Fuzion Core Rules

ANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSAL They’re the rules you and your gaming group have built up painstakingly ove

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

Fuzion®. The new House Rules. With it’s adaptable, flexible systems, Fuzion allows you to mix settings, bend genres, even shift between campaigns without losing a beat. Take your characters between campaigns, even worlds, and have their abilties synch up to their new surroundings seamlessly. Only Fuzion has the ability to cross settings this way—because it’s been designed from the start to cover almost any world you can imagine. All this in a book a beginning player can read from cover to cover in an evening. 56 pages stripped down and ready to go. Play for an evening or plan a world spanning campaign.

Thousands of gamers use Fuzion® as their House Rules. So why haven’t YOU noticed? Because Fuzion is the backbone system for over a number of popular roleplaying games. Cyberpunk. Dragon Ball Z™, Sengoku™, Shards of the Stone™, Lightspeed™, Heresy and many others, in print, on the internet and at local game tables around the world. It’s the engine that drives all these game systems, working right there in the background, making games run smoothly and without notice; a powerful, dynamic system that invisibly works to make good games even better. We didn’t just come up with this baby last weekend. It’s been field-tested by gamers just like you.

Fully Packed and Ready to Rock But Fuzion isn’t just rules. It’s an integrated system. In this book, you’ll find tons of ready to use stuff at your fingertips. Skills. Perks. Talents. Magic. Clerical Spells. Psionics. Superpowers. Personal gear, weapons, armor, tools, and transportation from over ten different levels of technology--from medieval to the far future. Just mix and match to build instant campaigns without having to search a lot of extra rulebooks or settings. Or even recreate your favorite settings just by picking the stuff you need-and get ready to play right away. Or even combine resources to make your own unique combinations.

F U Z I O N : C O R E R U L E S F OR ANY G E N R E R O L E P L A Y I N G

The House Rules

®

®

Get LINKED to the only system with a built in Upgrade Path. Hate revisions? Hate being caught out by changes? Want new stuff without having to wait for the next book? Looking for a multitude of other world settings for Fuzion? Access the power of the Fuzion Webring at http://e.webring.com/hub?ring=fuzionalliance&id=1&hub. Use it to link to other Fuzion players and GMs for new rules, answers, clarifications and expansions. New stuff. All a mouse click away.

Fuzion®. Infinite power. Infinite possibilities. Infinite adventures. Now at your fingertips for only $8.

1-891933-09-4

Fuzion Core Game Rules Copyright © R. Talsorian Games, Inc., 2002. All Rights Reserved under International Copyright Conventions. Fuzion™ is the FUZION Labs Group’s Trademark for its multi-genre game system. All situations, incidents and persons portrayed within are fictional and any similarity without satiric intent to individuals living or dead is strictly coincidental. ®

RT 10010

AM 10010 ISBN# 1-891933-09-4

MULTIGENRE ROLEPLAYING TOOL tim arthur (order #4242885)

24.

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

Fuzion®. The new House Rules. With it’s adaptable, flexible systems, Fuzion allows you to mix settings, bend genres, even shift between campaigns without losing a beat. Take your characters between campaigns, even worlds, and have their abilties synch up to their new surroundings seamlessly. Only Fuzion has the ability to cross settings this way—because it’s been designed from the start to cover almost any world you can imagine. All this in a book a beginning player can read from cover to cover in an evening. 56 pages stripped down and ready to go. Play for an evening or plan a world spanning campaign.

Thousands of gamers use Fuzion® as their House Rules. So why haven’t YOU noticed? Because Fuzion is the backbone system for over a number of popular roleplaying games. Cyberpunk. Dragon Ball Z™, Sengoku™, Shards of the Stone™, Lightspeed™, Heresy and many others, in print, on the internet and at local game tables around the world. It’s the engine that drives all these game systems, working right there in the background, making games run smoothly and without notice; a powerful, dynamic system that invisibly works to make good games even better. We didn’t just come up with this baby last weekend. It’s been field-tested by gamers just like you.

Fully Packed and Ready to Rock But Fuzion isn’t just rules. It’s an integrated system. In this book, you’ll find tons of ready to use stuff at your fingertips. Skills. Perks. Talents. Magic. Clerical Spells. Psionics. Superpowers. Personal gear, weapons, armor, tools, and transportation from over ten different levels of technology--from medieval to the far future. Just mix and match to build instant campaigns without having to search a lot of extra rulebooks or settings. Or even recreate your favorite settings just by picking the stuff you need-and get ready to play right away. Or even combine resources to make your own unique combinations.

F U Z I O N : C O R E R U L E S F OR ANY G E N R E R O L E P L A Y I N G

The House Rules

®

®

Get LINKED to the only system with a built in Upgrade Path. Hate revisions? Hate being caught out by changes? Want new stuff without having to wait for the next book? Looking for a multitude of other world settings for Fuzion? Access the power of the Fuzion Webring at http://e.webring.com/hub?ring=fuzionalliance&id=1&hub. Use it to link to other Fuzion players and GMs for new rules, answers, clarifications and expansions. New stuff. All a mouse click away.

Fuzion®. Infinite power. Infinite possibilities. Infinite adventures. Now at your fingertips for only $8.

1-891933-09-4

tim arthur (order #4242885)

Fuzion Core Game Rules Copyright © R. Talsorian Games, Inc., 2002. All Rights Reserved under International Copyright Conventions. Fuzion™ is the FUZION Labs Group’s Trademark for its multi-genre game system. All situations, incidents and persons portrayed within are fictional and any similarity without satiric intent to individuals living or dead is strictly coincidental.

RT 10010

AM 10010 ISBN# 1-891933-09-4

®

24.180.137.88

MULTIGENRE ROLEPLAYING TOOL

CORE FUZION Those Responsible: System Creators: The Fuzion Labs Group Author of this particular tome: Mike Pondsmith

The Rules and Nothing But the Rules! Introduction......................................2 What is a Roleplaying Game? ...........3 How do I play?...................................................3 How do I GM?....................................................4

Creating a Character ........................5

Graphic Design: Ted Talsorian

What is a character? ..........................................5 What are characteristics? ...................................5 Buying characteristics. .......................................6 What are derived characteristics? .......................6

Editing and Graphics Twinges: Lisa Pondsmith

Sample Character Sheet ...................7 Blank Character Sheet......................8 Optional derived characteristics ..........................9

Interior Illustration: Gary Washington Invaluable Help, Timely Suggestions and Staunch Support: Christian Conkle PDF Conversion: Jim Milligan Also thanks for timely help to Chris Weible and all the members of the Fuzion Alliance. R.Talsorian is profoundly sorry for leaving Gary Washington's art credit off the printed version of the Fuzion Core Rules. Gary has been a complete gentleman about this unfortunate oversite and we will make sure that it is remedied in the next printing. – Lisa Pondsmith, Business Manager, RTG

10010 • 1-891933-09-4

tim arthur (order #4242885)

Option Points...................................................10 More Option Points:Complications.....................11 Option 1: Skills................................................14 Option 2: Talents .............................................16 Option 3: Perks................................................17 Option 4: Gear.................................................18 Magic..............................................................24 Psionics ..........................................................28 Option 4: Superpowers.....................................30

Types of damage .............................................48 Determining the damage done ..........................49 Damage scaling ...............................................50 Applying the damage ........................................51 Aimed Shots....................................................52 Knockback.......................................................52 Defenses ........................................................53

The Environment & Recovery ..........54 The Environment ..............................................54 Electricity ................................................................54 Burning ...................................................................54 Poison ...................................................................54 Drugs......................................................................54 Illness.....................................................................54 Environment ............................................................54 Asphyxiation ............................................................54 Ramming & Bashing.................................................54

Recovering from damage ..................................55

Experience: How do I Improve? ......56

Getting Into Action .........................34 Distance..........................................................34 Terrain ............................................................34 Time ...............................................................34 Turns ..............................................................35 Actions............................................................35 Speed .............................................................35 Advanced Actions.............................................36 Resolving Actions.............................................37 Lifting, Throwing and Strength Feats .................38 Throwing .........................................................39 Modifying Actions.............................................39

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Using Your Skills..................................40 What characteristic do I use? ...........................40 What skill do I use? .........................................40 Improving skill use ...........................................41 Driving and piloting actions...............................41

Conflict & Combat ..........................43 Types of combat ..............................................43 Rules of play ..................................................43 Combat modifiers ............................................44 Making the attack ............................................45 Special attacks................................................45 Targeting against range............................................45 Vehicle combat........................................................45 Area effect attacks..................................................45 Explosions ..............................................................45 Autofire attacks.......................................................46 Archery attacks .......................................................46 Missile attacks........................................................47 Presence attacks ....................................................47

Visit the Fuzion Webring at: http://e.webring.com/hub?ring=fuzionalliance&id=1&hub

to experience more of the Fuzion world.

GENERIC FUZION

Core Fuzion © 2002 R. Talsorian Games, Inc. All Right Reserved under international Copyright Conventions. Fuzion™ is the FUZION Lab Group’s Trademark for its multi-genre game system. All situations, incidents, and persons portrayed within are fictional and any similiarity without satiric intent to individuals living or dead is strictly coincidental.

Optional Possibilities ......................10

Resolving Combat...........................48

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What is Fuzion? GENERIC FUZION

he Fuzion system is a metasystem, not a multisystem. A multisystem allows you to play the same way in a number of different genres or settings. A metasystem, on the other hand, allows you to not only do this, but also combine elements of many different 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 particular 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, parapsychic 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 little 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.

T

What did all that mean and how does it work? 2

It’s two o’clock on Saturday afternoon. Five people are seated around a dining room table covered with books, papers, dice, and snacks with no nutritionally redeeming features. One person controls the fate of all there. GameMaster: Now, when I told everybody about the game I said it was going to be Fuzion with a kind of Lost World setting. Its going to be Heroic scale so you have 50 points for characteristics and 50 for options. There will be psionics, but no magic or superpowers. Also, this is starting out about 1868, so your gear has to be historical. I will be extra nice and tell you that you’re all going to be shipwrecked together. Eric: You mean like Doug McClure? Karen: Who has the psionics? The people or the dinosaurs? Can I play a dinosaur. GameMaster: You’ll have to wait and see. And “no” on the dinosaur. Scott: Can I play my elf character. Here, look at his character sheet. Tony: Can I have some of your Fritos? GameMaster: Yes. How long have you been playing this elf. He’s gross. Oh, you can play him alright,but with no magic, he’s going to be one sad puppy. Scott: O.k., I’ve got a cool space marine character that got sucked into a black hole his first game out. How about that. GameMaster: Hmmm. O.k. I rule that you get sucked through the black hole, lose conciousness and wake up on a beach. You see no one. You have your clothes and gear, but nothing that runs on power cells works. Eric: How big is this island going to be? If I decide my character is phobic of water, can I get big disadvantage points cause I’ll be able to see the ocean at all times? Doug: I’m going to play a Victorian gentleman scientist, but I’m going to spend everything I’ve got because I’m betting we’re not going to be running into any stores any time soon. Karen: So if I take psionics, how does that fit in with a Victorian setting? Does everyone think I’m possessed or do I have to be a spiritualist or something? GameMaster: You can do that if you want, or you can buy psionics now and they haven’t manifested yet but they will soon. Karen: How soon? GameMaster: That would be telling. Tony: Where are we sailing from? Can I play a Chinese monk and buy Simulate Death as a Talent. I always wanted to do that. GameMaster: Actually that would work in pretty well. Eric: What about the water thing? GameMaster: No, the island is bigger than that. Besides it would have made it really difficult for you to survive the wreck. Eric: O.K., what if I just take Lecherous? Karen: Thanks a lot. Could I have just let him drown? Doug: Just don’t have your character be unlucky. I tried that once. GameMaster: O.k, we’ve got a lost space marine, a Chinese monk, a gentleman scientist and ... Karen, are you a spiritualist or what? Karen: Can I be a French spiritualist with psionic powers, take Split Personality and channel some interesting dead person? GameMaster: Sure, why not. Hand me those Fritos.

tim arthur (order #4242885)

2

What is a Roleplaying Game? roleplaying game lets you pretend to be a character in a story, much like being in a play. Each player takes the role of a character in the story, making the decisions and saying the things that character would say in the situations that happen along the way.

A

How do I play ? In a Fuzion Game, one player becomes the GM and decides the setting of the adventure, the rules to be used, starting points for characters, and which choices and options presented in the Fuzion rules will be used in that particular game. The other players get their characters ready based on what the GM tells them about the rules. The GM either gives you a character, lets you pick one that’s already been written up, or lets you create one.

tim arthur (order #4242885)

A Typical Roleplaying Session Mike, Bruce, Dave and Lisa have gathered together for a roleplaying session (also known as a “run”). They find a comfortable place in Mike’s living room, with enough space for some books, some dice, and a few favorite types of party food (a staple of a good roleplaying session). As GM, Mike starts off the session by proposing the situation and describing the scene. He begins: “The three of you have just entered the City. It’s about nine at night, and the dark, windy stone streets are slick with the recent rain and the filth of years of slum living. The weak moonlight casts long shadows as you make your way past street beggars and the occasional thug looking for an easy target. Bruce has decided to play the role of a tough mercenary adventurer, Gron Helstrom. He thinks about the type of character he is playing and decides that someone like Gron would be looking for action. He says, “Gron grabs the nearest street

GENERIC FUZION

One player, the Gamemaster (GM) acts like the author or director of the play; he “sets the stage,” telling the players where they are, what is happening, and what other characters in the story (called Non-Player Characters, or NPCs) are saying and doing. The GM guides the action but does not control it; the results of the game depend both on the players and the GM. More simply, roleplaying is just like the “cops and robbers” or “playing house” games you played as a kid, only this time with rules to help guide you, and situations that are more complex and interesting.

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GENERIC FUZION

thug by the lapels of his cheap outfit and growls, ‘Where’s the nearest bar?’” Dave has decided to play the role of Jord Mattersly, a clever would-be detective and delver into mysteries—the more bizarre the better. Jord’s a thinker, not a fighter, so Dave tries another tack—”Jord pulls Gron’s hands off the thug’s collar and says ‘Excuse my friend’s enthusiasm. We’re just looking for a place with strong drink and some quiet socializing...’” Lisa is playing the role of Lara Khon, a cunning master thief with a bit of Robin Hood in her background. As a natural paranoid, she’s scanning the locals around the group. “What does Lara see in the crowd?” As GM, Mike thinks about it. It’s night, in a bad section of town, and Gron’s just roughed up one of the locals. He says, “Well, Lara sees three large figures moving silently out of the shadows. The moonlight glints off of drawn weapons as they approach you...” “Lara turns to Gron and Jord,” says Lisa, catching on fast. “Fellas, we have a problem coming up...”

What else does the Referee/GM do? The GM prepares a story (or uses one already written for him in a pre-published adventure book), and begins to tell the players what their characters see and hear, and starts asking the players what their characters will do next. When something comes up where the result isn’t obvious (like whether or not you hit someone or whether you can pick a lock), he also adjudicates what the result will be, based on the rules you’re reading now.

How do I GM? The best way is through trying it yourself. We have provided some examples of how rules are incorporated into game play in the sidebars. The most important part is to be a good storyteller—to try and vividly describe the world you are guiding people through, and to pose problems or situations that will challenge your players to do their best. Challenge them, but don’t squash them. Almost as important is the need for the GM to be an impartial judge of the rules and effects of the game on his or her players. Remember; if you aren’t interesting and you aren’t fair, no one’s going to want to star in your “movie.” Good luck!

Do I have to dress up or something?

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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 sitting 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 midnight.

tim arthur (order #4242885)

2

Creating A Character What is a Character? character is a role that you will be playing in the loose, impromptu play that makes up a roleplaying session. For example, if your roleplaying group were staging a recreation of the movie Casablanca, Rick Blaine would be one of the characters. Much like Humphrey Bogart, the person playing Rick in this adventure would try to act out what he (or she), thought the character would be doing in each scene of the “movie”. But what keeps a player from saying, “Ah! When the Nazi officer corners Rick at the airport, Rick uses his X-Ray vision to melt Herr Strasser’s gun?” That’s where the RULES come in. To make sure a character is played convincingly, the GM uses a set of structured guidelines (like these) to tell players what is or isn’t possible within the confines of the world. And to set guidelines on what is possible for a particular character, he starts out with the very powerful tool of Characteristics.

A

What are Characteristics? Characteristics (also called Statistics, or Stats) are NUMBERS that describe your character’s ability as compared to everything else in the universe. All people and creatures can be described (or written up) using Characteristics. This lets you compare one person to another, which is often important in the game. For instance, a person with a Characteristic of 5 might be better off than a person with a Characteristic of 4, but not as good as a person with a Characteristic of 6. Characteristics are generally rated from 1 to 10 (remember Bo Derek in the movie “10”? That would be the best looking a person theoretically could be. You don’t want to meet number 1).

How Do You Get Them? You buy the level of your Characteristics from a pool of points given to you by the GM at the start of the game, based on the type of character and/or adventure. In a typical Fuzion campaign, characters will have 10 Primary Characteristics, arranged into four groups: MENTAL GROUP Intelligence (INT):

Willpower (WILL): Presence (PRE):

COMBAT GROUP Technique (TECH):

Reflexes (REF):

Your ability to manipulate tools or instruments. This is not the same as reflexes, inasmuch as this covers the knack of using tools. One character might have a high Technique, but might not be able to fence or juggle. On the other hand, another might have high Reflexes, but only a fair level of Technique. Your response time and coordination, as used in aiming, throwing, juggling. A stage magician, for example, would have a high Reflex Characteristic. Most importantly, this is the Characteristic that affects your ability to hit things. Your overall physical competence, as pertains to balancing, leaping, jumping, combat and other athletic activities. A gymnast would have a high Dexterity. Most importantly, this Characteristic is used to avoid being hit.

PHYSICAL GROUP Constitution (CON): How healthy you are. How resistant to shock effects, poisons and disease. You can be a really big, tough, strong guy and still get floored by a head cold!

tim arthur (order #4242885)

Less than 1 Point: Challenged This value is most often found in children, elderly people, or those weakened by illness or infirmity. Everyday tasks at this level are difficult. 1-2 Points: Everyday. This is reality on the mundane side. People here are generally out of shape, unremarkable, and not super bright, but they get along in everyday life just fine. Many ordinary people around the world are likely to have some Characteristics at this value. It’s enough to get by on and to do most things (though not very unusual or stressful tasks ) At this level, adventure is something that happens to others; your idea of action is visiting Denny’s at midnight. 3-4 Points: Competent This is the reality many of us live in; the closest thing to a hero is a good cop, fireman, soldier, or other dedicated citizen. Most healthy adults have some Characteristics that fall into this range. Adventures in this kind of reality rarely if ever encounter supernatural powers or feats; a bank robbery would be a lot of excitement at this reality level. 5-6 Points: Heroic. This is the reality that only a few of us live in—Green Beret combat specialists, SWAT team members, FBI agents and spies. Most people in this kind of campaign are much better than ordinary— equivalent to TV heroes; better looking, more competent (and with stuntmen). A typical adventure at this reality level would be a drug sting, a hostage rescue, or a rugged trip in the jungle.

5

7-8 Points: Incredible. Save for the feats of Olympic athletes, gorgeous supermodels, top sports stars, world leaders, and Nobel Prize winners, you have now left reality altogether, and are among the very best in the world at what you do. This is also the realm of low budget action films, where the heroes battle international gangsters and invading aliens. Typical Incredible reality adventures are much like Heroic ones, but with huge weapons and world-spanning plots. 9-10 Points: Legendary. This is the realm of Hollywood blockbusters, of super martial artists like Jackie Chan, geniuses like Einstein, or action movie stars with a big effects budget and a lot of stunt men. Most “animé heroes” or “realistic” superheroic campaigns fall into this reality. This is a level that only a few ever reach; it’s simply the best a human can possibly be and you probably won’t ever find “real people” at this level, unless they are Albert Einstein, Carl Lewis, or Helen of Troy. More than 10 Points: Superheroic. At this point, you have crossed into the realm of the superhuman. Your capability in this area is unbelievable to normal humans. This is the reality level of most four color comics or mythology. Superpowers or superhuman skills are common, and adventurers regularly save entire Galactic Empires and thwart demigods.

GENERIC FUZION

Dexterity (DEX):

How generally bright you are. As a rule, this is more than sheer intelligence, but also includes cleverness, awareness, perception, and ability to learn. Mental deficiencies don’t become apparent until you hit 1. Your determination and ability to face danger and/or stress. This Characteristic represents your courage and cool. Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.

HOW GOOD IS GOOD?

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Strength (STR):

GM’s: How to Determine Characteristic Points GENERIC FUZION

Assuming a typical 10 Characteristic game, GMs should consider this simple guideline to determine the number of Characteristic Points to give beginning characters:

Body (BODY):

CAMPAIGN STYLE ...........................................POINTS Everyday [realistic] ...................................20 pts. Competent [elite, semi-realistic.] ..............30 pts. Heroic [TV action show]............................50 pts. Incredible [olympics, action movie]...........60 pts. Legendary [blockbuster action movie].......80 pts. Superheroic [comic books, myths]..........90+ pts.

MOVEMENT GROUP Movement (MOVE): Your speed of movement; running, leaping, swimming, etc. There is only one Primary Characteristic in this group.

Another option is for the GM to multiply the number of Primary Characteristics by the average value the GM wants the characters to have; this will give you the starting Characteristic Points for the campaign. Example: In a Fuzion campaign with 10 Primary Characteristics, the GM wants to have Heroic characters; he gives them (10 x 5 = 50) Points.

How Many Points For This Game? As a rule, we suggest scaling your game at the Heroic level: 50 Points.

Key Idea—Adding/Removing Characteristics

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Your muscle mass and how effective it is for exerting force. The higher your strength, the more you can lift, drag, etc., and the more powerful the blows from your fists and other body parts. Your size, toughness, and ability to stay alive and conscious due to physical mass, sheer bloody-mindedness, structure or other qualities. How much damage you can take is derived from this characteristic.

Fuzion’s design allows GMs to change, add, or remove Characteristics for your individual campaigns. All you have to do is create the new Characteristic, assign it to one of the four groups and grant the player points for it based on the average level for Characteristics in the game. Example: in a Heroic campaign, the average point range is 5-6 points per Characteristic. To add a new Characteristic, give your players 5-6 extra points and allow them to re-arrange them as desired throughout the whole group.

Meet Kandr Zahn Kandr Zahn will be our guide to constructing a beginning Fuzion character. Our GM is running a futuristic campaign at the Heroic level. That’s 50 points. After a bit of thought, we decide to split up the points as follows: CHAR. INT WILL

VALUE WHY 3 He’s not a rocket scientist 5 He’s gotta face a lot of stress without breaking PRE 3 He doesn’t need to show off how cool he is TECH 4 He has to fix his transportation or weapon REF 7 He’d better be a good fighter DEX 7 And he’d better be able to get out of the way CON 6 He’s got to face a lot of punishment without getting knocked out. STR 4 He doesn’t have to be a titan in the Future BODY 6 And he’s gonna need a LOT of points to survive what’s coming! MOVE 5 He needs to run fast TOTAL 50 Ready to rock and roll!

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Buying Characteristics The power to buy Primary Characteristics comes from a pool of points called Characteristic Points (CP), given to you by the GM when you make your character. Primary Characteristics are purchased at a ratio of 1 CP for one level of ability. Example: I want to have a Strength of 5. I pay 5 CP. You must put at least one Characteristic Points in each Characteristic. The maximum level you can buy in any one Characteristic is 7-8 for a normal human; however, if you are creating a Superhuman (or your GM allows it), you can put as many points into a single Characteristic as you want. The GM may also set his own limits on the value of any or all Characteristics (see the “GM’s” sidebar).

How Many Points Per Characteristic? Characteristic value ranges may overlap some, particularly at the lower end of the range. Normal people often have values of 1 to 4, for instance. Usually 7 is the value where the real world stops and where fiction begins to take over. Note also that characters will have Characteristics and Skills in a wide range of values. Even a superhero may have most Characteristics in the Competent to Heroic range, but with a few being Superheroic or Legendary. Characters in heroic campaigns may have one or two Characteristics in the Incredible range, and the rest Competent or Heroic. Most characters have some abilities they perform better than others; it’s rare to have someone with the same Characteristic values across the board. GMs should always emphasize the importance of all Characteristics in their Campaigns (since the cost will be the same anyway). Don’t let your players get away with just having good combat abilities; make them deal with other problems too!

What are Derived Characteristics? Derived Characteristics are characteristics that are created by performing some kind of simple mathematical operation on a character’s already existing Primary Characteristics. The following Derived Characteristics are common to most Fuzion campaigns. If your character does not have the exact Primary Characteristic the Derived Characteristic comes from, you can use the one determined by the GM of your campaign. Deriving allows GMs to create new Characteristics on the fly, leaving their original Characteristics unchanged. This means as you move characters between Fuzion campaigns, you’ll find it easy to both create and generate new Derived Characteristics, even if you didn’t have them to begin with. Basic Fuzion has five Derived Characteristics: Stun [BODYx 5]: How much stunning/brawling damage you can take before you are battered into unconsciousness, calculated as points. Important: At the start, you may elect to move points from Stun into Hits or vice versa, as long as the total moved is limited to 1/2 of the starting Stun Value. Example: with 35 Stun and 35 Hits, I could move up to 17 points from Stun into my Hits or up to 17 points from Hits into my Stun. Hits [BODY x 5]:How much killing damage you can take before you are dying. Any Armor you have may be subtracted from any Killing damage you take. You may move Hit points into Stun and vice versa (see above). Stun Defense (a.k.a. SD) [CON x 2]: How resistant you are to Stun damage; your SD is subtracted from any Stun damage you take. Recovery (REC) [STR+CON]: This Characteristic determines how fast the character recovers from damage. You get back this many Stun points each turn when you rest, and this many Hits back for each day of medical attention. Run (a.k.a. Combat Move) [MOVE x 2m], Sprint (a.k.a. Non-combat Move)

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INT REF Punch Run SD

3 7 6 10 12

Profession: Techie

PRE 3 DEX 7 Kick 7 Sprint 15 HITS 30

Skill

WILL STR Luck Leap REC

5 4 10 5 10

Skill Everyman Skills: Concentration Education Local Expert Perception Teaching Athletics Hand to Hand Persuasion Evade

TECH 4 MOVE 5 CON 6 BODY 6 Swim 5 STUN 30 RES 15 LVL Options

Drive Stealth Shadowing Deduction Bribery

LVL 2 2 4 2 2 2 2 1 2 1

TOTAL OP

20 Total Extra OP +10

Jack of all Trades

Streetwise Computers Interrogation

Language(Trade Speak)

Acute Senses

2 2 2+2 2+2 2 2 2+2 2 2+4

LVL 3

Combat Sense

9

Eidetic Mem.

3

Rapid Healing

3

TOTAL

18

Contacts Trade guild member

8

Theives’ guild boss 12 TOTAL OP

20

HISTORY & BACKGROUND Kandr was just an average techie functionary for the Trade Council who liked to watch detective holos - until his sister, Ranja, was kidnapped. Now he is obsessed with finding her, aided only by his pterosaur companion, Larry.

CHAR. PTS 50 OPTION PTS 135

LIFEPATH

COMPLI. PTS 42

Equipment or Weapon WA RNG DAM SHT ROF Energy Pistol 0 40m/y 5DC 10 1 Power Cells (6)

1

Cyberdeck Datajack Small Flying Companion Communicator

15 15 5 1

TOTAL GEAR COSTS

46 OP

Value 12 30 42

GENERIC FUZION

Freq Intn Imp 15 10 /2 10 20 /1

7

COST 8op 1

First Aid Pack (future)

Complication Obsessed with finding sister Hunted by assasins TOTAL COMPLICATION POINTS

tim arthur (order #4242885)

FUZION GENERIC CHACTER

22

Age

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

Kandr Zahn

Character

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GENERIC FUZION

22

Age INT REF Punch Run SD

3 7 6 10 12

Skill

Profession:

PRE 3 DEX 7 Kick 7 Sprint 15 HITS 30

WILL STR Luck Leap REC

LVL Skill

5 4 10 5 10

TECH 4 MOVE 5 CON 6 BODY 6 Swim 5 STUN 30 RES 15 LVL Options

LVL

FUZION GENERIC CHACTER

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

Character

HISTORY & BACKGROUND

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CHAR. PTS

LIFEPATH

COMPLI. PTS

Equipment or Weapon WA RNG DAM SHT ROF

Complication

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OPTION PTS

Freq Intn Imp

COST

Value

2

Resistance

[Move x 3m], Swim [MOVE x 1m], Leap [MOVE x 1m]: How far the character runs (at a rate allowing dodges and evasions), sprints (in a flat-out run), swims, and leaps in 3 seconds. (RES) [WILLx3]: Your ability to resist mental or psychological attacks or stress; basically your mental “Hits”.

Optional Derived Characteristics Optional Derived Characteristics are Characteristics that may not be present in every Fuzion campaign. In an Old West campaign, for example, you may not ever need to have a Derived Characteristic for defense against lasers. But because these are derived from Primary Characteristics, you can always generate an Optional Derived Characteristic when you need one, allowing you to transfer characters between genres. Although these will vary from campaign to campaign, a few typical Optional Derived Characteristics are: Luck

Endurance

Energy Defense

Speed

Humanity

Characteristics generally may not be increased or decreased directly. However, certain Talents or Powers that may or may not be available in your campaign setting may allow you to increase a Characteristic, either temporarily or permanently. Certain Complications may also decrease a Characteristic. Or, as last resort, you may attempt to convince your GM to allow you to use Option Points (pg. 10) to increase a Characteristic at a ratio of five OP for every point of Characteristic increase. It is also possible to increase the value of a Derived Stat beyond its starting value. The Option Points chart shows what you get for each 5 Option Points spent. Of course, you can also use Character Points to buy up Derived Stats as well. In general, however, you’d be better served just to increase the Primary Stat from which the Derived Stat is figured, unless there is some reason why you can’t (or shouldn’t.) Note that normal humans have stat maximums for Derived Stats, much as they have stat maximums for Primary Stats. In the case of Derived Stats, these maximums are figured from the maximum value of the Primary Characteristic(s) involved. For example, the maximum stat for a normal human is 7. The maximum Derived Stats for that normal human would be SD of 14, REC of 14, END of 70, STUN of 35, and HITS of 35. A character may buy his Derived Stats up beyond this maximum, but he must have some kind of reason (superpowers, magic, etc.) to exceed those numbers. For 5 Option Points or 1 Character Point, you can increase your Derived Stats by choosing one of the following: +2 SD +1 REC +10 END +5 STUN +5 HITS

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Meet Kandr Zahn (again) Derived Characteristic-wise, Kandr Zahn shapes up like so: CHAR. STUN HITS

VALUE 30 30

SD

12

REC

10

RUN

10

RES

15

WHY 6x5=30. He can take it. 6x5=30. And not die taking it! 6x2=12. He can even shrug off a few clobberings. 6+4=10 He can get back into action. Run: 5x2=10m/yds, Sprint: 5x3=15m/yds, Swim & Leap: 5x1= 5m/yds. 5x3=15. He’s going to have to work to resist torture or privation, but he’s better than most people.

Optional: LUCK

10

3+7=10. His average INT really hurt here!

GENERIC FUZION

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[INT+REF]: Fate acting on your behalf. Each game session you may take points from this Derived Characteristic and use them in other places; to add to important die rolls or subtract from damage. When you have used up all of these points, they are gone until the next game session. You’ve “run out of Luck.” (END) [CON x 10]: This Characteristic represents how long the character can expend energy, whether in physical endurance or in the use of a special ability (like a superpower or talent). It is spent in the same way as Hits or Stun points. When it runs out, you are exhausted and cannot do anything more except rest and recover. Generally, 1 die of effect, 1 minute or hour of time (or 1 point of “power” used) spends 1 END point. END returns whenever you take a Recover Action (pg.6), which restores as much END as your REC (see above). (ED) [CON x 2]: How resistant you are to damage from lasers, electricity, force beams, and other “energy-based” threats. Calculated as points that are subtracted from “energy” damage only. ED is calculated from the same Primary Characteristic as SD; you can elect to move points from one to the other when you create the character (not afterwards!). The amount you can move may not be greater than one half the starting value. When ED is used, SD only protects vs. physical attacks. Example: With a CON of 6, I have 12 Energy Defense and 12 Stun Defense. I decide to beef up my SD at the cost of my ED, moving up to a max of 6 points from from one to the other. (SPD) [1/2 of REF]: This Characteristic is used to measure a character’s reactions. Speed can be used to determine either when you move during the course of action, or how many things you can do in a specific time period. (HUM) [PRE x10]: Your basic morality and humanity. Used often in settings where the character faces dehumanization, extreme horror or the unearthly. This Derived Characteristic loses points by receiving “humanity” damage; seeing horrible events, removing body parts and replacing them with other objects, gaining unearthly powers that separate him from the rest of mankind, etc. For every 10 points lost from this Derived Characteristic, a corresponding one point is lost from your ability to deal with people. For example: If you lose 33 Humanity, you suffer a -3 to any skill involved in relating to people, such as seduction attempts, detecting lies, being convincing, etc. Intimidation attempts are not affected. Between 1 and 9 Humanity you’ll seem unusually cold and withdrawn. Between 0 and -9, you sometimes seem normal, but much of the time are chilly, forbidding and distinctly unpleasant. Stress may put you over the edge to anti-social behavior. Below -10 you are technically insane and may suffer any of a number of psychoses. Your GM can take over your character sheet at any time. See under Recovering From Damage for getting back your Humanity.

