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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.
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
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-
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
Drive 2 Teaching 2
Stealth 2 Athletics 2 Contacts
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
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
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
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:
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
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
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
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
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.
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.
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
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.
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.
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
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)
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
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.
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 …!
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.
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 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.
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
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.
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).
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:
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
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
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.
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
12 TOTAL OP SPENT