Вы находитесь на странице: 1из 58

®

MULTIGENRE ROLEPLAYING TOOL


ANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSAL
The House Rules
They’re the rules you and your gaming group have built up painstakingly over years of hard fought play sessions. Gallons
of Coke® and mountains of Fritos® later, they’re adapted to fit your style; flexible, comprehensive and capable of being
tailored the way you like to use them. The House Rules.

Fuzion®. The new House Rules.


With it’s adaptable, flexible systems, Fuzion allows you to mix settings, bend genres, even shift between campaigns with-
out losing a beat. Take your characters between campaigns, even worlds, and have their abilties synch up to their new
surroundings seamlessly. Only Fuzion has the ability to cross settings this way—because it’s been designed from the
start to cover almost any world you can imagine. All this in a book a beginning player can read from cover to cover in
an evening. 56 pages stripped down and ready to go. Play for an evening or plan a world spanning campaign.

Thousands of gamers use Fuzion® as their House Rules.


So why haven’t YOU noticed? Because Fuzion is the backbone system for over a number of popular roleplaying games. Cyberpunk.
Dragon Ball Z™, Sengoku™, Shards of the Stone™, Lightspeed™, Heresy and many others, in print, on the internet and at local game
tables around the world. It’s 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
didn’t just come up with this baby last weekend. It’s been field-tested by gamers just like you.

Fully Packed and Ready to Rock


But Fuzion isn’t just rules. It’s an integrated system. In this book, you’ll 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.
AM 10010 ISBN# 1-891933-09-4 Fuzion Core Game Rules Copyright © R. Talsorian Games, Inc., 2002. All Rights Reserved under
International Copyright Conventions. Fuzion™ is the FUZION Labs Group’s 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 ®
CORE FUZION
The Rules and Nothing But
Those Responsible:
the Rules!
System Creators: The Fuzion Introduction......................................2 Resolving Combat...........................48
Labs Group What is a Roleplaying Game? ...........3 Types of damage .............................................48
How do I play?...................................................3 Determining the damage done ..........................49
How do I GM?....................................................4 Damage scaling ...............................................50
Author of this particular tome: Applying the damage ........................................51
Aimed Shots....................................................52
Mike Pondsmith Creating a Character ........................5
Knockback.......................................................52
What is a character? ..........................................5
Defenses ........................................................53
What are characteristics? ...................................5
Graphic Design: Ted Talsorian Buying characteristics. .......................................6
What are derived characteristics? .......................6
The Environment & Recovery ..........54
Editing and Graphics Twinges: Sample Character Sheet ...................7 The Environment ..............................................54
Lisa Pondsmith Blank Character Sheet......................8
Electricity ................................................................54
Burning ...................................................................54
Optional derived characteristics ..........................9 Poison ...................................................................54
Drugs......................................................................54
Interior Illustration: Illness.....................................................................54
Optional Possibilities ......................10
Gary Washington Option Points...................................................10
Environment ............................................................54
Asphyxiation ............................................................54
More Option Points:Complications.....................11 Ramming & Bashing.................................................54
Recovering from damage ..................................55
Invaluable Help, Timely Option 1: Skills................................................14
Option 2: Talents .............................................16
Suggestions and Staunch Option 3: Perks................................................17 Experience: How do I Improve? ......56
Support: Christian Conkle Option 4: Gear.................................................18
Magic..............................................................24
Psionics ..........................................................28
Option 4: Superpowers.....................................30
PDF Conversion:
Jim Milligan Getting Into Action .........................34
Distance..........................................................34
Terrain ............................................................34
Time ...............................................................34
Also thanks for timely help to Chris
Weible and all the members of the
Turns ..............................................................35
Actions............................................................35
1
Fuzion Alliance. Speed .............................................................35
Advanced Actions.............................................36
Resolving Actions.............................................37
R.Talsorian is profoundly sorry for Lifting, Throwing and Strength Feats .................38
leaving Gary Washington's art credit Throwing .........................................................39
Modifying Actions.............................................39
off the printed version of the Fuzion
Core Rules. Gary has been a com-
plete gentleman about this unfortu- Using Your Skills..................................40
What characteristic do I use? ...........................40
nate oversite and we will make sure What skill do I use? .........................................40
that it is remedied in the next printing. Improving skill use ...........................................41
– Lisa Pondsmith, Business Manager, Driving and piloting actions...............................41
RTG
Conflict & Combat ..........................43
Types of combat ..............................................43
Rules of play ..................................................43
Combat modifiers ............................................44
Making the attack ............................................45
10010 • 1-891933-09-4 Special attacks................................................45
Targeting against range............................................45
Vehicle combat........................................................45
Area effect attacks..................................................45
Explosions ..............................................................45
Autofire attacks.......................................................46
Core Fuzion © 2002 R. Talsorian Archery attacks .......................................................46
Missile attacks........................................................47
Games, Inc. All Right Reserved under
GENERIC FUZION

Presence attacks ....................................................47


international Copyright Conventions.
Fuzion™ is the FUZION Lab Group’s
Trademark for its multi-genre game
system. All situations, incidents, and
persons portrayed within are fictional
and any similiarity without satiric Visit the Fuzion Webring at:
intent to individuals living or dead is http://e.webring.com/hub?ring=fuzionalliance&id=1&hub
strictly coincidental.
to experience more of the Fuzion world.
What is Fuzion?
T
he Fuzion system is a metasystem, not a multisystem. A multisystem allows you to play the same way in a number of different
GENERIC FUZION

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 don’t 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 time—if 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 we’ve 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 Anderson’s
High Crusade), you don’t 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 animé, comics and movies—with 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 HERO’s 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?


It’s two o’clock on Saturday afternoon. Five people are seated around a dining room table covered with books, papers, dice,
2 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 you’re
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: You’ll 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. He’s gross. Oh, you can play him alright,but with no magic, he’s
going to be one sad puppy.
Scott: O.k., I’ve 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 I’ll be
able to see the ocean at all times?
Doug: I’m going to play a Victorian gentleman scientist, but I’m going to spend everything I’ve got because I’m betting we’re 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 I’m 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 haven’t 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 don’t have your character be unlucky. I tried that once.
GameMaster: O.k, we’ve 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 a Roleplaying 3

Game?
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
A Typical Roleplaying
Session
Mike, Bruce, Dave and Lisa have
gathered together for a roleplaying session
saying the things that character would say in the situations (also known as a “run”). They find a com-
fortable place in Mike’s living room, with
that happen along the way. enough space for some books, some dice,
and a few favorite types of party food (a
One player, the Gamemaster (GM) acts like the author or director of the play; he “sets the staple of a good roleplaying session).
As GM, Mike starts off the session
stage,” telling the players where they are, what is happening, and what other characters in the by proposing the situation and describing
story (called Non-Player Characters, or NPCs) are saying and doing. The GM guides the action the scene. He begins: “The three of you
but does not control it; the results of the game depend both on the players and the GM. More have just entered the City. It’s about nine
at night, and the dark, windy stone streets
simply, roleplaying is just like the “cops and robbers” or “playing house” games you played as are slick with the recent rain and the filth
a kid, only this time with rules to help guide you, and situations that are more complex and of years of slum living. The weak moonlight
GENERIC FUZION

interesting. casts long shadows as you make your way


past street beggars and the occasional

How do I play ? thug looking for an easy target.


Bruce has decided to play the role of
In a Fuzion Game, one player becomes the GM and decides the setting of the adventure, a tough mercenary adventurer, Gron
Helstrom. He thinks about the type of char-
the rules to be used, starting points for characters, and which choices and options presented acter he is playing and decides that some-
in the Fuzion rules will be used in that particular game. The other players get their characters one like Gron would be looking for action.
ready based on what the GM tells them about the rules. The GM either gives you a character, He says, “Gron grabs the nearest street
lets you pick one that’s already been written up, or lets you create one.
thug by the lapels of his cheap outfit and
growls, ‘Where’s the nearest bar?’” What else does the Referee/GM do?
Dave has decided to play the role of Jord The GM prepares a story (or uses one already written for him in a pre-published adven-
Mattersly, a clever would-be detective and
delver into mysteries—the more bizarre the
ture book), and begins to tell the players what their characters see and hear, and starts asking
GENERIC FUZION

better. Jord’s a thinker, not a fighter, so Dave the players what their characters will do next. When something comes up where the result
tries another tack—”Jord pulls Gron’s hands isn’t obvious (like whether or not you hit someone or whether you can pick a lock), he also adju-
off the thug’s collar and says ‘Excuse my
friend’s enthusiasm. We’re just looking for a
dicates what the result will be, based on the rules you’re reading now.
place with strong drink and some quiet social-
izing...’”
Lisa is playing the role of Lara Khon, a
How do I GM?
cunning master thief with a bit of Robin Hood
The best way is through trying it yourself. We have provided some examples of how rules
in her background. As a natural paranoid, are incorporated into game play in the sidebars. The most important part is to be a good sto-
she’s scanning the locals around the group. ryteller—to try and vividly describe the world you are guiding people through, and to pose
“What does Lara see in the crowd?”
As GM, Mike thinks about it. It’s night, in
problems or situations that will challenge your players to do their best. Challenge them, but
a bad section of town, and Gron’s just don’t squash them.
roughed up one of the locals. He says, “Well, Almost as important is the need for the GM to be an impartial judge of the rules and
Lara sees three large figures moving silently
out of the shadows. The moonlight glints off of
effects of the game on his or her players. Remember; if you aren’t interesting and you aren’t
drawn weapons as they approach you...” fair, no one’s going to want to star in your “movie.” Good luck!
“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-
4 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 don’t have to dress in costume,
wave around plastic weapons or (God help
us!) run around in the steam tunnels at mid-
night.
Creating A Character
What is a Character? HOW GOOD IS GOOD?

A
Less than 1 Point: Challenged This
character is a role that you will be playing in the loose, value is most often found in children, elderly
impromptu play that makes up a roleplaying session. For people, or those weakened by illness or infir-
example, if your roleplaying group were staging a recreation of mity. Everyday tasks at this level are difficult.
the movie Casablanca, Rick Blaine would be one of the charac- 1-2 Points: Everyday. This is reality on
ters. Much like Humphrey Bogart, the person playing Rick in this the mundane side. People here are generally
adventure would try to act out what he (or she), thought the char- out of shape, unremarkable, and not super
bright, but they get along in everyday life just
acter would be doing in each scene of the “movie”. fine. Many ordinary people around the world
But what keeps a player from saying, “Ah! When the Nazi officer corners Rick at the air- are likely to have some Characteristics at this
port, Rick uses his X-Ray vision to melt Herr Strasser’s gun?” That’s where the RULES come in. value. It’s enough to get by on and to do most
things (though not very unusual or stressful
To make sure a character is played convincingly, the GM uses a set of structured guidelines tasks ) At this level, adventure is something
(like these) to tell players what is or isn’t possible within the confines of the world. And to set that happens to others; your idea of action is
guidelines on what is possible for a particular character, he starts out with the very powerful visiting Denny’s at midnight.
tool of Characteristics. 3-4 Points: Competent This is the reali-

What are Characteristics? ty many of us live in; the closest thing to a


hero is a good cop, fireman, soldier, or other
Characteristics (also called Statistics, or Stats) are NUMBERS that describe your char- dedicated citizen. Most healthy adults have
some Characteristics that fall into this range.
acter’s ability as compared to everything else in the universe. All people and creatures can be Adventures in this kind of reality rarely if ever
described (or written up) using Characteristics. This lets you compare one person to another, encounter supernatural powers or feats; a
which is often important in the game. For instance, a person with a Characteristic of 5 might bank robbery would be a lot of excitement at
this reality level.
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 5-6 Points: Heroic. This is the reality
movie “10”? That would be the best looking a person theoretically could be. You don’t want to that only a few of us live in—Green Beret com-
bat specialists, SWAT team members, FBI
meet number 1). agents and spies. Most people in this kind of
campaign are much better than ordinary—
How Do You Get Them? equivalent to TV heroes; better looking, more
competent (and with stuntmen). A typical
You buy the level of your Characteristics from a pool of points given to you by the GM at adventure at this reality level would be a drug
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:
sting, a hostage rescue, or a rugged trip in the
jungle. 5
MENTAL GROUP 7-8 Points: Incredible. Save for the
Intelligence (INT): How generally bright you are. As a rule, this is more than sheer intelli- feats of Olympic athletes, gorgeous super-
models, top sports stars, world leaders, and
gence, but also includes cleverness, awareness, perception, and ability to Nobel Prize winners, you have now left reality
learn. Mental deficiencies don’t become apparent until you hit 1. altogether, and are among the very best in the
Willpower (WILL): Your determination and ability to face danger and/or stress. This world at what you do. This is also the realm of
low budget action films, where the heroes bat-
Characteristic represents your courage and cool. tle international gangsters and invading
Presence (PRE): Your ability to impress and influence people through your character and aliens. Typical Incredible reality adventures
charisma; how well you get along with others; how you interact in social are much like Heroic ones, but with huge
weapons and world-spanning plots.
situations.
COMBAT GROUP 9-10 Points: Legendary. This is the
Technique (TECH): Your ability to manipulate tools or instruments. This is not the same as realm of Hollywood blockbusters, of super
martial artists like Jackie Chan, geniuses like
reflexes, inasmuch as this covers the knack of using tools. One character Einstein, or action movie stars with a big
might have a high Technique, but might not be able to fence or juggle. On effects budget and a lot of stunt men. Most
the other hand, another might have high Reflexes, but only a fair level of “animé heroes” or “realistic” superheroic
campaigns fall into this reality. This is a level
Technique. that only a few ever reach; it’s simply the best
Reflexes (REF): Your response time and coordination, as used in aiming, throwing, jug- a human can possibly be and you probably
gling. A stage magician, for example, would have a high Reflex won’t ever find “real people” at this level,
unless they are Albert Einstein, Carl Lewis, or
Characteristic. Most importantly, this is the Characteristic that affects Helen of Troy.
GENERIC FUZION

your ability to hit things.


Dexterity (DEX): Your overall physical competence, as pertains to balancing, leaping, jump- More than 10 Points: Superheroic. At
this point, you have crossed into the realm of
ing, combat and other athletic activities. A gymnast would have a high the superhuman. Your capability in this area is
Dexterity. Most importantly, this Characteristic is used to avoid being hit. unbelievable to normal humans. This is the
PHYSICAL GROUP reality level of most four color comics or
mythology. Superpowers or superhuman skills
Constitution (CON): How healthy you are. How resistant to shock effects, poisons and disease. are common, and adventurers regularly save
You can be a really big, tough, strong guy and still get floored by a head cold! entire Galactic Empires and thwart demigods.
Strength (STR): Your muscle mass and how effective it is for exerting force. The higher
GM’s: How to Determine your strength, the more you can lift, drag, etc., and the more powerful the
Characteristic Points blows from your fists and other body parts.
Assuming a typical 10 Characteristic Body (BODY): Your size, toughness, and ability to stay alive and conscious due to physi-
GENERIC FUZION

game, GMs should consider this simple guide-


line to determine the number of Characteristic
cal mass, sheer bloody-mindedness, structure or other qualities. How
Points to give beginning characters: much damage you can take is derived from this characteristic.
CAMPAIGN STYLE ...........................................POINTS MOVEMENT GROUP
Everyday [realistic] ...................................20 pts.
Competent [elite, semi-realistic.] ..............30 pts. Movement (MOVE): Your speed of movement; running, leaping, swimming, etc. There is only
Heroic [TV action show]............................50 pts. one Primary Characteristic in this group.
Incredible [olympics, action movie]...........60 pts.
Legendary [blockbuster action movie].......80 pts. Buying Characteristics
Superheroic [comic books, myths]..........90+ pts. The power to buy Primary Characteristics comes from a pool of points called
Another option is for the GM to multiply Characteristic Points (CP), given to you by the GM when you make your character. Primary
the number of Primary Characteristics by the Characteristics are purchased at a ratio of 1 CP for one level of ability. Example: I want to have
average value the GM wants the characters to
have; this will give you the starting a Strength of 5. I pay 5 CP. You must put at least one Characteristic Points in each
Characteristic Points for the campaign. Characteristic. The maximum level you can buy in any one Characteristic is 7-8 for a normal
Example: In a Fuzion campaign with 10 human; however, if you are creating a Superhuman (or your GM allows it), you can put as many
Primary Characteristics, the GM wants to have
Heroic characters; he gives them (10 x 5 = points into a single Characteristic as you want. The GM may also set his own limits on the
50) Points. value of any or all Characteristics (see the “GM’s” sidebar).

How Many Points For This How Many Points Per Characteristic?
Game? Characteristic value ranges may overlap some, particularly at the lower end of the range.
As a rule, we suggest scaling your game
at the Heroic level: 50 Points. 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
Key Idea—Adding/Removing Characteristics in the Competent to Heroic range, but with a few being Superheroic or Legendary.
Characteristics Characters in heroic campaigns may have one or two Characteristics in the Incredible range, and
Fuzion’s design allows GMs to change,
6 add, or remove Characteristics for your individ-
ual campaigns. All you have to do is create the
the rest Competent or Heroic. Most characters have some abilities they perform better than oth-
ers; it’s rare to have someone with the same Characteristic values across the board.
new Characteristic, assign it to one of the four GMs should always emphasize the importance of all Characteristics in their Campaigns
groups and grant the player points for it based
on the average level for Characteristics in the (since the cost will be the same anyway). Don’t let your players get away with just having good
game. Example: in a Heroic campaign, the combat abilities; make them deal with other problems too!
average point range is 5-6 points per
Characteristic. To add a new Characteristic,
give your players 5-6 extra points and allow What are Derived Characteristics?
them to re-arrange them as desired throughout Derived Characteristics are characteristics that are created by performing some kind of
the whole group. simple mathematical operation on a character’s already existing Primary Characteristics. The
Meet Kandr Zahn following Derived Characteristics are common to most Fuzion campaigns. If your character
Kandr Zahn will be our guide to con- does not have the exact Primary Characteristic the Derived Characteristic comes from, you can
structing a beginning Fuzion character. Our GM use the one determined by the GM of your campaign. Deriving allows GMs to create new
is running a futuristic campaign at the Heroic
level. That’s 50 points. After a bit of thought,
Characteristics on the fly, leaving their original Characteristics unchanged. This means as you
we decide to split up the points as follows: move characters between Fuzion campaigns, you’ll find it easy to both create and generate
CHAR. VALUE WHY new Derived Characteristics, even if you didn’t have them to begin with. Basic Fuzion has five
INT 3 He’s not a rocket scientist Derived Characteristics:
WILL 5 He’s gotta face a lot of stress Stun [BODYx 5]: How much stunning/brawling damage you can take before you
without breaking
PRE 3 He doesn’t need to show off are battered into unconsciousness, calculated as points. Important: At the
how cool he is start, you may elect to move points from Stun into Hits or vice versa, as
TECH 4 He has to fix his transportation long as the total moved is limited to 1/2 of the starting Stun Value.
or weapon
REF 7 He’d better be a good fighter Example: with 35 Stun and 35 Hits, I could move up to 17 points from Stun
DEX 7 And he’d better be able to get into my Hits or up to 17 points from Hits into my Stun.
out of the way Hits [BODY x 5]:How much killing damage you can take before you are dying.
CON 6 He’s got to face a lot of punish-
ment without getting knocked Any Armor you have may be subtracted from any Killing damage you take.
out. You may move Hit points into Stun and vice versa (see above).
STR 4 He doesn’t have to be a titan in Stun Defense (a.k.a. SD) [CON x 2]: How resistant you are to Stun damage; your SD is
the Future
BODY 6 And he’s gonna need a LOT of subtracted from any Stun damage you take.
points to survive what’s coming! Recovery (REC) [STR+CON]: This Characteristic determines how fast the character
MOVE 5 He needs to run fast recovers from damage. You get back this many Stun points each turn
TOTAL 50 Ready to rock and roll! 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)
Character Kandr Zahn

© R. Talsorian Games, Inc. 2002 Photocopying for Personal use permitted


FUZION GENERIC CHACTER
Age 22 Profession: Techie
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 Skill LVL Options LVL
Jack of all Trades 2 Everyman Skills: Acute Senses 3

Streetwise 2 Concentration 2 Combat Sense 9

Computers 4 Education 2 Eidetic Mem. 3

Interrogation 2 Local Expert 2+2 Rapid Healing 3

Language(Trade Speak) 2 Perception 2+2 TOTAL 18

Drive 2 Teaching 2
Stealth 2 Athletics 2 Contacts

Shadowing 1 Hand to Hand 2+2 Trade guild member 8

Deduction 2 Persuasion 2 Theives’ guild boss 12

Bribery 1 Evade 2+4 TOTAL OP 20

HISTORY & BACKGROUND


TOTAL OP 20 Total Extra OP +10
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.

7
CHAR. PTS 50 OPTION PTS 135 COMPLI. PTS 42
Equipment or Weapon WA RNG DAM SHT ROF COST
LIFEPATH 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


GENERIC FUZION

Obsessed with finding sister 15 10 /2 12


Hunted by assasins 10 20 /1 30
TOTAL COMPLICATION POINTS 42
Character

© R. Talsorian Games, Inc. 2002 Photocopying for Personal use permitted


FUZION GENERIC CHACTER
Age 22 Profession:
GENERIC FUZION

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 Skill LVL Options LVL

HISTORY & BACKGROUND

CHAR. PTS OPTION PTS COMPLI. PTS


Equipment or Weapon WA RNG DAM SHT ROF COST
LIFEPATH

Complication Freq Intn Imp Value


[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. Increasing or Decreasing
Resistance (RES) [WILLx3]: Your ability to resist mental or psychological attacks or Characteristics
Characteristics generally may not be
stress; basically your mental “Hits”. increased or decreased directly. However, cer-
tain Talents or Powers that may or may not be
Optional Derived Characteristics available in your campaign setting may allow
Optional Derived Characteristics are Characteristics that may not be present in every Fuzion you to increase a Characteristic, either tem-
porarily or permanently. Certain Complications
campaign. In an Old West campaign, for example, you may not ever need to have a Derived may also decrease a Characteristic. Or, as last
Characteristic for defense against lasers. But because these are derived from Primary resort, you may attempt to convince your GM
Characteristics, you can always generate an Optional Derived Characteristic when you need to allow you to use Option Points (pg. 10) to
increase a Characteristic at a ratio of five OP
one, allowing you to transfer characters between genres. for every point of Characteristic increase.
Although these will vary from campaign to campaign, a few typical Optional Derived It is also possible to increase the value
Characteristics are: of a Derived Stat beyond its starting value.
The Option Points chart shows what you get
Luck [INT+REF]: Fate acting on your behalf. Each game session you may for each 5 Option Points spent. Of course, you
can also use Character Points to buy up
take points from this Derived Characteristic and use them in other Derived Stats as well. In general, however,
places; to add to important die rolls or subtract from damage. When you’d be better served just to increase the
you have used up all of these points, they are gone until the next Primary Stat from which the Derived Stat is fig-
ured, unless there is some reason why you
game session. You’ve “run out of Luck.” can’t (or shouldn’t.)
Endurance (END) [CON x 10]: This Characteristic represents how long the character Note that normal humans have stat
can expend energy, whether in physical endurance or in the use of a maximums for Derived Stats, much as they
have stat maximums for Primary Stats. In the
special ability (like a superpower or talent). It is spent in the same way case of Derived Stats, these maximums are
as Hits or Stun points. When it runs out, you are exhausted and can- figured from the maximum value of the
not do anything more except rest and recover. Generally, 1 die of Primary Characteristic(s) involved. For exam-
ple, the maximum stat for a normal human is
effect, 1 minute or hour of time (or 1 point of “power” used) spends 1 7. The maximum Derived Stats for that normal
END point. END returns whenever you take a Recover Action (pg.6), human would be SD of 14, REC of 14, END of
which restores as much END as your REC (see above). 70, STUN of 35, and HITS of 35. A character
may buy his Derived Stats up beyond this max-
Energy Defense (ED) [CON x 2]: How resistant you are to damage from lasers, electric- imum, but he must have some kind of reason
ity, force beams, and other “energy-based” threats. Calculated as (superpowers, magic, etc.) to exceed those
points that are subtracted from “energy” damage only. ED is calcu- numbers.
lated from the same Primary Characteristic as SD; you can elect to For 5 Option Points or 1 Character Point,
you can increase your Derived Stats by choos-
9
move points from one to the other when you create the character ing one of the following:
(not afterwards!). The amount you can move may not be greater +2 SD
+1 REC
than one half the starting value. When ED is used, SD only protects +10 END
vs. physical attacks. Example: With a CON of 6, I have 12 Energy +5 STUN
Defense and 12 Stun Defense. I decide to beef up my SD at the cost +5 HITS
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-
ter’s reactions. Speed can be used to determine either when you Meet Kandr Zahn (again)
move during the course of action, or how many things you can do in Derived Characteristic-wise, Kandr Zahn
shapes up like so:
a specific time period.
Humanity (HUM) [PRE x10]: Your basic morality and humanity. Used often in set- CHAR. VALUE WHY
tings where the character faces dehumanization, extreme horror or STUN 30 6x5=30. He can take it.
HITS 30 6x5=30. And not die taking
the unearthly. This Derived Characteristic loses points by receiving it!
“humanity” damage; seeing horrible events, removing body parts and SD 12 6x2=12. He can even shrug
replacing them with other objects, gaining unearthly powers that sep- off a few clobberings.
REC 10 6+4=10 He can get back
arate him from the rest of mankind, etc. For every 10 points lost from into action.
this Derived Characteristic, a corresponding one point is lost from RUN 10 Run: 5x2=10m/yds, Sprint:
your ability to deal with people. For example: If you lose 33 Humanity, 5x3=15m/yds, Swim &
Leap: 5x1= 5m/yds.
you suffer a -3 to any skill involved in relating to people, such as
GENERIC FUZION

RES 15 5x3=15. He’s going to have


seduction attempts, detecting lies, being convincing, etc. Intimidation to work to resist torture or
attempts are not affected. Between 1 and 9 Humanity you’ll seem privation, but he’s better
than most people.
unusually cold and withdrawn. Between 0 and -9, you sometimes
seem normal, but much of the time are chilly, forbidding and distinct- Optional:
ly unpleasant. Stress may put you over the edge to anti-social behav- LUCK 10 3+7=10. His average INT
really hurt here!
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.
GENERIC FUZION

10 Optional Possibilities
I 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
are merely guidelines based on the style of the campaign. Individual
campaigns may have very different numbers.
Campaign Style Option Points
style or genre of game; what works in a science fiction adven- Everyday [realistic]......................................................................25
ture from the far future would be mind-bendingly out of place Competent [elite, semi-realistic.]...............................................35
in a medieval fantasy setting. The precise list of campaign Heroic [TV action show]..............................................................45
options available in a particular campaign will always vary Incredible [olympics, action movie]...........................................55
according to each GM’s decisions Legendary [blockbuster action movie].......................................65
Superheroic [comic books, myths] ..........................................75+
Inherent Options After character creation, all remaining Option Points can be con-
Inherent options are things that are part of the character; they verted to money units on a 100 money units to 1 OP basis (whether
are as much a part of him as his Characteristics. They cannot be taken gold, credits, eurobucks, yen, zolotnies).
from him (under most circumstances), but they also cannot be used by
anyone else. Inherent items usually include Skills, Talents, and Perks, Buying Complex Things with Option Points
and are always purchased with Option Points (OP) given to players While Option Points can be translated into money with which to
by the GM of the game they are in. buy equipment, complex things (like vehicles) can also be rated in
points independent of their monetary value. After all, a tractor might
Bought Options cost $50,000.ºº, but how useful would it be to your character? It’s not
Bought Options are things that can be constructed and paid for in worth 500 OP, that’s for sure!
money. Bought items most often include vehicles and equipment. For this reason, most vehicles, mecha (a kind of complex vehicle,
Unlike Inherent options, Bought Options can be used by others. They usually a robot) and large weapons in FUZION will have a Option Point
can also be destroyed or taken away from a character and must be value listed separately from their monetary cost. So if a GM wants his
replaced by using money or new OP gained through Experience (pg 56). 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!
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
More Points: Complications
O ne way to get more Option Points when creating a character is to take on a few
Complications—social, 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-
On the Lifepath
Some Fuzion games also
contain a special section called a
acter’s background. Complications will vary depending on the campaign. The Value of a “Lifepath”; a flowchart of compli-
Complication is based on its Frequency, Intensity and Importance: cations and events that can be
used to add flavor and back-
Frequency ground to a character’s life.
Just how often does your problem impact your life? The answer is the problem’s 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
Why Option Points?
When starting a new char-
acter; everything he/she owns or
Intensity knows is purchased with Option
Intensity reflects how hard it is to overcome the complication, or just how much it affects you. Each Points (OP). Why is this? The
Complication has its own Intensity rating written in parenthesis ( ) right after it, but we also provide you main reason is that it allows play-
with a handy table of general roleplaying guidelines: ers to accurately scale charac-
ters; everything costs Option
Intensity/Value Guideline Points, and you know what you’re
Mild [5] May roleplay to overcome it, or make Everyday WILL+Concentration Roll to overcome getting in relation to something
it else. This also makes it harder
for players to create characters
Strong [10] Must roleplay it and make Competent WILL+Concentration Roll to overcome it who are unfair or unbalanced in
Severe [15] Must roleplay it and make Incredible WILL+Concentration Roll to overcome it relationship to other characters.
Extreme [20] Must roleplay it and make Legendary WILL+Concentration Roll to overcome it As long as you have similar levels
of Option Points, you know that
Example: Stubborn: Risk incarceration, bodily harm or financial/ social ruin [10] means the Intensity any two characters will be rela-
of this Complication will get you 10 points. tively similar in terms of what they
have, know or can do. Option
Importance Points are given to Players by the
GM at the start of character cre-
Importance rates how important the Complication is to the character and the Campaign. For exam-
ation (still more points will come
ple, taking Foreigner in a place where everyone is from another place is pretty valueless, but in a xeno- from Complications and experi-
phobic environment, it takes on major importance. Another measure of Importance is its effect on your
character’s survival; if it can kill you, it’s generally more important than something that may complicate
ence awards).
11
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
How many Option
world reaction, or puts character into danger.
Points for This
Extreme [x1] Extreme effect on combat (-5), or 2x damage, or extreme effect on skills or
Game?
As a Heroic style game, we sug-
world reaction, or puts character into extreme danger. gest somewhere around 35-45
points.
To Determine a Complication’s 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 What’s a Campaign?
A campaign is the whole series of
that this affects me Frequently (10), and I decide I’m responsible for the care of my aged Aunt Meg. (See game sessions that solve a puz-
Responsibilities). Since she is very old, she’s considered to be Challenged, (Intensity 10), but since I’m not zle or adventure.
in any danger and my skills aren’t 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
GENERIC FUZION