Increasing or Decreasing Characteristics

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GENERIC FUZION

Optional Possibilities

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n any campaign, characters will need to get the basic Skills and Equipment with which to fight, protect themselves, and generally adventure. These Options are usually specific to a style or genre of game; what works in a science fiction adventure from the far future would be mind-bendingly out of place in a medieval fantasy setting. The precise list of campaign options available in a particular campaign will always vary according to each GM’s decisions

I

Inherent Options Inherent options are things that are part of the character; they are as much a part of him as his Characteristics. They cannot be taken from him (under most circumstances), but they also cannot be used by anyone else. Inherent items usually include Skills, Talents, and Perks, and are always purchased with Option Points (OP) given to players by the GM of the game they are in.

Bought Options Bought Options are things that can be constructed and paid for in money. Bought items most often include vehicles and equipment. Unlike Inherent options, Bought Options can be used by others. They can also be destroyed or taken away from a character and must be replaced by using money or new OP gained through Experience (pg 56).

Option Points

are merely guidelines based on the style of the campaign. Individual campaigns may have very different numbers. Campaign Style Option Points Everyday [realistic]......................................................................25 Competent [elite, semi-realistic.]...............................................35 Heroic [TV action show]..............................................................45 Incredible [olympics, action movie]...........................................55 Legendary [blockbuster action movie].......................................65 Superheroic [comic books, myths] ..........................................75+ After character creation, all remaining Option Points can be converted to money units on a 100 money units to 1 OP basis (whether gold, credits, eurobucks, yen, zolotnies).

Buying Complex Things with Option Points While Option Points can be translated into money with which to buy equipment, complex things (like vehicles) can also be rated in points independent of their monetary value. After all, a tractor might cost $50,000.ºº, but how useful would it be to your character? It’s not worth 500 OP, that’s for sure! For this reason, most vehicles, mecha (a kind of complex vehicle, usually a robot) and large weapons in FUZION will have a Option Point value listed separately from their monetary cost. So if a GM wants his players to buy their own Big Hardware (like giant robots, spaceships,etc), he should make sure to give them an extra 50~150 OP to play with!

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

tim arthur (order #4242885)

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More Points: Complications ne way to get more Option Points when creating a character is to take on a few O 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 character’s background. Complications will vary depending on the campaign. The Value of a Complication is based on its Frequency, Intensity and Importance:

Frequency Just how often does your problem impact your life? The answer is the 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 complications: Frequency Value Guideline Once every few gaming sessions Infrequently 5 Frequently 10 Once every gaming session Constantly 15 More than once every gaming session

Intensity Intensity reflects how hard it is to overcome the complication, or just how much it affects you. Each Complication has its own Intensity rating written in parenthesis ( ) right after it, but we also provide you with a handy table of general roleplaying guidelines: Intensity/Value Guideline Mild [5] May roleplay to overcome it, or make Everyday WILL+Concentration Roll to overcome it Strong [10] Must roleplay it and make Competent WILL+Concentration Roll to overcome it Severe [15] Must roleplay it and make Incredible WILL+Concentration Roll to overcome it Extreme [20] Must roleplay it and make Legendary WILL+Concentration Roll to overcome it Example: Stubborn: Risk incarceration, bodily harm or financial/ social ruin [10] means the Intensity of this Complication will get you 10 points.

Importance Importance rates how important the Complication is to the character and the Campaign. For example, taking Foreigner in a place where everyone is from another place is pretty valueless, but in a xenophobic 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 your roleplaying. The final application is up to the GM. Round all decimal values down. Importance & Value Guideline Minor [divide by 5] Minor effect on combat or damage, with minor (-1) effect on skills or world reaction. Major [divide by 2] Major effect on combat (-3), or 1.5 times damage, serious effect on skills or world reaction, or puts character into danger. Extreme [x1] Extreme effect on combat (-5), or 2x damage, or extreme effect on skills or world reaction, or puts character into extreme danger.

To Determine a 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 that this affects me Frequently (10), and I decide I’m responsible for the care of my aged Aunt Meg. (See Responsibilities). Since she is very old, she’s considered to be Challenged, (Intensity 10), but since I’m not 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! 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.

tim arthur (order #4242885)

Some Fuzion games also contain a special section called a “Lifepath”; a flowchart of complications and events that can be used to add flavor and background to a character’s life.

Why Option Points? > When starting a new character; everything he/she owns or knows is purchased with Option Points (OP). Why is this? The main reason is that it allows players to accurately scale characters; everything costs Option Points, and you know what you’re getting in relation to something else. This also makes it harder for players to create characters who are unfair or unbalanced in relationship to other characters. As long as you have similar levels of Option Points, you know that any two characters will be relatively similar in terms of what they have, know or can do. Option Points are given to Players by the GM at the start of character creation (still more points will come from Complications and experience awards).

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How many Option Points for This Game? As a Heroic style game, we suggest somewhere around 35-45 points.

What’s a Campaign? A campaign is the whole series of game sessions that solve a puzzle or adventure.

GENERIC FUZION

Limits on Complications

On the Lifepath

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PSYCHOLOGICAL COMPLICATIONS These involve your mental problems and flaws: Absent Minded.

GENERIC FUZION

Bipolar. Delusions. Masochist. Phobia. Paranoia

Split Personality.

You have strange lapses of memory. You often: Forget generally known facts (5). Forget friends, family (10). Forget your own identity (15). 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 frenetically risking life and limb or sink into a miserable stupor (15). Suicidal (20). 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) . 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). 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). (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). 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. 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). Obsessed. You just can’t get that special (to you) person or thing out of your mind. You: Talk about it all the time and will risk embarrassment, or financial loss over it (5). You’ll risk incarceration, bodily harm or financial/social ruin over it (10). You’ll risk life & limb over it (15). Shy. You hate dealing with others. You: Refuse to speak to new people (5). Avoid all interactions with new people (10). Will physically remove self from situations involving new people (15). Stubborn You just hate to give in—to anyone. To prove you’re right: 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). Berserker. You can’t control your fighting rage— you rabidly: Attack whatever set you off (5). Attack anyone within range except friends (10). Attack anyone in range (15). Attack anyone in range and won’t stop until subdued forcibly or exhausted/stunned (20). Unlucky. Things never go your way; you have constant disasters. Travel and adventure only hold for you: Inconvenient misfortunes (5). Costly or dangerous misfortunes (10). Very costly or dangerous misfortunes (15). Deadly, life threatening dangers (20). Airhead.

Meet Kandr Zahn (again)

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Kandr Zahn’s GM gives him 75 points (Superheroic level) to buy Options, plus another 60 to buy transportation for a total of 135. (This is only an example. Real referees are never this generous! See below.) Since Kandr is going to be the hero in this game, his player decides to beef him up by adding a few Complications: COMPLICATION Constantly [15] Obsessed [10] with saving kidnapped sister , he faces a severe and Major [÷2] debilitation WORTH? ...................................................................12 Hunted [10] by the Assassins’ Guild [20] for betraying their mole in the Trade Guild, he faces Death [÷1] everywhere he goes WORTH? ...................................................................30 TOTAL EXTRA OP ........................................................42 Added to Kandr’s original 75 points, this gives him a whopping 117 points. (and deadly enemies around every corner!) He’s going to need those skills to survive!

On the Other Hand... A more realistic Heroic game might start with only 35 points. But since Kandr is supposed to be a hero, and since we want his party to have easy mobility, we’ve given him over twice as many points as normal. (Besides, that way we can also buy a lot of stuff and demonstrate all the steps of buying options to you!)

PHYSIOLOGICAL LIMITATIONS These are physical problems you must cope with: Missing Limb. Reduced Hearing.

Ouch! That hurt! You’re missing: 1 or more fingers (5). A hand (10 each). An arm (15 each). You are hard of hearing. Generally, to make a hearing based Perception check, you will need: To beat a Target Number 4 points higher than everyone else's (5). A Hearing aid just to hear at all (10). New ears; you’re totally deaf (15). Reduced Mobility. You are unable to get around normally. Your Movement: Is reduced by one quarter (5). Is reduced by half (10). Is reduced to dragging by arms at a MOVE of 1 (15). Nonexistent; you’re a total quadriplegic; unable to move below the neck (20). Reduced sight. Your eyesight is impaired in some way. You are: Color blind (5). Need glasses (10). Are nearly blind or one-eyed (15). Are totally blind (20). Uncontrolled Change. You are prone to uncontrollable changes; these may be physical or mental (depending on what you negotiate with the GM). What sets off the change is: Uncommon (5). Common (10). Very Common (15). Vocal Impairment. Your voice is somehow damaged. When you speak, you can: Only whisper, stammer or stutter (5). Only make sounds, but cannot speak (10). Cannot make a sound (15). Vulnerability. You’re susceptible to a certain situation or substance and take extra damage when exposed to it (such as you drown faster than other people.) The substance or situation is: Uncommon (5). Common (10). Very Common (15). Additional damage equal to 1-4 dice per turn of exposure. Susceptibility: You are harmed or take damage from a certain situation or substance that is harmless to other people (like water, dust, or that glowing green alien rock over there). The substance or situation is: Uncommon (5). Common (10). Very Common (15). Damage equal to 1-4 dice per turn of exposure.

SOCIAL COMPLICATIONS These are things with serious social and societal consequences for you: Public Figure.

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You are a figure in the media limelight; you can’t make a move without getting attention: You are newsworthy and your activities rate an article if a reporter is nearby (5). You frequently make headlines and people always notice your actions on the street (10). Your every action makes news and you have

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reporters following you everywhere (15). People “know” about you. At least, everyone’s heard a story or two, even if untrue. When you are mentioned 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). Oppressed. You are part of an oppressed or otherwise downtrodden group. In your society, you are: Snubbed; others ignore or refuse to deal with you (5). Oppressed; there are laws controlling where you live, work or can travel (10). Outcast; you’re a total non-person (15). Enslaved; you’re treated as property and can be sold or mistreated at will (20). Distinctive You stand out and are noticed in any crowd, with features that are: Easily concealed (5). Concealable with Disguise or Performance skills (10). Not concealable (15). Outsider. You’re not a local, and stand out like a sore thumb, attracting attention both unwelcome and possibly dangerous. You are obviously: From distant place (5). From a very distant place (10). Never before seen in these parts (15). Bad Rep.

ENEMIES: Hunted and Watched

Meet Kandr Zahn (again) Kandr starts out with 75 points for Options (the other 60 have to go to buying transportation) With an extra 42 points for Complications, he now has 117 points to spend: For starters, Kandr is going to buy some SKILLS with his stash of Option Points (we’re going to do this here on this page so we have lots of room to list them!). Since skills are purchased on a 1 level of skill to one OP of cost basis, he decides to do the following:

These are forces which are actively working against you. Your Enemy’s value is determined by three things: their capabilities, their extent, and their intensity of enmity against you. Value= ( Capabilities + Extent) / Intensity.

JACK OF ALL TRADES .....................................................2

Capabilities.

COMPUTERS .................................................................4

What can they do to you? Are they: Less powerful than you? (5). As powerful as you? (10). More powerful than you? (15). Have access to powerful weapons, powers or hardware? (20). Extent. How far can they reach? Are they: Limited to single town or area? (5). Limited to a single country? (10) Worldwide in their influence? (15) Interdimensional or Galactic (20) NOTE: Instead of using the normal Importance table, use the following scale: Intensity. What do they want from you? Are you: Being watched? (divide by 5). Being hunted for capture or imprisonment? (divide by 2). Marked for death? (1).

STREETWISE .................................................................2

LANGUAGE (TRADE SPEAK)..............................................2 DRIVE .........................................................................2 STEALTH ......................................................................2

RESPONSIBILITIES

SHADOWING .................................................................1

These are things you have chosen to deal with, no matter how much trouble they cause. Codes of honor, family matters—these are all Responsibilities:

DEDUCTION ..................................................................2

Code of Honor. These are the personal rules you will not break, no matter what. A Code of Honor might be a code against killing, never attacking from behind, or never suffering an insult without an answer in blood. To keep your Code, you will: Risk expulsion or embarrassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15). Sense of Duty. You always do the Right Thing, and follow a higher Moral Code towards those you feel responsible for. You will do this: For your friends (5). For a special group/organization (10). For all Humanity (15). For all Life Itself (20). Vow. This is a promise you must keep, no matter what. It could be to protect someone, follow an ideal, or just get the stupid Ring into that distant volcano. To fulfill this promise, you’ll: Risk expulsion or embarrassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15). Dependents. Those who need your protection and help, for whom you will fight despite danger to yourself. They could include children, family, or friends. Generally, they are: Equal to you in abilities (5). Challenged, or otherwise weaker than you (10). Have special problems, requirements or dangers associated with them (15).

COMPULSIVE BEHAVIORS These are behaviors you must act upon; you just can’t help yourself. (a.k.a. Dependence). You must have a particular substance or situation or you will suffer severe mental or physical duress. The substance/situation you need is: Common (5). Uncommon (10). Rare or Harmful (15). Very Rare or very Harmful (20). Honesty. You always tell the truth, even if it hurts. To be honest, you’ll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15). Impulsiveness. You just can’t help yourself; you always jump into things without thinking. To follow a whim, you’ll: Risk expulsion or embarrassment (5). Risk bodily harm, social or financial ruin (10). Risk life & limb (15). Intolerance. You’re bigoted and intolerant of those who are different from you. When you encounter them, you are: Civil but distant (5). Rude and verbally abusive (10). Violently abusive (15). Abusive even at risk of life and limb (20). 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 bodily 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).

BRIBERY......................................................................1

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INTERROGATION .............................................................2 TOTAL POINTS...................................................... 20 OP POINTS REMAINING ......................................................97 Then there are the Everyman Skills you automatically get +2 levels in just for living. Kandr decides to beef these up just in case, buying the amounts below to add to his base +2: LOCAL EXPERT............................................................+2 PERCEPTION ...............................................................+2 HAND TO HAND...........................................................+2 EVADE.......................................................................+4 TOTAL ...............................................................10 OP POINTS REMAINING ......................................................87

Addiction

GENERIC FUZION

tim arthur (order #4242885)

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Option 1: Skills GENERIC FUZION

first thing most characters will want to buy with their Option Points Skills are things the character knows or can do; they repreTsentheishisSkills. or her level of knowledge and accomplishment. In Fuzion, there are nine basic Skill Categories: Fighting Skills:

The ability to fight in hand-to-hand combat, or with a melee weapon.

Ranged Weapon Skills: Awareness Skills

Skills in using a ranged weapon, such as a gun or a bow. Your awareness of your environment, noticing clues, etc. This skill area is also used when using a power, or other superhuman ability. Control Skills: The use of skills involving controlling vehicles or riding animals. Body Skills: The use of skills involving physical tasks, feats of strength, endurance, and other physical attributes. Social Skills Your abilities to blend in, avoid social blunders, and to show style and grace. Also your ability to convince others through social adeptness. Technique Skills: Trained vocational skills and craftsmanship abilities. Performance Skills Training in acting, musicianship, special effects, makeup or other stagecrafts. Education Skills Knowledge and training based on formal education/schooling.

Buying General Skills

14 HOW GOOD IS MY SKILL? Less than 1 (Challenged): You don’t know how to do this task at all. 1-2 (Everyday): You’ve learned the basics of this task, and can do this thing most of the time, though not very well. You’re an apprentice or a beginner. 3-4 (Competent): You are well trained and practiced in this skill, and can perform it well in everyday circumstances. You can handle unusual applications of the skill with some difficulty. You’re considered a professional. 5-6 (Heroic): You are a master of this skill, and are capable of unusual applications of the skill. You are considered a master craftsman. 7-8 (Incredible): A skill at this level means you’re one of the very best in the world. You are at ease with unusual applications of the skill, or even new applications. This is entering the realm of fiction, of amazing skill that’s not quite impossible! 9-10 (Legendary): A skill at this level puts you in the realm of the greatest practitioners of this skill in history. You are pushing forward the boundaries of the skill and what it can be used for, and have entered the realm of genius and of fiction. More Than 10+ (Superheroic): Skills at this level are better than anyone could believe in the real world. This realm belongs to comic books, science fiction, fantasy or mythology.

Skills are normally rated from one to ten, and are used in game play by adding the level of the Skill to the level of the most applicable Characteristic. Skills are like Characteristics; they have a range of effectiveness that is related to how much they cost. Skills are purchased at the cost of one Option Point for every level of skill; for example, to have 4 levels in Marksmanship would cost 4 OP. Buying a skill generally gets you the ability to do pretty much everything described by that skill. However, some campaign settings may require that you specify how a skill will be used (for example, picking what kind of Scientist (Physicist, Chemist, etc.) you intend to be). In these cases, you may need to take additional “specializations” of that skill to be able to use it in other ways (for example, Scientist [Physicist] and Scientist [Chemist]. The list of possible skills one could encounter in a Fuzion game is as wide as the possible campaign settings. What’s compiled on the next page are typical skills applicable to many different genres (as well as their most commonly related Characteristics). Skills marked in BOLD represent Skill Groups—general skills that are comprised of several Specialist Skills. Each Fuzion campaign will usually have its own additional Specialist skills to enhance these Skill Groups. For example: Melee Weapon might include Specialist Skills of sword, club, morning star, mono-katana, or hockey stick depending on your campaign.

Everyman Skills The good news is that every character also gets a free starting group of skills to begin with, so that he won’t be totally helpless in his new environment. These are Everyman Skills. Everyman skills are things generally common to everyone in all cultures or time periods: Perception, Concentration, Education, Persuasion, Athletics, Teaching, Local Expert (knowledge of your area), Hand-to-Hand, and Evasion. These are given free to all characters by the GM, and have an automatic starting level of 2. Each can be improved by adding Skill levels on an individual basis. An individual GM may wish to add or remove skills from the Everyman category to suit his particular game. In a far future setting, for example, everyone may use computers, but only special people may have any athletic skills. The Everyman skill category gives you the flexibility to tailor the levelof your culture as desired.

NOTE: KANDR ZAHN’S SKILLS ARE LISTED ON THE PREVIOUS PAGE.

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GENERIC FUZION SKILL LIST FIGHTING SKILLS EVADE Basic skill at getting out of the way of someone who is trying to hit you. This skill is used for defense when you are being attacked by someone using the Hand-to-Hand, Melee Weapons, and Marksmanship Skills. (DEX) HAND TO HAND Basic skill at fighting with your hands and other body parts. (REF) MELEE WEAPONS Using different types of melee weapons, such as knives, clubs, axes, swords, spears, etc. (REF) RANGED WEAPON SKILLS GUNNERY Firing vehicle-mounted weapons, ship-mounted weapons, and artillery. (REF) HEAVY WEAPONS Use of military weapons such as RPGs, mortars, rockets, missiles, etc. (REF) MARKSMANSHIP Skills of using personal projectile weapons; guns, SMGs, rifles, bows, etc. (REF)

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PERFORMANCE SKILLS ACTING The ability to act; to assume a role or character. Someone who is skilled in this can fake moods or emotions, or hide his true identity. (PRE) DISGUISE The ability to change a character’s appearance through makeup, costumes, body language, and facial expression. (TECH) MIMICRY The ability to perfectly imitate someone else’s voice. (PRE) The ability to speak to an audience and to deliver a convincing presentation. (PRE) ORATORY PERFORMANCE The skills of acting, some stagecraft, singing and musicianship.(PRE) SINGING The skill of using your voice for performance and entertainment. (PRE) SLEIGHT OF HAND The ability to palm items, fool the eye, perform magic tricks, etc. (REF) VENTRILOQUIST The character can make his voice sound as if it’s coming from somewhere other than himself. (PRE) EDUCATION SKILLS BUREAUCRATICS You know how to deal with bureaucrats, cut out red tape, who to talk to, how to reach them, and how to extract information from bureaucracies. (PRE) BUSINESS Knowledge of basic business practices, laws of supply and demand, employee management, accounting, procurement, sales, marketing. (INT) COMPUTERS The ability to program and operate computers. (TECH) CRIMINOLOGY You know how to look for clues, dust for fingerprints, examine evidence, do ballistic tests, examine records, search through files, and so on. (TECH) CRYPTOGRAPHY The ability to solve simple ciphers and encrypt or decode messages. (INT) EDUCATION General knowledge, such as math, history, science, trivia, or current events. (INT) ESPIONAGE Gathering and assessing intelligence and orchestrating spy operations. (INT) EXPERT Any one field of knowledge: stamps, gardening, local lore, anime trivia, and so forth. This can be a hobby, or an in-depth knowledge of a specific field or area. (INT) LANGUAGES Must specify one particular language group (or dialect, computer code, type of sign language or hand signals). Must specify primary language in the family; all others in that group are at 1/2 of primary. (INT) LOCAL EXPERT Knowledge of an area; who’s who, where things are, general customs, schedules, and peculiarities of the environment. (INT) MEDICINE The ability to diagnose and treat disease and injury. NAVIGATION Knowing how to take sightings, use maps and charts, plot courses, work from wind, weather, and other guides. (INT) PROFESSIONAL The ability to perform in a certain profession (such as artist, actor, doctor, hockey player, scientist, taxi driving, etc.) Obviously, certain other skills will greatly enhance the character’s ability to practice his profession. (INT) RESEARCH Skills in using libraries, databases, records, as well as uncovering information from obscure or uncommon sources. (INT) SCIENCE Knowledge of lab techniques, how to design experiments, how to write scientific papers, test hypotheses, etc. for your appropriate field of science. Must specify your area of study when this skill is purchased. (INT) SURVIVAL This skill enables the character to live off the land, find food and water, identify dangerous plants and animals, and so on. (INT) SYSTEMS OPS This skill allows the character to operate sensing and communications devices. The character should choose what type of system he knows how to operate (such as RADAR, microwave transmitters, LANs, etc.) (TECH) TACTICS The ability to manage a large-scale battle effectively and efficiently. A character 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)

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GENERIC FUZION

AWARENESS SKILLS CLERECY The ability to influence or alter the material world through your attunement with Higher Powers or Beings. (WILL) CONCEALMENT You can hide things and find things that other people have hidden — like important papers, weapons, jewels, artifacts, drugs, and so forth. (INT) CONCENTRATION The abilities of focus and mental control. This would encompass feats of memory, recall, physiological control, and Mental Powers. (WILL) DEDUCTION This is the art of taking several facts and leaping to an inobvious conclusion. This skill should be used sparingly. (INT) LIP READING This skill enables the character to read someone’s lips in order to tell what he is saying. The character must be able to see his target’s mouth clearly. (INT) PERCEPTION The skill of observation, perception and spotting hidden things (like clues), detecting lies and emotions. (INT) PSIONICS The ability to use mental powers to alter the physical world or to mentally communicate/influence others. (INT) SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail. (INT) SORCERY The ability to alter/influence the material world through the use of memorized incantations or magical artifacts. (WILL) SURVEILLANCE The ability to set up a static surveillance of a subject without having it detected. (INT) TRACKING The ability to follow a trail by observing tracks, marks, broken twigs, and so forth. (INT) CONTROL SKILLS ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT) MDRIVING Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground vehicles. Generally, this skill must be purchased for one class of vehicles. (REF) PILOT Flying prop aircraft, civilian jets, military jets, helicopters, etc. A specific class of vehicle must be chosen for each use of this skill. (REF) RIDING This skill enables a character to ride a living creature under difficult circumstances. The type of animal (usually horse) must be specified when this skill is purchased. (DEX) BODY SKILLS ACROBATICS The ability to perform flips, jumps, and rolls like a circus acrobat. You can also jump and flip over an obstacle, landing on your feet, ready to fight. (DEX) ATHLETICS Basic Athletics skills; flipping, leaping, escaping, throwing, swimming. (DEX) Ability to climb unusually difficult walls, trees, and buildings, as long as there CLIMBING are handholds. The basic climbing speed is 2 m/y per phase. (STR) CONTORTIONIST The ability to manipulate your body to get out of ropes and similar bonds. You may also contort your body to fit into generally inaccessible places or spaces. (DEX) The ability to hide in shadows, move silently or avoid detection in combat sitSTEALTH uations. (DEX) SOCIAL SKILLS BRIBERY A character with this skill knows when to bribe someone, how to approach him, and how much to offer. (PRE) CONSPIRACY Knowledge of how to influence individuals and organizations secretly, and how to plan and orchestrate such plans. (INT) CONVERSATION This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the subject realizes he is being pumped for information. (PRE) INTERROGATION The ability to forcibly extract information from people. The character knows how to avoid leaving marks, can judge how close a victim is to death or breaking, and is an expert at manipulating subjects into revealing desired information. (PRE) LEADERSHIP The skill of leading and convincing people to follow you. (PRE) PERSUASION The ability to convince, persuade, or influence individuals. (PRE) SEDUCTION The ability to gain others’ trust by offering companionship or favors. (PRE) STREETWISE This skill gives the character knowledge of the seamy side of civilization: he knows how to find the black market, talk to thugs, gain information, and so on. (PRE) TRADING The ability to strike a good bargain with a merchant or customer. (PRE) WARDROBE &/STYLE A grasp of fashion, wardrobe, and personal grooming. A character with this skill knows how to show off clothes and look his best. (PRE)

TECHNIQUE SKILLS BUGGING The ability to properly implant and operate listening, visual, or other sensing devices (“bugs.”) (TECH) DEMOLITIONS The ability to properly use, handle, set, and defuse explosives (TECH) ELECTRONICS The ability to identify, understand, repair, and rewire electronic devices. (TECH) FORGERY The ability to create false documents, identification, currency, and so forth. (TECH) GAMBLING The ability to win gambling games that require some skill, such as blackjack, poker, and more exotic games. A character may also use this skill to cheat. (TECH) JACK OF ALL TRADES Assorted (and rather limited) skills in tinkering, fixing, craftsmanship, first aid and other handicrafts. (TECH) LOCKPICKING This skill allows the character to open key, combination, electronic, and magnetic locks. (TECH) MECHANICS Skill with mechanical devices and the knowledge of how to repair, replace, and build them. (TECH) PARAMEDIC This skill enables the character to stop bleeding, repair damage, and generally keep someone alive. (TECH) SECURITY SYSTEMS The ability to recognize and evade various types of alarms and traps. The character also knows how to set up alarms and traps, given the proper time and equipment. (TECH) WEAPONSMITH The character knows how to build, maintain and repair weapons of various types. The class of weapon (muscle-powered, firearms, energy weapons, other) must be specified when this skill is purchased. (TECH)

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Option 2: Talents GENERIC FUZION

Talents are an innate ability, (but not necessarily superhuman) that cannot normally be learned or taught, such as a bump of direction or the ability to see in the dark). The list of Talents below is a general one; which ones are available depends on each 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:

16 Meet Kandr Zahn (again) Kandr decides to buy a few Talents with his points. He goes with: POINTS TO START .................................................87 ACUTE SENSES (HEARING) .............................................3 He’ll need that to avoid those assassins. EIDETIC MEMORY .........................................................3 Never forget your PIN number! COMBAT SENSE............................................................9 Let’s stack at least three levels (3x3=9) to make sure he gets in the first shot! RAPID HEALING ............................................................3 Just in case all the other Talents don’t work out. TOTAL.............................................................18 OP POINTS REMAINING ....................................................69

Talent Name Description Acute Senses [X]: One of your five senses (sight, sound, smell, touch, taste) is extremely acute. If the sense is touch, you can read print with your fingertips, feel tumblers moving in a lock, and determine subtle differences in materials by feel. If the sense is smell, you can instantly detect people or substances by scent alone and can track them like a bloodhound. If the sense is sight, you automatically gain a +1 bonus in all sight related Perception checks, and treat all ranged attack modifiers as being 2 points less than normal. (See page 45.) If the sense is taste, you can perceive subtle additions to food and detect harmful substances with the barest taste. Ambidexterity: You can use tools and weapons with either hand at no penalty (normally -3 for using off-hand). Animal Empathy: Animals like you; they will never harm or attack you unless severely provoked. You always seem to attract whatever animals are common to the area, and they will immediately gravitate to your side, although they may not necessarily do what you ask them to. Beautiful/ You are extremely good looking; people will automatically stop and stare at you when you pass, and Handsome [X]: you are generally surrounded by admirers. In addition, you automatically have a +1 bonus to your Persuasion, Performance, and Wardrobe/Style skills for each level taken. Blind Reaction: You can counterattack (in hand-to-hand only) with no negative modifiers for darkness or being obscured (-4), even if you can't see or hear your opponent. Combat Sense [X]: Your reflexes are keyed for danger; you automatically react faster to danger than anyone else; for every level taken (up to 5) you may add +1 to your Initiative rolls (in combat only). Common Sense: You always look before you leap; the GM must give you warning whenever you’re about to do something particularly foolish, even if there are no perceptible clues present. He doesn’t have to specify the danger, just that "this might not be a smart idea..." Direction Sense: You are never lost, always know where North is and can orient yourself easily without any external cues. Double Jointed: You can bend your limbs and joints in impossible ways. You can fit into any space equal to half your height and width and it is impossible to tie you up or entangle you with a single rope; you can only be restrained using restraints like cuffs, shackles, or nets. Eidetic Memory: You never forget anything you have read, seen, heard, smelled, or touched. High Pain Threshold: Immunity: Intuition: Lightning Calculator: Light Sleeper: Longevity: Night Vision: Perfect Pitch: Rapid Healing: Schtick:

Simulate Death: Speed Reader: Time Sense:

tim arthur (order #4242885)

You are especially resistant to pain and shock. When wounded, you will reduce the amount of STUN taken by 2 points each time and the effects of Impairing wounds (when used) by -2. (See pg 51). You are immune to the effects of one specific poison or disease group (must specify). You have an uncanny feel for hunches; the GM will give you a chance to make a Perception roll whenever he thinks you might get a hunch, even if there are no perceptible clues present. You can automatically do complex mathematical operations in your head without using any aids. You wake instantly from even the lightest touch or smallest sound (no Perception check required). You are extremely long lived, but do not show any appreciable signs of aging. No matter how old you are, you always look and feel as a person half your age. You can see in all but absolute darkness. You always know if something's in tune, and automatically gain a +3 bonus in any musically related task (singing, playing instruments, etc). You heal extremely fast, recovering an extra 3 Hits per day in addition to your normal healing rate. A schtick is a special habit or personal affectation that has little or no actual effect on skills or combat abilities. Examples might be: always having a wind wafting your hair or cape dramatically, always having dramatic lighting striking your face, being able to toss your hat on a hook when you walk in; always having a cigar hidden somewhere on your person, etc. Schticks must be okayed by the GM and should never have an important combat or skill application—always shooting the gun out of the bad guy’s hand would be a very dangerous schtick to allow. You can lower your heart rate and breathing to such a low level that it is a Legendary Difficulty to tell whether you are dead or not. You can read one page of any normal text that you are familiar with in three seconds (you can read a 200 page book in 10 minutes). You always know what time it is, always know how much time has elapsed between the present and the last time you checked.

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Option 3: Perks erks are useful items, privileges, or contacts a character has access to in a campaign. Perks can be special licenses or symbols of authority, friends, favors or fringe benefits accruing from a profession. They are purchased with Option Points, just like any Skill, which function as a value gauge of how powerful the Perk is (1 being lowest, 10 being best—the GM is the final arbiter of a Perk’s worth on the 1~10 scale; level 8 or 9 should really mean something!). Perks are extremely campaign dependent and should be created for each campaign individually. Many Perks have mixed benefits, both good and bad, and game play should reflect this. Think about it: a “Mafia Godfather” Contact might require a favor of you someday too! Once the GM has established the level of the Perk, he must decide just how much impact that perk has on the world; for example, in a superheroic game, being the head of a huge corporation would be a character affectation; in a cyberpunk campaign, that same status would have serious impact. The impact is matched to the chart below and the basic cost for the Perk (listed below) is multiplied by the value indicated. This will be the final cost.

