recover: Recovering gives you back Stun (and Endurance, if using that Derived
Characteristic) equal to your Recovery score. If you choose to Recover for
your action, you can do nothing else that phase. If you suffer damage
while recovering, you may not recover Stun points that phase. You are at
-5 DEX while Recovering.
Sweep/Trip: You put out a foot and send him sprawling. On a successful Hand to Hand
roll, the attacker is knocked to the ground. He will be -2 to his next attack,
you will gain +2 on your next if to the same opponent.
Wait: Allows you to interrupt another players actions during their round.
Waiting is best used when you want to wait until an opportunity expos-
es itself. To Wait, you must announce, when your part of the phase
comes up, that you are planning to Wait. The important word to include
in this announcement is until, stating what condition must be met
before you will act. An example might be, I wait until Bob moves, or I
wait until I can see the whites of his eyes. If the conditions of your wait
are not met, you must stand there, waiting, until the next round. When
the specified condition has been met, you can elect to interrupt someone
elses action immediately. After all, this is what you have been waiting
for. An example would be: I wait until my opponent pops his head up
from behind the wall, then Ill shoot. The moment your opponent pops
up to shoot at you (his action), you could then interrupt and fire. You need
not roll to interrupt; its automatic. This can also be used to cover an
opponenti.e.; hold a ready weapon on himyou interrupt his action
(BANG!) if he attempts to escape.
Once youve chosen the action you want to do, its time to find out what happens next.
Most of the time, youll just be able to do what you intended to do. But sometimes, the out-
come of an Action will be in doubt (for example, if you are attacking a monster, youll want to
know if your blow hits). This will call for Resolving an Action.
Resolving Actions
Whenever your character tries to do something (called taking an Action), theres always
the question of whether hell succeed or fail. Sometimes the task is so easy that its obvious;
for instance, taking a step forward without falling down. In those cases youll just tell the GM
what youre doing, and no die roll is needed.
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What's a Competently
Cosmic Feat Anyway?
While a typical Fuzion character may
never encounter something requiring a
Cosmic level of ability, we have listed the full
Fuzion table so that you will have cross-com-
patibility with other Fuzion based games. That
way, if you decide to let godlike supermen into
your game, you can easily do so.
Difficulty Values, The Easy
Way
If the GM doesnt have the Universal
Difficulty Value Table handy, theres an easy
way to get the right Difficulty Value: Ask the
player for their Stat + Skill, add average die
roll, then assign a Difficulty Value in relation to
that total: A really easy task adds -4 or -3 to
the DV, an easy task adds -2 or -1, a tough
task adds +1 or +3, and a really tough task
adds+5 or +6.
Titans in Thongs
Its pretty obvious that entertainment
physics isnt like regular physics. (How else do
you explain the abilities of most super-
heroes?) In most comics, a well built (but not
exceptionally so) heroor a shapely fashion
model in a thong and no visible muscles at
allcan typically lift a battleship and throw it
a mile. Even if a human could lift a battleship,
the distribution of weight around him would
either (a) drive him into the ground like a nail;
(b) punch a man-sized hole through the hull of
the battleship, or (c) break the battleship in
half. After all, whats holding up the parts of
the battleship where our heros (or a mecha
suits) hands arent?
Encumbrance: Or Whats in
that backpack anywaylead?
While the lifting system herein is great
for tests of strength, it really doesnt cover lug-
ging a heavy pack over the blasted desert.
Thats where encumbrance comes in.
To avoid a lot of bookkeeping, as a rule
of thumb, we treat a typical loaded pack
(water, food for a week, assorted tools, a cou-
ple small weapons and a tent) as equal to lift-
ing a small child (around 60lbs/27kg). A real-
ly heavy pack (over 100lbs/45kg) is equal to
an adult female; above that (an adult male at
180-200lbs/91kg) youd better be Arnold
Swartzenegger at least!
But if youre trying to take a step on the deck of a ship pitching wildly in a driving rain-
storm, walking might be very difficult indeed. Thats where Action Resolution comes into play.
There are two ways to resolve an action. The first is to resolve an action against
another living thing or person (like trying to convince them to do something for you). To do this,
you will add your CHARACTERISTIC+SKILL plus a die roll (a.k.a. your Action Value) against your
opponents CHARACTERISTIC+SKILL+their own die roll (also known as their Difficulty Value).
CHAR+SKILL+DIE ROLL vs CHAR + SKILL+ DIE ROLL (or 10)
The second way is against a situation (like picking a lock or driving a car). How tough
these are to resolve is based on how hard it will be to perform the desired action. First, the GM
looks at the table below and decides what term best would describe the level of ability required
to perform the task. Then you add your CHARACTERISTIC+SKILL plus a die roll and try to beat the
Difficulty Value assigned to the Action you want to perform.
Description Difficulty Value Description Difficulty Value
Challenged ...............................................10 Exceptionally superheroic ............42
Everyday ....................................................14 Incredibly superheroic....................46
Competent .................................................18 Legendarily superheroic ................50
Heroic.........................................................22 Cosmic................................................54
Incredible..................................................26 Competently cosmic........................58
Legendary..................................................30 Exceptionally cosmic......................62
Superheroic ..............................................34 Incredibly cosmic ............................66
Competently superheroic ......................38 Legendarily cosmic .........................70
All tasks in Fuzion are resolved the same way: take your most relevant CHARACTERISTIC,
add to it your most relevant SKILL, and add a die roll to your total. Next, compare the resulting
value to a Difficulty Value (either the total of your opponents Characteristic+Skill+Roll or a value
determined by the GM). If you equal or exceed the DV, you succeed!
Lifting, Throwing and Strength Feats
One type of action that doesnt fall into the realm of the everyday in Fuzion is feats of
strength. This is one place where reality must compromise with fiction, as many settings deal
with superheroes as well as more realistic types, and we have a special mechanism just for that
situation.
We deal with the problem of superheroic abilities in Fuzion by making feats of strength
and lifting another type of Action and ignoring the real physics. However, the resolution of this
action is a little different than most. In a Strength Feat Action, youll roll only 1D6 and add your
STR Characteristic against a difficulty listed below.
Difficulty To Lift a: To Bend or Break To Throw a Baseball:
2 Heavy bag of groceries Balsa wood 5m/yds
5 Child, 2 heavy bags of groceries Plastic 10m/yds
7 Adult female Wood boards 40m/yds
9 Adult male Aluminum 80m/yds
11 Lion, 2 men Iron City block (110m/yds)
13 Motorcycle, Bear 1/2 mile
15 Small Car Steel 1 mile
17 Large car, Elephant 2-5 miles
19 Small Semi-truck Hardened steel 6-10 miles
21 Light Tank 11-20 miles
23 Small Jet Titanium 21-40 miles
25 Battle Tank, Whale 41-80 miles
27 Large jet, Train Unobtainium 81-160 miles
29 Small Ship, Building 161-300 miles
31 Battleship, Lg. Building Super Unobtainium Into orbit
33 Aircraft Carrier Out of orbit
35 Mountain Anything Out of Solar System
A T T A C K E R S A V D E F E N D E R S D V
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Why the Change?
As you may have noticed, we use a
slightly different way of resolving these
STRength feats. One reason is that as you get
higher and higher Strengths, we wanted luck
to be less and less a factor. We also wanted
this table to be consistent no matter what
kind of dice you used for other forms of reso-
lution.
We also dont actually give weights in
this table, as most people dont lift weights,
but objects. Therefore, comparable objects
are far more useful. Most people dont know
a Typhoon submarine weighs over 1.2 mega-
tons and they really couldnt care less!
Note: While lifting tanks may seem sort
of out of line for a character, remember that
there are larger creatures (dragons, etc.) or
machines (giant robots, power armor) which
also have a Strength; and they can shove a
small tank around!
An interesting Side Effect
Another big advantage to using the
weight approximation system on pg. 38 is that
it skips all the tedious stuff about pounds vs
kilograms (important when a game system is
used all over the world). Whether you work in
lbs. or kg., you know how big a lion or a motor-
cycle is, and you can easily fit the weights into
the system you use best.
Meet Kandr Zahn (again)
Kandr decides to carry his girlfriend
across the swamp. She weighs in as a typical
adult female. Shes also lugging a backpack,
which the GM rules is about equal to a heavy
bag of groceries. Adding 7+2 together gives
us a total Difficulty of 9; equivalent to carrying
an adult male. With a STR of 4, Kandr had bet-
ter roll at least a 5 or higher or hes gonna
drop his girlfriend in the swamp. Better drop
that backpack, Kandr!
In Case You're interested...
The Fuzion Difficulty Value Table (pg.
38) maps surprisingly well to the old Interlock
Task Table in Cyberpunk 2020:
INTERLOCK DV FUZION DV
Easy .....................10 Challenged.........10
Average.................15 Everyday ............14
Difficult.................20 Competent .........18
Very Difficult .........25 Heroic................22
Nearly Impossible. 30 Incredible...........26
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Example 1: Regular Man has a STR of 4. He can easily pick up his son (a roll of 1 out of
6), his wife (3 out of 6) but can barely lift his buddy (5 out of 6). On the other hand, Titanic Man
has a STR of 28. He doesnt event think about lifting anything smaller than a small ship (1 out
of 6), regularly lifts battleships (3 out of 6), breaks a sweat lifting an aircraft carrier (5 out of 6)
but still cant get a mountain up!
