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GENERIC FUZION RULES
GENERIC FUZION RULES
About the Fuzion
System
T
his game uses a unique rules systemcalled Fuzion, a unified set of roleplaying rules
combining the best of the Hero System (Champions) and Interlock (Cyberpunk,
Mekton Z). Not only can Fuzion be adapted to cover nearly every time, place, or set-
ting, but it also has the ability to utilize existing Hero and Interlock rules and materialsif
its marked Fuzion Capable, it can be used as part of the Fuzion system.
About the Fuzion
System
T
his gameuses a unique rules systemcalled Fuzion, a unified set of roleplaying rules
combining the best of the Hero System (Champions) and Interlock (Cyberpunk,
Mekton Z). Not only can Fuzion be adapted to cover nearly every time, place, or set-
ting, but it also has the ability to utilize existing Hero and Interlock rules and materialsif
its marked Fuzion Capable, it can be used as part of the Fuzion system.
Fuzion is the FUZION Labs Group trademark for its multigenre game system. All
rights reserved under International Copyright. All situations, incidents, and persons
portrayed within are fictional and any similarity without satric intent to individuals liv-
ing or dead is strictly coincidental.
Permission to photocopy for personal use is granted.
Permission to output via Docutech or other method for personal use is granted.
Visit our website at http://www.herogames.com/fuzion/index.phtml
Revision 5.02 (8/ 3/ 98)
Revision 5.02 (8/ 3/ 98)
A Typical Roleplaying
Session
Mike, Bruce, Dave and Lisa have gath-
ered together for a roleplaying session (also
known as a run). They find a comfortable
place in Mikes living room, with enough
space for some books, some dice, and a few
favorite types of partyfood (a staple of a good
roleplaying session).
As GM, Mike starts off the session by
proposing the situation and describing the
scene. He begins: The three of you have just
entered the City. Its about nine at night, and
the dark, windystone 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 easytarget.
Bruce has decided to playthe 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 thug bythe lapels of
his cheap outfit and growls, Wheres the
nearest bar?
Dave has decided to playthe role of Jord
Mattersly, a clever would-be detective and
delver into mysteriesthe more bizarre the
better. Jords a thinker, not a fighter, so Dave
tries another tackJord pulls Grons hands
off the thugs collar and says Excuse my
friends enthusiasm. Were just looking for a
place with strong drink and some quiet social-
izing...
Lisa is playing the role of Lara Khon, a
cunning master thief with a bit of Robin Hood
in her background. As a natural paranoid,
shes scanning the locals around the group.
What does Lara see in the crowd?
As GM, Mike thinks about it. Its night, in
a bad section of town, and Grons just
roughed up one of the locals. He says, Well,
Lara sees three large figures moving silently
out of the shadows. The moonlight glints off of
drawn weapons as theyapproach you...
Lara turns to Gron and Jord, says Lisa,
catching on fast. Fellas, we have a problem
coming up...
Do I have to dress up or
something?
Not really. Although there is a specific
style of roleplaying game called a LARP (or
Live Action Role Play, where people do dress
up sometimes), most games are played bysit-
ting around a table, imagining the scene
described by the GM, and then acting out
what you think your character would do in that
situation. You dont have to dress in costume,
wave around plastic weapons or (God help
us!) run around in the steam tunnels at mid-
night.
What is a Roleplaying
Game?
A
roleplaying game lets you pretend to be a character in a
story, much like being in a play. Each player takes the
role of a character in the story, making the decisions and
saying the things that character would say in the situations
that happen along the way.
One pl ayer, t he Gamemast er (GM) act s l i ke t he aut hor or di rect or of t he pl ay; he set s t he
st age, t el l i ng t he pl ayers where t hey are, what i s happeni ng, and what ot her charact ers i n t he
st ory (cal l ed Non-Pl ayer Charact ers, or NPCs) are sayi ng and doi ng. The GM gui des t he act i on
but does not cont rol i t ; t he resul t s of t he game depend bot h on t he pl ayers and t he GM. More
si mpl y, rol epl ayi ng i s j ust l i ke t he cops and robbers or pl ayi ng house games you pl ayed as
a ki d, onl y t hi s t i me wi t h rul es t o hel p gui de you, and si t uat i ons t hat are more compl ex and
i nt erest i ng.
How do I play ?
In a Fuzi on Game, one pl ayer becomes t he GM and deci des t he set t i ng of t he advent ure,
t he rul es t o be used, st art i ng poi nt s f or charact ers, and al l t he choi ces and opt i ons present ed
i n t he Fuzi on rul es. The ot her pl ayers get t hei r charact ers ready based on what t he GM t el l s
t hem about t he rul es. The GM ei t her gi ves you a charact er, l et s you pi ck one t hat s al ready been
wri t t en up, or l et s you creat e one.
What else does the Referee/ GM do?
The GM prepares a st ory (or uses one al ready wri t t en f or hi m i n a pre-publ i shed adven-
t ure book), and begi ns t o t el l t he pl ayers what t hei r charact ers see and hear, and st art s aski ng
t he pl ayers what t hei r charact ers wi l l do next . When somet hi ng comes up where t he resul t
i snt obvi ous (l i ke whet her or not you hi t someone or whet her you can pi ck a l ock), he al so adj u-
di cat es what t he resul t wi l l be, based on t he rul es you re readi ng now.
How do I GM?
The best way i s t hrough t ryi ng i t yoursel f . Read t hrough t he rul es compl et el y, and read
t hrough t he campai gn set t i ng provi ded. We al so al ways i ncl ude an exampl e of a rol epl ayi ng
sessi on and some t i ps on how t o creat e a good advent ure. The most i mport ant part i s t o be a
good st oryt el l er t o t ry and vi vi dl y descri be t he worl d you are gui di ng peopl e t hrough, and t o
pose probl ems or si t uat i ons t hat wi l l chal l enge your pl ayers t o do t hei r best .
Al most as i mport ant i s t he need f or t he GM t o be an i mpart i al j udge of t he rul es and
ef f ect s of t he game on hi s or her pl ayers. Remember; i f you arent i nt erest i ng and you arent
f ai r, no ones goi ng t o want t o st ar i n your movi e. Good l uck!
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HOW GOOD IS GOOD?
Less t han 1 Point : Challenged This
value is most often found in children, elderly
people, or those weakened byillness or infir-
mity. Everydaytasks at this level are difficult.
1-2 Point s: Everyday. This is reality on
the mundane side. People here are generally
out of shape, unremarkable, and not super
bright, but theyget along in everydaylife just
fine. Many ordinary people around the world
are likelyto have some Characteristics at this
value. Its enough to get byon and to do most
things (though not very unusual or stressful
tasks ) At this level, adventure is something
that happens to others; your idea of action is
visiting Dennys at midnight.
3-4 Point s: Compet ent This a reality
manyof us live in; the closest thing to a hero
is a good cop, fireman, soldier, or other dedi-
cated citizen. Most healthyadults have some
Characteristics that fall into this range.
Adventures in this kind of realityrarelyif ever
encounter supernatural powers or feats; a
bank robberywould be a lot of excitement at
this realitylevel.
5-6 Point s: Heroic. This is the reality
that onlya fewof us live inGreen Beret com-
bat specialists, SWAT team members, FBI
agents and spies. Most people in this kind of
campaign are much better than ordinary
equivalent to TV heroes; better looking, more
competent (and with stuntmen). A typical
adventure at this realitylevel would be a drug
sting, a hostage rescue, or a rugged trip in the
jungle.
7-8 Point s: Incredible. Save for the
feats of Olympic athletes, gorgeous super-
models, top sports stars, world leaders, and
Nobel Prize winners, you have now left reality
altogether, and are among the verybest in the
world at what you do. This is also the realm of
low budget action films, where the heroes bat-
tle international gangsters and invading
aliens. Typical Incredible reality adventures
are much like Heroic ones, but with huge
weapons and world-spanning plots.
9-10 Point s: Legendary. This is the
realm of Hollywood blockbusters, of super
martial artists like Jackie Chan, geniuses like
Einstein, or action movie stars with a big
effects budget and a lot of stunt men. Most
anim heroes or realistic superheroic
campaigns fall into this reality. This is a level
that onlya few ever reach; its simplythe best
a human can possibly be and you probably
wont ever find real people at this level,
unless theyare Albert Einstein, Carl Lewis, or
Helen of Troy.
More t han 10 Point s: Superheroic. At
this point, you have crossed into the realm of
the superhuman. Your capabilityin 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 regularlysave
entire Galactic Empires and thwart demigods.
What is a Character?
A
character is a role that you will be playing in the loose,
impromptu play that makes up a roleplaying session. For
example, if your roleplaying group were staging a recreation of
the movie Casablanca, Rick Blaine would be one of the charac-
ters. Much like Humphrey Bogart, the person playing Rick in this
adventure would try to act out what he (or she), thought the char-
acter would be doing in each scene of the movie.
But what keeps a pl ayer f rom sayi ng, Ah! When t he Nazi of f i cer corners Ri ck at t he ai r-
port , Ri ck uses hi s X-Ray vi si on t o mel t Herr St rassers gun? That s where t he RULES come i n.
To pl ay a charact er convi nci ngl y, t he GM uses a set of st ruct ured gui del i nes (l i ke t hese) t o t el l
pl ayers what i s or i snt possi bl e wi t hi n t he conf i nes of t he worl d. And t o set gui del i nes on what
i s possi bl e f or a part i cul ar charact er, he uses t he very powerf ul t ool of Charact eri st i cs.
What are Characteristics?
Characteristics (al so cal l ed Statistics, or St at s) are NUMBERS t hat descri be your char-
act ers abi l i t y as compared t o everyt hi ng el se i n t he uni verse. Al l peopl e and creat ures can be
descri bed (or wri t t en up) usi ng Charact eri st i cs; t hi s l et s you compare one person t o anot her,
whi ch i s of t en i mport ant i n t he game. For i nst ance, a person wi t h a Charact eri st i c of 5 mi ght
be bet t er of f t han a person wi t h a Charact eri st i c of 4, but not as good as a person wi t h a
Charact eri st i c of 6. Charact eri st i cs are general l y rat ed f rom 1 t o 10 (remember Bo Derek i n t he
movi e 10 ? That woul d be t he best l ooki ng a person t heoret i cal l y coul d be. You dont want t o
meet number 1).
How Do You Get Them?
You buy t he l evel of your Charact eri st i cs f rom a pool of poi nt s gi ven t o you by t he GM at
t he st art of t he game, based on t he t ype of charact er and/ or advent ure you wi l l be pl ayi ng i n.
In a t ypi cal Fuzi on campai gn, charact ers wi l l have 10 Pri mary Charact eri st i cs, arranged i nt o
f our groups:
MENTALGROUP
Intelligence (INT): How generally bright you are. As a rule, t his is more t han sheer int elli-
gence, but also cleverness, awareness, percept ion, and abilit y t o learn;
ment al def iciencies dont become apparent unt il you hit 1.
Willpower (WILL): Your det ermi nat i on and abi l i t y t o f ace danger and/ or st ress. Thi s
Charact erist ic represent s your courage and cool.
Presence (PRE): Your abilit y t o impress and inf luence people t hrough your charact er and
charisma; how well you get along wit h ot hers; how you int eract in social
sit uat ions.
COMBATGROUP
Technique (TECH): Your abilit y t o manipulat e t ools or inst rument s. This is not t he same as
ref lexes, inasmuch as t his covers t he knack of using t ools. One charact er
might have a high Technique, but might not be able t o f ence or juggle. On
t he ot her hand, anot her might have high Ref lexes, but only a f air level of
Technique.
Reflexes (REF): Your response t ime and coordinat ion, as used in aiming, t hrowing, jug-
gl i ng. A st age magi ci an, f or exampl e, woul d have a hi gh Ref l ex
Charact erist ic. Most import ant ly, t his is t he Charact erist ic t hat shows your
chance t o hit t hings.
Dexterity (DEX): Your overall physical compet ence, as pert ains t o balancing, leaping, jump-
ing, combat and ot her at hlet ic act ivit ies. A gymnast would have a high
Dext erit y. Most import ant ly, t his Charact erist ic is used t o avoid being hit .
PHYSICALGROUP
Constitution (CON): How healt hy you are. How resist ant t o shock ef f ect s, poisons and disease.
You can be a really big, t ough, st rong guy and st ill get f loored by a head
cold!
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Creating A Character
Creating A Character
GMs: How to Determine
Characteristic Points
Assuming a typical 10 Characteristic
game, GMs should consider this simple guide-
line to determine the number of Characteristic
Points to give beginning characters:
CAMPAIGN STYLE ...........................................POINTS
Everyday [realistic]...................................20 pts.
Compet ent [elite, semi-realistic.]..............30 pts.
Heroic [TV action show]............................50 pts.
Incredible [olympics, action movie]...........60 pts.
Legendary [blockbuster action movie].......80 pts.
Superheroic [comic books, myths]..........90+pts.
Another option is for the GM to multiply
the number of PrimaryCharacteristics bythe
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
PrimaryCharacteristics, the GM wants to have
Heroic characters; he gives them (10 x 5 =
50) Points.
How Many Points For This
Game?
The depends on the type of your game
and where you what you would like the aver-
age Characteristic to be.
Key IdeaAdding/ Removing
Characteristics
Fuzions design allows GMs to change,
add, or remove Characteristics for your individ-
ual campaigns. All you have to do is create the
newCharacteristic, 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 pt. 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 John Smith
John Smith will be our guide to con-
structing a generic character. Well start bygiv-
ing him 50 points, a good start for the hero of
an generic adventure. After a bit of thought,
we decide that as an generic, John shapes so:
CHAR. VALUE WHY
INT 3 Hes no rocket scientist
WILL 5 Hes gotta face a lot of stress
PRE 3 He maywell go to pieces when
the going gets tough
TECH 4 He has to fix things
REF 7 Hed better be a good fighter
DEX 7 And hed better be able to get
out of the way
CON 6 Hes got to face a lot of punish-
ment without getting knocked
out.
STR 4 He doesnt have to be a titan
get along in this campaign.
BODY 6 And hes gonna need a LOT of
points to survive whats coming!
MOVE 5 He needs to run fast
TOTAL 50 Readyto rock and roll!
Strength(STR): Your muscl e mass and how ef f ect i ve i t i s f or exert i ng f orce. The hi gher
your st rengt h, t he more you can l i f t , drag, et c., and t he more powerf ul t he
bl ows f rom your f i st s and ot her body part s.
Body (BODY): Your si ze, t oughness, and abi l i t y t o st ay al i ve and consci ous due t o physi -
cal mass, sheer bl oody-mi ndedness and st ruct ure or ot her qual i t i es. How
much damage you can t ake i s deri ved f rom t hi s charact eri st i c.
MOVEMENTGROUP
Movement (MOVE): Your speed of movement ; runni ng, l eapi ng, swi mmi ng, et c. There i s onl y
one Pri mary Charact eri st i c i n t hi s group.
Buying Characteristics
The power t o buy Pri mary Charact eri st i cs comes f rom a pool of poi nt s cal l ed
Charact eri st i c Poi nt s (CP), gi ven t o you by t he GM when you make your charact er. Pri mary
Charact eri st i cs are purchased at a rat i o of 1 CP f or one l evel of abi l i t y. Exampl e: I want t o have
a St rengt h of 5. I pay 5 CP. You must put at l east one Charact eri st i c Poi nt s i n each
Charact eri st i c; t he maxi mum l evel you can buy i n any one Charact eri st i c i s 7-8 f or a normal
human; however, i f you are creat i ng a Superhuman (or your GM al l ows i t ), you can put as many
poi nt s i nt o a si ngl e Charact eri st i c you want . The GM may al so set hi s own l i mi t s on t he val ue
of any or al l Charact eri st i cs (see t he GMs si debar at l ef t )..
How Many Points Per Characteristic?
Charact erist ic value ranges may overlap some, part icularly at t he lower end of t he range.
Normal people of t en have values of 1 t o 4, f or inst ance. Usually 7 is t he value where t he real
world st ops and where f ict ion begins t o t ake over. Not e also t hat many charact ers will have
Charact erist ics and Skills in a wide range of values. Even a superhero may have most
Charact erist ics in t he Compet ent t o Heroic range, wit h only a f ew being Superheroic or
Legendary. Charact ers in heroic campaigns may have one or t wo Charact erist ics in t he Incredible
range, and t he rest Compet ent or Heroic. Most charact ers have some abilit ies t hey perf orm bet -
t er t han ot hers; it s rare t o have someone wit h t he same Charact erist ic values across t he board.
GMs shoul d al ways emphasi ze t he i mport ance of al l Charact eri st i cs i n t hei r Campai gns
(si nce t he cost wi l l be t he same anyway). Dont l et your pl ayers get away wi t h j ust havi ng good
combat abi l i t i es; make t hem deal wi t h ot her probl ems t oo!
What are Derived Characteristics?
Deri ved Charact eri st i cs are charact eri st i cs t hat are creat ed by perf ormi ng some ki nd of
si mpl e mat hemat i cal operat i on on a charact ers al ready exi st i ng Pri mary Charact eri st i cs. The
f ol l owi ng Deri ved Charact eri st i cs are common t o most Fuzi on campai gns. If your charact er
does not have t he exact Pri mary Charact eri st i c t he Deri ved Charact eri st i c comes f rom, you can
ei t her use t he Charact eri st i cs group val ue or one det ermi ned by t he GM of your campai gn.
Deri vi ng al l ows GMs t o creat e new Charact eri st i cs on t he f l y, l eavi ng t hei r ori gi nal
Charact eri st i cs unchanged. Thi s means as you move charact ers bet ween Fuzi on campai gns,
you l l f i nd i t easy t o bot h creat e and generat e new Deri ved Charact eri st i cs, even i f you di dnt
have t hem t o begi n wi t h. Fuzi on has f i ve Deri ved Charact eri st i cs:
Stun [BODYx 5]: How much st unni ng/ brawl i ng damage you can t ake bef ore you
are bat t ered i nt o unconsci ousness, cal cul at ed as poi nt s. Import ant : At t he
st art , you may el ect t o move poi nt s f rom St un i nt o Hi t s or vi ce versa, as
l ong as t he t ot al moved i s l i mi t ed t o 1/ 2 of t he st art i ng St un Val ue.
Exampl e: wi t h 35 St un and 35 Hi t s, I coul d move up t o 17 poi nt s f rom St un
i nt o my Hi t s or up t o 17 poi nt s f rom Hi t s i nt o my St un.
Hits [BODY x 5]:How much ki l l i ng damage you can t ake bef ore you are dyi ng.
Any Armor you have may be subt ract ed f rom any Ki l l i ng damage you t ake.
You may move Hi t poi nt s i nt o St un and vi ce versa (see above).
Stun Defense (aka SD) [CON x 2]: How resi st ant you are t o St un damage; your SD i s sub-
t ract ed f rom any St un damage you t ake.
Recovery (REC) [STR+CON]: Thi s Charact eri st i c det ermi nes how f ast t he charact er
recovers f rom damage. You get back t hi s many St un poi nt s each t urn
when you rest , and t hi s many Hi t s back f or each day of medi cal at t ent i on.
Run (aka Combat Move) [MOVE x 2m], Spri nt (aka Non-combat Move) [Move x
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Charact er
Skill LVL
Age Profession
CHAR. PTS OPTION PTS COMPLI. PTS
Equipment or Weapon WA RNG DAM SHT ROF KD COST
Complication Freq Intn Imp Value [ F+I
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HISTORY & BACKGROUND
INT PRE WILL TECH MOVE 5
REF DEX STR CON BODY
Punch Kick
Run Sprint Leap Swim STUN
SD HITS REC RES
Skill LVL Options LVL
See Page 42 for a bunch of different
boxes you can use to customize this
space. Just copy, cut, and paste!
Charact er
INT PRE WILL TECH MOVE
REF DEX STR CON BODY
Punch Kick
Run Sprint Leap Swim
STUN SD HITS RCV RES
Skill LVL Skill LVL Options LVL
Age Profession
CHAR. PTS OPTION PTS COMPLI. PTS
Equipment or Weapon WA RNG DAM SHT ROF KD COST
Complication Freq Intn Imp Value [ F+I
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HISTORY & BACKGROUND
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LIFEPATH
Increasing or Decreasing
Characteristics
Characteristics generally may not be
increased or decreased directly. However, cer-
tain Talents or Powers that mayor maynot be
available in your campaign setting may allow
you to increase a Characteristic, either tem-
porarilyor permanently. Certain Complications
mayalso decrease a Characteristic. Or, as last
resort, you mayattempt to convince your GM
to allowyou to use Option Points (pg. 124) to
increase a Characteristic at a ratio of five OP
for everypoint of Characteristic increase.
It is also possible to increase the value
of a Derived Stat beyond its starting value.
The chart shows what you get for each 5
Option Points spent. Of course, you can also
use Character Points to buyup Derived Stats
as well. In general, however, youd be better
served just to increase the PrimaryStat from
which the Derived Stat is figured, unless there
is some reason whyyou cant (or shouldnt.)
Note that normal humans have stat
maximums for Derived Stats, much as they
have Stat maximums for PrimaryStats. In the
case of Derived Stats, these maximums are
figured from the maximum value of the
Primary Stat(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
maybuyhis Derived Stats up beyond this max-
imum, but he must have some kind of reason
(superpowers, magic, etc.) to exceed those
numbers.
For 5 Option Points or 1 Character Point,
you can increase your Derived Stats bychoos-
ing one of the following:
+2 SD
+1 REC
+10 END
+5 STUN
+5 HITS
Meet John Smith (again)
Derived Characteristic-wise, John Smith
shapes up like so:
CHAR. VALUE WHY
STUN 30 6x5=30. He can take it.
HITS 30 6x5=30. And not die taking
it!
SD 12 6x2=12. He can even shrug
off a few clobberings.
REC 12 6+6=12 He can get back
into action faster than most
RUN 10 Run: 5x2=10m/ yds, Sprint:
5x3=15m/ yds, Swim &
Leap: 51=5m/ yds.
RES 15 5x3=15. Hes going to have
to work to resist torture or
privation, but hes better
than most people.
3m], Swi m [MOVE x 1m], Leap [MOVE x 1m]: How f ar t he charact er runs
(at a rat e al l owi ng dodges and evasi ons), spri nt s (i n a f l at -out run), swi ms,
and l eaps i n 3 seconds.
Resistance (RES) [WILLx3]: Your abi l i t y t o resi st ment al or psychol ogi cal at t acks or
st ress; basi cal l y your ment al Hi t s .