P

Campaign Style Multiply Perk By Very High Impact ...............................................................................................................x4 High Impact ........................................................................................................................x3 Moderate Impact...............................................................................................................x2 Little or No Impact ............................................................................................................x1 Perk Name Membership

License

Contact

Favor Renown Wealth

[Cost per Level] Description [1 per level] You can call upon the resources of an organization, person, government, or group—but you also have responsibilities. The level of Membership represents your character’s status in the organization, not the influence of the group (that’s what the multipliers above are for). For example: A Membership of 1 at in the FBI would make you a janitor, but at 10 you’re the Director’s right-hand man. A version of this is Authority, in which the character is an agent of the law and has the power to arrest, detain and use deadly force. [1 per level] The character has a legally sanctioned right to do things that would normally be considered illegal (license to kill, to collect taxes, hunt criminals, etc). Licenses are individual cases, granting you authority rather than “loaning” you use of the authority of a group (as above)—you get no resources, but you also don’t have so many responsibilities. By example: a license to sell arms might cost 2; a Private Investigator’s license 4; a Bounty Hunter’s license might cost 6; a CIA or Secret Service Agent’s license 8, a Federal Marshal’s license costs about 9, and having an unconditional license to kill might cost 10. [1 per level] You know someone who can (and generally will) help you through money, power or sheer skill, and this help is usually “off the record.” A mercenary who’ll occasionally back you up in a fight costs 3, a local Yakuza Boss costs 6, the head of the FBI costs 9. Remember that the level of the contact is based on several factors: a student’s not much, but a student who’s willing to die for you… [0.5 per level] A one shot Contact; you can make use of this contact only once, but they MUST do what you ask (as long as its appropriate). Note that it’s often useful to have favors from a lot of people in different areas rather than one contact who does everything. [1 per level] Your reputation, usually in a favorable light. People go out of their way to curry favor with you, or to at least avoid getting on your bad side. At 3, most local people know you; at 6 you’re nationally known; at 9 you’re an international figure. [1 per level] Characters are assumed to be lower middle class, but wealth boosts your lifestyle. Spending 1 OP places you comfortably in the middle class, capable of buying common things and living in a decent place. Level 2 is upper middle class; you can buy most everyday things and live in a very nice place. At levels 3~4, you are well to do and have more than enough money to support yourself; you need work only occasionally, can afford costly hobbies, and have an expensive home. At 6 you’re rich; you don’t have to work at all, can afford large purchases like cars or vacations, and live in a very expensive home. At 9, you’re a millionaire, can live anywhere and buy almost anything you want. The GM might let you exceed Wealth 10, making you a billionaire!

tim arthur (order #4242885)

Kandr also decides to buy a few Perks with his points. He goes with: CONTACT (S) He figures he’ll need someone to help him stay one step ahead of his enemies. In fact, he does with two contacts: attractive lady trade guild council member who “hears things” (at Level 4), and local Thieves’ Guild boss (at Level 6). The GM rules that both types of contacts would have a moderate impact on the world and multiplies their values by 2 accordingly. (4+6) x 2=20. Ouch! TOTAL OP USED.....................................................20 POINTS REMAINING .....................................................49

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GENERIC FUZION

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 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!

Meet Kandr Zahn (again)

2

GENERIC FUZION

18 Meet Kandr Zahn Kandr decides to buy some gear with his points. He goes with: OPTION POINTS LEFT................................49 ENERGY PISTOL........................................8 POWER CELLS..........................................1 FIRST AID PACK (FUTURE)..........................1 CYBERDECK...........................................15 DATAJACK..............................................15 SMALL FLYING COMPANION (LARRY)..............5 COMMUNICATOR........................................1 TOTAL OP USED.......................................46 POINTS REMAINING......................................3

Option 4: Gear ear is stuff your character might need in an adventure. Often, this gear may be very specific to the adventure, but the following items are usually found almost anywhere: TYPE OP TYPE OP Temporary Shelter .........................................1 Rope & Grapple......................................1 Food for one for a week................................1 Portable Light Source .........................0.1 Long range communications device.............1 Medical Aid kit....................................0.3 Personal transportation .........................30-60 Long range vision device .......................1 Medium to Heavy Body Armor..............16-25 Personal Recording device ....................1 Portable Tools.............................................1-2 Fire starting source .............................0.1 Portable Time-keeping device ...................0.5 Water for two days.............................0.1

G

The above list is a totally generic one; the actual form of the Gear would be determined by the technological level of the adventuring group: Tech level 1-2: Pre-industrial Tech level 3: Victorian Tech level 4: Early 20th Century Tech level 5: Late 20th Century Tech level 8-9: Interstellar Far Future Tech level 6-7: Near Future Tech level 10: Hyper Science (transgalactic empires) For example, a “Portable Light Source” in a Pre-industrial tech level might be an oil soaked torch, an oil lantern in a Victorian tech level, a battery-power flashlight in any 20th century tech level, and a “fusion glow rod” in a near future or far future tech level. As a rule of thumb, to upgrade gear from a lower tech level to a higher one, subtract the lower tech level number from the higher one and multiply the cost by the resulting value (example: upgrading an oil torch (TL 1) to a flashlight (TL4) would multiply the cost of a Portable Light Source by 3. Note: The values given here are in Option Points; to derive money costs, multiply the OP cost by 100 monetary units. Also note some costs are in 10th points. tim arthur (order #4242885)

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GENERIC FUZION GEAR LIST he lists here are designed to cover, in a general way, any useful item that could reasonably be found within each particular epoch. Where an item is missing, there are enough examples to help the Gamemaster establish his or her own prices. Many of the items are repeated in forms common to their epoch; scrolls become books, books become holochips. Once again, each is presented in a way which allows the device to be adapted to the particular Game setting; just like an "energy pistol" can be considered a "phaser", likewise an "analyser" could also be considered a "tricorder". Additional points may be spent (with Gamemaster's approval) to improve these devices (a range of 2-6 points is about average).

T

or descriptions of speeds, see table on page 35.

F

Ancient [TL: 1-2] Backpack................................................................................1 Leather. Holds up to 40 lbs. of stuff. First Aid (Ancient) ................................................................1 Bandages, herbs, needle and thread. Required for any First Aid attempt in this time period. Flint & Steel............................................................................1 For lighting fires. It takes about ten minutes to light a fire by this method. Iron Rations (week) .............................................................1 Dried meat and biscuits for one man (10 lbs). Lock picks...............................................................................5 Simple lock picking tools. Adds +1 to any Pick Lock attempt. Mirror .......................................................................................1 Polished piece of metal. Pole...........................................................................................1 Six foot length of hardwood. Useful for testing for traps, pits. Adds +1 to any leaping, balancing attempt. Rope (horsehair) ...................................................................1 108 feet . Can carry up to 200 lbs. Scrolls......................................................................................1 Equivalent of books. Can contain legends, history, rare formulas, etc. Tent (hides) .............................................................................1 Rough hides stitched together, over shaved poles. Shelter for four. Takes about ten minutes to set up. Torches (4) ..............................................................................1 Oil soaked rags on sticks. Each lasts about an hour, lights Small Area around holder. Water/Wine Skin..................................................................1 Holds one quart.

Historical [TL: 3-4]

tim arthur (order #4242885)

Modern [TL: 5-6] Binoculars ..............................................................................1 For long distance observation. “Bug”........................................................................................9 Miniature listening device which can be placed using adhesives on any surface. Will transmit any sound within a Large Area of itself to a receiver up to a mile away. Requires a DV=20 Awareness attempt to locate. Bug Detector..........................................................................9 Will detect any active or passive listening device within a Small Area of the user. Will determine location of bug, but not location of receiver. Camera.....................................................................................1 Records still images on film. 24 exposures. Camouflage Coverall...........................................................3 Khaki overclothing, shaded and patterned to match specific environments (Urban, Snow, Jungle, Forest, Desert). Must specify which. Adds +2 to any Stealth attempt. Camp stove.............................................................................1 Runs on pressurized gas for 3 hours. Takes about 5 minutes to boil water. Canteen....................................................................................1 Holds 2 quarts. CD player.................................................................................1 Plays compact laser-disks. Music, entertainment, etc. About the size of a paperback book. Cell Phone...............................................................................3 Cellular network phone. Range about 10 miles from any major cellular network. Diving Gear.............................................................................5 Includes swim fins, wet suit, weight belt, aqualung and mask. Tanks good for 3 hours. Can be used down to 200 m/y (600 feet). Dried Food (week)................................................................1 For one man. Prepackaged, just add water. 5 lbs. Electrician’s Tool Kit............................................................1 Solder, battery powered iron, wire, assorted parts, multimeter with leads, etc. Required for Electronics tasks. First Aid (Modern) ................................................................1 Bandages,scalpels, disinfectants. Required for First Aid attempts in this time period. Flashlight.................................................................................1 Battery powered, good for 8 hours. Lights up to 24 m/y (treat as a Blast). (See pg 31). Geiger Counter......................................................................9 Detects noticeable radiation levels in a Large Area around the user. Tells intensity and direction of source. IR Goggles & Flash ..............................................................9 Allows user to see in dim light, using flash. Flash will illuminate any area up to 24 m/y (treat as a Blast) from user. Light is invisible to normal vision. (See pg 31). Jammer....................................................................................9 Will jam any active or passive listening device within a Small Area of user. Lantern.....................................................................................1 Can clearly light any area within 120 feet of user. Batteries last 8 hrs., gasoline for 6. Lighter ......................................................................................1 Fast fires. A fire can be started in five minutes by this method. Good for 100 lights. Mechanic’s Tool Kit.............................................................1 Wrenches, pliers, screwdrivers, etc. Required for Mechanical, Tinkering tasks. Movie Camera.......................................................................1 Records color images and sound on film. Images cannot be replayed through the camera. Nylon Rope.............................................................................1 108 feet. Can hold up to 500 lbs. Personal Computer..............................................................5 8" x 12" x 2" laptop with LCD screen. 2 Meg, with 40 meg memory (about 100,000 pages of information). Runs 3 hours on a battery charge; recharges in 3 hours.

Radio.........................................................................................1 Portable CB walky-talky. Range about 20 miles, 24 bands. Rollerskates...........................................................................1 For high speed movement over pavement (Slow Ground). Come in either four wheel or in-line “rollerblade” versions. Skates ......................................................................................3 For rapid travel on ice (Reduces terrain type from Very Rough to Easy). Skis ...........................................................................................3 For snow travel (Reduces terrain type from Very Rough to Easy). Includes boots, poles. Snowshoes.............................................................................3 For movement over deep packed snow (Reduces terrain type from Very Rough to Rough). Tape Recorder .......................................................................1 About the size of a cigarette pack. Records up to 2 hours of audio on small tape cassettes. Tent (nylon) .............................................................................1 Holds four. Can be set up in five minutes. Toolknife..................................................................................2 Classic “Swiss Army” knife. Saw, screwdrivers, tweezers, scalers, awls, etc. Does DC=1 Damage. Video Camera ........................................................................3 Records color images and sound on video tape. Can replay tape images through viewfinder monitor. Each tape lasts 4 hours. Wristwatch.............................................................................1 Digital time keeper with alarm, day, date. Two years on a battery.

Future [TL: 7-9] Analyser ..................................................................................9 Hand-held scanner about the size of a hardback book. The scanner sweeps a Large Area around the user, examining life signs, technology traces, emissions, sounds, etc., reporting on what it observes on its LCD screen. Adds +2 to any Awareness, Understand Technology, Tracking or Survival skills. Anti-psi screen....................................................................14 Renders the wearer immune to Psychic attacks equivalent to having the power of Psi Screen (pg. 29). Antigravity Module............................................................12 Small 1’x1’x1' cube with antigravity unit inside. Handles are on either side. Can lift up to 200 lbs. for 4 hours on a power cell. Boosted Reflexes...............................................................19 Enhanced neural wiring for greater reaction speeds. Allows user to move first in the round, or in normal order of Awareness Skill with other enhanced reflexed players (see Turn Rules, pg. 35). Communicator.......................................................................1 Small radio in either headset or handheld (matchbox sized) style. Range is about 1000 miles. A communicator can reach a ship in orbit, as long as the ship is directly overhead and not blocked by more than a foot of concrete or metal. Cyberaudio Module...........................................................15 Basically replacement ears with enhanced hearing (add +1 to any Awareness or Tracking skills involving sound). Cyberdeck ...........................................................................15 Required to use Machine Interface skill, allows “cybernet”, virtual reality network, cybermatrix or other mind-computer generated reality. You must have Datajacks in order to use this device. Cybermusculature..............................................................19 Enhanced cybernetic muscles interwoven with normal muscle tissue. Increases strength to equivalent of Amazing. (See pg. 32) Cyberoptics ..........................................................................15 Basically cybernetic eyes with IR abilities (flash required), telescopic vision and greater visual acuity (add +1 to any Awareness or Tracking skills involving vision, tracking in darkness). Cyberradio............................................................................15 Subdermally implanted communicator linked to inner ear. Range and abilities are equal to a standard communicator (see above). Cyborg Exoskeleton ..........................................................19 Metal exoskeleton made of linked actuators and myomar muscles. Looks like metal plate armor shaped into a muscular body suit. Gives wearer equivalent of Amazing Strength. (See page 32). Datajack................................................................................15 A small jack mounted into the skin (head, wrists, spine), which allows the user to interface with high tech machines

19

GENERIC FUZION

Books .......................................................................................1 Reading material. Big favorites of the time are classics; Dickens, Melville, Doyle, philosophy, etc. Candles (4)..............................................................................1 Wax candles, good for 1 hour each. Casts light over a Small Area. Canteen....................................................................................1 Holds one quart of water, wine. Diving Suit ..............................................................................5 Allows diver to go up to 100 m/y down, (300 feet) for one hour, while someone else pumps the compressor. First Aid (Historical).............................................................1 Bandages,scalpels,needles. Required for any First Aid attempt in this time period. Handcuffs................................................................................3 For binding others. Can take up to 56 SDP before breaking. Hemp Rope .............................................................................1 36 m/y (108 feet). Can hold up to 300 lbs. Lantern.....................................................................................1 Runs on oil for up to 6 hours. Casts light over a Large Area. Matches...................................................................................1 Two dozen. For faster fires (it takes about five minutes to light a fire by this method). Can be used to light area in which holder is standing.

Pocket watch ........................................................................1 For telling time. Usually accurate (1-5 on one die roll). Pocketknife............................................................................1 For cutting things. Does DC=1 damage only. Tent (canvas)..........................................................................1 Holds four. Takes 10 minutes to set up. Tinned Food (week).............................................................1 Food for one man. Weighs about 20 lbs. Can opener included. Tool Kit .....................................................................................1 Wrenches, screwdrivers, hammers, etc. Required for any Mechanical Skills.

2

GENERIC FUZION

20

(Add +1 to any Skill involving a vehicle or machine adapted to cybernetic use) and to use datachips. Datachip........................................................................Varies Basically a skill on a chip. Datachips can include any Knowledge, Technical, Fighting, Athletic or Mobility skill, and have a skill rating of +1. Cost is equal to normal cost of the Skill at +1 rating; the advantage is primarily in being able to change skills as needed, or to trade skills with others. You may use up to four datachips at a time. First Aid Kit (Future).............................................................1 Laser scapels, dermal staplers, nano-clamps, air hypos and other high tech medical devices. Required for Physician or First Aid skill attempts in this time period. Food Packs (week)..............................................................1 Compressed food for one man. Requires no heating or water; just rip open the seal and it heats in 2 minutes. 1lb. Forcefence............................................................................12 Six foot metal poles with forcefield projection units mounted in the sides. Poles can be separated up to 6 m/y (18 feet), and spread a forcefield equivalent to 12 Hits. Price listed is for 2 poles. Gill Mask.................................................................................5 Facemask and collar unit equivalent to an aqualung. Allows user to breathe freely underwater for up to 72 hours on a single power cell, travelling down to 200 m/y (600 feet). Holochips (10)........................................................................1 Futuristic equivalents of tapes, music and books. Holorecorder..........................................................................1 Futuristic equivalent of a video recorder. Can record up to 10 hours on a single chip. Projects 5"x5" holo image for playback. Inertial Compass...................................................................3 Small device about the size of a pack of cigarettes. Records directions travelled and replays instructions and map on LCD screen. Will always locate North. Can be programmed with different maps and instructions to lead user to new locations. Adds +2 to any Navigation skill. Macroglasses........................................................................1 Futuristic equivalent of bionoculars, with digital range readouts, image enhancement, still recording of up to 10 images (stored on holochips). Medical Scanner..................................................................5 Hand-held scanner about the size of a paperback book. Examines patient and gives procedures and diagnosis on LCD screen. Adds +1 to any First Aid, Diagnose Illness, Physician skills. Memory Recorder..............................................................19 Enhanced datachip cylinders mounted to skull, increase memory power. Cannot be hidden. However, user remembers anything he has seen, heard or been told (+2 for any Physics, Programming, Botany, Biology, Anthropology, Archeology, Zoology, Arcane Lore or Knowledge skills). Music Synthesizer ...............................................................1 Any type of electronic music device; can include keyboards, drum pads, stringed instruments and MIDI wind instruments. Can operate for 10 hours per power cell. Optic Visor ..............................................................................5 Removable equivalent to cyberoptics (see pg. 19). Personal Robot....................................................................19 Any small personal robot or android. Design can be humanoid if desired. Size will never be over 130 lbs. The personal robot has a limited artificial personality equivalent to a somewhat slow small child. It is capable of learning up to five Skills at a +1 level. The skills can be reprogrammed for others at the rate of one skill for five hours of programming (a DV=15 Programming task). It may not use Psionics, Magic or Superpowers. Power Cells (6)......................................................................1 The “batteries” of the future, used to power most small devices and weapons. Come in packs of 6, each with a jack for wall recharging; takes 1 hour to recharge a single cell. Every Future electronic device uses one power cell, which will run the device for 10 continuous hours. Psi Helmet ............................................................................12 Bulky metal helmet enhances and channels psi powers, increasing all Psionic Skills by +2 . Operates for 1 hour on a power cell. Respirator ..............................................................................3 Breathing mask for filtering out smog, toxic atmospheres, etc. Oxygen (1 hour) bottle included. Sneaksuit..............................................................................12 Futuristic equivalent of camouflage, the sneaksuit mimics whatever the wearer is passing in front of. Adds +2 to any Stealth attempt. Survival Dome.......................................................................1 Light, self-inflating habitat for four. Air tight, can even be used in space (although air must be provided for breathing). Takes five minutes to set up.

tim arthur (order #4242885)

Technical Scanner...............................................................5 Hand-held scanner about the size of a paperback book. Readout examines mechanical/electronic hardware and gives repair procedures and problems on LCD screen. Adds +2 to any Electronics, Mechanics, Tinkering, Cybertech, FTL Tech, Gravitic Tech, or Hyper Energy Tech skills. Universal Translator..........................................................12 Translates unknown languages and provides English equivalents through attached earphones. When spoken into, translates your words back via digitized voice. Takes three turns to translate a simple language; six turns to analyse and translate a complex one. Note: on a roll of 6 on one die, the language is untranslatable. Video Commo.........................................................................3 Two-way TV communicator about the size of a pack of cigarettes. Range is equivalent to a standard communicator, with same limits.

Personal Weapons ersonal weapons cover things which can be carried by individuals in combat. An important thing to remember; the costs of these weapons are not relative to what they cost in the real world. Instead, they are priced based on Range, Damage Class, and an Area or Special Effect. This creates weapons that are internally consistent between all epochs, allowing a blaster to be easily carried into a 10th century B.C. game if the Gamemaster will allow it.

P

eapons described here are very general; research has shown us that overall, most weapons of a type are fairly similar on the broad scale. When seen within the class of 20th century weapons, there may be a difference between a Colt .357 Magnum and a Desert Eagle, but when compared over a 10,000 year span covering spears to blasters, these differences become pretty negligible; we simply have three classes of Revolver, equivalent to Light, Medium and Heavy. Futuristic weapons are handled in the same way; a blaster and a laser do the same basic damage, allowing the Game Master to slot in any one of a million "ray gun" variations appearing in science fiction.

W

Ancient [TL: 1-2]

Battle Axe Range: 2m WA: -1 ..........................6 Massive, two-handed axe favored by barbarians and dwarves. DC=5 Damage. Minimum strength=5. Blowgun Range: 5m WA: 1 .......................... 6 Hollow tube that fires tiny darts (10). Darts can be poisoned (see Poisons, pg. 54 for damage). Bola Range: 20m WA: 0 ..........................4 Two heavy metal balls joined by a cord or twine. Primarily an entangling weapon (the result of a successful hit), it can also do DC=1 Damage if swung as a club. Broadsword Range: 2m WA: 0...........................5 Heavy two-handed, crushing sword, designed to penetrate armor. DC=5 Damage. Minimum strength=4. Crossbow Range: 150m WA: 0............................6 Pistol-like, mechanically cranked bow (takes 2 rounds to recrank). Fires small bolts (12 shots). DC=3 Damage. Dagger Range: 2m WA: 0 .........................1 Small double-edged weapon. Can be thrown but at a 2 penalty. DC=1 Damage. Halberd Range: 4m WA: 2...........................5 A two-handed polearm, topped with an axe/spear point combination. DC=4 Damage. Minimum strength=3. Javelin Range: throw WA: 1.........................6 Small throwing spear, designed for long ranges. Some variants use a sling to hurl the javelin further. DC=3 Damage. Katana Range: 2m WA: 2..........................6 Two-handed sword, used exclusively in Japan by samurai warriors. Incredibly sharp and lethal. DC=5. Minimum strength=3. Longsword Range: 2m WA: 1..........................4 One or two-handed sword, usually used on horseback. About four feet long. DC=3 Damage. Minimum strength=3. Longbow Range: 20m/pt STR to 10 WA: 1...............8

More powerful bow designed for penetration. Requires a fair amount of space (firer must be standing) to use. 12 arrows. DC=5. Minimum strength=4. Naginata Range: 4m WA: 2.......................5 A Japanese style halberd, with a curved sword blade instead of an axe head. DC=4 Damage. Martial Arts Weapon Skill required. (Specialty Melee Weapon Skill). Minimum strength=3. Nunchaku Range: 2m WA: 2.......................4 Two short, heavy wooden sticks joined by a cord or chain. Delivers tremendous clubbing power over a short range. DC=3 Damage. Martial Arts Weapon Skill required. (Specialty Melee Weapon Skill) Minimum strength=2 Quarterstaff Range: 4m WA: 2......................4 Heavy wooden stick, usually about 6 feet long. Usually capped with metal. DC=3 Damage. Minimum strength=3. Shiriken (3) Range: throw WA: 2 .....................6 Small throwing “stars”. 3 total. Close Range weapon. DC=1 Damage,unless poisoned (see Poisons, pg. 54 for details). Short Sword Range: 2m WA: 1.....................3 Double-edged weapon about 24-30 inches long. DC=2 Damage. Minimum strength=3. Shortbow Range: 20m/pt STR to 7 WA: 2.....6 Lightweight bow, designed for horseback, close-in work. 12 arrows. DC=3 Damage. Minimum strength=3 Sling Range: throw WA: 2.................2 Strip of hide used to hurl small rocks or balls. Comes with 10 shots, but any small object can be hurled. DC=1 Damage. Spear Range: throw WA: 2....................7 Heavier weight throwing weapon, which can also be used to stab at an opponent. DC=4 Damage. Thowing Axe (Tomahawk)Range: throw WA: 2........4 A light, one-handed axe, good for throwing as well as hacking. DC=2 Damage. Throwing Knife Range: throw WA: 3 .................3 Small throwing dagger. DC=1 Damage. Tonfa Range: 2m WA: 2...................3 Short, L-shaped clubs which can be used for blows, parries or blocks (adds +1 on these actions). DC=2 Damage. Martial Arts Weapon Skill required. (Specialty Melee Weapon Skill) Minimum strength= 2 Whip Range: 2m WA: 1 ......................2 Primarily an entangling weapon, the whip can also cause DC=2 Damage.

Historical [TL: 3-4]

Arquebus Range: 200m WA: -1 to 2........7 Very primitive (1400’s) form of shoulder arm, using a matchcord/flashpan arrangement. Takes 3 rounds to reload. DC=4 Damage. Bayonet Range: 2m WA: 1..................1 Stabbing blade attached to rifles of the period. DC=1 Damage. Bowie Knife Range: 2m or throw WA: 2...........3 Lightweight, drop-point knife about a foot long. Can also include any fighting knife of the period. Can be thrown at a -2 penalty. DC=2 Damage. Cartridge Rifle Range: 300m WA: 0-3 Type................................................Damage..........Cost Light Rifle.........................................DC=4 ..................8 Medium Rifle...................................DC=5 ..................9 Heavy Rifle......................................DC=10 ..............10 Any one of a number of breach loading, cartridge firing, rifled shoulder arms of the period between 1800 and 2000. Grooves cut into the inner barrel give it reliable accuracy and range. Semi-automatic rifles have a built-in mechanism that pumps a single round into the chamber as soon as the trigger is pulled. 10 rounds. Derringer Range: 50m WA: 2.................4 Small, two-shot hideout pistol, easily concealed in a pocket or purse. DC=2 Damage. Flintlock Pistol Range: 40m WA: -1................5 Early, archaic (1700’s) pistol form, using a flint/striker combination and muzzle loading (2 rounds to reload). DC=3 Damage. Flintlock Rifle Range: 200m WA: 1-2 ............7 Long arm version of the pistol, with same limitations. DC=4 Damage. Musket Range: 100m WA: -1 - 1 .......7 Muzzle-loading (2 rounds/reload) shoulder arm (15001800’s). Although these weapons were unrifled, they still had greater accuracy and range than previous models. DC=4 Damage. Rapier Range: 2m WA: 2...............5 Lightweight blade, double edged and usually used for duels and single encounters. DC=4 Damage. Minimum strength=2. Revolver Range: 50m WA: 0-2 Type.....................................Damage.....................Cost Light ........................................DC=3 ..............................6 Medium .................................DC=4...............................7 Heavy.......................................DC=5 ..............................8

2

Any one of a number of small, cartridge-firing hand weapons from around 1850 to the present. Revolvers usually have six shots, although this number varies (GM decision). Saber Range: 2m WA: 2..................4 Standard cavalry blade, often used from horseback. Long, curving, partially double-edged. DC=3 Damage.Minimum strength=3. Shotgun Range: 40m, small area WA: 1-2..............9 A shoulder arm firing many small projectiles in a burst. Early models fire two Blasts at a time and take 1 round to reload. Later types fire 1 shot, with 6 reloads. Shotguns do DC=5 Damage.

Modern [TL: 5-6]

Future [TL: 7-9] Cyborg Hand Blades Range: 2m WA: 1..............6 Any type of multi-bladed weapon hidden in a cyberarm or meat arm. The blades are retracted until needed, then extended (1 round to extend). DC=3 Damage.

tim arthur (order #4242885)

ARMOR rmor costs are based on the level of protection against a particular level of threat. This means that two widely different types of armor from two different epochs, may in fact be equally priced and equally good against the same damage. Even if one's high tech -body armor and the other's samurai plate. Although we're aware of the hundreds of weapon and armor combinations possible, in the interests of simplicity, we've tried to group types together to allow the maximum in flexibility. When a protective form also seemed to traditionally (such as in Power Armor) incorporate an offensive capability, we've factored this into the armor's cost as well.

A

Ancient Chainmail................................................................................4 Fine metal mesh, made of interlocked rings. Less cumbersome than plate mails, a fine compromise between mobility and protection. Stops 3 Hits. Lacquered plate (Japan)....................................................4 Specific to Japan, this armor is made up of metal and bamboo plates, heavily lacquered and overlapped on a padded cloth surcoat. Very light and capable of stopping even the extremely sharp katana of a samurai warrior. Stops 5 Hits. Leather.....................................................................................2 Heavy cured leather, usually in a tunic and head piece. Often, leggings and arm coverings are attached by straps. Stops 1 Hit. Plate Mail ...............................................................................8 The traditional armored knight’s costume. Heavy metal plates, with an undermesh of chainmail. Bulky, cumbersome (-2 to Move Score), but a real sword stopper. Stops 9 Hits. Shield .......................................................................................6 Usually thick wood with a metal skin or metal bands. Can be used to block or parry. As a bashing weapon, it causes DC=1 Damage. Stops 5 Hits.

Historical Back and Breast...................................................................8 The succeeding generation of plate, made famous by the Spanish conquistadors. The back and breast consists of a metal covering over the back and chest, hinged with leather straps. A metal helmet is also part of this assemblage. Stops 7 Hits. Body Padding ........................................................................4 Heavy leather and metal surcoat, designed to allow movement while stopping bullets and sword cuts. Not all that common, and not all that effective. Stops 3 Hits.

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Modern Bulletproof Clothing ............................................................8 The modern equivalent of light body armor, designed to stop most projectile weapons. The dense padding also is effective against blows and stabs. Stops 7 Hits. Kevlar Body Armor.............................................................10 The best protection in this epoch. Plastic composite plates are interwoven with layers of Kevlar ballistic cloth. While hot, scratchy and cumbersome, body armor will even stop most rifle rounds. Stops 9 Hits.

Future Battle Armor.........................................................................10 The next level of body armor, this form layers composite armor plate, ballistic and reflective mesh, and a padded skinsuit underneath. The favorite of space marines and other heavy assault groups. Stops 11 Hits. Light Body Armor..................................................................8 The futuristic version of Kevlar body armor, made famous by stormtroopers everywhere. Light combat ceramic plates over a padded spacesuit, this is an effective defense against most beams and projectiles (unless it’s white). Stops 7 Hits. Personal Forcefield ...........................................................10 The most advanced form of personal protection, this heavy belt generates a powerful forcefield capable of deflecting physical attacks. Stops 7 Hits.

GENERIC FUZION

Automatic Rifle Range: 400m WA: 1-3 Type............................................Damage..................Cost Light Rifle.....................................DC=4........................10 Medium Rifle...............................DC=5 .......................11 Heavy Rifle..................................DC=10 ......................12 Automatic rifles are capable of firing many shots with a single trigger pull. All can be fired three ways; Single Shot (20 total ), 3 Short Bursts or 1Long Burst. Autopistol Range: 50m WA: 0-4 Type.................................................Damage.............Cost Light ....................................................DC=3 ......................6 Medium .............................................DC=4.......................7 Heavy ..................................................DC=5 ......................8 Any one of a type of small handguns capable of rapid fire. Autopistols use a “clip” rather than a revolving cylinder; most carry 10 rounds, although this varies by type (GM decision). Autoshotgun Range: 40m WA: 2.............11 The automatic version of the shotgun, autoshots can fire three DC=5 Blasts each round, up to 6 Blasts total. Compound Bow Range: 20m/ pt STR to 10 WA: 28 The modern equivalent of a longbow, the compound uses a series of pulleys and gears to increase power. DC=5 Damage, 12 arrows. Dart Rifle Range: 100m WA: 0-2..........10 Dart rifles use compressed air, springs or low velocity cartridges to fire drugged darts. Used in animal hunting and non lethal situations, they do no damage. A hit stuns the target for 2-12 (roll 2 dice) rounds on a roll of 3,4,5 or 6. A DV=25 Willpower roll may be made to resist the effects of this weapon. Six shots. Flamethrower Range: 40m WA: -1 -0.......11 Largish assembly of tanks and a projecting nozzle; a flamethrower fires a Blast of oily flame. DC=10 Damage. Six Blasts. (See pg 31). Grenade Launcher Range: 100m WA: -3...........12 Grenade launchers can come in small shoulder-arm forms, or be mounted onto any rifle. They do damage based on the type of grenade used (although 1 Kill Damage explosive types which cover a Small Area are most common). 2 shots. Gyrojet Pistol Range: 50m WA: -1 -0....... 8 The gyrojet fires a small, self-propelled rocket shell at a distant target. Recoil is slight and the initial firing is quiet. Gyrojets are best at longer ranges (no bonus for Close Range attacks), and pack a sizable punch (DC=5 ). 10 rounds. Knife Range: 2m/ throw........................................1 Small double-edged weapon. Can be thrown at a -1 penalty. DC=1 Damage. Submachine Gun Range: 200m WA: 0-2 Type....................................Damage.............................Cost Light .....................................DC=3 ....................................9 Medium ...............................DC=4 ...................................10 Heavy....................................DC=5 ..................................11 A smaller automatic weapon that fires pistol ammunition instead of rifle rounds. Fires single shots (20) or Bursts. Taser Range: 10m WA: -1 ...............9 A taser delivers a high powered shock to any target struck by it’s prongs. Most tasers are hand held. A hit stuns the target for 1-6 rounds (roll 1 die). A Very Hard Willpower roll may be made to resist the effects of this weapon. 10 shots per battery Tech Crossbow Range: 150m WA: 0-1 ...........7 Advanced version of crossbow, using plastics and composites. 12 bolts. DC=3 Damage.