Example 2: Regular Man has a STR of 4. He can easily bend plastic (a roll of 1 out of 6), but
hes going to be working to break a board (3 out of 6) and could barely bend aluminum (5 out of 6).
On the other hand, Titanic Man has a STR of 28. He easily bends anything below Unobtainium (our
patented name for any superheroic supermetal), but still cant bend anything he wants.
Throwing
Another area where the everyday goes beyond reality in some Fuzion settings is throw-
ing. When superhumans and demigods start tossing cars around, throwing stuff can get a lot
more interesting. Which is why we invented the Baseball Test.
In Fuzion, we use the Baseball Test to create a benchmark for what can be easily thrown.
A baseball represents any aerodynamic object that weighs less than 3 lbs (roughly 1 kg) that
can be hurled with one hand. This includes grenades, footballs, basketballs, frisbees, bottles
and other small, inconsequential items that can be easily thrown. When throwing something
that passes the Baseball Test, simply add your STR to a D6 die roll, just as with a Strength or
Lifting feat, and try to beat the Difficulty for the Distance youre throwing. If you beat the
desired Difficulty, youve thrown it that far. Example: Amazing Man (STR 15) wants to throw a
baseball 5 miles (Difficulty 17). He can easily make this.
If you fail, compare your final roll to the first Difficulty value you could beat. This will
determine how far the throw actually went. Example: Amazing Man (STR 15) wants to throw
a baseball 90 miles (Difficulty 27). He fails by 5 points (27-5=22) This corresponds closest to a
21 Difficulty, which means he only tossed the ball 11 to 20 miles.
Heavier than a Baseball? To throw something thats heavier than the Baseball Test, heres
the trick. Simply add the Difficulty of lifting the object to the Difficulty of Throwing it for the desired
distance to get the final Difficulty. Example: Awesome Man (STR 32) can easily throw a baseball
into orbit (Difficulty 31). However, if he tries it with a small car (Diff=15), the difficulty rises to 46
(31+15=46). The best he could be sure of doing would be to toss that car a mile or so (15+15=30)
Pushing
In a campaign where the Derived Characteristic of Endurance (pg. 9) is used, the GM may
allow characters to exert extra effort in emergencies; this pushing allows the characters to
increase their STR up to a maximum of two additional points. Pushing costs 5 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. Pushing can be applied to any Strength, Lifting or Throwing feat.
Modifying Actions
Sometimes, conditions beyond your control may make it harder to perform an Action. For
example, changing a light bulb may be an Everyday task, but changing a light bulb in an earth-
quake is a whole order of magnitude tougher. These external conditions are called Modifiers.
When the GM decides a Modifier applies to your action, you will automatically subtract the
Modifier Value that goes with it from your die roll. Here are some typical Modifiers (they are
cumulative).
Target 5-10m/yds away...............................-2 Target partially behind something.......-1
Target 11-50m/yds away.............................-4 Target obscured by smoke, darkness...-4
Target within 50m/yds~Weapons Range..........-6 Target is dodging ..................................-3
Unfamiliar tools, weapon or vehicle ..........-4 Lack of instructions for task ................-2
Dont have right tools or parts ....................-2 Hostile environment .............................-5
Complex Task.......................................-3 to -4 Have never done this before................-1
Under stress or attack .................................-3 Drunk, drugged, or tired .......................-4
Trying to perform task secretly....................-4
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Meet Kandr Zahn (again)
Kandr is chasing the bad guys. He
decides that hes going to try to drive
through crowded urban streets. The GM
rules that this is a hand-eye thing, requiring
Kandrs REF Characteristic. The Skill will be
Driving. Since avoiding the teeming masses
is a task that most people cant easily do,
the GM rules that this will be a Competent
level task (18).
Kandrs REF is 7, his Driving skill is 2
for a total of 9. To hit his 18 target number,
hed better roll better than an 8.
If hes rolling a D10 (the Interlock
option), this is gonna be pretty tough2
outta 10 (of course his chance of open-end
rolling is also 1 in ten). In general, this
means that while things are somewhat hard-
er to do with this option, the much higher
chance of open ending means more of a
chance of doing impossible feats every so
often.(See Critical Success, pg. 41).
If hes rolling 3D6 (the HERO option),
his chances go up; the average roll is going
to be around 10. But his chance of pulling
off that one in a million stunt is far, far less.
GMs: In summary, when you want a
really risky, high stakes campaign where
luck is of primary importance, go with the
D10 resolution. But if you want consistent
results, go with the 3D6 version.
U
sing your Skills is the most common kind of Action outside of Combat. The first
step in using a skill is determining what Characteristic youre going to use and
what Skill to pair it up with when you do something:
What Characteristic do I Use?
In general, common sense should tell you which Characteristic to use for a particular task,
or the GM of your campaign can decide if theres a dispute. However, the following guidelines
will usually apply in almost any case:
If the Situation involves..................................................................................................Use
...an issue of knowledge, memory, problem-solving, or experience
or is otherwise mental ..........................................................................................................INT
...interacting with someone (e.g. lying to them, impressing them, etc.)............................PRE
...resisting an interaction, or if its a matter of willpower
or ability to face danger, fear, stress .................................................................................WILL
...manipulating tools, instruments or having technical affinity........................................TECH
...an issue of speed, such as races of swimming, skating or skiing;
running, swimming feats ...............................................................................................MOVE
...using hand-eye coordination or dexterity ; fighting, driving/control skills
(e.g. guns or vehicles) ...........................................................................................................REF
...engaging in gross physical movement (athletics, evading,
using fists and blades) .........................................................................................................DEX
...a matter of raw physical strength (mainly a Strength Feat)..........................................STR
...a matter of endurance and time , or resistance to pain, disease, shock ......................CON
...or the GM can decide if its in dispute.
The most important thing is to look at the type of task youre trying to perform first. This
will determine the most applicable Characteristic to add to your Skill. One side effect of this
method is that you may often find the same Skill being combined with different Characteristics,
depending on circumstances and the way in which you want to use that Skill. For example, if
youre playing a piece of music and trying to make it technically perfect, you might use your
Technique characteristic in combination with your Performance Skill. But if you were trying to
sway an audience to tears with the beauty of your playing, you could use your Presence
Characteristic in combination with your Performance Skill instead. Each uses the same Skill,
but each choice stresses very different aspects of using that skill!
What Skill Do I Use?
The overriding rule here is that the GM will always be the final arbiter of what Skill should
be used to make an attempt at a task. Beyond that, common sense is the best guideline. If
youre using a weapon, your Skill choice may be pretty simple; use the Skill that describes the
weapon best. But if its an interpersonal issue, you may be able to convince your GM to give
you a lot more leeway; maybe your Social Skill may be far more useful in convincing the gang
leader to release the hostages than your Persuasion, especially if you can call upon a little
known gangland code that requires he honor your request! The ability to bend Skills around to
fit circumstances allows you to use one of the best strengths of the Fuzion system: flexibility.
When You Dont Have a Skill
Sometimes, you just dont have a Skill to use. In these cases, there are two options the
GM can use. The first is the Outta Luck option: you just dont get a Skill to add to your char-
acteristic. You just dont know anything about what you have to do, and youre totally relying
on a Characteristic and dumb luck (a good time to use that LUCK youve been hoarding).
The second route is the Cultural Familiarity option. In most societies, there are very few
things that can be done that arent described in some manner or other; people shoot guns in
movies; legends describe how the hero used his sword, Tom Clancy novels tell all about how
submarines work. Cultural Familiarity assumes the more widely educated you are, the more
chance you may have run across something relating to what youre about to attempt.
Using Your Skills
Using Your Skills
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Therefore, whenever you dont have a Skill that will apply, you can gain one point for every
three points of Education you currently have. And since most people start with at least 3 points
of Education, one point of ADDITIONAL Education may be enough to get you a start. Use of the
above rule is, of course, subject to the decision of the GM.
Improving Skill Use
Besides the basic ways of using skills, there are a few other variations that can improve
your chances:
Trying Again
If you fail a Skill Check, you cant try again until your check has improved for some rea-
son; you took longer, used a better tool, or made a complementary Skill Check.
Complementary Skills
A Complementary Skill Check is where the use of one skill directly affects the use of a
subsequent skill. For example, if you were a singer and needed to sway a crowd, a very good
Performance check would make the swaying (Persuasion) a lot easier. As a rule of thumb:
1) At the GMs discretion, a good roll in one skill may have a bonus effect on the subse-
quent use of a related skill. This bonus will be in a ratio of +1 additional bonus point for
every 5 points the related skill succeeded by. Example: Sue wants to convince Bob to go out
with her (Persuasion). By making a really good Wardrobe and Style roll, she could increase
her Persuasion by dazzling Bob with her sexy wardrobe.
2) As a rule, this bonus will usually only affect a subsequent attempt once. One really high
Wardrobe and Style roll wont allow Sue to convince Bob to marry her; it just helps get her
the date. The rest is up to fate.
3) As a rule, this bonus should only involve the interaction of one skill attempt on one other
Skill attempt.
Taking Extra Time
Taking extra time can also give you a bonus to your Skill Roll. For every level on the Time
Table (pg. 34) used beyond the amount of time the GM assigns to the task, add +1 to the Skill
Roll. Example: The GM says a task will take 1 minute. If the character takes 5 minutes to per-
form the task, he gets a +1 bonus to the Skill Roll.