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.
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).
GENERIC FUZION

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 they’re 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. You’re 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
It’s the little things that count; your good & bad habits, basic traits and characteristics.
Airhead. Oh Wow! You’re 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. You’re just irritable all the time. When your temper flares: You’ll risk embarrassment, or financial loss
(5). You’ll risk incarceration, bodily harm or financial/social ruin (10). You’ll 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 can’t react (10). You try to run as far away as possible (15).
Meet Kandr Zahn (again) Obsessed. You just can’t get that special (to you) person or thing out of your mind. You: Talk about it all the time
Kandr Zahn’s GM gives him 75 points and will risk embarrassment, or financial loss over it (5). You’ll risk incarceration, bodily harm or finan-
(Superheroic level) to buy Options, plus cial/social ruin over it (10). You’ll risk life & limb over it (15).
another 60 to buy transportation for a total of Shy. You hate dealing with others. You: Refuse to speak to new people (5). Avoid all interactions with new
12 135. (This is only an example. Real referees
are never this generous! See below.) Stubborn
people (10). Will physically remove self from situations involving new people (15).
You just hate to give in—to anyone. To prove you’re right: You’ll risk embarrassment, or financial loss
Since Kandr is going to be the hero in (5). You’ll risk incarceration, bodily harm or financial/social ruin (10). You’ll risk life & limb (15).
this game, his player decides to beef him up Berserker. You can’t control your fighting rage— you rabidly: Attack whatever set you off (5). Attack anyone with-
by adding a few Complications: in range except friends (10). Attack anyone in range (15). Attack anyone in range and won’t stop until
subdued forcibly or exhausted/stunned (20).
COMPLICATION Unlucky. Things never go your way; you have constant disasters. Travel and adventure only hold for you:
Constantly [15] Obsessed [10] with saving kid- Inconvenient misfortunes (5). Costly or dangerous misfortunes (10). Very costly or dangerous misfor-
napped sister , he faces a severe and Major [÷2] tunes (15). Deadly, life threatening dangers (20).
debilitation
WORTH? ...................................................................12
PHYSIOLOGICAL LIMITATIONS
Hunted [10] by the Assassins’ Guild [20] for These are physical problems you must cope with:
betraying their mole in the Trade Guild, he faces Missing Limb. Ouch! That hurt! You’re missing: 1 or more fingers (5). A hand (10 each). An arm (15 each).
Death [÷1] everywhere he goes Reduced Hearing. You are hard of hearing. Generally, to make a hearing based Perception check, you will need: To beat
WORTH? ...................................................................30 a Target Number 4 points higher than everyone else's (5). A Hearing aid just to hear at all (10). New
ears; you’re totally deaf (15).
TOTAL EXTRA OP ........................................................42 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; you’re a total quadriplegic;
Added to Kandr’s original 75 points,
unable to move below the neck (20).
this gives him a whopping 117 points. (and
Reduced sight. Your eyesight is impaired in some way. You are: Color blind (5). Need glasses (10). Are nearly blind or
deadly enemies around every corner!) He’s
one-eyed (15). Are totally blind (20).
going to need those skills to survive!
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).
On the Other Hand... Vocal Impairment. Your voice is somehow damaged. When you speak, you can: Only whisper, stammer or stutter (5). Only
A more realistic Heroic game might make sounds, but cannot speak (10). Cannot make a sound (15).
start with only 35 points. But since Kandr is Vulnerability. You’re susceptible to a certain situation or substance and take extra damage when exposed to it (such
supposed to be a hero, and since we want as you drown faster than other people.) The substance or situation is: Uncommon (5). Common (10).
his party to have easy mobility, we’ve given Very Common (15). Additional damage equal to 1-4 dice per turn of exposure.
him over twice as many points as normal. Susceptibility: You are harmed or take damage from a certain situation or substance that is harmless to other people
(Besides, that way we can also buy a lot of (like water, dust, or that glowing green alien rock over there). The substance or situation is: Uncommon
stuff and demonstrate all the steps of buying (5). Common (10). Very Common (15). Damage equal to 1-4 dice per turn of exposure.
options to you!)
SOCIAL COMPLICATIONS
These are things with serious social and societal consequences for you:
Public Figure. You are a figure in the media limelight; you can’t 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
reporters following you everywhere (15).
Bad Rep. People “know” about you. At least, everyone’s 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). Everyone’s 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 can’t stand you. Maybe it’s the bad breath or the nose picking, but they find you: Annoying
(5). Disgusting (10). Flee in fear (15). Meet Kandr Zahn (again)
Oppressed. You are part of an oppressed or otherwise downtrodden group. In your society, you are: Snubbed; oth- Kandr starts out with 75 points for
ers ignore or refuse to deal with you (5). Oppressed; there are laws controlling where you live, work or Options (the other 60 have to go to buying
can travel (10). Outcast; you’re a total non-person (15). Enslaved; you’re treated as property and can be transportation) With an extra 42 points for
sold or mistreated at will (20). Complications, he now has 117 points to
spend:
Distinctive You stand out and are noticed in any crowd, with features that are: Easily concealed (5). Concealable For starters, Kandr is going to buy
with Disguise or Performance skills (10). Not concealable (15). some SKILLS with his stash of Option Points
Outsider. You’re not a local, and stand out like a sore thumb, attracting attention both unwelcome and possibly (we’re going to do this here on this page so
dangerous. You are obviously: From distant place (5). From a very distant place (10). Never before seen we have lots of room to list them!). Since
in these parts (15). skills are purchased on a 1 level of skill to
one OP of cost basis, he decides to do the
following:
ENEMIES: Hunted and Watched
These are forces which are actively working against you. Your Enemy’s value is determined JACK OF ALL TRADES .....................................................2
by three things: their capabilities, their extent, and their intensity of enmity against you. STREETWISE .................................................................2
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- COMPUTERS .................................................................4
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) LANGUAGE (TRADE SPEAK)..............................................2
Worldwide in their influence? (15) Interdimensional or Galactic (20)
NOTE: Instead of using the normal Importance table, use the following scale: DRIVE .........................................................................2
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). STEALTH ......................................................................2

RESPONSIBILITIES SHADOWING .................................................................1


These are things you have chosen to deal with, no matter how much trouble they cause. DEDUCTION ..................................................................2
Codes of honor, family matters—these are all Responsibilities:
13
Code of Honor. These are the personal rules you will not break, no matter what. A Code of Honor might be a code BRIBERY......................................................................1
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). INTERROGATION .............................................................2
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. TOTAL POINTS...................................................... 20 OP
You will do this: For your friends (5). For a special group/organization (10). For all Humanity (15). For all POINTS REMAINING ......................................................97
Life Itself (20).
Vow. This is a promise you must keep, no matter what. It could be to protect someone, follow an ideal, or Then there are the Everyman Skills you automatically
just get the stupid Ring into that distant volcano. To fulfill this promise, you’ll: Risk expulsion or embar- get +2 levels in just for living. Kandr decides to beef
rassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15). these up just in case, buying the amounts below to add
Dependents. Those who need your protection and help, for whom you will fight despite danger to yourself. They to his base +2:
could include children, family, or friends. Generally, they are: Equal to you in abilities (5). Challenged, or LOCAL EXPERT............................................................+2
otherwise weaker than you (10). Have special problems, requirements or dangers associated with them PERCEPTION ...............................................................+2
(15). HAND TO HAND...........................................................+2
EVADE.......................................................................+4
COMPULSIVE BEHAVIORS TOTAL ...............................................................10 OP
These are behaviors you must act upon; you just can’t help yourself. POINTS REMAINING ......................................................87
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, you’ll even: Risk expulsion, embarrassment, or
financial loss (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15).
Impulsiveness. You just can’t help yourself; you always jump into things without thinking. To follow a whim, you’ll: Risk
expulsion or embarrassment (5). Risk bodily harm, social or financial ruin (10). Risk life & limb (15).
Intolerance. You’re 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).
GENERIC FUZION

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 can’t help it; you’ll even: Risk arrest or embarrassment (5). Risk bod-
ily harm or financial/social ruin (10). Risk life & limb (15)
Lecherous. You can’t resist grabbing or pawing someone you find attractive, or at least making lewd comments.
You’ll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial or social
ruin (10). Risk life & limb (15).
Option 1: Skills
TsentheishisSkills.
first thing most characters will want to buy with their Option Points
Skills are things the character knows or can do; they repre-
or her level of knowledge and accomplishment. In Fuzion, there
GENERIC FUZION

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
14 example, to have 4 levels in Marksmanship would cost 4 OP.
Buying a skill generally gets you the ability to do pretty much everything
HOW GOOD IS MY SKILL? described by that skill. However, some campaign settings may require that you
Less than 1 (Challenged): You don’t know how to do this specify how a skill will be used (for example, picking what kind of Scientist
task at all. (Physicist, Chemist, etc.) you intend to be). In these cases, you may need to take
1-2 (Everyday): You’ve learned the basics of this task, additional “specializations” of that skill to be able to use it in other ways (for exam-
and can do this thing most of the time, though not very ple, Scientist [Physicist] and Scientist [Chemist].
well. You’re an apprentice or a beginner. The list of possible skills one could encounter in a Fuzion game is as wide as the
3-4 (Competent): You are well trained and practiced in possible campaign settings. What’s compiled on the next page are typical skills applic-
this skill, and can perform it well in everyday circum- able to many different genres (as well as their most commonly related Characteristics).
stances. You can handle unusual applications of the Skills marked in BOLD represent Skill Groups—general skills that are comprised of
skill with some difficulty. You’re considered a profes-
sional. several Specialist Skills. Each Fuzion campaign will usually have its own additional
Specialist skills to enhance these Skill Groups. For example: Melee Weapon might
5-6 (Heroic): You are a master of this skill, and are capa- include Specialist Skills of sword, club, morning star, mono-katana, or hockey stick
ble of unusual applications of the skill. You are consid-
ered a master craftsman. depending on your campaign.

7-8 (Incredible): A skill at this level means you’re one of


the very best in the world. You are at ease with unusual
Everyman Skills
applications of the skill, or even new applications. This The good news is that every character also gets a free starting group of skills to
is entering the realm of fiction, of amazing skill that’s not begin with, so that he won’t be totally helpless in his new environment. These are
quite impossible!
Everyman Skills. Everyman skills are things generally common to everyone in all cul-
9-10 (Legendary): A skill at this level puts you in the tures or time periods: Perception, Concentration, Education, Persuasion,
realm of the greatest practitioners of this skill in history. Athletics, Teaching, Local Expert (knowledge of your area), Hand-to-Hand, and
You are pushing forward the boundaries of the skill and
what it can be used for, and have entered the realm of
Evasion. These are given free to all characters by the GM, and have an automatic
genius and of fiction. 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
More Than 10+ (Superheroic): Skills at this level are
better than anyone could believe in the real world. This
suit his particular game. In a far future setting, for example, everyone may use com-
realm belongs to comic books, science fiction, fantasy puters, but only special people may have any athletic skills. The Everyman skill cate-
or mythology. gory gives you the flexibility to tailor the levelof your culture as desired.
NOTE: KANDR ZAHN’S SKILLS ARE LISTED
ON THE PREVIOUS PAGE.
GENERIC FUZION SKILL LIST
FIGHTING SKILLS TECHNIQUE SKILLS
EVADE Basic skill at getting out of the way of someone who is trying to hit you. This BUGGING The ability to properly implant and operate listening, visual, or other sensing
skill is used for defense when you are being attacked by someone using the devices (“bugs.”) (TECH)
Hand-to-Hand, Melee Weapons, and Marksmanship Skills. (DEX) DEMOLITIONS The ability to properly use, handle, set, and defuse explosives (TECH)
HAND TO HAND Basic skill at fighting with your hands and other body parts. (REF) ELECTRONICS The ability to identify, understand, repair, and rewire electronic devices. (TECH)
MELEE WEAPONS Using different types of melee weapons, such as knives, clubs, axes, swords, FORGERY The ability to create false documents, identification, currency, and so forth.
spears, etc. (REF) (TECH)
GAMBLING The ability to win gambling games that require some skill, such as blackjack,
RANGED WEAPON SKILLS
poker, and more exotic games. A character may also use this skill to cheat.
GUNNERY Firing vehicle-mounted weapons, ship-mounted weapons, and artillery. (REF)
(TECH)
HEAVY WEAPONS Use of military weapons such as RPGs, mortars, rockets, missiles, etc. (REF)
JACK OF ALL TRADES Assorted (and rather limited) skills in tinkering, fixing, craftsmanship, first aid
MARKSMANSHIP Skills of using personal projectile weapons; guns, SMGs, rifles, bows, etc. (REF)
and other handicrafts. (TECH)
AWARENESS SKILLS LOCKPICKING This skill allows the character to open key, combination, electronic, and mag-
CLERECY The ability to influence or alter the material world through your attunement with netic locks. (TECH)
Higher Powers or Beings. (WILL) MECHANICS Skill with mechanical devices and the knowledge of how to repair, replace, and
CONCEALMENT You can hide things and find things that other people have hidden — like impor- build them. (TECH)
tant papers, weapons, jewels, artifacts, drugs, and so forth. (INT) PARAMEDIC This skill enables the character to stop bleeding, repair damage, and generally
CONCENTRATION The abilities of focus and mental control. This would encompass feats of mem- keep someone alive. (TECH)
ory, recall, physiological control, and Mental Powers. (WILL) SECURITY SYSTEMS The ability to recognize and evade various types of alarms and traps. The char-
DEDUCTION This is the art of taking several facts and leaping to an inobvious conclusion. This acter also knows how to set up alarms and traps, given the proper time and
skill should be used sparingly. (INT) equipment. (TECH)
LIP READING This skill enables the character to read someone’s lips in order to tell what he is WEAPONSMITH The character knows how to build, maintain and repair weapons of various
saying. The character must be able to see his target’s mouth clearly. (INT) types. The class of weapon (muscle-powered, firearms, energy weapons, other)
PERCEPTION The skill of observation, perception and spotting hidden things (like clues), must be specified when this skill is purchased. (TECH)
detecting lies and emotions. (INT) PERFORMANCE SKILLS
PSIONICS The ability to use mental powers to alter the physical world or to mentally com- ACTING The ability to act; to assume a role or character. Someone who is skilled in this
municate/influence others. (INT) can fake moods or emotions, or hide his true identity. (PRE)
SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail. (INT) DISGUISE The ability to change a character’s appearance through makeup, costumes,
SORCERY The ability to alter/influence the material world through the use of memorized body language, and facial expression. (TECH)
incantations or magical artifacts. (WILL) MIMICRY The ability to perfectly imitate someone else’s voice. (PRE)
SURVEILLANCE The ability to set up a static surveillance of a subject without having it detect- ORATORY The ability to speak to an audience and to deliver a convincing presentation. (PRE)
ed. (INT) PERFORMANCE The skills of acting, some stagecraft, singing and musicianship.(PRE)
TRACKING The ability to follow a trail by observing tracks, marks, broken twigs, and so SINGING The skill of using your voice for performance and entertainment. (PRE)
forth. (INT) SLEIGHT OF HAND The ability to palm items, fool the eye, perform magic tricks, etc. (REF)
CONTROL SKILLS VENTRILOQUIST The character can make his voice sound as if it’s coming from somewhere other
ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT) than himself. (PRE)
MDRIVING Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground EDUCATION SKILLS
vehicles. Generally, this skill must be purchased for one class of vehicles. (REF) BUREAUCRATICS You know how to deal with bureaucrats, cut out red tape, who to talk to, how
PILOT Flying prop aircraft, civilian jets, military jets, helicopters, etc. A specific class

RIDING
of vehicle must be chosen for each use of this skill. (REF)
This skill enables a character to ride a living creature under difficult circum-
BUSINESS
to reach them, and how to extract information from bureaucracies. (PRE)
Knowledge of basic business practices, laws of supply and demand, employee 15
management, accounting, procurement, sales, marketing. (INT)
stances. The type of animal (usually horse) must be specified when this skill is COMPUTERS The ability to program and operate computers. (TECH)
purchased. (DEX) CRIMINOLOGY You know how to look for clues, dust for fingerprints, examine evidence, do bal-
BODY SKILLS
listic tests, examine records, search through files, and so on. (TECH)
ACROBATICS The ability to perform flips, jumps, and rolls like a circus acrobat. You can also
CRYPTOGRAPHY The ability to solve simple ciphers and encrypt or decode messages. (INT)
jump and flip over an obstacle, landing on your feet, ready to fight. (DEX)
EDUCATION General knowledge, such as math, history, science, trivia, or current events.
ATHLETICS Basic Athletics skills; flipping, leaping, escaping, throwing, swimming. (DEX)
(INT)
CLIMBING Ability to climb unusually difficult walls, trees, and buildings, as long as there
ESPIONAGE Gathering and assessing intelligence and orchestrating spy operations. (INT)
are handholds. The basic climbing speed is 2 m/y per phase. (STR)
EXPERT Any one field of knowledge: stamps, gardening, local lore, anime trivia, and so
CONTORTIONIST The ability to manipulate your body to get out of ropes and similar bonds. You
forth. This can be a hobby, or an in-depth knowledge of a specific field or area.
may also contort your body to fit into generally inaccessible places or spaces.
(INT)
(DEX)
LANGUAGES Must specify one particular language group (or dialect, computer code, type of
STEALTH The ability to hide in shadows, move silently or avoid detection in combat sit-
sign language or hand signals). Must specify primary language in the family; all
uations. (DEX)
others in that group are at 1/2 of primary. (INT)
SOCIAL SKILLS LOCAL EXPERT Knowledge of an area; who’s who, where things are, general customs, sched-
BRIBERY A character with this skill knows when to bribe someone, how to approach him, ules, and peculiarities of the environment. (INT)
and how much to offer. (PRE) MEDICINE The ability to diagnose and treat disease and injury.
CONSPIRACY Knowledge of how to influence individuals and organizations secretly, and how NAVIGATION Knowing how to take sightings, use maps and charts, plot courses, work from
to plan and orchestrate such plans. (INT) wind, weather, and other guides. (INT)
CONVERSATION This ability allows you to extract information from people with careful conver- PROFESSIONAL The ability to perform in a certain profession (such as artist, actor, doctor, hock-
sation. The use of this skill takes time, and if the roll is missed, the subject real- ey player, scientist, taxi driving, etc.) Obviously, certain other skills will greatly
izes he is being pumped for information. (PRE) enhance the character’s ability to practice his profession. (INT)
INTERROGATION The ability to forcibly extract information from people. The character knows RESEARCH Skills in using libraries, databases, records, as well as uncovering information
how to avoid leaving marks, can judge how close a victim is to death or break- from obscure or uncommon sources. (INT)
ing, and is an expert at manipulating subjects into revealing desired informa- SCIENCE Knowledge of lab techniques, how to design experiments, how to write scien-
GENERIC FUZION

tion. (PRE) tific papers, test hypotheses, etc. for your appropriate field of science. Must
LEADERSHIP The skill of leading and convincing people to follow you. (PRE) specify your area of study when this skill is purchased. (INT)
PERSUASION The ability to convince, persuade, or influence individuals. (PRE) SURVIVAL This skill enables the character to live off the land, find food and water, identi-
SEDUCTION The ability to gain others’ trust by offering companionship or favors. (PRE) fy dangerous plants and animals, and so on. (INT)
STREETWISE This skill gives the character knowledge of the seamy side of civilization: he knows SYSTEMS OPS This skill allows the character to operate sensing and communications devices.
how to find the black market, talk to thugs, gain information, and so on. (PRE) The character should choose what type of system he knows how to operate
TRADING The ability to strike a good bargain with a merchant or customer. (PRE) (such as RADAR, microwave transmitters, LANs, etc.) (TECH)
WARDROBE &/STYLE A grasp of fashion, wardrobe, and personal grooming. A character with this TACTICS The ability to manage a large-scale battle effectively and efficiently. A charac-
skill knows how to show off clothes and look his best. (PRE) 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)
Option 2: Talents
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
GENERIC FUZION

dark). The list of Talents below is a general one; which ones are available depends
on each GM’s 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 you’re about to do some-
thing particularly foolish, even if there are no perceptible clues present. He doesn’t 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.
16 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.
Meet Kandr Zahn (again)
Kandr decides to buy a few Talents with High Pain
his points. He goes with: 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).
POINTS TO START .................................................87 Intuition: You have an uncanny feel for hunches; the GM will give you a chance to make a Perception roll
ACUTE SENSES (HEARING) .............................................3 whenever he thinks you might get a hunch, even if there are no perceptible clues present.
He’ll need that to avoid those assassins. Lightning
EIDETIC MEMORY .........................................................3 Calculator: You can automatically do complex mathematical operations in your head without using any aids.
Never forget your PIN number!
COMBAT SENSE............................................................9 Light Sleeper: You wake instantly from even the lightest touch or smallest sound (no Perception check required).
Let’s stack at least three levels (3x3=9) to make sure Longevity: You are extremely long lived, but do not show any appreciable signs of aging. No matter how old
he gets in the first shot! you are, you always look and feel as a person half your age.
RAPID HEALING ............................................................3 Night Vision: You can see in all but absolute darkness.
Just in case all the other Talents don’t work out. 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).
TOTAL.............................................................18 OP Rapid Healing: You heal extremely fast, recovering an extra 3 Hits per day in addition to your normal healing rate.
POINTS REMAINING ....................................................69 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 application—always shooting the gun
out of the bad guy’s 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 3: Perks
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 best—the GM is the final arbiter of a Perk’s 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 group—but you
also have responsibilities. The level of Membership represents your character’s status in the organiza- Meet Kandr Zahn (again)
tion, not the influence of the group (that’s what the multipliers above are for). For example: A Kandr also decides to buy a few Perks
Membership of 1 at in the FBI would make you a janitor, but at 10 you’re the Director’s right-hand man. with his points. He goes with:
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. CONTACT (S)
License [1 per level] The character has a legally sanctioned right to do things that would normally be consid- He figures he’ll need someone to help him stay one step
ered illegal (license to kill, to collect taxes, hunt criminals, etc). Licenses are individual cases, granting ahead of his enemies. In fact, he does with two contacts:
you authority rather than “loaning” you use of the authority of a group (as above)—you get no
resources, but you also don’t have so many responsibilities. By example: a license to sell arms might
attractive lady trade guild council member who “hears
things” (at Level 4), and local Thieves’ Guild boss (at Level 17
cost 2; a Private Investigator’s license 4; a Bounty Hunter’s license might cost 6; a CIA or Secret Service 6). The GM rules that both types of contacts would have
Agent’s license 8, a Federal Marshal’s license costs about 9, and having an unconditional license to kill a moderate impact on the world and multiplies their val-
might cost 10. ues by 2 accordingly. (4+6) x 2=20. Ouch!
Contact [1 per level] You know someone who can (and generally will) help you through money, power or sheer TOTAL OP USED.....................................................20
skill, and this help is usually “off the record.” A mercenary who’ll 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- POINTS REMAINING .....................................................49
tact is based on several factors: a student’s not much, but a student who’s 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 it’s 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 you’re nation-
ally known; at 9 you’re 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 you’re rich;
you don’t have to work at all, can afford large purchases like cars or vacations, and live in a very expen-
sive home. At 9, you’re 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 directly—it’s a lot of tedious bookkeeping. However, there
GENERIC FUZION

may be times when you’ll 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 Wealth—this 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!
GENERIC FUZION