Cyber Dart Range: 10m WA: -2.............4 Tiny compressed air or spring-loaded dart. Mounted in cyber eye, throat or finger, this single shot dart does damage as a DC=5 Poison. (See page 54.) Cyberfangs Range: contact WA: 0..................4 Vampire-like fangs imbedded in the jaws. Can be folded away until needed. DC=1 if non-poisoned. If poisoned, cost and effects are as with DC=5 poisons, pg. 54. Cybersnake Range: contact WA: 0 ...............10 Any type of thin, snakelike attack whip hidden in a body orifice (mouth, ear, etc.). The cybersnake can be used to “rake” the target (DC=2) or “roto-rooter” (DC=5 Damage for every turn the attacker can keep the target immobilized in a Hold while he undertakes his grisly task). Cyborg Arm Gun Range: 50m WA: -1...............8 Any type of cybernetic “gun” arm. The gun itself either fires through the palm or through ports mounted in the forearms. DC=3 Damage. 5 shots. Cyborg Crushing Hand Range: 2m WA: 0..................6 Enhanced artificial muscles and metal parts give this appendage DC=4 crushing power. Cyborg Energy Gun Range: 50m WA: 2..............10 The “higher tech” version of the arm gun, with a mounted energy pistol instead of a slug thrower. DC=4 Damage. 5 shots per power cell. Energy Pistol Range: 100m WA: 4.............. 8 Any type of energy-powered hand weapons designed for range and accuracy. Energy pistols include lasers, plasma throwers, sonic pistols, disruptors, blasters, phasers, etc. Most project some kind of light beam or “bolt”. DC=5 Damage. 10 shots per power cell. Energy Rifle Range: 500m WA: 4..............8 The long-range version of the energy pistol. DC=5 Damage. 10 shots per power cell. Energy Sword Range: 2m WA: 1 ..............5 Any of a wide class of powered hand weapons for hand to hand defense. Blades can be made of laser energy, plasma, force fields, sonic vibrations, etc. Most are visible as glowing cylinders or rods of light. DC=5 Damage. 10 shots per power cell. Gauss Pistol Range: 50m WA: 1............ 8 Any type of advanced slug thrower that uses magnetic force to throw its load. Gauss pistols are nearly silent and accurate, however, they are somewhat bulky and only have 10 shots per power cell. 10 shots per power cell. DC=5 Damage. Gauss Rifle Range: 300m WA: 1.............9 The shoulder arm version of the above, with greater range. 10 shots per power cell. DC=5 Damage. Microwaver Range: 20m WA: 0............8 These small, hand-held weapons project a tight beam of focused microwaves at the target, causing burns and electrical shorts. DC=2 to meat bodies, but electrically based hardware (such as cyberware, scanners, energy weapons, computers, robots, etc.) must make a saving throw greater than 2 on 1 die or be rendered inoperable (a DV=25 Cybertech task). 10 shots per power cell. Minimissile Launcher Range: 100m WA: 0 .........12 A second generation of the gyrojet, this device launches four tiny explosive missiles at a time (8 total), covering a Small Area with DC=5 Damage. The minimissile launcher can be carried as a shoulder arm, mounted in a cyberarm, or grafted onto the shoulders. Monomolecular Katana Range: 2m WA: 1...........6 Unlike an energy blade, “monokatanas” require no energy to operate; instead, they have a blade made from a molecule thick sheet of crystal. Monoblades are extremely deadly, as their super thinness allows them to cut through nearly anything (DC=5 Damage). Needler Range: 50m WA: 1 .........10 A small pistol firing compressed air or spring powered darts (Medium Range). Damage is negligible, but darts are usually poisoned or coated with a sleep drug. A hit immobilizes the target for 1-6 rounds (roll 1 die). A DV=25 Willpower roll may be made to resist the effects of the drug. 10 needles. Stun Weapon Range: 100m WA: 2.......10 Any type of energy-based hand weapon that causes the target to be paralysed or otherwise immobilized. Can include sonics, electrical shock guns, “paralyser rays”, “hypnobeams”, etc. A hit immobilizes the target for 1-6 rounds (roll 1 die). A DV=25 Willpower roll may be made to resist the effects of this weapon. 10 shots per power cell. Reloads....................................................................................1 All reloads have a cost of 1 per full reload. Power cells are listed on pg. 20.

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GENERIC FUZION

Power Armor .......................................................................17 A heavy mesh of composite armors, reflective cloth, spacesuit and forcefields. This massive construct is driven by a powerful internal exoframe, giving the wearer blow and crushing strength equivalent to DC=4 Damage. Stops 15 Hits, subtracts 6 m/y from movement. Smartsuit.................................................................................6 A spacesuit with integral forcefields built into it. The smartsuit doesn’t stop projectiles; it deflects them away. Ablative/reflective plastics on the surface of the smartsuit absorb or reflect rays and energy beams. Stops 3 Hits. Spacesuit ................................................................................5 More for protection against the deadly environment of space than against weapons, space suits do provide fair protection. All spacesuits and spacesuit variants (such as smart suits, body armors, power armors, etc.) protect the wearer from all types of poison, radiation, fire, cold and exposure damage for up to 5 hours, and provide up to 10 hours of breathable air. Stops 3 Hits. Subdermal Armor.................................................................6 The cybernetic equivalent of light body armor; a very light composite armor mesh is grafted under the skin. Vital areas are covered with thin composite plates. The armor is usually unnoticeable under clothing (a DV=25 Awareness task). Stops 3 Hits.

Pets, Animals, Companions

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Huge Hunting Beast ..........................................................24 The largest form of personal combat pet, about the size of a small dinosaur and capable of DC=5 Bite and DC=4 Claw damage. 150 Hits, all combat/dodge skills at +3. Large Flying Hunter ...........................................................18 The flying equivalent of the Large Hunting Beast; very small dragons, huge eagles and pterodactyls would be good examples of the type. DC=3 Bite, DC=2 Claw, DC=2 wing damage. Slow flying speed, 60 Hits, all combat/dodge skills at +3. Large Hunting Beast..........................................................14 The larger equivalent of the Medium Hunting Beast, about bear-sized. The large hunting beast is usually too dumb to understand any commands more complex than KILL! or SIT! DC=4 Bite and DC=3 claw damage. 90 Hits, all combat skills at +3. Medium Hunting Beast ....................................................10 Any type of hunting animal up to the size of a wolf or jaguar. The medium hunting beast can understand simple one word commands (GO! COME! SIT! KILL! TRACK! BRING!) and causes DC=3 Bite and DC=2 claw damage. 50 Hits all combat/dodge skills at +3. Small Flying Companion....................................................5 Any type of small flying creature— the flying equivalent of the small fuzzy animal below. Can be batlike, lizardlike, birdlike, ray like. DC=1 Bite, DC=1 Claw. Moves at Slow Flying Speeds. 5 Hits, all combat/dodge skills at +2. Small Fuzzy Animal Companion......................................2 Any type of small companion animal not much larger than a cat. The small fuzzy animal has a bite that causes DC=1 Damage, isn’t usually very smart, and can be trained to do only simple tricks. 5-10 Hits, all combat/dodge skills at +2

TRANSPORTATION n general, what describes a means of transport is how big it is, how well-protected it is, how fast it goes, how much damage it can take, and what weapons (if any) can be placed on it. Weapons on individual vehicles are only suggestions. What is described are the number of attacks the vehicle can make and the type (as described in the Vehicle/Heavy Weapons List). Vehicles are assumed to be of average speed and manueverability for their type; they may be altered to become faster or more maneuverable at the Gamemaster’s discretion (and costs). See also Vehicle Armor list.

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layers should feel free to buy new weapons with their Game points and stack whatever they want on their vehicles (with the Game Master's permission). In the interests of flexibility, we've only provided the loosest guidelines as to what will fit on

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tim arthur (order #4242885)

where; this allows you to create some vehicular horror we've never considered and stack it high with mass destruction. It does help to use a little common sense here; it's reasonable to accept an autocannon on an automobile, but a large energy cannon is pushing your luck. You Have Been Warned. See also Speed Table on page 35.

Ancient [TL: 1-2] Cart..........................................................................................22 Large, four-wheeled wagon, usually towed by one or more Riding Beasts at Running Speeds. 62 SDP. Chariot....................................................................................21 Small two wheeled cart, usually towed by two Light Riding Beasts at Running Speeds. 60 SDP. Da Vinci Glider....................................................................17 Light glider constructed of silk and bamboo, like Leonardo DaVinci would have built. Can carry one man for up to 4 hours. Has 50 SDP moves at Very Slow Flyer Speed. Flying War Beast................................................................18 A large and powerful war flyer, trained for combat (DC=3 Bite, DC=2 Claw). Movement is Very Slow Flyer, and has 60 Hits. 4 SDP armor is optional for an additional 12 points. Galley.....................................................................................60 A large sailing vessel, usually with one sail and banks of oars. Moves at Slow Ground Speed. Can carry up to 100 men and has 70 SDP. Thick wooden hull gives this vehicle protection equal to Light Vehicle armor. (See pg 23). Armed with one Catapult, one Ballista. Heavy Riding Beast ...........................................................14 A large draft animal, used for hauling, plowing. Moves at Walking Speed, 60 Hits. 4 SDP armor is optional at an additional 2 pts. Light Flying Riding Beast.................................................16 A light, flying animal, moving at Slow Flyer speeds. (DC=2 Bite, DC=1 Claw, DC=2 Wing buffet ). 50 Hits. Light Riding Beast..............................................................12 A basic riding animal. Moves at Sprinting Speed, and has 50 Hits. Rowboat................................................................................17 Any type of small boat, usually propelled by pairs of oars. Moves at Running Speeds. Can carry up to 3 men, and has 50 SDP. Small Sailboat.....................................................................17 A small boat, powered by a single sail. Can carry up to 2 men at Slow Ground speeds, and has 62 SDP. War Riding Beast...............................................................16 A large and powerful riding animal, trained for combat (DC=3 Bite,DC=4 Trample,DC=3 Kick). Movement is Running Speed, and has 60 Hits. 10 SDP armor is optional for 2 pts.

Historical [TL: 3-4] Balloon ..................................................................................19 Small 2-4 man hot air vehicle. Dependent on the prevailing winds, it moves at Very Slow Flyer Speed, with a 1 die roll determining the wind direction every two hours: 1-3=going where you want it. 4= 90 degrees clockwise of where you want it. 5= 90 degrees counterclockwise of where you want it. 6= going in the opposite direction of where you want it to. Has 60 SDP. Diving Bell............................................................................16 Heavily armored metal sphere which can be lowered to as deep as a thousand feet underwater. A compressor and a tending ship (small) are required. Some models (3 in 6) have small manipulator arms that allow the pilot to pick things up from the bottom. Has 60 SDP, but thick hull gives it the equivalent of Very Heavy Vehicle armor. Frigate..................................................................................108 A large, heavily gunned sailing ship of the type common from the 1700's to the late1800's. Has six Cannon attacks per turn. Can carry up to 200 men, moving at Slow Ground Speed, based on wind direction (see Balloons for details). 17 Kills; thick wooden planking gives this the equivalent of Medium Vehicle armor. 500 SDP. Glider......................................................................................19 More advanced version of a bamboo parawing, more similar to gliders of early 17-1800’s . Constructed of silk, balsa and paper, can carry two men up to 4 hours. Has 60 SDP, moves at Very Slow Flyer Speeds. Ironclad ...............................................................................110 A common type of steam-powered, heavily gunned and armored warship of the late 19th century. Has 6 Cannon attacks per turn. 17 Kills, thick iron plates gives this the

equivalent of Heavy Vehicle armor. Slow Ground Speed. Man of War........................................................................140 The largest type of gunned sailing ship, with 8 Cannon attacks per turn. Can carry up to 400 men, moving at Slow Ground Speed, based on wind direction (see Balloons for details). 23 Kills; thick wooden planking gives this the equivalent of Medium Vehicle armor. Sailing Ship..........................................................................84 One of the larger merchantman types from the 1500's to the 1700’s. Can carry up to 100 men, moving at Slow Ground Speed, based on wind direction (see Balloons for details). 11 Kills; thick wooden planking gives this the equivalent of Medium Vehicle armor. Has 4 Cannon attacks per turn. Zeppelin.................................................................................45 Huge lighter than air vehicle capable of carrying up to 100 people. Has 27 Kills, and moves at Slow Flyer Speeds. Metallized hull and frame gives this vehicle the equivalent of Light Vehicle Armor. A Zeppelin is very vulnerable to fire; a fire-based attack automatically does three levels higher damage than normal (such as from DC=2 to DC=5 ).

Modern [TL: 5-6] Armored Personnel Carrier.............................................54 An armored combat vehicle, mounting a single Lt. Projectile cannon and one Machinegun. Carries 6 men at Medium Ground Speeds. 3 Kills, Heavy Vehicle armor. Biplane ..................................................................................38 A light prop plane with two wings (although this class can be used to include triplanes and light monoplanes of the early 1900’s as well). A Slow Flyer with 62 SDP Fighters are armed with one Machinegun attack. Car...........................................................................................21 Any standard four-wheeled automobile. Carries up to 6 people, at Fast Ground Speeds. 66 SDP for large cars (6 people), 64 for smaller (4 people). Metal skin gives this vehicle a Very Light Vehicle armor rating. Can be armored with Medium Vehicle armor, and have one Machinegun or Missile attack added for the additional cost of the weapons and armor. Helicopter.............................................................................32 Any light rotor-powered aircraft capable of hovering flight. Most carry 4 people at Medium Flyer Speed. 64 SDP. Metal skin gives this vehicle a Very Light Vehicle armor rating. Note: Military versions can be armored with Light Vehicle armor, and may have one Machinegun attack and one Missile attack (per turn) added for the additional cost of the weapons and armor. Jet Fighter.............................................................................79 Equivalent to any light jet interceptor of the late 20th Century. Moves at Superfast Flying Speed, and has 300 SDP. Note: Most jet fighters carry one Autocannon attack per turn, 2 missile attacks per turn (4 total), and have Light Vehicle armor. Jet Liner.................................................................................35 Any large, jet-powered passenger plane. Carries up to 300 people at Fast Flyer Speeds. 400 SDP. Metal skin gives this vehicle a Very Light Vehicle armor rating. Jet Ski....................................................................................16 Small, one-man surface skimmer, moving at Fast Ground Speeds. Metal skin gives this vehicle the equivalent of Very Light Vehicle armor. 60 SDP. Light Private Plane.............................................................28 Any type of small monoplane from the mid 30’s to present. Seats 4-6. A Medium Flyer with 60 SDP. Metal skin gives this vehicle a Very Light Vehicle armor rating. MiniSub.................................................................................21 A small submersible, moving at Slow Ground Speeds. Metal skin gives this vehicle the equivalent of Very Light Vehicle armor. Carries two men. 2 SDP. Motorcycle...........................................................................16 Single seat, two or three wheel vehicle, capable of Fast Ground Speed. A sidecar can be added for an additional 4 Points. 60 SDP. Metal skin gives this vehicle a Very Light Vehicle armor rating. Private Jet ...........................................................................28 Equivalent to any small private jet of the present. Carries up to 15 people, at Fast Flyer speeds. 200 SDP. Metal skin gives this vehicle a Very Light Vehicle armor rating. Prop Fighter..........................................................................44 The equivalent of a light combat monoplane of the WWII period. One to three propellers, two Machinegun attacks per turn and an airspeed equivalent to a Fast Flyer. 64 SDP. Metal skin gives warplanes of this period the equivalent of Very Light Vehicle armor. Race Car................................................................................22 A single seat, high-performance automobile, moving at Superfast Ground Speed. 60 SDP. Metal skin gives this vehicle a Very Light Vehicle armor rating. Space Shuttle......................................................................30 Ground to orbit spacecraft, carrying 6 people and a ton of cargo at Superfast Speeds. Metal skin gives this vehicle the equivalent of Very Light Vehicle armor. 5 Kills.

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Sportscar...............................................................................23 A far faster (Superfast Ground Speed) type of car. Carries 2 people and has 60 SDP. Metal skin gives this vehicle a Very Light Vehicle armor rating. Can be refitted to carry Light Vehicle Armor and one Machinegun or Missile attack added for the additional cost of the weapons and armor. Submarine ............................................................................82 A large submersible, moving at Slow Ground Speeds, carrying upwards of 50 men and with three Torpedo attacks per turn (12 reloads). For an additional 10 points, the submarine can be nuclear powered and move at Fast Ground Speeds. 23 Kills; double hull and thick plates give this the equivalent of Heavy Vehicle armor. Tank ........................................................................................57 A Very Heavy Vehicle armored, tracked ground vehicle, moving at Medium Ground Speeds. Requires one gunner and one driver for full capabilities. Usually carries one Machinegun and one Medium Projectile Cannon attack. 5 Kills. Warship...............................................................................131 Any large military surface ship moving at Slow Ground Speeds and carrying upwards of 50 men. A warship has 4 Heavy Projectile Cannon and 2 Torpedo attacks per turn.27 Kills. Plated in Very Heavy Vehicle armor.

Future [TL: 7-9]

tim arthur (order #4242885)

VEHICLE/HEAVY WEAPONS ll vehicle weapons have a range of Extreme. It's assumed that when these weapons hit a vehicle-sized target, they act much as a man sized attack would against a mansized target, striking only one area. However, when fired against a smaller than vehicle-sized target (like a really unlucky human), they are considered to cover a Small Area or larger with damage. This means that when a Mega Energy Cannon hits in the middle of a city block, everything within a Small Area automatically takes 8 Kill Level damage. Think about it.

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Ancient [TL: 1-2] Ballista...................................................................................12 A large weapon designed to fire either a heavy bolt or many (10) smaller spears. DC=10 Damage. 60 SDP Catapult .................................................................................12 A wood and metal arm and bucket arrangement, used to hurl heavy (and usually burning) materials long distances (well, long if you’re a Greek used to spears). DC=10 Damage, Small Area Effect. 50 SDP

Historical [TL: 3-4] Cannon ..................................................................................13 This type covers any large metal field gun, firing iron balls propelled by black powder. Found on both land and sea, the cannon is a staple large weapon from 1600 to 1900. 1 Kill Damage over a Small Area Effect. 10 shots. Gatling Gun ..........................................................................13 The predecessor to the machinegun, this multibarrelled, tripod-mounted weapon fires hundreds of bullets at the turn of a crank. 1 Kill Damage as a Beam attack. 10 shots. (See pg 31).

Modern [TL: 5-6]

Autocannon..........................................................................15 The second generation of the Gatling gun, this multi-barrelled weapon uses an electric motor to “crank” out fire at unbelievable rates. DC=10 Damage as a Beam attack. 10 shots. (See pg 31). Bomb ......................................................................................14 An unguided explosive, usually dropped from a height by planes. 2 Kill Damage over a Large Area. Machinegun.........................................................................12 A rapid-fire weapon used from the First World War through the present. Found on the battlefield, in aircraft and on ships. DC=10 damage in a Beam attack. 10 shots. (See pg 31).

Missile...................................................................................14 Small, self-guided rocket. Used on ships and planes of all types, occasional battlefield vehicles. Also includes any of a variety of small, shoulder-carried, single shot missile launchers (Stingers, Hellfires, etc.). 2 Kill Damage over a Large Area. Heavy Projectile Cannon Type ........................................Damage .....................Cost Light .............................................1 K ..............................12 Medium .....................................5 Kill..............................13 Heavy .........................................10 Kill ...........................14 The modern day equivalent of the cannon, firing explosive shells. The Light size (S.Area damage) is usually found on small armored vehicles, in anti-aircraft batteries and in a few larger aircraft. Medium-sized (L.Area Damage) are found in siege weapons and ship batteries. Heavy Cannon (L.Area Damage) are found only in heavy artillery units, or on the largest capital ships. 20 shots. Torpedo..................................................................................14 The aquatic version of the missile, usually launched by a submarine, but also occasionally by ASW helicopters and ships. Self-homing. 2 Kill Damage over a Large Area.

Future [TL: 7-9] Energy Cannon Type..........................................Damage........................Cost Light .............................................2K ...............................12 Medium .......................................4K.................................13 Heavy............................................6K.................................14 Mega............................................8K.................................15 Includes lasers, plasma throwers, sonic weapons, disruptors, blasters, phasers, etc. Most project light beams or “bolt”. Light sizes (Beam) are used by spacefighters or by troops in light battlefield positions. Medium types (S.Area) are used by most small spacecraft, including heavy fighter bombers, merchantmen and small warships. Heavy types (L..Area) are carried by capitol starships below battleship level and planetary defense systems. Mega types are used as a main gun for space battleships and planetary defense. (See pg 31). Energy Melee Weapon.....................................................12 Primarily designed for mecha and other giant robotic fighting machines. Blades can be made of laser energy, plasma, force fields, sonic vibrations, etc. Most are visible as glowing cylinders or rods of light. 5K Damage. Energy Torpedo ...................................................................14 Any type of “packaged” energy blast, usually held in check by a magnetic bottle or special container. Most types contain antimatter, plasma, nuclear explosives, tachyons or some other type of 10K Damage,Large Area Effect.

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Vehicle Armor Iron, metal or other composite plates of armor used to absorb and deflect attacks to vehicles. Type.............................................................Cost ...........Stops Very Light Vehicle ............................................2.............25DC Light Vehicle .....................................................4.............50DC Medium Vehicle ...............................................6...........100DC Heavy Vehicle ...................................................8..............1 Kill Very Heavy Vehicle ........................................10..............2 Kill Super Heavy Vehicle .....................................12..............4 Kill Vehicle Force Field.................................Cost ............Stops Light Vehicle ...................................................12..................2K Heavy Vehicle .................................................20..................4K This is a large field accumulator capable of defending up to a single titanic object like a space battleship, including a several city block-sized fortification. It is too large to mount on anything smaller than a truck and requires a very large powerplant to operate it.

GENERIC FUZION

Dimensional Transporter...............................................500 Allows travel between dimensions. The user must have exact coordinates for where he wishes to go (DV=25 Navigation), and may not make more than one trip in any one 24 hour period. The machine is huge,immobile, and fragile (62 SDP). Flight Pack..............................................................................6 Personal flying transport, usually in a backpack form, but sometimes in a bulky belt around the waist. Powered by antigravity units, rockets, jets, fans or helicopter blades. All types move at Slow Flyer Speed. 53 SDP. Flyer........................................................................................35 Any type of light, wingless flying vehicle. Usually powered by fans, antigravity modules or some other type of non-aerodynamic lifting form. Can have one Machinegun or Missile attack added for the additional cost of the weapon. Capable of Fast Flyer Speeds. Metal skin gives this vehicle the equivalent of Very Light Vehicle armor. 62 SDP. Giant Robot ..........................................................................69 Any type of gigantic humanoid machine piloted by a human operator. The generic Giant Robot moves at Fast Flying speed, has 3 Kills, and is covered in Very Heavy Vehicle Armor. Giant Robots carry one Energy Melee Weapon and one Medium Energy Cannon attack. By buying additional vehicle types, the giant robot can be made transformable, i.e.,capable of taking on the form of a spacefighter or other vehicle (its speed changes, but its weapons remain the same). Hovercar................................................................................23 Any type of personal “car” capable of hovering up to 3 feet off the ground. Hovercars can be suspended on antigravity units, fans, jets, rockets or any other type of futuristic lifter form. Capable of carrying 4-6 at Superfast Ground Speed. Metal skin gives this vehicle the equivalent of Very Light Vehicle armor. 62 SDP. Can have one Machinegun or Missile attack added for the additional cost of the weapon. Hovercycle ...........................................................................18 The two-man, motorcycle equivalent of a hovercar. Superfast Ground speeds, 60 SDP. Metal skin gives this vehicle the equivalent of Very Light Vehicle armor. Hovertank .............................................................................63 The heavy duty, combat tank version of the hover vehicle. Fast Ground Speeds, plated in Very Heavy Vehicle armor. Armed with one Light Energy Cannon and one Medium Energy Cannon attack per turn. 5 Kills. Personal Spaceship..........................................................81 Any type of small spacecraft carrying up to 10 people at Superfast Flying Speeds. All types have FTL capability and are armed with two Medium Energy Cannon attacks per turn. The spaceship can be covered in Medium Vehicle armor for the additional cost of the armor, otherwise, metal skin gives this vehicle the equivalent of Heavy Vehicle armor. 7 Kills. Space Battleship..............................................................209 Military battlewagon, with 6 Medium Energy Cannon attacks, 3 Heavy Energy Cannon attacks, and one Mega Energy Cannon attack. Battleships are plated in Super Heavy Vehicle armor, move as Superfast Flying vehicles, and are automatically FTL capable. Crews are usually about 2300. 32 Kills.

Space Cruiser....................................................................140 A smaller version of the above, with six Medium Energy Cannon attacks per turn and a Superfast Flying Speed (all types also have FTL capacity). Can carry up to 200 people or multi-ton cargoes. The space cruiser is covered in Very Heavy Vehicle armor, making it impervious to anything but large ship attacks. 22 Kills. Spacefighter ........................................................................72 Any type of light, aerodynamic, 1-2 man spacecraft, usually fulfilling a role similar to jet interceptors today. Speed is Superfast Flyer. For an additional 12 Game Points, a spacefighter can become Faster Than Light capable. Spacefighters are armed with two Light Energy Cannon attacks, one Missile attack and are plated in Heavy Vehicle armor. 3 Kills Teleporter............................................................................300 Instantaneous transportation between two points. Coordinates for the landing point must be known, either by sensors or by some type of “lock on” procedure (GM's choice). Range is usually about 100,000 miles. Teleporters come as landing pads, or booths. 60 SDP Time Machine........................................GM Special Only A small vehicle about the size of a car, which travels between time periods. The user must know the exact coordinates for the time to which he wishes to go. The machine is immobile, but for an additional 100 points can be made to move through space as well as time. Metal skin gives this device the equivalent of Very Light Vehicle armor. 62 SDP.

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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 position. 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 guarantee absolute safety, the path chosen will always be the safest and most direct option if several choices are available. Duration: 4 rounds.

GENERIC FUZION

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Magic he realm of Magic grants the user the ability to affect and influence the material world through either incantations and artifacts (Sorcery), or through the intercession of Higher Powers or Beings (Clerecy). In both cases, the individual act of magic is a task like any other, performed by using either the Sorcery skill or the Clerecy skill. Each act of Magic has a name, a Difficulty Value [DV] and the range it can effect. Magic spells are not bought with Option Points, magic skills are. These tasks may not be attempted without the appropriate skill.

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Self: Touch: Beam: Blast:

The user can only affect himself. The user can only affect things he is touching The power is projected in a narrow beam like a laser, up to 100 m/yds The power is projected in a beam that widens 1 m/yd for every 2 m/yds travelled (at 2m/yds, the beam is 1m/yd wide, at 4, it is 2m/yds, at 6, it is 3m/yds wide, etc.) Small Area: The power affects an area extending in radius 4 m/yds from the user.

CLERICAL MAGIC LIST Banish Animal...........................DV=14.................S.AREA This spell counters the Summon Animal spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one use. Banish Demon...........................DV=22.................S.AREA This spell counters the Summon Demon spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one use.

Bless...........................................DV=14..................TOUCH The cleric blesses the subject with the good favor and fortune of his gods. The subject will have an automatic +1 advantage in any action he takes. Limit once per day per subject. Duration: one game day. Cast Off Curse...........................DV=18..................TOUCH This spell counteracts and removes the effects of the Curse spell. Duration: one use.

Banish Elemental......................DV=18.................S.AREA This spell counters the Summon Elemental spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one use.

Create Food ...............................DV=14.................S.AREA Creates up to 10 lbs. of food (cleric’s choice of type & amount) each time it is cast. Permanent.

Banish Monster.........................DV=18.................S.AREA This spell counters the Summon Monster spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one use.

Create Water.............................DV=14.................S.AREA Creates up to 100 gallons of pure, drinkable water. Permanent.

Banish Spirit ..............................DV=14.................S.AREA This spell counters the Summon Spirit spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one use. Banish Undead..........................DV=22..................L.AREA This power allows the cleric to break the unclean bonds holding the unliving to this plane. All undead within the area are instantly restored to the land of death, crumbling to dust before the cleric’s power. Duration: one use.

tim arthur (order #4242885)

Cure Disease .............................DV=18..................TOUCH This spell instantly neutralizes the effects of any disease or Plague spell. It will not reverse any damage previously taken from the disease’s effect. Duration: one use. Curse...........................................DV=18.................S.AREA The cleric inflicts on the victim a dark aura of unluck and ill fortune. The target will have an automatic -1 penalty in any action he takes until the Curse is dispelled by use of a Cast Off Curse spell. Limit once per day per subject.

Heal ............................................DV=18..................TOUCH Restores one die plus one Hit to the player instantly. Clerical Healing may only be done once per game day on any particular player. The shock of rapid healing is fatal when frequently used. Duration: one use, once per game day per person. Invoke Gods...............................DV=26.................S.AREA This power allows the cleric to reach out to the higher god planes to commune with his or her ruling deity. The deity grants the cleric a boon equal to a 5 point bonus on one subsequent task or action. This invocation may only be used once per game; gods are busy immortals and don’t take to being bothered all the time. Duration: until action is taken. Neutralize Poison......................DV=14..................TOUCH This spell fully neutralizes the effects of any poison or Poisoning spell instantly. It will not, however, reverse any damage previously taken from this poisoning effect. Duration: one use. Part Water .................................DV=22..................L.AREA Creates a pathway through any body of water exactly 16 y/m (48 feet) wide, and 16 y/m back and front of the caster. Effect moves with cleric. Duration: 10 rounds. Protection From Evil..................DV=14..................L.AREA The cleric is surrounded with an aura of saintliness and Good, totally filling a Large Area around him. All evil things within this area must immediately retreat beyond the affected space. A Willpower roll may be made against the caster’s Will to resist this spell. Duration: 5 rounds. Purify ..........................................DV=18..................TOUCH Counters the effects of any poisonings, as well as the spells Poison, Plague and Corruption. Does not replace lost Hits. Duration: one use. Regeneration.............................DV=18......................SELF Through his concentration and faith, the cleric can regenerate one Hit per hour until he is fully healed or he has taken another wound. You may not regenerate from being killed. Duration: until fully healed or another Hit is taken. Resurrection .............................DV=26..................TOUCH Calling upon his gods’ aid, the cleric is able to raise one killed player or creature from death each Game. The resurrected player is restored with one Hit (all other lost Hits must be recovered through either normal healing, Healing or Regeneration spells). Duration: once per game. Turn Undead ..............................DV=18..................L.AREA The caster creates a sphere of holy power around himself, through which undead creatures cannot pass. Duration: 5 rounds. Walk on Air................................DV=26......................SELF The cleric can easily walk through the air as though walking on a sheet of invisible glass. Speed is a normal Walk. To change altitude, the cleric walks up or down as

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if climbing an imaginary hill. Lasts 10 rounds or until dispelled.

Creates a volume of air completely filling a Large Area around the caster. Duration: 6 turns.

Walk on Water..........................DV=22......................SELF The cleric is so holy he can easily walk across any body of water at normal Walking speed. Duration: 10 rounds.

Create Darkness........................DV=14.................S.AREA Creates a globe of absolute darkness in a Small Area around the caster. Lasts until dispelled.

MAGIC SPELL LIST Summoning Summon Animal .......................DV=18.................S.AREA This spell summons one random animal, allowing the Magic User to command it to perform one task. The animal’s combat and dodge skills have a base level of between 1 and 6 (roll 1 die for each) and cause damage based on a one die roll (1-2/DC=2 3-4/DC=4 5-6/DC=5). Duration: till task complete. Summon Demon ......................DV=26.................S.AREA This spell summons one random demon (choice defined by Game Master for his particular Game), allowing the Magic User to command it to perform one task. The Demon’s combat and Dodge skills have a base level of between 2 and 12 (roll 2 dice for each) and cause DC=10 with its natural weapons. It also has 4-24 Hits (roll 4 dice) and skin equivalent to 45 Hits. Duration: till task complete. Summon Elemental ..................DV=22.................S.AREA This spell summons one random elemental force (Earth, Air, Fire or Water—choice of Game Master), allowing the Magic User to command it to perform one task. The Elemental’s combat and dodge skills have a base level of between 1 and 6 (roll 1 die for each) and cause DC=10 with its natural weapons. It also has 2-12 Hits (roll 2 dice) and has skin equivalent to 18 SDP Armor. Duration: till task complete. Summon Monster.....................DV=22.................S.AREA This spell summons one random monster (choice defined by Game Master for his particular Game), allowing the Magic User to command it to perform one task. 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 with its natural weapons. It also has 3-18 Hits (roll 3 dice) and has skin equivalent to 28 SDP Armor. Duration: till task complete. Summon Spirit...........................DV=18.................S.AREA This spell summons one random Spirit (as defined by Game Master for his particular Game), allowing the Magic User to command it to perform one task. The Spirit’s dodge skill has a base level of between 1 and 6 (roll 1 die). It also can use both Aura of Death and Corruption spells at +5, has 1-6 Hits (roll one die) and has protection equivalent to 10 SDP Armor. Duration: till task complete. Conjuration Breathe Water...........................DV=14..................TOUCH Allows caster/target to breathe water for up to 10 rounds. Duration: 10 rounds. Control Fire.................................DV=14.................S.AREA Allows the caster to control the size and intensity of any fire within a Small Area around himself. Any damage caused by the fire can be increased/decreased by up to two levels of damage (from DC=2 to DC=4, or from DC=5 down to DC=3). Duration: 3 turns.