Critical Success (a.k.a. Open Ending)
A critical success is when you get lucky and manage to succeed at something you nor-
mally would have no chance in Hades to accomplish. In game play, this is simulated by allow-
ing you to roll additional dice which are then added to the original roll to enhance its effects.
The rules for this depend on which dice option you are using:
If youre rolling D10: On a natural roll of 10, youve scored a critical success. Roll an
another 1D10 and add the result to your first roll. If you roll another 10, you may not score
another critical success.
If youre rolling 3D6: On a natural roll of 18, roll two additional D6s and add this result
to your original roll.
...and Critical Failure
Sometimes even the best of the best have a bad day.
If youre rolling D10: On a natural roll of 1, roll an another 1D10 and subtract the result
from your first roll.
If youre rolling 3D6: On a natural roll of all 1s, roll two additional D6s and subtract the
result from your first roll.
Driving & Piloting Actions
Any time you try to make a vehicle do something unusual, youll need to check to see if you
succeed. This is done by combining your REF+Piloting (or appropriate Skill for controlling the
vehicle), and a die roll vs. a roll and a difficulty based on the type of maneuver youre making
(see next page), plus any appropriate modifiers for weather, driver or road conditions.
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If the maneuver isnt described below, pick the closest appropriate one to work from. If
the roll is successful, you will be able to pull the maneuver off. If not, you will lose control. In
a walking unit, youll just fall over; you must then get back up. In a ground unit, this will be a
skid (miss by 4 or more and youll continue straight for 1D6 meters per 10mph) or spin (miss by
4 or less; treat as a skid, but roll 1D6 to determine new facing: 1=backwards. 2=forwards. 3-
4=facing right. 5-6=-facing left.). In an aircraft, you will probably stall (miss by less than 4) or
spin (miss by 4 or more). Both require a roll be made to regain control. Its a Difficulty Value of
18 to Regain Control from a spin or stall, and look out for that ground thing coming up at you !
Dogfighting
Sometimes, the best option is to outfly your opponent with a combination of skill and abil-
ity to maneuver. Start by determining the position of the combatants at the start. Is one closing
on the other, or are they headed right at each other? This intercept can be determined by making
a Perception roll on either side with the high roll choosing positions, or at GMs discretion.
To find out the result of an aerial or space dogfight (whether between giant birds or
spaceships), each participant rolls their Piloting Skill+REF+Roll . The player with the highest roll
has the Advantage position, based on how many points they won the roll by. The result is com-
pared with the chart on the left; the player who has won can shoot or flee at his option. The
key position is the Tailing one; because it adds +2 to your Attack roll that phase.
To break off a dogfight requires either mutual agreement, or 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 Phases as the GM determines
would be necessary for escape at the time intention is announced.
Dogfighting
Results Table
TIED ROLL: No Aim
HEAD ON: 1 point
either way
SIDE ON: White
beats Black by 2>,
Defender chooses
which side is attacked
TAILING: White beats
Black by 4 or >
SWERVE [20]
U OR
REVERSE [26]
EMERGENCY
STOP [22]
MANEUVER
THRU OR
UNDER [30]
REGAIN
CONTROL [22]
TIGHT TURN
[22]
ADD 2 FOR EVERY POINT OF MOVE OVER HALF OF FULL MOVE OF VEHICLE.
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T
he most important type of Action youll encounter in a Fuzion game will proba-
bly be Combat. Not only is combat a regular staple of adventuring no matter what
the setting, but combat is the one Action that will have the most effect on your char-
acterby getting him or her killed out of the game.
Combat begins when the GM declares that combat has started. Each character then gets
to act in Turn order (see pg. 35); take an Action, and determine the result of that action. Then
the next character gets to act until all characters have acted. The Phase is over when every-
one has had a chance to act (including any Non-Player Characters portrayed by the GM). Then
a new Phase begins and everyone can act again.
Types of Combat
There are two kinds of combat: Melee and Ranged. Melee Combat occurs whenever you
attack a target using your hands, feet, body parts or a weapon that uses the force of your body
for power. In general, Melee combat occurs within 4-6 m/yds of the attacker.
Ranged Combat occurs whenever you shoot at something. Any ranged weapon or attack
can be shotenergy beams can be shot from a superheros hands, bullets can be shot from
a gun, stones can be shot from a sling. In general, if it strikes the target from a distance, its
Ranged Combat.
Rules of Play
This section covers the basic conditions you have to meet before you can engage in combat.
Are You Clear?
No matter what the weapon or attack, you need to have an unobstructed path to your tar-
get. If somethings in the way, you cant attack the target no matter how close it might be.
Range: Can I Reach Out and Smack It?
As a rule, Melee attacks can hit any target within 2m/yds of you; this is defined as MELEE
RANGE. Polearms and other long melee weapons can hit anything within 4m/yds of you; this
is Extended Melee Range and is applicable only to these weapons. RANGED WEAPONS will
always have the range listed in their individual descriptions.
How Often Can I Hit It? (Number of Shots & Rates of Fire)
Unlike Melee weapons, most ranged attacks have a limited number of Shots (arrows, bul-
lets, charges, etc.). This will usually be listed in the weapons attack description. The Rate of
Fire [ROF] is how many times the attack can be shotin 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.
CONFLICT & COMBAT
CONFLICT & COMBAT
What you can shoot through
Trees BrushSmokeTentsGlass Snow
What you (usually) cant
shoot through
ConcreteBrickMetalIceEarth
Facing
Facing is the direction you are pointing.
Since many Fuzion games are played in
head (without maps), the standing rule is
that you can clearly face and attack anything
that is positioned forward of your shoulders
and unblocked. When using a standard gam-
ing hex map, characters face through any
three adjacent sides of the hex they are stand-
ing in.
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COMBAT SEQUENCE
SUMMARY
Each Phase, take turns in order of highest to
lowest REF (if tied, roll dice between ties)
During this 3-second segment, do the follow-
ing:
[A] Choose Your Action
You have 1 Action each Phase. These actions
can be Attacks or involve other types of activ-
ity. If attacking go to [B]; if not, skip down to
[D].
[B] Check Line of Sight
You can attack anything positioned forward of
your shoulders, as long as nothing else is in
the way.
[C] Check Range
Each attack has a range, listed in
meters/yards. If using figures, assume one
figure is equal to 2 meters (or about 6 feet) of
range from top to base. If you are in range,
you can attack.
[D] Resolve Action
In general, roll appropriate dice and add to
your Characteristic + Skill. Add in any special
Modifiers that might apply to the attack as
well. If the action was a successful Attack, go
to [E]. If not, go on to NEXT PHASE [F].
[E] Resolve Damage
If you hit, roll a number of 6-sided dice equal
to the Damage Class (pg. 49) of the Attack.
[F] Go to Next Phase
Start the process again.
Aimed Attack Damage
Theres a reason to aim those shots!
See the Aimed Shot Damage Table on Page
52.
Combat Modifiers: What Are My
Chances to Hit?
Combat Modifiers take into account the conditions of the battle. Modifiers are always
applied to Attacks. You may use some, none, or all applicable modifiers to make the combat
in Fuzion more exciting and realistic.
SITUATION MODIFIER
Target 5-10m/yds away.....................................................................................................-2
Target 11-50m/yds away...................................................................................................-4
Target within 50m/yds~listed range of weapon.........................................................-6
Target is using an Action for Dodging..........................................................................-3
Moving target ...........................................................-1 per 10m/yd target moves (~6 mph)
Target silhouetted.............................................................................................................+2
Target partially covered:
Half Body.....................................................................................................................-1
Head and Shoulders Only........................................................................................-1
Head only ....................................................................................................................-2
Behind someone else...............................................................................................-2
Target Obscured (Blinded by light, dustSee below) ....................................................-4
Vehicle mounted weapon, no turret ..............................................................................-4
Aimed body shot ...................................chest [-1], vitals, head [-6] , legs, hands, feet [-4]
...............................................................................stomach [-5], arms, shoulders, thighs [-3]
Firing shoulder arm from hip...........................................................................................-2
Aiming........................................................................................+1 per phase, up to +3 max
Braced.................................................................................................................................+2
Tiny Target (bullseye, eye, vital area).................................................................................-6
Small Target (less than 1m/yd, limb) .................................................................................-4
Large Target (trees, cars, large animals, small mecha, etc.) ...........................................+2
Very Large Target (trucks, planes, walls, side of barn) ...................................................+4
Surprise Attack (see Surprise below for details) ............................................................+5
Target Prone........................................................................................................................-2
Improvised weapon (rock, bottle, small girder) ...............................................................-2
Special Combat Modifiers
Surprise! Its an Ambush!
An attack that surprises the target, such as an ambush or a backstab, gives the Attacker
a +5 Offensive bonus for that attack (but no initiative bonus). To lay an ambush requires the fol-
lowing conditions:
The opponent is unaware of your location and intention to attack. He may only detect
you with a successful Perception roll.
The opponents attention is distracted or focused on another situation, such as another
attack or a difficult task.
Target Obscured or Blocked
If theres something that may block a clear view, but wont block a swing, such as smoke,
or darkness, the target is considered obscured. You cant see who youre fighting (the enemy
is invisible, in darkness, in ambush or because youre dazzled), and each phase you must make
a Perception Roll (GM sets the Difficulty Value). If the roll is successful, the penalty is -2 to all
subsequent Attack and Defense Values that phase. If the Perception roll is unsuccessful, the
penalty increases to -4.