18

Meet Kandr Zahn


Option 4: Gear
G
Kandr decides to buy some gear with his
points. He goes with: 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
OPTION POINTS LEFT................................49
anywhere:
ENERGY PISTOL........................................8 TYPE OP TYPE OP
POWER CELLS..........................................1 Temporary Shelter .........................................1 Rope & Grapple......................................1
FIRST AID PACK (FUTURE)..........................1 Food for one for a week................................1 Portable Light Source .........................0.1
CYBERDECK...........................................15
DATAJACK..............................................15
Long range communications device.............1 Medical Aid kit....................................0.3
SMALL FLYING COMPANION (LARRY)..............5 Personal transportation .........................30-60 Long range vision device .......................1
COMMUNICATOR........................................1 Medium to Heavy Body Armor..............16-25 Personal Recording device ....................1
Portable Tools.............................................1-2 Fire starting source .............................0.1
TOTAL OP USED.......................................46
POINTS REMAINING......................................3
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.
GENERIC FUZION GEAR LIST
T he lists here are designed to cover, in a
general way, any useful item that could
reasonably be found within each particular
Pocket watch ........................................................................1
For telling time. Usually accurate (1-5 on one die roll).
Pocketknife............................................................................1
Radio.........................................................................................1
Portable CB walky-talky. Range about 20 miles, 24 bands.
Rollerskates...........................................................................1
For cutting things. Does DC=1 damage only. For high speed movement over pavement (Slow Ground).
epoch. Where an item is missing, there are Tent (canvas)..........................................................................1 Come in either four wheel or in-line “rollerblade” versions.
enough examples to help the Gamemaster Holds four. Takes 10 minutes to set up. Skates ......................................................................................3
establish his or her own prices. Many of the Tinned Food (week).............................................................1 For rapid travel on ice (Reduces terrain type from Very Rough
Food for one man. Weighs about 20 lbs. Can opener included. to Easy).
items are repeated in forms common to their Tool Kit .....................................................................................1 Skis ...........................................................................................3
epoch; scrolls become books, books become Wrenches, screwdrivers, hammers, etc. Required for any For snow travel (Reduces terrain type from Very Rough to
holochips. Once again, each is presented in a Mechanical Skills. Easy). Includes boots, poles.
way which allows the device to be adapted Snowshoes.............................................................................3
For movement over deep packed snow (Reduces terrain type
to the particular Game setting; just like an Modern [TL: 5-6] from Very Rough to Rough).
"energy pistol" can be considered a "phaser", Binoculars ..............................................................................1 Tape Recorder .......................................................................1
likewise an "analyser" could also be consid- For long distance observation. About the size of a cigarette pack. Records up to 2 hours of
ered a "tricorder". Additional points may be “Bug”........................................................................................9 audio on small tape cassettes.
Miniature listening device which can be placed using adhe- Tent (nylon) .............................................................................1
spent (with Gamemaster's approval) to sives on any surface. Will transmit any sound within a Large Holds four. Can be set up in five minutes.
improve these devices (a range of 2-6 points Area of itself to a receiver up to a mile away. Requires a Toolknife..................................................................................2
is about average). DV=20 Awareness attempt to locate. Classic “Swiss Army” knife. Saw, screwdrivers, tweezers,
Bug Detector..........................................................................9 scalers, awls, etc. Does DC=1 Damage.
Will detect any active or passive listening device within a Video Camera ........................................................................3
F or descriptions of speeds, see table on
page 35.
Small Area of the user. Will determine location of bug, but
not location of receiver.
Camera.....................................................................................1
Records color images and sound on video tape. Can replay
tape images through viewfinder monitor. Each tape lasts 4
hours.
Records still images on film. 24 exposures. Wristwatch.............................................................................1
Ancient [TL: 1-2] Camouflage Coverall...........................................................3 Digital time keeper with alarm, day, date. Two years on a
Backpack................................................................................1 Khaki overclothing, shaded and patterned to match specific battery.
Leather. Holds up to 40 lbs. of stuff. environments (Urban, Snow, Jungle, Forest, Desert). Must
First Aid (Ancient) ................................................................1 specify which. Adds +2 to any Stealth attempt.
Bandages, herbs, needle and thread. Required for any First Camp stove.............................................................................1 Future [TL: 7-9]
Aid attempt in this time period. Runs on pressurized gas for 3 hours. Takes about 5 minutes Analyser ..................................................................................9
Flint & Steel............................................................................1 to boil water. Hand-held scanner about the size of a hardback book. The
For lighting fires. It takes about ten minutes to light a fire by Canteen....................................................................................1 scanner sweeps a Large Area around the user, examining
this method. Holds 2 quarts. life signs, technology traces, emissions, sounds, etc., report-
Iron Rations (week) .............................................................1 CD player.................................................................................1 ing on what it observes on its LCD screen. Adds +2 to any
Dried meat and biscuits for one man (10 lbs). Plays compact laser-disks. Music, entertainment, etc. About Awareness, Understand Technology, Tracking or Survival
Lock picks...............................................................................5 the size of a paperback book. skills.
Simple lock picking tools. Adds +1 to any Pick Lock attempt. Cell Phone...............................................................................3 Anti-psi screen....................................................................14
Mirror .......................................................................................1 Cellular network phone. Range about 10 miles from any Renders the wearer immune to Psychic attacks equivalent to
Polished piece of metal. major cellular network. having the power of Psi Screen (pg. 29).
Pole...........................................................................................1
Six foot length of hardwood. Useful for testing for traps, pits.
Diving Gear.............................................................................5
Includes swim fins, wet suit, weight belt, aqualung and
Antigravity Module............................................................12
Small 1’x1’x1' cube with antigravity unit inside. Handles are 19
Adds +1 to any leaping, balancing attempt. mask. Tanks good for 3 hours. Can be used down to 200 m/y on either side. Can lift up to 200 lbs. for 4 hours on a power
Rope (horsehair) ...................................................................1 (600 feet). cell.
108 feet . Can carry up to 200 lbs. Dried Food (week)................................................................1 Boosted Reflexes...............................................................19
Scrolls......................................................................................1 For one man. Prepackaged, just add water. 5 lbs. Enhanced neural wiring for greater reaction speeds. Allows
Equivalent of books. Can contain legends, history, rare for- Electrician’s Tool Kit............................................................1 user to move first in the round, or in normal order of
mulas, etc. Solder, battery powered iron, wire, assorted parts, multime- Awareness Skill with other enhanced reflexed players (see
Tent (hides) .............................................................................1 ter with leads, etc. Required for Electronics tasks. Turn Rules, pg. 35).
Rough hides stitched together, over shaved poles. Shelter for First Aid (Modern) ................................................................1 Communicator.......................................................................1
four. Takes about ten minutes to set up. Bandages,scalpels, disinfectants. Required for First Aid Small radio in either headset or handheld (matchbox sized)
Torches (4) ..............................................................................1 attempts in this time period. style. Range is about 1000 miles. A communicator can reach
Oil soaked rags on sticks. Each lasts about an hour, lights Flashlight.................................................................................1 a ship in orbit, as long as the ship is directly overhead and
Small Area around holder. Battery powered, good for 8 hours. Lights up to 24 m/y (treat not blocked by more than a foot of concrete or metal.
Water/Wine Skin..................................................................1 as a Blast). (See pg 31). Cyberaudio Module...........................................................15
Holds one quart. Geiger Counter......................................................................9 Basically replacement ears with enhanced hearing (add +1
Detects noticeable radiation levels in a Large Area around to any Awareness or Tracking skills involving sound).
Cyberdeck ...........................................................................15
Historical [TL: 3-4] the user. Tells intensity and direction of source.
Required to use Machine Interface skill, allows “cybernet”,
Books .......................................................................................1 IR Goggles & Flash ..............................................................9
Allows user to see in dim light, using flash. Flash will illumi- virtual reality network, cybermatrix or other mind-computer
Reading material. Big favorites of the time are classics; generated reality. You must have Datajacks in order to use
Dickens, Melville, Doyle, philosophy, etc. nate any area up to 24 m/y (treat as a Blast) from user. Light
is invisible to normal vision. (See pg 31). this device.
Candles (4)..............................................................................1 Cybermusculature..............................................................19
Wax candles, good for 1 hour each. Casts light over a Small Jammer....................................................................................9
Will jam any active or passive listening device within a Enhanced cybernetic muscles interwoven with normal mus-
Area. cle tissue. Increases strength to equivalent of Amazing. (See
Canteen....................................................................................1 Small Area of user.
Lantern.....................................................................................1 pg. 32)
Holds one quart of water, wine. Cyberoptics ..........................................................................15
Diving Suit ..............................................................................5 Can clearly light any area within 120 feet of user. Batteries
last 8 hrs., gasoline for 6. Basically cybernetic eyes with IR abilities (flash required),
Allows diver to go up to 100 m/y down, (300 feet) for one telescopic vision and greater visual acuity (add +1 to any
hour, while someone else pumps the compressor. Lighter ......................................................................................1
Awareness or Tracking skills involving vision, tracking in
GENERIC FUZION

First Aid (Historical).............................................................1 Fast fires. A fire can be started in five minutes by this
method. Good for 100 lights. darkness).
Bandages,scalpels,needles. Required for any First Aid Cyberradio............................................................................15
attempt in this time period. Mechanic’s Tool Kit.............................................................1
Wrenches, pliers, screwdrivers, etc. Required for Subdermally implanted communicator linked to inner ear.
Handcuffs................................................................................3 Range and abilities are equal to a standard communicator
For binding others. Can take up to 56 SDP before breaking. Mechanical, Tinkering tasks.
Movie Camera.......................................................................1 (see above).
Hemp Rope .............................................................................1 Cyborg Exoskeleton ..........................................................19
36 m/y (108 feet). Can hold up to 300 lbs. Records color images and sound on film. Images cannot be
replayed through the camera. Metal exoskeleton made of linked actuators and myomar
Lantern.....................................................................................1 muscles. Looks like metal plate armor shaped into a muscu-
Runs on oil for up to 6 hours. Casts light over a Large Area. Nylon Rope.............................................................................1
108 feet. Can hold up to 500 lbs. lar body suit. Gives wearer equivalent of Amazing Strength.
Matches...................................................................................1 (See page 32).
Two dozen. For faster fires (it takes about five minutes to Personal Computer ..............................................................5
8" x 12" x 2" laptop with LCD screen. 2 Meg, with 40 meg Datajack................................................................................15
light a fire by this method). Can be used to light area in which A small jack mounted into the skin (head, wrists, spine),
holder is standing. memory (about 100,000 pages of information). Runs 3 hours
on a battery charge; recharges in 3 hours. which allows the user to interface with high tech machines
(Add +1 to any Skill involving a vehicle or machine adapted Technical Scanner...............................................................5 More powerful bow designed for penetration. Requires a
to cybernetic use) and to use datachips. Hand-held scanner about the size of a paperback book. fair amount of space (firer must be standing) to use. 12
Datachip........................................................................Varies Readout examines mechanical/electronic hardware and arrows. DC=5. Minimum strength=4.
Basically a skill on a chip. Datachips can include any gives repair procedures and problems on LCD screen. Adds Naginata Range: 4m WA: 2.......................5
Knowledge, Technical, Fighting, Athletic or Mobility skill, +2 to any Electronics, Mechanics, Tinkering, Cybertech, FTL A Japanese style halberd, with a curved sword blade
and have a skill rating of +1. Cost is equal to normal cost of Tech, Gravitic Tech, or Hyper Energy Tech skills. instead of an axe head. DC=4 Damage. Martial Arts
GENERIC FUZION

the Skill at +1 rating; the advantage is primarily in being Universal Translator..........................................................12 Weapon Skill required. (Specialty Melee Weapon Skill).
able to change skills as needed, or to trade skills with oth- Translates unknown languages and provides English equiv- Minimum strength=3.
ers. You may use up to four datachips at a time. alents through attached earphones. When spoken into, Nunchaku Range: 2m WA: 2.......................4
First Aid Kit (Future).............................................................1 translates your words back via digitized voice. Takes three Two short, heavy wooden sticks joined by a cord or chain.
Laser scapels, dermal staplers, nano-clamps, air hypos and turns to translate a simple language; six turns to analyse Delivers tremendous clubbing power over a short range.
other high tech medical devices. Required for Physician or and translate a complex one. Note: on a roll of 6 on one die, DC=3 Damage. Martial Arts Weapon Skill required.
First Aid skill attempts in this time period. the language is untranslatable. (Specialty Melee Weapon Skill) Minimum strength=2
Food Packs (week)..............................................................1 Video Commo.........................................................................3 Quarterstaff Range: 4m WA: 2......................4
Compressed food for one man. Requires no heating or Two-way TV communicator about the size of a pack of cig- Heavy wooden stick, usually about 6 feet long. Usually
water; just rip open the seal and it heats in 2 minutes. 1lb. arettes. Range is equivalent to a standard communicator, capped with metal. DC=3 Damage. Minimum strength=3.
Forcefence............................................................................12 with same limits. Shiriken (3) Range: throw WA: 2 .....................6
Six foot metal poles with forcefield projection units mount- Small throwing “stars”. 3 total. Close Range weapon. DC=1
ed in the sides. Poles can be separated up to 6 m/y (18 feet), Damage,unless poisoned (see Poisons, pg. 54 for details).
and spread a forcefield equivalent to 12 Hits. Price listed is
for 2 poles.
Personal Weapons Short Sword Range: 2m WA: 1.....................3
Double-edged weapon about 24-30 inches long. DC=2
Gill Mask.................................................................................5
Facemask and collar unit equivalent to an aqualung. Allows
user to breathe freely underwater for up to 72 hours on a
P ersonal weapons cover things which can
be carried by individuals in combat. An
important thing to remember; the costs of
Damage. Minimum strength=3.
Shortbow Range: 20m/pt STR to 7 WA: 2.....6
Lightweight bow, designed for horseback, close-in work. 12
single power cell, travelling down to 200 m/y (600 feet). these weapons are not relative to what they arrows. DC=3 Damage. Minimum strength=3
Holochips (10)........................................................................1 Sling Range: throw WA: 2.................2
Futuristic equivalents of tapes, music and books. cost in the real world. Instead, they are Strip of hide used to hurl small rocks or balls. Comes with
Holorecorder..........................................................................1 priced based on Range, Damage Class, and 10 shots, but any small object can be hurled. DC=1
Futuristic equivalent of a video recorder. Can record up to 10 an Area or Special Effect. This creates Damage.
hours on a single chip. Projects 5"x5" holo image for play- weapons that are internally consistent Spear Range: throw WA: 2....................7
back. Heavier weight throwing weapon, which can also be used
Inertial Compass...................................................................3 between all epochs, allowing a blaster to be to stab at an opponent. DC=4 Damage.
Small device about the size of a pack of cigarettes. Records easily carried into a 10th century B.C. game Thowing Axe (Tomahawk)Range: throw WA: 2........4
directions travelled and replays instructions and map on if the Gamemaster will allow it. A light, one-handed axe, good for throwing as well as hack-
LCD screen. Will always locate North. Can be programmed ing. DC=2 Damage.

W
with different maps and instructions to lead user to new eapons described here are very gener- Throwing Knife Range: throw WA: 3 .................3
locations. Adds +2 to any Navigation skill. Small throwing dagger. DC=1 Damage.
Macroglasses........................................................................1 al; research has shown us that overall, Tonfa Range: 2m WA: 2...................3
Futuristic equivalent of bionoculars, with digital range read- most weapons of a type are fairly similar on Short, L-shaped clubs which can be used for blows, parries
outs, image enhancement, still recording of up to 10 images the broad scale. When seen within the class or blocks (adds +1 on these actions). DC=2 Damage.
(stored on holochips). of 20th century weapons, there may be a dif- Martial Arts Weapon Skill required. (Specialty Melee
20 Medical Scanner..................................................................5
Hand-held scanner about the size of a paperback book.
Examines patient and gives procedures and diagnosis on
ference between a Colt .357 Magnum and a
Desert Eagle, but when compared over a
Weapon Skill) Minimum strength= 2
Whip Range: 2m WA: 1 ......................2
Primarily an entangling weapon, the whip can also cause
LCD screen. Adds +1 to any First Aid, Diagnose Illness, 10,000 year span covering spears to blasters, DC=2 Damage.
Physician skills. these differences become pretty negligible;
Memory Recorder..............................................................19 Historical [TL: 3-4]
Enhanced datachip cylinders mounted to skull, increase we simply have three classes of Revolver, Arquebus Range: 200m WA: -1 to 2........7
equivalent to Light, Medium and Heavy. Very primitive (1400’s) form of shoulder arm, using a match-
memory power. Cannot be hidden. However, user remem- cord/flashpan arrangement. Takes 3 rounds to reload. DC=4
bers anything he has seen, heard or been told (+2 for any Futuristic weapons are handled in the same Damage.
Physics, Programming, Botany, Biology, Anthropology, way; a blaster and a laser do the same basic Bayonet Range: 2m WA: 1..................1
Archeology, Zoology, Arcane Lore or Knowledge skills). Stabbing blade attached to rifles of the period. DC=1
Music Synthesizer ...............................................................1 damage, allowing the Game Master to slot in Damage.
Any type of electronic music device; can include keyboards, any one of a million "ray gun" variations Bowie Knife Range: 2m or throw WA: 2...........3
drum pads, stringed instruments and MIDI wind instru- appearing in science fiction. Lightweight, drop-point knife about a foot long. Can also
include any fighting knife of the period. Can be thrown at a
ments. Can operate for 10 hours per power cell. -2 penalty. DC=2 Damage.
Optic Visor ..............................................................................5 Cartridge Rifle Range: 300m WA: 0-3
Removable equivalent to cyberoptics (see pg. 19). Ancient [TL: 1-2] Type................................................Damage..........Cost
Personal Robot....................................................................19 Battle Axe Range: 2m WA: -1 ..........................6 Light Rifle.........................................DC=4 ..................8
Any small personal robot or android. Design can be Massive, two-handed axe favored by barbarians and Medium Rifle...................................DC=5 ..................9
dwarves. DC=5 Damage. Minimum strength=5. Heavy Rifle......................................DC=10 ..............10
humanoid if desired. Size will never be over 130 lbs. The Blowgun Range: 5m WA: 1 .......................... 6
personal robot has a limited artificial personality equivalent Any one of a number of breach loading, cartridge firing,
Hollow tube that fires tiny darts (10). Darts can be poisoned rifled shoulder arms of the period between 1800 and 2000.
to a somewhat slow small child. It is capable of learning up (see Poisons, pg. 54 for damage). Grooves cut into the inner barrel give it reliable accuracy
to five Skills at a +1 level. The skills can be reprogrammed Bola Range: 20m WA: 0 ..........................4 and range. Semi-automatic rifles have a built-in mechanism
for others at the rate of one skill for five hours of program- Two heavy metal balls joined by a cord or twine. Primarily that pumps a single round into the chamber as soon as the
ming (a DV=15 Programming task). It may not use Psionics, an entangling weapon (the result of a successful hit), it can trigger is pulled. 10 rounds.
Magic or Superpowers. also do DC=1 Damage if swung as a club. Derringer Range: 50m WA: 2.................4
Broadsword Range: 2m WA: 0...........................5 Small, two-shot hideout pistol, easily concealed in a pocket
Power Cells (6)......................................................................1 Heavy two-handed, crushing sword, designed to penetrate
The “batteries” of the future, used to power most small or purse. DC=2 Damage.
armor. DC=5 Damage. Minimum strength=4. Flintlock Pistol Range: 40m WA: -1................5
devices and weapons. Come in packs of 6, each with a jack Crossbow Range: 150m WA: 0............................6 Early, archaic (1700’s) pistol form, using a flint/striker com-
for wall recharging; takes 1 hour to recharge a single cell. Pistol-like, mechanically cranked bow (takes 2 rounds to bination and muzzle loading (2 rounds to reload). DC=3
Every Future electronic device uses one power cell, which recrank). Fires small bolts (12 shots). DC=3 Damage. Damage.
will run the device for 10 continuous hours. Dagger Range: 2m WA: 0 .........................1 Flintlock Rifle Range: 200m WA: 1-2 ............7
Psi Helmet ............................................................................12 Small double-edged weapon. Can be thrown but at a 2 Long arm version of the pistol, with same limitations. DC=4
penalty. DC=1 Damage. Damage.
Bulky metal helmet enhances and channels psi powers, Halberd Range: 4m WA: 2...........................5
increasing all Psionic Skills by +2 . Operates for 1 hour on a A two-handed polearm, topped with an axe/spear point Musket Range: 100m WA: -1 - 1 .......7
power cell. combination. DC=4 Damage. Minimum strength=3. Muzzle-loading (2 rounds/reload) shoulder arm (1500-
Respirator ..............................................................................3 Javelin Range: throw WA: 1.........................6 1800’s). Although these weapons were unrifled, they still
Breathing mask for filtering out smog, toxic atmospheres, Small throwing spear, designed for long ranges. Some vari- had greater accuracy and range than previous models.
etc. Oxygen (1 hour) bottle included. ants use a sling to hurl the javelin further. DC=3 Damage. DC=4 Damage.
Sneaksuit..............................................................................12 Katana Range: 2m WA: 2..........................6 Rapier Range: 2m WA: 2...............5
Two-handed sword, used exclusively in Japan by samurai Lightweight blade, double edged and usually used for duels
Futuristic equivalent of camouflage, the sneaksuit mimics warriors. Incredibly sharp and lethal. DC=5. Minimum and single encounters. DC=4 Damage. Minimum
whatever the wearer is passing in front of. Adds +2 to any strength=3. strength=2.
Stealth attempt. Longsword Range: 2m WA: 1..........................4 Revolver Range: 50m WA: 0-2
Type.....................................Damage.....................Cost
Survival Dome.......................................................................1 One or two-handed sword, usually used on horseback. Light ........................................DC=3 ..............................6
Light, self-inflating habitat for four. Air tight, can even be About four feet long. DC=3 Damage. Minimum strength=3. Medium .................................DC=4...............................7
used in space (although air must be provided for breathing). Longbow Range: 20m/pt STR to 10 WA: 1...............8 Heavy.......................................DC=5 ..............................8
Takes five minutes to set up.
Any one of a number of small, cartridge-firing hand weapons
from around 1850 to the present. Revolvers usually have six
Cyber Dart Range: 10m
Tiny compressed air or spring-loaded dart. Mounted in cyber
WA: -2.............4 ARMOR
shots, although this number varies (GM decision).
Saber Range: 2m WA: 2..................4
Standard cavalry blade, often used from horseback. Long,
eye, throat or finger, this single shot dart does damage as a
DC=5 Poison. (See page 54.)
Cyberfangs Range: contact WA: 0..................4
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
curving, partially double-edged. DC=3 Damage.Minimum Vampire-like fangs imbedded in the jaws. Can be folded
strength=3. armor from two different epochs, may in fact be
away until needed. DC=1 if non-poisoned. If poisoned, cost
Shotgun Range: 40m, small area WA: 1-2..............9 and effects are as with DC=5 poisons, pg. 54. equally priced and equally good against the
A shoulder arm firing many small projectiles in a burst. Early Cybersnake Range: contact WA: 0 ...............10 same damage. Even if one's high tech -body
models fire two Blasts at a time and take 1 round to reload. Any type of thin, snakelike attack whip hidden in a body ori- armor and the other's samurai plate. Although
Later types fire 1 shot, with 6 reloads. Shotguns do DC=5 fice (mouth, ear, etc.). The cybersnake can be used to “rake”
Damage. we're aware of the hundreds of weapon and
the target (DC=2) or “roto-rooter” (DC=5 Damage for every
turn the attacker can keep the target immobilized in a Hold armor combinations possible, in the interests
Modern [TL: 5-6] while he undertakes his grisly task). of simplicity, we've tried to group types togeth-
Automatic Rifle Range: 400m WA: 1-3 Cyborg Arm Gun Range: 50m WA: -1...............8 er to allow the maximum in flexibility. When a
Type............................................Damage..................Cost Any type of cybernetic “gun” arm. The gun itself either fires protective form also seemed to traditionally
Light Rifle.....................................DC=4........................10 through the palm or through ports mounted in the forearms.
DC=3 Damage. 5 shots. (such as in Power Armor) incorporate an
Medium Rifle...............................DC=5 .......................11
Heavy Rifle..................................DC=10 ......................12 Cyborg Crushing Hand Range: 2m WA: 0..................6 offensive capability, we've factored this into
Automatic rifles are capable of firing many shots with a sin- Enhanced artificial muscles and metal parts give this the armor's cost as well.
gle trigger pull. All can be fired three ways; Single Shot (20 appendage DC=4 crushing power.
Cyborg Energy Gun Range: 50m WA: 2..............10
total ), 3 Short Bursts or 1Long Burst.
Autopistol Range: 50m WA: 0-4 The “higher tech” version of the arm gun, with a mounted Ancient
energy pistol instead of a slug thrower. DC=4 Damage. 5 Chainmail................................................................................4
Type.................................................Damage.............Cost Fine metal mesh, made of interlocked rings. Less cumber-
Light ....................................................DC=3 ......................6 shots per power cell.
Energy Pistol Range: 100m WA: 4.............. 8 some than plate mails, a fine compromise between mobility
Medium .............................................DC=4.......................7 and protection. Stops 3 Hits.
Heavy ..................................................DC=5 ......................8 Any type of energy-powered hand weapons designed for
range and accuracy. Energy pistols include lasers, plasma Lacquered plate (Japan)....................................................4
Any one of a type of small handguns capable of rapid fire. Specific to Japan, this armor is made up of metal and bam-
Autopistols use a “clip” rather than a revolving cylinder; most throwers, sonic pistols, disruptors, blasters, phasers, etc.
Most project some kind of light beam or “bolt”. DC=5 boo plates, heavily lacquered and overlapped on a padded
carry 10 rounds, although this varies by type (GM decision). cloth surcoat. Very light and capable of stopping even the
Autoshotgun Range: 40m WA: 2.............11 Damage. 10 shots per power cell.
Energy Rifle Range: 500m WA: 4..............8 extremely sharp katana of a samurai warrior. Stops 5 Hits.
The automatic version of the shotgun, autoshots can fire Leather.....................................................................................2
three DC=5 Blasts each round, up to 6 Blasts total. The long-range version of the energy pistol. DC=5 Damage.
10 shots per power cell. Heavy cured leather, usually in a tunic and head piece. Often,
Compound Bow Range: 20m/ pt STR to 10 WA: 28 leggings and arm coverings are attached by straps. Stops 1
The modern equivalent of a longbow, the compound uses a Energy Sword Range: 2m WA: 1 ..............5
Any of a wide class of powered hand weapons for hand to Hit.
series of pulleys and gears to increase power. DC=5 Plate Mail ...............................................................................8
Damage, 12 arrows. hand defense. Blades can be made of laser energy, plasma,
force fields, sonic vibrations, etc. Most are visible as glow- The traditional armored knight’s costume. Heavy metal
Dart Rifle Range: 100m WA: 0-2..........10 plates, with an undermesh of chainmail. Bulky, cumbersome
Dart rifles use compressed air, springs or low velocity car- ing cylinders or rods of light. DC=5 Damage. 10 shots per
power cell. (-2 to Move Score), but a real sword stopper. Stops 9 Hits.
tridges to fire drugged darts. Used in animal hunting and non Shield .......................................................................................6
lethal situations, they do no damage. A hit stuns the target Gauss Pistol Range: 50m WA: 1............ 8
Any type of advanced slug thrower that uses magnetic force Usually thick wood with a metal skin or metal bands. Can be
for 2-12 (roll 2 dice) rounds on a roll of 3,4,5 or 6. A DV=25 used to block or parry. As a bashing weapon, it causes DC=1
Willpower roll may be made to resist the effects of this to throw its load. Gauss pistols are nearly silent and accu-
rate, however, they are somewhat bulky and only have 10 Damage. Stops 5 Hits.
weapon. Six shots.
shots per power cell. 10 shots per power cell. DC=5
Flamethrower Range: 40m
Largish assembly of tanks and a projecting nozzle; a
flamethrower fires a Blast of oily flame. DC=10 Damage. Six
WA: -1 -0.......11
Damage.
Gauss Rifle Range: 300m WA: 1.............9
Historical
Back and Breast...................................................................8
21
Blasts. (See pg 31). The shoulder arm version of the above, with greater range. The succeeding generation of plate, made famous by the
Grenade Launcher Range: 100m WA: -3...........12 10 shots per power cell. DC=5 Damage. Spanish conquistadors. The back and breast consists of a
Grenade launchers can come in small shoulder-arm forms, or Microwaver Range: 20m WA: 0............8 metal covering over the back and chest, hinged with leather
be mounted onto any rifle. They do damage based on the These small, hand-held weapons project a tight beam of straps. A metal helmet is also part of this assemblage. Stops
type of grenade used (although 1 Kill Damage explosive focused microwaves at the target, causing burns and electri- 7 Hits.
types which cover a Small Area are most common). 2 shots. cal shorts. DC=2 to meat bodies, but electrically based hard- Body Padding ........................................................................4
Gyrojet Pistol Range: 50m WA: -1 -0....... 8 ware (such as cyberware, scanners, energy weapons, com- Heavy leather and metal surcoat, designed to allow move-
The gyrojet fires a small, self-propelled rocket shell at a dis- puters, robots, etc.) must make a saving throw greater than ment while stopping bullets and sword cuts. Not all that
tant target. Recoil is slight and the initial firing is quiet. 2 on 1 die or be rendered inoperable (a DV=25 Cybertech common, and not all that effective. Stops 3 Hits.
Gyrojets are best at longer ranges (no bonus for Close Range task). 10 shots per power cell.
Minimissile Launcher Range: 100m WA: 0 .........12
attacks), and pack a sizable punch (DC=5 ). 10 rounds.
Knife Range: 2m/ throw........................................1 A second generation of the gyrojet, this device launches four Modern
tiny explosive missiles at a time (8 total), covering a Small Bulletproof Clothing ............................................................8
Small double-edged weapon. Can be thrown at a -1 penalty.
DC=1 Damage. Area with DC=5 Damage. The minimissile launcher can be The modern equivalent of light body armor, designed to stop
Submachine Gun Range: 200m WA: 0-2 carried as a shoulder arm, mounted in a cyberarm, or grafted most projectile weapons. The dense padding also is effective
Type....................................Damage.............................Cost onto the shoulders. against blows and stabs. Stops 7 Hits.
Light .....................................DC=3 ....................................9 Monomolecular Katana Range: 2m WA: 1...........6 Kevlar Body Armor.............................................................10
Medium ...............................DC=4...................................10 Unlike an energy blade, “monokatanas” require no energy to The best protection in this epoch. Plastic composite plates
Heavy....................................DC=5 ..................................11 operate; instead, they have a blade made from a molecule are interwoven with layers of Kevlar ballistic cloth. While
A smaller automatic weapon that fires pistol ammunition thick sheet of crystal. Monoblades are extremely deadly, as
their super thinness allows them to cut through nearly any- hot, scratchy and cumbersome, body armor will even stop
instead of rifle rounds. Fires single shots (20) or Bursts. most rifle rounds. Stops 9 Hits.
Taser Range: 10m WA: -1 ...............9 thing (DC=5 Damage).
A taser delivers a high powered shock to any target struck by Needler Range: 50m WA: 1 .........10
it’s prongs. Most tasers are hand held. A hit stuns the target A small pistol firing compressed air or spring powered darts
(Medium Range). Damage is negligible, but darts are usual-
Future
for 1-6 rounds (roll 1 die). A Very Hard Willpower roll may be Battle Armor.........................................................................10
made to resist the effects of this weapon. 10 shots per bat- 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 The next level of body armor, this form layers composite
tery
armor plate, ballistic and reflective mesh, and a padded skin-
GENERIC FUZION