Control Weather .......................DV=18..................L.AREA The caster is able to control the weather immediately around himself (Large Area). He may create rain, snowstorms, hailstone showers or unseasonable warmth. However, subjects within the area of effect (while cold, wet and possibly sunburnt), take no damage. Duration: 3 rounds. Create Air...................................DV=14..................L.AREA

tim arthur (order #4242885)

Create Food ...............................DV=18.................S.AREA Creates up to 10 lbs. of food (caster’s choice of type & amount) each time it is cast. Permanent. Create Light ...............................DV=14.................S.AREA Creates a globe of light entirely filling a Small Area around the caster. Lasts until dispelled. Create Water.............................DV=14.................S.AREA Creates up to 100 gallons of water. Permanent. Door Ward .................................DV=18..................TOUCH Creates a barrier around any doorway the caster touches, with a strength equivalent to 54 SDP. Lasts till dispelled or broken. Enchant Weapon ......................DV=22..................TOUCH This spell enchants a specific weapon, granting 2 extra points to weapon accuracy for any Melee Attack made with it. Duration: 4 turns.

Transmutation............................DV=26..................TOUCH The caster can change the composition of up to 1lb. of material to a more valuable form; lead becomes gold, gold becomes diamonds, etc. The duration and permanency of the change is decided by the Gamemaster. Vaporous Body ..........................DV=22..................TOUCH Gives the caster/target a body with the consistency of mist, capable of going through any air-permeable surface. Duration: 4 rounds. Weapon of Power.....................DV=26..................TOUCH Increases the damage done by a specific weapon by two levels (such as from DC=2 to DC=4) for 4 rounds. Necromantic About Necromantic Spells: These spells concern the unliving and recently dead. As a rule, those who use these spells are considered to be evil and should be shunned. However, in some games, particularly those set in a Horror or Lovecraftian genre, players may be required to use these spells in the battle against assorted “nameless horrors”. The use of these spells is therefore up to the Game Master and depends upon the current game he is running. Aura of Death............................DV=14.................S.AREA The caster is surrounded with an aura of horror and death. All living things (excluding caster & allies) within this area must immediately retreat beyond the affected space. Duration: 3 rounds.

Enlarge/Reduce.........................DV=18..................TOUCH Allows the caster to enlarge or reduce the size of any object or creature, up to 100 times its normal size or 100th of normal. Duration: 3 turns.

Awaken the Dead.....................DV=22..................TOUCH The caster can bring one dead creature back to a state of half-life until the spell is broken. In this state, the undead creature regains all of the skills and abilities it had while alive, but is still in a rotting, putrescent state. Duration: until dispelled.

Greater Shapechange ..............DV=26..................TOUCH The caster has the ability to change shape into anything (of the same mass and general size) he desires, also gaining the abilities of whatever he is changed into at this time. Lasts until dispelled.

Corruption ..................................DV=18..................TOUCH The caster’s touch causes any living things to putrefy and decay, taking DC=3 for 4 rounds.

Growth of Plants.......................DV=18..................L.AREA This spell increases the growing power of any plants within a Large Area of the caster for up to 3 rounds. Each turn, the size of the plant increases by one level; Two y/m of grass expands to 4 square y/m of brush, then brush to trees (8 square y/m), and trees to giant redwoods (16 square y/m). Very good for creating barriers between the caster and opponents. Duration: 3 rounds. Magewind .................................DV=18..................L.AREA This spell allows the caster to create a strong wind capable of blowing over most humans (caster’s Willpower roll vs defender’s Athletic roll) in a Large Area around himself. If knocked over, the target will take DC=2 damage. This spell can also be used to propel sail-driven vehicles at up to 10 m.p.h.. Duration: 3 rounds. Mend..........................................DV=14..................TOUCH This spell allows the Magic User to repair one non-magical item of any sort to it’s original (as if new) condition. Permanent. Move Earth................................DV=14.................S.AREA Creates a tunnel in the earth 2 y/m (6 feet) wide and 10 y/m (30 feet) in front and in back of the caster. Lasts 5 rounds. Moves with caster. Duration: 5 rounds. Noise ..........................................DV=14.................S.AREA Creates a loud explosion of random noise in a Small Area around the caster. Duration: 3 rounds.

Plague.........................................DV=22..................TOUCH The caster’s touch causes any living thing to sicken and rot horribly, taking DC=4 each hour until dead. Dispelled by the Clerical Spell Purify.

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Poison.........................................DV=14..................TOUCH The caster causes any living thing touched to take Strong Poison damage until the grip is released. Lasts until grip is broken. Speak w/Dead ..........................DV=18.................S.AREA The caster can speak to any dead thing whose remains are within a Small Area of himself. It will communicate to him in the manner which it used in life (men speak, cats yowl, etc.). Duration: 4 rounds. Steal Life Force .........................DV=22..................TOUCH Allows the caster to take up to 4 Hits from another target and add these stolen Hits to himself. He may not raise his total Hits to greater than the original number. Duration: single touch. Touch of Death..........................DV=26..................TOUCH The caster’s touch causes any living thing to take DC=10. Lasts until grip is broken. Zombie Master..........................DV=26..................L.AREA Allows the caster to control all undead creatures within a Large Area of his position until dispelled. The undead follow all commands, and may leave the caster’s area to perform specific tasks. Duration: until dispelled.

Shapechange.............................DV=22..................TOUCH The caster has the ability to change his own (or another’s) shape to anything of the same mass or size. He does not, however, gain the abilities of whatever is changed into at this time (for example, as a bird, he could not fly). Lasts until dispelled.

Illusion Cascade of Lights......................DV=14.................S.AREA The caster launches a fountain of brilliant fireworks from his hands, causing blindness and a -3 penalty to any target’s attacks or other actions. Duration: 1 round.

Silence........................................DV=14.................S.AREA Creates a globe of absolute silence in a Small Area around the caster. Lasts until dispelled. Moves with caster

Illusion........................................DV=18.................S.AREA The caster can create a single illusion (filling a Small Area around himself), which appears real in all aspects. The illusion appears to react to the world as the real thing would, but cannot actually physically manipulate

GENERIC FUZION

Control Water............................DV=14.................S.AREA Allows the caster to control and shape up to 100 gallons of water; you can form shapes, move it in desired directions, etc. Duration: 3 turns.

Create Defender........................DV=22.................S.AREA This spell allows the caster to create a single warrior to defend him in mortal combat, using a sword, club, energy sword or other melee weapon appropriate to the epoch of the game. The Defender will fight for 3 rounds, has a Melee Weapon skill of 4, has 12 Hits and is wearing any type of Light Personal Armor appropriate to that epoch. Duration: 3 turns.

Stone to Sand...............................DV=18...................S.AREA Turns any stone object up to 1,000 pounds into an equal volume of sand. Permanent.

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GENERIC FUZION

things. A Willpower roll may be made against the caster’s Will to resist this spell. Duration: until dispelled.

and churn furiously. The attacks lasts 2 rounds, each round causing anyone within the area of effect to have a -4 penalty to any action (caster excepted). Duration: 2 rounds.

Invisibility..................DV=22................................TOUCH The caster (or a selected target), is rendered DV=25 to spot with any Awareness roll. He may attack while in this form, but this will reduce spotting him to a DV=20 task. Duration: 6 rounds.

Fireball......................DV=22.................................BLAST The caster releases a blast of seething flame which engulfs everything within reach. All targets take DC=10.

Mage Fire.................DV=18...............................S.AREA The caster is surrounded with a flickering barrier of raging blue fire. Anyone crossing the barrier takes DC=3 Damage. A Willpower roll may be made vs the caster’s Will to resist. Duration: 3 rounds. Multi-Mirrored Image....DV=18 ........................S.AREA The caster creates a multitude of shifting, realistic images of himself in a Small Area, each doing exactly the same thing. Anyone attacking the caster will be at a -4 point skill penalty. Duration: 4 rounds. Offensive Arrow of Fire............DV=18 ...............................L.AREA The caster creates a magical arrow (bow required) that causes anyone it hits to burst into flame (DC=4 damage for two rounds). The arrow then burns away. Damage can be avoided on the second round by pulling out the arrow (a DV=20 First Aid task). Duration: one shot. Bind Person..............DV=22...............................S.AREA The target is wrapped and bound in webs of twisting black and red energy. He may not move or act, and may only be released by use of a Dispell. Duration: until dispelled.

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Bind Soul..................DV=26................................TOUCH The target’s consciousness is transferred and bound into any small inanimate object, while his body goes catatonic. The soul may only be released through use of an Exorcise spell. Duration: until exorcised (the soul returns to the original body, unless it is destroyed). A Willpower roll may be made against the caster’s Will to resist this spell. Blast of Force...........DV=18.................................BLAST The caster’s target is struck by a glowing red blast of power, causing DC=4. Duration: one blast. Blinding.....................DV=18 ...............................L.AREA The caster causes one target within a range to suffer absolute blindness. All actions are made at a -5 penalty. Duration: 3 rounds. Charm .......................DV=18...............................S.AREA The caster is able to create an aura around himself of good fellowship and trust; the target will regard the caster as a good friend and treat him as such for up to 5 rounds. A Willpower roll may be made against the caster’s Will to resist this spell. Curse.........................DV=26...............................S.AREA The caster inflicts the victim with a deep pall of unluck and ill fortune. The target will have an automatic -4 penalty in any action he takes until the Curse is removed by use of a Cast Off Curse spell. Duration: until dispelled. Deathword ...............DV=26...............................S.AREA The caster shouts a single word so horrible that his target instantly takes DC=10. One target only; must be within a Small Area of effect. Duration: one shout. Dehydrate.................DV=18................................TOUCH The caster instantly sucks most of the liquid out of the target, causing DC=5 to any living organism. This can also be used to absorb up to 30 gallons of water at a casting. Duration: 1 round. Disintegrate .............DV=26 .................................BEAM The target begins to disintegrate over 4 rounds, each turn taking DC=10 damage. If the target reaches 0 Hits during this time, he is entirely vaporized. Duration: 4 rounds. Earthquake...............DV=18 ...............................L.AREA The caster causes the earth around himself to open up

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Flesh to Stone..........DV=22................................TOUCH The target is turned to stone over 2 rounds, each round receiving DC=3 Damage. If the damage kills the character, he may not be restored; if he is merely wounded and turned to stone, he can be freed with a Stone to Flesh spell (but damage is not healed). Duration: 2 rounds. Hands of Flame .......DV=14................................TOUCH The caster’s hands are wreathed in a ball of fire, causing DC=3 damage to anything he touches. Duration: 2 rounds. Ignite.........................DV=22................................TOUCH The caster’s target bursts into flame spontaneously, taking DC=2 This may also be used to start fires with any dry wood or tinder. Duration: 2 rounds. Lava Eruption ...........DV=26 ...............................L.AREA The caster causes the earth around himself to open up and gout huge spurts of boiling rock. The attacks lasts 2 rounds, each turn causing DC=10 damage to all trapped in the area with the exception of the caster himself. Mists/Obscurement....DV=14............................L.AREA The caster causes the earth around himself to open up and exude a thick, choking mist. The effect lasts 6 rounds, during which anyone (except caster) within the area of effect will take all actions at a -3 penalty. Mystic Arrow...........DV=14 ...............................L.AREA The caster creates a magic arrow (bow required) that causes a DC=3 wound the round it hits, a DC=2 Wound the next round, and a DC=1 wound the last round. The arrow then melts away. Damage can be avoided on successive rounds by pulling out the arrow (a DV=20 First Aid task). Duration: one shot. Paralyze ....................DV=18 .................................BEAM The caster’s target is immobilized for 1-6 rounds (roll 1 die). Repulsion..................DV=14...............................S.AREA The caster creates an aura of disgust around himself or his target. All living things within this area must immediately retreat beyond the affected space. A Willpower roll may be made against the caster’s Will to resist this spell. Duration: 3 rounds. Rust...........................DV=18................................TOUCH The caster’s touch causes the target (any ferrous metal) to rust over time, each round taking DC=3 damage until it is rusted away (0 SDP). Duration: until dispelled. Shatter......................DV=18................................TOUCH The caster’s touch causes any hard, non-living target to shatter and break (DC=4 damage). Duration: one touch. Sleep.........................DV=14 ...............................L.AREA The caster causes any desired targets within a Large Area around himself to fall into a deep sleep. The sleep will last up to 2-12 rounds (roll 2 dice) or until dispelled. A Willpower roll may be made against the caster’s Will to resist this spell. Stunning Grasp........DV=14................................TOUCH The caster causes a blast of disorienting power to stun anyone he touches. The target is confused and at a -5 penalty to any action he attempts. Duration: 3 rounds. Swallowed by Earth .....DV=22..........................L.AREA The earth beneath the target opens up and swallows him. The resulting pit is 4 m/yds (12’) square, 4 m/yds (12’) deep, and has smooth sides (climbing out is a DV=25 Athletics task). Permanent. Thunderbolt................................DV=22..............................

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BEAM The caster hurls a bolt of lightning to strike several targets in its path (Beam). All targets take DC=4 damage. Duration: one bolt.

force, such as Enchantments, Weapons of Power, Arrow of Fire or Mystic Arrows, and other protective spells. In short, if the spell lasts longer than a single use, it can be dispelled by this cantrip. Duration: one use.

Transformation ..........................DV=26.................S.AREA The caster can change any living thing into another living thing of equal mass and size (for example, a 100 lb. man into a 100 lb. panther). He may also change a living thing into something not normally of equal size or mass; it will simply retain it’s original mass/size ratio in the new form (example: a 100 lb., 6 foot frog). Does not grant changer the abilities of the new form. Lasts until Dispelled or Breakspelled. A Willpower roll may be made against the caster’s Will to resist this spell.

Extinguish Fires .........................DV=14.................S.AREA The caster can extinguish all fires within a Small Area of his location, no matter how powerful or large they are. Effect does not move with caster. Duration: 2 rounds.

Defensive Absorb Spell..............................DV=26......................SELF The spell allows the character to absorb the energy of one attacking spell. The spell must then be released as the next spell the absorber casts (if A hits B with a Fireball, the next spell B casts must be a Fireball). However, the spell may be stored for as long as he wishes. Duration: absorbs one spell. Armor of Light ...........................DV=22......................SELF The caster raises a protective barrier of shimmering light around himself, making him invulnerable to all lightbased attacks, including Blinding, Create Light, Create Darkness and Spray of Light. Duration: 6 rounds.

Mystic Shield.............................DV=26......................SELF The caster raises a small protective barrier just large enough to deflect a single material attack each round. The mystic shield stops any and all types of physical attacks, including weapons strikes, bullets, energy bolts, blows, bolts, blasts, mystic and fire arrows, fireballs, thunderbolts, magewinds and earthquakes. Duration: 3 rounds. Protection From Sorcery...........DV=26..................TOUCH This protective cantrip allows the caster to make himself (or one other person per casting) more resistant to sorcery; all damaging spells do two levels less damage (DC=5 becomes DC=3, for example), and all other spell effects last half as long (for example, a four round spell only lasts for two rounds). Duration: 3 rounds.

The caster instantly fills the area around himself with a 10 m/yds. tall (30’) wall of ice. The wall can take 80 SDP of physical damage before it is destroyed. Fire-based damage is considered to be doubled. The wall can be straight, staggered, domed, etc. Duration: 6 turns. Wall of Stone ............................DV=22..................L.AREA The caster instantly fills the area around himself with a 8 m/yds tall (24 foot) wall of stone. The wall can take 80 SDP of physical damage before it is destroyed. The wall can be straight, staggered, domed, etc. Duration: 6 rounds. Wall of Thorns...........................DV=18..................L.AREA The area immediately around the caster is filled with a dense, impenetrable (can take 65 SDP) thicket of thorns 8 m/yds. (24’) tall. Those entering the thicket take DC=3. Lasts 6 rounds. Dome of Invulnerability............DV=26.................S.AREA The caster instantly fills the area around himself with a 6 m/yds. tall (18 foot) dome of of invulnerable force. The dome is equivalent to 300 SDP or 10 Kills, stopping 20 points of each damaging attack made upon it. No spells may be passed in or out of the dome. Lasts 3 rounds.

Armor of Thought......................DV=22......................SELF The caster raises a protective barrier around his mind, making him invulnerable to all mentally based spells (Sleep, Charm, Repulsion), as well as the Psionic attacks of Mental Enfeeblement, Emotion Attack, Mental Command, Domination, Illusion, Mental Link, Mental Illusion, Mental Transfer, Mind Wipe, Psibolt, Read Mind, Telepathic Stun, Telepathic Invisibility and Sense Emotion. Duration: 4 rounds.

Remove Paralysis .....................DV=18..................TOUCH Counters the effects of the Paralyze spell. Duration: one use.

Knowledge Alarm..........................................DV=18..................TOUCH The caster is able to cast an “awareness” over a particular person, place or thing. This awareness will warn the mage whenever the person, place or thing is approached, no matter where the mage is in relation to the alarmed thing. The warning may be a noise, flash of lights, or a mental call. Duration: until dispelled.

Resist Fire ..................................DV=18..................TOUCH The caster gives himself (or one other person) a greater resistance to fire in all forms. While the spell lasts, all fire damage is reduced by three levels (such as from DC=5 to DC=2). Duration: 4 rounds.

Clairvoyance ..............................DV=26......................SELF The caster is able to spy, (as though through a remote TV camera), on any distant person, place or thing, for 10 rounds. Duration:10 rounds; can also be stopped by Breakspell, Spell Ward or Dispell Sorcery.

Banish Animal...........................DV=18.................S.AREA This spell counters the Summon Animal spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment.

Rune............................................DV=18......................SELF With this spell, the mage creates a mystic rune that guards against internally directed attacks. While the runesign is raised, the caster is immune to Ignite, Dehydrate, Flesh to Stone, Disintegrate, Corruption and Transformation spells. Duration: 4 rounds.

Crystal Scrying...........................DV=22......................SELF The caster is able to spy through any common crystal or mirror (as though through a remote TV camera) on any distant person, place or thing. Lasts 4 rounds. Cannot be stopped by Breakspell, Spell Ward, or Dispell Sorcery.

Banish Demon...........................DV=26.................S.AREA This spell counters the Summon Demon spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment. Banish Elemental......................DV=22.................S.AREA This spell counters the Summon Elemental spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment. Banish Monster.........................DV=22.................S.AREA This spell counters the Summon Monster spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment. Banish Spirit ..............................DV=18.................S.AREA This spell counters the Summon Spirit spell, sending the summoned creature back to where it came from, even if its task is uncompleted. Duration: one banishment. Break Binding ...........................DV=18..................TOUCH This spell protects the caster or another subject against all binding spells (Bind person, Bind Soul) for 4 rounds.

Shield Against Fire....................DV=22......................SELF This spell surrounds the caster with a shield impenetrable to fire in all it’s forms, including fireballs and walls of flame. While wrapped in this shield, he may not be harmed by fire. Duration: 4 rounds. Spell Ward ................................DV=26......................SELF This spell creates a barrier over the skin of the caster, warding against all forms of magic, and making it impossible to pass any spell through in either direction. Duration: 4 rounds. Stone to Flesh ...........................DV=22..................TOUCH Reverses the effects of the Flesh to Stone Attack, but does not remove damage taken before the Flesh to Stone spell was used. In short, the body may not be stone, but if it was damaged, it’s still damaged and must be healed. Duration: one use. Turn Spell ...................................DV=22......................SELF This spell deflects one attacking spell off to strike another selected target; if A attacks B and B uses Turn Spell, he could direct that spell to strike A or C. Duration: 2 rounds; will deflect only one spell during this period. Wall of Fire................................DV=18..................L.AREA The caster instantly fills the area around himself with a 10 m/yds tall (30 foot) wall of flame. Anyone crossing the wall immediately takes DC=10 damage. The wall can be straight, staggered, etc. Duration: 6 rounds.

Concealment..............................DV=18......................SELF The character can blend into any type of background, making it a DV=20 task to spot him. Duration: 6 rounds.

Wall of Force.............................DV=22.................S.AREA The caster instantly fills the area around himself with a 6 m/yds (18 foot) wall of force. The wall can take 100 SDP of physical damage before it is destroyed. The wall can be straight, staggered, etc. Duration: 6 rounds.

Dispel Sorcery ..........................DV=18.................S.AREA This spell removes the effects of one lasting magical

Wall of Ice .................................DV=18..................L.AREA

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Detect Illusion ...........................DV=18.................S.AREA Counters all Illusion spells, allowing the mage to determine the true nature of something. Duration: 4 rounds. Detect Invisible..........................DV=22.................S.AREA Counters all Invisibility spells; spellcaster can see any invisible object within a Small Area. Effect moves with caster. Duration: 4 rounds. Detect Lifeforce.........................DV=14..................L.AREA The caster is able to determine the presence of any living creature (or bound soul) within his range, and unerringly determine it’s location. The effect can move with the caster and lasts for 6 rounds. Detect Material.........................DV=18..................L.AREA The caster is able to determine the presence and location of a particular type of material, such as a gem, leather, water, metal, etc. The effect can move with the caster and lasts for 3 rounds. Detect Sorcery...........................DV=14..................L.AREA The caster is able to sense the use or recent use of sorcery within a Large Area of his position. He may also use this spell to determine if an item or place is of a magical nature. Lasts 6 rounds. Follow.........................................DV=18......................SELF The caster is capable of tracing any creature, person or object he has previously encountered, as long as he begins at the start of it’s trail. Lasts until dispelled. Infravision ..................................DV=14......................SELF The caster is able to see clearly in almost absolute darkness. Lasts until dispelled. Locate Object.............................DV=22..................L.AREA The caster may use this spell to locate any hidden object he has held before. Once cast, he will instinctively know where the missing object is. The Large Area effect can

GENERIC FUZION

Breakspell ..................................DV=18.................S.AREA This allows the caster to “break” or disrupt one spell in the process of formation, or to stop any attacking spell currently being used (the equivalent of a magical Dodge).The attacking spell dissipates and must be restarted all over again. Duration: one use.

Reflect Spell ..............................DV=26......................SELF This spell bounces one attacking spell back at the original caster (who takes full effects). Duration: 3 turns.

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move with the caster and lasts until dispelled.

GENERIC FUZION

Magesight..................................DV=14..................L.AREA The caster is able to determine the type of magic (Necromantic, Knowledge, Movement, Offensive Defensive, etc.) placed upon a person, place or thing. Duration: 4 rounds. Reveal Danger...........................DV=18..................L.AREA The mage is able to determine the safety of a particular area or object by concentrating on it. The answer will be either “safe” or “not safe”; the actual threat will not be described. Duration: 3 rounds.

The caster (or subject) is capable of moving as fast as a fast car. Duration: 3 rounds.

or walls of invulnerability. The Gate is six m/yd (18 feet) high, six m/yd wide. Duration: 2 rounds.

Featherweight ...........................DV=14..................TOUCH The caster (or subject’s) effective weight is reduced to that of a feather; he can still fall, but will take no damage no matter what the height. He may also be carried without any difficulty. Duration: 10 rounds or until dispelled.

Pass Through Walls..................DV=22......................SELF The caster can walk through any solid matter without harm. He may not move through forcefields, walls of force or walls of invulnerability. Duration: 4 rounds.

Great Leap .................................DV=14..................TOUCH The caster (or subject) is capable of leaping up to 40 m/yds (120 feet) at a time. Duration: 3 rounds.

Understand Speech .................DV=18.................S.AREA A universal translation spell, allowing the caster to understand any spoken language, as well as the gestures and sounds of animals and birds. Duration: one game day.

Levitate.......................................DV=18.................S.AREA The caster can move 200 lbs. straight up, using only his will. He must be able to see the object with the unaided eye, and can only lift it at Running Ground speeds. Duration: 5 rounds.

Movement Astral Projection........................DV=26......................SELF The caster has the ability to project an immaterial astral body to any location, moving at a speed equivalent to Fast Flying. The body may not touch material things, and has access (and vulnerability) to any spell or psionic attack, excepting those affecting material objects. Duration: 5 rounds.

Limited Teleport.........................DV=18......................SELF The caster is capable of teleporting to any location he can see with the unaided eye. He may not move through forcefields, walls of force or walls of invulnerability. Duration: one teleport.

Fast Ground Speed ...................DV=18..................TOUCH

Slow Flight.................................DV=18..................TOUCH The mage is capable of flying as fast as a slow aircraft. Can be cast on one other per use. Duration: 1 hour. Slow Time .................................DV=26......................SELF The caster can speed himself up relative to the external world. This allows him to perform up to two extra actions without any of the normal penalties for multiple actions. Duration: 1 round. Teleport .....................................DV=22......................SELF The caster is capable of moving instantly to any place he has previously visited, no matter what the distance. He may not move through forcefields, walls of force or walls of invulnerability. Duration: one teleport.

Mystic Gate...............................DV=26.................S.AREA This gives the mage the ability to open a doorway to any other location desired, whether he has been there or not. He may not gate through forcefields, walls of force

Psionics 28

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:

P

Self: Touch: Beam: Blast:

The user can only affect himself. The user can only affect things he is touching The power is projected in a narrow beam like a laser, up to 100 m/yds 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.

tim arthur (order #4242885)

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FUZION PSIONICS LIST Advanced Forcefield .......................DV=26 ..................S.AREA The psionic can generate a powerful forcefield equal to 75 Hits. When all Hits are exhausted, the field collapses. Duration: till field collapses. Astral Projection .............................DV=22........................SELF The psionic has the ability to project an immaterial astral body to any location, moving at a speed equivalent to 500 m.p.h.. The body may not touch material things, but has access (and vulnerability) to any spell or psionic attack, excluding those affecting material objects. Duration: 5 rounds.

DV=25 Willpower attempt. Duration: 5 rounds, effect moves w/ psionic. Machine Telepathy..........................DV=18 ..................S.AREA The psionic possesses a strange affinity for all machines. This gives him a +1 bonus to all Technical Skills (with the exception of Bio-engineering & Chemistry). The psionic also has the ability to mentally control machines within his range; to turn them on or off by mental command, and to give them tasks and instructions mentally. The machine cannot be commanded to perform functions that it would not normally be capable of doing. Duration: 5 rounds.

Aural Battle .....................................DV=18...................L.AREA The psionic can raise his aura to attack someone else’s aura. In this combat, the two aural shapes combat each other as glowing shapes floating between the two psionics; both psions make Willpower rolls to determine the outcome. On a tie, there is no victor; on a lower roll, the losing psionic takes the equivalent of DC=5. Duration: till battle ends. While engaged, no other actions or movement may be taken.

Mental Command......... DV=18 + Target’s Will............S.AREA The psionic has the power to force another person within his range to obey one mental command. DV is added to Target’s Will Power. For simple instructions (“bark like a dog.”) , your roll must be greater by 3. For instructions that are strongly resisted by the target (“take off all your clothes”), your roll must be greater by 5.

Aural Defense..................................DV=18........................SELF The psionic can raise a powerful mental defense screen around himself; the aura is a visible glow in the aspect of a totem animal or symbol. The aura screen will stop all Aura Attacks for 3 rounds.

Mental Domination ........................DV=26 ..................S.AREA The psionic can totally take control of the will of another within range, so that they must do anything they are instructed to do for 4 rounds, or until the domination is broken by the subject (a DV=25 task).

Blind Teleport: .................................DV=26........................SELF The psionic is able to move instantly from one point to any other desired location, whether he has been there or not. He may not move through forcefields, walls of force or walls of invulnerability. Duration: one teleport.

Mental Enfeeblement.....................DV=18 ..................S.AREA The psionic blasts the target’s mind with a powerful mental shock, reducing his ability to concentrate (a -4 penalty to any actions taken for three rounds). Resisting this action requires either a Psi Screen or a DV=25 Willpower attempt. Duration: 1 blast.

Cryokinetics......................................DV=18 ..................S.AREA The psionic can control ice and cold in all it’s various forms, causing it to form shapes, move it in desired directions, etc. He can also create deadly ice storms within a small Area (DC=5 for one attack), drop temperatures to 0°F for up to 4 rounds (DC=2 each round to all within the area), or encase single targets within blocks of frozen air (DC=10 damage each round until released or dispelled). Duration: by effect above. Emotion Attack ...............................DV=14 ..................S.AREA The psionic can create a strong and debilitating emotion in any single target within the psionic’s range; HATE creates unreasoning rage; FEAR, an immobilizing terror; LOVE, an inability to do anything but adore the psionic, etc. In short, the victim can do nothing but act upon the projected emotion. Duration: 4 rounds. A Willpower roll may be made against the caster’s Will to resist this attack. Empathy............................................DV=14...................L.AREA The psionic has the power to sense the emotional state of anyone within his or her range. This is expressed as a raw emotion; LOVE, HATE, FEAR, HAPPINESS, etc. Duration: 4 rounds. A Willpower roll may be made against the caster’s Will to resist this power. Forcefield..........................................DV=22 ..................S.AREA The psionic can generate a powerful forcefield equal to 100 Hits. When all Hits are exhausted, the field collapses. Hydrokinesis.....................................DV=18 ..................S.AREA The psionic can control water in all it’s various forms, causing it to form shapes, move in desired directions, etc.(4 rounds). He can also create a powerful tidal wave effect using any amount of water over 1,000 gallons (a small pond or lake), to slam targets within a Small Area’s range (1round). This attack causes DC=5. The psionic can also breathe water indefinitely.

Mental Link .....................................DV=22................. UNLMT The psionic is able to establish a permanent mental bond to one other person. He is able to exchange thoughts, images and sensations over an unlimited distance. Resisting this link requires either a Psi Screen or a DV=25 Willpower attempt. Duration: until broken. Mental Transfer ..............................DV=22 ..................S.AREA The psionic can transfer images and information into the memory of another person within range. A Willpower roll may be made against the caster’s Will to resist this power. Duration: 5 rounds. Mind Wipe ......................................DV=26...................TOUCH The psionic can totally wipe out a victim’s memory for a 10 round period. During this time, the victim cannot remember his name, his past, friends and enemies, or skills (all skills are at 0). Any powers or spells are also forgotten and may not be used. Resisting this action requires either a Psi Screen or a DV=25 Willpower attempt. Duration: 1 blast. PsiBolt...............................................DV=22 ..................S.AREA The psionic can hurl a deadly mental attack at any target within a Small Area of himself. The psibolt causes DC=5. Duration: 1 bolt. PsiScreen..........................................DV=18........................SELF The psionic is able to stop the effects of any Psibolt, Mental Domination, Telepathic Stun, Mind Wipe, Mental Link, Read Mind, Locate, Sense Emanations, Feeblemind or Emotion Attack, plus magical Illusions, Curses, Charms and Sleep. Duration: 8 rounds.

Limited Teleport...............................DV=18........................SELF The psionic is capable of teleporting to any location he can see with the unaided eye. He may not move through forcefields, walls of force or walls of invulnerability. Duration: one teleport.

Psychokinesis ..................................DV=18 ..................S.AREA The psionic is able to create powerful shock waves through any material. He can shatter any non-living material (DC=4 for one round), or send earthquakes (targets have a -4 penalty to all actions for a 2 round period), lava eruptions (DC=5 damage for 2 rounds), or explosions (DC=5 to all within the area, excepting the psionic).