Weapon Accuracy
A built-in modifier, Weapon Accuracy [WA] reflects the difference in quality between
weapons, and their effect on their users abilities; the better and easier to use the weapon, the
better you use it, (and the worse the weapon...). WAs are not always used in Fuzion games, as
their use varies from campaign to campaign. However, when they are in play, youll find them list-
ed in the description of the weapon. To use them, just apply the WA to your Attack roll as with
any other Modifier. If you need to improvise WAs for weapons not listed, use the table at left.
Weapon Accuracy Ratings
Very bad, real cheap = -2
Inaccurate, cheap = -1
Dead average = 0
Well built, nice stuff = 1
Finest kind, dueling = 2
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Meet Kandr Zahn (again)
Kandr decides that hes going to try and
clobber a street thug thats tailing him. His
Hand-to-Hand Skill is 3, his REF is 7 (Total 10).
His opponents Evade is 5; his DEX is 5, for a
total of 10 also. The thug decides to play it
smarthe dodges (-3 to Kandrs roll) and
moves back to 8 m/yds away (-2 additional).
Kandar rolls; he gets a 6, bringing his
total to 16. Subtracting the -5 for the modifiers
brings this down to 11. The street thug will
need to roll at least a 2 to dodge our hero.
(5+5+2=12)
Area Effects
Small Area is a circle with a radius of 4
m/yds.
Large Area is a circle with a radius of 8
m/yds.
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Making The Attack
In combat, the Attacker combines his Skill in his chosen Weapon or Hand to Hand skill
with his REF and a die roll to create an Attack Value (AV). He may also have to add or sub-
tract certain modifiers from this Attack Value to determine the final outcome (See page 44.).
Example: an attacking character with a REF Characteristic of 5, a Hand to Hand Skill of 6, and
a die roll of 6 has an AV of 17. A -2 mod for use of an improvised weapon in turn brings this
down to 15.
The Defender combines his DEX, appropriate Evade Skill (or another skill like Fencing,
Piloting, or Athletics if GM permits) skill and a die roll (in HERO, a flat value of 10 can be sub-
stituted for the roll) to produce a comparable Defense Value (DV). Example: a character with
DEX of 4, an Evade skill of +6, and a die roll of 3 has a DV of 13. The two rolls are compared;
if the AV is equal or greater than the DV , you hit!
Special Attacks
Targeting Against Range
Sometimes, you need to hit an apple, or a tree or something else without Skills or
Characteristics. In these cases, the GM will set a Difficulty Value based on the range.
Melee (4m/yds or less) .........................................................................................................4
Close (10m/yds or less).........................................................................................................8
Medium (50/yds or less) .....................................................................................................12
Long (out to listed range of weapon) .................................................................................16
Extreme (beyond listed range)................................16 plus an additional +2 per 100m/yds
Vehicle Combat
When attacking a vehicle, the attacker will use his skill with the appropriate vehicle weapon
or vehicle attack skill (such as Gunnery or Heavy Weapons). He attacks as usual, opposing his tar-
gets skill in controlling the vehicle (such as Driving or Piloting). The resolution is completed the
same as all other Combats. Also note that vehicle-mounted weapons multiply all range distances
(pg. 144) by 100. Example: 5-10m/yds increases to 500-1000m/yds when piloting a vehicle.
Area Effect Attacks
Area Effects are attacks (Energy Blasts, Shotguns, Flamethrowers, Stun Fields, Gas, and
other effects) that strike an area rather than a character. The area affected depends on the kind
of attack made and will always be described as part of its description or construction. These
types of attacks use the Targeting Against Range rules to see if they hit their area; anyone in
the target area will take the appropriate damage.
Explosions
For these, the attacker rolls against a Difficulty Value assigned by the GM (see Targeting
Against Range, above). Characters take the damage in the ratio of 2 less points for every m/yd
they are away from the center of the attack.
Typical Area Effects Effect Radius
Shotgun (per barrel)......................................................................................................1m/yd
Grenade (per die of damage) .......................................................................................1m/yd
Explosive (per die of damage).....................................................................................1m/yd
Flamethrower (per die of damage).............................................................................1m/yd
Heavy Weapons (per Kill of damage).......................................................................4m/yds
If the character fails the Attack Roll, the center of the attack shifts 1 m/yd for every 1 point
the Attack Roll was missed by, up to a maximum of 1/2 the total range to the target. Roll 1D6
to see which direction the center of the attack scatters and consult the table below. Then roll
1D6 to determine how many meters/yards the round fell in that direction.
Roll Area Effect Result
1-2 ........................................................................................................landed short of target.
3-4..........................................................................................................landed behind target.
5........................................................................................................landed to right of target.
6...........................................................................................................landed to left of target
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Making Autofire Work for You!
Wanna get that great Chow-Yun-Fat effect
where the hero can dive through a hail of bullets
and come up to plug all the faceless goons dead
on? Set two different autofire ratios for the heroes
and the goons!
How Autofire Should I make
My Game?
3 for attacks directed at the Players
(the heroes) and Major Villains
1 for attcks directed at Faceless
Grunts and other Cannon Fodder
Autofire Attacks
Shooting a lot of something (bullets, fireballs, etc.) in one attack is called autofire. Many
guns, superpowers and other ranged attacks have the possibility of using the autofire option
(this is defined by the weapon or power used). In autofire, the weapon (or attack) fires as fast
as it can in a 3 second turn. This is called a rate of fire [ROF] and is usually defined as part
of the weapon or attack.
The Autofire Ratio: Ever notice how in many superhero comics or action movies the
heroes can walk through a virtual hail of machinegun bullets and never take a hit, while in real
life theyd look like Swiss cheese? To simulate this effect, we have created a little Fuzion gim-
mick called the Autofire Ratio. The Autofire Ratio is designed to allow characters to survive the
withering effects of big gunfire in games where effect is more important than realism, by
allowing the GM to adjust the lethality of all those bullets flying around at the start of his cam-
paign. Heres how it works:
Make your attack, and determine by how many points your final total exceeded the required
Target Number. Now divide that number of points by the Autofire Ratio of the current game (The
GM must determine this at the start of the campaign, based on the style of gameplay):
Campaign Style Autofire Ratio
Everyday ...............................................................................................................................1
Competent.............................................................................................................................1
Heroic ....................................................................................................................................2
Incredible..............................................................................................................................2
Legendary .............................................................................................................................3
Superheroic..........................................................................................................................4
Round any decimal values up. The result is how many rounds actually hit your target. The
catch? Theres a -1 attack modifier for every 10 shots fired (your gun is jumping around). The
total also may not exceed the total number of rounds fired.
Example: Alex attacks Gron with a machinegun, firing 20 rounds. He needs to beat a
Target Number of 10; he gets a 20. In a game with the Autofire Ratio set at 1, he would hit
with 10 shots. But the Autofire Ratio in this game is set at 4. Since 104=2.5, its rounds up to
three shots which actually hit Gron.
Autofire allows for a wide variety of combat techniques:
Burst: A burst is a limited autofire attack, never more than 4 shots, at one target.
Since the weapon isnt bucking around as much, there is no attack penal-
ty. Make an Attack roll; if the defender fails his roll, he takes damage
based on the Autofire Ratio of the game.
Single Targets This is just like a burst, but the rate of fire is not limited to only 4 shots (as
a result, there is a -1 modifier for every 10 shots fired). Again, make an
Attack roll; if the defender fails his roll, he takes damage based on the
level of failure, divide by the Autofire Ratio of the game (rounded up).
Multiple Targets An autofire attack can also be directed against several targets at once.
The attack must be directed into an area called a fire zone, and the width
(in meters) of the fire zone must be specified at the time of the attack. The
total ROF of the attack is divided by the total number of m/yds in the fire
zone (round down), and this becomes the total number of rounds that can
possibly hit a target in that zone. The attack is made as above, with each
target defending individually against the attackers single Attack roll.
Example: With an Autofire Ratio of 1, I fire into a 10 meter area with 30
rounds. (30 divided by 10 = 3). Sue, Bob and Harry each make a Defense
roll against my Attack roll of 12, totalling 13, 11 and 7 respectively. Sue is
missed, Bob takes 2 rounds, and Harry (although he loses by 5), only takes
3 because thats all thats entered his part of the fire zone.
Archery Attacks
Bows are a special category of ranged attack because theyre Strength-based ranged
attacks. Bows have 20m/yds of range for every 1 point of STR, to a maximum STR of 7. Compound
bows and longbows have a maximum STR of 10. Crossbows work like normal firearms.
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Special: Energy Blasts, Spells
& Mental Attacks
Okay, you may not be using energy
blasts or psychic attacks in your current
game. But who knows where your Fuzion
characters may go next time. By using the
mental powers here, you have the option of
creating horrible supernatural abilities far
beyond mortal man. Just in case.
If you decide to have Energy Blast
attacks, they are made much in the same way
as other ranged attacks, taking range and skill
into account with other modifiers. The range of
these attacks is based on the number of
Power points spent on the attack: For every
point spent on the power, youll increase the
range by 10m/yds (Example: spending 20
points gives you a 200m/yd ranged energy
blast). To hit with Sorcery or Clerecy, you will
use AWARENESS+appropriate power skill and
roll to hit.