Tech Crossbow Range: 150m WA: 0-1 ...........7 may be made to resist the effects of the drug. 10 needles.
Advanced version of crossbow, using plastics and compos- Stun Weapon Range: 100m WA: 2.......10 suit underneath. The favorite of space marines and other
ites. 12 bolts. DC=3 Damage. Any type of energy-based hand weapon that causes the tar- heavy assault groups. Stops 11 Hits.
get to be paralysed or otherwise immobilized. Can include Light Body Armor..................................................................8
sonics, electrical shock guns, “paralyser rays”, “hyp-
Future [TL: 7-9] nobeams”, etc. A hit immobilizes the target for 1-6 rounds
The futuristic version of Kevlar body armor, made famous by
stormtroopers everywhere. Light combat ceramic plates over
Cyborg Hand Blades Range: 2m WA: 1..............6 (roll 1 die). A DV=25 Willpower roll may be made to resist the
Any type of multi-bladed weapon hidden in a cyberarm or effects of this weapon. 10 shots per power cell. a padded spacesuit, this is an effective defense against
meat arm. The blades are retracted until needed, then Reloads....................................................................................1 most beams and projectiles (unless it’s white). Stops 7 Hits.
extended (1 round to extend). DC=3 Damage. All reloads have a cost of 1 per full reload. Power cells are Personal Forcefield ...........................................................10
listed on pg. 20. The most advanced form of personal protection, this heavy
belt generates a powerful forcefield capable of deflecting
physical attacks. Stops 7 Hits.
Power Armor .......................................................................17 where; this allows you to create some vehic- equivalent of Heavy Vehicle armor. Slow Ground Speed.
A heavy mesh of composite armors, reflective cloth, space- ular horror we've never considered and Man of War........................................................................140
suit and forcefields. This massive construct is driven by a The largest type of gunned sailing ship, with 8 Cannon
powerful internal exoframe, giving the wearer blow and stack it high with mass destruction. It does attacks per turn. Can carry up to 400 men, moving at Slow
crushing strength equivalent to DC=4 Damage. Stops 15 help to use a little common sense here; it's Ground Speed, based on wind direction (see Balloons for
Hits, subtracts 6 m/y from movement. reasonable to accept an autocannon on an details). 23 Kills; thick wooden planking gives this the equiv-
GENERIC FUZION

Smartsuit.................................................................................6 automobile, but a large energy cannon is alent of Medium Vehicle armor.
A spacesuit with integral forcefields built into it. The smart- Sailing Ship..........................................................................84
suit doesn’t stop projectiles; it deflects them away. pushing your luck. You Have Been Warned. One of the larger merchantman types from the 1500's to the
Ablative/reflective plastics on the surface of the smartsuit See also Speed Table on page 35. 1700’s. Can carry up to 100 men, moving at Slow Ground
absorb or reflect rays and energy beams. Stops 3 Hits. Speed, based on wind direction (see Balloons for details). 11
Spacesuit ................................................................................5 Kills; thick wooden planking gives this the equivalent of
More for protection against the deadly environment of Ancient [TL: 1-2] Medium Vehicle armor. Has 4 Cannon attacks per turn.
space than against weapons, space suits do provide fair pro- Cart..........................................................................................22 Zeppelin.................................................................................45
tection. All spacesuits and spacesuit variants (such as smart Large, four-wheeled wagon, usually towed by one or more Huge lighter than air vehicle capable of carrying up to 100
suits, body armors, power armors, etc.) protect the wearer Riding Beasts at Running Speeds. 62 SDP. people. Has 27 Kills, and moves at Slow Flyer Speeds.
from all types of poison, radiation, fire, cold and exposure Chariot....................................................................................21 Metallized hull and frame gives this vehicle the equivalent
damage for up to 5 hours, and provide up to 10 hours of Small two wheeled cart, usually towed by two Light Riding of Light Vehicle Armor. A Zeppelin is very vulnerable to fire;
breathable air. Stops 3 Hits. Beasts at Running Speeds. 60 SDP. a fire-based attack automatically does three levels higher
Subdermal Armor.................................................................6 Da Vinci Glider....................................................................17 damage than normal (such as from DC=2 to DC=5 ).
The cybernetic equivalent of light body armor; a very light Light glider constructed of silk and bamboo, like Leonardo
composite armor mesh is grafted under the skin. Vital areas DaVinci would have built. Can carry one man for up to 4
are covered with thin composite plates. The armor is usual- hours. Has 50 SDP moves at Very Slow Flyer Speed. Modern [TL: 5-6]
Flying War Beast................................................................18 Armored Personnel Carrier.............................................54
ly unnoticeable under clothing (a DV=25 Awareness task). An armored combat vehicle, mounting a single Lt. Projectile
Stops 3 Hits. A large and powerful war flyer, trained for combat (DC=3
Bite, DC=2 Claw). Movement is Very Slow Flyer, and has 60 cannon and one Machinegun. Carries 6 men at Medium
Ground Speeds. 3 Kills, Heavy Vehicle armor.
Pets, Animals, Companions Hits. 4 SDP armor is optional for an additional 12 points.
Galley.....................................................................................60 Biplane ..................................................................................38
Huge Hunting Beast ..........................................................24 A large sailing vessel, usually with one sail and banks of A light prop plane with two wings (although this class can
The largest form of personal combat pet, about the size of a oars. Moves at Slow Ground Speed. Can carry up to 100 be used to include triplanes and light monoplanes of the
small dinosaur and capable of DC=5 Bite and DC=4 Claw men and has 70 SDP. Thick wooden hull gives this vehicle early 1900’s as well). A Slow Flyer with 62 SDP Fighters are
damage. 150 Hits, all combat/dodge skills at +3. protection equal to Light Vehicle armor. (See pg 23). Armed armed with one Machinegun attack.
Large Flying Hunter ...........................................................18 with one Catapult, one Ballista. Car...........................................................................................21
The flying equivalent of the Large Hunting Beast; very small Heavy Riding Beast ...........................................................14 Any standard four-wheeled automobile. Carries up to 6 peo-
dragons, huge eagles and pterodactyls would be good exam- A large draft animal, used for hauling, plowing. Moves at ple, at Fast Ground Speeds. 66 SDP for large cars (6 people),
ples of the type. DC=3 Bite, DC=2 Claw, DC=2 wing damage. Walking Speed, 60 Hits. 4 SDP armor is optional at an addi- 64 for smaller (4 people). Metal skin gives this vehicle a Very
Slow flying speed, 60 Hits, all combat/dodge skills at +3. tional 2 pts. Light Vehicle armor rating. Can be armored with Medium
Large Hunting Beast..........................................................14 Light Flying Riding Beast.................................................16 Vehicle armor, and have one Machinegun or Missile attack
The larger equivalent of the Medium Hunting Beast, about A light, flying animal, moving at Slow Flyer speeds. (DC=2 added for the additional cost of the weapons and armor.
bear-sized. The large hunting beast is usually too dumb to Bite, DC=1 Claw, DC=2 Wing buffet ). 50 Hits. Helicopter.............................................................................32
understand any commands more complex than KILL! or Light Riding Beast..............................................................12 Any light rotor-powered aircraft capable of hovering flight.
SIT! DC=4 Bite and DC=3 claw damage. 90 Hits, all combat Most carry 4 people at Medium Flyer Speed. 64 SDP. Metal
22
A basic riding animal. Moves at Sprinting Speed, and has 50
skills at +3. Hits. skin gives this vehicle a Very Light Vehicle armor rating.
Medium Hunting Beast ....................................................10 Rowboat................................................................................17 Note: Military versions can be armored with Light Vehicle
Any type of hunting animal up to the size of a wolf or jaguar. Any type of small boat, usually propelled by pairs of oars. armor, and may have one Machinegun attack and one
The medium hunting beast can understand simple one word Moves at Running Speeds. Can carry up to 3 men, and has Missile attack (per turn) added for the additional cost of the
commands (GO! COME! SIT! KILL! TRACK! BRING!) and 50 SDP. weapons and armor.
causes DC=3 Bite and DC=2 claw damage. 50 Hits all com- Small Sailboat.....................................................................17 Jet Fighter.............................................................................79
bat/dodge skills at +3. Equivalent to any light jet interceptor of the late 20th
A small boat, powered by a single sail. Can carry up to 2 men Century. Moves at Superfast Flying Speed, and has 300 SDP.
Small Flying Companion....................................................5 at Slow Ground speeds, and has 62 SDP.
Any type of small flying creature— the flying equivalent of Note: Most jet fighters carry one Autocannon attack per
War Riding Beast...............................................................16 turn, 2 missile attacks per turn (4 total), and have Light
the small fuzzy animal below. Can be batlike, lizardlike, bird- A large and powerful riding animal, trained for combat Vehicle armor.
like, ray like. DC=1 Bite, DC=1 Claw. Moves at Slow Flying (DC=3 Bite,DC=4 Trample,DC=3 Kick). Movement is Running Jet Liner.................................................................................35
Speeds. 5 Hits, all combat/dodge skills at +2. Speed, and has 60 Hits. 10 SDP armor is optional for 2 pts. Any large, jet-powered passenger plane. Carries up to 300
Small Fuzzy Animal Companion......................................2 people at Fast Flyer Speeds. 400 SDP. Metal skin gives this
Any type of small companion animal not much larger than a vehicle a Very Light Vehicle armor rating.
cat. The small fuzzy animal has a bite that causes DC=1 Historical [TL: 3-4] Jet Ski....................................................................................16
Small, one-man surface skimmer, moving at Fast Ground
Damage, isn’t usually very smart, and can be trained to do Balloon ..................................................................................19
Small 2-4 man hot air vehicle. Dependent on the prevailing Speeds. Metal skin gives this vehicle the equivalent of Very
only simple tricks. 5-10 Hits, all combat/dodge skills at +2 Light Vehicle armor. 60 SDP.
winds, it moves at Very Slow Flyer Speed, with a 1 die roll Light Private Plane.............................................................28
determining the wind direction every two hours: 1-3=going
TRANSPORTATION where you want it. 4= 90 degrees clockwise of where you
Any type of small monoplane from the mid 30’s to present.
Seats 4-6. A Medium Flyer with 60 SDP. Metal skin gives

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
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.
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
Diving Bell............................................................................16 armor. Carries two men. 2 SDP.
take, and what weapons (if any) can be Heavily armored metal sphere which can be lowered to as Motorcycle...........................................................................16
placed on it. Weapons on individual vehicles deep as a thousand feet underwater. A compressor and a Single seat, two or three wheel vehicle, capable of Fast
are only suggestions. What is described are tending ship (small) are required. Some models (3 in 6) have Ground Speed. A sidecar can be added for an additional 4
small manipulator arms that allow the pilot to pick things up Points. 60 SDP. Metal skin gives this vehicle a Very Light
the number of attacks the vehicle can make from the bottom. Has 60 SDP, but thick hull gives it the Vehicle armor rating.
and the type (as described in the equivalent of Very Heavy Vehicle armor. Private Jet ...........................................................................28
Vehicle/Heavy Weapons List). Vehicles are Frigate..................................................................................108 Equivalent to any small private jet of the present. Carries up
to 15 people, at Fast Flyer speeds. 200 SDP. Metal skin gives
assumed to be of average speed and A large, heavily gunned sailing ship of the type common this vehicle a Very Light Vehicle armor rating.
from the 1700's to the late1800's. Has six Cannon attacks Prop Fighter..........................................................................44
manueverability for their type; they may be per turn. Can carry up to 200 men, moving at Slow Ground The equivalent of a light combat monoplane of the WWII
altered to become faster or more maneuver- Speed, based on wind direction (see Balloons for details). 17 period. One to three propellers, two Machinegun attacks per
able at the Gamemaster’s discretion (and Kills; thick wooden planking gives this the equivalent of turn and an airspeed equivalent to a Fast Flyer. 64 SDP.
Medium Vehicle armor. 500 SDP. Metal skin gives warplanes of this period the equivalent of
costs). See also Vehicle Armor list. Very Light Vehicle armor.
Glider......................................................................................19
Race Car................................................................................22
P layers should feel free to buy new
weapons with their Game points and
stack whatever they want on their vehicles
More advanced version of a bamboo parawing, more simi-
lar to gliders of early 17-1800’s . Constructed of silk, balsa
and paper, can carry two men up to 4 hours. Has 60 SDP,
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.
moves at Very Slow Flyer Speeds.
(with the Game Master's permission). In the Ironclad ...............................................................................110 Space Shuttle......................................................................30
A common type of steam-powered, heavily gunned and Ground to orbit spacecraft, carrying 6 people and a ton of
interests of flexibility, we've only provided cargo at Superfast Speeds. Metal skin gives this vehicle the
the loosest guidelines as to what will fit on armored warship of the late 19th century. Has 6 Cannon
attacks per turn. 17 Kills, thick iron plates gives this the equivalent of Very Light Vehicle armor. 5 Kills.
Sportscar...............................................................................23 Space Cruiser....................................................................140 Missile...................................................................................14
A far faster (Superfast Ground Speed) type of car. Carries 2 A smaller version of the above, with six Medium Energy Small, self-guided rocket. Used on ships and planes of all
people and has 60 SDP. Metal skin gives this vehicle a Very Cannon attacks per turn and a Superfast Flying Speed (all types, occasional battlefield vehicles. Also includes any of a
Light Vehicle armor rating. Can be refitted to carry Light types also have FTL capacity). Can carry up to 200 people or variety of small, shoulder-carried, single shot missile launch-
Vehicle Armor and one Machinegun or Missile attack added multi-ton cargoes. The space cruiser is covered in Very ers (Stingers, Hellfires, etc.). 2 Kill Damage over a Large
for the additional cost of the weapons and armor. Heavy Vehicle armor, making it impervious to anything but Area.
Submarine ............................................................................82 large ship attacks. 22 Kills. Heavy Projectile Cannon
A large submersible, moving at Slow Ground Speeds, carry- Spacefighter ........................................................................72 Type ........................................Damage .....................Cost
ing upwards of 50 men and with three Torpedo attacks per Any type of light, aerodynamic, 1-2 man spacecraft, usually Light .............................................1 K ..............................12
turn (12 reloads). For an additional 10 points, the submarine fulfilling a role similar to jet interceptors today. Speed is Medium .....................................5 Kill..............................13
can be nuclear powered and move at Fast Ground Speeds. Superfast Flyer. For an additional 12 Game Points, a space- Heavy .........................................10 Kill ...........................14
23 Kills; double hull and thick plates give this the equivalent fighter can become Faster Than Light capable. The modern day equivalent of the cannon, firing explosive
of Heavy Vehicle armor. Spacefighters are armed with two Light Energy Cannon shells. The Light size (S.Area damage) is usually found on
Tank ........................................................................................57 attacks, one Missile attack and are plated in Heavy Vehicle small armored vehicles, in anti-aircraft batteries and in a
A Very Heavy Vehicle armored, tracked ground vehicle, mov- armor. 3 Kills few larger aircraft. Medium-sized (L.Area Damage) are
ing at Medium Ground Speeds. Requires one gunner and Teleporter............................................................................300 found in siege weapons and ship batteries. Heavy Cannon
one driver for full capabilities. Usually carries one Instantaneous transportation between two points. (L.Area Damage) are found only in heavy artillery units, or on
Machinegun and one Medium Projectile Cannon attack. 5 Coordinates for the landing point must be known, either by the largest capital ships. 20 shots.
Kills. sensors or by some type of “lock on” procedure (GM's Torpedo..................................................................................14
Warship...............................................................................131 choice). Range is usually about 100,000 miles. Teleporters The aquatic version of the missile, usually launched by a
Any large military surface ship moving at Slow Ground come as landing pads, or booths. 60 SDP submarine, but also occasionally by ASW helicopters and
Speeds and carrying upwards of 50 men. A warship has 4 Time Machine........................................GM Special Only ships. Self-homing. 2 Kill Damage over a Large Area.
Heavy Projectile Cannon and 2 Torpedo attacks per turn.27 A small vehicle about the size of a car, which travels
Kills. Plated in Very Heavy Vehicle armor. between time periods. The user must know the exact coor-
Future [TL: 7-9]
dinates for the time to which he wishes to go. The machine
is immobile, but for an additional 100 points can be made to Energy Cannon
Future [TL: 7-9] move through space as well as time. Metal skin gives this Type..........................................Damage........................Cost
Dimensional Transporter...............................................500 Light .............................................2K ...............................12
Allows travel between dimensions. The user must have device the equivalent of Very Light Vehicle armor. 62 SDP.
Medium .......................................4K.................................13
exact coordinates for where he wishes to go (DV=25 Heavy............................................6K.................................14
Navigation), and may not make more than one trip in any VEHICLE/HEAVY Mega............................................8K.................................15
one 24 hour period. The machine is huge,immobile, and
fragile (62 SDP).
WEAPONS Includes lasers, plasma throwers, sonic weapons, disrup-
tors, blasters, phasers, etc. Most project light beams or
Flight Pack..............................................................................6
Personal flying transport, usually in a backpack form, but
sometimes in a bulky belt around the waist. Powered by
A ll vehicle weapons have a range of
Extreme. It's assumed that when these
weapons hit a vehicle-sized target, they act
“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
antigravity units, rockets, jets, fans or helicopter blades. All much as a man sized attack would against a bombers, merchantmen and small warships. Heavy types
types move at Slow Flyer Speed. 53 SDP. (L..Area) are carried by capitol starships below battleship
Flyer........................................................................................35 mansized target, striking only one area. level and planetary defense systems. Mega types are used
Any type of light, wingless flying vehicle. Usually powered However, when fired against a smaller than as a main gun for space battleships and planetary defense.
by fans, antigravity modules or some other type of non-aero- vehicle-sized target (like a really unlucky (See pg 31).
dynamic lifting form. Can have one Machinegun or Missile human), they are considered to cover a Small Energy Melee Weapon.....................................................12
attack added for the additional cost of the weapon. Capable Primarily designed for mecha and other giant robotic fight-
of Fast Flyer Speeds. Metal skin gives this vehicle the Area or larger with damage. This means that ing machines. Blades can be made of laser energy, plasma,
equivalent of Very Light Vehicle armor. 62 SDP. when a Mega Energy Cannon hits in the mid- force fields, sonic vibrations, etc. Most are visible as glow-
Giant Robot ..........................................................................69
Any type of gigantic humanoid machine piloted by a human
dle of a city block, everything within a Small
Area automatically takes 8 Kill Level dam-
ing cylinders or rods of light. 5K Damage.
Energy Torpedo ...................................................................14 23
operator. The generic Giant Robot moves at Fast Flying Any type of “packaged” energy blast, usually held in check
speed, has 3 Kills, and is covered in Very Heavy Vehicle age. Think about it. by a magnetic bottle or special container. Most types con-
Armor. Giant Robots carry one Energy Melee Weapon and tain antimatter, plasma, nuclear explosives, tachyons or
one Medium Energy Cannon attack. By buying additional some other type of 10K Damage,Large Area Effect.
vehicle types, the giant robot can be made transformable, Ancient [TL: 1-2]
i.e.,capable of taking on the form of a spacefighter or other Ballista...................................................................................12
vehicle (its speed changes, but its weapons remain the A large weapon designed to fire either a heavy bolt or many Vehicle Armor
(10) smaller spears. DC=10 Damage. 60 SDP Iron, metal or other composite plates of armor used to
same). absorb and deflect attacks to vehicles.
Hovercar................................................................................23 Catapult .................................................................................12
A wood and metal arm and bucket arrangement, used to Type.............................................................Cost ...........Stops
Any type of personal “car” capable of hovering up to 3 feet Very Light Vehicle ............................................2.............25DC
off the ground. Hovercars can be suspended on antigravity hurl heavy (and usually burning) materials long distances
(well, long if you’re a Greek used to spears). DC=10 Light Vehicle .....................................................4.............50DC
units, fans, jets, rockets or any other type of futuristic lifter Medium Vehicle ...............................................6...........100DC
form. Capable of carrying 4-6 at Superfast Ground Speed. Damage, Small Area Effect. 50 SDP
Heavy Vehicle ...................................................8..............1 Kill
Metal skin gives this vehicle the equivalent of Very Light Very Heavy Vehicle ........................................10..............2 Kill
Vehicle armor. 62 SDP. Can have one Machinegun or Missile Historical [TL: 3-4] Super Heavy Vehicle .....................................12..............4 Kill
attack added for the additional cost of the weapon. Cannon ..................................................................................13
Hovercycle ...........................................................................18 This type covers any large metal field gun, firing iron balls Vehicle Force Field.................................Cost ............Stops
The two-man, motorcycle equivalent of a hovercar. propelled by black powder. Found on both land and sea, the Light Vehicle ...................................................12..................2K
Superfast Ground speeds, 60 SDP. Metal skin gives this cannon is a staple large weapon from 1600 to 1900. 1 Kill Heavy Vehicle .................................................20..................4K
vehicle the equivalent of Very Light Vehicle armor. Damage over a Small Area Effect. 10 shots. This is a large field accumulator capable of defending up to
Hovertank .............................................................................63 Gatling Gun ..........................................................................13 a single titanic object like a space battleship, including a
The heavy duty, combat tank version of the hover vehicle. The predecessor to the machinegun, this multibarrelled, tri- several city block-sized fortification. It is too large to mount
Fast Ground Speeds, plated in Very Heavy Vehicle armor. pod-mounted weapon fires hundreds of bullets at the turn on anything smaller than a truck and requires a very large
Armed with one Light Energy Cannon and one Medium of a crank. 1 Kill Damage as a Beam attack. 10 shots. (See powerplant to operate it.
Energy Cannon attack per turn. 5 Kills. pg 31).
Personal Spaceship..........................................................81
Any type of small spacecraft carrying up to 10 people at
Superfast Flying Speeds. All types have FTL capability and Modern [TL: 5-6]
GENERIC FUZION

are armed with two Medium Energy Cannon attacks per Autocannon..........................................................................15
The second generation of the Gatling gun, this multi-bar-
turn. The spaceship can be covered in Medium Vehicle relled weapon uses an electric motor to “crank” out fire at
armor for the additional cost of the armor, otherwise, metal unbelievable rates. DC=10 Damage as a Beam attack. 10
skin gives this vehicle the equivalent of Heavy Vehicle shots. (See pg 31).
armor. 7 Kills. Bomb ......................................................................................14
Space Battleship..............................................................209 An unguided explosive, usually dropped from a height by
Military battlewagon, with 6 Medium Energy Cannon planes. 2 Kill Damage over a Large Area.
attacks, 3 Heavy Energy Cannon attacks, and one Mega Machinegun.........................................................................12
Energy Cannon attack. Battleships are plated in Super A rapid-fire weapon used from the First World War through
Heavy Vehicle armor, move as Superfast Flying vehicles, and the present. Found on the battlefield, in aircraft and on
are automatically FTL capable. Crews are usually about 2- ships. DC=10 damage in a Beam attack. 10 shots. (See pg
300. 32 Kills. 31).
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 it’s 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

Magic
Restores one die plus one Hit to the player instantly.
GENERIC FUZION

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

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
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
act of magic is a task like any other, performed by using either the Sorcery skill don’t take to being bothered all the time. Duration: until
action is taken.
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 Neutralize Poison......................DV=14..................TOUCH
This spell fully neutralizes the effects of any poison or
are. These tasks may not be attempted without the appropriate skill.
24
Poisoning spell instantly. It will not, however, reverse
any damage previously taken from this poisoning effect.
Duration: one use.
Self: The user can only affect himself.
Touch: The user can only affect things he is touching Part Water .................................DV=22..................L.AREA
Creates a pathway through any body of water exactly 16
Beam: The power is projected in a narrow beam like a laser, up to 100 m/yds y/m (48 feet) wide, and 16 y/m back and front of the
Blast: The power is projected in a beam that widens 1 m/yd for every 2 m/yds caster. Effect moves with cleric. Duration: 10 rounds.
travelled (at 2m/yds, the beam is 1m/yd wide, at 4, it is 2m/yds, at 6, it Protection From Evil..................DV=14..................L.AREA
is 3m/yds wide, etc.) The cleric is surrounded with an aura of saintliness and
Good, totally filling a Large Area around him. All evil
Small Area: The power affects an area extending in radius 4 m/yds from the user. things within this area must immediately retreat beyond
the affected space. A Willpower roll may be made
CLERICAL MAGIC LIST against the caster’s Will to resist this spell. Duration: 5
rounds.
Banish Animal...........................DV=14.................S.AREA Purify ..........................................DV=18..................TOUCH
This spell counters the Summon Animal spell, sending Bless...........................................DV=14..................TOUCH Counters the effects of any poisonings, as well as the
the summoned creature back to where it came from, The cleric blesses the subject with the good favor and spells Poison, Plague and Corruption. Does not replace
even if its task is uncompleted. Duration: one use. fortune of his gods. The subject will have an automatic lost Hits. Duration: one use.
+1 advantage in any action he takes. Limit once per day
Banish Demon...........................DV=22.................S.AREA per subject. Duration: one game day. Regeneration.............................DV=18......................SELF
This spell counters the Summon Demon spell, sending Through his concentration and faith, the cleric can
the summoned creature back to where it came from, Cast Off Curse...........................DV=18..................TOUCH regenerate one Hit per hour until he is fully healed or he
even if its task is uncompleted. Duration: one use. This spell counteracts and removes the effects of the has taken another wound. You may not regenerate from
Curse spell. Duration: one use. being killed. Duration: until fully healed or another Hit is
Banish Elemental......................DV=18.................S.AREA taken.
This spell counters the Summon Elemental spell, send- Create Food ...............................DV=14.................S.AREA
ing the summoned creature back to where it came from, Creates up to 10 lbs. of food (cleric’s choice of type & Resurrection .............................DV=26..................TOUCH
even if its task is uncompleted. Duration: one use. amount) each time it is cast. Permanent. Calling upon his gods’ aid, the cleric is able to raise one
killed player or creature from death each Game. The res-
Banish Monster.........................DV=18.................S.AREA Create Water.............................DV=14.................S.AREA urrected player is restored with one Hit (all other lost
This spell counters the Summon Monster spell, sending Creates up to 100 gallons of pure, drinkable water. Hits must be recovered through either normal healing,
the summoned creature back to where it came from, Permanent. Healing or Regeneration spells). Duration: once per
even if its task is uncompleted. Duration: one use. game.
Cure Disease .............................DV=18..................TOUCH
Banish Spirit ..............................DV=14.................S.AREA This spell instantly neutralizes the effects of any disease Turn Undead ..............................DV=18..................L.AREA
This spell counters the Summon Spirit spell, sending the or Plague spell. It will not reverse any damage previous- The caster creates a sphere of holy power around him-
summoned creature back to where it came from, even if ly taken from the disease’s effect. Duration: one use. self, through which undead creatures cannot pass.
its task is uncompleted. Duration: one use. Duration: 5 rounds.
Curse...........................................DV=18.................S.AREA
Banish Undead..........................DV=22..................L.AREA The cleric inflicts on the victim a dark aura of unluck and Walk on Air................................DV=26......................SELF
This power allows the cleric to break the unclean bonds ill fortune. The target will have an automatic -1 penalty The cleric can easily walk through the air as though
holding the unliving to this plane. All undead within the in any action he takes until the Curse is dispelled by use walking on a sheet of invisible glass. Speed is a normal
area are instantly restored to the land of death, crum- of a Cast Off Curse spell. Limit once per day per subject. Walk. To change altitude, the cleric walks up or down as
bling to dust before the cleric’s power. Duration: one use.
if climbing an imaginary hill. Lasts 10 rounds or until dis- Creates a volume of air completely filling a Large Area Stone to Sand...............................DV=18...................S.AREA
pelled. around the caster. Duration: 6 turns. Turns any stone object up to 1,000 pounds into an equal
volume of sand. Permanent.
Walk on Water..........................DV=22......................SELF Create Darkness........................DV=14.................S.AREA
The cleric is so holy he can easily walk across any body Creates a globe of absolute darkness in a Small Area Transmutation............................DV=26..................TOUCH
of water at normal Walking speed. Duration: 10 rounds. around the caster. Lasts until dispelled. The caster can change the composition of up to 1lb. of
material to a more valuable form; lead becomes gold,
Create Defender........................DV=22.................S.AREA gold becomes diamonds, etc. The duration and perma-
This spell allows the caster to create a single warrior to nency of the change is decided by the Gamemaster.
MAGIC defend him in mortal combat, using a sword, club, ener-
gy sword or other melee weapon appropriate to the Vaporous Body ..........................DV=22..................TOUCH
SPELL LIST epoch of the game. The Defender will fight for 3 rounds,
has a Melee Weapon skill of 4, has 12 Hits and is wear-
Gives the caster/target a body with the consistency of
mist, capable of going through any air-permeable sur-
ing any type of Light Personal Armor appropriate to that face. Duration: 4 rounds.
epoch. Duration: 3 turns.
Summoning Weapon of Power.....................DV=26..................TOUCH
Summon Animal .......................DV=18.................S.AREA Create Food ...............................DV=18.................S.AREA Increases the damage done by a specific weapon by two
This spell summons one random animal, allowing the Creates up to 10 lbs. of food (caster’s choice of type & levels (such as from DC=2 to DC=4) for 4 rounds.
Magic User to command it to perform one task. The ani- amount) each time it is cast. Permanent.
mal’s combat and dodge skills have a base level of Necromantic
between 1 and 6 (roll 1 die for each) and cause damage Create Light ...............................DV=14.................S.AREA About Necromantic Spells: These spells concern
based on a one die roll (1-2/DC=2 3-4/DC=4 5-6/DC=5). Creates a globe of light entirely filling a Small Area the unliving and recently dead. As a rule, those
Duration: till task complete. around the caster. Lasts until dispelled. who use these spells are considered to be evil
and should be shunned. However, in some games,
Summon Demon ......................DV=26.................S.AREA Create Water.............................DV=14.................S.AREA particularly those set in a Horror or Lovecraftian
This spell summons one random demon (choice defined Creates up to 100 gallons of water. Permanent. genre, players may be required to use these spells
by Game Master for his particular Game), allowing the in the battle against assorted “nameless horrors”.
Magic User to command it to perform one task. The Door Ward .................................DV=18..................TOUCH The use of these spells is therefore up to the Game
Demon’s combat and Dodge skills have a base level of Creates a barrier around any doorway the caster touch- Master and depends upon the current game he is
between 2 and 12 (roll 2 dice for each) and cause DC=10 es, with a strength equivalent to 54 SDP. Lasts till dis- running.
with its natural weapons. It also has 4-24 Hits (roll 4 pelled or broken. Aura of Death............................DV=14.................S.AREA
dice) and skin equivalent to 45 Hits. Duration: till task The caster is surrounded with an aura of horror and
complete. Enchant Weapon ......................DV=22..................TOUCH death. All living things (excluding caster & allies) within
This spell enchants a specific weapon, granting 2 extra this area must immediately retreat beyond the affected
Summon Elemental ..................DV=22.................S.AREA points to weapon accuracy for any Melee Attack made space. Duration: 3 rounds.
This spell summons one random elemental force (Earth, with it. Duration: 4 turns.
Air, Fire or Water—choice of Game Master), allowing Awaken the Dead.....................DV=22..................TOUCH
the Magic User to command it to perform one task. The Enlarge/Reduce.........................DV=18..................TOUCH The caster can bring one dead creature back to a state
Elemental’s combat and dodge skills have a base level of Allows the caster to enlarge or reduce the size of any of half-life until the spell is broken. In this state, the
between 1 and 6 (roll 1 die for each) and cause DC=10 object or creature, up to 100 times its normal size or undead creature regains all of the skills and abilities it
with its natural weapons. It also has 2-12 Hits (roll 2 100th of normal. Duration: 3 turns. had while alive, but is still in a rotting, putrescent state.
dice) and has skin equivalent to 18 SDP Armor. Duration: Duration: until dispelled.
till task complete. Greater Shapechange ..............DV=26..................TOUCH
The caster has the ability to change shape into anything Corruption ..................................DV=18..................TOUCH
Summon Monster.....................DV=22.................S.AREA (of the same mass and general size) he desires, also The caster’s touch causes any living things to putrefy and
This spell summons one random monster (choice gaining the abilities of whatever he is changed into at decay, taking DC=3 for 4 rounds.
defined by Game Master for his particular Game), allow- this time. Lasts until dispelled.
ing the Magic User to command it to perform one task. Plague.........................................DV=22..................TOUCH
The Monster’s combat and dodge skills have a base level
of between 1 and 6 (roll 1 die for each) and cause DC=5
Growth of Plants.......................DV=18..................L.AREA
This spell increases the growing power of any plants
The caster’s touch causes any living thing to sicken and
rot horribly, taking DC=4 each hour until dead. Dispelled
25
with its natural weapons. It also has 3-18 Hits (roll 3 within a Large Area of the caster for up to 3 rounds. Each by the Clerical Spell Purify.
dice) and has skin equivalent to 28 SDP Armor. Duration: turn, the size of the plant increases by one level; Two
till task complete. y/m of grass expands to 4 square y/m of brush, then Poison.........................................DV=14..................TOUCH
brush to trees (8 square y/m), and trees to giant red- The caster causes any living thing touched to take Strong
Summon Spirit...........................DV=18.................S.AREA woods (16 square y/m). Very good for creating barriers Poison damage until the grip is released. Lasts until grip
This spell summons one random Spirit (as defined by between the caster and opponents. Duration: 3 rounds. is broken.
Game Master for his particular Game), allowing the
Magic User to command it to perform one task. The Magewind .................................DV=18..................L.AREA Speak w/Dead ..........................DV=18.................S.AREA
Spirit’s dodge skill has a base level of between 1 and 6 This spell allows the caster to create a strong wind capa- The caster can speak to any dead thing whose remains
(roll 1 die). It also can use both Aura of Death and ble of blowing over most humans (caster’s Willpower roll are within a Small Area of himself. It will communicate
Corruption spells at +5, has 1-6 Hits (roll one die) and has vs defender’s Athletic roll) in a Large Area around him- to him in the manner which it used in life (men speak,
protection equivalent to 10 SDP Armor. Duration: till task self. If knocked over, the target will take DC=2 damage. cats yowl, etc.). Duration: 4 rounds.
complete. This spell can also be used to propel sail-driven vehicles
at up to 10 m.p.h.. Duration: 3 rounds. Steal Life Force .........................DV=22..................TOUCH
Conjuration Allows the caster to take up to 4 Hits from another tar-
Breathe Water...........................DV=14..................TOUCH Mend..........................................DV=14..................TOUCH get and add these stolen Hits to himself. He may not
Allows caster/target to breathe water for up to 10 This spell allows the Magic User to repair one non-mag- raise his total Hits to greater than the original number.
rounds. Duration: 10 rounds. ical item of any sort to it’s original (as if new) condition. Duration: single touch.
Permanent.
Control Fire.................................DV=14.................S.AREA Touch of Death..........................DV=26..................TOUCH
Allows the caster to control the size and intensity of any Move Earth................................DV=14.................S.AREA The caster’s touch causes any living thing to take DC=10.
fire within a Small Area around himself. Any damage Creates a tunnel in the earth 2 y/m (6 feet) wide and 10 Lasts until grip is broken.
caused by the fire can be increased/decreased by up to y/m (30 feet) in front and in back of the caster. Lasts 5
two levels of damage (from DC=2 to DC=4, or from DC=5 rounds. Moves with caster. Duration: 5 rounds. Zombie Master..........................DV=26..................L.AREA
down to DC=3). Duration: 3 turns. Allows the caster to control all undead creatures within
Noise ..........................................DV=14.................S.AREA a Large Area of his position until dispelled. The undead
Control Water............................DV=14.................S.AREA Creates a loud explosion of random noise in a Small follow all commands, and may leave the caster’s area to
Allows the caster to control and shape up to 100 gallons Area around the caster. Duration: 3 rounds. perform specific tasks. Duration: until dispelled.
GENERIC FUZION