Optional Derived Characteristics
Opt i onal Deri ved Charact eri st i cs are Charact eri st i cs t hat may not be present i n every Fuzi on
campai gn. In an Ol d West campai gn, f or exampl e, you may not ever need t o have a Deri ved
Charact eri st i c f or def ense agai nst l asers. But because t hese are deri ved f rom Pri mary
Charact eri st i cs, you can al ways generat e an Opt i onal Deri ved Charact eri st i c when you need
one, al l owi ng you t o t ransf er charact ers bet ween genres.
Al t hough t hese wi l l vary f rom campai gn t o campai gn, a f ew t ypi cal Opt i onal Deri ved
Charact eri st i cs are:
Luck [INT+REF]: Fat e act i ng on your behal f . Each game sessi on you may
t ake poi nt s f rom t hi s Deri ved Charact eri st i c and use t hem i n ot her
pl aces; t o add t o i mport ant di e rol l s or subt ract f rom damage. When
you have used up al l of t hese poi nt s, t hey are gone unt i l t he next
game sessi on. You ve run out of Luck.
Endurance (END) [CON x 10]: This Characteristic represents how long the character
can expend energy, whether in physical endurance or in the use of a
special ability (like a superpower or talent). It is spent in the same way
as Hits or Stun points. When it runs out, you are exhausted and can-
not do anything more except rest and recover. Generally, 1-2 points 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. 154),
which restores as much END as your REC (see above).
EnergyDefense (ED) [CON x 2]: How resi st ant you are t o damage f rom l asers, el ect ri c-
i t y. f orce beams, and ot her energy-based t hreat s. Cal cul at ed as
poi nt s t hat are subt ract ed f rom energy damage onl y. ED i s cal cu-
l at ed f rom t he same Pri mary Charact eri st i c as SD; you can el ect t o
move poi nt s f rom one t o t he ot her when you creat e t he charact er
(not af t erwards! ). The amount you can move may not be great er
t han one hal f t he st art i ng val ue. When ED i s used, SD onl y prot ect s
vs. physi cal at t acks. Li kewi se, KD wi l l onl y prot ect t he charact er
agai nst physi cal Ki l l i ng At t acks; EKD i s needed agai nst energy
Ki l l i ng At t acks. Exampl e: Wi t h a CON of 6, I have 12 Energy Def ense
and 12 St un Def ense. I deci de t o beef up my SD at t he cost of my
ED, movi ng up t o a max of 6 poi nt s f rom f rom one t o t he ot her.
Speed (SPD) [1/ 2 of REF]: Thi s Charact eri st i c i s used t o measure a charac-
t ers react i ons. Speed can be used t o det ermi ne ei t her when you
move duri ng t he course of act i on, or how many t hi ngs you can do i n
a speci f i c t i me peri od (especi al l y when usi ng an opt i onal Speed
t abl e such as t he one used i n Champi ons: The New Mi l l enni um).
Humanity (HUM) [WILL x10]: Your basic moralit y and humanit y. Used of t en in set -
t ings where t he charact er f aces dehumanizat ion, ext reme horror or
t he uneart hly. This Derived Charact erist ic loses point s by receiving
humanit y damage; seeing horrible event s, removing body part s and
replacing t hem wit h ot her object s, gaining uneart hly powers t hat sep-
arat e him f rom t he rest of mankind, et c. For every 10 point s lost f rom
t his Derived Charact erist ic, t he charact er t akes a -1 AV when using
any social int eract ion skill (generally a PRE-based skill.) When t his
modif ier equals or exceeds t he charact ers PRE charact erist ic, t he
charact er becomes t echnically insane and his act ions are t aken over
by t he GM t o ref lect t his.
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n any campaign, characters will need to get the basic Skills
and Equipment with which to fight, protect themselves, and
generally adventure. These Options are usually specific to a
style or genre of game; what works in a science fiction adven-
ture fromthe far future would be mind-bendingly out of place
in a medieval fantasy setting. The precise list of campaign
options available in a particular campaign will always vary
according to each GMs decisions
Inherent Options
Inherent opt i ons are t hi ngs t hat are part of t he charact er; t hey
are as much a part of hi m as hi s Charact eri st i cs. They cannot be t aken
f rom hi m (under most ci rcumst ances), but t hey al so cannot be used by
anyone el se. Inherent i t ems usual l y i ncl ude Ski l l s, Tal ent s, and Perks,
and are al ways purchased wi t h Option Points (OP) gi ven t o pl ayers
by t he GM of t he game t hey are i n.
Bought Options
Bought Opt ions are t hings t hat can be const ruct ed and paid f or in
money. Bought it ems most of t en include vehicles and equipment .
Unlike Inherent opt ions, bought opt ions can be used by ot hers. They can
also be dest royed or t aken away f rom a charact er and must be replaced
by using money or new OP gained t hrough Experience (pg 156).
Option Points
The cash wi t h whi ch you buy your Opt i ons are cal l ed Opt i on
Poi nt s (or OP). A pool of Opt i on Poi nt s i s al ways gi ven t o Pl ayers by
t he GM at t he st art of charact er creat i on. The f ol l owi ng poi nt val ues
are merel y gui del i nes based on t he st yl e of t he campai gn. Indi vi dual
campai gns may have very di f f erent numbers.
Campaign Style Option Points
Everyday [real i st i c]......................................................................25
Competent [el i t e, semi -real i st i c.] ...............................................35
Heroic [TV act i on show]..............................................................45
Incredible [ol ympi cs, act i on movi e]...........................................55
Legendary [bl ockbust er act i on movi e] .......................................65
Superheroic [comi c books, myt hs] ..........................................75+
Af t er charact er creat i on, al l remai ni ng Opt i on Poi nt s can be con-
vert ed t o money uni t s on a 100 money uni t s t o 1 OP basi s (whet her
gol d, credi t s eurobucks, yen, zol ot ni es, or what ever).
Buying Complex Things with Option Points
Whi l e Opt i on Poi nt s can be t ransl at ed i nt o money wi t h whi ch t o
buy equi pment , compl ex t hi ngs (l i ke vehi cl es) can al so be rat ed i n
poi nt s i ndependent of t hei r monet ary val ue. Af t er al l , a t ract or mi ght
cost $50,000., but how usef ul woul d i t be t o your charact er? It s not
wort h 500 OP, t hat s f or 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 ginat robots, spaceships,etc),
he should make sure to give them an extra 50~150 OP to play with!
Optional Possibilities
Optional Possibilities
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On the Lifepath
Some Fuzion games also
contain a special section called a
Lifepath; a flowchart of compli-
cations and events that can be
used to add flavor and back-
ground to a characters life.
Why Option Points?
When starting a new char-
acter; everything he/ she owns or
knows is purchased with Option
Points (OP). Why is this? The
main reason is that it allows play-
ers to accurately scale charac-
ters; everything costs Option
Points, and you know what youre
getting in relation to something
else. This also makes it harder
for players to create characters
who are unfair or unbalanced in
relationship to other characters;
as long as you have similar levels
of Option Points, you know that
any two characters will be rela-
tivelysimilar in terms of what they
have, know or can do. Option
Points are given to Players bythe
GM at the start of character cre-
ation (still more points will come
from Complications and experi-
ence awards).
How many Option
Points for This
Game?
That depends on the game, of
course. The gamemaster needs
to decide this for each different
campaign.
O
ne way to get more Option Points when creating a character is to take on a few
Complicationssocial, mental, physical, or emotional situations/problems that define and
enhance your character; you may also want to link these to various events to add to a charac-
ters background. Complications will vary depending on the campaign. The Value of a
Complication is based on its Frequency, Intensity and Importance:
Frequency
Just how of t en does your probl em i mpact your l i f e? The answer i s t he probl ems Frequency; how of t en
t he GM can i nf l i ct i t upon you as part of t he t rade f or t hose ext ra OP. Thi s t abl e works f or al l compl i cat i ons:
Frequency Value Guideline
Infrequently 5 Once every f ew gami ng sessi ons
Frequently 10 Once every gami ng sessi on
Constantly 15 More t han once every gami ng sessi on
Intensity
Int ensi t y ref l ect s how hard i t i s t o overcome t he compl i cat i on, or j ust how much i t af f ect s you. Each
Compl i cat i on has i t s own Int ensi t y rat i ng wri t t en i n parent hesi s ( ) ri ght af t er i t , but we al so provi de you
wi t h a handy t abl e of general rol epl ayi ng gui del i nes:
Intensity/Value Guideline
Mild [5] May rol epl ay t o overcome i t , or make Everyday WILL+Concent rat i on Rol l t o overcome
i t
Strong [10] Must rol epl ay i t and make Compet ent WILL+Concent rat i on Rol l t o overcome i t
Severe [15] Must rol epl ay i t and make Incredi bl e WILL+Concent rat i on Rol l t o overcome i t
Extreme [20] Must rol epl ay i t and make Legendary WILL+Concent rat i on Rol l t o overcome i t
Exampl e: St ubborn: Ri sk i ncarcerat i on, bodi l y harm or f i nanci al / soci al rui n [10] means t he Int ensi t y of
t hi s Compl i cat i on wi l l get you 10 poi nt s.
Importance
Import ance rat es how i mport ant t he Compl i cat i on i s t o t he charact er and t he Campai gn. For exampl e,
t aki ng Forei gner i n a pl ace where everyone i s f rom anot her pl ace i s pret t y val uel ess, but i n a xenophobi c
envi ronment , i t t akes on maj or i mport ance. Anot her measure of Import ance i s i t s ef f ect on your charact ers
survi val ; i f i t can ki l l you, i t s general l y more i mport ant t han somet hi ng t hat may compl i cat e your rol epl ay-
i ng. The f i nal appl i cat i on i s up t o t he GM. Round al l deci mal val ues down.
Importance & Value Guideline
Minor [di vi de by 5] Mi nor ef f ect on combat or damage, wi t h mi nor (-1) ef f ect on ski l l s or worl d
react i on.
Major [di vi de by 2] Maj or ef f ect on combat (-3), or 1 and hal f t i mes damage, seri ous ef f ect on ski l l s
or worl d react i on, or put s charact er i nt o danger.
Extreme [x1] Ext reme ef f ect on combat (-5), or 2x damage, or ext reme ef f ect on ski l l s or
worl d react i on, or put s charact er i nt o ext reme danger.
To Determine a Complications Value
To det ermi ne t he val ue of a Compl i cat i on, add t oget her t he Frequency Val ue, t he Int ensi t y Val ue, and
di vi de t he resul t i ng t ot al by t he Import ance. Exampl e: I t ake Responsi bi l i t y as a Compl i cat i on. I deci de t hat
t hi s af f ect s me Frequent l y (10), and I deci de I m responsi bl e f or t he care of my aged Aunt Meg. Si nce she
i s very ol d, shes consi dered t o be Chal l enged (Int ensi t y 10), but si nce I m not i n any danger and my ski l l s
arent af f ect ed (di vi de by 5), t aki ng care of my aged aunt i s wort h (10+10)/ 5 = 4 Poi nt s. But i f Aunt Meg
was const ant l y exposed t o ext reme danger t hat I had t o rescue her f rom, I coul d mi l k t he si t uat i on f or up
t o 20 poi nt s! Good ol Aunt Meg!
Limits on Complications
Some campai gns have a l i mi t on how many Compl i cat i ons a charact er can t ake f or Opt i on Poi nt s. A
charact er may al ways t ake more Compl i cat i ons t han t hi s l i mi t ; he/ she j ust won' t get any more poi nt s f or
t hem. The most common l i mi t on Compl i cat i ons caps t he ext ra poi nt s t o an amount equal t o t he st art i ng
OP l evel .
Exampl e: Al ex i s pl ayi ng i n a campai gn when t he GM has gi ven hi m 50 Opt i on Poi nt s f or Ski l l s,
Tal ent s, Perks, and Equi pment . The campai gn has a cap on t he maxi mum number of Compl i cat i ons equal
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More Points: Complications
More Points: Complications
Meet John Smith (again)
John Smiths GM gives him 75 points
(Superheroic level) to buy Options, plus
another 60 to buya vehcilefor a total of 135.
Since John is going to be the hero in
this game, his player decides to beef him up
byadding a few Complications:
COMPLICATION
Const ant ly [ 15] Obsessed [ 10] with his past, he
faces a severe and Major [ 2] debilitation
WORTH? ...................................................................12
Hunt ed [ 10] by the vat-grown ninja [ 20] for betray-
ing them, he faces Deat h [ 1] everywhere he goes
WORTH? ...................................................................30
TOTAL EXTRA OP ........................................................42
Added to Johns original 75 points, this
gives him a whopping 117 points. (and dead-
lyenemies around everycorner!) Hes going
to need those skills to survive!
On the Other Hand...
A more realistic game might start with
only 35 points, plus no points for buying a
vehicle. But since John is supposed to be a
hero, weve given him over twice as many
points as normal. (That waywe can also buy
a lot of stuff and demonstrate all the steps of
buying options to you!)
t o t he st art i ng OP l evel . Al ex coul d t ake Compl i cat i ons wort h up t o 50 ext ra OPs, f or a maxi -
mum t ot al of 100 OPs. He coul d t ake more Compl i cat i ons t han t hat , but he woul dn' t get any
poi nt s f rom t hem.
PSYCHOLOGICAL COMPLICATIONS
These i nvol ve your Ment al Probl ems and f l aws:
AbsentMinded. You have strange lapses of memory. You often: Forget generally known facts (5). Forget friends, family
(10). Forget your own identity (15).
Bipolar. You are a classic manic/ depressive, prone to fits of erratic, up moods punctuated with severe terrifying
depressions. You are often: Moody (5). Liable to lie around and mope (10). Liable to run around frenet-
ically risking life and limb or sink into a miserable stupor (15). Suicidal (20).
Delusions. You believe things that are not real. You may hear voices, think aliens are after you, or that you are
God. You will: Risk ostracism, embarrassment (5). Risk hospitalization, bodily harm or financial/ social
ruin (10). Risk life & limb (15) .
Masochist. You hate yourself, and will go out of your way to injure yourself. To do this, you may: Seek verbal abuse
(5). Seek minor physical abuse (10), Seek major physical abuse (15). Seek life threatening abuse (20).
Phobia. You have a phobia; and unreasoning fear of some common thing, such as dogs, heights, sounds or
color. When faced with your phobia, you feel: Discomfort (5). Paralyzing Fear (10). Berserk Terror (15).
Catatonic (20).
Paranoia (just because you think theyre after you...). You think you have enemies, everywhere. Sometimes you
are focussed 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).
SplitPersonality. Youre two, two, TWO people in one! [GM controls this personality, has character sheet for it, etc.]. Your
other self: Likes you (5). Is neutral to you (10). Hostile to you (15). Dangerous to you in actions (20).
PERSONALITY TRAITS
It s t he l i t t l e t hi ngs t hat count ; your good & bad habi t s, basi c t rai t s and charact eri st i cs.
Airhead. Oh Wow! Youre just naturally spacy. In general, you: Misplace minor, trivial things (5). Misplace or for-
get 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).
BadTempered. Youre just irritable, all the time. When your temper flares: Youll risk embarrassment, or financial loss
(5). Youll risk incarceration, bodily harm or financial/ social ruin (10). Youll risk life & limb (15).
Coward. You lack nerve, especially in combat. When faced with danger: You tremble at anything you imagine
as danger (5). You freeze up and cant react (10). You try to run as far away as possible (15).
Obsessed. You just cant get that special (to you) person or thing out of your mind. You: Talk about it all the time
and will risk embarrassment, or financial loss over it (5). Youll risk incarceration, bodily harm or finan-
cial/ social ruin over it (10). Youll risk life & limb over it (15).
Shy. You hate dealing with others. You: Refuse to speak to new people (5). Avoid all interactions with new
people (10). Will physically remove self from situations involving new people (15).
Stubborn You just hate to give in to anyone. To prove youre right: Youll risk embarrassment, or financial loss
(5). Youll risk incarceration, bodily harm or financial/ social ruin (10). Youll risk life & limb (15).
Berserker. You cant control your fighting rage you rabidly: Attack whatever set you off (5). Attack anyone with-
in range except friends (10). Attack anyone in range (15). Attack anyone in range and wont stop until
subdued forcibly or exhausted/ stunned (20).
Unlucky. Things never go your way; you have constant disasters. Travel and adventure only hold for you:
Inconvenient misfortunes (5). Costly or dangerous misfortunes (10). Very costly or dangerous misfor-
tunes (15). Deadly, life threatening dangers (20).
PHYSIOLOGICAL LIMITATIONS
These are Physi cal probl ems you must cope wi t h:
MissingLimb. Ouch! That hurt! Youre missing: 1 or more fingers (5). A hand (10 each). An arm (15 each).
ReducedHearing. You are hard of hearing. Generally, to make a hearing based Perception check, you will need: To beat
a Target Number 4 points higher than everyone else's (5). A Hearing aid just to hear at all (10). New
ears; youre totally deaf (15).
ReducedMobility. You are unable to get around normally. Your Movement: Is reduced by quarter (5). Is reduced by half
(10). Is reduced to dragging by arms at a MOVE of 1 (15). Nonexistent; youre a total quadriplegic; unable
to move below the neck (20).
Reducedsight. 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).
UncontrolledChange. You are prone to uncontrollable changes; these may be physical or mental (depending on what you
negotiate with the GM). What sets off the change is: Uncommon (5). Common (10). Very Common (15).
Vocal Impairment. Your voice is somehow damaged. When you speak, you can: Only whisper, stammer or stutter (5). Only
make sounds, but cannot speak (10). Cannot make a sound (15).
Vulnerability. Youre susceptible to a certain situation or substance and take extra damage when exposed to it (such
as you drown faster than other people.) The substance or situation is: Uncommon (5). Common (10).
Very Common (15).
Susceptibility: You are harmed or take damage from a certain situation or substance that is harmless to other people
(like water. dus, or that glowing green alien rock over there) The substance or situation is: Uncommon
(5). Common (10). Very Common (15)
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Meet John Smith (again)
John starts out with 75 points for
Options (the other 60 of his 120 have to go
to buying his vehicle ) With an extra 42
points for Complications, he now has 117
point s to spend:
For starters, John is going to buysome
SKILLS with his stash of Option Points (were
going to do this here on this page so we have
lots of room to list them!). Since skills are
purchased on a 1 level of skill to one OP of
cost basis, he decides to do the following:
DRIVING ......................................................................4
Whats the use of havinga hot vehicle if you cant make
it go?
GUNNERY.....................................................................3
Got to be able to fire those vehicle-mounted weapons...
MARKSMANSHIP............................................................4
...and fire guns when youre out of your car.
MECHANICS .................................................................3
If it breaks, he wants to fixit.
ACROBATICS.................................................................2
You cant hangwith the ninja if you cant do flips.
RANGED EVADE.............................................................2
Just enough to avoid some attacks.
NAVIGATION ..................................................................3
He wants to get fromhere to there.
LEADERSHIP..................................................................2
Hes a leader of men.
EXPERT (HOT CARS) .....................................................1
He knows a little about other hot cars.
DEMOLITIONS................................................................3
He likes to blowthings up.
WEAPONSMITH (FIREARMS) .............................................1
He knows enough to fixthings in a pinch.
SHADOWING .................................................................2
Hes trained at followingpeople.
TOTAL ...............................................................30 OP
POINTS REMAINING......................................................87
Then there are the Everyman Skills you automatically
get +2 levels in just for livingin the modern world. John
decides to beef these up just in case:
CONCENTRATION..........................................................+2
EDUCATION.................................................................+1
LOCAL KNOWLEDGE (SUNSA) .........................................+2
PERCEPTION...............................................................+5
TEACHER ...................................................................+0
ATHLETICS..................................................................+2
HAND TO HAND...........................................................+1
TOTAL ...............................................................12 OP
POINTS REMAINING......................................................75
SOCIAL COMPLICATIONS
These are t hi ngs wi t h seri ous Soci al and Soci et al consequences f or you:
Public Figure. You are a figure in the media limelight; you cant make a move without getting attention: You are news-
worthy and your activities rate an article if a reporter is nearby (5). You frequently make headlines and
people always notice your actions on the street (10). Your every action makes news and you have
reporters following you everywhere (15).
BadRep. People know about you. At least, everyones heard a story or two, even if untrue. When you are men-
tioned or seen, you are: Frequently recognized (5). Always recognized (10).
Secret Identity. You are trying to hide your activities under a secret identity or other smoke screen. You currently are:
Living a normal life, unnoticed by anyone (5). Are bothered by a single person trying to uncover your real
identity (10). Everyones trying to uncover your real identity (15).
Poverty. Money is hard to come by for you, harder than for most. You are, financially-wise: Poor, with just enough
for a bed and a few meager meals (5). Dead Broke and probably on the street with barely enough to
eat (10). In debt, with others actively seeking to collect what little you have (15).
Personal Habits.People just cant stand you. Maybe its the bad breath or the nose picking, but they find you: Annoying
(5). Disgusting (10). Horrible (15).
Oppressed. You are part of an oppressed or otherwise downtrodden group. In your society, you are: Snubbed; oth-
ers ignore or refuse to deal with you (5). Oppressed; there are laws controlling where you live, work or
can travel (10). Outcast; youre a total non-person (15). Enslaved; youre treated as property and can be
sold or mistreated at will (20).
Distinctive You stand out and are noticed in any crowd, with features that are: Easily concealed (5). Concealable
with Disguise or Performance skills (10). Not concealable (15).
Outsider. Youre not a local, and stand out like a sore thumb, attracting attention both unwelcome and possibly
dangerous. You are obviously: From distant place (5). From very distant place (10). Never before seen in
these parts (15).
ENEMIES: Hunted and Watched
These are f orces whi ch are act i vel y worki ng agai nst you. Your Enemys val ue i s det ermi ned
by t hree t hi ngs: t hei r Capabi l i t i es, t hei r Ext ent , and t hei r Int ensi t y of enmi t y agai nst you:
Capabilities. What can they do to you? Are they: Less powerful than you? (5). As powerful as you? (10). More pow-
erful than you? (15). Have access to powerful weapons, powers or hardware? (20).
Extent. How far can they reach? Are they: Limited to single town or area? (5). Limited to a single country? (10)
Worldwide in their influence? (15) Interdimensional or Galactic (20)
NOTE: Instead of using the normal Importance table, use the following scale:
Intensity. What do they want from you? Are you: Being watched? (divide by 5). Being hunted for capture or impris-
onment? (divide by 2). Marked for death? (1).
RESPONSIBILITIES
These are t hi ngs you have chosen t o deal wi t h, no mat t er how much t roubl e t hey cause.