In most cases, Mental attacks have no
range limitations; they are simply direct line of
sightif you can see it at all, you can hit it, no
matter how tiny it is. The exceptions are
Mental Attacks based on CON; these operate
with the same range determiners as Energy
Blasts; and Mind Scans, which do not require
line of sight to be effective. To hit, you will use
WILL+ Use Power skill for Psionics, WILL +
appropriate power skill for Sorcery and
Clerecy.
Missile Attacks
In general, most vehicle combat is considered Ranged Combat and follows similar rules.
The one exception is missile combat; missiles are defined as any weapon that can follow its
target independently. How good it is at this job (and thus the Difficulty Value to beat when
avoiding it) is based on how smart it is; does it just sniff a heat signature or is it smart enough
to outthink you?
Missile is Dumb Smart Brilliant Genius
DV 8 12 16 20
To avoid a missile hit, you must make a REF+Piloting+Die roll for at least 1D6/2 consecu-
tive rounds. This can be modified by the use of countermeasures, which add +2 to your Piloting
rolls. Make the rolls, and youre clear; miss, and youre hit. In the case of clusters of missiles
fired at one time, one missile roll is made once for all missiles fired, with one missile hitting
the target per point by which your Defense failed. Example: 10 missiles are fired at a jet. The
jet fails its roll by 7, so 7 of the 10 missiles hit.
Presence Attacks
A powerful personality can have a strong effect on other people by words, actions, or
sometimes by their mere presence. We call this effect a Presence Attack. A Presence Attack
can be many different things, depending on the intent of the attacker: fear, awe, surprise, sur-
render, rage, courage, hope, commitment, facedowns or other emotions or actions. Usually a
Presence Attack consists of a well-chosen phrase, such as Surrender or die!, or Warriors to
the attack follow me!, or even just Stop!
Making a Presence Attack requires an Opposed Action roll. Use the attackers Presence +
Oratory, Performance or other appropriate skill + appropriate dice vs Willpower +
Concentration + dice for the target. If the attacker succeeds, roll 1D6 for every 1 point of PRE.
You may add or subtract dice depending on the GMs judgment (see the Presence Attack
Modifiers table for suggested modifiers). Total the dice and compare the total against the tar-
gets Resistance value to find the effect. Presence Attacks depend heavily on the circum-
stances, so the GM should feel free to modify the number of dice in the attack. The table below
has some suggested modifiers:
# of Dice Modifier
-1 to -2....................................................................................................Inappropriate setting
-1...............................................................................................................................In combat
-1 .................................................................................................................At a disadvantage
-1 to -2 .........................................................................................................Wrong reputation
-1 to -3........................................................................PRE Attack runs against current mood
-1 to -2....................................................................................................Repeated PRE Attack
+1 to +2 ..........................................................................................................Right reputation
+1.................................................................................................................................Surprise
+1..........................................................................Exhibiting a power or superior technology
+1 to +3 ..............................................................................................................Violent action
+1 to +3.............................................................................................................Good soliloquy
+1 to +2.....................................................................................................Appropriate setting
+2 ......................................................................................................Targets in partial retreat
+4............................................................................................................Targets in full retreat
The modifiers and the effects of Presence Attacks really depend a great deal on exactly
whats happening and what is intended. The GM should use Presence Attacks to increase the
drama of a situation or make things more interesting.
PRE Attack Total Is Possible Effects of PRE Attack
> than Target Resistance Target is impressed; hesitates, acts last this phase.
> 10+Target Resistance Target is very impressed; hesitates, acts last this phase and only
gets one Action, even if using the Run Action. May follow com-
mands that the target is already inclined to do.
> 20+Target Resistance Target is awed; may not take any Action next phase and is -5
Dexterity. May do what attacker commands.
> 30+Target Resistance Target is cowed; may surrender, run away, or faint. Target is
Dexterity 0, and will nearly always follow attackers commands.
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Some
Common SDPs
THE GREAT OUTDOORS KD KD IN KILLS SDP KILLS
Brush (per m/yd) 5
Rocks (per m/yd) 28 30
Large Tree, Telephone Pole 1 1
Lamp Post 1 2
Manhole Cover 1 30
STRUCTURES KD KD IN KILLS SDP KILLS
Glass (per m/yd) 3 5
Wooden wall/Fence (per m/yd) 7 10-15
Sheetrock Wall (per m/yd) 10 5-10
Brick Wall (per m/yd) 25 30
Concrete Wall (per m/yd) 28 50
Metal Wall (per m/yd) 32 70
Armored Wall (per m/yd) 1 1
Metal Lock 20 5
Wood Door 7 5
Metal Door 20 30
Vault Door 2 4
Furniture 3 15-20
Control Consoles (per m/yd) 10 20-30
Machinery (per m/yd) 10 30-50
S
o you hit the target! Great. But its not over yet. Now you have to determine what
happened next. That usually means Damage.
Damage
Damage is a way of measuring how you much you hurt something; sort of like applying a
numerical rating to a dent in your car or a cut finger. Whenever something in Fuzion is dam-
aged, that damage is subtracted as points from a total value representing the structural integri-
ty (or life energy) of the damaged object.
Types of Damage
There are four different kinds of Damage in Fuzion. The first is Hits (used to measure
small, man-scaled levels of lethal damage). The second type is Stun (used to measure shock,
pain and other non-lethal damage). The third type is Structural Damage (used to measure dam-
age to small objects and vehicles). The fourth and final type is Kills (used to measure very large
or very powerful levels of damage to inanimate objects). Lets start by examining each in turn:
Hits
Hits are lethal, life threatening damage to living organisms, usually caused by man-car-
ried weapons or environmental effects. Also known as Killing Damage, these types of
attacks are subtracted from a total pool of points the target has, until, at a certain level (usu-
ally below zero), it is killed or otherwise incapacitated. Example: Gorn can take 20 Hits. He is
damaged by a weapon and loses 15 Hits. Gorn can take only five more Hits remaining until he
is either incapacitated or killed.
What has Hits? Any living organism.
Stun
Stun Damage is damage that creates pain and shock, but not lasting injury. Its fistfight-
ing damage, impacts done with the parts of the body, such as hands, feet, head (or if you have
them, tails, tentacles and other blunt body parts). As a general rule, if its part of the body and
Resolving Combat
Resolving Combat
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How much damage in Hits
can your character take?
That depends on his or her Physical
Characteristic; you get five Hits for every Point
of Body you have (example: with a Body of 6,
you would have 6x5=30 Hits). One point of
damage from a weapon or attack will remove
one Hit. When your characters Hits have been
reduced to 0, he is dying out, at -12, he is
dead (non living things can also take damage,
however, when non-living things are reduced
to zero, they are rendered inoperative).
How much damage in Stun
can your character take?
That depends again on his or her Body
Characteristic; you get five Stun for every
Point of Body you have (example: with a
Body of 6, you would have 6x5=30 Stun).
One point of damage from a Stunning attack
will remove one Stun. When your characters
Stun pool has been reduced to 0, he or she
is knocked out.
Things that have SDP or Kills
These dont have Stun or Hits. In these
cases, any attack against them is treated as
though it was made against the objects SDP
or Kills.
What about other Melee
attacks?
In general, the melee rules cover attacks
made by humanoid creatures. However, if
youre dealing with non-humanoids (like ani-
mals), you can always apply the following
rules, adding or subtracting to the original
STR-based DC level.
Situation....................................Modify DC
Animal Bite/beak .....................Equals STR
Animal Claw.......................................-2DC
Bludgeon attack (Heavy tail, natural club,
tentacle blow, flipper .........................+2DC
Trample (run over, stomp) .................+2DC
Constriction attack (tentacles, body con-
striction) ...........................................+1DC
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isnt sharp, it does Stun damage (the exception to this rule is futuristic stun weapons or
stunning attacks).
All living things have Stun points as well as Hits; a measure of how much damage they
can take before they pass out from pain and shock. Stun Damage is always subtracted from
your characters pool of STUN points. When his STUN points are at 0, his body will react by
shutting off the painand passing out.
What has Stun? Any living organism.
Structural Damage Points
Soft targets like living things take damage differently than hard targets (structures
and vehicles). So in Fuzion, inanimate structures, vehicles and other small non-organic objects
(commonly called hard targets) take Structural Damage instead of Hits. SDP is different from
Hits, but works the same wayone point of Hit damage will remove one SDP. Note: You cant
stun an inanimate object. Therefore, objects will always take both Stun and Hit damage the
same way, subtracting it equally from their SDP. (If this sounds remarkable, remember that
karate masters can break bricks and boards barehanded!)
What has SDP? Anything that is non-living and does not have a specially tough composi-
tion (armored plate, rare super-metals, etc).
Kills (Lets talk Big Guns. Really, Really Big Guns.)
In Fuzion, really big weapons do such staggering amounts of damage that they are mea-
sured in a larger scale called Kills, to represent the kind of massive forces associated with mil-
itary level hardware, very large objects or extremely powerful attacks. Conversely, very large
or tough objects (tanks, giant robots, aircraft carriers, etc.) are also defined as having Kills of
structure or armor to represent the huge amounts of punishment they can take.
What has Kills? Anything that is is non-living and has an especially tough composition
(armored plate, rare super-metals, etc).
Determining the Damage Done
Damage Classes (a.k.a. DC)
In general, how how much damage an attack does is based on the Damage Class (or DC) of
the attack or weapon, with each point of DC being equal to one 6 sided die of damage (for exam-
ple, with a DC5 weapon, you would do as much damage in Hits (or SDP) as five six sided dice
would when rolled and added togethersomewhere between five and thirty.) Example 2: I have
a DC3 handgun. I roll three dice and get a 5, a 6 and a 3. I do 14 points of damage with that attack.