Locate................................................DV=14...................L.AREA The psionic can “home in” on the mental emanations of other psionics in the area, determining exactly who and where they are. Resisting this action requires either a Psi Screen or a

Pyrokinesis .......................................DV=18 ..................S.AREA The psionic has complete control over fires and other types of heat energy, allowing him to control the size and intensity of

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Read Mind .......................................DV=18...................L.AREA The psionic can easily read the thoughts and feelings of another person within range, expressed as clear sentences. Resisting this action requires either a Psi Screen or a DV=25 Willpower attempt. Duration: 5 rounds. Regeneration....................................DV=18........................SELF The psionic can regenerate 5 Hits per hour until he is fully healed or he has taken another Hit. He may not regenerate from being killed. Duration: until fully healed or another Hit is taken. Sense Emanations ..........................DV=14...................L.AREA The psionic can sense the existence of other psionics in a large area around himself. He does not know who they are, but is aware of their location. Resisting this action requires either a Psi Screen or a DV=25 Willpower attempt. Duration: 5 rounds. Telekinetic Flight .............................DV=18........................SELF The psionic is capable of flying as fast as a typical light aircraft (Medium Flyer). Duration:1 hour. Telekinetic Move ............................DV=14 ..................S.AREA The psionic is capable of moving any single object up to a total of 300 pounds at Running Speeds. Duration: 5 rounds. Telekinetic Throw ............................DV=18 .................S. AREA The psionic is capable of hurling objects within a Small Area up to a total of 1 pound as fast as a superfast jet (1000 mph). Objects struck by this weight will take DC=5 Damage. Duration: 1 throw. Telepathic Invisibility ......................DV=18........................SELF The psionic can create the mental impression of invisibility , making him DV=25 (Awareness) to detect. He can attack in this form; however, this will render him merely DV=20 to spot. Duration: 6 rounds.

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Telepathic Stun ...............................DV=18 ..................S.AREA The psionic can hurl a powerful mental attack at any one target within range, causing the target to be paralysed. Duration 1-6 rounds (roll die). Teleport Other .................................DV=26 ..................S.AREA The psionic is capable of moving another person or object instantly to any place he has previously visited, no matter what the distance. He may not move through forcefields, walls of force or walls of invulnerability. Duration: one teleport. Teleport.............................................DV=22........................SELF The psionic is capable of moving instantly to any place he has previously visited, no matter what the distance. He may not move through forcefields, walls of force or walls of invulnerability. Duration: one teleport.

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Levitation..........................................DV=14 ..................S.AREA The psionic can move 100 lbs straight up, using only his will. He must be able to see the object with the unaided eye, and can only lift it at Slow Ground speeds. Duration: 5 rounds.

Mental Illusion.................................DV=18 ..................S.AREA The psionic can create a single mental illusion in the minds of any targets within a Small Area around himself. The illusion appears real in all aspects. The illusion appears to react to the world as the real thing would, but cannot actually physically manipulate things. A Willpower roll may be made against the caster’s Will to resist this power. Duration: 10 rounds.

any fire within a Small Area around himself (2 rounds). Damage caused by fire can be increased/decreased by up to two levels of damage (from DC=2 up to DC=4, or from DC=5 down to DC=3). In addition, the psionic can create fireballs (a Blast of seething flame which engulfs everything within reach with DC=5 damage (1 blast). (See blasts in Superpowers list.) The psionic also can cause any target in range to burst into flame spontaneously, taking DC=2 damage for 3 rounds.

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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:

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Self: Touch: Beam: Blast:

The user can only affect himself. The user can only affect things he is touching The power is projected in a narrow beam like a laser, up to 100 m/yds The power is projected in a beam that widens 1 m/yd for every 2 m/yds travelled (at 2m/yds, the beam is 1m/yd wide, at 4, it is 2m/yds, at 6, it is 3m/yds wide, etc.) Small Area: The power affects an area extending in radius 4 m/yds from the user. Large Area: The power affects an area extending in radius 8 m/yds from the user.

FUZION SUPERPOWERS LIST Cost Range Movement Super Leap ................................12....................................SELF The superhero is capable of leaping up to 40 m/yds. (120’) at a time. Tunnelling ..................................24....................................SELF The superhero is able to tunnel at running speeds through any type of earth, mud or sand (not stone or metal), at a rate of 12 m/yds. (36’) per round. Fast Ground Speed ...................12....................................SELF The superhero is capable of running as fast as a fast car. Superfast Ground Speed.........24....................................SELF The superhero is capable of running as fast as a very fast car. Slow Flying Speed ....................16....................................SELF The superhero is capable of flying as fast as a slow aircraft. Wings optional. Medium Flying Speed ..............20....................................SELF The superhero is capable of flying as fast as a typical light aircraft . No wings. Fast Flying Speed......................24....................................SELF The superhero is capable of flying as fast as a fast light aircraft. No wings. Superfast Flying Speed ............36....................................SELF The superhero is capable of flying as fast as a jet plane or sublight space fighter.

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Faster Than Light Speed ..........48....................................SELF The superhero is capable of flying faster than light. May only be used for interstellar travel. Limited Teleport ........................48....................................SELF The superhero is capable of teleporting to any location he can see with the unaided eye. He may not move through forcefields, walls of force or walls of invulnerability. Teleport ......................................60....................................SELF The superhero is capable of moving instantly to any location he has previously visited, no matter what the distance. He may not move through forcefields, walls of force or walls of invulnerability. Blind Teleport.............................72....................................SELF The superhero is able to move instantly from one point to any other desired location, whether he has been there or not. He may not move through forcefields, walls of force or walls of invulnerability. Defensive Powers Tough ............................................6....................................SELF The superhero has physical protection equal to 15 Hits) Resistant ....................................12....................................SELF The superhero has physical protection equal to 35 Hits. Highly Resistant ........................18....................................SELF The superhero has physical protection equal to 45 Hits. Super Resistant.........................24....................................SELF The superhero has physical protection equal to 75 Hits.

Near Invulnerable......................36....................................SELF The superhero has physical protection equal to 100 Hits. Forcefield....................................24 ..............................S.AREA The superhero can generate a powerful forcefield equal to 100 Hits or 3 Kills. Advanced Forcefield .................36 ..............................S.AREA The superhero can generate a powerful forcefield equal to a 150 Hits or 5 Kills. Missile Deflection.....................24....................................SELF The hero can deflect all types of material attacks (bullets, arrows, rocks, missiles, etc.) harmlessly away from himself. Attack bounces off randomly (roll 1 die: 1,2=straight back • 3,4= to right of hero • 5,6=to left of hero) Energy Deflection......................24....................................SELF The superhero can deflect up to 10 points of energy attacks harmlessly away from himself each round. Energy bounces off randomly (roll 1 die: 1,2=straight back • 3,4= to right of hero • 5,6=to left of hero) Energy Reflection......................36....................................SELF The superhero can bounce up to 8 points of energy attacks back at his attacker. Absorption..................................24....................................SELF The superhero can absorb up to 15 points per round of physical or energy attacks into himself without taking damage. The absorbed energy may not be used against another target.

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Blasts & Beams What would a superheroic adventure be without heroes blasting away with all kinds of arcane powers? For the maximum effect and flexibility, Fuzion’ s Blasts and Beams are considered to be a generic form of attack, defined only by the range (as defined by the terms Blast or Beam), and the Damage the attack causes. This allows the player to define all of the neat special effects of the actual Blast or Beam attack himself. An attack could be composed of absolute cold, heat, lightning, energy, cosmic power, photons, force, magnetism or even death rays. The Beam or Blast can also be fired from the fingertips, palms, feet, eyes or any other interesting place on the body. Heat vision, for example, could be a Powerful Heat Beam fired from the hero’s eyes.

player for up to 1-6 rounds (roll 1 die). The victim loses the use of the power during this time. The target of this ability can resist the superhero’s attempt to steal the power by making a Willpower roll equal to or greater than a Willpower roll made by the attacker.

A Beam extends for up to 288’ and is 6 feet wide. A Blast extends up to 72’ widening six feet for every 12 feet of length.

Elasticity.....................................14....................................SELF The hero is able to stretch any part of his body out to 6 m/yds. He may also flatten his body into a thin sheet, completely covering a Small Area.

Average......................................12...................................TYPE The superhero is capable of generating a beam or blast of power (your choice of type and description) equal to DC=3 Powerful.....................................16...................................TYPE The superhero is capable of generating a beam or blast of power (your choice of type and description) equal to DC=4 Deadly .......................................20...................................TYPE The superhero is capable of generating a beam or blast of power (your choice of type and description) equal to DC=5 Stun.............................................20...................................TYPE The superhero is capable of generating a beam or blast of power (your choice of type and description) capable of stunning it’s target for 2-12 rounds (roll two dice) A Willpower roll may be made against the caster’s Will to resist this power attack. Very Deadly ...............................24...................................TYPE The superhero is capable of generating a beam or blast of power (your choice of type) equal to DC=10. Super Deadly ............................40...................................TYPE The superhero is capable of generating a beam or blast of power (your choice) equal to 2 K damage. Cosmic .......................................48...................................TYPE The superhero is capable of generating a beam or blast of power (your choice of type and description) equal to 4 Kills. Internal Powers Animal Ability............................28....................................SELF The hero gains the powers and abilities (not shape) of one totem animal of his choice. The animal must be a nonmythological based creature, with natural weapons that cause damage no greater than DC=4 level. Animal Affinity ..........................14 ..............................S.AREA The superhero has the ability to empathize with all types of animals within his range; to understand their needs and desires, and to be liked by them. Successful use of this skill imparts a +3 advantage to any subsequent Animal Riding, Zoology, Xenology, Animal Control or Animal Handling skills. Chameleon ................................16....................................SELF The character can blend into any type of background, making it a DV=20 task to spot him. Invisibility ...................................24....................................SELF The superhero can become invisible, making him DV=25 to detect. He can attack in this form; however, this will render him merely DV=20 to spot.

Duplication ................................20 ..............................S.AREA The superhero is able to create a multitude of shifting, realistic images of himself in a Small Area, each doing exactly the same thing. Anyone attacking the hero will be at a -4 point skill penalty.

Gaseous Form............................20....................................SELF The superhero’s body can dissolve to the consistency of mist, capable of going through any air-permeable surface. He may not move through forcefields, walls of force or walls of invulnerability. Pass Through Walls .................28....................................SELF The superhero can walk through any solid matter without harm. He may not move through forcefields, walls of force or walls of invulnerability. Gills.............................................14....................................SELF The hero is able to breathe water indefinitely, as long as the water is relatively clean and unpolluted. If a toxin is present, treat it as a Poison. (See pg. 54.) Life Support ..............................16....................................SELF The hero can maintain a bubble of constant temperature, atmosphere and pressure around himself indefinitely, excluding any harmful gases, toxins, radiations or microorganisms. He can thus travel through any environment without any type of protection. Machine Affinity ......................20 ..............................S.AREA The hero has the ability to empathize with machines within his area of effect; to diagnose malfunctions and know the best way to fix, modify or repair things. Successful use of this skill imparts a +3 advantage to any subsequent Technical skill use (with the exception of Chemistry and Bioengineering). Regeneration ............................21....................................SELF The hero can regenerate 5 Hits per hour until he is fully healed. He may not regenerate from being killed. Advanced Regeneration ..........30....................................SELF The hero can regenerate 5 Hits every ten rounds until fully healed. He may not regenerate from being killed. Grow/Shrink .............................21....................................SELF Allows the hero to enlarge or reduce his size up to 100 times its normal size or 100th of normal. His weight and mass, are unchanged by this action; he will still have the same number of Hits and do the same amount of damage in combat. Shapechange ............................30....................................SELF The superhero has the ability to change his form to any living thing of the same mass or size. He does not, however, gain the abilities of whatever is changed into at this time (for example, as a bird, he could not fly). Advanced Shapechange .........40....................................SELF The hero has the ability to change shape into any living thing of the same mass and size as himself, also gaining the abilities of whatever he is changed into at this time.

Drain Power ..............................35...............................TOUCH The superhero can “turn off” any one power of another player for 1-6 rounds (roll 1 die). The superhero may not use the power himself; he merely denies its use to his victim.

Mass-Shape Change ...............50....................................SELF The hero has the ability to change shape into any living thing he desires, up to 10 times (or 1/10th) his normal mass and size. Hand to Hand/Melee Damage can be increased to a maximum of DC=5. The hero does not, however, gain the abilities of whatever he is changed into.

Steal Power ..............................42...............................TOUCH The superhero can “borrow” any one power from another

Slow Time .................................24....................................SELF The superhero can speed himself up relative to the external

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Solid Energy Creation...............48 ..............................S.AREA The hero is able to create material objects out of an energy field around himself. One object is created at a time, up to a maximum of 5 objects existing at any one time. The objects last for 3 rounds before dissipating. Creating a simple object without moving or complex parts is an DV=10 Willpower Task; creating objects with simple moving parts is DV=20; creating complex objects with many parts (such as electronic hardware or advanced weapons) is a DV=30 task. Super Agility ..............................20....................................SELF The superhero has incredible agility and balance, adding an automatic +3 bonus to any Athletic, Mobility or Fighting Skills he may use. Super Charisma.........................20....................................SELF The hero is far more charismatic than mere mortal men, adding an automatic +3 bonus to the following Skills: Acting, Persuasion, Seduction, Leadership and Sing. Super Intelligence.....................20....................................SELF The hero is smarter than mere mortals, adding an automatic +3 bonus to any General Knowledge skill he uses. Sonar/Radar Sense...................12....................................SELF The hero can clearly navigate through pitch darkness using an enhanced spatial/radar sense. Colors cannot be perceived; however, shapes and textures are easily discerned. Danger Sense............................21 ..............................S.AREA The superhero is able to sense the safety of a particular area or object by concentrating on it. The answer will be either “safe” or “not safe”. The actual threat will not be described. Super Hearing............................12....................................SELF The hero’s hearing is so acute, he can hear even the faintest sounds at all hearing frequencies. Adds +2 to any Awareness roll where sound is a factor. Radio Hearing............................12....................................SELF The hero can hear radio transmissions as easily as he can hear spoken conversations. Range for overhearing a specific radio transmission is one mile. Microscopic Vision....................14....................................SELF The hero can see with the power of a strong microscope, allowing him to see micro-organisms, fingerprints, small scratches and imperfections, and microfiche type. Adds +2 to any Awareness roll where small size is a factor.

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Telescopic Vision.......................12....................................SELF The hero can see with the abilities of a powerful telescope, allowing him to observe things up to ten miles distant. Adds +2 to any Awareness roll where the subject is far away from the hero. X-Ray Vision ..............................12...............................L.AREA The hero can see clearly through all solid materials except lead and radioactives. Advanced X-Ray Vision ............16...............................L.AREA The hero can see clearly through all solid materials including lead and radioactives. Area Effect Powers Animal Control .........................14...............................L.AREA The hero has the ability to control animals within his range; to make them perform any task that could be reasonably expected of an animal of that type. The effect moves with the hero. Create Darkness .......................14 ..............................S.AREA Creates a globe of absolute darkness in a Small Area around the hero. The effect moves with the hero. Create Light................................14 ..............................S.AREA Creates a globe of light entirely filling a Small Area around the superhero. The effect moves with the hero. Element Control (Air).................24 ..............................S.AREA The hero can control the element of air, causing great winds to move at his desire. With these winds, he can cause a single object up to 200 lbs. to be lifted and moved at a 100 m.p.h. or create a strong wind capable of blowing over all targets (a 1 die roll of 4,5,6) in a Large Area around himself. If knocked over, the target will take DC=2. This power can also be used to propel sail-driven vehicles at up to 10 m.p.h..

GENERIC FUZION

Cling to Walls............................14....................................SELF The hero is able to cling to any vertical surface, moving along at up to 5 m.p.h..

Transfer Powers.........................35...............................TOUCH The hero can “loan” any one other power he or she has to another player for four rounds. While the power is loaned out, the hero cannot use it himself.

world. This allows him to perform up to two exta actions without any of the normal penalties for combined actions.

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The hero is immune to all wind type attacks, such as Magewinds. The effect moves with the hero.

out of his field at a speed equivalent to a Levitation spell for one round.

-2 penalty (all skills) to all targets within the area of effect excepting hero).

Element Control (Earth).............24 ..............................S.AREA The superhero can control rock, stone and sand, making it take shapes or forms as desired. He may also cause the ground itself to quake, and churn furiously. The quake lasts 2 rounds, each turn causing anyone within the area of effect to have a -4 penalty to any action (caster excepted).

Illusion .......................................21 ..............................S.AREA The hero can create a single illusion (filling a Small Area around himself), which appears real in all aspects. The illusion appears to react to the world as the real thing would, but cannot actually physically manipulate things. Detecting the illusion is a DV=25 Perception task.

Strength and Power Amazing Strength .....................14....................................SELF The superhero’s strength is amazing. He can lift up to a ton of mass, and tear apart any material of less than 18 SDP. He can also cause DC=4 with each mighty punch.

Element Control (Fire) ...............24 ..............................S.AREA The superhero has complete control over the element of fire, allowing him to control the size and intensity of any fire within a Small Area around himself. Any damage caused by the fire can be increased/decreased by up to two levels of damage (from DC=2 up to DC-4, or from DC=5 down to DC=3). In addition, the hero can create fireballs (a Blast of seething flame which engulfs everything within reach with DC=10). The hero also cannot be harmed by flame in any form.

Machine Control ......................24 ..............................S.AREA The superhero has the ability to mentally control machines within his range; to turn them on or off by mental command, and to give them tasks and instructions mentally. The machine cannot be commanded to perform functions that it would not normally be capable of.

Element Control (Water)...........24 ..............................S.AREA The hero can control water in all it’s various forms, causing it to form shapes, move it in desired directions, etc. He can also create a powerful tidal wave effect using any amount of water over 1,000 gallons (a small pond or lake), to slam targets within a Small Area’s range. This attack causes DC=5. The hero can also breathe water indefinitely.

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Entangling Attack.....................21 ..............................S.AREA The superhero can extend a web of restraining or entangling force up to 24 m/yds to immobilize a single opponent. The entangling attack can be defined as nets, webs, energy bindings, sticky substances, etc. Escaping the entanglement is a DV=25 Athletics Task (or a DV=20 Escape Artist Task). The attack can be “split” to entangle multiple attackers as long as they are within 3 m/yds. of each other. The entangling attack may also be used to create a barrier between the hero and a specified target. The barrier has 53 SDP and covers up to a Small Area around the hero. Gravity Control .........................60 ..............................S.AREA The superhero can control the strength of the local gravitic field around himself, making it stronger or weaker at will. He can increase it to the point where only superheroes with Cosmic Strength (See Cosmic Strength, this page.) can stand within it, crushing all others with DC=10 each round. He can also negate the field in such a way that Zero-G Movement skills will be required for all actions. He can fly at Fast Flyer speeds, or reverse gravity in such a way as to hurl objects

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Magnetic Control .....................48 ..............................S.AREA The superhero is able to control the effects of magnetism in ferrous metal objects (steel, iron, and alloys of these) within his range. He can join metal objects together with incredible force (DV=30 task to pull them apart), or cause them to fly apart with extreme violence (causing DC=5 to anyone caught in the area of effect). He can walk vertically up any metal surface, or use his power to pull himself through the air towards a metal surface at Fast Flying speeds. He can also deflect any metal object thrown at him, or stop the blows of any metal weapon used against him. Plant Control .............................24 ..............................S.AREA The superhero can control the growth and movements of plants. He can increase the growing power of any plants within a Large Area for up to 3 rounds. Each round, the size of the plant increases by one level: 2 square m/yds of grass expands to 4 square m/yds of brush, then brush to trees (8 square m/yds), and trees to giant redwoods (16 square m/yds.). He can also command plants to entangle people, obstruct paths, or (if plant is man-eating), attack them.

Extraordinary Strength ...........21....................................SELF The superhero’s strength is extraordinary. He can lift up to 10 tons singlehanded, and can tear apart any material of less than 28 SDP. His blows cause DC=5 with each strike. Super Strength .........................28....................................SELF The superhero has achieved true super strength. He can lift up to 100 tons, and can tear apart any material of less than 42 SDP. His punches cause DC=10 with each blow. Unbelievable Strength..............35....................................SELF The superhero’s strength is unbelievable, allowing him to lift hundreds of tons, and tear apart any material of less than 5Kills. His blows cause DC=12 with each strike. Cosmic Strength .......................42....................................SELF The superhero’s strength is literally cosmic. He can lift megatonnes of weight (although he cannot move planets or entire cities, he could move asteroids or other single objects), and tear apart any material known to mortal man, short of 10 Kills strength. His mighty blows cause 4 kills with each strike.

Telekinesis..........5 pts. per 10 lbs...............................S.AREA The hero can move objects in any direction, using only his will. For every five points spent, he may lift 10 additional pounds. He must be able to see the object with the unaided eye, and can only move it at 10 m.p.h. speeds. Weather Control........................28...............................L.AREA The hero is able to control the weather immediately around himself (Large Area). He may create rain, snowstorms, hailstones or unseasonable warmth, but with incredible power and fury (each round of weather attacks causes DC=5 and a

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GETTING INTO ACTION 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 roleplaying, the “board” is your imagination; the environment is described to you by the GM, and it’s up to you to imagine in your mind’s eye where everything is, based on those descriptions (although maps and figure “counters” are sometimes used as visual aids in more complex situations).

GENERIC FUZION

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Getting the Scene Down There are a few basic rules to this mental landscape. First, if your character can see something with the naked eye or the scope of a weapon, you can interact with it. If there’s anything in the way, it’s considered to be BLOCKED and you can’t interact with it. If it’s positioned forward of your shoulders, you can face it and also possibly interact with it. Last, if it’s within arm’s reach (roughly 2 yards), you can also touch it; otherwise, you’ll need to use a longer tool, weapon or some other method to extend your reach. That brings us to the subject of measurement. In Fuzion, we measure everything in either meters or yards (and treat them interchangeably; the difference is only about 2 inches). One reason we do this is that it means we don’t have to change measurements around between metric and English systems. It also corresponds pretty well with the statistically generic 6 foot character (ok, a meter isn’t exactly 3 feet, but for convenience’s sake, it works well enough). This allows you to use almost any size of figure in play—the actual figure becomes a useful 2 meter/yard “yardstick” to measure distances. Army men, action figures, even fashion dolls— anything can work with this simple scale system.

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Real Speed in Real Numbers If you really want to get kilometer or miles per hour speeds, here’s how to do it: • To get KPH ground speeds, multiply the noncombat or combat move of the object by 3 kph. Example: with a non-combat move of 18, I run at 54 kph. • To get MPH ground speeds, multiply the non combat or combat move of the object by 2 mph. Example: with a non-combat move of 18, I run at 36 mph. Lastly, there’s the question of really fast speeds, supersonic and above. If you’re talking living things, the only way to achieve this is through the use of some kind of supernatural power; in this case, the top speed is determined at the time the power is created. Non-living things also buy supersonic speeds as a factor of their construction. In both cases, to determine the outcome of a contest is much like other figurative Movement; add the speed value (Mach, Warp, whatever) to a die roll, and the highest total wins.

As a rule, there are two scales of movement used in Fuzion. The first scale is Figurative Movement; a raw MOVE score compared to another MOVE to see which is faster overall. This is best for simple speed decisions; in a race, each participant adds a die roll to his or her MOVE score and the highest total wins. Then there’s Literal Movement; a measurement of actual distance, best used on combat maps or when using figures. How far you can move has already been determined by the Derived Characteristic of Run (MOVE x2m/yds) and Sprint (MOVEx 3m/yds). This will tell you exactly how far you can run in 3 seconds (the typical measurement of time in combat, as described below). See also the Speed Table on page 35.

Terrain Terrain is what you are walking on; dirt, sidewalk, brush, ice. In Fuzion, your movement can be slowed by the type of terrain you cross over. Terrain is rated as Easy, Rough and Very Rough and reduces your overall MOVE characteristic in the following manner: Easy Rough Very Rough No Reduction Halves MOVE Quarters MOVE Note that the roughness of the terrain doesn’t mean that it’s full of rocks; just that it’s hard to cross. Rough terrain could include choppy waves, turbulent air, or light brush. Very rough might be mud, snow, ice or thick brush. Easy would be grass, sidewalks and open skies. The terrain type is decided on by the GM, and is based on the majority of terrain you will be crossing over that phase. For example, if you ran over 4 m/yds of Easy terrain and 6 m/yds of Rough, the GM would probably rule that you were moving through Rough Terrain that phase.

Time The Time Table 1 PHASe=3 seconds (typical combat time) 1 Round= 4 phases (12 seconds) 5 Rounds=1 minute 5 minutes 20 minutes 1 hour 6 hours 1 day

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Finally, we have one more kind of measurement in our imaginary landscape—time. Fuzion uses two ways of measuring time. The first, Roleplaying Time, works just like it does in real life; dividing reality into seconds, minutes, hours, days, weeks, etc. The second way, Combat Time, is far more exacting. In Combat, time is divided into 3 second combat Phases. Anything that takes longer than a phase is considered to be a long action, and will take at least 12 seconds (or one Round) to complete. In extreme cases, you may even want to use minutes or hours to describe especially long actions.

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Taking Your Turn Much as in any other game, the next step to adventuring is taking Turns. In Fuzion, the character with the highest REF Characteristic generally acts first in a phase. They may also be allowed to hold their action (see Wait under Advanced Actions) and act later in the phase. The character with the next highest REF score acts next and so on. If the characters are tied, then roll a die to break ties at the start of combat; the higher number goes first. Another option is to have each character roll 3D6 and add their REFLEX Characteristic at the start of the phase. The character with the highest total acts first for that phase (they are also allowed to hold their action and act later in the phase). The character with the next highest total acts next and so on. Roll an additional die to break ties; high number goes first.

Initiative: Try This! For more realistic combat, have the GM keep turn order secret, so that characters holding their action never know for sure if they’ll go before the bad guy or not. Is he holding his action too?

Taking an Action

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Basic Action Summary Actions Attack

Block

Dodge

Get Up Grab Run Sprint Other

Throw

Notes (Shoot or Strike) Make Attack (optionally, add modifiers); autofire attacks count as one Action. Kicks do +1D6 at -1 to hit. Stops any one attack with a successful Defensive Roll vs. the Attacker’s Attack roll. You attack first next phase if successful. Makes you harder to hit against all attacks this phase—adds +3 DV, but you cannot attack. Get up from being prone. -2 to perform; grab target or gadget; -3 Defense for both . Move up to your full Combat Move (a Run). Move up to your full Non--Combat Move at 1/2 DEX, 0 REF. Any single action not otherwise specified, such as using a Skill, making a Strength/Lifting/ Throwing Feat , loading, mounting a vehicle, changing weapons, etc. Throw one object (-4 if not made for throwing).

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Speed Table Walk Run Slow Ground Very Slow Flyer Medium Ground Fast Ground Slow Flyer Super Fast Ground Medium Flyer Fast Flyer Super Fast Flyer

2.5 mph. 5 mph. 10.mph 50.mph 50.mph. 100.mph 100.mph 200.mph 200.mph. 500.mph 1000.mph

GENERIC FUZION

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 general, there are two kinds of Actions in Fuzion: Basic Actions, which are simple descriptions of tasks you’ll want to perform during your turn, and Advanced Actions, which represent more sophisticated maneuvers that add strategy and tactics to your game play. Both have advantages; Basic in speed, Advanced in subtlety. The following section discusses Basic Actions a character can perform. Advanced Actions are described on the following page in their own section. Both also have useful summary sidebars to recap what each action means. Attack: Use a weapon, power or physical combat skill to harm an opponent. There are many modifiers that can affect your chance to do this (see Combat Modifiers, pg. 44). Specific weapons may have other modifiers to take into account as well. Block: (or Parry) Use this Action to deflect attacks. In general, this means stopping a specific Melee or Hand to Hand attack in addition to your normal Defense Value. When Blocking an attack, make a Hand to Hand or Melee skill roll against the roll which your attacker already got past your defense roll. If the roll is successful, the attack is blocked. After being blocked, the attacker is put off balance, and must act after the target next phase regardless of normal turn order. This is a good time to introduce the Rock, Papers, Scissors Rule of Blocking. As a general rule, certain defenses can be used to physically block certain kinds of attacks. Against other attacks, these defenses are worse than useless. (You could lose an arm!) As a rule of thumb, always remember: • WOOD DAMAGES FLESH • METAL DAMAGES WOOD • ENERGY DAMAGES METAL Dodge: Use this Action to make yourself harder to hit. Instead of attacking, you may declare that you are actively dodging and gain +3 to your Evasion skill roll against all attacks that Phase. Get Up: Use this Action to stand up after being knocked down. Grab: Use this Action to get a grip on an opponent, a weapon, a gadget, or something else. A successful Grab allows the attacker to hold, pin, choke or throw his opponent; he may also attempt to grab a weapon from his opponent’s grasp. Use an Opposed Skill check to see if you can break out of a Grab (use STR Characteristic plus Hand to Hand, Athletics or Martial Arts (whichever is highest); the attacker suffers -2 to his roll. When Grabbed, both grabber and grabbee are -3 DEX to all other attacks. The grabber can choose to do his full STR in damage to the grabbee each turn. Run (Combat Move): Allows character to move up to their full Running that phase. Sprint: Use this Action to move faster each 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

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GENERIC FUZION

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Advanced Action Summary Actions Abort

Notes Interrupt opponent’s turn to use a Defense (Dodge, Block, Dive for Cover), at cost of your upcoming action this phase. Aim Each phase taken Aiming adds +1 to Attack, up to +3; no other Action possible Choke Hold A Grab at - 4 REF. 2D6 Killing Attack. And you can’t talk while being choked. Disarm Knock opponent’s weapon from hand. Dive for Cover Avoid an area attack. Defender makes REF + Athletics (or Evade) skill roll vs 8, +1 difficulty per each extra meter/yard dived. Draw & Attack Draw weapon and attack in one Action. -3 Penalty to attack. Entangle Immobilize opponent until he can make an Escape. Escape Escape from Grabs or Entangles, using STR+ Hand-to-Hand skill vs. opponent’s STR+Athletics (or Hand-to-Hand) skill. Haymaker +3 dice damage, with -3 to REF. Move Move up to your Combat Move distance, and perform one other action, except for Run, Sprint, Move By, Move Thru, Recover or any action the GM rules to take a Full Action (or longer.) Move By Full Combat Move and HTH (or Melee) attack during movement with a -2 penalty to REF & DEX. Damage = half of STR + 1 die for every 10m/yds moved. You will also take one third of that damage yourself. Move Thru Full Move and HTH (or melee) attack at end of move with a -1 penalty for every 10m.yds moved and a DEX penalty of -3 total. Damage = STR + 1 die for every 5m/yds moved; you will also take one half of that damage yourself. Recover -5 to Defense Value, get Recovery back in Stun Sweep/Trip Opponent falls; takes -2 penalty to his REF next phase, must spend an Action to get back up. Wait Wait for a chance to take your action or hold an action til later.

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Throw:

long an Other Action takes is up to the GM; they may well decide that what you describe takes several rounds to perform, or it may have modifiers on your DEX. Some common Other Actions: drawing a weapon, getting into or out of a vehicle (or mounting or dismounting from a horse), transforming, and clearing a jammed weapon. All of these Actions take up a full phase. This allows the attacker to use a thrown weapon (grenade, bottle, mug, small car). The object must be liftable by the character, and may be thrown using the character’s Athletics Skill. Improvised, non-aerodynamic objects can be thrown at at -4 penalty. If the character is throwing something larger than 4 square m/yds (roughly 2x2), it can be treated as an area attack.

Free Actions These are things you can do automatically, without spending any of your Actions. An example would be standing up. To be sure, ask the GM of your campaign what Actions are free in his game. For example, you can always move up to your MOVE Characteristic (in m/yds) at no action cost.