Codes of Honor, Fami l y Mat t ers t hese are al l Responsi bi l i t i es:
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 that stupid Ring into that distant volcano. To fulfill this promise, youll: Risk Expulsion or embar-
rassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15).
Dependents. These are those who need your protection and help. 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 behavi ors you must act upon; you j ust cant hel p yoursel f .
Addiction (aka 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 (15). Very
Rare (20).
Honesty. You always tell the truth, even if it hurts. To be honest, youll even: Risk expulsion, embarrassment, or
financial loss (5). Risk bodily harm or financial/ social ruin (10). Risk life & limb (15).
Impulsiveness. You just cant help yourself; you always jump into things without thinking. To follow a whim, youll: Risk
expulsion or embarrassment (5). Risk bodily harm, social or financial ruin (10). Risk life & limb (15).
Intolerance. Youre bigoted and intolerant of those who are different from you. When you encounter them, you are:
Civil but distant (5). Rude and verbally abusive (10). Violently abusive (15). Abusive even at risk of life
and limb (20).
Jealousy You are jealous in the extreme. Towards the one you love , you are: Obsessed and watchful (5).
Confrontative and accusatory (10). Physically violent ((15).
Kleptomania You steal things continuously. You cant help it; youll even: Risk arrest or embarrassment (5). Risk bod-
ily harm or financial/ social ruin (10). Risk life & limb (15)
Lecherous. You cant resist grabbing or pawing someone you find attractive, or at least making lewd comments.
Youll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial or social
ruin (10). Risk life & limb (15).
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he first thing most characters will want to buy with their Option
Points are Skills. Skills are things the character knows or can do;
they represent his or her level of knowledge and accomplishment. In
Fuzion, there are nine basic Skill Categories:
Fighting Skills: The ability to fight in hand-to-hand combat, or with a melee
weapon.
Ranged Weapon
Skills: Skills in using a ranged weapon, such as a gun or a bow.
Awareness Skills Your awareness of your envi ronment , not i ci ng cl ues,
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 ani-
mals.
Body Skills: The use of skills involving physical tasks, feats of strength,
endurance, and other physical attributes.
Social Skills Your abilities to blend in, avoid social blunders, and to show
style and grace. Also your ability to convince others through
social adeptness.
Technique Skills: Trained vocational skills and craftsmanship abilities.
Performance Skills Training in acting, musicianship, special effects, makeup or
other stagecrafts.
Education Skills Knowledge and training based on formal education or
schooling.
Buying General Skills
Skills are normally rated from one to ten, and are used in game play by adding
the level of the Skill to the level of the most applicable Characteristic the skill is relat-
ed to. Skills are like Characteristics; they have a range of effectiveness that is relat-
ed 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.
Buyi ng a ski l l general l y get s you t he abi l i t y t o do pret t y much everyt hi ng
descri bed by t hat ski l l . However, some campai gn set t i ngs may requi re t hat you
speci f y how a ski l l wi l l be used (f or exampl e, pi cki ng what ki nd of Sci ent i st
(Physi ci st , Chemi st , et c.) you i nt end t o be. In t hese cases, you may need t o t ake
addi t i onal speci al i zat i ons of t hat ski l l t o be abl e t o use i t i n ot her ways (f or
exampl e, Sci ent i st [Physi ci st ] and Sci ent i st [Chemi st ].
The list of possible skills one could encounter in a Fuzion game is as wide as the
possible campaign settings. Whats compiled on the next page are typical skills applic-
able to many science fiction settings or modern action genres (as well as their most
commonly related Characteristics). Skills marked in BOLDrepresent Skill Groups
general skills that compile several Specialist Skills. (Each Fuzion campaign will usual-
ly have its own additional Specialist skills to enhance these Skill Groups)
Everyman Skills
The good news i s, every charact er al so get s a f ree st art i ng group of ski l l s t o
begi n wi t h, so t hat he wont be t ot al l y hel pl ess i n hi s new envi ronment : Everyman
Ski l l s. Everyman ski l l s are t hi ngs general l y known by everyone i n al l speci f i c cul -
t ures or t i me peri ods: Perception, Concentration, Education, Persuasion,
Athletics, Teaching, Local Expert (knowl edge of your area), Hand-to-Hand,
and Evasion. These are gi ven f ree t o al l charact ers by t he GM, and have an aut o-
mat i c st art i ng l evel of 2; about what t he average person woul d know about hi s
worl d. Each can be i mproved by addi ng Ski l l l evel s on an i ndi vi dual basi s. An i ndi -
vi dual GM may wi sh t o add or remove ski l l s f rom t he Everyman cat egory t o sui t
hi s part i cul ar game; i n a f ar f ut ure set t i ng, f or exampl e, everyone may use com-
put ers, but onl y speci al peopl e may have any at hl et i c ski l l s. The Everyman ski l l
cat egory gi ves you t he f l exi bi l i t y t o t ai l or t he l evel of your cul t ure as desi red.
Option 1: Skills
Option 1: Skills
HOW GOOD IS MY SKILL?
Less t han 1 (Challenged): You dont know how to do this
task at all.
1-2 (Everyday): Youve learned the basics of this task,
and can do this thing most of the time, though not very
well. Youre an apprentice or a beginner.
3-4 (Competent): You are well trained and practiced in
this skill, and can perform it well in everyday circum-
stances. You can handle unusual applications of the skill
with some difficulty. Youre considered a professional.
5-6 (Heroic): You are a master of this skill, and are capa-
ble of unusual applications of the skill. You are consid-
ered a master craftsman.
7-8 (Incredible): A skill at this level means youre one of
the verybest in the world. You are at ease with unusual
applications of the skill, or even new applications. This is
entering the realm of fiction, of amazing skill thats not
quite impossible!
9-10 (Legendary): A skill at this level puts you in the
realm of the greatest practitioners of this skill in history.
You are pushing forward the boundaries of the skill and
what it can be used for, and have entered the realm of
genius and of fiction.
More Than 10+ (Superheroic): Skills at this level are bet-
ter than anyone could believe in the real world. This realm
belongs to comic books, science fiction, fantasy or
mythology.
NOTE: J OHNSMITHSSKILLSARELISTED
ONTHEPREVIOUSPAGE.
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FIGHTINGSKILLS
EVADE Basic skill at getting out of the way of someone who is trying to hit you. This
skill is used for defense when you are being attacked by someone using the
Hand-to-Hand, Melee Weapons, and Marksmanship Skills. (DEX)
HANDTOHAND Basic skill at fighting with your hands and other body parts. (REF)
MELEEWEAPONS Using different types of melee weapons, such as knives, clubs, axes, swords,
spears, etc. (REF)
RANGEDWEAPON 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, etc.
AWARENESSSKILLS
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 someones lips in order to tell what he
is saying. The character must be able to see his targets mouth clearly. (INT)
PERCEPTION The skill of observation, perception and spotting hidden things (like clues),
detecting lies and emotions.
SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail.
(INT)
SURVEILLANCE The ability to set up a static surveillance of a subject without having it detect-
ed. (INT)
TRACKING The ability to follow a trail by observing tracks, marks, broken twigs, and so
forth. (INT)
CONTROL SKILLS
ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT)
MECHA PILOT Skills required to pilot an giant robot suit, including maneuvers and evading
attacks.
DRIVING 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 this skill. (DEX)
RIDING This skill enables a character to ride a living creature under difficult circum-
stances. The type of animal (usually horse) must be specified when this skill
is purchased. (DEX)
BODYSKILLS
ACROBATICS The ability to perform flips, jumps, and rolls like a circus acrobat. You can also
jump and flip over an obstacle, landing on your feet, ready to fight. (DEX)
ATHLETICS Basic Athletics skills; flipping, leaping, escaping, throwing, swimming. (DEX)
CLIMBING Ability to climb unusually difficult walls, trees, and buildings, as long as there
are handholds. The basic climbing speed is 2 m/ y per phase. (STR)
CONTORTIONIST The ability to manipulate your body to get out of ropes and similar bonds. You
may also contort your body to fit into generally inaccessible places or spaces.
(DEX)
STEALTH The ability to hide in shadows, move silently or avoid detection in combat sit-
uations. (DEX)
SOCIAL SKILLS
BRIBERY A character with this skill knows when to bribe someone, how to approach
him, and how much to offer. (PRE)
CONSPIRACY Knowledge of how to influence individuals and organizations secretly, and
how to plan and orchestrate such plans. (INT)
CONVERSATION This ability allows you to extract information from people with careful conver-
sation. The use of this skill takes time, and if the roll is missed, the subject
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 break-
ing, and is an expert at manipulating subjects into revealing desired informa-
tion. (PRE)
LEADERSHIP The skill of leading and convincing people to follow you. (PRE)
PERSUASION The ability to convince, persuade, or influence individuals. (PRE)
SEDUCTION The ability to gain others trust by offering companionship or favors. (PRE)
STREETWISE This skill gives the character knowledge of the seamy side of civilization: he
knows how to find the black market, talk to thugs, gain information, and so on.
(PRE)
TRADING The ability to strike a good bargain with a merchant or customer. (PRE)
WARDROBE &/ STYLE A grasp of fashion, wardrobe, and personal grooming. A character with this
skill knows how to show off clothes and look his best. (PRE)
TECHNIQUE SKILLS
BUGGING The ability to properly implant and operate listening, visual, or other sensing
devices ( bugs. ) (TECH)
DEMOLITIONS The ability to properly use, handle, set, and defuse explosives (TECH)
ELECTRONICS The ability to identify, understand, repair, and rewire electronic devices. (TECH)
FORGERY The ability to create false documents, identification, currency, and so forth.
(TECH)
GAMBLING The ability to win gambling games that require some skill, such as blackjack,
poker, and more exotic games. A character may also use this skill to cheat.
(TECH)
JACKOFALLTRADES Assorted (and rather limited) skills in tinkering, fixing, craftsmanship, first aid
and other handicrafts. (TECH)
LOCKPICKING This skill allows the character to open key, combination, electronic, and mag-
netic locks. (TECH)
MECHANICS Skill with mechanical devices and the knowledge of how to repair, replace,
and build them. (TECH)
PARAMEDIC This skill enables the character to stop bleeding, repair damage, and general-
ly keep someone alive. (TECH)
SECURITY SYSTEMS The ability to recognize and evade various types of alarms and traps. The char-
acter also knows how to set up alarms and traps, given the proper time and
equipment. (TECH)
WEAPONSMITH The character knows how to build, maintain and repair weapons of various
types. The class of weapon (muscle-powered, firearms, energy weapons,
other) must be specified when this skill is purchased. (TECH)
PERFORMANCESKILLS
ACTING The ability to act; to assume a role or character. Someone who is skilled in this
can fake moods or emotions, or hide his true identity. (PRE)
DISGUISE The ability to change a characters appearance through makeup, costumes,
body language, and facial expression. (TECH)
MIMICRY The ability to perfectly imitate someone elses voice. (PRE)
ORATORY The ability to speak to an audience and to deliver a convincing presentation. (PRE)
PERFORMANCE The skills of acting, some stagecraft, singing and musicianship.(PRE)
SINGING The skill of using your voice for performance and entertainment. (PRE)
SLEIGHT OF HAND The ability to palm items, fool the eye, perform magic tricks, etc. (REF)
VENTRILOQUIST The character can make his voice sound as if its coming from somewhere
other than himself. (PRE)
EDUCATION SKILLS
BUREAUCRATICS You know how to deal with bureaucrats, cut out red tape, who to talk to, how
to reach them, and how to extract information from bureaucracies. (PRE)
BUSINESS Knowledge of basic business practices, laws of supply and demand, employ-
ee 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, Quentian lore, anime trivia,
and so forth. This can be a hobby, or an in-depth knowledge of a specific field
or area. (INT)
LANGUAGES Must specify one particular language group (or dialect, computer code, type of
sign language or hand signals). Must specify primary language in the family;
all others in that group are at 1/ 2 of primary. (INT)
LOCAL EXPERT Knowledge of an area; whos who, where things are, general customs, sched-
ules, and peculiarities of the environment. (INT)
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 a certain profession (such as artist, actor, doctor, hock-
ey player, scientist, taxi driving, etc.) Obviously, certain other skills will great-
ly enhance the characters ability to practice his profession. (INT)
RESEARCH Skills in using libraries, databases, records, as well as uncovering information
from obscure or uncommon sources. (INT)
SCIENCE Knowledge of lab techniques, how to design experiments, how to write sci-
entific 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, iden-
tify 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 char-
acter 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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Meet John Smith (again)
John decides to buya few Talents with
his points. He goes with:
ACUTE SENSES ............................................................3
Its a survival edge.
AMBIDEXTERITY............................................................3
Always good to fire weapons with both hands, especial-
lyif ones been blown off
EIDETIC MEMORY .........................................................3
Never forget anything.
LIGHT SLEEPER.............................................................3
Was that a bad guyout there in the dark?
COMBAT SENSE............................................................9
Lets stack at least three levels (3x3=9) to make sure
he gets in the first shot!
RAPID HEALING............................................................3
Just in case all the other Talents dont work out.
TOTAL..............................................................-24 OP
POINTS REMAINING....................................................51
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alents are an innate ability, (but not necessarily superhuman) that cannot nor-
mally be learned or taught, such as a bump of direction or the ability to see in
the dark. The list of Talents below is a general one; which ones are available
depends on each GMs decisions about the campaign setting. Each one of these
Talents costs 3points each. If levels (indicated by a X) can be taken in the Talent,
each additional level will cost another 3OP:
Talent Name Description
Acute Senses [X]: One of your five senses (sight, sound, smell, touch, taste) is extremely acute. If the sense is touch,
you can read print with your fingertips, feel tumblers moving in a lock, and determine subtle differ-
ences in materials by feel. If the sense is smell, you can instantly detect people or substances by
scent alone and can track them like a bloodhound. If the sense is sight, you automatically gain a +1
bonus in all sight related Perception checks, and treat all ranged attack modifiers as being 2 points
less than normal. If the sense is taste, you can perceive subtle additions to food and detect harmful
substances with the barest taste.
Ambidexterity: You can use tools and weapons with either hand at no penalty (normally -3 for using off-hand).
Animal Empathy: Animals like you; they will never harm or attack you unless severely provoked. You always seem to
attract whatever animals are common to the area, and they will immediately gravitate to your side,
although they may not necessarily do what you ask them to.
Beautiful/
Handsome [X]: You are extremely good looking; people will automatically stop and stare at you when you pass, and
you are generally surrounded by admirers. In addition, you automatically have a +1 bonus to your
Persuasion, Performance, and Wardrobe/ Style skills for each level taken.
BlindReaction: 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).
CommonSense: You always look before you leap; the GM must give you warning whenever youre about to do some-
thing particularly foolish, even if there are no perceptible clues present. He doesnt have to specify
the danger, just that "this might not be a smart idea..."
DirectionSense: 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.
HighPain
Threshold: You are especially resistant to pain and shock. When wounded, you will reduce the amount of STUN
taken by 2 points each time and the effects of Impairing wounds (when used) by -2.
Immunity: You are immune to the effects of one specific poison or disease group (must specify).
Intuition: You have an uncanny feel for hunches; the GM will give you a chance to make a Perception roll
whenever he thinks you might get a hunch, even if there are no perceptible clues present.
Lightning
Calculator: You can automatically do complex mathematical operations in your head without using any aids.
Light Sleeper: You wake instantly from even the lightest touch or smallest sound (no Perception check required).
Longevity: You are extremely long lived, but do not show any appreciable signs of aging. No matter how old
you are, you always look and feel as a person half your age.
Night Vision: You can see in all but absolute darkness.
Perfect Pitch: You always know if something's in tune, and automatically gain at +3 bonus in any musically relat-
ed task (singing, playing instruments, etc).
RapidHealing: You heal extremely fast, recovering an extra 3 Hits per time unit in addition to your normal healing
rate.
Schtick: A schtick is a special habit or personal affectation that has little or no actual effect on skills or com-
bat abilities. Examples might be: always having a wind wafting your hair or cape dramatically,
always having dramatic lighting striking your face, being able to toss your hat on a hook when you
walk in; always having a cigar hidden somewhere on your person, etc. Schticks must be okayed by
the GM and should never have an important combat or skill application always shooting the gun
out of the bad guys hand would be a very dangerous schtick to allow.
Simulate Death: You can lower your heart rate and breathing to such a low level that it is a Legendary Difficulty to
tell whether you are dead or not.
SpeedReader: You can read one page of any normal text that you are familiar with in three seconds (you can read
a 200 page book in 10 minutes).
Time Sense: You always know what time it is, always know how much time has elapsed between the present
and the last time you checked.
Option 2: Talents
Option 2: Talents
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Membership & Licenses in a
sample modern game:
Gamemasters need to construct a list for their campaign.
Heres a sample froma modern campaign:
Police Officer . . . . . . . . . . . . . .2
Police Lieutenant . . . . . . . . . . .4
Police Captain . . . . . . . . . . . . . .6
State Police Officer . . . . . . . . . .3
State Police Lieutenant . . . . . . .5
State Police Captain . . . . . . . . .7
Federal Agent . . . . . . . . . . . . . .4
Senior Federal Agent . . . . . . . . .6
License to Practice Medicine . . .3
Gun Permit . . . . . . . . . . . . . . . .2
Concealed Weapons Permit . . . .4
Gun Dealer . . . . . . . . . . . . . . . .2
Class III Weapons Dealer . . . . . .4
Passport . . . . . . . . . . . . . . . . .0
International Drivers License . . .1
Professional LIcense . . . . . . . . .2
EMTCertification . . . . . . . . . . . .1
Teaching Credential . . . . . . . . . .1
Bonded . . .1 OP per $1,000,000
Meet John Smith (again)
John also decides to buy a few Perks
with his points. He goes with:
CONTACT (S)
He figures hell need someone to help himstayone step
ahead of his enemies. In fact, he does with two contacts:
Government Spy(at Level 4), and ArmyGeneral (at Level
6). The GM rules that both types of contacts would have
a high impact on the world (especiallythe Spy!), and mul-
tiplies their values by3 accordingly. (4+6)x3=30. Ouch!
TOTAL...............................................................30 OP
POINTS REMAINING.....................................................21
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erks are useful items, privileges, or contacts a character has access to in a cam-
paign. Perks can be special licenses or symbols of authority, friends, favors or
fringe benefits accruing froma profession. They are purchased with Option Points
just like any Skill, and function as a value gauge of how powerful the Perk is (1
being lowest, 10being bestthe GM is the final arbiter of a Perks worth on the 1~10
scale); level 8or 9should really mean something!
Perks are ext remel y campai gn dependent and shoul d be creat ed f or each campai gn i ndi -
vi dual l y. Many Perks have mi xed benef i t s, bot h good or bad, and game pl ay shoul d ref l ect t hi s.
Thi nk about i t : a Maf i a Godf at her Cont act mi ght requi re a f avor of you someday t oo!
Once t he GM has est abl i shed t he l evel of t he Perk, he must deci de j ust how much i mpact
t hat perk has on t he worl d; f or exampl e, i n a superheroi c game, bei ng t he head of a huge cor-
porat i on woul d be a charact er af f ect at i on; i n a cyberpunk campai gn, t hat same st at us woul d
have seri ous i mpact . The i mpact i s mat ched t o t he chart bel ow and t he basi c cost f or t he Perk
(l i st ed bel ow) i s mul t i pl i ed by t he val ue i ndi cat ed. Thi s wi l l be t he f i nal cost .
Campaign Style Multiply Perk By
Very High Impact...............................................................................................................x4
High Impact........................................................................................................................x3
Moderate Impact...............................................................................................................x2
Little or No Impact............................................................................................................x1
Perk Name [Cost per Level] Description
Membership [1 per level] You can call upon the resources of an organization, person, government, or group but you
also have responsibilities. The level of Membership represents your characters status in the organiza-
tion, not the influence of the group (thats what the multipliers above are for). For example: A
Membership of 1 at in the FBI would make you a janitor, but at 10 youre the Directors right-hand man.
A version of this is Authority, in which the character is an agent of the law and has the power to arrest,
detain and use deadly force.
License [1 per level] The character has a legally sanctioned right to do things that would normally be consid-
ered illegal (license to kill, to collect taxes, hunt criminals, etc). Licenses are individual cases, granting
you authority rather than loaning you use of the authority of a group (as above) you get no
resources, but you also dont have so many responsibilities. By example: a license to sell arms might
cost 2; a Private Investigators license 4; a Bounty Hunters license might cost 6; a CIA or secret service
agents license 8, a Federal Marshals license costs about 9, and having an unconditional license to kill
might cost 10.
Contact [1 per level] You know someone who can (and generally will) help you through money, power or sheer
skill, and this help is usually off the record. A mercenary wholl occasionally back you up in a fight
costs 3, a local Yakuza Boss costs 6, the head of the FBI costs 9. Remember that the level of the con-
tact is based on several factors: a students not much, but a student whos willing to die for you
Favor [0.5 per level] A one shot Contact; you can make use of this contact only once, but they MUST do what
you ask (as long as its appropriate). Note that its often useful to have favors from a lot of people in dif-
ferent areas rather than one contact who does everything.
Renown [1 per level] Your reputation, usually in a favorable light. People go out of their way to curry favor with
you, or to at least avoid getting on your bad side. At 3, most local people know you; at 6 youre nation-
ally known; at 9 youre an international figure.
Wealth [1 per level] Characters are assumed to be lower middle class, but wealth boosts your lifestyle.
Spending 1 OP places you comfortably in the middle class, capable of buying common things and liv-
ing in a decent place. Level 2 is upper middle class; you can buy most everyday things and live in a very
nice place. At levels 3~4, you are well to do and have more than enough money to support yourself; you
need work only occasionally, can afford costly hobbies, and have an expensive home. At 6 youre rich;
you dont have to work at all, can afford large purchases like cars or vacations, and live in a very expen-
sive home. At 9, youre a millionaire, can live anywhere and buy almost anything you want. The GM
might let you exceed Wealth 10, making you a billionaire!
Special Note Money in Fuzion:General l y, pl ayers wi t h weal t hy charact ers are di s-
couraged f rom keepi ng t rack of t hei r money di rect l y i t s a l ot of t edi ous bookkeepi ng.
However, t here may be t i mes when you l l absol ut el y need t o know i f you can buy t hat
Cari bbean i sl and. In t hi s case, you mi ght use t he f ol l owi ng rul e: At Weal t h 1, t he pl ayer has a
di sposabl e i ncome of $1,000 per week; t hi s val ue doubl es f or each addi t i onal l evel of
Weal t h t hi s means at Weal t h 10, you coul d spend over 26 mi l l i on dol l ars a year! Ref erees
shoul d be real l y caref ul l et t i ng t hi s rul es cat out of t he bag!