Determining the DC of Attacks
With the exception of bows and spears, ranged weapons always do Damage based on
the DC of the weapon This DC is normally listed in the description of the weapon in the rules.
Example: my Cosmoblaster Mark V has a DC of 8. This means I will roll 8 dice in that attack.
Melee Attacks DCs
However, the DC of an attack caused by any part of the body is determined by the
Strength of the attacker, with fists doing one DC of Stun damage for each point of Strength the
attacker has (a kick does an extra DC on top of your STR, but suffers a -1 Attack Total penal-
ty). Example: my Strength is 5; this means I do 5 dice (DC5) with fists, 6 for a kick.
Damage by Melee Weapons
Strength-based (a.k.a. melee) attacks using weapons normally have a damage each
weapon can do. This value is equal to the weapons listed Damage Class (again, this DC will
be listed in the description of the weapon in the rules). However, there are a few things that
will effect the final DC of your melee weapon attack:
Minimum and Maximum Strengths
The catch to the above is that if you arent strong enough, you cant effectively make use
of that weapons ability. Therefore, each melee weapon also has a listed minimum STR at
which you can use it with no penalty. Below this level, you take a -1 Reflex penalty for every -
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1 STR below the minimum and a -1 DC penalty as well. Example: Aunt Meg, STR 2, tries to use
a Battle Axe with a 5 STR Min. Shell only do DC2 Killing damage when she hits instead of DC
5,, and takes a -3 REF penalty.
However, for every point of STR you have above the minimum STR required to wield the
weapon, you will do one additional DC of damage, up to twice the weapons listed Damage
Class. Example: Bob, STR 5, wields a dagger (STR minimum of 1). Bob had 4 more STR than he
needs, so he expects to gain 4 extra dice on his attack. But since the daggers maximum dam-
age is only twice its listed DC (1x2=2), Bob only gains 1 extra DC. On the other hand, Grog, STR
10, wields a battle axe (STR min. 5). Grog gains 5 extra dice, and since 2 times the Battle axes
listed DC (6) is 12, he gets to use all of his extra dice.
Kills and DC
Unlike DCs, Kills represent whole values rather than numbers of dice. This is a way of simpli-
fying the bucketfulls of cubes that such attacks would normally require (as well as reflecting the
fact that Kills are an astronomically high level of damage/structure). When attacking objects with
Kills with weapons that do Kills, you will simply subtract the damage done from the Kills remain-
ing, instead of rolling dice for damage. Example: My giant robot attacks another giant robot with a
6 Kill beam weapon. I would subtract 6 from the total Kills of the target.
But what happens when Kills meet DC and vice versa? Thats where Damage Scaling
comes into play.
Damage Scaling
Fuzion is designed to simulate a staggering array of settings, from the semi-realistic set-
tings of modern day combat, to the godlike feats of superheroes and anim characters. The
problem is, each of these settings has its own genre-specific rules regarding damage. For
example, in most action or science fiction settings, really big guns on the Kill scale are
designed to hit and damage really big targets. Its nearly impossible to apply the full force of
these huge attacks to a small target (like a man) because the majority of the damage just does-
nt have a big enough surface area to expend itself on. Really big damage is more likely to
expend its force by hurling a small target out of the way than directly applying all of its force
to the target. By contrast, it takes a lot more force to move a large object and it has a lot more
surface area to absorb that force, so it stands there and takes it all.
The flip side is that in a larger-than-life setting, superheroes, power suits, etc., can apply
all of their damage to a very large target, simply because its so big. So when a very powerful
superhero punches a tank, all of his force ends up expended right on the tank, tearing it apart.
(Sure, its not realistic; but it does closely mirror the abilities of superheroes and other godlike
beings as depicted in comics, movies and anim. Its also self limiting, because only super-
heroes or other non-realistic people will ever be able to do this sort of damage; in a realistic
genre, they wont exist and in a superheroic genre, theyre supposed to hammer tanks apart
with their bare hands.)
Finally, theres an intermediate area of damage, where small vehicles or large creatures
interact with very large vehicles (like giant robots, tanks or ships). These targets are just too
big to be just blown out of the way by a big attack, yet arent anywhere as tough as a truly
huge target. They also have weapons that, while they arent as powerful as Kill-rated attacks,
can do some serious damage when they hit, unlike the attacks of most puny personal arms that
would just ping! the armored surface.
In Fuzion, we get around these genre-specific limits by using the idea of Damage
Scaling. Damage Scaling allows large amounts of damage to interact with small targets (and
vice versa), in ways which preserve the nature of their respective genres. Small targets just get
blown through the air by huge weapons taking minimal damage, small weapons just ping! off
of large targets with no effect, and medium sized weapons can hurt large targets, but not any-
where as badly as really big weapons can hurt them back. And finally, really tough superheroes
can tear tanks apart with their bare hands.
Damage Scaling accurately preserves the effects of damage as portrayed in most semi-real-
istic, action movie, science fiction, anim, and superheroic settings. To use it, simply determine
the level of the attack and the level of the target. Then convert the damage done accordingly.
Shorthanding Really Big Piles
of Dice
Dont want to handle rolling a million
dice? Heres a nice shorthand to accomplish
much the same thing. Divide the number of
dice required by ten. Then roll that result and
multiply the total by 10.
Each remainder die is treated as an
extra die and added to the total.
Example: I have to roll 64 dice (eek!)
Instead, I roll 6 dice (6010) and multiply that
result (lets say 6+4+3+3+1+3=20) by 10
(20x10=200). I then roll the remaining 4 dice
(lets say 5+2+2+1=10) for a grand total of
210 points!
Another fast way is to multiply the total
number of dice thrown (say 64 again) by 3 (the
average roll is actually 3.5, but were simplify-
ing). In this example, the total would be 192
not too far off from the other method. Either
way is a fast method of speeding up play.
Damage Scaling in Detail:
DC attacks vs. targets with SDP or
Hits=No change
Kill Attacks vs. really large/tough
vehicles with Kills=No change
Kill Attacks vs. Small vehicles or
organics under 1000kg=
Add 13 to the number of Kills done. The
first kill is equal to 14DC. Each additional
Kill adds one additional DC. Example: A
giant robot attacks a man with a 4 kill
weapon. 13+4=17DC.
Kill Attacks vs. Small vehicles or
organics over 1000kg.=
Multiply the number of kills of damage by
50 to produce the required SDP or Hits.
Example: a giant robot attacks a car (SDP)
with a 4 Kill weapon. 4x50=200 SDP.
DC Attacks vs. really large/tough
vehicles with Kills=
Divide the DC of the weapon by 14, round-
ing all decimal values down. Example: A
36DC weapon is used to attack a giant robot
(Kills). 36/14=2.5, rounded down to 2 Kills
Superheroic DC attacks vs. really
large/tough vehicles with Kills=
Subtract 13 from the total DC done. Each
remaining DC is equal to one Kill. Example:
Atom Man clobbers a tank (Kills) with his
18 DC fists. 18-13=5 Kills.
Impairing Things that have
SDP or KIlls
Objects can also be impaired. As a
rule, when an object reaches 1/2 of its SDP
or Kills, its Characteristics (Spd, MV, etc),
are reduced by 2. At 1/4th of its total SDP
or Kills remaining, its Characteristics are
reduced by 4.
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Why Damage Scaling?
One of the big problems in the original
Interlock system was when humans
attacked vehicles, especialy large ones like
robots or tanks. Humans were either too puny
to do any damage or they were blown away
like chaff when the big weapons hit. While that
may be realistic for some types of combat, we
soon realized that in the action genre, heroes
are supposed to be knocked over or wounded
by big attacks, not vaporized.
Destroying Things that have
SDP or Kills
Objects can also be destroyed. As a
rule, when an object reaches 0 SDP or Kills, it
is no longer functional. However, it is not utter-
ly destroyed until it has been reduced to below
twice its total SDP or Kills.
Applying the Damage
Now that we know the types of damage and how to determine how much damage (in DC
or Kills) has been done, its time to apply that damage.
Taking Hits
Hit Damage is serious injury that can maim or kill. Anytime you are hit by a weapon, even
if its just a club, you will take Hit (a.k.a. Lethal) damage. In addition, any sharpened part of the
body (fangs, claws, horns, etc), can also do Hit damage. Hit damage is always subtracted from
your characters pool of Hits. When this is reduced to zero, your character is dying.
Important Tip: Avoid Dying. It really puts a crimp in your roleplaying.
Impairing Wounds
Whenever your Hits have been reduced enough, you will become impaired. At half of your
total Hits, all of your Primary Characteristics will be reduced by 2; at 1/4 of total, they will be
reduced by 4 points. A Characteristic cannot, however, be reduced to less than 1.
DEAD. Mort. Finito.
When you reach 0 Hits, you are dying. You will be able to keep moving if youve still got
Stun left, but youll be at -6 (GMs Option) to all Primary Characteristics. You will also lose 1
additional Hit (in shock and blood loss) per round (4 Phases)when you lose up to 2x your
BODY Characteristic, you are dead.
Taking Stun
Any time you take non-lethal damage, that creates pain and shock, but not lasting injury,
you will take Stun. Stun Damage is always subtracted from your characters pool of Stun points.