of water; you can form shapes, move it in desired direc-


tions, etc. Duration: 3 turns. Shapechange.............................DV=22..................TOUCH Illusion
The caster has the ability to change his own (or anoth- Cascade of Lights......................DV=14.................S.AREA
Control Weather .......................DV=18..................L.AREA er’s) shape to anything of the same mass or size. He does The caster launches a fountain of brilliant fireworks from
The caster is able to control the weather immediately not, however, gain the abilities of whatever is changed his hands, causing blindness and a -3 penalty to any tar-
around himself (Large Area). He may create rain, snow- into at this time (for example, as a bird, he could not fly). get’s attacks or other actions. Duration: 1 round.
storms, hailstone showers or unseasonable warmth. Lasts until dispelled.
However, subjects within the area of effect (while cold, Illusion........................................DV=18.................S.AREA
wet and possibly sunburnt), take no damage. Duration: 3 Silence........................................DV=14.................S.AREA The caster can create a single illusion (filling a Small
rounds. Creates a globe of absolute silence in a Small Area Area around himself), which appears real in all aspects.
around the caster. Lasts until dispelled. Moves with caster The illusion appears to react to the world as the real
Create Air...................................DV=14..................L.AREA thing would, but cannot actually physically manipulate
things. A Willpower roll may be made against the and churn furiously. The attacks lasts 2 rounds, each
caster’s Will to resist this spell. Duration: until dis- round causing anyone within the area of effect to have
pelled. a -4 penalty to any action (caster excepted). Duration:
2 rounds.
Invisibility..................DV=22................................TOUCH
The caster (or a selected target), is rendered DV=25 to Fireball......................DV=22.................................BLAST
spot with any Awareness roll. He may attack while in The caster releases a blast of seething flame which
GENERIC FUZION

this form, but this will reduce spotting him to a DV=20 engulfs everything within reach. All targets take
task. Duration: 6 rounds. DC=10.

Mage Fire.................DV=18...............................S.AREA Flesh to Stone..........DV=22................................TOUCH


The caster is surrounded with a flickering barrier of rag- The target is turned to stone over 2 rounds, each round
ing blue fire. Anyone crossing the barrier takes DC=3 receiving DC=3 Damage. If the damage kills the char-
Damage. A Willpower roll may be made vs the caster’s acter, he may not be restored; if he is merely wounded
Will to resist. Duration: 3 rounds. and turned to stone, he can be freed with a Stone to
Flesh spell (but damage is not healed). Duration: 2
Multi-Mirrored Image....DV=18 ........................S.AREA rounds.
The caster creates a multitude of shifting, realistic
images of himself in a Small Area, each doing exactly Hands of Flame .......DV=14................................TOUCH
the same thing. Anyone attacking the caster will be at The caster’s hands are wreathed in a ball of fire, caus-
a -4 point skill penalty. Duration: 4 rounds. ing DC=3 damage to anything he touches. Duration: 2
rounds.
Offensive
Arrow of Fire............DV=18 ...............................L.AREA Ignite.........................DV=22................................TOUCH
The caster creates a magical arrow (bow required) that The caster’s target bursts into flame spontaneously,
causes anyone it hits to burst into flame (DC=4 damage taking DC=2 This may also be used to start fires with
for two rounds). The arrow then burns away. Damage any dry wood or tinder. Duration: 2 rounds.
can be avoided on the second round by pulling out the
arrow (a DV=20 First Aid task). Duration: one shot. Lava Eruption ...........DV=26 ...............................L.AREA
The caster causes the earth around himself to open up
Bind Person..............DV=22...............................S.AREA and gout huge spurts of boiling rock. The attacks lasts
The target is wrapped and bound in webs of twisting 2 rounds, each turn causing DC=10 damage to all
black and red energy. He may not move or act, and may trapped in the area with the exception of the caster
only be released by use of a Dispell. Duration: until dis- himself.
pelled.
Mists/Obscurement....DV=14............................L.AREA
Bind Soul..................DV=26................................TOUCH The caster causes the earth around himself to open up
The target’s consciousness is transferred and bound and exude a thick, choking mist. The effect lasts 6
into any small inanimate object, while his body goes rounds, during which anyone (except caster) within the
catatonic. The soul may only be released through use area of effect will take all actions at a -3 penalty.
of an Exorcise spell. Duration: until exorcised (the soul
returns to the original body, unless it is destroyed). A Mystic Arrow...........DV=14 ...............................L.AREA
Willpower roll may be made against the caster’s Will The caster creates a magic arrow (bow required) that
26 to resist this spell. 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
Blast of Force...........DV=18.................................BLAST arrow then melts away. Damage can be avoided on
The caster’s target is struck by a glowing red blast of successive rounds by pulling out the arrow (a DV=20
power, causing DC=4. Duration: one blast. First Aid task). Duration: one shot.
Blinding.....................DV=18 ...............................L.AREA Paralyze ....................DV=18 .................................BEAM
The caster causes one target within a range to suffer The caster’s target is immobilized for 1-6 rounds (roll 1
absolute blindness. All actions are made at a -5 penal- die).
ty. Duration: 3 rounds.
Repulsion..................DV=14...............................S.AREA
Charm .......................DV=18...............................S.AREA The caster creates an aura of disgust around himself
The caster is able to create an aura around himself of or his target. All living things within this area must
good fellowship and trust; the target will regard the immediately retreat beyond the affected space. A
caster as a good friend and treat him as such for up to Willpower roll may be made against the caster’s Will
5 rounds. A Willpower roll may be made against the to resist this spell. Duration: 3 rounds.
caster’s Will to resist this spell.
Rust...........................DV=18................................TOUCH
Curse.........................DV=26...............................S.AREA The caster’s touch causes the target (any ferrous metal)
The caster inflicts the victim with a deep pall of unluck to rust over time, each round taking DC=3 damage until
and ill fortune. The target will have an automatic -4 it is rusted away (0 SDP). Duration: until dispelled.
penalty in any action he takes until the Curse is
removed by use of a Cast Off Curse spell. Duration: Shatter......................DV=18................................TOUCH
until dispelled. The caster’s touch causes any hard, non-living target to
shatter and break (DC=4 damage). Duration: one touch.
Deathword ...............DV=26...............................S.AREA
The caster shouts a single word so horrible that his tar- Sleep.........................DV=14 ...............................L.AREA
get instantly takes DC=10. One target only; must be The caster causes any desired targets within a Large
within a Small Area of effect. Duration: one shout. Area around himself to fall into a deep sleep. The sleep
will last up to 2-12 rounds (roll 2 dice) or until dispelled.
Dehydrate.................DV=18................................TOUCH A Willpower roll may be made against the caster’s Will
The caster instantly sucks most of the liquid out of the to resist this spell.
target, causing DC=5 to any living organism. This can
also be used to absorb up to 30 gallons of water at a Stunning Grasp........DV=14................................TOUCH
casting. Duration: 1 round. The caster causes a blast of disorienting power to stun
anyone he touches. The target is confused and at a -5
Disintegrate .............DV=26 .................................BEAM penalty to any action he attempts. Duration: 3 rounds.
The target begins to disintegrate over 4 rounds, each
turn taking DC=10 damage. If the target reaches 0 Hits Swallowed by Earth .....DV=22..........................L.AREA
during this time, he is entirely vaporized. Duration: 4 The earth beneath the target opens up and swallows
rounds. 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.
Earthquake...............DV=18 ...............................L.AREA
The caster causes the earth around himself to open up Thunderbolt................................DV=22..............................
BEAM force, such as Enchantments, Weapons of Power, Arrow The caster instantly fills the area around himself with a
The caster hurls a bolt of lightning to strike several tar- of Fire or Mystic Arrows, and other protective spells. In 10 m/yds. tall (30’) wall of ice. The wall can take 80 SDP
gets in its path (Beam). All targets take DC=4 damage. short, if the spell lasts longer than a single use, it can be of physical damage before it is destroyed. Fire-based
Duration: one bolt. dispelled by this cantrip. Duration: one use. damage is considered to be doubled. The wall can be
straight, staggered, domed, etc. Duration: 6 turns.
Transformation ..........................DV=26.................S.AREA Extinguish Fires .........................DV=14.................S.AREA
The caster can change any living thing into another liv- The caster can extinguish all fires within a Small Area of Wall of Stone ............................DV=22..................L.AREA
ing thing of equal mass and size (for example, a 100 lb. his location, no matter how powerful or large they are. The caster instantly fills the area around himself with a
man into a 100 lb. panther). He may also change a living Effect does not move with caster. Duration: 2 rounds. 8 m/yds tall (24 foot) wall of stone. The wall can take 80
thing into something not normally of equal size or mass; SDP of physical damage before it is destroyed. The wall
it will simply retain it’s original mass/size ratio in the Mystic Shield.............................DV=26......................SELF can be straight, staggered, domed, etc. Duration: 6
new form (example: a 100 lb., 6 foot frog). Does not grant The caster raises a small protective barrier just large rounds.
changer the abilities of the new form. Lasts until enough to deflect a single material attack each round.
Dispelled or Breakspelled. A Willpower roll may be The mystic shield stops any and all types of physical Wall of Thorns...........................DV=18..................L.AREA
made against the caster’s Will to resist this spell. attacks, including weapons strikes, bullets, energy bolts, The area immediately around the caster is filled with a
blows, bolts, blasts, mystic and fire arrows, fireballs, dense, impenetrable (can take 65 SDP) thicket of thorns
Defensive thunderbolts, magewinds and earthquakes. Duration: 3 8 m/yds. (24’) tall. Those entering the thicket take DC=3.
Absorb Spell..............................DV=26......................SELF rounds. Lasts 6 rounds.
The spell allows the character to absorb the energy of
one attacking spell. The spell must then be released as Protection From Sorcery...........DV=26..................TOUCH Dome of Invulnerability............DV=26.................S.AREA
the next spell the absorber casts (if A hits B with a This protective cantrip allows the caster to make himself The caster instantly fills the area around himself with a
Fireball, the next spell B casts must be a Fireball). (or one other person per casting) more resistant to sor- 6 m/yds. tall (18 foot) dome of of invulnerable force. The
However, the spell may be stored for as long as he wish- cery; all damaging spells do two levels less damage dome is equivalent to 300 SDP or 10 Kills, stopping 20
es. Duration: absorbs one spell. (DC=5 becomes DC=3, for example), and all other spell points of each damaging attack made upon it. No spells
effects last half as long (for example, a four round spell may be passed in or out of the dome. Lasts 3 rounds.
Armor of Light ...........................DV=22......................SELF only lasts for two rounds). Duration: 3 rounds.
The caster raises a protective barrier of shimmering light Knowledge
around himself, making him invulnerable to all light- Reflect Spell ..............................DV=26......................SELF Alarm..........................................DV=18..................TOUCH
based attacks, including Blinding, Create Light, Create This spell bounces one attacking spell back at the origi- The caster is able to cast an “awareness” over a partic-
Darkness and Spray of Light. Duration: 6 rounds. nal caster (who takes full effects). Duration: 3 turns. ular person, place or thing. This awareness will warn the
mage whenever the person, place or thing is
Armor of Thought......................DV=22......................SELF Remove Paralysis .....................DV=18..................TOUCH approached, no matter where the mage is in relation to
The caster raises a protective barrier around his mind, Counters the effects of the Paralyze spell. Duration: one the alarmed thing. The warning may be a noise, flash of
making him invulnerable to all mentally based spells use. lights, or a mental call. Duration: until dispelled.
(Sleep, Charm, Repulsion), as well as the Psionic attacks
of Mental Enfeeblement, Emotion Attack, Mental Resist Fire ..................................DV=18..................TOUCH Clairvoyance ..............................DV=26......................SELF
Command, Domination, Illusion, Mental Link, Mental The caster gives himself (or one other person) a greater The caster is able to spy, (as though through a remote TV
Illusion, Mental Transfer, Mind Wipe, Psibolt, Read resistance to fire in all forms. While the spell lasts, all camera), on any distant person, place or thing, for 10
Mind, Telepathic Stun, Telepathic Invisibility and Sense fire damage is reduced by three levels (such as from rounds. Duration:10 rounds; can also be stopped by
Emotion. Duration: 4 rounds. DC=5 to DC=2). Duration: 4 rounds. Breakspell, Spell Ward or Dispell Sorcery.

Banish Animal...........................DV=18.................S.AREA Rune............................................DV=18......................SELF Crystal Scrying...........................DV=22......................SELF


This spell counters the Summon Animal spell, sending With this spell, the mage creates a mystic rune that The caster is able to spy through any common crystal or
the summoned creature back to where it came from, guards against internally directed attacks. While the mirror (as though through a remote TV camera) on any
even if its task is uncompleted. Duration: one banish-
ment.
runesign is raised, the caster is immune to Ignite,
Dehydrate, Flesh to Stone, Disintegrate, Corruption and
distant person, place or thing. Lasts 4 rounds. Cannot be
stopped by Breakspell, Spell Ward, or Dispell Sorcery. 27
Transformation spells. Duration: 4 rounds.
Banish Demon...........................DV=26.................S.AREA Detect Illusion ...........................DV=18.................S.AREA
This spell counters the Summon Demon spell, sending Shield Against Fire....................DV=22......................SELF Counters all Illusion spells, allowing the mage to deter-
the summoned creature back to where it came from, This spell surrounds the caster with a shield impenetra- mine the true nature of something. Duration: 4 rounds.
even if its task is uncompleted. Duration: one banish- ble to fire in all it’s forms, including fireballs and walls of
ment. flame. While wrapped in this shield, he may not be Detect Invisible..........................DV=22.................S.AREA
harmed by fire. Duration: 4 rounds. Counters all Invisibility spells; spellcaster can see any
Banish Elemental......................DV=22.................S.AREA invisible object within a Small Area. Effect moves with
This spell counters the Summon Elemental spell, send- Spell Ward ................................DV=26......................SELF caster. Duration: 4 rounds.
ing the summoned creature back to where it came from, This spell creates a barrier over the skin of the caster,
even if its task is uncompleted. Duration: one banish- warding against all forms of magic, and making it Detect Lifeforce.........................DV=14..................L.AREA
ment. impossible to pass any spell through in either direction. The caster is able to determine the presence of any liv-
Duration: 4 rounds. ing creature (or bound soul) within his range, and unerr-
Banish Monster.........................DV=22.................S.AREA ingly determine it’s location. The effect can move with
This spell counters the Summon Monster spell, sending Stone to Flesh ...........................DV=22..................TOUCH the caster and lasts for 6 rounds.
the summoned creature back to where it came from, Reverses the effects of the Flesh to Stone Attack, but
even if its task is uncompleted. Duration: one banish- does not remove damage taken before the Flesh to Detect Material.........................DV=18..................L.AREA
ment. Stone spell was used. In short, the body may not be The caster is able to determine the presence and loca-
stone, but if it was damaged, it’s still damaged and must tion of a particular type of material, such as a gem,
Banish Spirit ..............................DV=18.................S.AREA be healed. Duration: one use. leather, water, metal, etc. The effect can move with the
This spell counters the Summon Spirit spell, sending the caster and lasts for 3 rounds.
summoned creature back to where it came from, even if Turn Spell...................................DV=22......................SELF
its task is uncompleted. Duration: one banishment. This spell deflects one attacking spell off to strike anoth- Detect Sorcery...........................DV=14..................L.AREA
er selected target; if A attacks B and B uses Turn Spell, The caster is able to sense the use or recent use of sor-
Break Binding ...........................DV=18..................TOUCH he could direct that spell to strike A or C. Duration: 2 cery within a Large Area of his position. He may also use
This spell protects the caster or another subject against rounds; will deflect only one spell during this period. this spell to determine if an item or place is of a magical
all binding spells (Bind person, Bind Soul) for 4 rounds. nature. Lasts 6 rounds.
Wall of Fire................................DV=18..................L.AREA
GENERIC FUZION

Breakspell ..................................DV=18.................S.AREA The caster instantly fills the area around himself with a Follow.........................................DV=18......................SELF
This allows the caster to “break” or disrupt one spell in 10 m/yds tall (30 foot) wall of flame. Anyone crossing the The caster is capable of tracing any creature, person or
the process of formation, or to stop any attacking spell wall immediately takes DC=10 damage. The wall can be object he has previously encountered, as long as he
currently being used (the equivalent of a magical straight, staggered, etc. Duration: 6 rounds. begins at the start of it’s trail. Lasts until dispelled.
Dodge).The attacking spell dissipates and must be
restarted all over again. Duration: one use. Wall of Force.............................DV=22.................S.AREA Infravision ..................................DV=14......................SELF
The caster instantly fills the area around himself with a The caster is able to see clearly in almost absolute dark-
Concealment..............................DV=18......................SELF 6 m/yds (18 foot) wall of force. The wall can take 100 ness. Lasts until dispelled.
The character can blend into any type of background, SDP of physical damage before it is destroyed. The wall
making it a DV=20 task to spot him. Duration: 6 rounds. can be straight, staggered, etc. Duration: 6 rounds. Locate Object.............................DV=22..................L.AREA
The caster may use this spell to locate any hidden object
Dispel Sorcery ..........................DV=18.................S.AREA he has held before. Once cast, he will instinctively know
This spell removes the effects of one lasting magical Wall of Ice .................................DV=18..................L.AREA where the missing object is. The Large Area effect can
move with the caster and lasts until dispelled. The caster (or subject) is capable of moving as fast as a or walls of invulnerability. The Gate is six m/yd (18 feet)
fast car. Duration: 3 rounds. high, six m/yd wide. Duration: 2 rounds.
Magesight..................................DV=14..................L.AREA
The caster is able to determine the type of magic Featherweight ...........................DV=14..................TOUCH Pass Through Walls..................DV=22......................SELF
(Necromantic, Knowledge, Movement, Offensive The caster (or subject’s) effective weight is reduced to The caster can walk through any solid matter without
GENERIC FUZION

Defensive, etc.) placed upon a person, place or thing. that of a feather; he can still fall, but will take no dam- harm. He may not move through forcefields, walls of
Duration: 4 rounds. age no matter what the height. He may also be carried force or walls of invulnerability. Duration: 4 rounds.
without any difficulty. Duration: 10 rounds or until dis-
Reveal Danger...........................DV=18..................L.AREA pelled. Slow Flight.................................DV=18..................TOUCH
The mage is able to determine the safety of a particular The mage is capable of flying as fast as a slow aircraft.
area or object by concentrating on it. The answer will be Great Leap .................................DV=14..................TOUCH Can be cast on one other per use. Duration: 1 hour.
either “safe” or “not safe”; the actual threat will not be The caster (or subject) is capable of leaping up to 40
described. Duration: 3 rounds. m/yds (120 feet) at a time. Duration: 3 rounds. Slow Time .................................DV=26......................SELF
The caster can speed himself up relative to the external
Understand Speech .................DV=18.................S.AREA Levitate.......................................DV=18.................S.AREA world. This allows him to perform up to two extra
A universal translation spell, allowing the caster to The caster can move 200 lbs. straight up, using only his actions without any of the normal penalties for multiple
understand any spoken language, as well as the ges- will. He must be able to see the object with the unaided actions. Duration: 1 round.
tures and sounds of animals and birds. Duration: one eye, and can only lift it at Running Ground speeds.
game day. Duration: 5 rounds. Teleport .....................................DV=22......................SELF
The caster is capable of moving instantly to any place he
Movement Limited Teleport.........................DV=18......................SELF has previously visited, no matter what the distance. He
Astral Projection........................DV=26......................SELF The caster is capable of teleporting to any location he may not move through forcefields, walls of force or walls
The caster has the ability to project an immaterial astral can see with the unaided eye. He may not move through of invulnerability. Duration: one teleport.
body to any location, moving at a speed equivalent to forcefields, walls of force or walls of invulnerability.
Fast Flying. The body may not touch material things, and Duration: one teleport.
has access (and vulnerability) to any spell or psionic
attack, excepting those affecting material objects. Mystic Gate...............................DV=26.................S.AREA
Duration: 5 rounds. This gives the mage the ability to open a doorway to any
other location desired, whether he has been there or
Fast Ground Speed ...................DV=18..................TOUCH not. He may not gate through forcefields, walls of force

Psionics
28

P 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.
FUZION PSIONICS LIST
Advanced Forcefield .......................DV=26 ..................S.AREA DV=25 Willpower attempt. Duration: 5 rounds, effect moves any fire within a Small Area around himself (2 rounds).
The psionic can generate a powerful forcefield equal to 75 w/ psionic. Damage caused by fire can be increased/decreased by up to
Hits. When all Hits are exhausted, the field collapses. two levels of damage (from DC=2 up to DC=4, or from DC=5
Duration: till field collapses. Machine Telepathy..........................DV=18 ..................S.AREA down to DC=3). In addition, the psionic can create fireballs (a
The psionic possesses a strange affinity for all machines. This Blast of seething flame which engulfs everything within reach
Astral Projection .............................DV=22........................SELF gives him a +1 bonus to all Technical Skills (with the exception with DC=5 damage (1 blast). (See blasts in Superpowers
The psionic has the ability to project an immaterial astral body of Bio-engineering & Chemistry). The psionic also has the list.) The psionic also can cause any target in range to burst
to any location, moving at a speed equivalent to 500 m.p.h.. ability to mentally control machines within his range; to turn into flame spontaneously, taking DC=2 damage for 3 rounds.
The body may not touch material things, but has access (and them on or off by mental command, and to give them tasks
vulnerability) to any spell or psionic attack, excluding those and instructions mentally. The machine cannot be command- Read Mind .......................................DV=18...................L.AREA
affecting material objects. Duration: 5 rounds. ed to perform functions that it would not normally be capable The psionic can easily read the thoughts and feelings of
of doing. Duration: 5 rounds. another person within range, expressed as clear sentences.
Aural Battle .....................................DV=18...................L.AREA Resisting this action requires either a Psi Screen or a DV=25
The psionic can raise his aura to attack someone else’s aura. Mental Command......... DV=18 + Target’s Will............S.AREA Willpower attempt. Duration: 5 rounds.
In this combat, the two aural shapes combat each other as The psionic has the power to force another person within his
glowing shapes floating between the two psionics; both range to obey one mental command. DV is added to Target’s Regeneration....................................DV=18........................SELF
psions make Willpower rolls to determine the outcome. On a Will Power. For simple instructions (“bark like a dog.”) , your The psionic can regenerate 5 Hits per hour until he is fully
tie, there is no victor; on a lower roll, the losing psionic takes roll must be greater by 3. For instructions that are strongly healed or he has taken another Hit. He may not regenerate
the equivalent of DC=5. Duration: till battle ends. While resisted by the target (“take off all your clothes”), your roll from being killed. Duration: until fully healed or another Hit
engaged, no other actions or movement may be taken. must be greater by 5. is taken.