Option 3: Perks
Option 3: Perks
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What about Specific Stuff?
In Fuzion, GMs have the option of mak-
ing gear cost Option Points. If the Gm does-
nt charge OPs for gear, it should be pur-
chased with the characters money. There is
a system (Option 4, to the right) for con-
structing generic gear and figuring its cost.
G
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 Shel t er .........................................1 Rope & Grappl e......................................1
Food f or one f or a week ............................1-2 Port abl e Li ght Source .........................0.1
Long range communi cat i ons devi ce .............1 Medi cal Ai d ki t ....................................0.3
Personal t ransport at i on .........................30-60 Long range vi si on devi ce .......................1
Medi um t o Heavy Body Armor ..............16-25 Personal Recordi ng devi ce ....................1
Port abl e Tool s.............................................1-2 Fi re st art i ng source .............................0.1
Port abl e Ti me-keepi ng devi ce ...................0.5 Wat er f or t wo days.............................0.1
The above l i st i s a t ot al l y generi c one; t he act ual f orm of t he Gear woul d be det ermi ned
by t he t echnol ogi cal l evel of t he advent uri ng group:
Tech l evel 1: Pre-i ndust ri al Tech l evel 3: Vi ct ori an
Tech l evel 4: Earl y 20t h Cent ury Tech l evel 5: Lat e 20t h Cent ury
Tech l evel 6-7: Near Fut ure Tech l evel 8-9: Int erst el l ar Far Fut ure
Tech l evel 10: Hyper Sci ence (t ransgal act i c empi res)
For exampl e, a Port abl e Li ght Source i n a Pre-i ndust ri al t ech l evel mi ght be an oi l
soaked t orch, an oi l l ant ern i n a Vi ct ori an t ech l evel , a bat t ery-power f l ashl i ght i n any 20t h cen-
t ury t ech l evel , and a f usi on gl ow rod i n a near f ut ure or Far Fut ure t ech l evel . As a rul e of
t humb, t o upgrade gear f rom a l ower t ech l evel t o a hi gher one, subt ract t he l ower t ech l evel
number f rom t he hi gher one and mul t i pl y t he cost by t he resul t i ng val ue (exampl e: upgradi ng
an oi l t orch (TL 1) t o a f l ashl i ght (TL4) woul d mul t i pl y t he cost of a Port abl e Li ght Source by 3.
Note: The val ues gi ven here are i n Opt i on Poi nt s; t o deri ve money cost s, mul t i pl y t he OP
cost by 100 monet ary uni t s. Al so not e some cost s are i n 10t h poi nt s.
Option 4: Gear
Option 4: Gear
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Gear & Services
Thi s i s a generi c l i st of equi pment . These l i st s (and anyt hi ng i n t hese grey
boxes) shoul d be cust omi zed f or t he GMs campai gn.. Here are t ypi cal cost s
f or common servi ces or i t ems i n OP (mul t i pl y by $100 f or cash)
Binoculars..............................................................................................................1
For long distance observation. 30x power.
Bug.......................................................................................................................6
Miniature listening device. Will transmit any sound within 10m/ yds to a receiv-
er up to a km away.
BugDetector..........................................................................................................9
Will detect any active or passive listening device within 10m/ yds Will deter-
mine location of bug, but not location of receiver.
Camera....................................................................................................................1
Records still images on film. 24 exposures.
Camouflage Coverall...........................................................................................2
Khaki overclothing, patterned to match Urban, Snow, Jungle, Forest, or Desert
environments (specify). Adds +2 to any Stealth attempt.
Campstove.............................................................................................................1
Runs on pressurized gas for 3 hours. Takes about 5 minutes to boil water.
Canteen................................................................................................................0.1
Holds 2 quarts.
Chronometer.......................................................................................................0.5
Digital time keeper with alarm, day, date. Two years on a battery.
DivingGear.............................................................................................................5
Includes swim fins, wet suit, weight belt, aqualung and mask. Tanks good for 3
hours. Can be used down to 60m/ yds.
DriedFood(week)................................................................................................1
For one man. Prepackaged, just add water. 5 lbs.
Drink in a Bar.........................................................................0.1( roughly 10.)
Alcohol is easy to make, and the first thing every grunt learns to brew in a war
zone. This is beer or rotgut booze; a good drink adds 100% to the cost.
Electricians Tool Kit..........................................................................................05
Pocket soldering iron, parts, multimeter, etc. Required for Electronics tasks.
First AidKit..........................................................................................................0.3
Bandages,scalpels, disinfectants. Required for First Aid.
Flashlight.............................................................................................................0.1
Battery powered, good for 8 hours. Lights up to 20m/ yds.
Geiger Counter......................................................................................................9
Detects intensity/ direction of radiation up to 10m/ yds.
IR Goggles & Flash...............................................................................................5
Allows user to see in dim light, using flash (Illuminates up to 15m/ yds).
Jammer....................................................................................................................6
Will jam any active or passive listening device within 10m/ yds.
Lantern..................................................................................................................0.5
Lights up to 40m/ yds. Batteries last 8 hrs., gasoline for 6.
Lighter...................................................................................................................0.1
Fast fires (2 minutes by this method). Good for 100 lights.
Meal..........................................................................................0.2( roughly 20.)
Food is rare here. This is a no frills meal with a lot of synthetics and not much
real meat. A better meal adds 50%, a gourmet meal adds 100% to the cost. The
Army will feed you three squares a day for free. Think about it.
Mechanics Tool Kit.............................................................................................1
Wrenches, pliers, screwdrivers, etc. Required for Mechanical tasks.
Rope.........................................................................................................................1
100m/ yds. Can hold up to 500 lbs.
Personal Computer............................................................................................10
8 x 12 x 2 laptop with LCD screen. 3 hour battery charge; recharge in 3 hrs.
Phone Call..............................................................................0. 01( roughly 1.)
Using a planetary com system. There is no civilian access to FTL commo,
Radio........................................................................................................................1
Portable CB walky-talky. Range about 20 miles, 24 bands.
Recorder..................................................................................................................1
About the size of a cigarette pack. 2 hours of audio on storage cassettes.
Shelter.....................................................................................10( roughly 100.)
A t ypi cal ni ght s l odgi ng i n a reasonabl y saf e i nn or spaceport cubi cl e. A bet -
t er l odgi ng woul d add 100%, a l uxury accommodat i on woul d add 200%. A
barracks i n t he mi l i t ary cost s not hi ng.
Tent...................................................................................................................1
Hol ds f our. Can be set up i n f i ve mi nut es.
Toolknife.......................................................................................................0.5
Cl assi c Swi ss army kni f e (DC .5). Saw, screwdri vers, t weezers, awl s, et c.
Utility Belt.....................................................................................................02
Bel t or harness wi t h pouches. Can be used t o carry up t o 6 obj ect s or
devi ces up t o t he si ze of a l arge paperback book. or a t ot al wei ght 10kg. or
l ess.
Vehicle.......................Varies, usually around 10-30( roughly 1-4000.)
Smal l mi l i t ary vehi cl es (mot orcycl es, j eeps) i n worki ng condi t i on are cheap
and easy t o come by. Ci vi l i an vehi cl es are rare and very expensi ve (up pri ce by
200%)
Visual Recorder.............................................................................................3
Records col or i mages and sound on vi deocasset t es. Can repl ay t ape i mages
t hrough vi ewf i nder moni t or. Each casset t e l ast s 4 hours.
Weapons & Armor
Thi s i s a sampl e l i st , once agai n.
Knife.....................................................................................0.5
A smal l f i ght i ng kni f e. RNG: 4M/YDS WA+0 MIN. STR 1 DAMAGE1
Broadsword.............................................................................4
A st andard f i ght i ng sword. RNG: 4M/YDS WA+0 MIN. STR 5 DAMAGE4
Colt 1911A1 Pistol .............................................................3
Thi s .45 cal i bre pi st ol was t he st andard si dearm of t he U.S. Army f or many
years. RNG: 50M/YDS WA+1 ROF2 DAMAGE3 SHOTS: 7
Glock 20 ................................................................................4
Thi s 10mm aut omat i c pi st ol packs qui t e a punch. RNG: 50M/YDS WA+1
ROF2 DAMAGE4 SHOTS: 15
M-16A1....................................................................................8
The st andard assaul t ri f l e of t he U.S. armed f orces. Ful l y aut omat i c wi t h 3
round burst . RNG:310M/YDS WA+1 ROF10 DAMAGE6 SHOTS: 30
AK-47 ......................................................................................8
One of t he most common assaul t ri f l es i n t he worl d. Ful l y aut omat i c. RNG:
300M/YDS WA+2 ROF10 DAMAGE6 SHOTS: 30
H&K MP5K..............................................................................6
Thi s 9mm submachi negun comes wi t h a si l encer, f or covert operat i ons.
RNG:40M/YDS WA+1 ROF5 DAMAGE3 SHOTS: 30
Heavy Crossbow.................................................................4
You can t beat a crossbow f or si l ence and rel i abi l i t y!
RNG:200M/YDS WA+0 ROF1 DAMAGE4 SHOTS: 1
Quarterstaff ..........................................................................3
Thi s t wo-handed weapon does St un damage, not ki l l i ng damage.
RNG:4M/YDS WA+2 MINSTR 3 DAMAGE3S 2H
Battle Axe..............................................................................5
A bi g mucki ng axe, f or cl eavi ng your f oes i n t wai n.
RNG:4M/YDS WA-1 MINSTR 5 DAMAGE6 2H
Light Kevlar Suit [ KD 6, EV -0] ......................................2
A sui t of l i ght armor, general l y a j umpsui t of some sort . If you are usi ng Hi t
Locat i ons, i t covers l ocat i ons 7-18 (Arms t hrough Feet .)
Kevlar Vest [ KD 14, EKD 2, EV -0] ...............................8
An armored j acket (l ocat i ons 7-14) t hat i s st i l l f l exi bl e and l i ght .
Medium Kevlar Vest [ KD 16, EKD 5, EV -1] .............10
A heavi er j acket . Thi s wi l l sl ow you down a l i t t l e.
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ow that youve created a character, its time to use himin an adventure. First of
all, lets talk about the game board where that adventure will take place. In
roleplaying, the board is your imagination; the environment is described to you by
the GM, and its up to you to imagine in your minds eye where everything is, based
on those descriptions (although maps and figure counters are sometimes used as
visual aids in more complex situations).
Getting the Scene Down
There are a f ew basi c rul es t o t hi s ment al l andscape. Fi rst , i f your charact er can see
somet hi ng wi t h t he naked eye or t he scope of a weapon, you can i nt eract wi t h i t . If t heres any-
t hi ng i n t he way, i t s consi dered t o be BLOCKED and you cant i nt eract wi t h i t . If i t s posi t i oned
f orward of your shoul ders, you can f ace i t and al so possi bl y i nt eract wi t h i t . Last , i f i t s wi t hi n
arms reach (roughl y 2 yards), you can al so t ouch i t ; ot herwi se, you l l need t o use a l onger t ool ,
weapon or some ot her met hod t o ext end your reach.
That bri ngs us t o t he subj ect of measurement . In Fuzi on, we measure everyt hi ng i n ei t her
meters or yards (and t reat t hem i nt erchangeabl y; t he di f f erence i s onl y about 2 i nches). One
reason we do t hi s i s t hat i t means we dont have t o change measurement s around bet ween
met ri c and Engl i sh syst ems. It al so corresponds pret t y wel l wi t h t he st at i st i cal l y generi c 6 f oot
charact er (ok, a met er i snt exact l y 3 f eet , but f or conveni ences sake, i t works wel l enough).
Thi s al l ows you t o use al most any si ze of f i gure i n pl ay t he act ual f i gure becomes a usef ul 2
met er/ yard yardst i ck t o measure di st ances. Army men, act i on f i gures, even f ashi on dol l s
anyt hi ng can work wi t h t hi s si mpl e scal e syst em.
Dist ance
As a rul e, t here are t wo scal es of movement used i n Fuzi on. The f i rst scal e i s Figurative
Movement; a raw MOVE score compared t o anot her MOVE t o see whi ch i s f ast er overal l . Thi s
i s best f or si mpl e speed deci si ons; i n a race, each part i ci pant adds a di e rol l t o hi s or her MOVE
score and t he hi ghest t ot al wi ns.
Then t heres Literal Movement; a measurement of act ual di st ance, best used on com-
bat maps or when usi ng f i gures. How f ar you can move has al ready been det ermi ned by t he
Deri ved Charact eri st i c of Run (MOVE x2m/ yds) and Spri nt (MOVEx 3m/ yds). Thi s wi l l t el l you
exact l y how f ar you can run i n 3seconds(t he t ypi cal measurement of t i me i n combat , as
descri bed bel ow).
Terrain
Terrai n i s what you are wal ki ng on; di rt , si dewal k, brush, i ce. In Fuzi on, your movement
can be sl owed by t he t ype of t errai n you cross over. Terrai n i s rat ed as Easy, Rough and Very
Rough and reduces your overal l MOVE charact eri st i c i n t he f ol l owi ng manner:
Easy Rough Very Rough
No Reduct i on Hal ves MOVE Quart ers MOVE
Not e t hat t he roughness of t he t errai n doesnt mean t hat i t s f ul l of rocks; j ust t hat i t s hard
t o cross. Rough t errai n coul d i ncl ude choppy waves, t urbul ent ai r, or l i ght brush. Very rough
mi ght be mud, snow, i ce or t hi ck brush. Easy woul d be grass, si dewal ks and open ski es.
The t errai n t ype i s deci ded on by t he GM, and i s based on t he maj ori t y of t errai n you wi l l
be crossi ng over t hat phase. For exampl e, i f you ran over 4 m/ yds of Easy t errai n and 6 m/ yds
of Rough, t he GM woul d probabl y rul e t hat you were movi ng t hrough Rough Terrai n t hat phase.
Time
Fi nal l y, we have one more ki nd of measurement i n our i magi nary l andscape time.
Fuzi on uses t wo ways of measuri ng t i me. The f i rst , Roleplaying Time, works j ust l i ke i t does
i n real l i f e; di vi di ng real i t y i nt o seconds, mi nut es, hours, days, weeks, et c. The second way,
Combat Time, i s f ar more exact i ng. In Combat , t i me i s di vi ded i nt o 3second combat
Phases. Anyt hi ng t hat t akes l onger t han a phase i s consi dered t o be a l ong act i on, and wi l l
t ake at l east 12seconds(or one Round) t o compl et e. In ext reme cases, you may even want
t o use mi nut es or hours t o descri be especi al l y l ong act i ons.
Real Speed in Real Numbers
If you really want to get kilometer or
miles per hour speeds, heres how to do it:
To get KPH ground speeds, multiply the
non-combat or combat move of the object
by3 kph. Example: with a non-combat move
of 18, I run at 54 kph.
To get MPH ground speeds, multiplythe
non combat or combat move of the object
by 2 mph. Example: with a non-combat
move of 18, I run at 36 mph.
Lastly, theres the question of really
fast speeds, supersonic and above. If youre
talking living things, the onlywayto achieve
this is through the use of some kind of super-
natural power; in this case, the top speed is
determined at the time the power is created.
Non-living things also buysupersonic speeds
as a factor of their construction. In both
cases, to determine the outcome of a con-
test is much like other figurative Movement;
add the speed value (Mach, Warp, whatever)
to a die roll, and the highest total wins.
GETTING INTO ACTION
GETTING INTO ACTION
The Time Table
1 PHASe=3 seconds (typical combat time)
1 Round= 4 phases (12 seconds)
5 Rounds=1 minute
5 minut es
20 minut es
1 hour
6 hours
1 day
Basic Action Summary
Act ions Not es
At t ack (Shoot or Strike) Make Attack
(optionally, add modifiers); aut-
ofire attacks count as one Action.
Kicks do +1D6 at -1 to hit.
Block Stops anyone attack with a suc-
cessful Defensive Roll vs. the
Attackers Attack roll. You attack
first next phase.
Dodge Makes you harder to hit against
all attacks this phaseadds +3
DV, but you cannot attack.
Get Up Get up from being prone.
Grab -2 to perform; grab target or gad-
get; -3 Defense for both .
Run Move up to your full Combat Move
(a Run).
Sprint Move up to your full Non Combat
Move at 1/ 2 DEX, 0 REF.
Ot her Any single action not otherwise
specified, such as using a Skill,
making a Strength/ Lifting/
Throwing Feat , loading, mounting
a vehicle, changing weapons, etc.
Throw Throw one object (-4 if not made
for throwing).
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Taking Your Turn
Much as i n any ot her game, t he next st ep t o advent uri ng i s t aki ng Turns. In Fuzi on, t he
charact er wi t h t he hi ghest REF Charact eri st i c general l y act s f i rst i n a phase. They may al so be
al l owed t o hol d t hei r act i on (see Wai t under Advanced Act i ons) and act l at er i n t he phase. The
charact er wi t h t he next hi ghest REF score act s next and so on. If t he charact ers are st i l l t i ed,
t hen rol l a di e t o break t i es at t he st art of combat ; t he hi gher number goes f i rst .
Anot her opt i on i s t o have each charact er rol l 3D6 and add t hei r REFLEX Charact eri st i c at
t he st art of t he phase. The charact er wi t h t he hi ghest t ot al act s f i rst f or t hat phase (t hey are
al so al l owed t o hol d t hei r act i on and act l at er i n t he phase). The charact er wi t h t he next hi gh-
est t ot al act s next and so on. Rol l an addi t i onal di e t o break t i es; hi gh number goes f i rst .
Taking an Action
When i t s your Turn, you can do one t hi ng, cal l ed Taki ng an Act i on. But what ki nd of
act i ons can you perf orm when your chance comes up? And how do t hey al l work t oget her? In
general , t here are t wo ki nds of Act i ons i n Fuzi on: Basi c Act i ons, whi ch are si mpl e descri pt i ons
of t asks you l l want t o perf orm duri ng your t urn, and Advanced Act i ons, whi ch represent more
sophi st i cat ed maneuvers t hat add st rat egy and t act i cs t o your game pl ay. Bot h have advan-
t ages; Basi c i n speed, Advanced i n subt l et y.
The f ol l owi ng sect i on di scusses Basi c Act i ons a charact er can perf orm, each expl ai ned.
Advanced Act i ons are descri bed on t he f ol l owi ng page i n t hei r own sect i on. Bot h al so have
usef ul summary si debars t o recap what each act i on means.
Attack: Use a weapon, power or physi cal combat ski l l t o harm an opponent . There
are many modi f i ers t hat can af f ect your chance t o do t hi s (see Combat
Modi f i ers, pg. 144). Speci f i c weapons may have ot her modi f i ers t o t ake
i nt o account as wel l .
Block: (or Parry) Use t hi s Act i on t o def l ect at t acks. In general , t hi s means st oppi ng a spe-
ci f i c Mel ee or Hand t o Hand at t ack i n addi t i on t o your normal Def ense
Val ue. When Bl ocki ng an at t ack, make a Hand t o Hand or Mel ee ski l l rol l
agai nst t he rol l whi ch your at t acker al ready got past your def ense rol l . If
t he rol l i s successf ul , t he at t ack i s bl ocked. Af t er bei ng bl ocked, t he
at t acker i s put of f bal ance, and must act af t er t he t arget next phase
regardl ess of normal t urn order.
This is a good time to introduce the Rock, Papers, Scissors Rule of Blocking.
As a general rule, certain defenses can be used to physically block certain
kinds of attacks; against other attacks, these defenses are worse than use-
less. (You could lose an arm! ) As a rule of thumb, always remember:
WOODDAMAGESFLESH
METALDAMAGESWOOD
ENERGYDAMAGESMETAL
Dodge: Use t hi s Act i on t o make yoursel f harder t o hi t . Inst ead of at t acki ng, you
may decl are t hat you are act i vel y dodgi ng and gai n +3 t o your Evasi on ski l l
rol l agai nst al l at t acks t hat Phase.
Get Up: Use t hi s Act i on t o st and up af t er bei ng knocked down.
Grab: Use t hi s Act i on t o get a gri p on an opponent , a weapon, a gadget , or
somet hi ng el se. A successf ul Grab al l ows t he at t acker t o hol d, pi n, choke
or t hrow hi s opponent ; he may al so at t empt t o grab a weapon f rom hi s
opponent s grasp. Use an Opposed Ski l l check t o see i f you can break out
of a Grab (use STR Charact eri st i c pl us Hand t o Hand, At hl et i cs or Mart i al
Art s (whi chever i s hi ghest ); t he at t acker suf f ers -2 t o hi s rol l . When
Grabbed, bot h grabber and grabbee are -3 DEX t o al l ot her at t acks. The
grabber can choose t o do hi s f ul l STR i n damage t o t he grabbee each t urn.
Run (Combat Move): Al l ows charact er t o move up t o t hei r f ul l Runni ng t hat phase.
Sprint: Use t hi s Act i on t o move f ast er each phase up t o your f ul l Spri nt speed,
(Non-Combat Move) but at 1/ 2 DEX and 0 REF whi l e doi ng so.
Other Action: Use t hi s Act i on f or anyt hi ng not covered by ot her Act i ons, l i ke rel oadi ng,
t aki ng of f your shi rt , openi ng a door, or anyt hi ng el se you can t hi nk of . How
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Advanced Action Summary
Act ions Not es
Abort Interrupt opponents turn to
use a Defense (Dodge,
Block, Dive for Cover), at
cost of your upcoming action
this phase.
Aim Each phase taken Aiming
adds +1 to Attack, up to +3;
no other Action possible
Choke Hold A Grab at - 4 REF. 2D6 Killing
Attack. And you cant talk
while being choked.
Disarm Knock opponents weapon
from hand.
Dive for Cover Avoid an area attack.
Defender makes REF +
Athletics (or combat) skill roll
vs 8, +1 difficulty per each
extra meter/ yard dived.
Draw & At t ack Draw weapon and attack in
one Action. -3 Penalty to
attack.
Ent angle Immobilize opponent until he
can make a Escape.
Escape Escape from Grabs or
Entangles, using STR+
Athletics (or combat) skill vs.
opponents STR+Athletics
(or combat) skill.
Haymaker +3 dice damage, with -3 to
REF.