If you take more than 1/2 of your total Stun in one attack, you are Stunned. A Stunned character
cannot act in the next phase and is -5 to all Primary Characteristics. He cant move, and he may
take no other actions. He will remain stunned for 1 phase, becoming unstunned next phase.
Knocked Out
Your character is knocked out whenever your Stun is reduced to 0 or below: you are auto-
matically unconscious. You are effectively knocked out, but will regain consciousness once you
have recovered enough Stun to put you back over 0 again (see the table below for how long
this takes).
Stun Level 0 to -10 -11 to -20 -21 to -30 >30
Recover Stun Every Phase Every Round Every Minute Up to the GM
Stun Rollover
When you have lost all of your Stun points, any subsequent Stun damage you take will con-
vert into Lethal (or Hit) damage at a 1/5th rate, reducing your remaining Hitsif youre beaten
senseless and the beating continues, you could well be beaten to death!
DEFENSE ATTACK TYPE
DC KILLS SUPERPOWERS
SDP/Hits No Change Based on kg. weight (see below) No change
KILLS Divide DC by 14, round down No Change Subtract 13 from total DC
If total < than 1, no effect Each remaining DC=1Kill
Hits or SDP No Change 1 Kill is equal to 1 DC, then add No Change
<1000kg 13DC to that DC total.
Hits or SDP No Change Multiply number of Kills by 50 No Change
>1000kg (For total DC)
TYPE
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Collateral Damage
Since Hit damage also causes a fair amount of pain and shock, youll also take 1 point of
Stun for every 1 Hit you lose, until you run out of Stun points. (Note: you dont get your SD!)
And sometimes a Stunning blow is powerful enough that a small amount of serious damage is
also done, equal to 1 point of Lethal damage for every 5 Stun that penetrate in a single attack.
Aimed Shots
One way to increase the amount of damage in any attack is to aim a shot. You pay a mod-
ifier penalty, (See Attack Modifier Table, pg. 44), choose the target, and make the attack. If you
hit, the damage is multiplied as below.
Location Hit Effect (after armor)
head.................................................................................................................double damage
hands/forepaws*..................................................................................................1/2 damage
arms/forelimb* .....................................................................................................1/2 damage
shoulders*...............................................................................................................1x damage
chest........................................................................................................................1x damage
stomach................................................................................................................1.5x damage
vitals.....................................................................................................................1.5x damage
thighs* ....................................................................................................................1x damage
legs/hindlimb*......................................................................................................1/2 damage
feet/hindpaws*.....................................................................................................1/2 damage
* if it isnt obvious, roll 1 die: even=right, odd=left Note that damage is multiplied AFTER penetrating armor:
Example: Gorn attacks with a DC 5 weapon, rolling a total of 16 Hits. However, since it
was an aimed head shot (with a -6 modifier penalty), he doubles his damage to 32 Hits. Aimed
shots can be applied to any Hit or Stun causing attack.
Knockback
Such mighty blows are delivered in some types of combat (especially between superheroes,
giant robots, and kung-fu action heroes), that the combatants are often knocked all over the bat-
tlefield. This phenomenon is known as Knockback (in its realistic form, it becomes Knockdown).
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Other Kinds of Defenses
You can also have Energy Defenses
[ED], Mental Defenses [MD], Sorcerous
Defenses [SRD] or any other type, depending
on the kind of Fuzion game you are in and if
your GM allows it.
Armor Piercing (AP) Attacks
Specially hardened or sharp attacks are
extra good at getting past armor. These Armor
Piercing (AP) attacks always reduce armors
KD effects by half (for example, from 10 to 5),
when they are used.
To determine the amount of knockback taken, subtract the BODY characteristic (or KILLS)
of the targeted character plus 1D6 from the total DC (or KILLS) of the attack. For every DC
remaining, the character is knocked back one knockback unit. The unit of measurement is
determined by the style of campaign, then applied by moving the character that far straight
back from the impact.
Campaign Style Knockback Unit in m/yds
Everyday [realistic].................................................................................Just Knocked Down
Competent [elite, semi-realistic.] .....................................................................................1/2
Heroic [TV action show] .......................................................................................................1
Incredible [olympics, action movie].....................................................................................2
Legendary [blockbuster action movie].................................................................................3
Superheroic [comic books, myths] ......................................................................................4
In the event that somethings in the way, move on to Collisions and see how badly you
were hurt. Note: If using Kills vs Body, convert Kills to DC at a ratio of 1Kill=14DC, plus 1 for
each additional Kill; if its DC vs Kills, there is no effect until you reach 14 DC, then add 1 Kill
for each additional DC.
Defenses
So how do you avoid getting knocked out or killed? The first way is to just stay out of the
way, using your Skills and Characteristics to ward off the attack. But if that doesnt work,
youve still got another option: a Defense.
A Defense is anything that gets between you and the Damage first; clothing, armor
plates, scales; even energy fields that deflect or absorb damage. When something is damaged,
it always subtracts the value of any armor it may have from the total value of the dice rolled.
Only then is the remainder of the damage applied to the target.
Armor is the best type of defense, because its cheap and removable. While most Armor
provides defense against Hits, (Lethal), other types can protect against energy attacks or even
mental attacks! Armor reduces damage just like any other defense, and will stop both Stun and
Killing Damage. The amount of damage that is stopped is included in the description of the
armor.
Your natural physical toughness (the Stun Defense on your character sheet) is your next
defense, but will only stop Stunning Damage. This is called having a Stun Defense [SD]. Youll
use this as a last resort, and mostly in fistfights and other non-lethal engagements. Example:
My CON is 5, giving me a SD of 10. If 15 points of Stun hit me, only 5 (15-10) would get through.
Important: Note that the Damage Scaling system automatically converts damage done
into the proper type of damage to tackle the kind of KD the target may have. For example, a
DC attack against Kill-rated armor would be automatically rescaled into Kill-based damage.
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uns and swords arent the only thing that can hurt you. The world is full of poten-
tial dangers; falls, illness, drowning, even being hit by lightning. All of this falls
under the heading of the Environment:
Cumulative Environmental Effects: Shock, Poison/Drugs, Burns, Disease &
Asphyxiation.
Each of these are effects of the environment that harm you through accumulation; shock and
poison by continual damage to your body or will, asphixation through accumulated lack of air.
Electricity and Fire are always ranked by intensity of the effect (GMs decision), with dam-
age occurring each phase you are exposed to the source.
Type Mild Intense Deadly
DC DC1-4 DC5-10 DC11-20
Electricity Battery Wall socket Lightning Bolt
Fire Wood Fire Gasoline Fire Thermite
Like electricity, Poison & Drugs are ranked by the power of the drug or poison. Damage
effects occur each minute, not phase, while Illness or Environment take place over days, weeks
or even months (GMs choice).
Type Mild Strong Powerful
DC DC1-4 DC5-10 DC11-20
Poison Belladonna Arsenic Stonefish Venom
Drug Alcohol Sodium Pentathol LSD
Illness Measles Pneumonia Plague
Environment Uncomfortable Harmful Deadly Conditions
A drug or poison need not be fatal; sleep or truth drugs also work by accumulation;
damage is subtracted from different point pools depending on the type of effect. Example:
Morgan administers a strong dose of Mind Control Serum (DC5) to Jake, hoping to find out the
Cabals secrets. Each turn, the drug does 5 to 30 points to Jakes Resistance. At 0, he gives in.
Effect Taken From
Sleep drugs...................................................................................................................STUN
Poisons ...........................................................................................................................HITS
Mind drugs .......................................................................................................RESISTANCE
Asphyxiation
Sitting quietly, you can hold your breath up to 1 round for every 2 points of Endurance (a
tough character could hold his breath for around six minutes.). If activity, such as swimming or run-
ning is required, this rises to 4 pts. After this time is up, you take damage at 3DC per round, taken
from your Hits.
Collisions (Ramming and Falling).
This is damage that comes from hitting something at speed. The big difference is that in
a fall, one object is hitting a stationary object (the ground) at high speed. In a ram, two or more
objects, moving at different speeds, are crashing into each other, and the relative positions of
each will affect the outcome.
Bashing Things with Hits/SDP
Things with Hits or SDP will take 1DC in damage for every 3 MOVE travelled each phase,
rounding any decimals down. If the total Move made is less than 3, you will take no damage.
In addition, add 1 DC for every full 100lbs (or 45kg) of weight.
Example 1: An average guy weighing 160lbs falls 30m/yds (MOVE 10). He takes 3 DC (3.3
rounded down) for the fall, plus another 1DC for his weight, for a total of 4DC; on average
about 14 Hits. For an average guy (BODY 3) with only 15 Hits to take, this is bad news.
Example 2: A car moving at Move 30 (@60mph or 90kph) slams into a wall. It takes 10DC
of damage (303=10). However, since it weighs 1600 lbs, it takes an additional 16DC
(1600100=16), for a grand total of 26DC. Since on average this would mean around 91 points
of damage, the car (with only 50 SDP) is obliterated.
Example 3: An average guy weighing 160lbs falls 1m/yd . He takes no damage for the fall.
Welcome to the Desert
While many environments may not be auto-
matically fatal, they can be definitely bad
news. You could treat several hours of blis-
tering desert as a Mild Cumulative
Environmental effect.
M/yds to MOVE?