Aural Defense..................................DV=18........................SELF Mental Domination ........................DV=26 ..................S.AREA Sense Emanations ..........................DV=14...................L.AREA


The psionic can raise a powerful mental defense screen The psionic can totally take control of the will of another with- The psionic can sense the existence of other psionics in a
around himself; the aura is a visible glow in the aspect of a in range, so that they must do anything they are instructed to large area around himself. He does not know who they are,
totem animal or symbol. The aura screen will stop all Aura do for 4 rounds, or until the domination is broken by the sub- but is aware of their location. Resisting this action requires
Attacks for 3 rounds. ject (a DV=25 task). either a Psi Screen or a DV=25 Willpower attempt. Duration:
5 rounds.
Blind Teleport: .................................DV=26........................SELF Mental Enfeeblement.....................DV=18 ..................S.AREA
The psionic is able to move instantly from one point to any The psionic blasts the target’s mind with a powerful mental Telekinetic Flight .............................DV=18........................SELF
other desired location, whether he has been there or not. He shock, reducing his ability to concentrate (a -4 penalty to any The psionic is capable of flying as fast as a typical light air-
may not move through forcefields, walls of force or walls of actions taken for three rounds). Resisting this action requires craft (Medium Flyer). Duration:1 hour.
invulnerability. Duration: one teleport. either a Psi Screen or a DV=25 Willpower attempt. Duration:
1 blast. Telekinetic Move ............................DV=14 ..................S.AREA
Cryokinetics......................................DV=18 ..................S.AREA The psionic is capable of moving any single object up to a total
The psionic can control ice and cold in all it’s various forms, Mental Illusion.................................DV=18 ..................S.AREA of 300 pounds at Running Speeds. Duration: 5 rounds.
causing it to form shapes, move it in desired directions, etc. The psionic can create a single mental illusion in the minds of
He can also create deadly ice storms within a small Area any targets within a Small Area around himself. The illusion Telekinetic Throw ............................DV=18 .................S. AREA
(DC=5 for one attack), drop temperatures to 0°F for up to 4 appears real in all aspects. The illusion appears to react to the The psionic is capable of hurling objects within a Small Area
rounds (DC=2 each round to all within the area), or encase sin- world as the real thing would, but cannot actually physically up to a total of 1 pound as fast as a superfast jet (1000 mph).
gle targets within blocks of frozen air (DC=10 damage each manipulate things. A Willpower roll may be made against the Objects struck by this weight will take DC=5 Damage.
round until released or dispelled). Duration: by effect above. caster’s Will to resist this power. Duration: 10 rounds. Duration: 1 throw.

Emotion Attack ...............................DV=14 ..................S.AREA Mental Link .....................................DV=22................. UNLMT Telepathic Invisibility ......................DV=18........................SELF
The psionic can create a strong and debilitating emotion in The psionic is able to establish a permanent mental bond to The psionic can create the mental impression of invisibility ,
any single target within the psionic’s range; HATE creates one other person. He is able to exchange thoughts, images making him DV=25 (Awareness) to detect. He can attack in
unreasoning rage; FEAR, an immobilizing terror; LOVE, an
inability to do anything but adore the psionic, etc. In short, the
and sensations over an unlimited distance. Resisting this link
requires either a Psi Screen or a DV=25 Willpower attempt.
this form; however, this will render him merely DV=20 to spot.
Duration: 6 rounds.
29
victim can do nothing but act upon the projected emotion. Duration: until broken.
Duration: 4 rounds. A Willpower roll may be made against the Telepathic Stun ...............................DV=18 ..................S.AREA
caster’s Will to resist this attack. Mental Transfer ..............................DV=22 ..................S.AREA The psionic can hurl a powerful mental attack at any one tar-
The psionic can transfer images and information into the get within range, causing the target to be paralysed. Duration
Empathy............................................DV=14...................L.AREA memory of another person within range. A Willpower roll may 1-6 rounds (roll die).
The psionic has the power to sense the emotional state of be made against the caster’s Will to resist this power.
anyone within his or her range. This is expressed as a raw Duration: 5 rounds. Teleport Other .................................DV=26 ..................S.AREA
emotion; LOVE, HATE, FEAR, HAPPINESS, etc. Duration: 4 The psionic is capable of moving another person or object
rounds. A Willpower roll may be made against the caster’s Mind Wipe ......................................DV=26...................TOUCH instantly to any place he has previously visited, no matter
Will to resist this power. The psionic can totally wipe out a victim’s memory for a 10 what the distance. He may not move through forcefields,
round period. During this time, the victim cannot remember walls of force or walls of invulnerability. Duration: one tele-
Forcefield..........................................DV=22 ..................S.AREA his name, his past, friends and enemies, or skills (all skills are port.
The psionic can generate a powerful forcefield equal to 100 at 0). Any powers or spells are also forgotten and may not be
Hits. When all Hits are exhausted, the field collapses. used. Resisting this action requires either a Psi Screen or a Teleport.............................................DV=22........................SELF
DV=25 Willpower attempt. Duration: 1 blast. The psionic is capable of moving instantly to any place he has
Hydrokinesis.....................................DV=18 ..................S.AREA previously visited, no matter what the distance. He may not
The psionic can control water in all it’s various forms, causing PsiBolt...............................................DV=22 ..................S.AREA move through forcefields, walls of force or walls of invulnera-
it to form shapes, move in desired directions, etc.(4 rounds). The psionic can hurl a deadly mental attack at any target with- bility. Duration: one teleport.
He can also create a powerful tidal wave effect using any in a Small Area of himself. The psibolt causes DC=5.
amount of water over 1,000 gallons (a small pond or lake), to Duration: 1 bolt.
slam targets within a Small Area’s range (1round). This attack
causes DC=5. The psionic can also breathe water indefinite- PsiScreen..........................................DV=18........................SELF
ly. The psionic is able to stop the effects of any Psibolt, Mental
Domination, Telepathic Stun, Mind Wipe, Mental Link, Read
Levitation..........................................DV=14 ..................S.AREA Mind, Locate, Sense Emanations, Feeblemind or Emotion
The psionic can move 100 lbs straight up, using only his will. Attack, plus magical Illusions, Curses, Charms and Sleep.
He must be able to see the object with the unaided eye, and Duration: 8 rounds.
GENERIC FUZION

can only lift it at Slow Ground speeds. Duration: 5 rounds.


Psychokinesis ..................................DV=18 ..................S.AREA
Limited Teleport...............................DV=18........................SELF The psionic is able to create powerful shock waves through
The psionic is capable of teleporting to any location he can any material. He can shatter any non-living material (DC=4 for
see with the unaided eye. He may not move through force- one round), or send earthquakes (targets have a -4 penalty to
fields, walls of force or walls of invulnerability. Duration: one all actions for a 2 round period), lava eruptions (DC=5 damage
teleport. for 2 rounds), or explosions (DC=5 to all within the area,
excepting the psionic).
Locate................................................DV=14...................L.AREA
The psionic can “home in” on the mental emanations of other Pyrokinesis .......................................DV=18 ..................S.AREA
psionics in the area, determining exactly who and where they The psionic has complete control over fires and other types of
are. Resisting this action requires either a Psi Screen or a heat energy, allowing him to control the size and intensity of
GENERIC FUZION

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 one’s body. Superpowers are always “on”—there is no need to resolve an action
against them—they 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
30 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


Movement Cost Range Faster Than Light Speed ..........48....................................SELF
Super Leap ................................12....................................SELF The superhero is capable of flying faster than light. May only Near Invulnerable......................36....................................SELF
The superhero is capable of leaping up to 40 m/yds. (120’) at be used for interstellar travel. The superhero has physical protection equal to 100 Hits.
a time.
Limited Teleport ........................48....................................SELF Forcefield....................................24 ..............................S.AREA
Tunnelling ..................................24....................................SELF The superhero is capable of teleporting to any location he The superhero can generate a powerful forcefield equal to
The superhero is able to tunnel at running speeds through can see with the unaided eye. He may not move through 100 Hits or 3 Kills.
any type of earth, mud or sand (not stone or metal), at a rate forcefields, walls of force or walls of invulnerability.
of 12 m/yds. (36’) per round. Advanced Forcefield .................36 ..............................S.AREA
Teleport ......................................60....................................SELF The superhero can generate a powerful forcefield equal to a
Fast Ground Speed ...................12....................................SELF The superhero is capable of moving instantly to any location 150 Hits or 5 Kills.
The superhero is capable of running as fast as a fast car. he has previously visited, no matter what the distance. He Missile Deflection.....................24....................................SELF
may not move through forcefields, walls of force or walls of The hero can deflect all types of material attacks (bullets,
Superfast Ground Speed.........24....................................SELF invulnerability. arrows, rocks, missiles, etc.) harmlessly away from himself.
The superhero is capable of running as fast as a very fast car. Attack bounces off randomly (roll 1 die: 1,2=straight back •
Blind Teleport.............................72....................................SELF 3,4= to right of hero • 5,6=to left of hero)
Slow Flying Speed ....................16....................................SELF The superhero is able to move instantly from one point to any
The superhero is capable of flying as fast as a slow aircraft. other desired location, whether he has been there or not. He Energy Deflection......................24....................................SELF
The superhero can deflect up to 10 points of energy attacks
Wings optional. may not move through forcefields, walls of force or walls of harmlessly away from himself each round. Energy bounces
invulnerability. off randomly (roll 1 die: 1,2=straight back • 3,4= to right of
Medium Flying Speed ..............20....................................SELF hero • 5,6=to left of hero)
The superhero is capable of flying as fast as a typical light Defensive Powers
aircraft . No wings. Tough ............................................6....................................SELF Energy Reflection......................36....................................SELF
The superhero has physical protection equal to 15 Hits) The superhero can bounce up to 8 points of energy attacks
Fast Flying Speed......................24....................................SELF back at his attacker.
Resistant ....................................12....................................SELF
The superhero is capable of flying as fast as a fast light air- The superhero has physical protection equal to 35 Hits. Absorption..................................24....................................SELF
craft. No wings. The superhero can absorb up to 15 points per round of phys-
Highly Resistant ........................18....................................SELF ical or energy attacks into himself without taking damage.
Superfast Flying Speed ............36....................................SELF The superhero has physical protection equal to 45 Hits. The absorbed energy may not be used against another tar-
The superhero is capable of flying as fast as a jet plane or get.
sublight space fighter. Super Resistant.........................24....................................SELF
The superhero has physical protection equal to 75 Hits.
Blasts & Beams player for up to 1-6 rounds (roll 1 die). The victim loses the world. This allows him to perform up to two exta actions
What would a superheroic adventure be without use of the power during this time. The target of this ability without any of the normal penalties for combined actions.
heroes blasting away with all kinds of arcane pow- can resist the superhero’s attempt to steal the power by
ers? For the maximum effect and flexibility, Fuzion’ s making a Willpower roll equal to or greater than a Solid Energy Creation...............48 ..............................S.AREA
Blasts and Beams are considered to be a generic Willpower roll made by the attacker. The hero is able to create material objects out of an energy
form of attack, defined only by the range (as defined field around himself. One object is created at a time, up to a
by the terms Blast or Beam), and the Damage the Transfer Powers.........................35...............................TOUCH maximum of 5 objects existing at any one time. The objects
attack causes. This allows the player to define all of The hero can “loan” any one other power he or she has to last for 3 rounds before dissipating. Creating a simple object
the neat special effects of the actual Blast or Beam another player for four rounds. While the power is loaned without moving or complex parts is an DV=10 Willpower
attack himself. An attack could be composed of out, the hero cannot use it himself. Task; creating objects with simple moving parts is DV=20;
absolute cold, heat, lightning, energy, cosmic power, creating complex objects with many parts (such as electron-
photons, force, magnetism or even death rays. The Duplication ................................20 ..............................S.AREA ic hardware or advanced weapons) is a DV=30 task.
Beam or Blast can also be fired from the fingertips, The superhero is able to create a multitude of shifting, real-
palms, feet, eyes or any other interesting place on the istic images of himself in a Small Area, each doing exactly Super Agility ..............................20....................................SELF
body. Heat vision, for example, could be a Powerful the same thing. Anyone attacking the hero will be at a -4 The superhero has incredible agility and balance, adding an
Heat Beam fired from the hero’s eyes. point skill penalty. automatic +3 bonus to any Athletic, Mobility or Fighting
Skills he may use.
A Beam extends for up to 288’ and is 6 feet wide. A Elasticity.....................................14....................................SELF
Blast extends up to 72’ widening six feet for every 12 The hero is able to stretch any part of his body out to 6 Super Charisma.........................20....................................SELF
feet of length. m/yds. He may also flatten his body into a thin sheet, com- The hero is far more charismatic than mere mortal men,
pletely covering a Small Area. adding an automatic +3 bonus to the following Skills: Acting,
Average......................................12...................................TYPE Persuasion, Seduction, Leadership and Sing.
The superhero is capable of generating a beam or blast of Gaseous Form............................20....................................SELF
power (your choice of type and description) equal to DC=3 The superhero’s body can dissolve to the consistency of mist, Super Intelligence.....................20....................................SELF
capable of going through any air-permeable surface. He may The hero is smarter than mere mortals, adding an automat-
Powerful.....................................16...................................TYPE not move through forcefields, walls of force or walls of invul- ic +3 bonus to any General Knowledge skill he uses.
The superhero is capable of generating a beam or blast of nerability.
power (your choice of type and description) equal to DC=4 Sonar/Radar Sense...................12....................................SELF
Pass Through Walls .................28....................................SELF The hero can clearly navigate through pitch darkness using
Deadly .......................................20...................................TYPE The superhero can walk through any solid matter without an enhanced spatial/radar sense. Colors cannot be per-
The superhero is capable of generating a beam or blast of harm. He may not move through forcefields, walls of force or ceived; however, shapes and textures are easily discerned.
power (your choice of type and description) equal to DC=5 walls of invulnerability.
Danger Sense............................21 ..............................S.AREA
Stun.............................................20...................................TYPE Gills.............................................14....................................SELF The superhero is able to sense the safety of a particular area
The superhero is capable of generating a beam or blast of The hero is able to breathe water indefinitely, as long as the or object by concentrating on it. The answer will be either
power (your choice of type and description) capable of stun- water is relatively clean and unpolluted. If a toxin is present, “safe” or “not safe”. The actual threat will not be described.
ning it’s target for 2-12 rounds (roll two dice) A Willpower roll treat it as a Poison. (See pg. 54.)
may be made against the caster’s Will to resist this power Super Hearing............................12....................................SELF
attack. Life Support ..............................16....................................SELF The hero’s hearing is so acute, he can hear even the faintest
The hero can maintain a bubble of constant temperature, sounds at all hearing frequencies. Adds +2 to any
Very Deadly ...............................24...................................TYPE atmosphere and pressure around himself indefinitely, Awareness roll where sound is a factor.
The superhero is capable of generating a beam or blast of excluding any harmful gases, toxins, radiations or microor-
power (your choice of type) equal to DC=10. ganisms. He can thus travel through any environment with- Radio Hearing............................12....................................SELF
out any type of protection. The hero can hear radio transmissions as easily as he can
Super Deadly ............................40...................................TYPE hear spoken conversations. Range for overhearing a specif-
The superhero is capable of generating a beam or blast of Machine Affinity ......................20 ..............................S.AREA ic radio transmission is one mile.
power (your choice) equal to 2 K damage. The hero has the ability to empathize with machines within

Cosmic .......................................48...................................TYPE
his area of effect; to diagnose malfunctions and know the
best way to fix, modify or repair things. Successful use of
Microscopic Vision....................14....................................SELF
The hero can see with the power of a strong microscope, 31
The superhero is capable of generating a beam or blast of this skill imparts a +3 advantage to any subsequent allowing him to see micro-organisms, fingerprints, small
power (your choice of type and description) equal to 4 Kills. Technical skill use (with the exception of Chemistry and Bio- scratches and imperfections, and microfiche type. Adds +2
engineering). to any Awareness roll where small size is a factor.

Internal Powers Regeneration ............................21....................................SELF Telescopic Vision.......................12....................................SELF


Animal Ability............................28....................................SELF The hero can regenerate 5 Hits per hour until he is fully The hero can see with the abilities of a powerful telescope,
The hero gains the powers and abilities (not shape) of one healed. He may not regenerate from being killed. allowing him to observe things up to ten miles distant. Adds
totem animal of his choice. The animal must be a non- +2 to any Awareness roll where the subject is far away from
mythological based creature, with natural weapons that Advanced Regeneration ..........30....................................SELF the hero.
cause damage no greater than DC=4 level. The hero can regenerate 5 Hits every ten rounds until fully
healed. He may not regenerate from being killed. X-Ray Vision ..............................12...............................L.AREA
Animal Affinity ..........................14 ..............................S.AREA The hero can see clearly through all solid materials except
The superhero has the ability to empathize with all types of Grow/Shrink .............................21....................................SELF lead and radioactives.
animals within his range; to understand their needs and Allows the hero to enlarge or reduce his size up to 100 times Advanced X-Ray Vision ............16...............................L.AREA
desires, and to be liked by them. Successful use of this skill its normal size or 100th of normal. His weight and mass, are The hero can see clearly through all solid materials including
imparts a +3 advantage to any subsequent Animal Riding, unchanged by this action; he will still have the same number lead and radioactives.
Zoology, Xenology, Animal Control or Animal Handling skills. of Hits and do the same amount of damage in combat.
Area Effect Powers
Chameleon ................................16....................................SELF Shapechange ............................30....................................SELF Animal Control .........................14...............................L.AREA
The character can blend into any type of background, mak- The superhero has the ability to change his form to any liv- The hero has the ability to control animals within his range;
ing it a DV=20 task to spot him. ing thing of the same mass or size. He does not, however, to make them perform any task that could be reasonably
expected of an animal of that type. The effect moves with
gain the abilities of whatever is changed into at this time (for the hero.
Invisibility ...................................24....................................SELF example, as a bird, he could not fly).
The superhero can become invisible, making him DV=25 to Create Darkness .......................14 ..............................S.AREA
detect. He can attack in this form; however, this will render Advanced Shapechange .........40....................................SELF Creates a globe of absolute darkness in a Small Area around
him merely DV=20 to spot. The hero has the ability to change shape into any living thing the hero. The effect moves with the hero.
of the same mass and size as himself, also gaining the abil-
Cling to Walls............................14....................................SELF ities of whatever he is changed into at this time. Create Light................................14 ..............................S.AREA
Creates a globe of light entirely filling a Small Area around
GENERIC FUZION

The hero is able to cling to any vertical surface, moving along the superhero. The effect moves with the hero.
at up to 5 m.p.h.. Mass-Shape Change ...............50....................................SELF
The hero has the ability to change shape into any living thing Element Control (Air).................24 ..............................S.AREA
Drain Power ..............................35...............................TOUCH he desires, up to 10 times (or 1/10th) his normal mass and The hero can control the element of air, causing great winds
The superhero can “turn off” any one power of another play- size. Hand to Hand/Melee Damage can be increased to a to move at his desire. With these winds, he can cause a sin-
er for 1-6 rounds (roll 1 die). The superhero may not use the maximum of DC=5. The hero does not, however, gain the gle object up to 200 lbs. to be lifted and moved at a 100
power himself; he merely denies its use to his victim. abilities of whatever he is changed into. 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.
Steal Power ..............................42...............................TOUCH Slow Time .................................24....................................SELF If knocked over, the target will take DC=2. This power can
The superhero can “borrow” any one power from another The superhero can speed himself up relative to the external also be used to propel sail-driven vehicles at up to 10 m.p.h..
The hero is immune to all wind type attacks, such as out of his field at a speed equivalent to a Levitation spell for -2 penalty (all skills) to all targets within the area of effect
Magewinds. The effect moves with the hero. one round. excepting hero).
GENERIC FUZION

Element Control (Earth).............24 ..............................S.AREA Illusion .......................................21 ..............................S.AREA Strength and Power
The superhero can control rock, stone and sand, making it The hero can create a single illusion (filling a Small Area Amazing Strength .....................14....................................SELF
take shapes or forms as desired. He may also cause the around himself), which appears real in all aspects. The illu- The superhero’s strength is amazing. He can lift up to a ton
ground itself to quake, and churn furiously. The quake lasts sion appears to react to the world as the real thing would, of mass, and tear apart any material of less than 18 SDP. He
2 rounds, each turn causing anyone within the area of effect but cannot actually physically manipulate things. Detecting can also cause DC=4 with each mighty punch.
to have a -4 penalty to any action (caster excepted). the illusion is a DV=25 Perception task.
Extraordinary Strength ...........21....................................SELF
Element Control (Fire) ...............24 ..............................S.AREA Machine Control ......................24 ..............................S.AREA The superhero’s strength is extraordinary. He can lift up to 10
The superhero has complete control over the element of fire, The superhero has the ability to mentally control machines tons singlehanded, and can tear apart any material of less
allowing him to control the size and intensity of any fire within his range; to turn them on or off by mental command, than 28 SDP. His blows cause DC=5 with each strike.
within a Small Area around himself. Any damage caused by and to give them tasks and instructions mentally. The
the fire can be increased/decreased by up to two levels of machine cannot be commanded to perform functions that it Super Strength .........................28....................................SELF
damage (from DC=2 up to DC-4, or from DC=5 down to would not normally be capable of. The superhero has achieved true super strength. He can lift
DC=3). In addition, the hero can create fireballs (a Blast of up to 100 tons, and can tear apart any material of less than
seething flame which engulfs everything within reach with Magnetic Control .....................48 ..............................S.AREA 42 SDP. His punches cause DC=10 with each blow.
DC=10). The hero also cannot be harmed by flame in any The superhero is able to control the effects of magnetism in
form. ferrous metal objects (steel, iron, and alloys of these) within Unbelievable Strength..............35....................................SELF
his range. He can join metal objects together with incredible The superhero’s strength is unbelievable, allowing him to lift
Element Control (Water)...........24 ..............................S.AREA force (DV=30 task to pull them apart), or cause them to fly hundreds of tons, and tear apart any material of less than
The hero can control water in all it’s various forms, causing apart with extreme violence (causing DC=5 to anyone caught 5Kills. His blows cause DC=12 with each strike.
it to form shapes, move it in desired directions, etc. He can in the area of effect). He can walk vertically up any metal sur-
also create a powerful tidal wave effect using any amount of face, or use his power to pull himself through the air towards Cosmic Strength .......................42....................................SELF
water over 1,000 gallons (a small pond or lake), to slam tar- a metal surface at Fast Flying speeds. He can also deflect The superhero’s strength is literally cosmic. He can lift mega-
gets within a Small Area’s range. This attack causes DC=5. any metal object thrown at him, or stop the blows of any tonnes of weight (although he cannot move planets or entire
The hero can also breathe water indefinitely. metal weapon used against him. cities, he could move asteroids or other single objects), and
tear apart any material known to mortal man, short of 10
Entangling Attack.....................21 ..............................S.AREA Plant Control .............................24 ..............................S.AREA Kills strength. His mighty blows cause 4 kills with each
The superhero can extend a web of restraining or entangling The superhero can control the growth and movements of strike.
force up to 24 m/yds to immobilize a single opponent. The plants. He can increase the growing power of any plants
entangling attack can be defined as nets, webs, energy bind- within a Large Area for up to 3 rounds. Each round, the size
ings, sticky substances, etc. Escaping the entanglement is a of the plant increases by one level: 2 square m/yds of grass
DV=25 Athletics Task (or a DV=20 Escape Artist Task). The expands to 4 square m/yds of brush, then brush to trees (8
attack can be “split” to entangle multiple attackers as long square m/yds), and trees to giant redwoods (16 square
as they are within 3 m/yds. of each other. The entangling m/yds.). He can also command plants to entangle people,
attack may also be used to create a barrier between the hero obstruct paths, or (if plant is man-eating), attack them.
32 and a specified target. The barrier has 53 SDP and covers up
to a Small Area around the hero. Telekinesis..........5 pts. per 10 lbs...............................S.AREA
The hero can move objects in any direction, using only his
Gravity Control .........................60 ..............................S.AREA will. For every five points spent, he may lift 10 additional
The superhero can control the strength of the local gravitic pounds. He must be able to see the object with the unaided
field around himself, making it stronger or weaker at will. He eye, and can only move it at 10 m.p.h. speeds.
can increase it to the point where only superheroes with
Cosmic Strength (See Cosmic Strength, this page.) can stand Weather Control........................28...............................L.AREA
within it, crushing all others with DC=10 each round. He can The hero is able to control the weather immediately around
also negate the field in such a way that Zero-G Movement himself (Large Area). He may create rain, snowstorms, hail-
skills will be required for all actions. He can fly at Fast Flyer stones or unseasonable warmth, but with incredible power
speeds, or reverse gravity in such a way as to hurl objects and fury (each round of weather attacks causes DC=5 and a
33

GENERIC FUZION
GETTING INTO ACTION
N ow that you’ve created a character, it’s time to use him in an adventure. First of
all, lets talk about the “game board” where that adventure will take place. In
GENERIC FUZION

roleplaying, the “board” is your imagination; the environment is described to you by


the GM, and it’s up to you to imagine in your mind’s 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 there’s any-
thing in the way, it’s considered to be BLOCKED and you can’t interact with it. If it’s positioned
forward of your shoulders, you can face it and also possibly interact with it. Last, if it’s within
arm’s reach (roughly 2 yards), you can also touch it; otherwise, you’ll 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 don’t 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 isn’t exactly 3 feet, but for convenience’s sake, it works well enough).
This allows you to use almost any size of figure in play—the 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
Real Speed in Real Numbers Movement; a raw MOVE score compared to another MOVE to see which is faster overall. This
34 If you really want to get kilometer or miles is best for simple speed decisions; in a race, each participant adds a die roll to his or her MOVE
per hour speeds, here’s how to do it: score and the highest total wins.
• To get KPH ground speeds, multiply the non- Then there’s Literal Movement; a measurement of actual distance, best used on com-
combat or combat move of the object by 3 kph. bat maps or when using figures. How far you can move has already been determined by the
Example: with a non-combat move of 18, I run
at 54 kph. Derived Characteristic of Run (MOVE x2m/yds) and Sprint (MOVEx 3m/yds). This will tell you
• To get MPH ground speeds, multiply the non exactly how far you can run in 3 seconds (the typical measurement of time in combat, as
combat or combat move of the object by 2 described below). See also the Speed Table on page 35.
mph. Example: with a non-combat move of 18,
I run at 36 mph.
Lastly, there’s the question of really fast Terrain
speeds, supersonic and above. If you’re talking Terrain is what you are walking on; dirt, sidewalk, brush, ice. In Fuzion, your movement
living things, the only way to achieve this is can be slowed by the type of terrain you cross over. Terrain is rated as Easy, Rough and Very
through the use of some kind of supernatural Rough and reduces your overall MOVE characteristic in the following manner:
power; in this case, the top speed is deter-
mined at the time the power is created. Non-liv- Easy Rough Very Rough
ing things also buy supersonic speeds as a fac- No Reduction Halves MOVE Quarters MOVE
tor of their construction. In both cases, to deter-
mine the outcome of a contest is much like Note that the roughness of the terrain doesn’t mean that it’s full of rocks; just that it’s hard
other figurative Movement; add the speed value to cross. Rough terrain could include choppy waves, turbulent air, or light brush. Very rough
(Mach, Warp, whatever) to a die roll, and the might be mud, snow, ice or thick brush. Easy would be grass, sidewalks and open skies.
highest total wins.
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 landscape—time.
The Time Table Fuzion uses two ways of measuring time. The first, Roleplaying Time, works just like it does
1 PHASe=3 seconds (typical combat time) in real life; dividing reality into seconds, minutes, hours, days, weeks, etc. The second way,
1 Round= 4 phases (12 seconds) Combat Time, is far more exacting. In Combat, time is divided into 3 second combat
5 Rounds=1 minute Phases. Anything that takes longer than a phase is considered to be a long action, and will
5 minutes
20 minutes
take at least 12 seconds (or one Round) to complete. In extreme cases, you may even want
1 hour to use minutes or hours to describe especially long actions.
6 hours
1 day
Taking Your Turn
Much as in any other game, the next step to adventuring is taking Turns. In Fuzion, the Initiative: Try This!
character with the highest REF Characteristic generally acts first in a phase. They may also be For more realistic combat, have the GM
keep turn order secret, so that characters
allowed to hold their action (see Wait under Advanced Actions) and act later in the phase. holding their action never know for sure if
The character with the next highest REF score acts next and so on. If the characters are tied, they’ll go before the bad guy or not. Is he hold-
then roll a die to break ties at the start of combat; the higher number goes first. ing his action too?
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 it’s 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 Basic Action Summary
general, there are two kinds of Actions in Fuzion: Basic Actions, which are simple descriptions Actions Notes
of tasks you’ll want to perform during your turn, and Advanced Actions, which represent more Attack (Shoot or Strike) Make Attack
(optionally, add modifiers); aut-
sophisticated maneuvers that add strategy and tactics to your game play. Both have advan- ofire attacks count as one Action.
tages; Basic in speed, Advanced in subtlety. Kicks do +1D6 at -1 to hit.
The following section discusses Basic Actions a character can perform. Advanced Actions Block Stops any one attack with a suc-
cessful Defensive Roll vs. the
are described on the following page in their own section. Both also have useful summary side- Attacker’s Attack roll. You attack
bars to recap what each action means. first next phase if successful.
Attack: Use a weapon, power or physical combat skill to harm an opponent. There Dodge Makes you harder to hit against
all attacks this phase—adds +3
are many modifiers that can affect your chance to do this (see Combat DV, but you cannot attack.
Modifiers, pg. 44). Specific weapons may have other modifiers to take into Get Up Get up from being prone.
account as well. Grab -2 to perform; grab target or gad-
get; -3 Defense for both .
Block: (or Parry) Use this Action to deflect attacks. In general, this means stopping a spe- Run Move up to your full Combat Move
cific Melee or Hand to Hand attack in addition to your normal Defense (a Run).
Value. When Blocking an attack, make a Hand to Hand or Melee skill roll Sprint Move up to your full Non--Combat
Move at 1/2 DEX, 0 REF.
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
Other Any single action not otherwise
specified, such as using a Skill, 35
attacker is put off balance, and must act after the target next phase making a Strength/Lifting/
Throwing Feat , loading, mounting
regardless of normal turn order. a vehicle, changing weapons, etc.
This is a good time to introduce the Rock, Papers, Scissors Rule of Blocking. Throw Throw one object (-4 if not made
As a general rule, certain defenses can be used to physically block certain for throwing).
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 Speed Table
• ENERGY DAMAGES METAL
Walk 2.5 mph.
Dodge: Use this Action to make yourself harder to hit. Instead of attacking, you Run 5 mph.
may declare that you are actively dodging and gain +3 to your Evasion skill Slow Ground 10.mph
roll against all attacks that Phase. Very Slow Flyer 50.mph
Medium Ground 50.mph.
Get Up: Use this Action to stand up after being knocked down. Fast Ground 100.mph
Grab: Use this Action to get a grip on an opponent, a weapon, a gadget, or Slow Flyer 100.mph
something else. A successful Grab allows the attacker to hold, pin, choke Super Fast Ground 200.mph
Medium Flyer 200.mph.
or throw his opponent; he may also attempt to grab a weapon from his Fast Flyer 500.mph
opponent’s grasp. Use an Opposed Skill check to see if you can break out Super Fast Flyer 1000.mph
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
GENERIC FUZION

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 phase—up 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
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),
GENERIC FUZION

Advanced Action Summary transforming, and clearing a jammed weapon. All of these Actions take up
Actions Notes a full phase.
Abort Interrupt opponent’s turn to Throw: This allows the attacker to use a thrown weapon (grenade, bottle, mug,
use a Defense (Dodge,
Block, Dive for Cover), at
small car). The object must be liftable by the character, and may be thrown
cost of your upcoming action using the character’s Athletics Skill. Improvised, non-aerodynamic objects
this phase. can be thrown at at -4 penalty. If the character is throwing something larg-
Aim Each phase taken Aiming
adds +1 to Attack, up to +3;
er than 4 square m/yds (roughly 2x2), it can be treated as an area attack.
no other Action possible Free Actions
Choke Hold A Grab at - 4 REF. 2D6 Killing These are things you can do automatically, without spending any of your Actions. An
Attack. And you can’t talk
while being choked. example would be standing up. To be sure, ask the GM of your campaign what Actions are free
Disarm Knock opponent’s weapon in his game. For example, you can always move up to your MOVE Characteristic (in m/yds) at
from hand. no action cost.
Dive for Cover Avoid an area attack.