Move Move up to half your Run dis-
tance, 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 Move and HTH 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 attack at
end of move with a -1 penal-
tyfor every10m.yds moved
and a DEX penaltyof -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
Recoveryback 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.
l ong an Ot her Act i on t akes i s up t o t he GM; t hey may wel l deci de t hat
what you descri be t akes several rounds t o perf orm, or i t may have modi -
f i ers on your DEX. Some common Ot her Act i ons: drawi ng a weapon, get -
t i ng i nt o or out of a vehi cl e (or mount i ng or di smount i ng f rom a horse),
t ransf ormi ng, and cl eari ng a j ammed weapon. Al l of t hese Act i ons t ake up
a f ul l phase.
Throw: Thi s al l ows t he at t acker t o use a t hrown weapon (grenade, bot t l e, mug,
smal l car). The obj ect must be l i f t abl e by t he charact er, and may be t hrown
usi ng t he charact ers At hl et i cs Ski l l . Improvi sed, non-aerodynami c obj ect s
can be t hrown at at -4 penal t y. If t he charact er i s t hrowi ng somet hi ng l arg-
er t han 4 square m/ yds (roughl y 2x2), i t can be t reat ed as an area at t ack.
Free Actions
These are t hi ngs you can do aut omat i cal l y, wi t hout spendi ng any of your Act i ons. An
exampl e woul d be st andi ng up. To be sure, ask t he GM of your campai gn what Act i ons are f ree
i n hi s game. For exampl e, you can al ways move up t o your MOVE Charact eri st i c (i n m/ yds) at
no act i on cost .
Advanced Actions
These are ot her Act i ons you can t ake besi des t he Basi c ones. Remember t hat even t hi s
l i st i s onl y a f ract i on of t he possi bl e maneuvers you may want t o i nvent or add t o your cam-
pai gns.
Abort: Charact ers who are bei ng at t acked, and who have yet t o t ake t hei r t urn,
may abort t o a def ensi ve maneuver (Bl ock, Dodge, or Di ve For Cover)
usi ng t hei r upcomi ng act i on. Charact ers cont i nue t o do t hi s def ensi ve
act i on unt i l t hey can act agai n i n t he next phase.
Aim: Thi s act i on al l ows you t o i mprove your chances t o hi t wi t h a ranged
weapon (onl y). Each act i on t aken ai mi ng adds +1 t o your at t ack, up t o
t hree act i ons t ot al . Ai mi ng assumes a st eady, braced posi t i on, no move-
ment , and a cl ear chance t o t rack your t arget .
Choke Hold: A t wo hand or one arm Grab maneuver (unl ess you re real l y bi g and your
GM al l ows you t o use one hand or arm). Once a successf ul Choke hol d i s
est abl i shed, t he choker wi l l do 2D6 each phase i n ki l l i ng damage unl ess
t he Choke i s broken by t he vi ct i m.
Disarm: On a successf ul At t ack rol l , you have a chance t o knock somet hi ng f rom
t he opponent s hand at no penal t y. The at t acker get s a STR + Hand t o Hand
rol l versus t he def enders STR + Hand t o Hand rol l ; i f t he at t acker wi ns, t he
def ender drops t he weapon. Use t he Area Effect table(p.145) t o det er-
mi ne where t he weapon f al l s, wi t h your opponent i n t he cent er.
Dive For Cover: Thi s act i on al l ows you t o get out of t he way of expl osi ons and area ef f ect
at t acks. You make a Def ense rol l (usi ng an appropri at e Hand To Hand or
Evasi on rol l i f al l owed by t he GM), agai nst a Di f f i cul t y Val ue based on t he
di st ance (base of 8 f or 1m +1 di f f i cul t y f or every ext ra 1 m/ yds). If t he rol l
i s f ai l ed, you di dnt dodge f ast and/ or f ar enough and were caught by t he
at t ack ef f ect s. Di vi ng f or cover can be perf ormed by hol di ng an act i on (j ust
i n case) or by abort i ng t o your next act i on i f you have not yet t aken your
t urn.
Draw & Attack: By decl ari ng t hi s act i on at t he st art of t he round, you are ef f ect i vel y t ryi ng
t o f ast draw on your opponent s. Thi s al l ows you t o draw and use a
weapon i n one act i on, i nst ead of t he normal t wo, but i mposes a -3 penal -
t y on your at t ack.
Entangle: Thi s al l ows t he charact er t o use any ent angl i ng t ype of at t ack (whi ps,
net s, t ent acl es, et c) t o i mmobi l i ze an opponent . The at t ack i s made usi ng
t he ski l l f or t hat weapon agai nst t he t arget s def ense rol l . An ent angl ed
charact er must act as t hough a Grab has been made; he cant move or
at t ack unt i l he escapes.
Escape: Thi s i s t he act i on of f reei ng yoursel f f rom physi cal hol ds, chokes, ent an-
gl ement s or si mpl e t raps (l i ke snares or net s). Thi s requi res a separat e rol l
usi ng your STR+ Hand t o Hand ski l l agai nst t he hol ders At hl et i cs (or Hand
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That Moving Thing:
Lets saymyMOVEwas 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 myfull Combat
Move (equal to myMOVEx 2). So I could
run 10m/ yds and make a hand to hand
or Melee attack with a penalty.
Move Through: I can run up to my full
Combat Move (equal to my MOVEx 2).
So I could run 10m/ yds and ram into
someone (or do the famous Captain Kirk
Running Kick).
Which Die Roll?
This is one of the basic decisions you
have to make before you begin playing Fuzion:
what Dice should you use? While standard 6-
sided dice are always used for damage, in
Fuzion, you can use either 3 six-sided dice (the
HERO Option) or one 10-sided die (the
Interlock Option) for resolving actions. The GM
should decide at the start of the campaign
what kind of dice will be used; this will then be
in effect for all characters within that cam-
paign.
A Die Roll or Straight 10?
Fuzions unusual parentage offers you
two ways to resolve the defensive rolls side
of the outcome. The first is the HERO Option
(from the Hero System side of the family),
which uses a straight value (10) instead of a
die roll. This option gives your campaigns a
more predictable feeling; once your skills are
high enough, you can depend on almost
always making the grade. Remember; when
using this option, only the Attacker should
always roll three six sided dice.
The other is the Interlock Option (named
after RTGs core system used in Cyberpunk
and Mekton ), in which a 1D10 die roll is
added to the Difficulty (aka Defensive) Value
of the Defender. This option tends to give your
campaigns a more unpredictable flavor; even
the toughest characters will have to depend
on Luck against an equallyskilled opponent.
Remember, when using this option, both the
attacker and defender should always roll a sin-
gle ten sided die.
Either option works equallywell and both
are scaled to fit the DifficultyValue Table (pg.
138)
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t o Hand) ski l l s pl us t hei r St rengt h. Exampl e: Al t hough Foxs At hl et i cs i s 7,
her STR i s onl y 3. Bri cks At hl et i cs i s onl y 3, but hi s STR i s 10. The ext ra 3
poi nt edge easi l y al l ows Bri ck t o hol d Fox i mmobi l i zed.If pi t t ed agai nst a
t rap, you wi l l use your STR+At hl et i cs Ski l l agai nst a Di f f i cul t y Val ue set by
t he GM. On a successf ul rol l , you are f ree of t he hol d and may move agai n.
Hand t o Hand or Tech-based Ski l l s may al so be used i n def aul t of At hl et i cs
i f t he GM agrees.
Haymaker: You t hrow caut i on t o t he wi nd and put everyt hi ng i nt o a si ngl e f ul l -out
physi cal move (a swi ng, punch or bl ow). Thi s gi ves you a damage bonus
of +3 di ce, but i mposes a -3 penal t y t o hi t (because you re not worryi ng
about keepi ng your bal ance or ai mi ng, et c.).
Move: Thi s Act i on al l ows you t o move up t o your MOVE St at (or ot her Movement
power) i n m/ yds of di st ance, and perf orm one ot her act i on, except f or Run,
Spri nt , Move By, Move Thru, Recover or any act i on t he GM rul es t o t ake a
Ful l Act i on (or l onger.)
Move By: Thi s act i on l et s you use up t o your f ul l Combat Move and make a Hand-t o-
Hand or Mel ee at t ack (onl y) at any poi nt al ong t hat movement , at a penal -
t y of -2 t o your REF and DEX. You do hal f your STR damage pl us 1 di e f or
every 10m/ yds moved. You wi l l al so t ake one t hi rd of t hat damage yoursel f .
Move Thru: Thi s act i on l et s you use up t o your Combat Move and make a Hand-t o-Hand
or Mel ee at t ack (onl y) at t he end of t hat movement , at a REF penal t y of -1
f or every 10m/ yds moved and -3 t o DEX. You do your STR damage pl us 1di e
f or every 5m/ yds moved. You al so t ake hal f t hat damage yoursel f .
Recover: Recoveri ng gi ves you back St un (and Endurance, i f usi ng t hat Deri ved
Charact eri st i c) equal t o your Recovery score. If you choose t o Recover f or
your act i on, you can do not hi ng el se t hat phase. If you suf f er damage
whi l e recoveri ng, you may not recover St un poi nt s t hat phase. You are at
-5 DEX whi l e Recoveri ng.
Sweep/Trip: You put out a f oot and send hi m sprawl i ng. On a successf ul Hand t o Hand
rol l , t he at t acker i s knocked t o t he ground. He wi l l be -2 t o hi s next at t ack,
you wi l l gai n +2 on your next .
Wait: Al l ows you t o i nt errupt anot her pl ayers act i ons duri ng t hei r t urn. Wai t i ng
i s best used when you want t o wai t unt i l an opport uni t y exposes i t sel f .
To Wai t , you must announce, when your part of t he phase comes up, t hat
you are pl anni ng t o Wai t . The i mport ant word t o i ncl ude i n t hi s
announcement i s unt i l , st at i ng what condi t i on must be met bef ore you
wi l l act . An exampl e mi ght be, I wai t unt i l Bob moves, or I wai t unt i l I
can see t he whi t es of hi s eyes. If t he condi t i ons of your wai t are not met ,
you must st and t here, wai t i ng, unt i l t he next round. When t he speci f i ed
condi t i on has been met , you can el ect t o i nt errupt someone el ses act i on
i mmedi at el y; af t er al l , t hi s i s what you have been wai t i ng f or. An exam-
pl e woul d be: I wai t unt i l my opponent pops hi s head up f rom behi nd t he
wal l , t hen I l l shoot . The moment your opponent pops up t o shoot at you
(hi s act i on), you coul d t hen i nt errupt and f i re. You need not rol l t o i nt er-
rupt ; i t s aut omat i c. Thi s can al so be used t o cover an opponent i .e.;
hol d a ready weapon on hi m you i nt errupt hi s act i on (BANG! ) i f he
at t empt s t o escape.
Once you ve chosen t he act i on you want t o do, i t s t i me t o f i nd out what happens next .
Most of t he t i me, you l l j ust be abl e t o do what you i nt ended t o do. But somet i mes, t he out -
come of an Act i on wi l l be i n doubt (f or exampl e, i f you are at t acki ng a monst er, you l l want t o
know i f your bl ow hi t s). Thi s wi l l cal l f or Resol vi ng an Act i on.
Resolving Actions
Whenever your charact er t ri es t o do somet hi ng (cal l ed t aki ng an Act i on), t heres al ways
t he quest i on of whet her he l l succeed or f ai l . Somet i mes t he t ask i s so easy t hat i t s obvi ous;
f or i nst ance, t aki ng a st ep f orward wi t hout f al l i ng down. In t hose cases you l l j ust t el l t he GM
what you re doi ng, and no di e rol l i s needed.
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What's a Competently
Cosmic Feat Anyway?
While a typical Fuzioncharacter may
never encounter something requiring a
Cosmic level of ability, we have listed the full
Fuzion table so that you will have cross-com-
patibilitywith other Fuzion based games. That
way, if you decide to let godlike supermen into
your game, you can easilydo so.
Difficulty Values, The Easy
Way
If the GM doesnt have the Universal
Difficulty Value Table handy, theres an easy
way to get the right Difficulty Value: Ask the
player for their Stat +Skill +die roll, then
assign a Difficulty Value in relation to that
total: A reallyeasytask adds -4 or -3 to the DV,
an easytask adds -2 or -1, a tough task adds
+1 or +3, and a reallytough task adds+5 or
+6.
Titans in Thongs
Its prettyobvious that entertainment
physics isnt like regular physics. (How else do
you explain the abilities of most super-
heroes?) In most comics, a well built (but not
exceptionally so) heroor a shapely fashion
model in a thong and no visible muscles at
allcan typicallylift a battleship and throw it
a mile. Even if a human could lift a battleship,
the distribution of weight around him would
either (a) drive him into the ground like a nail;
(b) punch a man-sized hole through the hull of
the battleship, or (c) break the battleship in
half. After all, whats holding up the parts of
the battleship where our heros (or a mecha
suits) hands arent?
Encumbrance: Or Whats in
that Backpack anywaylead?
While the lifting system herein is great
for tests of strength, it reallydoesnt cover lug-
ging a heavy pack over the blasted desert.
Thats where encumbrance comes in.
To avoid keeping track of a lot of
bookeeping, as a rule of thumb, we treat a typ-
ical 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) youd better be Arnold
Swartzenegger at least!
But i f you re t ryi ng t o t ake a st ep on t he deck of a shi p pi t chi ng wi l dl y i n a dri vi ng rai n-
st orm, wal ki ng mi ght be very di f f i cul t i ndeed. That s where Act i on Resol ut i on comes i nt o pl ay.
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 (aka your Action Value) against your
opponents CHARACTERISTIC+SKILL+their own die roll (also known as their Difficulty Value).
CHAR+SKILL+DIE ROLL vs CHAR+SKILL+DIEROLL(or 10)
The second way is against a situation(like picking a lock or driving a car). How t ough
t hese are t o resolve is based on how hard it will be t o perf orm t he desired act ion. First , t he GM
looks at t he t able below and decides what t erm best would describe t he level of abilit y required
t o perf orm t he t ask. Then you add your CHARACTERISTIC+SKILL plus a die roll and t ry t o beat t he
Dif f icult y Value assigned t o t he Act ion you want t o perf orm.
Description Difficulty Value Description Difficulty Value
Challenged ...............................................10 Exceptionally superheroic ............42
Everyday....................................................14 Incredibly superheroic....................46
Competent.................................................18 Legendarily superheroic................50
Heroic.........................................................22 Cosmic................................................54
Incredible..................................................26 Competently cosmic........................58
Legendary..................................................30 Exceptionally cosmic......................62
Superheroic..............................................34 Incredibly cosmic............................66
Competently superheroic......................38 Legendarily cosmic.........................70
All tasks in Fuzion are resolved the same way: take your most relevant CHARACTERISTIC,
add to it your most relevant SKILL, and add a die roll to your total. Next, compare the resulting
value to a Difficulty Value (either the total of your opponents Characteristic+Skill+Roll or a value
determined by the GM). If you equal or exceed the DV, you succeed!
Lifting, Throwing and Strength Feats
One act ion t hat doesnt f all int o t he realm of t he everyday in Fuzion are f eat s of st rengt h.
This is one place where realit y must compromise wit h f ict ion, as many set t ings deal wit h super-
heroes as well as more realist ic t ypes, and we have a special mechanism just f or t hat sit uat ion.
We deal wi t h t he probl em of superheroi c abi l i t i es i n Fuzi on by maki ng f eat s of St rengt h
and Li f t i ng anot her t ype of Act i on and i gnori ng t he real physi cs. However, t he resol ut i on of t hi s
act i on i s a l i t t l e di f f erent t han most ; i n a St rengt h Feat act i on, you l l rol l onl y 1D6 and add your
STR Charact eri st i c agai nst a di f f i cul t y l i st ed bel ow.
Difficulty To Lift a: To Bend or Break To Throw a Baseball:
2 Heavy bag of groceri es Bal sa wood 5m/ yds
5 Chi l d, 2 heavy bags of groceri es Pl ast i c 10m/ yds
7 Adul t f emal e Wood boards 40m/ yds
9 Adul t mal e Al umi num 80m/ yds
11 Li on, 2 men Iron Ci t y bl ock (110m/ yds)
13 Mot orcycl e, Bear 1/ 2 mi l e
15 Smal l Car St eel 1 mi l e
17 Large car, El ephant 2-5 mi l es
19 Smal l Semi -t ruck Hardened st eel 6-10 mi l es
21 Li ght Tank 11-20 mi l es
23 Smal l Jet Ti t ani um 21-40 mi l es
25 Bat t l e Tank, Whal e 41-80 mi l es
27 Large j et , Trai n Unobt ai ni um 81-160 mi l es
29 Smal l Shi p, Bui l di ng 161-300 mi l es
31 Bat t l eshi p, Lg. Bui l di ng Super Unobt ai ni um Int o orbi t
33 Ai rcraf t Carri er Out of orbi t
35 Mount ai n Anyt hi ng Out of Sol ar Syst em
A T T A C K E R S A V D E F E N D E R S D V
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Why the Change?
As you may have noticed, we use a
slightly different way of resolving these
STRength feats. One reason is that as you get
higher and higher Strengths, we wanted luck
to be less and less a factor. We also wanted
this table to be consistent no matter what
kind of dice you used for other forms of reso-
lution.
We also dont actually give weights in
this table, as most people dont lift weights,
but objects. Therefore, comparable objects
are far more useful. Most people dont know
a Typhoon submarine weighs over 1.2 mega-
tons and theyreallycouldnt care less!
Not e: While lifting tanks mayseem 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. 138 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.
Meet John Smith (again)
John decides to carry his girlfriend
across the swamp. She weighs in as a typical
adult female. Shes also lugging a backpack,
which the GM rules is about equal to a heavy
bag of groceries. Adding 7+2 together gives
us a total Difficultyof 9; equivalent to carryan
adult male. With a STR of 4, John had better
roll at least a 5 or higher or hes gonna fall
over. Better drop that backpack, John!
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Exampl e 1: Regul ar Man has a STR of 4. He can easi l y pi ck up hi s son (a rol l of 1 out of
6), hi s wi f e (3 out of 6) but can barel y l i f t hi s buddy (5 out of 6). On t he ot her hand, Ti t ani c Man
has a STR of 28. He doesnt event t hi nk about l i f t i ng anyt hi ng smal l er t han a smal l shi p (1 out
of 6), regul arl y l i f t s bat t l eshi ps (3 out of 6), breaks a sweat l i f t i ng an ai rcraf t carri er (5 out of 6)
but st i l l cant get a mount ai n up!
Example 2: Regular Man has a STR of 4. He can easily bend plastic (a roll of 1 out of 6), but
hes going to be working to break a board (3 out of 6) and could barely bend aluminum (5 out of 6).
On the other hand, Titanic Man has a STR of 28. He easily bends anything below Unobtainium (our
patented name for any superheroic supermetal), but still cant bend anything he wants.
Throwing
Anot her area where t he everyday goes beyond real i t y i n some Fuzi on set t i ngs i s t hrow-
i ng. For when superhumans and demi gods st art t ossi ng cars around, t hrowi ng st uf f can get a
l ot more i nt erest i ng. Whi ch i s why we i nvent ed t he Basebal l Test .
In Fuzi on, we use t he Basebal l Test t o creat e a benchmark f or what can be easi l y t hrown.
A basebal l represent s any aerodynami c obj ect t hat wei ghs l ess t han 3 l bs (roughl y 1 kg) t hat
can be hurl ed wi t h one hand. Thi s i ncl udes grenades, f oot bal l s, basket bal l s, f ri sbees, bot t l es
and ot her smal l , i nconsequent i al i t ems t hat can be easi l y t hrown. When t hrowi ng somet hi ng
t hat passes t he Basebal l Test , si mpl y add your STR t o a D6 di e rol l , j ust as wi t h a St rengt h or
l i f t i ng f eat , and t ry t o beat t he Di f f i cul t y f or t he Di st ance you re t hrowi ng. If you beat t he
desi red Di f f i cul t y, you ve t hrown i t t hat f ar. Exampl e: Amazi ng Man (STR 15) want s t o t hrow a
basebal l 5 mi l es (Di f f i cul t y 17). He can easi l y make t hi s.
If you f ai l , compare your f i nal rol l t o t he f i rst Di f f i cul t y val ue you coul d beat . Thi s wi l l
det ermi ne how f ar t he t hrow act ual l y went . Exampl e: Amazi ng Man (STR 15) want s t o t hrow
a basebal l 90 mi l es (Di f f i cul t y 27). He f ai l s by 5 poi nt s (27-5=22) Thi s corresponds cl osest t o a
21 Di f f i cul t y, whi ch means he onl y t ossed t he bal l 11 t o 20 mi l es.
Heavier than a Baseball?:To throw something thats heavier than the Baseball Test, heres
the trick. Simply add the Difficulty of Lifting the object to the Difficulty of Throwing it for the
desired distance to get the final Difficulty. Example: Awesome Man (STR 32) can easily throw a
baseball into orbit (Difficulty 31). However, if he tries it with a small car (Diff=15), the difficulty rises
to 46 (31+15=46). The best he could do reliably would be to toss that car a mile or so (15+15=30)
Pushing
In a campai gn where t he Deri ved Charact eri st i c of Endurance (pg. 123) i s used, t he GM
may al l ow charact ers t o exert ext ra ef f ort i n emergenci es; t hi s pushi ng al l ows t he charact ers
t o i ncrease t hei r STR up t o a maxi mum of t wo addi t i onal poi nt s. Pushi ng cost s 5 poi nt s of END
per phase f or every ext ra l evel of STR you are cal l i ng upon; when you run out of END, you burn
STUN poi nt s i nst ead, unt i l you pass out . The GM may even al l ow great er pushes (over 2 ext ra
STR) i n ext raordi nary ci rcumst ances, by requi ri ng a successf ul WILL + Concent rat i on rol l be
made at t he t i me. Pushi ng can be appl i ed t o any St rengt h, Li f t i ng or Throwi ng f eat .
Modif ying Actions
Somet i mes, condi t i ons beyond your cont rol may make i t harder t o perf orm an Act i on. For
exampl e, changi ng a l i ght bul b may be an Everyday t ask, but changi ng a l i ght bul b i n an eart h-
quake i s a whol e order of magni t ude t ougher. These ext ernal condi t i ons are cal l ed Modi f i ers.
When t he GM deci des a Modi f i er appl i es t o your act i on, you wi l l aut omat i cal l y subt ract t he
Modi f i er Val ue t hat goes wi t h i t t o your di e rol l . Here are some t ypi cal Modi f i ers (t hey are
cumul at i ve).