Since youre more likely to describe a
situation as You fall 20 yards (or meters) to
your death!, heres a handy conversion. To
convert distance in m/yds to MOVE, divide
by 3, rounding decimal values down.
Getting Terminal
Terminal velocity (the speed where a
falling body cannot accelerate any faster) is
roughly equal to a MOVE of 60, and will nor-
mally be reached (on Earth) in 2 phases
(falling objects accelerate at around 30
MOVE per phase). Once you reach terminal
velocity, you cannot increase your damage
unless you are travelling in a power-dive
towards gravity.
The Environment & Recovery
The Environment & Recovery
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For the Math Geeks: How
close is this to MEKTON Z?
If youre curious about how, say,
Example 1 maps with the collision tables in
MEKTON ZETA, first convert the Fuzion MOVE
to MEKTON MA (305=6MA, or 6 hexes. At
the MEKTON ratio of +1Kill for every 2 hexes
travelled, this comes out to be 3 Kills
(62=3). Factor in 4 more kills for the weight
class (30-49 tons) and the result is 7 kills
instead of Fuzions 6. In Example 2, the MOVE
converts to 18 hexes (905=18). This gives
us 9 kills for the movement and 5 kills for the
weight, for a total of 14 Kills (instead of
Fuzions 15). In general, weve found that
while this conversion doesnt map exactly to
MZ, its close enough that a variance of 1 or
2 Kills shouldnt be that critical.
Remember, these are, after all, imagi-
nary giant robots; there isnt really a lot of
empirical data to work from here!
King Kong vs Bambi
If you want to save yourself a lot of math-
ematical grief, just generally assume that any-
time there is a disparity of over 10 tons
between two objects, the smaller one is just
obliterated.
Recovering Humanity
Options vary based on the campaign
setting and tech level. Here are some ideas:
THERAPY: If conditions causing humani-
ty loss are removed (including cyberware) ther-
apy can restore 4D6 Humanity/week. If thera-
py is attempted without conditions changing a
Psychology roll can be made at DV=20. If suc-
cessful, 1D10 Humanity is regained. If the
rolls fails, 1D6 Humanity is lost.
CLERECY: If your fighter has seen one
too many villages decimated by ghouls, con-
sider a Bless spell from the local cleric, restor-
ing 2D6 if successful. This can only be cast on
an individual once per week.
Realistic Recovery Rates:
Although this isnt as much fun (after all,
this is a game), realistically, it should take a
lot longer than a few days to come back from
life threatening injuries. In this case, a realis-
tic rate would be to recover your REC in Hits
every week, not day. The example at left would
take three weeks, not days.
Bashing Things with Kills
Things with Kills usually weigh such staggering amounts that we measure their damage
in increments of tens of tons! As a rule, objects with Kills will take 1 Kill of damage for every
10 MOVE travelled per phase, rounding decimal values down. In addition, they will also add
1K for every ten tons of weight.
Example 1: A giant robot travelling at MOVE 30 (@60mph or 90kph) slams into a wall. It
takes 3 Kills of damage (3010=3). However, since it weighs 30 tons, it takes an additional 3
Kills (3010=3), for a total of 6 Kills of damage.
Example 2: A larger giant robot flying at MOVE 90 (@180mph or 270kph) slams into a
mountain. It takes 9 Kills of damage (9010=9). However, since it weighs 65 tons, it takes an
additional 6 Kills (6510=6), for a total of 15 Kills of damage. Ouch.
Ramming
As mentioned above, ramming is like any other collision, but since the objects are mov-
ing, their relative positions will influence the final outcome. Heres what to do:
If the ram is head on, add the MOVES of both objects together and the weights of both
objects together, then treat the results as above. The result is the damage done to both.
If the collision is a side ram or swipe, treat as a regular collision (above). If the collision
is a rear end, subtract the MOVE of the object in front from the speed of the trailing object,
then treat as a head on ram.
Objects with Hits/SDP Ramming Objects with Kills (and Vice Versa)
As before, add the MOVES and weights of both objects together. However compute the
weights for each by converting the total weight of the objects
Pounds/kg into tons: Divide weight by 2,000 lbs or 1,000 kg, rounding down, then add to
tons of other object.
Tons into pounds/kg: Multiply by 2,000 lbs or 1,000 kg, rounding down, then add to lbs.
of weight of other object.
Example: A giant robot (weight 30 tons) travelling at MOVE 30 (@60mph or 90kph) slams
head on into a small car (weight 1,000 lbs/454kg) also moving at MOVE 30. The giant robot
converts the cars weight to tons and gets .5 tons, for a total of 30.5 tons. The car converts the
robots 30 tons into 60,000lbs, for a grand total of 61,000lbs. The total MOVE is 60. The result:
The mecha takes 9 Kills (60 MOVE10= 6 Kills, plus 3 more Kills for the total Weight (30.5
tons10)
The car takes 630 Hits (60 MOVE3=20 Hits, plus 600 additional Hits for the total weight
(60,000lbs100). Ouch!!!
Recovering From Damage
So the Defense didnt work and you didnt get out of the way. Assuming you
arent reduced to vapor in an unfortunate accident, the next step is to get better. Your
Recovery Characteristic [REC] determines how fast your character gets back either lost
Stun or Hits:
Recovery from Stun Damage: You will recover Stun at a rate based on how far below
zero you are (as previously mentioned on pg. 51):
Stun Level 0 to -10 -11 to -20 -21 to -30 >30
Recover Stun Every Phase Every Round Every Minute Up to the GM
Recovery from Wound (lost Hits): For every 24 hours you spend resting and with med-
ical care (this assumes dressed wounds and proper medication), you will recover as many Hits
as your REC score. Example: I take 30 Hits of my 40 total. My Recovery is 10. I will be back to
full Hits in 3 days.
Recovering from Dying: Saving a dying character is still possible. Another character,
making a successful Medical or First Aid roll can stabilize you at any point beyond 0. The
Difficulty for this is two times the number of Hits beyond 0 but above Dead Dead (-2 x Body).
Example: Lazarus is now at -7 Hits. To save him, Fox must make a Medical skill roll against a
Difficulty of (7x2)=14.
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Meet Kandr Zahn One
Last Time
At long last, Kandr has persevered
and fought off a million assasins to res-
cue his sister. He now collects his OP
reward. The GM gives him 12 Points:
3 For figuring out that neat trap where
he lured the head assassin into the
weakened factory floor where they
fell into the basement.
3 For doping out that the head of the
planetary council had faked his
own death, framed the love interest
and gone into the Trade
Underground.
3 He lived to tell about the whole
thing, even with 20 assassins on
his tail.
3 For really roleplaying the angst,
pain, and doomed nature of his
quest (especially the part where his
girlfriend is killed protecting him
and the player did a ten minute
deathbed soliloquy about how
much hed loved her).
12 TOTAL OP AWARDED
Kandr decides to spend his 12 points like
so:
5 To boost his Evade Skill from 4 to 5
4 To boost his Hand-to-Hand from 3 to 4
3 To boost his Marksmanship from 2 to 3
12 TOTAL OP SPENT
How Do I Improve?
Sooner or later, you will want to improve your Skills and Characteristics from the levels at
which you purchased them.
The GM will award you with more Option Points at the end of each play session. These can be
spent to improve Skills, buy new equipment, or, with the GMs permission, to improve
Characteristics (or Powers, if such are appropriate to your campaign.)
The GM should award OPs for good role-playing and good play. Here are a few suggestions:
Roleplaying Award
Player was clever, inventive, or roleplayed well .......................................................1, 2 pts.
Player solved a mystery or major point of plot................................................................1 pt.
Adventure was resounding success............................................................................2,3 pts.
Base points for being in scenario...............................................................................1, 2 pts.
Assigning Points:
The GM can also give out points for specific skills or attributes, or even assign those points to
a particular Skill, Characteristic, piece of Equipment, or Power as a bonus over and above the regu-
lar points for a session. We like to call this the Radiation Accident Gives Player New Powers Rule,
because it is best employed whenever a player undergoes a particularly meaningful adventure that
may well change his life
Buying Stuff with Your Points
So the GM just dumped a whole load of points on yougreat! But how do you use them?
Much like real currency, all Option Points need to be cashed in to buy or improve Skills, Powers and
Gear (even Characteristics with your GMs agreement)
To buy up Skills: as many points as the new LEVEL of the skill. Example: To buy a skill from 3
to 4 would require 4 Option Points. To buy up from 3 to 5, would be 4 + 5 = 9.
To buy up Characteristics: FIVE points for every LEVEL of the new, improved Characteristic,
plus the permission of the GM. Example: to improve your REF from 5 to 6 would require 5x6 =
30 Option Points and your GMs agreement.
To buy up Powers (if applicable): FIVE points for every one point of Power improvement, plus
the permission of the GM. Example: to improve your Energy Blast from DC3 to DC4 would
require 5 Option Points and your GMs agreement.
Its Christmas Time!
Experience is one of the most problematic parts of running a campaign. Too little, and your play-
ers become frustrated at not accomplishing anything; too much, and they become jaded because
everything is too easy.
One trick to maintaining both balance and excitement is to use the Christmas theory of expe-
rience; keep the awards relatively small from game to game, with a large award at the end of an
entire adventure arc. The award should be in a discreet Christmas Present a coveted vehicle (or
points which can only be used to create a vehicle), Special training (where Skill points must go to
a specific Skill area), or a Radiation Accident that provides points that create or improve specific
powers.
Experience
Experience
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