Advanced Actions
Defender makes REF +
Athletics (or Evade) skill roll
vs 8, +1 difficulty per each These are other Actions you can take besides the Basic ones. Remember that even this
extra meter/yard dived.
Draw & Attack Draw weapon and attack in list is only a fraction of the possible maneuvers you may want to invent or add to your cam-
one Action. -3 Penalty to paigns.
attack. Abort: Characters who are being attacked, and who have yet to take their turn,
Entangle Immobilize opponent until he
can make an Escape. may ‘abort’ to a defensive maneuver (Block, Dodge, or Dive For Cover)
Escape Escape from Grabs or using their upcoming action. Characters continue to do this defensive
Entangles, using STR+ action until they can act again in the next phase.
Hand-to-Hand skill vs. oppo-
nent’s STR+Athletics (or Aim: This action allows you to improve your chances to hit with a ranged
Hand-to-Hand) skill. weapon (only). Each action taken aiming adds +1 to your attack, up to
36
Haymaker +3 dice damage, with -3 to three actions total. Aiming assumes a steady, braced position, no move-
REF.
Move Move up to your Combat ment, and a clear chance to track your target.
Move distance, and perform Choke Hold: A two hand or one arm Grab maneuver at -4 to REF (unless you’re really
one other action, except for big and your GM allows you to use one hand). Once a successful Choke
Run, Sprint, Move By, Move
Thru, Recover or any action hold is established, the choker will do 2D6 each phase in killing damage
the GM rules to take a Full unless the Choke is broken by the victim.
Action (or longer.) Disarm: On a successful Attack roll, you have a chance to knock something from
Move By Full Combat Move and HTH
(or Melee) attack during the opponent’s hand at no penalty. The attacker gets a STR + Hand to Hand
movement with a -2 penalty roll versus the defender’s STR + Hand to Hand roll; if the attacker wins, the
to REF & DEX. Damage = defender drops the weapon. Use the Area Effect table (p.45) to deter-
half of STR + 1 die for every
10m/yds moved. You will mine where the weapon falls, with your opponent in the center.
also take one third of that Dive For Cover: This action allows you to get out of the way of explosions and area effect
damage yourself. attacks. You make a Defense roll (using an appropriate Athletics or
Move Thru Full Move and HTH (or
melee) attack at end of Evasion roll if allowed by the GM), against a Difficulty Value based on the
move with a -1 penalty for distance (base of 8 for 1m +1 difficulty for every extra 1 m/yds). If the roll
every 10m.yds moved and a is failed, you didn’t dodge fast and/or far enough and were caught by the
DEX penalty of -3 total.
Damage = STR + 1 die for attack effects. Diving for cover can be performed by holding an action (just
every 5m/yds moved; you in case) or by aborting to your next action if you have not yet taken your
will also take one half of that turn.
damage yourself.
Recover -5 to Defense Value, get Draw & Attack: By declaring this action at the start of the round, you are effectively trying
Recovery back in Stun to “fast draw” on your opponents. This allows you to draw and use a
Sweep/Trip Opponent falls; takes -2 weapon in one action, instead of the normal two, but imposes a -3 penal-
penalty to his REF next
phase, must spend an ty on your attack.
Action to get back up. Entangle: This allows the character to use any entangling type of attack (whips,
Wait Wait for a chance to take nets, tentacles, etc) to immobilize an opponent. The attack is made using
your action or hold an action
til later. the skill for that weapon against the target’s defense roll. An entangled
character must act as though a Grab has been made; he can’t 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 holder’s Athletics (or Hand
to Hand) skills plus their Strength. Example: Although Fox’s Athletics is 7,
her STR is only 3. Brick’s 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 That Moving Thing:
Let’s say my MOVE is 5. This would mean:
if the GM agrees. Move: I can run up to 5m/yds and still do
Haymaker: You throw caution to the wind and put everything into a single full-out anything except Run, Sprint, Move By,
physical move (a swing, punch or blow). This gives you a damage bonus Move Through or Recover.
of +3 dice, but imposes a -3 penalty to hit (because you’re not worrying Move By: I can run up to my full Combat
about keeping your balance or aiming, etc.). Move (equal to my MOVE x 2). So I could
Move: This Action allows you to move up to your MOVE Stat (or other Movement run 10m/yds and make a hand to hand
or Melee attack with penalties.
power) in m/yds of distance, and perform one other action, except for Run, REF -2
Sprint, Move By, Move Thru, Recover or any action the GM rules to take a DEX -2
Full Action (or longer.) STR cut by 1/2 plus 1 die per 10 m/yds.
You take 1/3 of resulting damage
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- Move Through: I can run up to my full
ty of -2 to your REF and DEX. You do half your STR damage plus 1 die for Combat Move (equal to my MOVE x 2).
So I could run 10m/yds and ram into
every 10m/yds moved. You will also take one third of that damage yourself. someone, (or do the famous “Captain
Move Thru: This action lets you use up to your Combat Move and make a Hand-to-Hand Kirk Running Kick”), with penalties.
or Melee attack (only) at the end of that movement, at a REF penalty of -1 REF -1 per 10 m/yds
DEX -3
for every 10m/yds moved and -3 to DEX. You do your STR damage plus 1die STR regular damage plus 1 die per 5
for every 5m/yds moved. You also take half that damage yourself. m/yds
Recover: Recovering gives you back Stun (and Endurance, if using that Derived You take 1/2 of resulting damage
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 Which Die Roll?
-5 DEX while Recovering. This is one of the basic decisions you
have to make before you begin playing Fuzion:
Sweep/Trip: You put out a foot and send him sprawling. On a successful Hand to Hand what Dice should you use? While standard 6-
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.
sided dice are always used for damage, in
Fuzion, you can use either 3 six-sided dice (the 37
HERO Option) or one 10-sided die (the
Wait: Allows you to interrupt another player’s actions during their round. Interlock Option) for resolving actions. The GM
Waiting is best used when you want to wait until an opportunity expos- should decide at the start of the campaign
es itself. To Wait, you must announce, when your part of the phase what kind of dice will be used; this will then be
in effect for all characters within that cam-
comes up, that you are planning to Wait. The important word to include paign.
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 A Die Roll or Straight 10?
are not met, you must stand there, waiting, until the next round. When Fuzion’s unusual “parentage” offers you
two ways to resolve the defensive roll side of
the specified condition has been met, you can elect to interrupt someone the outcome. The first is the HERO Option
else’s action immediately. After all, this is what you have been waiting (from the Hero System side of the family),
for. An example would be: “I wait until my opponent pops his head up which uses a straight value (10) instead of a
die roll. This option gives your campaigns a
from behind the wall, then I’ll shoot.” The moment your opponent pops more predictable feeling; once your skills are
up to shoot at you (his action), you could then interrupt and fire. You need high enough, you can depend on almost
not roll to interrupt; it’s automatic. This can also be used to cover an always making the grade. Remember; when
using this option, only the Attacker should
opponent—i.e.; hold a ready weapon on him—you interrupt his action always roll three six-sided dice.
(BANG!) if he attempts to escape. The other is the Interlock Option (named
after RTG’s core system used in Cyberpunk
Once you’ve chosen the action you want to do, it’s time to find out what happens next. and Mekton ), in which a 1D10 die roll is
Most of the time, you’ll just be able to do what you intended to do. But sometimes, the out- added to the Difficulty (aka Defensive) Value
GENERIC FUZION

come of an Action will be in doubt (for example, if you are attacking a monster, you’ll want to of the Defender. This option tends to give your
campaigns a more unpredictable flavor. Even
know if your blow hits). This will call for Resolving an Action. the toughest characters will have to depend
on luck against an equally skilled opponent.
Resolving Actions Remember, when using this option, both the
attacker and defender should always roll a sin-
Whenever your character tries to do something (called taking an Action), there’s always gle ten-sided die.
the question of whether he’ll succeed or fail. Sometimes the task is so easy that it’s obvious; Either option works equally well and both
for instance, taking a step forward without falling down. In those cases you’ll just tell the GM are scaled to fit the Difficulty Value Table (pg.
38)
what you’re doing, and no die roll is needed.
But if you’re trying to take a step on the deck of a ship pitching wildly in a driving rain-
storm, walking might be very difficult indeed. That’s where Action Resolution comes into play.
There are two ways to resolve an action. The first is to resolve an action against
What's a Competently
GENERIC FUZION

another living thing or person (like trying to convince them to do something for you). To do this,
Cosmic Feat Anyway? you will add your CHARACTERISTIC+SKILL plus a die roll (a.k.a. your Action Value) against your
While a typical Fuzion character may
never encounter something requiring a
opponent’s CHARACTERISTIC+SKILL+their own die roll (also known as their Difficulty Value).
Cosmic level of ability, we have listed the full A T T A C K E R ’ S A V D E F E N D E R ’ S D V
Fuzion table so that you will have cross-com-
patibility with other Fuzion based games. That
CHAR+SKILL+DIE ROLL vs CHAR + SKILL+ DIE ROLL (or 10)
way, if you decide to let godlike supermen into The second way is against a situation (like picking a lock or driving a car). How tough
your game, you can easily do so.
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.
Difficulty Values, The Easy
Way Description Difficulty Value Description Difficulty Value
If the GM doesn’t have the Universal Challenged ...............................................10 Exceptionally superheroic ............42
Difficulty Value Table handy, there’s an easy
way to get the right Difficulty Value: Ask the Everyday ....................................................14 Incredibly superheroic....................46
player for their Stat + Skill, add average die Competent .................................................18 Legendarily superheroic ................50
roll, then assign a Difficulty Value in relation to Heroic.........................................................22 Cosmic ................................................54
that total: A really easy task adds -4 or -3 to
the DV, an easy task adds -2 or -1, a tough Incredible ..................................................26 Competently cosmic ........................58
task adds +1 or +3, and a really tough task Legendary..................................................30 Exceptionally cosmic......................62
adds+5 or +6. 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
Titans in Thongs
38 It’s pretty obvious that “entertainment”
determined by the GM). If you equal or exceed the DV, you succeed!
physics isn’t like regular physics. (How else do
you explain the abilities of most super-
heroes?) In most comics, a well built (but not
Lifting, Throwing and Strength Feats
exceptionally so) hero—or a shapely fashion One type of action that doesn’t fall into the realm of the everyday in Fuzion is feats of
model in a thong and no visible muscles at strength. This is one place where reality must compromise with fiction, as many settings deal
all—can typically lift a battleship and throw it with superheroes as well as more realistic types, and we have a special mechanism just for that
a mile. Even if a human could lift a battleship, situation.
the distribution of weight around him would
either (a) drive him into the ground like a nail;
We deal with the problem of superheroic abilities in Fuzion by making feats of strength
(b) punch a man-sized hole through the hull of and lifting another type of Action and ignoring the real physics. However, the resolution of this
the battleship, or (c) break the battleship in action is a little different than most. In a Strength Feat Action, you’ll roll only 1D6 and add your
half. After all, what’s holding up the parts of STR Characteristic against a difficulty listed below.
the battleship where our hero’s (or a mecha
suit’s) hand’s aren’t?
Difficulty To Lift a: To Bend or Break To Throw a Baseball:
2 Heavy bag of groceries Balsa wood 5m/yds
Encumbrance: Or What’s in 5 Child, 2 heavy bags of groceries Plastic 10m/yds
that backpack anyway—lead? 7 Adult female Wood boards 40m/yds
While the lifting system herein is great 9 Adult male Aluminum 80m/yds
for tests of strength, it really doesn’t cover lug-
ging a heavy pack over the blasted desert. 11 Lion, 2 men Iron City block (110m/yds)
That’s where encumbrance comes in. 13 Motorcycle, Bear 1/2 mile
To avoid a lot of bookkeeping, as a rule 15 Small Car Steel 1 mile
of thumb, we treat a typical loaded pack
(water, food for a week, assorted tools, a cou- 17 Large car, Elephant 2-5 miles
ple small weapons and a tent) as equal to lift- 19 Small Semi-truck Hardened steel 6-10 miles
ing a small child (around 60lbs/27kg). A real- 21 Light Tank 11-20 miles
ly heavy pack (over 100lbs/45kg) is equal to
an adult female; above that (an adult male at 23 Small Jet Titanium 21-40 miles
180-200lbs/91kg) you’d better be Arnold 25 Battle Tank, Whale 41-80 miles
Swartzenegger at least! 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
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 doesn’t event think about lifting anything smaller than a small ship (1 out Why the Change?
of 6), regularly lifts battleships (3 out of 6), breaks a sweat lifting an aircraft carrier (5 out of 6) As you may have noticed, we use a
slightly different way of resolving these
but still can’t get a mountain up! STRength feats. One reason is that as you get
Example 2: Regular Man has a STR of 4. He can easily bend plastic (a roll of 1 out of 6), but higher and higher Strengths, we wanted luck
he’s going to be working to break a board (3 out of 6) and could barely bend aluminum (5 out of 6). to be less and less a factor. We also wanted
this table to be consistent no matter what
On the other hand, Titanic Man has a STR of 28. He easily bends anything below Unobtainium (our kind of dice you used for other forms of reso-
patented name for any superheroic supermetal), but still can’t bend anything he wants. lution.
We also don’t actually give weights in
Throwing this table, as most people don’t lift weights,
but objects. Therefore, comparable objects
Another area where the everyday goes beyond reality in some Fuzion settings is throw- are far more useful. Most people don’t know
ing. When superhumans and demigods start tossing cars around, throwing stuff can get a lot a Typhoon submarine weighs over 1.2 mega-
tons and they really couldn’t care less!
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. Note: While lifting tanks may seem sort
A baseball represents any aerodynamic object that weighs less than 3 lbs (roughly 1 kg) that of out of line for a character, remember that
there are larger creatures (dragons, etc.) or
can be hurled with one hand. This includes grenades, footballs, basketballs, frisbees, bottles machines (giant robots, power armor) which
and other small, inconsequential items that can be easily thrown. When throwing something also have a Strength; and they can shove a
that passes the Baseball Test, simply add your STR to a D6 die roll, just as with a Strength or small tank around!
Lifting feat, and try to beat the Difficulty for the Distance you’re throwing. If you beat the
desired Difficulty, you’ve thrown it that far. Example: Amazing Man (STR 15) wants to throw a
baseball 5 miles (Difficulty 17). He can easily make this. An interesting Side Effect
If you fail, compare your final roll to the first Difficulty value you could beat. This will Another big advantage to using the
weight approximation system on pg. 38 is that
determine how far the throw actually went. Example: Amazing Man (STR 15) wants to throw it skips all the tedious stuff about pounds vs
a baseball 90 miles (Difficulty 27). He fails by 5 points (27-5=22) This corresponds closest to a kilograms (important when a game system is
21 Difficulty, which means he only tossed the ball 11 to 20 miles. used all over the world). Whether you work in
lbs. or kg., you know how big a lion or a motor-
Heavier than a Baseball? To throw something that’s heavier than the Baseball Test, here’s cycle is, and you can easily fit the weights into
the trick. Simply add the Difficulty of lifting the object to the Difficulty of Throwing it for the desired the system you use best.
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 39
(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 Meet Kandr Zahn (again)


Kandr decides to carry his girlfriend
In a campaign where the Derived Characteristic of Endurance (pg. 9) is used, the GM may across the swamp. She weighs in as a typical
allow characters to exert extra effort in emergencies; this pushing allows the characters to adult female. She’s also lugging a backpack,
increase their STR up to a maximum of two additional points. Pushing costs 5 points of END which the GM rules is about equal to a heavy
bag of groceries. Adding 7+2 together gives
per phase for every extra level of STR you are calling upon; when you run out of END, you burn us a total Difficulty of 9; equivalent to carrying
STUN points instead, until you pass out. The GM may even allow greater pushes (over 2 extra an adult male. With a STR of 4, Kandr had bet-
STR) in extraordinary circumstances, by requiring a successful WILL + Concentration roll be ter roll at least a 5 or higher or he’s gonna
drop his girlfriend in the swamp. Better drop
made at the time. Pushing can be applied to any Strength, Lifting or Throwing feat. that backpack, Kandr!

Modifying Actions
Sometimes, conditions beyond your control may make it harder to perform an Action. For In Case You're interested...
example, changing a light bulb may be an Everyday task, but changing a light bulb in an earth- The Fuzion Difficulty Value Table (pg.
38) maps surprisingly well to the old Interlock
quake is a whole order of magnitude tougher. These external conditions are called Modifiers. Task Table in Cyberpunk 2020:
When the GM decides a Modifier applies to your action, you will automatically subtract the INTERLOCK DV FUZION DV
Modifier Value that goes with it from your die roll. Here are some typical Modifiers (they are Easy .....................10 Challenged.........10
cumulative). Average.................15 Everyday ............14
Difficult.................20 Competent .........18
GENERIC FUZION

Very Difficult .........25 Heroic ................22


Target 5-10m/yds away...............................-2 Target partially behind something .......-1 Nearly Impossible. 30 Incredible ...........26
Target 11-50m/yds away.............................-4 Target obscured by smoke, darkness...-4
Target within 50m/yds~Weapon’s Range..........-6 Target is dodging ..................................-3
Unfamiliar tools, weapon or vehicle ..........-4 Lack of instructions for task ................-2
Don’t 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
Using Your Skills
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 you’re going to use and
GENERIC FUZION

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 there’s 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 it’s 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 it’s in dispute.
40 The most important thing is to look at the type of task you’re trying to perform first. This
Meet Kandr Zahn (again) will determine the most applicable Characteristic to add to your Skill. One side effect of this
Kandr is chasing the bad guys. He
decides that he’s going to try to drive method is that you may often find the same Skill being combined with different Characteristics,
through crowded urban streets. The GM depending on circumstances and the way in which you want to use that Skill. For example, if
rules that this is a hand-eye thing, requiring
Kandr’s REF Characteristic. The Skill will be you’re playing a piece of music and trying to make it technically perfect, you might use your
Driving. Since avoiding the teeming masses Technique characteristic in combination with your Performance Skill. But if you were trying to
is a task that most people can’t easily do, sway an audience to tears with the beauty of your playing, you could use your Presence
the GM rules that this will be a Competent
level task (18). Characteristic in combination with your Performance Skill instead. Each uses the same Skill,
Kandr’s REF is 7, his Driving skill is 2 but each choice stresses very different aspects of using that skill!
for a total of 9. To hit his 18 target number,
he’d better roll better than an 8.
If he’s rolling a D10 (the Interlock What Skill Do I Use?
option), this is gonna be pretty tough—2 The overriding rule here is that the GM will always be the final arbiter of what Skill should
outta 10 (of course his chance of open-end be used to make an attempt at a task. Beyond that, common sense is the best guideline. If
rolling is also 1 in ten). In general, this
means that while things are somewhat hard- you’re using a weapon, your Skill choice may be pretty simple; use the Skill that describes the
er to do with this option, the much higher weapon best. But if it’s an interpersonal issue, you may be able to convince your GM to give
chance of open ending means more of a you a lot more leeway; maybe your Social Skill may be far more useful in convincing the gang
chance of doing impossible feats every so
often.(See Critical Success, pg. 41). leader to release the hostages than your Persuasion, especially if you can call upon a little
If he’s rolling 3D6 (the HERO option), known gangland code that requires he honor your request! The ability to bend Skills around to
his chances go up; the average roll is going fit circumstances allows you to use one of the best strengths of the Fuzion system: flexibility.
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 When You Don’t Have a Skill
really risky, high stakes campaign where Sometimes, you just don’t have a Skill to use. In these cases, there are two options the
luck is of primary importance, go with the
D10 resolution. But if you want consistent GM can use. The first is the Outta Luck option: you just don’t get a Skill to add to your char-
results, go with the 3D6 version. acteristic. You just don’t know anything about what you have to do, and you’re totally relying
on a Characteristic and dumb luck (a good time to use that LUCK you’ve been hoarding).
The second route is the Cultural Familiarity option. In most societies, there are very few
things that can be done that aren’t 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 you’re about to attempt.
Therefore, whenever you don’t 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 can’t 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 GM’s 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 won’t 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 41
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 it’s effects.
The rules for this depend on which dice option you are using:
• If you’re rolling D10: On a natural roll of 10, you’ve 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 you’re rolling 3D6: On a natural roll of 18, roll two additional D6’s and add this result
to your original roll.

...and Critical Failure


Sometimes even the best of the best have a bad day.
• If you’re rolling D10: On a natural roll of 1, roll an another 1D10 and subtract the result
from your first roll.
• If you’re rolling 3D6: On a natural roll of all 1’s, roll two additional D6’s and subtract the
GENERIC FUZION

result from your first roll.

Driving & Piloting Actions


Any time you try to make a vehicle do something unusual, you’ll 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 you’re making
(see next page), plus any appropriate modifiers for weather, driver or road conditions.
GENERIC FUZION

If the maneuver isn’t 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, you’ll just fall over; you must then get back up. In a ground unit, this will be a
skid (miss by 4 or more and you’ll 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-
42 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. It’s a Difficulty Value of
18 to Regain Control from a spin or stall, and look out for that ground thing coming up at you …!

TIED ROLL: No Aim

TIGHT TURN REGAIN


[22] U OR SWERVE [20] MTANEUVER
HRU OR CONTROL [22]
REVERSE [26] EMERGENCY UNDER [30]
HEAD ON: 1 point STOP [22]
either way
ADD 2 FOR EVERY POINT OF MOVE OVER HALF OF FULL MOVE OF VEHICLE.

SIDE ON: White Dogfighting


beats Black by 2>, Sometimes, the best option is to outfly your opponent with a combination of skill and abil-
Defender chooses
which side is attacked 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 GM’s discretion.
TAILING: White beats To find out the result of an aerial or space dogfight (whether between giant birds or
Black by 4 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-
Dogfighting pared with the chart on the left; the player who has won can shoot or flee at his option. The
Results Table 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.
CONFLICT & COMBAT

T he most important type of Action you’ll 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-
acter—by 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 43
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 “shot”—energy beams can be shot from a superhero’s 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, it’s
Ranged Combat.