Target 5-10m/ yds away ...............................-2 Target part i al l y behi nd somet hi ng .......-1
Target 11-50m/ yds away .............................-4 Target obscured by smoke, darkness...-4
Target wi t hi n 50m/ yds~Weapons Range..........-6 Target i s dodgi ng ..................................-3
Unf ami l i ar t ool s, weapon or vehi cl e ..........-4 Lack of i nst ruct i ons f or t ask ................-2
Dont have ri ght t ool s or part s ....................-2 Host i l e envi ronment .............................-5
Compl ex Task.......................................-3 t o -4 Have never done t hi s bef ore................-1
Under st ress or at t ack .................................-3 Drunk, drugged, or t i red .......................-4
Tryi ng t o perf orm t ask secret l y....................-4
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Meet John Smith (again)
John decides that hes going to tryto
a backwards flip through that open window.
The GM rules that this is a coordination feat,
requiring Johns DEX Characteristic. The
Skill will be Acrobatics. Since backflips
arent a task that most people cant easily
do, the GM rules that this will be a
Competent level task (18).
Johns DEX is 7, his Acrobatics skill is
2 for a total of 9. To hit his 18 target num-
ber, hed better roll better than a 9.
If hes rolling D10s (the Interlock
option), this is gonna be pretty tough1
outta 10 (of course his chance of open-end
rolling is also 1 in ten). In general, this
means that while things are somewhat hard-
er to do with this option, the much higher
chance of open ending means more of a
chance of doing impossible feats every so
often.
If hes rolling 3D6 (the HERO option),
his chances go up; the average roll is going
to be around 10. But his chance of pulling
off that one in a million stunt is far, far less.
GMs: In summary, when you want a
really risky, high stakes campaign where
luck is of primary importance, go with the
D10 resolution. But if you want consistent
results, go with the 3D6 version.
U
sing your Skills is the most common kind of Action outside of Combat. The first
step in using a skill is determining what Characteristic youre going to use and
what Skill to pair it up with when you do something:
What Characteristic do I Use?
In general , common sense shoul d t el l you whi ch Charact eri st i c t o use f or a part i cul ar t ask,
or t he GM of your campai gn can deci de i f t heres a di sput e. However, t he f ol l owi ng gui del i nes
wi l l usual l y appl y i n al most any case:
If the Situation involves..................................................................................................Use
...an i ssue of knowl edge, memory, probl em-sol vi ng, or experi ence
or i s ot herwi se ment al ..........................................................................................................INT
...i nt eract i ng wi t h someone (e.g. l yi ng t o t hem, i mpressi ng t hem, et c.)............................PRE
...resi st i ng an i nt eract i on, or i f i t s a mat t er of wi l l power
or abi l i t y t o f ace danger, f ear, st ress .................................................................................WILL
...mani pul at i ng t ool s, i nst rument s or havi ng t echni cal af f i ni t y........................................TECH
...an i ssue of speed, such as races of swi mmi ng, skat i ng or ski i ng;
runni ng, swi mmi ng f eat s ...............................................................................................MOVE
...usi ng hand-eye coordi nat i on or dext eri t y ; f i ght i ng, dri vi ng/ cont rol ski l l s
(e.g. guns or vehi cl es) ...........................................................................................................REF
...engagi ng i n gross physi cal movement (at hl et i cs, evadi ng,
usi ng f i st s and bl ades) .........................................................................................................DEX
...a mat t er of raw physi cal st rengt h (mai nl y a St rengt h Feat )..........................................STR
...a mat t er of endurance and t i me , or resi st ance t o pai n, di sease, shock ......................CON
...or t he GM can deci de i f i t s i n di sput e.
The most i mport ant t hi ng i s t o l ook at t he t ype of t ask you re t ryi ng t o perf orm f i rst . Thi s
wi l l det ermi ne t he most appl i cabl e Charact eri st i c upon whi ch t o base your Ski l l . One si de
ef f ect of t hi s met hod i s t hat you may of t en f i nd t he same Ski l l bei ng combi ned wi t h di f f erent
Charact eri st i cs, dependi ng on ci rcumst ances and t he way i n whi ch you want t o use t hat Ski l l .
For exampl e, i f you re pl ayi ng a pi ece of musi c and t ryi ng t o make i t t echni cal l y perf ect , you
mi ght use your Techni que charact eri st i c i n combi nat i on wi t h your Perf ormance Ski l l . But i f you
were t ryi ng t o sway an audi ence t o t ears wi t h t he beaut y of your pl ayi ng, you coul d use your
Presence Charact eri st i c i n combi nat i on wi t h your Perf ormance Ski l l i nst ead. Each uses t he
same Ski l l , but each choi ce st resses very di f f erent aspect s of usi ng t hat ski l l !
What Skill Do I Use?
The overri di ng rul e here i s t hat t he GM wi l l al ways be t he f i nal arbi t er of what Ski l l shoul d
be used t o make an at t empt at a t ask. Beyond t hat , common sense i s t he best gui del i ne. If
you re usi ng a weapon, your Ski l l choi ce may be pret t y si mpl e; use t he Ski l l t hat descri bes t he
weapon best . But i f i t s an i nt erpersonal i ssue, you may be abl e t o convi nce your GM t o gi ve
you a l ot more l eeway; maybe your Soci al Ski l l may be f ar more usef ul i n convi nci ng t he gang
l eader t o rel ease t he host ages t han your Persuasi on, especi al l y i f you can cal l upon a l i t t l e
known gangl and code t hat requi res he honor your request ! The abi l i t y t o bend Ski l l s around t o
f i t ci rcumst ances al l ows you t o use one of t he best st rengt hs of t he Fuzi on syst em: f l exi bi l i t y.
When You Dont Have a Skill
Somet i mes, you j ust dont have a Ski l l t o use. In t hese cases, t here are t wo opt i ons t he
GM can use. The f i rst i s t he Outta Luckopt i on: you j ust dont get a Ski l l t o add t o your char-
act eri st i c. You j ust dont know anyt hi ng about what you have t o do, and you re t ot al l y rel yi ng
on a Charact eri st i c and dumb l uck (a good t i me t o use t hat LUCK you ve been hoardi ng).
The second rout e i s t he Cultural Familiarityopt i on. In most soci et i es, t here are very f ew
t hi ngs t hat can be done t hat arent descri bed i n some manner or ot her; peopl e shoot guns i n
movi es; l egends descri be how t he hero used hi s sword, Tom Cl ancy novel s t el l al l about how
submari nes work. Cul t ural Fami l i ari t y assumes t he more wi del y educat ed you are, t he more
chance you may have run across somet hi ng rel at i ng t o what you re about t o at t empt .
Using Your Skills
Using Your Skills
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In Case You're interested...
The Fuzion Difficult y Value Table (pg.
138) maps surprisingly well to the old
Interlock Task Table in Cyberpunk 2020:
INTERLOCK DV FUZION DV
Easy.....................10 Challenged.........10
Average.................15 Everyday............14
Difficult.................20 Competent.........18
VeryDifficult .........25 Heroic................22
NearlyImpossible. 30 Incredible...........26
25
Theref ore, whenever you dont have a Ski l l t hat wi l l appl y, you can gai n one poi nt f or every
t hree poi nt s of Educat i on you current l y have. And si nce most peopl e st art wi t h at l east 2 poi nt s
of Educat i on, one poi nt of ADDITIONAL Educat i on may be enough t o get you a st art . Use of t he
above rul e i s, of course, subj ect t o t he deci si on of t he GM.
Improving Skill Use
Besi des t he basi c ways of usi ng ski l l s, t here are a f ew ot her vari at i ons t hat can i mprove
your chances:
Trying Again
If you f ai l a Ski l l Check, you cant t ry agai n unt i l your check has i mproved f or some rea-
son; you t ook l onger, used a bet t er t ool , or made a compl ement ary Ski l l Check.
Complementary Skills
A Compl ement ary Ski l l Check i s where t he use of one ski l l di rect l y af f ect s t he use of a
subsequent ski l l . For exampl e, i f you were a si nger and needed t o sway a crowd, a very good
Perf ormance check woul d make t he swayi ng (Persuasi on) a l ot easi er. As a rul e of t humb:
1) At t he GMs di scret i on, a good rol l i n one ski l l may have a bonus ef f ect on t he subse-
quent use of a rel at ed ski l l . Thi s bonus wi l l be i n a rat i o of +1 addi t i onal bonus poi nt f or
every 5 poi nt s t he rel at ed ski l l succeeded by. Exampl e: Sue want s t o convi nce Bob t o go out
wi t h her (Persuasi on). By maki ng a real l y good Wardrobe and St yl e rol l , she coul d i ncrease
her Persuasi on by dazzl i ng Bob wi t h her sexy wardrobe.
2) As a rul e, t hi s bonus wi l l usual l y onl y af f ect a subsequent at t empt once. One real l y hi gh
Wardrobe and St yl e rol l wont al l ow Sue t o convi nce Bob t o marry her; i t j ust hel ps get her
t he dat e. The rest i s up t o f at e.
3) As a rul e, t hi s bonus shoul d onl y i nvol ve t he i nt eract i on of one ski l l at t empt on one ot her
Ski l l at t empt .
Taking Extra Time
Taki ng ext ra t i me can al so gi ve you a bonus t o your Ski l l Rol l . For every l evel on t he Ti me
Tabl e (pg. 134) used beyond t he amount of t i me t he GM assi gns t o t he t ask, add +1 t o t he Ski l l
Rol l . Exampl e: The GM says a t ask wi l l t ake 1 mi nut e. If t he charact er t akes 5 mi nut es t o per-
f orm t he t ask, he get s a +1 bonus t o t he Ski l l Rol l .
Critical Success (aka Open Ending )
A cri t i cal success i s when you get l ucky and manage t o succeed at somet hi ng you nor-
mal l y woul d have no chance i n Hades t o accompl i sh. In game pl ay, t hi s i s si mul at ed by al l ow-
i ng you t o rol l addi t i onal di ce whi ch are t hen added t o t he ori gi nal rol l t o enhance i t s ef f ect s.
The rul es f or t hi s depend on whi ch di ce opt i on you are usi ng:
If youre rolling D10:On a nat ural rol l of 10, you ve scored a cri t i cal success. Rol l an
anot her 1D10 and add t he resul t t o your f i rst rol l . If you rol l anot her 10, you may not score
anot her cri t i cal success.
If youre rolling 3D6:On a nat ural rol l of 18, rol l t wo addi t i onal D6s and add t hi s resul t
t o your ori gi nal rol l .
...and Critical Failure
Somet i mes even t he best of t he best have a bad day.
If you re rol l i ng D10: On a nat ural rol l of 1, rol l an anot her 1D10 and subt ract t he resul t
f rom your f i rst rol l .
If you re rol l i ng 3D6: On a nat ural rol l of al l 1s, rol l t wo addi t i onal D6s and subt ract t he
resul t f rom your f i rst rol l .
Driving & Piloting Actions
Any t i me you t ry t o make a vehi cl e do somet hi ng unusual , you l l need t o check t o see i f you
succeed. Thi s i s done by combi ni ng your REF+Pi l ot i ng (or appropri at e Ski l l f or cont rol l i ng t he
vehi cl e), and a di e rol l vs. a rol l and a di f f i cul t y based on t he t ype of maneuver you re maki ng
(see si debar next page), pl us any appropri at e modi f i ers f or weat her, dri ver or road condi t i ons.
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If t he maneuver i snt descri bed, pi ck t he cl osest appropri at e one t o work f rom. If t he rol l
i s successf ul , you wi l l be abl e t o pul l t he maneuver of f . If not , you wi l l l ose cont rol . In a wal k-
i ng uni t , you l l j ust f al l over; you must t hen get back up. In a ground uni t , t hi s wi l l be a ski d
(mi ss by 4 or more and you l l cont i nue st rai ght f or 1D6 met ers per 10mph) or spi n (mi ss by 4 or
l ess; t reat as a ski d, but rol l 1D6 t o det ermi ne new f aci ng: 1=backwards. 2=f orwards. 3-4=f ac-
i ng ri ght . 5-6=-f aci ng l ef t .). In an ai rcraf t , you wi l l probabl y st al l (mi ss by l ess t han 4) or spi n
(mi ss by 4 or more). Bot h requi re a rol l be made t o regai n cont rol . It s a Di f f i cul t y Val ue of 18
t o Regai n Cont rol f rom a spi n, and l ook out f or t hat ground t hi ng comi ng up at you !
Dogfighting
Somet imes, t he best opt ion is t o out f ly your opponent wit h a combinat ion of skill and abil-
it y t o maneuver. St art by det ermining t he posit ion of t he combat ant s at t he st art ; is one closing
on t he ot her, or are t hey headed right at each ot her? This int ercept can be det ermined by making
a Percept ion roll on eit her side wit h t he high roll choosing posit ions, or at GMs discret ion.
To f i nd out t he resul t of an aeri al or space dogf i ght (whet her bwt eeen gi ant bi rds or
spaceshi ps), each part i ci pant rol l s t hei r Pi l ot i ng Ski l l +REF+Rol l pl us t hei r vehi cl es Maneuver
Val ue. The pl ayer wi t h t he hi ghest rol l has t he Advant age posi t i on, based on how many poi nt s
t hey won t he rol l by. The resul t i s compared wi t h t he chart on t he l ef t ; t he pl ayer who has won
can shoot or f l ee at hi s opt i on. The key posi t i on i s t he Tai l i ng one; because i t adds +2 t o your
At t ack rol l t hat phase.
To break of f a dogf i ght requi res ei t her mut ual agreement , or one pl ayer maki ng an escape.
The pl ayer wi t h t he current Advant age announces hi s i nt ent i on t o break of f combat at t he st art
of t he Round, and must mai nt ai n hi s Advant age f or as many Phases as t he GM det ermi nes at
t he t i me i nt ent i on i s announced.
Dogfighting I:
Results Table
Driving & Piloting
Maneuvers
S
W
E
R
V
E
[
2
0
]
U

O
R
R
E
V
E
R
S
E
[
2
6
]
E
M
E
R
G
E
N
C
Y
S
T
O
P
[
2
2
]
M
A
N
E
U
V
E
R
T
H
R
U
O
R
U
N
D
E
R
[
3
0
]
R
E
G
A
I
N
C
O
N
T
R
O
L
[
2
2
]
T
I
G
H
T
T
U
R
N
[
2
2
]
A
D
D
2

F
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E
V
E
R
Y
P
O
IN
T
O
F
M
O
V
E

O
V
E
R
H
A
L
F
O
F
F
U
L
L
M
O
V
E
O
F
V
E
H
IC
L
E
.
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T
he most important type of Action youll encounter in a Fuzion game will proba-
bly be Combat. Not only is combat a regular staple of adventuring no matter what
the setting, but combat is the one Action that will have the most effect on your char-
acterby getting himor her killed out of the game.
Combat begi ns when t he GM decl ares t hat combat has st art ed. Each charact er t hen get s
t o act i n Turn order (see pg. 135); t ake an Act i on, and det ermi ne t he resul t of t hat act i on. Then
t he next charact er get s t o act unt i l al l charact ers have act ed. The Phase i s over when every-
one has had a chance t o act (i ncl udi ng any Non-Pl ayer Charact ers port rayed by t he GM). Then
a new Phase begi ns and everyone can act agai n.
Types of Combat
There are t wo ki nds of combat : Melee and Ranged. Mel ee Combat occurs whenever you
at t ack a t arget usi ng your hands, f eet , body part s or a weapon t hat uses t he f orce of your body
f or power. In general , Mel ee combat occurs wi t hi n 4-6 m/ yds of t he at t acker.
Ranged Combat occurs whenever you shoot at somet hi ng. Any ranged weapon or at t ack
can be shot energy beams can be shot f rom a superheros hands, bul l et s can be shot f rom
a gun, st ones can be shot f rom a sl i ng. In general , i f i t st ri kes t he t arget f rom a di st ance, i t 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 mat t er what t he weapon or at t ack, you need t o have an unobst ruct ed pat h t o at t ack
i t . If somet hi ngs i n t he way, you cant at t ack i t no mat t er how cl ose i t mi ght be.
Range: Can I Reach Out and Smack It?
As a rul e, Mel ee at t acks can hi t any t arget wi t hi n 4m/ yds of you; t hi s i s def i ned as MELEE
RANGE. Pol earms and ot her l ong mel ee weapons can hi t anyt hi ng wi t hi n 6m/ yds of you; t hi s
i s Ext ended Mel ee Range and i s appl i cabl e onl y t o t hese weapons. RANGED WEAPONS wi l l
al ways have t he range l i st ed i n t hei r i ndi vi dual descri pt i ons.
How Often Can I Hit It? (Number of Shots & Rates of Fire)
Unl i ke Mel ee weapons, most ranged at t acks have a l i mi t ed number of Shot s (arrows, bul -
l et s, charges, et c.); t hi s wi l l usual l y be l i st ed i n t he at t acks descri pt i on. The Rate of Fire[ROF]
i s how many t i mes t he at t ack can be shot i n a 3 second phase. Most ranged weapons have
an ROF of 1 or 2, but ot hers may have t he capaci t y f or aut omat i c f i re and ROFs of 20 or more.
Li ke Shot s, t hi s wi l l al so be l i st ed i n t he at t ack descri pt i on.
CONFLICT & COMBAT
CONFLICT & COMBAT
What you can shoot through
Trees BrushSmokeTentsGlass Snow
What you (usually) cant
shoot through
ConcreteBrickMetalIceEarth
Facing
Facing is the direction you are pointing.
Since many Fuzion games are played in
head (without maps), the standing rule is
that you can clearlyface and attack anything
that is positioned forward of your shoulders
and unblocked. When using a standard gam-
ing hex map, characters face through any
three adjacent sides of the hex theyare stand-
ing in.
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COMBAT SEQUENCE
SUMMARY
Each Phase, take turns in order of highest to
lowest REF (if tied, roll dice between ties)
During this 3-second segment, do the follow-
ing:
[ A] Choose Your Act ion
You have 1 Action each Phase. These actions
can be Attacks or involve other types of activ-
ity. If attacking go to [B]; if not, skip down to
[D].
[ B] Check Line of Sight
You can attack anything positioned forwards
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 @6 feet) of
range from top to base. If you are in range,
you can attack.
[ D] Resolve Act ion
In general, roll 1die and add to your
Characteristic + Skill. Add in any special
Modifiers that might apply to the attack as
well. If the action was an Attack, go to [E]. If
not, go on to NEXT PHASE [F].
[ E] Resolve Damage
If you hit, roll a number of 6-sided dice equal
to the Damage Class (pg. 149) of the Attack.
[ F] Go t o Next Phase
Start again with the process.
Combat Modifiers: What Are My
Chances to Hit?
Combat Modi f i ers t ake i nt o account t he condi t i ons of t he bat t l e. Modifiers are always
applied to Attacks.You may use some, none, or al l appl i cabl e modi f i ers t o make t he combat
i n Fuzi on more exci t i ng and real i st i c.
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 t arget moves
Target silhouetted.............................................................................................................+2
Target partially covered:
Half Body.....................................................................................................................-1
Head and Shoulders Only........................................................................................-1
Head only....................................................................................................................-2
Behind someone else...............................................................................................-2
Target Obscured(Bl i nded by l i ght , dust See bel ow) ....................................................-4
Vehicle mounted weapon, no turret..............................................................................-4
Aimed body shot...................................chest [-1], vi t al s, head [-6] , l egs, hands, f eet [-4]
...............................................................................st omach [-5], arms, shoul ders, t hi ghs [-3]
Firing shoulder armfromhip...........................................................................................-2
Aiming........................................................................................+1 per phase, up t o +3 max
Braced.................................................................................................................................+2
Tiny Target(bul l seye, eye, vi t al area).................................................................................-6
Small Target(l ess t han 1m/ yd, head, l i mb).......................................................................-4
Large Target(t rees, cars, l arge ani mal s, smal l mecha* , et c.) .........................................+2
Very Large Target(t rucks, pl anes, wal l s, si de of barn) ...................................................+4
Surprise Attack(see Surpri se bel ow f or det ai l s) ............................................................+5
Target Prone........................................................................................................................-2
Improvised weapon (rock, bot t l e, smal l gi rder) ...............................................................-2
* Li ke ATs
Special Combat Modifiers
Surprise! Its an Ambush!
An at t ack t hat surpri ses t he t arget , such as an ambush or a backst ab, gi ves t he At t acker
a +5 Of f ensi ve bonus f or t hat at t ack (but no i ni t i at i ve bonus). To l ay an ambush requi res t he f ol -
l owi ng condi t i ons:
The opponent i s unaware of your l ocat i on and i nt ent i on t o at t ack. He may onl y det ect
you wi t h a successf ul Percept i on rol l .
The opponent s at t ent i on i s di st ract ed or f ocused on anot her si t uat i on, such as anot her
at t ack or a di f f i cul t t ask.
Target Obscured or Blocked
If t heres somet hi ng t hat may bl ock a cl ear vi ew, but wont bl ock a swi ng, such as smoke,
or darkness, t he t arget i s consi dered obscured. You cant see who you re f i ght i ng (t he enemy
i s i nvi si bl e, i n darkness, i n ambush or because you re dazzl ed), and each phase you must make
a Percept i on Rol l (GM set s t he Di f f i cul t y Val ue) If t he rol l i s successf ul , t he penal t y i s -2 t o al l
subsequent At t ack and Def ense Val ues t hat phase. If t he Percept i on rol l i s unsuccessf ul , t he
penal t y i ncreases t o -4.
Weapon Accuracy
A bui l t -i n modi f i er, Weapon Accuracy [WA] ref l ect s t he di f f erence i n qual i t y bet ween
weapons, and t hei r ef f ect on t hei r users abi l i t i es; t he bet t er and easi er t o use t he weapon, t he
bet t er you use i t (and t he worse t he weapon...). WAs are not al ways used i n Fuzi on games, as
t hei r use vari es f rom campai gn t o campai gn. However, when t hey are i n pl ay, you l l f i nd t hem
l i st ed i n t he descri pt i on of t he weapon. To use t hem, j ust appl y t he WA t o your At t ack rol l as
wi t h any ot her Modi f i er.
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Meet John Smith (again)
John decides that hes going to tryand
clobber a thug. His Hand-to-Hand Skill is 3,
his REF is 7 (Total 10). His opponents Melee
Evade is 5; his REF is 5, for a total of 10 also.
The thug decides to playit smarthe dodges
(-3 to Johns roll) and moves back to 8 m/ yds
away(-2 additional).
Using D10s for the resolution system,
John rolls; he gets a 6, bringing his total to 16.
Subtracting the -5 for the modifiers brings this
down to 11. The Thug will need to roll at least
a 2 to dodge our hero.