Advanced Actions These are other Actions you can take besides the Basic ones. Remember that even this list is only a fraction of the possible maneuvers you may want to invent or add to your campaigns. Abort: Characters who are being attacked, and who have yet to take their turn, may ‘abort’ to a defensive maneuver (Block, Dodge, or Dive For Cover) using their upcoming action. Characters continue to do this defensive action until they can act again in the next phase. Aim: This action allows you to improve your chances to hit with a ranged weapon (only). Each action taken aiming adds +1 to your attack, up to three actions total. Aiming assumes a steady, braced position, no movement, and a clear chance to track your target. Choke Hold: A two hand or one arm Grab maneuver at -4 to REF (unless you’re really big and your GM allows you to use one hand). Once a successful Choke hold is established, the choker will do 2D6 each phase in killing damage unless the Choke is broken by the victim. Disarm: On a successful Attack roll, you have a chance to knock something from the opponent’s hand at no penalty. The attacker gets a STR + Hand to Hand roll versus the defender’s STR + Hand to Hand roll; if the attacker wins, the defender drops the weapon. Use the Area Effect table (p.45) to determine where the weapon falls, with your opponent in the center. Dive For Cover: This action allows you to get out of the way of explosions and area effect attacks. You make a Defense roll (using an appropriate Athletics or Evasion roll if allowed by the GM), against a Difficulty Value based on the distance (base of 8 for 1m +1 difficulty for every extra 1 m/yds). If the roll is failed, you didn’t dodge fast and/or far enough and were caught by the attack effects. Diving for cover can be performed by holding an action (just in case) or by aborting to your next action if you have not yet taken your turn. Draw & Attack: By declaring this action at the start of the round, you are effectively trying to “fast draw” on your opponents. This allows you to draw and use a weapon in one action, instead of the normal two, but imposes a -3 penalty on your attack. Entangle: This allows the character to use any entangling type of attack (whips, nets, tentacles, etc) to immobilize an opponent. The attack is made using the skill for that weapon against the 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, entanglements 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

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Haymaker:

Move:

Move By:

Move Thru:

Recover:

Sweep/Trip:

Wait:

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 if the GM agrees. You throw caution to the wind and put everything into a single full-out physical move (a swing, punch or blow). This gives you a damage bonus of +3 dice, but imposes a -3 penalty to hit (because you’re not worrying about keeping your balance or aiming, etc.). This Action allows you to move up to your MOVE Stat (or other Movement power) in m/yds of distance, and perform one other action, except for Run, Sprint, Move By, Move Thru, Recover or any action the GM rules to take a Full Action (or longer.) This action lets you use up to your full Combat Move and make a Hand-toHand or Melee attack (only) at any point along that movement, at a penalty of -2 to your REF and DEX. You do half your STR damage plus 1 die for every 10m/yds moved. You will also take one third of that damage yourself. This action lets you use up to your Combat Move and make a Hand-to-Hand or Melee attack (only) at the end of that movement, at a REF penalty of -1 for every 10m/yds moved and -3 to DEX. You do your STR damage plus 1die for every 5m/yds moved. You also take half that damage yourself. Recovering gives you back Stun (and Endurance, if using that Derived Characteristic) equal to your Recovery score. If you choose to Recover for your action, you can do nothing else that phase. If you suffer damage while recovering, you may not recover Stun points that phase. You are at -5 DEX while Recovering. You put out a foot and send him sprawling. On a successful Hand to Hand roll, the attacker is knocked to the ground. He will be -2 to his next attack, you will gain +2 on your next if to the same opponent. Allows you to interrupt another player’s actions during their round. Waiting is best used when you want to wait until an opportunity exposes itself. To Wait, you must announce, when your part of the phase comes up, that you are planning to Wait. The important word to include in this announcement is ”until”, stating what condition must be met before you will act. An example might be, “I wait until Bob moves,” or “I wait until I can see the whites of his eyes.” If the conditions of your wait are not met, you must stand there, waiting, until the next round. When the specified condition has been met, you can elect to interrupt someone else’s action immediately. After all, this is what you have been waiting for. An example would be: “I wait until my opponent pops his head up from behind the wall, then I’ll shoot.” The moment your opponent pops up to shoot at you (his action), you could then interrupt and fire. You need not roll to interrupt; it’s automatic. This can also be used to cover an opponent—i.e.; hold a ready weapon on him—you interrupt his action (BANG!) if he attempts to escape.

Resolving Actions Whenever your character tries to do something (called taking an Action), there’s always the question of whether he’ll succeed or fail. Sometimes the task is so easy that it’s obvious; for instance, taking a step forward without falling down. In those cases you’ll just tell the GM what you’re doing, and no die roll is needed.

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Let’s say my MOVE is 5. This would mean: Move: I can run up to 5m/yds and still do anything except Run, Sprint, Move By, Move Through or Recover. Move By: I can run up to my full Combat Move (equal to my MOVE x 2). So I could run 10m/yds and make a hand to hand or Melee attack with penalties. REF -2 DEX -2 STR cut by 1/2 plus 1 die per 10 m/yds. You take 1/3 of resulting damage Move Through: I can run up to my full Combat Move (equal to my MOVE x 2). So I could run 10m/yds and ram into someone, (or do the famous “Captain Kirk Running Kick”), with penalties. REF -1 per 10 m/yds DEX -3 STR regular damage plus 1 die per 5 m/yds You take 1/2 of resulting damage

Which Die Roll? This is one of the basic decisions you have to make before you begin playing Fuzion: what Dice should you use? While standard 6sided dice are always used for damage, in Fuzion, you can use either 3 six-sided dice (the HERO Option) or one 10-sided die (the Interlock Option) for resolving actions. The GM should decide at the start of the campaign what kind of dice will be used; this will then be in effect for all characters within that campaign.

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A Die Roll or Straight 10? Fuzion’s unusual “parentage” offers you two ways to resolve the defensive roll side of the outcome. The first is the HERO Option (from the Hero System side of the family), which uses a straight value (10) instead of a die roll. This option gives your campaigns a more predictable feeling; once your skills are high enough, you can depend on almost always making the grade. Remember; when using this option, only the Attacker should always roll three six-sided dice. The other is the Interlock Option (named after RTG’s core system used in Cyberpunk and Mekton ), in which a 1D10 die roll is added to the Difficulty (aka Defensive) Value of the Defender. This option tends to give your campaigns a more unpredictable flavor. Even the toughest characters will have to depend on luck against an equally skilled opponent. Remember, when using this option, both the attacker and defender should always roll a single ten-sided die. Either option works equally well and both are scaled to fit the Difficulty Value Table (pg. 38)

GENERIC FUZION

Once you’ve chosen the action you want to do, it’s time to find out what happens next. Most of the time, you’ll just be able to do what you intended to do. But sometimes, the outcome of an Action will be in doubt (for example, if you are attacking a monster, you’ll want to know if your blow hits). This will call for Resolving an Action.

That Moving Thing:

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GENERIC FUZION

What's a Competently Cosmic Feat Anyway? While a typical Fuzion character may never encounter something requiring a Cosmic level of ability, we have listed the full Fuzion table so that you will have cross-compatibility with other Fuzion based games. That way, if you decide to let godlike supermen into your game, you can easily do so.

Difficulty Values, The Easy Way If the GM doesn’t have the Universal Difficulty Value Table handy, there’s an easy way to get the right Difficulty Value: Ask the player for their Stat + Skill, add average die roll, then assign a Difficulty Value in relation to that total: A really easy task adds -4 or -3 to the DV, an easy task adds -2 or -1, a tough task adds +1 or +3, and a really tough task adds+5 or +6.

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Titans in Thongs It’s pretty obvious that “entertainment” physics isn’t like regular physics. (How else do you explain the abilities of most superheroes?) In most comics, a well built (but not exceptionally so) hero—or a shapely fashion model in a thong and no visible muscles at all—can typically lift a battleship and throw it a mile. Even if a human could lift a battleship, the distribution of weight around him would either (a) drive him into the ground like a nail; (b) punch a man-sized hole through the hull of the battleship, or (c) break the battleship in half. After all, what’s holding up the parts of the battleship where our hero’s (or a mecha suit’s) hand’s aren’t?

Encumbrance: Or What’s in that backpack anyway—lead? While the lifting system herein is great for tests of strength, it really doesn’t cover lugging a heavy pack over the blasted desert. That’s where encumbrance comes in. To avoid a lot of bookkeeping, as a rule of thumb, we treat a typical loaded pack (water, food for a week, assorted tools, a couple small weapons and a tent) as equal to lifting a small child (around 60lbs/27kg). A really heavy pack (over 100lbs/45kg) is equal to an adult female; above that (an adult male at 180-200lbs/91kg) you’d better be Arnold Swartzenegger at least!

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But if you’re trying to take a step on the deck of a ship pitching wildly in a driving rainstorm, 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 another living thing or person (like trying to convince them to do something for you). To do this, you will add your CHARACTERISTIC+SKILL plus a die roll (a.k.a. your Action Value) against your opponent’s CHARACTERISTIC+SKILL+their own die roll (also known as their Difficulty Value). A

T T A C K E R



S

A V

D

E F E N D E R



S

D V

CHAR+SKILL+DIE ROLL vs CHAR + SKILL+ DIE ROLL (or 10) The second way is against a situation (like picking a lock or driving a car). How tough these are to resolve is based on how hard it will be to perform the desired action. First, the GM looks at the table below and decides what term best would describe the level of ability required to perform the task. Then you add your CHARACTERISTIC+SKILL plus a die roll and try to beat the Difficulty Value assigned to the Action you want to perform. Description Difficulty Value Challenged ...............................................10 Everyday ....................................................14 Competent .................................................18 Heroic.........................................................22 Incredible ..................................................26 Legendary..................................................30 Superheroic ..............................................34 Competently superheroic ......................38

Description Difficulty Value Exceptionally superheroic ............42 Incredibly superheroic....................46 Legendarily superheroic ................50 Cosmic ................................................54 Competently cosmic ........................58 Exceptionally cosmic......................62 Incredibly cosmic ............................66 Legendarily cosmic .........................70

All tasks in Fuzion are resolved the same way: take your most relevant CHARACTERISTIC, add to it your most relevant SKILL, and add a die roll to your total. Next, compare the resulting value to a Difficulty Value (either the total of your opponents’ Characteristic+Skill+Roll or a value determined by the GM). If you equal or exceed the DV, you succeed!

Lifting, Throwing and Strength Feats One type of action that doesn’t fall into the realm of the everyday in Fuzion is feats of strength. This is one place where reality must compromise with fiction, as many settings deal with superheroes as well as more realistic types, and we have a special mechanism just for that situation. We deal with the problem of superheroic abilities in Fuzion by making feats of strength and lifting another type of Action and ignoring the real physics. However, the resolution of this action is a little different than most. In a Strength Feat Action, you’ll roll only 1D6 and add your STR Characteristic against a difficulty listed below. Difficulty 2 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35

To Lift a: Heavy bag of groceries Child, 2 heavy bags of groceries Adult female Adult male Lion, 2 men Motorcycle, Bear Small Car Large car, Elephant Small Semi-truck Light Tank Small Jet Battle Tank, Whale Large jet, Train Small Ship, Building Battleship, Lg. Building Aircraft Carrier Mountain

To Bend or Break Balsa wood Plastic Wood boards Aluminum Iron Steel Hardened steel Titanium Unobtainium Super Unobtainium Anything

To Throw a Baseball: 5m/yds 10m/yds 40m/yds 80m/yds City block (110m/yds) 1/2 mile 1 mile 2-5 miles 6-10 miles 11-20 miles 21-40 miles 41-80 miles 81-160 miles 161-300 miles Into orbit Out of orbit Out of Solar System

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Example 1: Regular Man has a STR of 4. He can easily pick up his son (a roll of 1 out of 6), his wife (3 out of 6) but can barely lift his buddy (5 out of 6). On the other hand, Titanic Man has a STR of 28. He doesn’t event think about lifting anything smaller than a small ship (1 out of 6), regularly lifts battleships (3 out of 6), breaks a sweat lifting an aircraft carrier (5 out of 6) but still can’t get a mountain up! Example 2: Regular Man has a STR of 4. He can easily bend plastic (a roll of 1 out of 6), but he’s going to be working to break a board (3 out of 6) and could barely bend aluminum (5 out of 6). On the other hand, Titanic Man has a STR of 28. He easily bends anything below Unobtainium (our patented name for any superheroic supermetal), but still can’t bend anything he wants.

Throwing Another area where the everyday goes beyond reality in some Fuzion settings is throwing. When superhumans and demigods start tossing cars around, throwing stuff can get a lot more interesting. Which is why we invented the Baseball Test. In Fuzion, we use the Baseball Test to create a benchmark for what can be easily thrown. A baseball represents any aerodynamic object that weighs less than 3 lbs (roughly 1 kg) that can be hurled with one hand. This includes grenades, footballs, basketballs, frisbees, bottles and other small, inconsequential items that can be easily thrown. When throwing something that passes the Baseball Test, simply add your STR to a D6 die roll, just as with a Strength or Lifting feat, and try to beat the Difficulty for the Distance 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. If you fail, compare your final roll to the first Difficulty value you could beat. This will determine how far the throw actually went. Example: Amazing Man (STR 15) wants to throw a baseball 90 miles (Difficulty 27). He fails by 5 points (27-5=22) This corresponds closest to a 21 Difficulty, which means he only tossed the ball 11 to 20 miles. Heavier than a Baseball? To throw something that’s heavier than the Baseball Test, here’s the trick. Simply add the Difficulty of lifting the object to the Difficulty of Throwing it for the desired distance to get the final Difficulty. Example: Awesome Man (STR 32) can easily throw a baseball into orbit (Difficulty 31). However, if he tries it with a small car (Diff=15), the difficulty rises to 46 (31+15=46). The best he could be sure of doing would be to toss that car a mile or so (15+15=30)

In a campaign where the Derived Characteristic of Endurance (pg. 9) is used, the GM may allow characters to exert extra effort in emergencies; this pushing allows the characters to increase their STR up to a maximum of two additional points. Pushing costs 5 points of END per phase for every extra level of STR you are calling upon; when you run out of END, you burn STUN points instead, until you pass out. The GM may even allow greater pushes (over 2 extra STR) in extraordinary circumstances, by requiring a successful WILL + Concentration roll be made at the time. Pushing can be applied to any Strength, Lifting or Throwing feat.

Modifying Actions

Note: While lifting tanks may seem sort of out of line for a character, remember that there are larger creatures (dragons, etc.) or machines (giant robots, power armor) which also have a Strength; and they can shove a small tank around!

An interesting Side Effect Another big advantage to using the weight approximation system on pg. 38 is that it skips all the tedious stuff about pounds vs kilograms (important when a game system is used all over the world). Whether you work in lbs. or kg., you know how big a lion or a motorcycle is, and you can easily fit the weights into the system you use best.

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Target partially behind something .......-1 Target obscured by smoke, darkness...-4 Target is dodging ..................................-3 Lack of instructions for task ................-2 Hostile environment .............................-5 Have never done this before................-1 Drunk, drugged, or tired .......................-4

Kandr decides to carry his girlfriend across the swamp. She weighs in as a typical adult female. She’s also lugging a backpack, which the GM rules is about equal to a heavy bag of groceries. Adding 7+2 together gives us a total Difficulty of 9; equivalent to carrying an adult male. With a STR of 4, Kandr had better roll at least a 5 or higher or he’s gonna drop his girlfriend in the swamp. Better drop that backpack, Kandr!

In Case You're interested... The Fuzion Difficulty Value Table (pg. 38) maps surprisingly well to the old Interlock Task Table in Cyberpunk 2020: INTERLOCK DV Easy .....................10 Average.................15 Difficult.................20 Very Difficult .........25 Nearly Impossible. 30

FUZION DV Challenged.........10 Everyday ............14 Competent .........18 Heroic ................22 Incredible ...........26

GENERIC FUZION

Sometimes, conditions beyond your control may make it harder to perform an Action. For example, changing a light bulb may be an Everyday task, but changing a light bulb in an earthquake is a whole order of magnitude tougher. These external conditions are called Modifiers. When the GM decides a Modifier applies to your action, you will automatically subtract the Modifier Value that goes with it from your die roll. Here are some typical Modifiers (they are cumulative).

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As you may have noticed, we use a slightly different way of resolving these STRength feats. One reason is that as you get higher and higher Strengths, we wanted luck to be less and less a factor. We also wanted this table to be consistent no matter what kind of dice you used for other forms of resolution. We also don’t actually give weights in this table, as most people don’t lift weights, but objects. Therefore, comparable objects are far more useful. Most people don’t know a Typhoon submarine weighs over 1.2 megatons and they really couldn’t care less!

Meet Kandr Zahn (again)

Pushing

Target 5-10m/yds away...............................-2 Target 11-50m/yds away.............................-4 Target within 50m/yds~Weapon’s Range..........-6 Unfamiliar tools, weapon or vehicle ..........-4 Don’t have right tools or parts ....................-2 Complex Task.......................................-3 to -4 Under stress or attack .................................-3 Trying to perform task secretly....................-4

Why the Change?

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Using Your Skills sing your Skills is the most common kind of Action outside of Combat. The first step in using a skill is determining what Characteristic you’re going to use and what Skill to pair it up with when you do something:

GENERIC FUZION

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What Characteristic do I Use? In general, common sense should tell you which Characteristic to use for a particular task, or the GM of your campaign can decide if there’s a dispute. However, the following guidelines will usually apply in almost any case: If the Situation involves ..................................................................................................Use ...an issue of knowledge, memory, problem-solving, or experience or is otherwise mental ..........................................................................................................INT ...interacting with someone (e.g. lying to them, impressing them, etc.)............................PRE ...resisting an interaction, or if it’s a matter of willpower or ability to face danger, fear, stress .................................................................................WILL ...manipulating tools, instruments or having technical affinity........................................TECH ...an issue of speed, such as races of swimming, skating or skiing; running, swimming feats ...............................................................................................MOVE ...using hand-eye coordination or dexterity ; fighting, driving/control skills (e.g. guns or vehicles) ...........................................................................................................REF ...engaging in gross physical movement (athletics, evading, using fists and blades) .........................................................................................................DEX ...a matter of raw physical strength (mainly a Strength Feat”)..........................................STR ...a matter of endurance and time , or resistance to pain, disease, shock ......................CON ...or the GM can decide if it’s in dispute.

40 Meet Kandr Zahn (again) Kandr is chasing the bad guys. He decides that he’s going to try to drive through crowded urban streets. The GM rules that this is a hand-eye thing, requiring Kandr’s REF Characteristic. The Skill will be Driving. Since avoiding the teeming masses is a task that most people can’t easily do, the GM rules that this will be a Competent level task (18). Kandr’s REF is 7, his Driving skill is 2 for a total of 9. To hit his 18 target number, he’d better roll better than an 8. If he’s rolling a D10 (the Interlock option), this is gonna be pretty tough—2 outta 10 (of course his chance of open-end rolling is also 1 in ten). In general, this means that while things are somewhat harder to do with this option, the much higher chance of open ending means more of a chance of doing impossible feats every so often.(See Critical Success, pg. 41). If he’s rolling 3D6 (the HERO option), his chances go up; the average roll is going to be around 10. But his chance of pulling off that one in a million stunt is far, far less. GMs: In summary, when you want a really risky, high stakes campaign where luck is of primary importance, go with the D10 resolution. But if you want consistent results, go with the 3D6 version.

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The most important thing is to look at the type of task you’re trying to perform first. This will determine the most applicable Characteristic to add to your Skill. One side effect of this method is that you may often find the same Skill being combined with different Characteristics, depending on circumstances and the way in which you want to use that Skill. For example, if you’re playing a piece of music and trying to make it technically perfect, you might use your Technique characteristic in combination with your Performance Skill. But if you were trying to sway an audience to tears with the beauty of your playing, you could use your Presence Characteristic in combination with your Performance Skill instead. Each uses the same Skill, but each choice stresses very different aspects of using that skill!

What Skill Do I Use? The overriding rule here is that the GM will always be the final arbiter of what Skill should be used to make an attempt at a task. Beyond that, common sense is the best guideline. If you’re using a weapon, your Skill choice may be pretty simple; use the Skill that describes the weapon best. But if it’s an interpersonal issue, you may be able to convince your GM to give you a lot more leeway; maybe your Social Skill may be far more useful in convincing the gang leader to release the hostages than your Persuasion, especially if you can call upon a little known gangland code that requires he honor your request! The ability to bend Skills around to fit circumstances allows you to use one of the best strengths of the Fuzion system: flexibility.

When You Don’t Have a Skill Sometimes, you just don’t have a Skill to use. In these cases, there are two options the GM can use. The first is the Outta Luck option: you just don’t get a Skill to add to your characteristic. You just don’t know anything about what you have to do, and you’re totally relying on a Characteristic and dumb luck (a good time to use that LUCK you’ve been hoarding). The second route is the Cultural Familiarity option. In most societies, there are very few things that can be done that aren’t described in some manner or other; people shoot guns in movies; legends describe how the hero used his sword, Tom Clancy novels tell all about how submarines work. Cultural Familiarity assumes the more widely educated you are, the more chance you may have run across something relating to what you’re about to attempt.

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Therefore, whenever you don’t have a Skill that will apply, you can gain one point for every three points of Education you currently have. And since most people start with at least 3 points of Education, one point of ADDITIONAL Education may be enough to get you a start. Use of the above rule is, of course, subject to the decision of the GM.

Improving Skill Use Besides the basic ways of using skills, there are a few other variations that can improve your chances:

Trying Again If you fail a Skill Check, you can’t try again until your check has improved for some reason; 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 subsequent use of a related skill. This bonus will be in a ratio of +1 additional bonus point for every 5 points the related skill succeeded by. Example: Sue wants to convince Bob to go out with her (Persuasion). By making a really good Wardrobe and Style roll, she could increase her Persuasion by dazzling Bob with her sexy wardrobe. 2) As a rule, this bonus will usually only affect a subsequent attempt once. One really high Wardrobe and Style roll won’t allow Sue to convince Bob to marry her; it just helps get her the date. The rest is up to fate. 3) As a rule, this bonus should only involve the interaction of one skill attempt on one other Skill attempt.

Taking Extra Time Taking extra time can also give you a bonus to your Skill Roll. For every level on the Time Table (pg. 34) used beyond the amount of time the GM assigns to the task, add +1 to the Skill Roll. Example: The GM says a task will take 1 minute. If the character takes 5 minutes to perform the task, he gets a +1 bonus to the Skill Roll.

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Critical Success (a.k.a. “ Open Ending”) A critical success is when you get lucky and manage to succeed at something you normally would have no chance in Hades to accomplish. In game play, this is simulated by allowing you to roll additional dice which are then added to the original roll to enhance it’s effects. The rules for this depend on which dice option you are using: • If you’re rolling D10: On a natural roll of 10, you’ve scored a critical success. Roll an another 1D10 and add the result to your first roll. If you roll another 10, you may not score another critical success. • If you’re rolling 3D6: On a natural roll of 18, roll two additional D6’s and add this result to your original roll.

...and Critical Failure

Driving & Piloting Actions Any time you try to make a vehicle do something unusual, you’ll need to check to see if you succeed. This is done by combining your REF+Piloting (or appropriate Skill for controlling the vehicle), and a die roll vs. a roll and a difficulty based on the type of maneuver you’re making (see next page), plus any appropriate modifiers for weather, driver or road conditions.

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GENERIC FUZION

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

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GENERIC FUZION If the maneuver isn’t described below, pick the closest appropriate one to work from. If the roll is successful, you will be able to pull the maneuver off. If not, you will lose control. In a walking unit, you’ll just fall over; you must then get back up. In a ground unit, this will be a skid (miss by 4 or more and you’ll continue straight for 1D6 meters per 10mph) or spin (miss by 4 or less; treat as a skid, but roll 1D6 to determine new facing: 1=backwards. 2=forwards. 34=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 …!

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TIED ROLL: No Aim

TIGHT TURN [22] HEAD ON: 1 point either way

U OR REVERSE [26]

EMERGENCY STOP [22]

SWERVE [20] MTANEUVER HRU OR UNDER [30]

REGAIN CONTROL [22]

ADD 2 FOR EVERY POINT OF MOVE OVER HALF OF FULL MOVE OF VEHICLE.

SIDE ON: White beats Black by 2>, Defender chooses which side is attacked

TAILING: White beats Black by 4 or >

Dogfighting Results Table

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Dogfighting Sometimes, the best option is to outfly your opponent with a combination of skill and ability to maneuver. Start by determining the position of the combatants at the start. Is one closing on the other, or are they headed right at each other? This intercept can be determined by making a Perception roll on either side with the high roll choosing positions, or at GM’s discretion. To find out the result of an aerial or space dogfight (whether between giant birds or spaceships), each participant rolls their Piloting Skill+REF+Roll . The player with the highest roll has the Advantage position, based on how many points they won the roll by. The result is compared with the chart on the left; the player who has won can shoot or flee at his option. The key position is the Tailing one; because it adds +2 to your Attack roll that phase. To break off a dogfight requires either mutual agreement, or one player making an escape. The player with the current Advantage announces his intention to break off combat at the start of the Round, and must maintain his Advantage for as many Phases as the GM determines would be necessary for escape at the time intention is announced.

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CONFLICT & COMBAT

he most important type of Action you’ll encounter in a Fuzion game will probably 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 character—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 everyone 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.

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Types of Combat

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There are two kinds of combat: Melee and Ranged. Melee Combat occurs whenever you attack a target using your hands, feet, body parts or a weapon that uses the force of your body for power. In general, Melee combat occurs within 4-6 m/yds of the attacker. Ranged Combat occurs whenever you shoot at something. Any ranged weapon or attack can be “shot”—energy beams can be shot from a superhero’s hands, bullets can be shot from a gun, stones can be shot from a sling. In general, if it strikes the target from a distance, it’s Ranged Combat.

Rules of Play This section covers the basic conditions you have to meet before you can engage in combat.

Are You Clear? No matter what the weapon or attack, you need to have an unobstructed path to your target. If something’s in the way, you can’t attack the target no matter how close it might be.

What you can shoot through Trees• Brush•Smoke•Tents•Glass• Snow

What you (usually) can’t shoot through Concrete•Brick•Metal•Ice•Earth

Range: Can I Reach Out and Smack It? As a rule, Melee attacks can hit any target within 2m/yds of you; this is defined as MELEE RANGE. Polearms and other long melee weapons can hit anything within 4m/yds of you; this is Extended Melee Range and is applicable only to these weapons. RANGED WEAPONS will always have the range listed in their individual descriptions.

Unlike Melee weapons, most ranged attacks have a limited number of Shots (arrows, bullets, charges, etc.). This will usually be listed in the weapon’s attack description. The Rate of Fire [ROF] is how many times the attack can be “shot”in a 3 second phase. Most ranged weapons have an ROF of 1 or 2, but others may have the capacity for automatic fire and ROFs of 20 or more. Like Shots, this will also be listed in the attack description.

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Facing is the direction you are pointing. Since many Fuzion games are played “in head” (without maps), the standing rule is that you can clearly face and attack anything that is positioned forward of your shoulders and unblocked. When using a standard gaming hex map, characters “face” through any three adjacent sides of the hex they are standing in.

GENERIC FUZION

How Often Can I Hit It? (Number of Shots & Rates of Fire)

Facing

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GENERIC FUZION

Combat Modifiers: What Are My Chances to Hit? COMBAT SEQUENCE SUMMARY Each Phase, take turns in order of highest to lowest REF (if tied, roll dice between ties) During this 3-second segment, do the following: [A] Choose Your Action You have 1 Action each Phase. These actions can be Attacks or involve other types of activity. If attacking go to [B]; if not, skip down to [D]. [B] Check Line of Sight You can attack anything positioned forward of your shoulders, as long as nothing else is in the way. [C] Check Range Each attack has a range, listed in meters/yards. If using figures, assume one figure is equal to 2 meters (or about 6 feet) of range from top to base. If you are in range, you can attack. [D] Resolve Action In general, roll appropriate dice and add to your Characteristic + Skill. Add in any special Modifiers that might apply to the attack as well. If the action was a successful Attack, go to [E]. If not, go on to NEXT PHASE [F].

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[E] Resolve Damage If you hit, roll a number of 6-sided dice equal to the Damage Class (pg. 49) of the Attack. [F] Go to Next Phase Start the process again.

Aimed Attack Damage There’s a reason to aim those shots! See the Aimed Shot Damage Table on Page 52.

Combat Modifiers take into account the conditions of the battle. Modifiers are always applied to Attacks. You may use some, none, or all applicable modifiers to make the combat in Fuzion more exciting and realistic. SITUATION MODIFIER Target 5-10m/yds away.....................................................................................................-2 Target 11-50m/yds away...................................................................................................-4 Target within 50m/yds~listed range of weapon .........................................................-6 Target is using an Action for Dodging ..........................................................................-3 Moving target...........................................................-1 per 10m/yd target moves (~6 mph) Target silhouetted .............................................................................................................+2 Target partially covered: Half Body.....................................................................................................................-1 Head and Shoulders Only........................................................................................-1 Head only ....................................................................................................................-2 Behind someone else...............................................................................................-2 Target Obscured (Blinded by light, dust—See below) ....................................................-4 Vehicle mounted weapon, no turret..............................................................................-4 Aimed body shot ...................................chest [-1], vitals, head [-6] , legs, hands, feet [-4] ...............................................................................stomach [-5], arms, shoulders, thighs [-3] Firing shoulder arm from hip...........................................................................................-2 Aiming ........................................................................................+1 per phase, up to +3 max Braced .................................................................................................................................+2 Tiny Target (bullseye, eye, vital area).................................................................................-6 Small Target (less than 1m/yd, limb).................................................................................-4 Large Target (trees, cars, large animals, small mecha, etc.) ...........................................+2 Very Large Target (trucks, planes, walls, side of barn) ...................................................+4 Surprise Attack (see Surprise below for details) ............................................................+5 Target Prone........................................................................................................................-2 Improvised weapon (rock, bottle, small girder) ...............................................................-2

Special Combat Modifiers Surprise! It’s an Ambush! An attack that surprises the target, such as an ambush or a backstab, gives the Attacker a +5 Offensive bonus for that attack (but no initiative bonus). To lay an ambush requires the following conditions: • The opponent is unaware of your location and intention to attack. He may only detect you with a successful Perception roll. • The opponent’s attention is distracted or focused on another situation, such as another attack or a difficult task.

Target Obscured or Blocked Weapon Accuracy Ratings Very bad, real cheap = -2 Inaccurate, cheap = -1 Dead average =0 Well built, nice stuff = 1 Finest kind, dueling = 2

If there’s something that may block a clear view, but won’t block a swing, such as smoke, or darkness, the target is considered obscured. You can’t see who you’re fighting (the enemy is invisible, in darkness, in ambush or because you’re dazzled), and each phase you must make a Perception Roll (GM sets the Difficulty Value). If the roll is successful, the penalty is -2 to all subsequent Attack and Defense Values that phase. If the Perception roll is unsuccessful, the penalty increases to -4.

Weapon Accuracy A built-in modifier, Weapon Accuracy [WA] reflects the difference in quality between weapons, and their effect on their user’s abilities; the better and easier to use the weapon, the better you use it, (and the worse the weapon...). WA’s are not always used in Fuzion games, as their use varies from campaign to campaign. However, when they are in play, you’ll find them listed in the description of the weapon. To use them, just apply the WA to your Attack roll as with any other Modifier. If you need to improvise WA’s for weapons not listed, use the table at left.

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Making The Attack In combat, the Attacker combines his Skill in his chosen Weapon or Hand to Hand skill with his REF and a die roll to create an Attack Value (AV). He may also have to add or subtract certain modifiers from this Attack Value to determine the final outcome (See page 44.). Example: an attacking character with a REF Characteristic of 5, a Hand to Hand Skill of 6, and a die roll of 6 has an AV of 17. A -2 mod for use of an improvised weapon in turn brings this down to 15. The Defender combines his DEX, appropriate Evade Skill (or another skill like Fencing, Piloting, or Athletics if GM permits) skill and a die roll (in HERO, a flat value of 10 can be substituted for the roll) to produce a comparable Defense Value (DV). Example: a character with DEX of 4, an Evade skill of +6, and a die roll of 3 has a DV of 13. The two rolls are compared; if the AV is equal or greater than the DV , you hit!

Special Attacks Targeting Against Range Sometimes, you need to hit an apple, or a tree or something else without Skills or Characteristics. In these cases, the GM will set a Difficulty Value based on the range. Melee (4m/yds or less) .........................................................................................................4 Close (10m/yds or less).........................................................................................................8 Medium (50/yds or less).....................................................................................................12 Long (out to listed range of weapon) .................................................................................16 Extreme (beyond listed range)................................16 plus an additional +2 per 100m/yds

Vehicle Combat When attacking a vehicle, the attacker will use his skill with the appropriate vehicle weapon or vehicle attack skill (such as Gunnery or Heavy Weapons). He attacks as usual, opposing his target’s skill in controlling the vehicle (such as Driving or Piloting). The resolution is completed the same as all other Combats. Also note that vehicle-mounted weapons multiply all range distances (pg. 144) by 100. Example: 5-10m/yds increases to 500-1000m/yds when piloting a vehicle.

Area Effect Attacks Area Effects are attacks (Energy Blasts, Shotguns, Flamethrowers, Stun Fields, Gas, and other effects) that strike an area rather than a character. The area affected depends on the kind of attack made and will always be described as part of its description or construction. These types of attacks use the Targeting Against Range rules to see if they hit their area; anyone in the target area will take the appropriate damage.

Explosions

Meet Kandr Zahn (again) Kandr decides that he’s going to try and clobber a street thug that’s tailing him. His Hand-to-Hand Skill is 3, his REF is 7 (Total 10). His opponent’s Evade is 5; his DEX is 5, for a total of 10 also. The thug decides to play it smart—he dodges (-3 to Kandr’s roll) and moves back to 8 m/yds away (-2 additional). Kandar rolls; he gets a 6, bringing his total to 16. Subtracting the -5 for the modifiers brings this down to 11. The street thug will need to roll at least a 2 to dodge our hero. (5+5+2=12)

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Area Effects Small Area is a circle with a radius of 4 m/yds. Large Area is a circle with a radius of 8 m/yds.