Rules of Play What you can shoot through


Trees• Brush•Smoke•Tents•Glass• Snow
This section covers the basic conditions you have to meet before you can engage in combat.
Are You Clear? What you (usually) can’t
No matter what the weapon or attack, you need to have an unobstructed path to your tar- shoot through
get. If something’s in the way, you can’t attack the target no matter how close it might be. Concrete•Brick•Metal•Ice•Earth

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 Facing
always have the range listed in their individual descriptions. Facing is the direction you are pointing.
Since many Fuzion games are played “in
GENERIC FUZION

head” (without maps), the standing rule is


How Often Can I Hit It? (Number of Shots & Rates of Fire) that you can clearly face and attack anything
Unlike Melee weapons, most ranged attacks have a limited number of Shots (arrows, bul- that is positioned forward of your shoulders
lets, charges, etc.). This will usually be listed in the weapon’s attack description. The Rate of and unblocked. When using a standard gam-
ing hex map, characters “face” through any
Fire [ROF] is how many times the attack can be “shot”in a 3 second phase. Most ranged three adjacent sides of the hex they are stand-
weapons have an ROF of 1 or 2, but others may have the capacity for automatic fire and ROFs ing in.
of 20 or more. Like Shots, this will also be listed in the attack description.
Combat Modifiers: What Are My
Chances to Hit?
GENERIC FUZION

COMBAT SEQUENCE Combat Modifiers take into account the conditions of the battle. Modifiers are always
SUMMARY applied to Attacks. You may use some, none, or all applicable modifiers to make the combat
Each Phase, take turns in order of highest to in Fuzion more exciting and realistic.
lowest REF (if tied, roll dice between ties)
During this 3-second segment, do the follow-
SITUATION MODIFIER
ing: Target 5-10m/yds away.....................................................................................................-2
Target 11-50m/yds away...................................................................................................-4
[A] Choose Your Action
You have 1 Action each Phase. These actions
Target within 50m/yds~listed range of weapon .........................................................-6
can be Attacks or involve other types of activ- Target is using an Action for Dodging ..........................................................................-3
ity. If attacking go to [B]; if not, skip down to Moving target...........................................................-1 per 10m/yd target moves (~6 mph)
[D].
Target silhouetted .............................................................................................................+2
[B] Check Line of Sight Target partially covered:
You can attack anything positioned forward of Half Body.....................................................................................................................-1
your shoulders, as long as nothing else is in
the way.
Head and Shoulders Only........................................................................................-1
Head only ....................................................................................................................-2
[C] Check Range Behind someone else...............................................................................................-2
Each attack has a range, listed in
meters/yards. If using figures, assume one
Target Obscured (Blinded by light, dust—See below) ....................................................-4
figure is equal to 2 meters (or about 6 feet) of Vehicle mounted weapon, no turret..............................................................................-4
range from top to base. If you are in range, Aimed body shot ...................................chest [-1], vitals, head [-6] , legs, hands, feet [-4]
you can attack.
...............................................................................stomach [-5], arms, shoulders, thighs [-3]
[D] Resolve Action Firing shoulder arm from hip...........................................................................................-2
In general, roll appropriate dice and add to Aiming ........................................................................................+1 per phase, up to +3 max
your Characteristic + Skill. Add in any special
Modifiers that might apply to the attack as
Braced .................................................................................................................................+2
well. If the action was a successful Attack, go Tiny Target (bullseye, eye, vital area).................................................................................-6
to [E]. If not, go on to NEXT PHASE [F]. Small Target (less than 1m/yd, limb) .................................................................................-4
44 [E] Resolve Damage
Large Target (trees, cars, large animals, small mecha, etc.) ...........................................+2
If you hit, roll a number of 6-sided dice equal Very Large Target (trucks, planes, walls, side of barn) ...................................................+4
to the Damage Class (pg. 49) of the Attack. Surprise Attack (see Surprise below for details) ............................................................+5
[F] Go to Next Phase
Target Prone........................................................................................................................-2
Start the process again. Improvised weapon (rock, bottle, small girder) ...............................................................-2

Special Combat Modifiers


Aimed Attack Damage Surprise! It’s an Ambush!
There’s a reason to aim those shots!
See the Aimed Shot Damage Table on Page An attack that surprises the target, such as an ambush or a backstab, gives the Attacker
52. 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 opponent’s attention is distracted or focused on another situation, such as another
attack or a difficult task.
Target Obscured or Blocked
If there’s something that may block a clear view, but won’t block a swing, such as smoke,
Weapon Accuracy Ratings or darkness, the target is considered obscured. You can’t see who you’re fighting (the enemy
Very bad, real cheap = -2 is invisible, in darkness, in ambush or because you’re dazzled), and each phase you must make
Inaccurate, cheap = -1
Dead average =0 a Perception Roll (GM sets the Difficulty Value). If the roll is successful, the penalty is -2 to all
Well built, nice stuff = 1 subsequent Attack and Defense Values that phase. If the Perception roll is unsuccessful, the
Finest kind, dueling = 2 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 user’s abilities; the better and easier to use the weapon, the
better you use it, (and the worse the weapon...). WA’s are not always used in Fuzion games, as
their use varies from campaign to campaign. However, when they are in play, you’ll 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 WA’s for weapons not listed, use the table at left.
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 Meet Kandr Zahn (again)
Kandr decides that he’s going to try and
Vehicle Combat clobber a street thug that’s tailing him. His
When attacking a vehicle, the attacker will use his skill with the appropriate vehicle weapon Hand-to-Hand Skill is 3, his REF is 7 (Total 10).
His opponent’s Evade is 5; his DEX is 5, for a
or vehicle attack skill (such as Gunnery or Heavy Weapons). He attacks as usual, opposing his tar- total of 10 also. The thug decides to play it
get’s skill in controlling the vehicle (such as Driving or Piloting). The resolution is completed the smart—he dodges (-3 to Kandr’s roll) and
same as all other Combats. Also note that vehicle-mounted weapons multiply all range distances moves back to 8 m/yds away (-2 additional).
Kandar rolls; he gets a 6, bringing his
(pg. 144) by 100. Example: 5-10m/yds increases to 500-1000m/yds when piloting a vehicle. total to 16. Subtracting the -5 for the modifiers
brings this down to 11. The street thug will
45
Area Effect Attacks need to roll at least a 2 to dodge our hero.
(5+5+2=12)
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 Area Effects
types of attacks use the Targeting Against Range rules to see if they hit their area; anyone in Small Area is a circle with a radius of 4
m/yds.
the target area will take the appropriate damage. Large Area is a circle with a radius of 8
m/yds.
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
GENERIC FUZION

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
Autofire Attacks
Shooting a lot of something (bullets, fireballs, etc.) in one attack is called autofire. Many
GENERIC FUZION

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
Making Autofire Work for You! of the weapon or attack.
Wanna get that great Chow-Yun-Fat effect The Autofire Ratio: Ever notice how in many superhero comics or action movies the
where the hero can dive through a hail of bullets
and come up to plug all the faceless goons dead heroes can walk through a virtual hail of machinegun bullets and never take a hit, while in real
on? Set two different autofire ratios for the heroes life they’d look like Swiss cheese? To simulate this effect, we have created a little Fuzion gim-
and the goons! 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. Here’s 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
How Autofire Should I make GM must determine this at the start of the campaign, based on the style of gameplay):
My Game? Campaign Style Autofire Ratio
Everyday ...............................................................................................................................1
• 3 for attacks directed at the Players
(the heroes) and Major Villains Competent.............................................................................................................................1
• 1 for attcks directed at Faceless Heroic ....................................................................................................................................2
Grunts and other Cannon Fodder Incredible..............................................................................................................................2
Legendary .............................................................................................................................3
Superheroic..........................................................................................................................4
Round any decimal values up. The result is how many rounds actually hit your target. The
catch? There’s a -1 attack modifier for every 10 shots fired (your gun is jumping around). The
46 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 10÷4=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 isn’t 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 attacker’s 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 that’s all that’s entered his part of the fire zone.
Archery Attacks
Bows are a special category of ranged attack because they’re 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.
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 Special: Energy Blasts, Spells
& Mental Attacks
To avoid a missile hit, you must make a REF+Piloting+Die roll for at least 1D6/2 consecu- Okay, you may not be using energy
tive rounds. This can be modified by the use of countermeasures, which add +2 to your Piloting blasts or psychic attacks in your current
game. But who knows where your Fuzion
rolls. Make the rolls, and you’re clear; miss, and you’re hit. In the case of clusters of missiles characters may go next time. By using the
fired at one time, one missile roll is made once for all missiles fired, with one missile hitting mental powers here, you have the option of
the target per point by which your Defense failed. Example: 10 missiles are fired at a jet. The creating horrible supernatural abilities far
beyond mortal man. Just in case.
jet fails its roll by 7, so 7 of the 10 missiles hit. If you decide to have Energy Blast
attacks, they are made much in the same way
Presence Attacks as other ranged attacks, taking range and skill
A powerful personality can have a strong effect on other people by words, actions, or into account with other modifiers. The range of
these attacks is based on the number of
sometimes by their mere presence. We call this effect a Presence Attack. A Presence Attack Power points spent on the attack: For every
can be many different things, depending on the intent of the attacker: fear, awe, surprise, sur- point spent on the power, you’ll increase the
render, rage, courage, hope, commitment, facedowns or other emotions or actions. Usually a range by 10m/yds (Example: spending 20
points gives you a 200m/yd ranged energy
Presence Attack consists of a well-chosen phrase, such as “Surrender or die!”, or “Warriors to blast). To hit with Sorcery or Clerecy, you will
the attack— follow me!”, or even just “Stop!” use AWARENESS+appropriate power skill and
Making a Presence Attack requires an Opposed Action roll. Use the attacker’s Presence + roll to hit.
In most cases, Mental attacks have no
Oratory, Performance or other appropriate skill + appropriate dice vs Willpower + range limitations; they are simply direct line of
Concentration + dice for the target. If the attacker succeeds, roll 1D6 for every 1 point of PRE. sight—if you can see it at all, you can hit it, no
You may add or subtract dice depending on the GM’s judgment (see the Presence Attack matter how tiny it is. The exceptions are
Mental Attacks based on CON; these operate
Modifiers table for suggested modifiers). Total the dice and compare the total against the tar- with the same range determiners as Energy
get’s Resistance value to find the effect. Presence Attacks depend heavily on the circum- Blasts; and Mind Scans, which do not require
stances, so the GM should feel free to modify the number of dice in the attack. The table below line of sight to be effective. To hit, you will use
has some suggested modifiers:
WILL+ Use Power skill for Psionics, WILL +
appropriate power skill for Sorcery and 47
Clerecy.
# 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
what’s happening and what is intended. The GM should use Presence Attacks to increase the
drama of a situation or make things more interesting.
GENERIC FUZION

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 attacker‘s commands.
Resolving Combat
GENERIC FUZION

48

Some
Common SDPs
S o you hit the target! Great. But it’s not over yet. Now you have to determine what
happened next. That usually means Damage.

THE GREAT OUTDOORS KD KD IN KILLS SDP KILLS Damage


Brush (per m/yd) — — 5 — Damage is a way of measuring how you much you hurt something; sort of like applying a
Rocks (per m/yd) 28 — 30 —
Large Tree, Telephone Pole — 1 — 1 numerical rating to a dent in your car or a cut finger. Whenever something in Fuzion is dam-
Lamp Post — 1 — 2 aged, that damage is subtracted as points from a total value representing the structural integri-
Manhole Cover — 1 30 —
ty (or “life energy”) of the damaged object.
STRUCTURES KD KD IN KILLS SDP KILLS
Glass (per m/yd)
Wooden wall/Fence (per m/yd)
3
7


5
10-15


Types of Damage
Sheetrock Wall (per m/yd) 10 — 5-10 — There are four different kinds of Damage in Fuzion. The first is Hits (used to measure
Brick Wall (per m/yd) 25 — 30 — small, man-scaled levels of lethal damage). The second type is Stun (used to measure shock,
Concrete Wall (per m/yd) 28 — 50 —
Metal Wall (per m/yd) 32 — 70 — pain and other non-lethal damage). The third type is Structural Damage (used to measure dam-
Armored Wall (per m/yd) — 1 — 1 age to small objects and vehicles). The fourth and final type is Kills (used to measure very large
Metal Lock 20 — 5 —
Wood Door 7 — 5 —
or very powerful levels of damage to inanimate objects). Let’s start by examining each in turn:
Metal Door 20 — 30 —
Vault Door
Furniture

3
2


15-20 —
4
Hits
Control Consoles (per m/yd) 10 — 20-30 — Hits are lethal, life threatening damage to living organisms, usually caused by man-car-
Machinery (per m/yd) 10 — 30-50 — 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. It’s “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 it’s part of the body and
isn’t 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 How much damage in Hits
your character’s pool of STUN points. When his STUN points are at 0, his body will react by can your character take?
That depends on his or her Physical
shutting off the pain—and passing out. Characteristic; you get five Hits for every Point
What has Stun? Any living organism. 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
Structural Damage Points one Hit. When your character’s Hits have been
“Soft targets” like living things take damage differently than “hard targets” (structures reduced to 0, he is dying out, at -12, he is
and vehicles). So in Fuzion, inanimate structures, vehicles and other small non-organic objects dead (non living things can also take damage,
however, when non-living things are reduced
(commonly called “hard targets”) take Structural Damage instead of Hits. SDP is different from to zero, they are rendered inoperative).
Hits, but works the same way—one point of Hit damage will remove one SDP. Note: You can’t
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). How much damage in Stun
can your character take?
That depends again on his or her Body
Kills (Let’s talk Big Guns. Really, Really Big Guns.) Characteristic; you get five Stun for every
In Fuzion, really big weapons do such staggering amounts of damage that they are mea- Point of Body you have (example: with a
sured in a larger scale called Kills, to represent the kind of massive forces associated with mil- Body of 6, you would have 6x5=30 Stun).
One point of damage from a Stunning attack
itary level hardware, very large objects or extremely powerful attacks. Conversely, very large will remove one Stun. When your character’s
or tough objects (tanks, giant robots, aircraft carriers, etc.) are also defined as having Kills of Stun pool has been reduced to 0, he or she
structure or armor to represent the huge amounts of punishment they can take. is knocked out.
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 Things that have SDP or Kills


These don’t have Stun or Hits. In these
Damage Classes (a.k.a. DC) cases, any attack against them is treated as
though it was made against the object’s SDP
49
In general, how how much damage an attack does is based on the Damage Class (or DC) of or Kills.
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 together—somewhere 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. What about other Melee
attacks?
Melee Attacks DCs In general, the melee rules cover attacks
made by humanoid creatures. However, if
However, the DC of an attack caused by any part of the body is determined by the you’re dealing with non-humanoids (like ani-
Strength of the attacker, with fists doing one DC of Stun damage for each point of Strength the mals), you can always apply the following
attacker has (a kick does an extra DC on top of your STR, but suffers a -1 Attack Total penal- rules, adding or subtracting to the original
STR-based DC level.
ty). Example: my Strength is 5; this means I do 5 dice (DC5) with fists, 6 for a kick. Situation ....................................Modify DC
Animal Bite/beak .....................Equals STR
Damage by Melee Weapons Animal Claw .......................................-2DC
Bludgeon attack (Heavy tail, natural club,
Strength-based (a.k.a. melee) attacks using weapons normally have a damage each tentacle blow, flipper .........................+2DC
GENERIC FUZION

weapon can do. This value is equal to the weapon’s listed Damage Class (again, this DC will Trample (run over, stomp) .................+2DC
be listed in the description of the weapon in the rules). However, there are a few things that Constriction attack (tentacles, body con-
striction) ...........................................+1DC
will effect the final DC of your melee weapon attack:

Minimum and Maximum Strengths


The catch to the above is that if you aren’t strong enough, you can’t 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 -
Shorthanding Really Big Piles 1 STR below the minimum and a -1 DC penalty as well. Example: Aunt Meg, STR 2, tries to use
of Dice a Battle Axe with a 5 STR Min. She’ll only do DC2 Killing damage when she hits instead of DC
Don’t want to handle rolling a million 5,, and takes a -3 REF penalty.
dice? Here’s a nice shorthand to accomplish
However, for every point of STR you have above the minimum STR required to wield the
GENERIC FUZION

much the same thing. Divide the number of


dice required by ten. Then roll that result and weapon, you will do one additional DC of damage, up to twice the weapon’s listed Damage
multiply the total by 10. Class. Example: Bob, STR 5, wields a dagger (STR minimum of 1). Bob had 4 more STR than he
Each remainder die is treated as an
extra die and added to the total.
needs, so he expects to gain 4 extra dice on his attack. But since the dagger’s maximum dam-
Example: I have to roll 64 dice (eek!) age is only twice it’s listed DC (1x2=2), Bob only gains 1 extra DC. On the other hand, Grog, STR
Instead, I roll 6 dice (60÷10) and multiply that 10, wields a battle axe (STR min. 5). Grog gains 5 extra dice, and since 2 times the Battle axe’s
result (let’s say 6+4+3+3+1+3=20) by 10
(20x10=200). I then roll the remaining 4 dice
listed DC (6) is 12, he gets to use all of his extra dice.
(let’s say 5+2+2+1=10) for a grand total of
210 points! Kills and DC
Another fast way is to multiply the total Unlike DCs, Kills represent whole values rather than numbers of dice. This is a way of simpli-
number of dice thrown (say 64 again) by 3 (the fying the bucketfulls of cubes that such attacks would normally require (as well as reflecting the
average roll is actually 3.5, but we’re simplify-
ing). In this example, the total would be 192 … fact that Kills are an astronomically high level of damage/structure). When attacking objects with
not too far off from the other method. Either Kills with weapons that do Kills, you will simply subtract the damage done from the Kills remain-
way is a fast method of speeding up play. 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.
Damage Scaling in Detail:
But what happens when Kills meet DC and vice versa? That’s where Damage Scaling
DC attacks vs. targets with SDP or
comes into play.
Hits=No change
Kill Attacks vs. really large/tough Damage Scaling
vehicles with Kills=No change Fuzion is designed to simulate a staggering array of settings, from the semi-realistic set-
Kill Attacks vs. Small vehicles or tings of modern day combat, to the godlike feats of superheroes and animé characters. The
organics under 1000kg= problem is, each of these settings has it’s own “genre-specific” rules regarding damage. For
Add 13 to the number of Kills done. The example, in most action or science fiction settings, really big guns on the Kill scale are
first kill is equal to 14DC. Each additional designed to hit and damage really big targets. It’s nearly impossible to apply the full force of
Kill adds one additional DC. Example: A these huge attacks to a small target (like a man) because the majority of the damage just does-
50 giant robot attacks a man with a 4 kill n’t have a big enough surface area to expend itself on. Really big damage is more likely to
weapon. 13+4=17DC. 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
Kill Attacks vs. Small vehicles or surface area to absorb that force, so it stands there and takes it all.
organics over 1000kg.= The flip side is that in a larger-than-life setting, superheroes, power suits, etc., can apply
Multiply the number of kills of damage by all of their damage to a very large target, simply because it’s so big. So when a very powerful
50 to produce the required SDP or Hits. superhero punches a tank, all of his force ends up expended right on the tank, tearing it apart.
Example: a giant robot attacks a car (SDP) (Sure, it’s not realistic; but it does closely mirror the abilities of superheroes and other godlike
with a 4 Kill weapon. 4x50=200 SDP. beings as depicted in comics, movies and animé. It’s also self limiting, because only super-
DC Attacks vs. really large/tough heroes or other non-realistic people will ever be able to do this sort of damage; in a realistic
vehicles with Kills= genre, they won’t exist and in a superheroic genre, they’re supposed to hammer tanks apart
Divide the DC of the weapon by 14, round- with their bare hands.)
ing all decimal values down. Example: A Finally, there’s an intermediate area of damage, where small vehicles or large creatures
36DC weapon is used to attack a giant robot interact with very large vehicles (like giant robots, tanks or ships). These targets are just too
(Kills). 36/14=2.5, rounded down to 2 Kills big to be just blown out of the way by a big attack, yet aren’t anywhere as tough as a truly
huge target. They also have weapons that, while they aren’t as powerful as Kill-rated attacks,
Superheroic DC attacks vs. really
can do some serious damage when they hit, unlike the attacks of most puny personal arms that
large/tough vehicles with Kills=
would just ping! the armored surface.
Subtract 13 from the total DC done. Each
In Fuzion, we get around these genre-specific limits by using the idea of Damage
remaining DC is equal to one Kill. Example:
Scaling. Damage Scaling allows large amounts of damage to interact with small targets (and
Atom Man clobbers a tank (Kills) with his
vice versa), in ways which preserve the nature of their respective genres. Small targets just get
18 DC fists. 18-13=5 Kills.
blown through the air by huge weapons taking minimal damage, small weapons just ping! off
Impairing Things that have of large targets with no effect, and medium sized weapons can hurt large targets, but not any-
SDP or KIlls where as badly as really big weapons can hurt them back. And finally, really tough superheroes
Objects can also be impaired. As a can tear tanks apart with their bare hands.
rule, when an object reaches 1/2 of its SDP Damage Scaling accurately preserves the effects of damage as portrayed in most semi-real-
or Kills, its Characteristics (Spd, MV, etc),
are reduced by 2. At 1/4th of its total SDP
istic, action movie, science fiction, animé, and superheroic settings. To use it, simply determine
or Kills remaining, its Characteristics are the level of the attack and the level of the target. Then convert the damage done accordingly.
reduced by 4.
DEFENSE ATTACK TYPE Why Damage Scaling?
TYPE DC KILLS SUPERPOWERS
One of the big problems in the original
Interlock™ system was when humans
attacked vehicles, especialy large ones like
SDP/Hits No Change Based on kg. weight (see below) No change robots or tanks. Humans were either too puny
to do any damage or they were blown away
KILLS Divide DC by 14, round down No Change Subtract 13 from total DC like chaff when the big weapons hit. While that
If total < than 1, no effect Each remaining DC=1Kill may be realistic for some types of combat, we
soon realized that in the action genre, heroes
Hits or SDP No Change 1 Kill is equal to 1 DC, then add No Change are supposed to be knocked over or wounded
by big attacks, not vaporized.
<1000kg 13DC to that DC total.

Hits or SDP No Change Multiply number of Kills by 50 No Change


>1000kg (For total DC) Destroying Things that have
SDP or Kills
Objects can also be destroyed. As a
rule, when an object reaches 0 SDP or Kills, it

Applying the Damage is no longer functional. However, it is not utter-


ly destroyed until it has been reduced to below
Now that we know the types of damage and how to determine how much damage (in DC twice its total SDP or Kills.
or Kills) has been done, it’s 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 it’s 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 character’s 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. 51
DEAD. Mort. Finito.
When you reach 0 Hits, you are dying. You will be able to keep moving if you’ve still got
Stun left, but you’ll be at -6 (GM’s 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 character’s 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 can’t 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
GENERIC FUZION

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 Hits—if you’re beaten
senseless and the beating continues, you could well be beaten to death!
GENERIC FUZION

Collateral Damage
52 Since Hit damage also causes a fair amount of pain and shock, you’ll also take 1 point of
Stun for every 1 Hit you lose, until you run out of Stun points. (Note: you don’t 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 isn’t 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).
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 Other Kinds of Defenses
You can also have Energy Defenses
Competent [elite, semi-realistic.] .....................................................................................1/2 [ED], Mental Defenses [MD], Sorcerous
Heroic [TV action show] .......................................................................................................1 Defenses [SRD] or any other type, depending
Incredible [olympics, action movie].....................................................................................2 on the kind of Fuzion game you are in and if
your GM allows it.
Legendary [blockbuster action movie].................................................................................3
Superheroic [comic books, myths] ......................................................................................4
In the event that something’s in the way, move on to Collisions and see how badly you Armor Piercing (AP) Attacks
were hurt. Note: If using Kills vs Body, convert Kills to DC at a ratio of 1Kill=14DC, plus 1 for Specially hardened or sharp attacks are
extra good at getting past armor. These Armor
each additional Kill; if it’s DC vs Kills, there is no effect until you reach 14 DC, then add 1 Kill Piercing (AP) attacks always reduce armor’s
for each additional DC. KD effects by half (for example, from 10 to 5),
when they are used.

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 doesn’t work,
you’ve 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 it’s 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 53
defense, but will only stop Stunning Damage. This is called having a Stun Defense [SD]. You’ll
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.

GENERIC FUZION
The Environment & Recovery
G uns and swords aren’t 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
GENERIC FUZION

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 (GM’s 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 (GM’s 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:
54 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 Jake’s Resistance. At 0, he gives in.
Effect Taken From
Welcome to the Desert… Sleep drugs...................................................................................................................STUN
While many environments may not be auto-
matically fatal, they can be definitely bad Poisons ...........................................................................................................................HITS
news. You could treat several hours of blis- Mind drugs .......................................................................................................RESISTANCE
tering desert as a Mild Cumulative
Environmental effect.
Asphyxiation
M/yds to MOVE? Sitting quietly, you can hold your breath up to 1 round for every 2 points of Endurance (a
Since you’re more likely to describe a tough character could hold his breath for around six minutes.). If activity, such as swimming or run-
situation as “You fall 20 yards (or meters) to ning is required, this rises to 4 pts. After this time is up, you take damage at 3DC per round, taken
your death!”, here’s a handy conversion. To
convert distance in m/yds to MOVE, divide
from your Hits.
by 3, rounding decimal values down.
Collisions (Ramming and Falling).
This is damage that comes from hitting something at speed. The big difference is that in
Getting Terminal a fall, one object is hitting a stationary object (the ground) at high speed. In a ram, two or more
Terminal velocity (the speed where a
falling body cannot accelerate any faster) is
objects, moving at different speeds, are crashing into each other, and the relative positions of
roughly equal to a MOVE of 60, and will nor- each will affect the outcome.
mally be reached (on Earth) in 2 phases
(falling objects accelerate at around 30
MOVE per phase). Once you reach terminal
Bashing Things with Hits/SDP
velocity, you cannot increase your damage Things with Hits or SDP will take 1DC in damage for every 3 MOVE travelled each phase,
unless you are travelling in a power-dive rounding any decimals down. If the total Move made is less than 3, you will take no damage.
towards gravity. 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 (30÷3=10). However, since it weighs 1600 lbs, it takes an additional 16DC
(1600÷100=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.
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 For the Math Geeks: How
1K for every ten tons of weight. close is this to MEKTON Z?
Example 1: A giant robot travelling at MOVE 30 (@60mph or 90kph) slams into a wall. It If you’re curious about how, say,
Example 1 maps with the collision tables in
takes 3 Kills of damage (30÷10=3). However, since it weighs 30 tons, it takes an additional 3 MEKTON ZETA, first convert the Fuzion MOVE
Kills (30÷10=3), for a total of 6 Kills of damage. to MEKTON MA (30÷5=6MA, or 6 hexes. At
Example 2: A larger giant robot flying at MOVE 90 (@180mph or 270kph) slams into a the MEKTON ratio of +1Kill for every 2 hexes
travelled, this comes out to be 3 Kills
mountain. It takes 9 Kills of damage (90÷10=9). However, since it weighs 65 tons, it takes an (6÷2=3). Factor in 4 more kills for the weight
additional 6 Kills (65÷10=6), for a total of 15 Kills of damage. Ouch. class (30-49 tons) and the result is 7 kills
instead of Fuzion’s 6. In Example 2, the MOVE
Ramming converts to 18 hexes (90÷5=18). This gives
As mentioned above, ramming is like any other collision, but since the objects are mov- us 9 kills for the movement and 5 kills for the
weight, for a total of 14 Kills (instead of
ing, their relative positions will influence the final outcome. Here’s what to do: Fuzion’s 15). In general, we’ve found that
• If the ram is head on, add the MOVES of both objects together and the weights of both while this conversion doesn’t map exactly to
objects together, then treat the results as above. The result is the damage done to both. MZ, it’s close enough that a variance of 1 or
2 Kills shouldn’t be that critical.
• If the collision is a side ram or swipe, treat as a regular collision (above). If the collision Remember, these are, after all, imagi-
is a rear end, subtract the MOVE of the object in front from the speed of the trailing object, nary giant robots; there isn’t really a lot of
then treat as a head on ram. empirical data to work from here!

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 King Kong vs Bambi
weights for each by converting the total weight of the objects If you want to save yourself a lot of math-
• Pounds/kg into tons: Divide weight by 2,000 lbs or 1,000 kg, rounding down, then add to ematical grief, just generally assume that any-
time there is a disparity of over 10 tons
tons of other object. between two objects, the smaller one is just
• Tons into pounds/kg: Multiply by 2,000 lbs or 1,000 kg, rounding down, then add to lbs. obliterated.
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 car’s weight to tons and gets .5 tons, for a total of 30.5 tons. The car converts the
robot’s 30 tons into 60,000lbs, for a grand total of 61,000lbs. The total MOVE is 60. The result:
Recovering Humanity
Options vary based on the campaign
55
• The mecha takes 9 Kills (60 MOVE÷10= 6 Kills, plus 3 more Kills for the total Weight (30.5 setting and tech level. Here are some ideas:
tons÷10) THERAPY: If conditions causing humani-
ty loss are removed (including cyberware) ther-
• The car takes 630 Hits (60 MOVE÷3=20 Hits, plus 600 additional Hits for the total weight apy can restore 4D6 Humanity/week. If thera-
(60,000lbs÷100). Ouch!!! 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.

Recovering From Damage CLERECY: If your fighter has seen one


too many villages decimated by ghouls, con-
sider a Bless spell from the local cleric, restor-
So the Defense didn’t work and you didn’t get out of the way. Assuming you ing 2D6 if successful. This can only be cast on
aren’t reduced to vapor in an unfortunate accident, the next step is to get better. Your an individual once per week.
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 Realistic Recovery Rates:
Although this isn’t as much fun (after all,
Recovery from Wound (lost Hits): For every 24 hours you spend resting and with med- this is a game), realistically, it should take a
lot longer than a few days to come back from
GENERIC FUZION

ical care (this assumes dressed wounds and proper medication), you will recover as many Hits life threatening injuries. In this case, a realis-
as your REC score. Example: I take 30 Hits of my 40 total. My Recovery is 10. I will be back to tic rate would be to recover your REC in Hits
full Hits in 3 days. every week, not day. The example at left would
take three weeks, not 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.
Experience
How Do I Improve?
GENERIC FUZION

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 GM’s 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

Meet Kandr Zahn One Buying Stuff with Your Points


Last Time … So the GM just dumped a whole load of points on you—great! But how do you use them?
At long last, Kandr has persevered Much like real currency, all Option Points need to be cashed in to buy or improve Skills, Powers and
and fought off a million assasins to res-
Gear (even Characteristics with your GM’s agreement)
56 cue his sister. He now collects his OP
reward. The GM gives him 12 Points: • 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.
3 For figuring out that neat trap where
he lured the head assassin into the • To buy up Characteristics: FIVE points for every LEVEL of the new, improved Characteristic,
weakened factory floor where they plus the permission of the GM. Example: to improve your REF from 5 to 6 would require 5x6 =
fell into the basement. 30 Option Points and your GM’s agreement.
3 For doping out that the head of the • To buy up Powers (if applicable): FIVE points for every one point of Power improvement, plus
planetary council had faked his the permission of the GM. Example: to improve your Energy Blast from DC3 to DC4 would
own death, framed the love interest require 5 Option Points and your GM’s agreement.
and gone into the Trade
Underground.
It’s Christmas Time!
3 He lived to tell about the whole Experience is one of the most problematic parts of running a campaign. Too little, and your play-
thing, even with 20 assassins on
his tail. ers become frustrated at not accomplishing anything; too much, and they become jaded because
everything is too easy.
3 For really roleplaying the angst, One trick to maintaining both balance and excitement is to use the “Christmas” theory of expe-
pain, and doomed nature of his
quest (especially the part where his rience; keep the awards relatively small from game to game, with a large award at the end of an
girlfriend is killed protecting him entire adventure arc. The award should be in a discreet “Christmas Present”— a coveted vehicle (or
and the player did a ten minute points which can only be used to create a vehicle), ”Special training” (where Skill points must go to
deathbed soliloquy about how
much he’d loved her). a specific Skill area), or a “Radiation Accident” that provides points that create or improve specific
powers.
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

Вам также может понравиться