Using 3D6 for the resolution system,
John rolls a 22. Subtrating 5 for the modifiers
bring this down to 17. The thugs DVis 20 (his
REF +Evade Skill +10). John misses.
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Making The Att ack
In combat , t he At t acker combi nes hi s Ski l l i n hi s chosen Weapon or Hand t o Hand ski l l
wi t h hi s REF and a di e rol l t o creat e an Attack Value (AV). He may al so have t o add or sub-
t ract cert ai n modi f i ers f rom t hi s At t ack Val ue t o det ermi ne t he f i nal out come (above). Exampl e:
an at t acki ng charact er wi t h a REF Charact eri st i c of 5, a Hand t o Hand Ski l l of 6, and a di e rol l
of 6 has an AV of 17. A -2 mod f or an ai med shot i n t urn bri ngs t hi s down t o 15.
The Def ender combi nes hi s DEX, appropri at e Evade Ski l l (or anot her ski l l l i ke Fenci ng,
Pi l ot i ng, or At hl et i cs i f GM permi t s) ski l l and a di e rol l (i n HERO, a f l at val ue of 10 can be sub-
st i t ut ed f or t he rol l ) t o produce a comparabl e Defense Value (DV). Exampl e: a charact er wi t h
DEX of 4, an Evade ski l l of +6, and a di e rol l of 3 has a DV of 13. The t wo rol l s are compared;
i f t he AV i s equal or great er t han t he DV , you hi t !
Special Att acks
Targeting Against Range
Somet i mes, you need t o hi t an appl e, or a t ree or somet hi ng el se wi t hout Ski l l s or
Charact eri st i cs. In t hese cases, t he GM wi l l set a Di f f i cul t y Val ue based on t he range.
Melee (4m/ yds or l ess) .........................................................................................................4
Close (10m/ yds or l ess).........................................................................................................8
Medium(50/ yds or l ess).....................................................................................................12
Long (out t o l i st ed range of weapon) .................................................................................16
Extreme (beyond l i st ed range) ...........................................................16, +2 per +100m/ yds
Vehicle Combat
When at t acking a vehicle, t he at t acker will use his skill wit h t he appropriat e vehicle weapon
or vehicle at t ack skill (such as Gunnery or Heavy Weapons). He at t acks as usual, opposing his t ar-
get s skill in cont rolling t he vehicle (such as Driving or Pilot ing). The resolut ion is complet ed t he
same as all ot her Combat s. Also not e t hat vehicle-mount ed weapons mult iply all range dist ances
(pg. 144) by 100. Example: 5-10m/ yds increases t o 500-1000m/ yds when pilot ing a vehicle.
Area Effect Attacks
Area Effectsare at t acks (Energy Bl ast s, Shot guns, Fl amet hrowers, St un Fi el ds, Gas, and
ot her ef f ect s) t hat st ri ke an area rat her t han a charact er. The area af f ect ed depends on t he ki nd
of at t ack made and wi l l al ways be descri bed as part of i t s descri pt i on or const ruct i on. These
t ypes of at t acks use t he Target i ng Agai nst Range rul es t o see i f t hey hi t t hei r area; anyone i n
t he t arget area wi l l t ake t he appropri at e damage.
Explosions
For t hese, t he at t acker rol l s agai nst a Di f f i cul t y Val ue assi gned by t he GM (see Target i ng
Agai nst Range, above). Charact ers t ake t he damage i n t he rat i o of 2 l ess poi nt s f or every m/ yd
t hey are away f rom t he cent er of t he at t ack.
Typical Area Effects Effect Radius
Shotgun (per barrel )......................................................................................................1m/ yd
Grenade (per di e of damage) .......................................................................................1m/ yd
Explosive (per di e of damage).....................................................................................1m/ yd
Flamethrower (per di e of damage).............................................................................1m/ yd
Heavy Weapons(per Ki l l of damage).......................................................................4m/ yds
If t he charact er f ai l s t he At t ack Rol l , t he cent er of t he at t ack shi f t s 1 m/ yd f or every 1 poi nt
t he At t ack Rol l was mi ssed by, up t o a maxi mum of 1/ 2 t he t ot al range t o t he t arget . Rol l 1D6
t o see whi ch di rect i on t he cent er of t he at t ack scat t ers and consul t t he t abl e above. Then rol l
1D6 t o det ermi ne how many met ers/ yards t he round f el l i n t hat di rect i on.
Roll Area Effect Result
1-2 ........................................................................................................l anded short of t arget .
3-4 ..........................................................................................................l anded behi nd t arget .
5 ........................................................................................................l anded t o ri ght of t arget .
6 ...........................................................................................................l anded t o l ef t of t arget
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Making Autofire Work for You!
Wanna get that great Chow-You-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?
This reallydepends on your style of game. If
you were doing a movie-style campaign, we might
suggest the following settings:
3 for t he Players (t he heroes) and
Major Villains
1 for Facel ess Grunt s and ot her
Cannon Fodder
Autofire Attacks
Shoot i ng a l ot of somet hi ng (bul l et s, f i rebal l s, et c.) i n one at t ack i s cal l ed aut of i re. Many
guns, superpowers and ot her ranged at t acks have t he possi bi l i t y of usi ng t he aut of i re opt i on
(t hi s i s def i ned by t he weapon or power used). In aut of i re, t he weapon (or at t ack) f i res as f ast
as i t can i n a 3 second t urn. Thi s i s cal l ed a rat e of f i re [ROF] and i s usual l y def i ned as part
of t he weapon or at t ack.
The Autofire Ratio: Ever not i ce how i n many superhero comi cs or act i on movi es t he
heroes can wal k t hrough a vi rt ual hai l of machi negun bul l et s and never t ake a hi t , whi l e i n real
l i f e t hey d l ook l i ke Swi ss cheese? To si mul at e t hi s ef f ect , we have creat ed a l i t t l e Fuzi on gi m-
mi ck cal l ed t he Aut of i re Rat i o. The Aut of i re Rat i o i s desi gned t o al l ow charact ers t o survi ve t he
wi t heri ng ef f ect s of bi g gunf i re i n games where ef f ect i s more i mport ant t han real i sm, by
al l owi ng t he GM t o adj ust t he l et hal i t y of al l t hose bul l et s f l yi ng around at t he st art of hi s cam-
pai gn. Heres how i t 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 deci mal val ues up. The resul t i s how many rounds act ual l y hi t your t arget . The
cat ch? Theres a -1 at t ack modi f i er f or every 10 shot s f i red (your gun i s j umpi ng around). The
t ot al al so may not exceed t he t ot al number of rounds f i red.
Exampl e: Al ex at t acks Gron wi t h a machi negun, f i ri ng 20 rounds. He needs t o beat a
Target Number of 10; he get s a 20. In a game wi t h t he Aut of i re Rat i o set at 1, he woul d hi t
wi t h 10 shot s. But t he Aut of i re Rat i o i n t hi s game i s set at 4. Si nce 104=2.5, i t s rounds up t o
t hree shot s whi ch act ual l y hi t Gron.
Autofire allows for a wide variety of combat techniques:
Burst: A burst i s a l i mi t ed aut of i re at t ack, never more t han 4 shot s, at one t arget .
Si nce t he weapon i snt bucki ng around as much, t here i s no at t ack penal -
t y. Make an At t ack rol l ; i f t he def ender f ai l s hi s rol l , he t akes damage
based on t he Aut of i re Rat i o of t he game.
Single Targets Thi s i s j ust l i ke a burst , but t he rat e of f i re i s not l i mi t ed t o onl y 4 shot s (as
a resul t , t here i s a -1 modi f i er f or every 10 shot s f i red). Agai n, make an
At t ack rol l ; i f t he def ender f ai l s hi s rol l , he t akes damage based on t he
l evel of f ai l ure, di vi de by t he Aut of i re Rat i o of t he game (rounded up).
Multiple Targets An aut of i re at t ack can al so be di rect ed agai nst several t arget s at once.
The at t ack must be di rect ed i nt o an area cal l ed a f i re zone, and t he wi dt h
(i n met ers) of t he f i re zone must be speci f i ed at t he t i me of t he at t ack. The
t ot al ROF of t he at t ack i s di vi ded by t he t ot al number of m/ yds i n t he f i re
zone (round down), and t hi s becomes t he t ot al number of rounds t hat can
possi bl y hi t a t arget i n t hat zone. The at t ack i s made as above, wi t h each
t arget def endi ng i ndi vi dual l y agai nst t he at t ackers si ngl e At t ack rol l .
Exampl e: Wi t h an Aut of i re Rat i o of 1, I f i re i nt o a 10 met er area wi t h 30
rounds. (30 di vi ded by 10 = 3). Sue, Bob and Harry each make a Def ense
rol l agai nst my At t ack rol l of 12, t ot al l i ng 13, 11 and 7 respect i vel y. Sue i s
mi ssed, Bob t akes 2 rounds, and Harry (al t hough he l oses by 5), onl y t akes
3 because t hat s al l t hat s ent ered hi s part of t he f i re zone.
Archery Attacks
Bows are a special cat egory of ranged at t ack because t heyre St rengt h-based ranged
at t acks. Bows do 1D6 of damage and have 20m/ yds of range f or every 1 point of STR, t o a max-
imum STR of 7. Compound bows and longbows have a maximum STR of 10. Crossbows work like
normal f irearms.
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Special: Energy Blasts, Spells
& Mental Attacks
Okay, you may not be using energy
blasts or psychic attacks in a typical Fuzion
game. Or you might; it all depends on the
genre you choose. By using the
Champi ons:New Mi l l enni um game (also
Fuzion powered), you have the option of cre-
ating horrible supernatural abilities far
beyond mortal Man. Just in case. There are
also a number of other Powers Plug-Ins avail-
able on the World Wide Web; check the
Fuzion Labs Group web site for links to some
of those.
If you decide to have Energy Blast
attacks, theyare made much in the same way
as other ranged attacks, taking range and skill
into account with other modifiers. The range of
these attacks is based on the number of
Power points spent on the attack: For every
point spent on the power, youll increase the
range by 10m/ yds (Example: spending 20
points gives you a 200m/ yd ranged energy
blast). To hit, you will use REF+Use Power
Skill.
In most cases, Mental attacks have no
range limitations; theyare simplydirect line of
sightif you can see it at all, you can hit it, no
matter how tiny it is. The exceptions are
Mental Attacks based on CON; these operate
with the same range determiners as Energy
Blasts; and Mind Scans, which do not require
line of sight to be effective. To hit, you will use
WILL+Use Power Skill.
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Missile Attacks
In general , most vehi cl e combat i s consi dered Ranged Combat and f ol l ows si mi l ar rul es.
The one except i on i s mi ssi l e combat ; mi ssi l es are def i ned as any weapon t hat can f ol l ow i t s
t arget i ndependent l y. How good i t i s at t hi s j ob (and t hus t he Di f f i cul t y Val ue t o beat when
avoi di ng i t ) i s based on how smart i t i s; does i t j ust sni f f a heat si gnat ure or i s i t smart enough
t o out t hi nk you?
Missile is Dumb Smart Brilliant Genius
Target # 8 12 16 20
To avoi d a mi ssi l e hi t , you must make a Pi l ot i ng+REF+Di e rol l f or at l east 1D6/ 2 consecu-
t i ve rounds. Thi s can be modi f i ed by t he use of count ermeasures, whi ch add +2 t o your Pi l ot i ng
rol l s. Make t he rol l s, and you re cl ear; mi ss, and you re hi t . In t he case of cl ust ers of mi ssi l es
f i red at one t i me, one mi ssi l e rol l i s made once f or al l mi ssi l es f i red, wi t h one mi ssi l e hi t t i ng
t he t arget per poi nt by whi ch your Def ense f ai l ed. Exampl e: 10 mi ssi l es are f i red at a j et . The
j et f ai l s i t s rol l by 7, so 7 of t he 10 mi ssi l es hi t .
Presence Attacks
A powerf ul personal i t y can have a st rong ef f ect on ot her peopl e by words, act i ons, or
somet i mes by t hei r mere presence. We cal l t hi s ef f ect a Presence At t ack. A Presence At t ack
can be many di f f erent t hi ngs, dependi ng on t he i nt ent of t he at t acker: f ear, awe, surpri se, sur-
render, rage, courage, hope, commi t ment , f acedowns or ot her emot i ons or act i ons.
Maki ng a Presence At t ack does not requi re a combat Act i on, t hough somet i mes perf orm-
i ng a combat Act i on makes a Presence At t ack more powerf ul (see Presence At t ack Modi f i ers
t abl e). Usual l y a Presence At t ack consi st s of a wel l -chosen phrase, such as Surrender or
di e! , or Warri ors t o t he at t ack f ol l ow me! , or even j ust St op! Rol l 1D6 f or every 1 poi nt
of PRE; you may add or subt ract di ce dependi ng on t he GMs j udgment (see t he Presence At t ack
Modi f i ers t abl e f or suggest ed modi f i ers). Tot al t he di ce and compare t he t ot al agai nst each t ar-
get s Resi st ance val ue t o f i nd t he ef f ect .
PRE Attack Total Is Possible Effects of PRE Attack
>than Target Resistance Target i s i mpressed; hesi t at es, act s l ast t hi s phase.
>10+Target Resistance Target i s very i mpressed; hesi t at es, act s l ast t hi s phase and onl y
get s one Act i on, even i f usi ng t he Run Act i on. May f ol l ow com-
mands t hat t he t arget i s al ready i ncl i ned t o do.
>20+Target Resistance Target i s awed; may not t ake any Act i on next phase and i s -5
Dext eri t y. May do what at t acker commands.
>30+Target Resistance Target i s cowed; may surrender, run away, or f ai nt . Target i s
Dext eri t y 0, and wi l l nearl y al ways f ol l ow at t acker s commands.
Presence At t acks depend heavi l y on t he ci rcumst ances, so t he GM shoul d f eel f ree t o modi f y
t he number of di ce i n t he at t ack. The t abl e bel ow has some suggest ed modi f i ers:
#of Dice Modifier
-1 t o -2 ....................................................................................................Inappropri at e set t i ng
-1 ...............................................................................................................................In combat
-1 .................................................................................................................At a di sadvant age
-1 t o -2 .........................................................................................................Wrong reput at i on
-1 t o -3........................................................................PRE At t ack runs agai nst current mood
-1 t o -2....................................................................................................Repeat ed PRE At t ack
+1 t o +2 ..........................................................................................................Ri ght reput at i on
+1 .................................................................................................................................Surpri se
+1..........................................................................Exhi bi t i ng a power or superi or t echnol ogy
+1 t o +3 ..............................................................................................................Vi ol ent act i on
+1 t o +3.............................................................................................................Good sol i l oquy
+1 t o +2 .....................................................................................................Appropri at e set t i ng
+2 ......................................................................................................Target s i n part i al ret reat
+4............................................................................................................Target s i n f ul l ret reat
The modi f i ers and t he ef f ect s of Presence At t acks real l y depend a great deal on exact l y
what s happeni ng and what i s i nt ended. The GM shoul d use Presence At t acks t o i ncrease t he
drama of a si t uat i on or make t hi ngs more i nt erest i ng.
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Some
Common SDPs
THE GREAT OUTDOORS KD KD IN KILLS SDP KILLS
Brush(per m/ yd) 5
Rocks (per m/ yd) 28 30
Large Tree, Telephone Pole 1 1
LampPost 1 2
Manhole Cover 1 30
STRUCTURES KD KD IN KILLS SDP KILLS
Glass (per m/ yd) 3 5
Woodenwall/ Fence (per m/ yd) 7 10-15
Sheetrock Wall (per m/ yd) 10 5-10
Brick Wall (per m/ yd) 25 30
Concrete Wall (per m/ yd) 28 50
Metal Wall (per m/ yd) 32 70
ArmoredWall (per m/ yd) 1 1
Metal Lock 20 5
WoodDoor 7 5
Metal Door 20 30
Vault Door 2 4
Furniture 3 15-20
Control Consoles (per m/ yd) 10 20-30
Machinery(per m/ yd) 10 30-50
S
o you hit the target! Great. But its not over yet. Now you have to determine what
happened next. That usually means Damage.
Damage
Damage i s a way of measuri ng how you much you hurt somet hi ng; sort of l i ke appl yi ng a
numeri cal rat i ng t o a dent i n your car or on a cut f i nger. Whenever somet hi ng i n Fuzi on i s dam-
aged, t hat damage i s subt ract ed as poi nt s f rom a t ot al val ue represent i ng t he st ruct ural i nt egri -
t y (or l i f e energy ) of t he damaged obj ect .
Types of Damage
There are f our di f f erent ki nds of Damage i n Fuzi on. The f i rst i s Hi t s (used t o measure
smal l , man-scal ed l evel s of l et hal damage). The second t ype i s St un (used t o measure shock,
pai n and ot her non-l et hal damage). The t hi rd t ype i s St ruct ural Damage (used t o measure dam-
age t o smal l obj ect s and vehi cl es). The f ourt h and f i nal t ype i s Ki l l s (used t o measure very l arge
or very powerf ul l evel s of damage t o i nani mat e obj ect s). Let s st art by exami ni ng each i n t urn:
Hits
Hi t s are l et hal , l i f e t hreat eni ng damage t o l i vi ng organi sms, usual l y caused by man-car-
ri ed weapons or envi ronment al ef f ect s. Al so known as Ki l l i ng Damage, t hese t ypes of
at t acks are subt ract ed f rom a t ot al pool of poi nt s t he t arget has, unt i l , at a cert ai n l evel (usu-
al l y bel ow zero), i t i s ki l l ed or ot herwi se i ncapaci t at ed. Exampl e: Gorn can t ake 20 Hi t s. He i s
damaged by a weapon and l oses 15 Hi t s. Gorn can t ake onl y f i ve more Hi t s remai ni ng unt i l he
i s ei t her i ncapaci t at ed or ki l l ed.
What has Hi t s? Any l i vi ng organi sm.
Stun
St un Damage i s damage t hat creat es pai n and shock, but not l ast i ng i nj ury. It s f i st f i ght -
i ng damage, i mpact s done wi t h t he part s of t he body, such as hands, f eet , head (or i f you have
t hem, t ai l s, t ent acl es and ot her bl unt body part s). As a general rul e, i f i t s part of t he body and
i snt sharp, i t does St un damage (t he except i on t o t hi s rul e i s f ut uri st i c st un weapons or
st unni ng at t acks).
Al l l i vi ng t hi ngs al so have St un poi nt s as wel l as Hi t s; a measure of how much damage
t hey can t ake bef ore t hey pass out f rom pai n and shock. St un Damage i s al ways subt ract ed
f rom your charact ers pool of STUN poi nt s. When hi s STUN poi nt s are at 0, hi s body wi l l react
by shut t i ng of f t he pai n and passi ng out .
What has St un? Any l i vi ng organi sm.
Structural Damage Points
Sof t t arget s l i ke l i vi ng t hi ngs t ake damage di f f erent l y t han hard t arget s (st ruct ures
and vehi cl es). So i n Fuzi on, i nani mat e st ruct ures, vehi cl es and ot her smal l non-organi c obj ect s
(commonl y cal l ed hard t arget s ) t ake St ruct ural Damage i nst ead of Hi t s. SDP i s di f f erent f rom
Hi t s, but works t he same way one poi nt of Hi t damage wi l l remove one SDP. Not e: You cant
st un an i nani mat e obj ect . Theref ore, obj ect s wi l l al ways t ake bot h St un and Hi t damage t he
same way, subt ract i ng i t equal l y f rom t hei r SDP. (If t hi s sounds remarkabl e, remember t hat
karat e mast ers can break bri cks and boards barehanded! )
What has SDP? Anyt hi ng t hat i s non-l i vi ng and does not have a speci al l y t ough composi -
t i on (armored pl at e, rare super-met al s, et c).
Kills (Lets talk Big Guns. Really, Really Big Guns.)
In Fuzi on, real l y bi g weapons do such st aggeri ng amount s of damage t hat t hey are mea-
sured i n a l arger scal e cal l ed Ki l l s, t o represent t he ki nd of massi ve f orces associ at ed wi t h mi l -
i t ary l evel hardware, very l arge obj ect s or ext remel y powerf ul at t acks. Conversel y, very l arge
or t ough obj ect s (t anks, gi ant robot s, ai rcraf t carri ers, et c.) are al so def i ned as havi ng Ki l l s of
st ruct ure or armor t o represent t he huge amount s of puni shment t hey can t ake.
What has Ki l l s? Anyt hi ng t hat i s i s non-l i vi ng and has an especi al l y t ough composi t i on
(armored pl at e, rare super-met al s, et c).
Resolving Combat
Resolving Combat
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How much damage in Hits
can your character take?
That depends on his or her Physical
Characteristic; you get five Hits for everyPoint
of Bodyyou have (example: with a Bodyof 6,
you would have 6x5=30 Hits). One point of
damage from a weapon or attack will remove
one Hit. When your characters Hits have been
reduced to 0, he is dying out, at -12, he is
dead (non living things can also take damage,
however, when non-living things are reduced
to zero, theyare rendered inoperative).
How much damage in Stun
can your character take?
That depends again on his or her Body
Characteristic; you get five Stun for every
Point of Body you have (example: with a
Body of 6, you would have 6x5=30 Stun).
One point of damage from a Stunning attack
will remove one Stun. When your characters
Stun pool has been reduced to 0, he or she
is knocked out.
What about other Melee
attacks?
In general, the melee rules cover attacks
made by humanoid creatures. However, if
youre dealing with non-humanoids (like ani-
mals), you can always apply the following
rules, adding or subtracting to the original
STR-based DC level.
Situation....................................ModifyDC
Animal Bite/ beak.....................Equals STR
Animal Claw.......................................-2DC
Bludgeon attack (Heavy tail, natural club,
tentacle blow, flipper.........................+2DC
Trample (run over, stomp).................+2DC
Constriction attack (tentacles, body con-
striction) ...........................................+1DC
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Determining the Damage Done
Damage Classes (aka DC)
In general, how how much damage an at t ack does is based on t he Damage Class (or DC) of
t he at t ack or weapon, wit h each point of DC being equal t o one 6 sided die of damage (f or exam-
ple, wit h a DC5 weapon, you would do as much damage in Hit s (or SDP)as f ive six sided dice
would when rolled and added t oget her somewhere bet ween f ive and t hirt y.) Example 2: I have
a DC3 handgun. I roll t hree dice and get a 5, a 6 and a 3. I do 14 point s of damage wit h t hat at t ack.
Determining the DC of Attacks
Wi t h t he except i on of bows and spears, ranged weapons al ways do Damage based on
t he DC of t he weapon Thi s DC i s normal l y l i st ed i n t he descri pt i on of t he weapon i n t he rul es.