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

Area Effect Result Roll 1-2 ........................................................................................................landed short of target. 3-4..........................................................................................................landed behind target. 5 ........................................................................................................landed to right of target. 6 ...........................................................................................................landed to left of target

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GENERIC FUZION

If the character fails the Attack Roll, the center of the attack shifts 1 m/yd for every 1 point the Attack Roll was missed by, up to a maximum of 1/2 the total range to the target. Roll 1D6 to see which direction the center of the attack scatters and consult the table below. Then roll 1D6 to determine how many meters/yards the round fell in that direction.

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Autofire Attacks GENERIC FUZION

Making Autofire Work for You! Wanna get that great Chow-Yun-Fat effect where the hero can dive through a hail of bullets and come up to plug all the faceless goons dead on? Set two different autofire ratios for the heroes and the goons!

How Autofire Should I make My Game? • 3 for attacks directed at the Players (the heroes) and Major Villains • 1 for attcks directed at Faceless Grunts and other Cannon Fodder

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Shooting a lot of something (bullets, fireballs, etc.) in one attack is called autofire. Many guns, superpowers and other ranged attacks have the possibility of using the autofire option (this is defined by the weapon or power used). In autofire, the weapon (or attack) fires as fast as it can in a 3 second turn. This is called a “rate of fire” [ROF] and is usually defined as part of the weapon or attack. The Autofire Ratio: Ever notice how in many superhero comics or action movies the heroes can walk through a virtual hail of machinegun bullets and never take a hit, while in real life they’d look like Swiss cheese? To simulate this effect, we have created a little Fuzion gimmick 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 campaign. 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 GM must determine this at the start of the campaign, based on the style of gameplay): Campaign Style Autofire Ratio Everyday ...............................................................................................................................1 Competent.............................................................................................................................1 Heroic ....................................................................................................................................2 Incredible..............................................................................................................................2 Legendary .............................................................................................................................3 Superheroic..........................................................................................................................4 Round any decimal values up. The result is how many rounds actually hit your target. The catch? There’s a -1 attack modifier for every 10 shots fired (your gun is jumping around). The total also may not exceed the total number of rounds fired. Example: Alex attacks Gron with a machinegun, firing 20 rounds. He needs to beat a Target Number of 10; he gets a 20. In a game with the Autofire Ratio set at 1, he would hit with 10 shots. But the Autofire Ratio in this game is set at 4. Since 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 penalty. 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.

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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 DV

Dumb 8

Smart 12

Brilliant 16

Genius 20

To avoid a missile hit, you must make a REF+Piloting+Die roll for at least 1D6/2 consecutive rounds. This can be modified by the use of countermeasures, which add +2 to your Piloting rolls. Make the rolls, and you’re clear; miss, and you’re hit. In the case of clusters of missiles fired at one time, one missile roll is made once for all missiles fired, with one missile hitting the target per point by which your Defense failed. Example: 10 missiles are fired at a jet. The jet fails its roll by 7, so 7 of the 10 missiles hit.

Presence Attacks A powerful personality can have a strong effect on other people by words, actions, or sometimes by their mere presence. We call this effect a Presence Attack. A Presence Attack can be many different things, depending on the intent of the attacker: fear, awe, surprise, surrender, rage, courage, hope, commitment, facedowns or other emotions or actions. Usually a Presence Attack consists of a well-chosen phrase, such as “Surrender or die!”, or “Warriors to the attack— follow me!”, or even just “Stop!” Making a Presence Attack requires an Opposed Action roll. Use the attacker’s Presence + Oratory, Performance or other appropriate skill + appropriate dice vs Willpower + Concentration + dice for the target. If the attacker succeeds, roll 1D6 for every 1 point of PRE. You may add or subtract dice depending on the GM’s judgment (see the Presence Attack Modifiers table for suggested modifiers). Total the dice and compare the total against the target’s Resistance value to find the effect. Presence Attacks depend heavily on the circumstances, so the GM should feel free to modify the number of dice in the attack. The table below has some suggested modifiers: # of Dice Modifier -1 to -2 ....................................................................................................Inappropriate setting -1 ...............................................................................................................................In combat -1 .................................................................................................................At a disadvantage -1 to -2 .........................................................................................................Wrong reputation -1 to -3........................................................................PRE Attack runs against current mood -1 to -2....................................................................................................Repeated PRE Attack +1 to +2 ..........................................................................................................Right reputation +1 .................................................................................................................................Surprise +1..........................................................................Exhibiting a power or superior technology +1 to +3 ..............................................................................................................Violent action +1 to +3.............................................................................................................Good soliloquy +1 to +2 .....................................................................................................Appropriate setting +2 ......................................................................................................Targets in partial retreat +4............................................................................................................Targets in full retreat

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Okay, you may not be using energy blasts or psychic attacks in your current game. But who knows where your Fuzion characters may go next time. By using the mental powers here, you have the option of creating horrible supernatural abilities far beyond mortal man. Just in case. If you decide to have Energy Blast attacks, they are made much in the same way as other ranged attacks, taking range and skill into account with other modifiers. The range of these attacks is based on the number of Power points spent on the attack: For every point spent on the power, you’ll increase the range by 10m/yds (Example: spending 20 points gives you a 200m/yd ranged energy blast). To hit with Sorcery or Clerecy, you will use AWARENESS+appropriate power skill and roll to hit. In most cases, Mental attacks have no range limitations; they are simply direct line of sight—if you can see it at all, you can hit it, no matter how tiny it is. The exceptions are Mental Attacks based on CON; these operate with the same range determiners as Energy Blasts; and Mind Scans, which do not require line of sight to be effective. To hit, you will use WILL+ Use Power skill for Psionics, WILL + appropriate power skill for Sorcery and Clerecy.

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GENERIC FUZION

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. PRE Attack Total Is Possible Effects of PRE Attack > than Target Resistance Target is impressed; hesitates, acts last this phase. > 10+Target Resistance Target is very impressed; hesitates, acts last this phase and only gets one Action, even if using the Run Action. May follow commands that the target is already inclined to do. > 20+Target Resistance Target is awed; may not take any Action next phase and is -5 Dexterity. May do what attacker commands. > 30+Target Resistance Target is cowed; may surrender, run away, or faint. Target is Dexterity 0, and will nearly always follow attacker‘s commands.

Special: Energy Blasts, Spells & Mental Attacks

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Resolving Combat GENERIC FUZION

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Some Common SDPs THE GREAT OUTDOORS Brush (per m/yd) Rocks (per m/yd) Large Tree, Telephone Pole Lamp Post Manhole Cover

KD — 28 — — —

KD IN KILLS SDP — 5 — 30 1 — 1 — 1 30

KILLS — — 1 2 —

STRUCTURES Glass (per m/yd) Wooden wall/Fence (per m/yd) Sheetrock Wall (per m/yd) Brick Wall (per m/yd) Concrete Wall (per m/yd) Metal Wall (per m/yd) Armored Wall (per m/yd) Metal Lock Wood Door Metal Door Vault Door Furniture Control Consoles (per m/yd) Machinery (per m/yd)

KD 3 7 10 25 28 32 — 20 7 20 — 3 10 10

KD IN KILLS — — — — — — 1 — — — 2 — — —

KILLS — — — — — — 1 — — — 4 — — —

SDP 5 10-15 5-10 30 50 70 — 5 5 30 — 15-20 20-30 30-50

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

Damage Damage is a way of measuring how you much you hurt something; sort of like applying a numerical rating to a dent in your car or a cut finger. Whenever something in Fuzion is damaged, that damage is subtracted as points from a total value representing the structural integrity (or “life energy”) of the damaged object.

Types of Damage There are four different kinds of Damage in Fuzion. The first is Hits (used to measure small, man-scaled levels of lethal damage). The second type is Stun (used to measure shock, pain and other non-lethal damage). The third type is Structural Damage (used to measure damage to small objects and vehicles). The fourth and final type is Kills (used to measure very large or very powerful levels of damage to inanimate objects). Let’s start by examining each in turn:

Hits Hits are lethal, life threatening damage to living organisms, usually caused by man-carried weapons or environmental effects. Also known as “Killing Damage,” these types of attacks are subtracted from a total pool of points the target has, until, at a certain level (usually below zero), it is killed or otherwise incapacitated. Example: Gorn can take 20 Hits. He is damaged by a weapon and loses 15 Hits. Gorn can take only five more Hits remaining until he is either incapacitated or killed. What has Hits? Any living organism.

Stun Stun Damage is damage that creates pain and shock, but not lasting injury. It’s “fistfighting” 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

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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 your character’s pool of STUN points. When his STUN points are at 0, his body will react by shutting off the pain—and passing out. What has Stun? Any living organism.

Structural Damage Points “Soft targets” like living things take damage differently than “hard targets” (structures and vehicles). So in Fuzion, inanimate structures, vehicles and other small non-organic objects (commonly called “hard targets”) take Structural Damage instead of Hits. SDP is different from Hits, but works the same 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 composition (armored plate, rare super-metals, etc).

Kills (Let’s talk Big Guns. Really, Really Big Guns.) In Fuzion, really big weapons do such staggering amounts of damage that they are measured in a larger scale called Kills, to represent the kind of massive forces associated with military level hardware, very large objects or extremely powerful attacks. Conversely, very large or tough objects (tanks, giant robots, aircraft carriers, etc.) are also defined as having Kills of structure or armor to represent the huge amounts of punishment they can take. What has Kills? Anything that is is non-living and has an especially tough composition (armored plate, rare super-metals, etc).

Determining the Damage Done Damage Classes (a.k.a. DC) In general, how how much damage an attack does is based on the Damage Class (or DC) of the attack or weapon, with each point of DC being equal to one 6 sided die of damage (for example, with a DC5 weapon, you would do as much damage in Hits (or SDP) as five six sided dice would when rolled and added together—somewhere between five and thirty.) Example 2: I have a DC3 handgun. I roll three dice and get a 5, a 6 and a 3. I do 14 points of damage with that attack.

How much damage in Hits can your character take? That depends on his or her Physical Characteristic; you get five Hits for every Point of Body you have (example: with a Body of 6, you would have 6x5=30 Hits). One point of damage from a weapon or attack will remove one Hit. When your character’s Hits have been reduced to 0, he is dying out, at -12, he is dead (non living things can also take damage, however, when non-living things are reduced to zero, they are rendered inoperative).

How much damage in Stun can your character take? That depends again on his or her Body Characteristic; you get five Stun for every Point of Body you have (example: with a Body of 6, you would have 6x5=30 Stun). One point of damage from a Stunning attack will remove one Stun. When your character’s Stun pool has been reduced to 0, he or she is knocked out.

Things that have SDP or Kills These don’t have Stun or Hits. In these cases, any attack against them is treated as though it was made against the object’s SDP or Kills.

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Determining the DC of Attacks With the exception of bows and spears, ranged weapons always do Damage based on the DC of the weapon This DC is normally listed in the description of the weapon in the rules. Example: my Cosmoblaster Mark V has a DC of 8. This means I will roll 8 dice in that attack.

Melee Attacks DCs However, the DC of an attack caused by any part of the body is determined by the Strength of the attacker, with fists doing one DC of Stun damage for each point of Strength the attacker has (a kick does an extra DC on top of your STR, but suffers a -1 Attack Total penalty). Example: my Strength is 5; this means I do 5 dice (DC5) with fists, 6 for a kick.

Damage by Melee Weapons

Minimum and Maximum Strengths The catch to the above is that if you aren’t strong enough, you can’t effectively make use of that weapons ability. Therefore, each melee weapon also has a listed minimum STR at which you can use it with no penalty. Below this level, you take a -1 Reflex penalty for every -

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In general, the melee rules cover attacks made by humanoid creatures. However, if you’re dealing with non-humanoids (like animals), you can always apply the following rules, adding or subtracting to the original STR-based DC level. Situation ....................................Modify DC Animal Bite/beak .....................Equals STR Animal Claw .......................................-2DC Bludgeon attack (Heavy tail, natural club, tentacle blow, flipper .........................+2DC Trample (run over, stomp) .................+2DC Constriction attack (tentacles, body constriction) ...........................................+1DC

GENERIC FUZION

Strength-based (a.k.a. melee) attacks using weapons normally have a damage each weapon can do. This value is equal to the weapon’s listed Damage Class (again, this DC will be listed in the description of the weapon in the rules). However, there are a few things that will effect the final DC of your melee weapon attack:

What about other Melee attacks?

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Shorthanding Really Big Piles of Dice GENERIC FUZION

Don’t want to handle rolling a million dice? Here’s a nice shorthand to accomplish much the same thing. Divide the number of dice required by ten. Then roll that result and multiply the total by 10. Each remainder die is treated as an extra die and added to the total. Example: I have to roll 64 dice (eek!) Instead, I roll 6 dice (60÷10) and multiply that result (let’s say 6+4+3+3+1+3=20) by 10 (20x10=200). I then roll the remaining 4 dice (let’s say 5+2+2+1=10) for a grand total of 210 points! Another fast way is to multiply the total number of dice thrown (say 64 again) by 3 (the average roll is actually 3.5, but we’re simplifying). In this example, the total would be 192 … not too far off from the other method. Either way is a fast method of speeding up play.

Damage Scaling in Detail: DC attacks vs. targets with SDP or Hits=No change Kill Attacks vs. really large/tough vehicles with Kills=No change

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Kill Attacks vs. Small vehicles or organics under 1000kg= Add 13 to the number of Kills done. The first kill is equal to 14DC. Each additional Kill adds one additional DC. Example: A giant robot attacks a man with a 4 kill weapon. 13+4=17DC. Kill Attacks vs. Small vehicles or organics over 1000kg.= Multiply the number of kills of damage by 50 to produce the required SDP or Hits. Example: a giant robot attacks a car (SDP) with a 4 Kill weapon. 4x50=200 SDP. DC Attacks vs. really large/tough vehicles with Kills= Divide the DC of the weapon by 14, rounding all decimal values down. Example: A 36DC weapon is used to attack a giant robot (Kills). 36/14=2.5, rounded down to 2 Kills Superheroic DC attacks vs. really large/tough vehicles with Kills= Subtract 13 from the total DC done. Each remaining DC is equal to one Kill. Example: Atom Man clobbers a tank (Kills) with his 18 DC fists. 18-13=5 Kills.

Impairing Things that have SDP or KIlls Objects can also be impaired. As a rule, when an object reaches 1/2 of its SDP or Kills, its Characteristics (Spd, MV, etc), are reduced by 2. At 1/4th of its total SDP or Kills remaining, its Characteristics are reduced by 4.

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1 STR below the minimum and a -1 DC penalty as well. Example: Aunt Meg, STR 2, tries to use a Battle Axe with a 5 STR Min. She’ll only do DC2 Killing damage when she hits instead of DC 5,, and takes a -3 REF penalty. However, for every point of STR you have above the minimum STR required to wield the weapon, you will do one additional DC of damage, up to twice the weapon’s listed Damage Class. Example: Bob, STR 5, wields a dagger (STR minimum of 1). Bob had 4 more STR than he needs, so he expects to gain 4 extra dice on his attack. But since the dagger’s maximum damage is only twice it’s listed DC (1x2=2), Bob only gains 1 extra DC. On the other hand, Grog, STR 10, wields a battle axe (STR min. 5). Grog gains 5 extra dice, and since 2 times the Battle axe’s listed DC (6) is 12, he gets to use all of his extra dice.

Kills and DC Unlike DCs, Kills represent whole values rather than numbers of dice. This is a way of simplifying the bucketfulls of cubes that such attacks would normally require (as well as reflecting the fact that Kills are an astronomically high level of damage/structure). When attacking objects with Kills with weapons that do Kills, you will simply subtract the damage done from the Kills remaining, instead of rolling dice for damage. Example: My giant robot attacks another giant robot with a 6 Kill beam weapon. I would subtract 6 from the total Kills of the target. But what happens when Kills meet DC and vice versa? That’s where Damage Scaling comes into play.

Damage Scaling Fuzion is designed to simulate a staggering array of settings, from the semi-realistic settings of modern day combat, to the godlike feats of superheroes and animé characters. The problem is, each of these settings has it’s own “genre-specific” rules regarding damage. For example, in most action or science fiction settings, really big guns on the Kill scale are designed to hit and damage really big targets. It’s nearly impossible to apply the full force of these huge attacks to a small target (like a man) because the majority of the damage just doesn’t have a big enough surface area to expend itself on. Really big damage is more likely to expend its force by hurling a small target out of the way than directly applying all of its force to the target. By contrast, it takes a lot more force to move a large object and it has a lot more surface area to absorb that force, so it stands there and takes it all. The flip side is that in a larger-than-life setting, superheroes, power suits, etc., can apply all of their damage to a very large target, simply because it’s so big. So when a very powerful superhero punches a tank, all of his force ends up expended right on the tank, tearing it apart. (Sure, it’s not realistic; but it does closely mirror the abilities of superheroes and other godlike beings as depicted in comics, movies and animé. It’s also self limiting, because only superheroes or other non-realistic people will ever be able to do this sort of damage; in a realistic genre, they won’t exist and in a superheroic genre, they’re supposed to hammer tanks apart with their bare hands.) Finally, there’s an intermediate area of damage, where small vehicles or large creatures interact with very large vehicles (like giant robots, tanks or ships). These targets are just too big to be just blown out of the way by a big attack, yet aren’t anywhere as tough as a truly huge target. They also have weapons that, while they aren’t as powerful as Kill-rated attacks, can do some serious damage when they hit, unlike the attacks of most puny personal arms that would just ping! the armored surface. In Fuzion, we get around these genre-specific limits by using the idea of Damage Scaling. Damage Scaling allows large amounts of damage to interact with small targets (and vice versa), in ways which preserve the nature of their respective genres. Small targets just get blown through the air by huge weapons taking minimal damage, small weapons just ping! off of large targets with no effect, and medium sized weapons can hurt large targets, but not anywhere as badly as really big weapons can hurt them back. And finally, really tough superheroes can tear tanks apart with their bare hands. Damage Scaling accurately preserves the effects of damage as portrayed in most semi-realistic, action movie, science fiction, animé, and superheroic settings. To use it, simply determine the level of the attack and the level of the target. Then convert the damage done accordingly.

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DEFENSE TYPE

Why Damage Scaling?

ATTACK TYPE DC

KILLS

SUPERPOWERS

No Change

Based on kg. weight (see below)

No change

Divide DC by 14, round down If total < than 1, no effect

No Change

Subtract 13 from total DC Each remaining DC=1Kill

Hits or SDP 1000kg

No Change

Multiply number of Kills by 50 (For total DC)

No Change

SDP/Hits KILLS

Applying the Damage Now that we know the types of damage and how to determine how much damage (in DC or Kills) has been done, it’s time to apply that damage.

One of the big problems in the original Interlock™ system was when humans attacked vehicles, especialy large ones like robots or tanks. Humans were either too puny to do any damage or they were blown away like chaff when the big weapons hit. While that may be realistic for some types of combat, we soon realized that in the action genre, heroes are supposed to be knocked over or wounded by big attacks, not vaporized.

Destroying Things that have SDP or Kills Objects can also be destroyed. As a rule, when an object reaches 0 SDP or Kills, it is no longer functional. However, it is not utterly destroyed until it has been reduced to below twice its total SDP or Kills.

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.

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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

Stun Rollover When you have lost all of your Stun points, any subsequent Stun damage you take will convert into Lethal (or Hit) damage at a 1/5th rate, reducing your remaining Hits—if you’re beaten senseless and the beating continues, you could well be beaten to death!

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GENERIC FUZION

Your character is knocked out whenever your Stun is reduced to 0 or below: you are automatically unconscious. You are effectively knocked out, but will regain consciousness once you have recovered enough Stun to put you back over 0 again (see the table below for how long this takes). Stun Level 0 to -10 -11 to -20 -21 to -30 >30 Recover Stun Every Phase Every Round Every Minute Up to the GM

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GENERIC FUZION

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Collateral Damage 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 modifier 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 battlefield. This phenomenon is known as Knockback (in its realistic form, it becomes Knockdown).

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To determine the amount of knockback taken, subtract the BODY characteristic (or KILLS) of the targeted character plus 1D6 from the total DC (or KILLS) of the attack. For every DC remaining, the character is knocked back one knockback “unit.” The unit of measurement is determined by the style of campaign, then applied by moving the character that far straight back from the impact. Campaign Style Knockback Unit in m/yds Everyday [realistic].................................................................................Just Knocked Down Competent [elite, semi-realistic.] .....................................................................................1/2 Heroic [TV action show] .......................................................................................................1 Incredible [olympics, action movie].....................................................................................2 Legendary [blockbuster action movie].................................................................................3 Superheroic [comic books, myths] ......................................................................................4 In the event that something’s in the way, move on to Collisions and see how badly you were hurt. Note: If using Kills vs Body, convert Kills to DC at a ratio of 1Kill=14DC, plus 1 for each additional Kill; if it’s DC vs Kills, there is no effect until you reach 14 DC, then add 1 Kill for each additional DC.

Other Kinds of Defenses You can also have Energy Defenses [ED], Mental Defenses [MD], Sorcerous Defenses [SRD] or any other type, depending on the kind of Fuzion game you are in and if your GM allows it.

Armor Piercing (AP) Attacks Specially hardened or sharp attacks are extra good at getting past armor. These Armor Piercing (AP) attacks always reduce armor’s 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 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.

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GENERIC FUZION

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The Environment & Recovery uns and swords aren’t the only thing that can hurt you. The world is full of potential dangers; falls, illness, drowning, even being hit by lightning. All of this falls under the heading of the Environment: Cumulative Environmental Effects: Shock, Poison/Drugs, Burns, Disease & Asphyxiation. Each of these are effects of the environment that harm you through accumulation; shock and poison by continual damage to your body or will, asphixation through accumulated lack of air. Electricity and Fire are always ranked by intensity of the effect (GM’s decision), with damage occurring each phase you are exposed to the source. Type Mild Intense Deadly DC DC1-4 DC5-10 DC11-20 Electricity Battery Wall socket Lightning Bolt Fire Wood Fire Gasoline Fire Thermite

GENERIC FUZION

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Like electricity, Poison & Drugs are ranked by the power of the drug or poison. Damage effects occur each minute, not phase, while Illness or Environment take place over days, weeks or even months (GM’s choice). Type Mild Strong Powerful DC DC1-4 DC5-10 DC11-20 Poison Belladonna Arsenic Stonefish Venom Drug Alcohol Sodium Pentathol LSD Illness Measles Pneumonia Plague Environment Uncomfortable Harmful Deadly Conditions

54 Welcome to the Desert… While many environments may not be automatically fatal, they can be definitely bad news. You could treat several hours of blistering desert as a Mild Cumulative Environmental effect.

M/yds to MOVE? Since you’re more likely to describe a situation as “You fall 20 yards (or meters) to your death!”, here’s a handy conversion. To convert distance in m/yds to MOVE, divide by 3, rounding decimal values down.

Getting Terminal> Terminal velocity (the speed where a falling body cannot accelerate any faster) is roughly equal to a MOVE of 60, and will normally be reached (on Earth) in 2 phases (falling objects accelerate at around 30 MOVE per phase). Once you reach terminal velocity, you cannot increase your damage unless you are travelling in a power-dive towards gravity.

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A drug or poison need not be fatal; sleep or “truth drugs” also work by accumulation; “damage” is subtracted from different point pools depending on the type of effect. Example: Morgan administers a strong dose of Mind Control Serum (DC5) to Jake, hoping to find out the Cabals’ secrets. Each turn, the drug does 5 to 30 points to Jake’s Resistance. At 0, he gives in. Effect Taken From Sleep drugs...................................................................................................................STUN Poisons ...........................................................................................................................HITS Mind drugs .......................................................................................................RESISTANCE

Asphyxiation Sitting quietly, you can hold your breath up to 1 round for every 2 points of Endurance (a tough character could hold his breath for around six minutes.). If activity, such as swimming or running is required, this rises to 4 pts. After this time is up, you take damage at 3DC per round, taken from your Hits.

Collisions (Ramming and Falling). This is damage that comes from hitting something at speed. The big difference is that in a fall, one object is hitting a stationary object (the ground) at high speed. In a ram, two or more objects, moving at different speeds, are crashing into each other, and the relative positions of each will affect the outcome.

Bashing Things with Hits/SDP Things with Hits or SDP will take 1DC in damage for every 3 MOVE travelled each phase, rounding any decimals down. If the total Move made is less than 3, you will take no damage. In addition, add 1 DC for every full 100lbs (or 45kg) of weight. Example 1: An average guy weighing 160lbs falls 30m/yds (MOVE 10). He takes 3 DC (3.3 rounded down) for the fall, plus another 1DC for his weight, for a total of 4DC; on average about 14 Hits. For an average guy (BODY 3) with only 15 Hits to take, this is bad news. Example 2: A car moving at Move 30 (@60mph or 90kph) slams into a wall. It takes 10DC of damage (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.

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Bashing Things with Kills Things with Kills usually weigh such staggering amounts that we measure their damage in increments of tens of tons! As a rule, objects with Kills will take 1 Kill of damage for every 10 MOVE travelled per phase, rounding decimal values down. In addition, they will also add 1K for every ten tons of weight. Example 1: A giant robot travelling at MOVE 30 (@60mph or 90kph) slams into a wall. It takes 3 Kills of damage (30÷10=3). However, since it weighs 30 tons, it takes an additional 3 Kills (30÷10=3), for a total of 6 Kills of damage. Example 2: A larger giant robot flying at MOVE 90 (@180mph or 270kph) slams into a mountain. It takes 9 Kills of damage (90÷10=9). However, since it weighs 65 tons, it takes an additional 6 Kills (65÷10=6), for a total of 15 Kills of damage. Ouch.

Ramming As mentioned above, ramming is like any other collision, but since the objects are moving, their relative positions will influence the final outcome. Here’s what to do: • If the ram is head on, add the MOVES of both objects together and the weights of both objects together, then treat the results as above. The result is the damage done to both. • If the collision is a side ram or swipe, treat as a regular collision (above). If the collision is a rear end, subtract the MOVE of the object in front from the speed of the trailing object, then treat as a head on ram.

For the Math Geeks: How close is this to MEKTON Z? If you’re curious about how, say, Example 1 maps with the collision tables in MEKTON ZETA, first convert the Fuzion MOVE to MEKTON MA (30÷5=6MA, or 6 hexes. At the MEKTON ratio of +1Kill for every 2 hexes travelled, this comes out to be 3 Kills (6÷2=3). Factor in 4 more kills for the weight class (30-49 tons) and the result is 7 kills instead of Fuzion’s 6. In Example 2, the MOVE converts to 18 hexes (90÷5=18). This gives us 9 kills for the movement and 5 kills for the weight, for a total of 14 Kills (instead of Fuzion’s 15). In general, we’ve found that while this conversion doesn’t map exactly to MZ, it’s close enough that a variance of 1 or 2 Kills shouldn’t be that critical. Remember, these are, after all, imaginary giant robots; there isn’t really a lot of 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 weights for each by converting the total weight of the objects • Pounds/kg into tons: Divide weight by 2,000 lbs or 1,000 kg, rounding down, then add to tons of other object. • Tons into pounds/kg: Multiply by 2,000 lbs or 1,000 kg, rounding down, then add to lbs. of weight of other object. Example: A giant robot (weight 30 tons) travelling at MOVE 30 (@60mph or 90kph) slams head on into a small car (weight 1,000 lbs/454kg) also moving at MOVE 30. The giant robot converts the 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: • The mecha takes 9 Kills (60 MOVE÷10= 6 Kills, plus 3 more Kills for the total Weight (30.5 tons÷10) • The car takes 630 Hits (60 MOVE÷3=20 Hits, plus 600 additional Hits for the total weight (60,000lbs÷100). Ouch!!!

Recovering From Damage So the Defense didn’t work and you didn’t get out of the way. Assuming you aren’t reduced to vapor in an unfortunate accident, the next step is to get better. Your Recovery Characteristic [REC] determines how fast your character gets back either lost Stun or Hits: Recovery from Stun Damage: You will recover Stun at a rate based on how far below zero you are (as previously mentioned on pg. 51): Stun Level Recover Stun

0 to -10 Every Phase

-11 to -20 Every Round

-21 to -30 Every Minute

>30 Up to the GM

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If you want to save yourself a lot of mathematical grief, just generally assume that anytime there is a disparity of over 10 tons between two objects, the smaller one is just obliterated.

Recovering Humanity Options vary based on the campaign setting and tech level. Here are some ideas: THERAPY: If conditions causing humanity loss are removed (including cyberware) therapy can restore 4D6 Humanity/week. If therapy is attempted without conditions changing a Psychology roll can be made at DV=20. If successful, 1D10 Humanity is regained. If the rolls fails, 1D6 Humanity is lost. CLERECY: If your fighter has seen one too many villages decimated by ghouls, consider a Bless spell from the local cleric, restoring 2D6 if successful. This can only be cast on an individual once per week.

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Realistic Recovery Rates: Although this isn’t as much fun (after all, this is a game), realistically, it should take a lot longer than a few days to come back from life threatening injuries. In this case, a realistic rate would be to recover your REC in Hits every week, not day. The example at left would take three weeks, not days.

GENERIC FUZION

Recovery from Wound (lost Hits): For every 24 hours you spend resting and with medical care (this assumes dressed wounds and proper medication), you will recover as many Hits as your REC score. Example: I take 30 Hits of my 40 total. My Recovery is 10. I will be back to full Hits in 3 days. Recovering from Dying: Saving a dying character is still possible. Another character, making a successful Medical or First Aid roll can stabilize you at any point beyond 0. The Difficulty for this is two times the number of Hits beyond 0 but above Dead Dead (-2 x Body). Example: Lazarus is now at -7 Hits. To save him, Fox must make a Medical skill roll against a Difficulty of (7x2)=14.

King Kong vs Bambi

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Experience GENERIC FUZION

How Do I Improve? Sooner or later, you will want to improve your Skills and Characteristics from the levels at which you purchased them. The GM will award you with more Option Points at the end of each play session. These can be spent to improve Skills, buy new equipment, or, with the 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 regular points for a session. We like to call this the “Radiation Accident Gives Player New Powers Rule,” because it is best employed whenever a player undergoes a particularly meaningful adventure that may well change his life

Meet Kandr Zahn One Last Time …

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At long last, Kandr has persevered and fought off a million assasins to rescue his sister. He now collects his OP reward. The GM gives him 12 Points: 3

For figuring out that neat trap where he lured the head assassin into the weakened factory floor where they fell into the basement.

3

For doping out that the head of the planetary council had faked his own death, framed the love interest and gone into the Trade Underground.

3

He lived to tell about the whole thing, even with 20 assassins on his tail.

3

For really roleplaying the angst, pain, and doomed nature of his quest (especially the part where his girlfriend is killed protecting him and the player did a ten minute deathbed soliloquy about how much he’d loved her).

12

TOTAL OP AWARDED

Buying Stuff with Your Points So the GM just dumped a whole load of points on you—great! But how do you use them? Much like real currency, all Option Points need to be cashed in to buy or improve Skills, Powers and Gear (even Characteristics with your GM’s agreement) • To buy up Skills: as many points as the new LEVEL of the skill. Example: To buy a skill from 3 to 4 would require 4 Option Points. To buy up from 3 to 5, would be 4 + 5 = 9. • To buy up Characteristics: FIVE points for every LEVEL of the new, improved Characteristic, plus the permission of the GM. Example: to improve your REF from 5 to 6 would require 5x6 = 30 Option Points and your GM’s agreement. • To buy up Powers (if applicable): FIVE points for every one point of Power improvement, plus the permission of the GM. Example: to improve your Energy Blast from DC3 to DC4 would require 5 Option Points and your GM’s agreement.

It’s Christmas Time! Experience is one of the most problematic parts of running a campaign. Too little, and your players become frustrated at not accomplishing anything; too much, and they become jaded because everything is too easy. One trick to maintaining both balance and excitement is to use the “Christmas” theory of experience; keep the awards relatively small from game to game, with a large award at the end of an entire adventure arc. The award should be in a discreet “Christmas Present”— a coveted vehicle (or points which can only be used to create a vehicle), ”Special training” (where Skill points must go to a specific Skill area), or a “Radiation Accident” that provides points that create or improve specific powers.

Kandr decides to spend his 12 points like so: 5 To boost his Evade Skill from 4 to 5 4 To boost his Hand-to-Hand from 3 to 4 3 To boost his Marksmanship from 2 to 3 12

TOTAL OP SPENT

tim arthur (order #4242885)

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