Exampl e: my Cosmobl ast er Mark V has a DC of 8. Thi s means I wi l l rol l 8 di ce i n t hat at t ack.
Melee Attacks DCs
However, t he DC of an at t ack caused by any part of t he body i s det ermi ned by t he
St rengt h of t he at t acker, wi t h f i st s doi ng one DC of St un damage f or each poi nt of St rengt h t he
at t acker has (a ki ck does an ext ra DC on t op of your STR, but suf f ers a -1 At t ack Tot al penal -
t y). Exampl e: my St rengt h i s 5; t hi s means I do 5 di ce (DC5) wi t h f i st s, 6 f or a ki ck.
Damage by Melee Weapons
St rengt h-based (aka mel ee) at t acks usi ng weapons normal l y have a damage each
weapon can do. Thi s val ue i s equal t o t he weapons l i st ed Damage Cl ass (agai n, t hi s DC wi l l
be l i st ed i n t he descri pt i on of t he weapon i n t he rul es). However, t here are a f ew t hi ngs t hat
wi l l ef f ect t he f i nal DC of your mel ee weapon at t ack:
Minimum and Maximum Strengths
The cat ch t o t he above i s t hat i f you arent st rong enough, you cant ef f ect i vel y make use
of t hat weapons abi l i t y. Theref ore, each mel ee weapon al so has a l i st ed mi ni mum STR at
whi ch you can use i t wi t h no penal t y. Bel ow t hi s l evel , you t ake a -1 Ref l ex penal t y f or every -
1 STR and a -1 DC penal t y as wel l . Exampl e: Aunt Meg, STR 2, t ri es t o use a Bat t l e Axe wi t h
a 5 STR Mi n. She l l onl y do DC2 Ki l l i ng damage when she hi t s, and t akes a -3 REF penal t y.
However, f or every poi nt of STR you have above t he mi ni mum STR requi red t o wi el d t he
weapon, you wi l l do one addi t i onal DC of damage, up t o t wi ce t he weapons l i st ed Damage
Cl ass. Exampl e: Bob, STR 5, wi el ds a dagger (STR mi ni mum of 1). Bob had 4 more STR t han he
needs, so he expect s t o gai n 4 ext ra di ce on hi s at t ack. But si nce t he daggers maxi mum dam-
age i s onl y t wi ce i t s l i st ed DC (1x2=2), Bob onl y gai ns 1 ext ra DC. On t he ot her hand, Grog, STR
10, wi el ds a bat t l e axe (STR mi n. 5). Grog gai ns 5 ext ra di ce, and si nce 2 t i mes t he Bat t l e axes
l i st ed DC (6) i s 12, he get s t o use al l of hi s ext ra di ce.
Kills and DC
Unlike DCs, Kills represent whole values rather than numbers of dice. This is a way of simpli-
fying the bucketfulls of cubes that such attacks would normally require (as well as reflecting the
fact that Kills are an astronomically high level of damage/ structure). When attacking objects with
Kills with weapons that do Kills, you will simply subtract the damage done from the Kills remain-
ing, instead of rolling dice for damage. Example: My giant robot attacks another giant robot with a
6 Kill beam weapon. I would subtract 6 from the total Kills of the target.
But what happens when Ki l l s meet DC and vi ce versa? That s where Damage Scal i ng
comes i nt o pl ay.
Damage Scaling
Fuzi on i s desi gned t o si mul at e a st aggeri ng array of set t i ngs, f rom t he semi -real i st i c set -
t i ngs of modern day combat , t o t he godl i ke f eat s of superheroes and ani m charact ers. The
probl em i s, each of t hese set t i ngs has i t s own genre-speci f i c rul es regardi ng damage. For
exampl e, i n most act i on or sci ence f i ct i on set t i ngs, real l y bi g guns on t he Ki l l scal e are
desi gned t o hi t and damage real l y bi g t arget s. It s nearl y i mpossi bl e t o appl y t he f ul l f orce of
t hese huge at t acks t o a smal l t arget (l i ke a man) because t he maj ori t y of t he damage j ust does-
nt have a bi g enough surf ace area t o expend i t sel f on. Real l y bi g damage i s more l i kel y t o
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Shorthanding Really Big Piles
of Dice
Dont want to handle rolling a million
dice? Heres a nice shorthand to accomplish
much the same thing. Divide the number of
dice required byten. Then roll that result and
multiplythe total by10.
Each remainder die is treated as an
extra die and added to the total.
Example: I have to roll 64 dice (eek!)
Instead, I roll 6 dice (6010) and multiplythat
result (lets say 6+4+3+3+1+3=20) by 10
(20x10=200). I then roll the remaining 4 dice
(lets say 5+2+2+1=10) for a grand total of
210 points!
Another fast wayis to multiplythe total
number of dice thrown (say64 again) by3 (the
average roll is actually3.5, but were simplify-
ing). In this example, the total would be 192
not too far off from the other method.
Either way is a fast method of speeding up
play.
Things that have SDP or Kills
These dont have Stun or Hits. In these
cases, anyattack against them is treated as
though it was made against the objects SDP
or 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.
expend i t s f orce by hurl i ng a smal l t arget out of t he way t han di rect l y appl yi ng al l of i t s f orce
t o t he t arget . By cont rast , i t t akes a l ot more f orce t o move a l arge obj ect and i t has a l ot more
surf ace area t o absorb t hat f orce, so i t st ands t here and t akes i t al l .
The f l i p si de i s t hat i n a l arger-t han-l i f e set t i ng, superheroes, power sui t s, et c., can appl y
al l of t hei r damage t o a very l arge t arget , si mpl y because i t s so bi g. So when a very powerf ul
superhero punches a t ank, al l of hi s f orce ends up expended ri ght on t he t ank, t eari ng i t apart .
(Sure, i t s not real i st i c; but i t does cl osel y mi rror t he abi l i t i es of superheroes and ot her godl i ke
bei ngs as depi ct ed i n comi cs, movi es and ani m. It s al so sel f l i mi t i ng, because onl y super-
heroes or ot her non-real i st i c peopl e wi l l ever be abl e t o do t hi s sort of damage; i n a real i st i c
genre, t hey wont exi st and i n a superheroi c genre, t hey re supposed t o hammer t anks apart
wi t h t hei r bare hands.)
Fi nal l y, t heres an i nt ermedi at e area of damage, where smal l vehi cl es or creat ures i nt er-
act wi t h very l arge vehi cl es (l i ke gi ant robot s, t anks or shi ps). These t arget s are j ust t oo bi g t o
j ust be bl own out of t he way by a bi g at t ack, yet arent anywhere as t ough as a t rul y huge t ar-
get . They al so have weapons t hat , whi l e t hey arent as powerf ul as Ki l l -rat ed at t acks, can do
some seri ous damage when t hey hi t , unl i ke t he at t acks of most puny personal arms t hat woul d
j ust pi ng! t he armored surf ace.
In Fuzi on, we get around t hese genre-speci f i c l i mi t s by usi ng t he i dea of Damage Scal i ng.
Damage Scal i ng al l ows l arge amount s of damage t o i nt eract wi t h smal l t arget s (and vi ce
versa), i n ways whi ch preserve t he nat ure of t hei r respect i ve genres. Smal l t arget s j ust get
bl own t hrough t he ai r by huge weapons t aki ng mi ni mal damage, smal l weapons j ust pi ng! of f
of l arge t arget s wi t h no ef f ect , and medi um si zed weapons can hurt l arge t arget s, but not any-
where as badl y as real l y bi g weapons can hurt t hem back. And f i nal l y, real l y t ough superheroes
can t ear t anks apart wi t h t hei r bare hands.
Damage Scaling accurat ely preserves t he ef f ect s of damage as port rayed in most semi-real-
ist ic, act ion movie, science f ict ion, anim, and superheroic set t ings. To use it , simply det ermine
t he level of t he at t ack and t he level of t he t arget . Then convert t he damage done accordingly.
Applying the Damage
Now t hat we know t he t ypes of damage and how t o det ermi ne how much damage (i n DC
or Ki l l s) has been done, i t s t i me t o appl y t hat damage.
Taking Hits
Hi t Damage i s seri ous i nj ury t hat can mai m or ki l l . Anyt i me you are hi t by a weapon, even
i f i t s j ust a cl ub, you wi l l t ake Hi t (aka Let hal ) damage. In addi t i on, any sharpened part of t he
body (f angs, cl aws, horns, et c), can al so do Hi t damage. Hi t damage i s al ways subt ract ed f rom
your charact ers pool of Hi t s. When t hi s i s reduced t o zero, your charact er i s dyi ng.
Important Tip: Avoid Dying. It really puts a crimp in your roleplaying.
Impairing Wounds
Whenever your Hi t s have been reduced enough, you wi l l become i mpai red. At hal f of your
t ot al Hi t s, al l of your Pri mary Charact eri st i cs wi l l be reduced by 2; at 1/ 4 of t ot al , t hey wi l l be
reduced by 4 poi nt s. A Charact eri st i c cannot , however, be reduced t o l ess t han 1.
DC attacks vs. targets with SDP or Hits
No change
Kill Attacks vs. really large/tough vehicles with Kills
No change
Kill Attacks vs. Small vehicles or organics under 1000kg
Add 13 t o t he number of Ki l l s done. The f i rst ki l l i s equal t o 14DC. Each addi t i onal Ki l l adds
one addi t i onal DC. Exampl e: A gi ant robot at t acks a man wi t h a 4 ki l l weapon. 13+4=17DC.
Kill Attacks vs. Small vehicles or organics over 1000kg.
Mul t i pl y t he number of ki l l s of damage by 50 t o produce t he requi red SDP or Hi t s. Exampl e: a
gi ant robot at t acks a car (SDP) wi t h a 4 Ki l l 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
Subt ract 13 f rom t he t ot al DC done. Each remai ni ng DC i s equal t o one Ki l l . Exampl e: At om
Man cl obbers a t ank (Ki l l s) wi t h hi s 18 DC f i st s. 18-13=5 Ki l l s.
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Destroying Things that have
SDP or Kills
Objects can also be destroyed. As a
rule, when an object reaches 0 SDP, it is no
longer functional. However, it is not utterly
destroyed until it has been reduced to below
twice its total SDP.
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DEAD. Mort. Finito.
When you reach 0 Hi t s, you are dyi ng. You wi l l be abl e t o keep movi ng i f you ve st i l l got
St un l ef t , but you l l be at -6 (GMs Opt i on) t o al l Pri mary Charact eri st i cs. You wi l l al so l ose 1
addi t i onal Hi t (i n shock and bl ood l oss) per round (4 Phases) when you l ose up t o 2x your
BODY Charact eri st i c, you are dead.
Taking Stun
Any t ime you t ake non-let hal damage, t hat creat es pain and shock, but not last ing injury,
you will t ake St un. St un Damage is always subt ract ed f rom your charact ers pool of St un point s.
If you t ake more t han 1/ 2 of your t ot al St un in one at t ack, you are St unned. A St unned charact er
cannot act in t he next phase and is -5 t o all Primary Charact erist ics. He cant move, and he may
t ake no ot her act ions. He will remain st unned f or 1 phase, becoming unst unned next phase.
Knocked Out
Your charact er i s knocked out whenever your St un i s reduced t o 0 or bel ow: you are aut o-
mat i cal l y unconsci ous. You are ef f ect i vel y knocked out , but wi l l regai n consci ousness once you
have recovered enough St un t o put you back over 0 agai n (see t he t abl e bel ow f or how l ong
t hi s t akes).
StunLevel 0to -10 -11to -20 -21to -30 >30
Recover Stun Every Phase Every Round Every Mi nut e Up t o t he GM
Stun Rollover
When you have lost all of your Stun points, any subsequent Stun damage you take will con-
tinue to convert into Lethal (or Hit) damage at the 1/ 5th rate, reducing your remaining Hits if
youre beaten senseless and the beating continues, you could well be beaten to death!
Collateral Damage
Si nce Hi t damage al so causes a f ai r amount of pai n and shock, you l l al so t ake 1 poi nt of
St un f or every 1 Hi t you l ose, unt i l you run out of St un poi nt s. (Not e: you dont get your SD! )
And somet i mes a St unni ng bl ow i s powerf ul enough t hat a smal l amount of seri ous damage i s
al so done, equal t o 1 poi nt of Let hal damage f or every 5 St un t hat penet rat e.
Aimed Shots
One way t o i ncrease t he amount of damage i n any at t ack i s t o ai m a shot . You pay a mod-
i f i er penal t y (see above), choose t he t arget , and make t he at t ack. If you hi t , t he damage i s mul -
t i pl i ed as bel ow.
Location Hit Effect (after armor)
head .................................................................................................................doubl e damage
hands/ f orepaws* ..................................................................................................1/ 2 damage
arms/ f orel i mb* .....................................................................................................1/ 2 damage
shoul ders* ...............................................................................................................1x damage
chest ........................................................................................................................1x damage
st omach................................................................................................................1.5x damage
vi t al s.....................................................................................................................1.5x damage
t hi ghs* ....................................................................................................................1x damage
l egs/ hi ndl i mb* ......................................................................................................1/ 2 damage
f eet / hi ndpaws* .....................................................................................................1/ 2 damage
* i f i t i snt obvi ous, rol l 1di e: even=ri ght , odd=l ef t Not e t hat damage i s mul t i pl i ed AFTER penet rat i ng armor:
Exampl e: Gorn at t acks wi t h a DC 5 weapon, rol l i ng a t ot al of 16 Hi t s. However, si nce i t
was an ai med head shot (wi t h a -6 modi f i er penal t y), he doubl es hi s damage t o 32 Hi t s. Ai med
shot s can be appl i ed t o any Hi t or St un causi ng at t ack.
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MECHA CONCEPTS
Although these rules dont deal with the
actual process of constructing your own
mecha (this mayvaryfrom campaign to cam-
paign) all mechanism designs involve the
same elements:
AP (Armor-Piercing): AP weapons treat any
armor theyaffect as having 1/ 2 their KD.
Blast : An area effect weapon, with the dam-
age radius listed in meters/ yards.
Defense Abilit y: Shields have WAs like
weapons, called DA; usuallynegative.
ECM Rank: Pending a successful use of
Electronic Warfare skill (vs ECM systems
Rank x2 +die roll), ECM can: (1) subtract a
value equal to its Rank from others
Perception rolls when using Radar, or (2)
subtract 10%per one Rank from others
sensor ranges, or (3) subtract a value equal
to its Rank from the Offensive Roll of any
missile or group of missiles. ECM can be
set to affect a single target or all targets
within its listed radius.
ECCM Rank: ECCM offsets any and all
types of ECM on a 1-to-1 basis; Rank-3
ECCM will reduce Rank-7 ECM to Rank-4. It
works automatically, without a Skill roll.
EMW: Energized melee weapons treat any
armor as having 20KD (or 4 Kills for KIll-
rated weapons) less armor protection.
Grapple: These weapons can perform
Entangling and other grappling-type attacks.
Hyper: This effect is caused by cutting
torches and other such high-powered
EMWs; for each point bywhich the attacker
beats the defender, the damage is applied
in full to the same spot.
Incendiary: The burning effect does 1/ 2
damage next phase, and 1/ 4 damage for
the next 2 phases beyond that.
Linked: Linked weapons can be fired togeth-
er in one Action, with one roll. (If youre
using hit locations, each shot hits a differ-
ent randomly-rolled location; Cross-Linked
weapons all shots hit the same location.)
MV (Maneuver Value): How responsive the
mecha is to its pilot or operator. The MV
value is applied to the pilots REF (& DEX for
Powered Suits) whenever Actions are taken
or Initiative rolled.
Shock Effect : Does Killing damage and
Stun damage in one attack, but the Stun
damage ignores anyarmors KD!
Smart : These seeking and/ or guided mis-
siles are rated as Smart, as per the
Missile rules on page 146~147.
Warm-Up: Recharges for the listed number
of Phases between firings.
ROF: Some energy weapons can fire a
constant beam, functioning like an infinite-
length energysword. Verydangerous.
MECHA/ VEHICLERandom Hit Tables w/ Critical Hit Functions
The f ol l owi ng t abl es appl y t o combat bet ween most mecha and ot her si mi l ar vehi cl es.
Hit: Torso/Main Body, with optional Secondary Damage:Rol l 1D10, appl y ef f ect s based
on Success Margin (SM): For basi c t orso hi t s, success margi n = D10 chance of secondary
damage.
1 Pilot Stunned:Can t ake no act i on f or 1 Phase x SM.
2 High Impact:Knockback i ncreased by +1 Uni t x SM.
3 Sensor Malfunction:-1 t o al l WAs & -1 Perc x SM.
4 Movement Systemdamaged:-3 MOVE x SM.
5 Limb Shutdown:One random l i mb cannot move f or 1 Phase x SM.
6 Ammo Explosion:10% chance of expl osi on x SM.
7 Weapon Malfunction:One weapon suf f ers -1WA x SM.
8 Controls Damaged:Pi l ot suf f ers -1 Pi l ot i ng x SM.
9 Engine Shutdown:AT wi l l not operat e f or 1 Phase x SM.
10 Polymer Ringer leakage:-1D6 hand-t o-hand damage and -1 STR x SM.
Hit by +5: Torso/Main Body (with Armor), or roll below. Location not present, re-
roll
2D6 Location (can be aimed at with a -4to-hit penalty)
2 Pilot:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes on t o hi t t he
pi l ot (t hi s usual l y occurs wi t h a hi t t o t he head or a l ucky shot t o t he mai n body). The
pi l ot get s t he prot ect i on of any armor hes weari ng, but t hi s i s def i ni t el y goi ng t o hurt

3 Sensors:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes on t o hi t t he
sensor syst em, whi ch has a mere 10 SDP. If t he sensors are dest royed, t he pi l ot suf -
f ers -4 t o al l rol l s wi t h t he Uni t (unl ess he opens t he hat ch, i n whi ch case t he penal -
t y drops t o -2).
4~5 Weapon:A randoml y-sel ect ed weapon used by t he t arget i s hi t . If t he weapon i s
handhel d or ext ernal l y mount ed, i t i s dest royed aut omat i cal l y. If t he weapon i s i nt er-
nal l y mount ed, i t i s dest royed onl y i f armor i s penet rat ed f i rst . Dont f orget t o i ncl ude
Hands, Arm Punches, and Iron Cl aws among t he weapons t hat can be hi t and
dest royed! (Hands, Arm Punches, and cl aws are consi dered t o be prot ect ed by
armor.) If a hand i s dest royed, t hen any weapons whi ch requi re t wo hands t o wi el d
now suf f er a -2 penal t y t o hi t , because t hey must now be wi el ded one-handed. If
bot h hands are dest royed, no hand-hel d weapons may be used.
6 Right Arm:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes on t o hi t
t he ri ght arm, whi ch has hal f as much SDP as t he uni t s mai n body. If t he arm i s
dest royed, t hen any weapons bui l t i nt o or ont o t hat arm (i ncl udi ng Hands, Arm
Punches, and Iron Cl aws) are al so l ost , and any weapons whi ch requi re t wo hands
t o wi el d now suf f er a -2 penal t y t o hi t , because t hey must now be wi el ded one-
handed. If bot h arms are dest royed, no hand-hel d weapons may be used.
7 Left Arm:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes on t o hi t t he
l ef t arm, whi ch has hal f as much SDP as t he uni t s mai n body. If t he arm i s dest royed,
t hen any weapons bui l t i nt o or ont o t hat arm (i ncl udi ng Hands, Arm Punches, and
Iron Cl aws) are al so l ost , and any weapons whi ch requi re t wo hands t o wi el d now
suf f er a -2 penal t y t o hi t , because t hey must now be wi el ded one-handed. If bot h
arms are dest royed, no hand-hel d weapons may be used.
8 Right Leg:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes on t o hi t
t he ri ght l eg, whi ch has hal f as much SDP as t he uni t s mai n body. If t he l eg i s
dest royed, t hen any movement syst em bui l t i nt o or ont o t hat l eg (such as a Gl i di ng
Whees or f ans) i s al so l ost . In t hi s case, t he uni t may not use t hat movement sys-
t em at al l , nor may i t wal k: i t must crawl or drag i t sel f al ong t he ground (1/ 4 Move),
al t hough when not movi ng i t may prop i t sel f up agai nst somet hi ng i n order t o st and.
If bot h l egs are dest royed, t he uni t cannot st and.
9 Left Leg:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes on t o hi t t he
l ef t l eg, whi ch has hal f as much SDP as t he uni t s mai n body. If t he l eg i s dest royed,
t hen any movement syst em bui l t i nt o or ont o t hat l eg (such as a Gl i di ng Wheel s or
f ans) i s al so l ost . In t hi s case, t he uni t may not use t hat movement syst em at al l , nor
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Two Special Damage
Rules For Mecha
Chinks in the Armor
A
lmost every kind of mecha has a
weak spot somewhere, and in com-
bat, its possible for you to hit that weak
spot. When making at attack roll, if you
beat your t arget number by more t han
10, your at t ack ignores t he KD (or Kills)
of t he mecha s armor. In the case of aut-
ofire attacks, onlythose hits which beat
the target number by 10 or more will
ignore armor.
Structural Integrity
Whenever a hit penetrates mecha armor,
roll 1D10: If the result is greater than the
number of fractional kills remaining, the
mecha (or the location taking the hit) is
destroyed! For example: An 11K blast
gets through a battle robots 6K armor,
subtracting 5K from its 10K torsosince
it has only5K remaining, on a roll of 6+
on 1D10 its scrapped.
IMPORTANT RULE:
If stopping St un damage, always take
the higher of either the Armors Killing
Defense [ KD] or the characters Stun
Defense.
If stopping Killing damage, use only
the highest Killing Defense [ KD]
Other Kinds of Defenses
You can also have Energy Defenses
[ED], Mental Defenses [MD], Sorcerous
Defenses [SRD] or anyother type, depending
on the kind of Fuzion game you are in and if
your GM allows it.
Armor Piercing (AP) Attacks
Speciallyhardened or sharp attacks are
extra good at getting past armor. These Armor
Piercing (AP) attacks always reduce armors
KD effects byhalf (for example, from 10 to 5),
when theyare used.
may i t wal k: i t must crawl or drag i t sel f al ong t he ground (1/ 4 Move), al t hough when
not movi ng i t may prop i t sel f up agai nst somet hi ng i n order t o st and. If bot h l egs are
dest royed, t he uni t cannot st and.
10 Pack / Subsystem:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes
on t o hi t i t s backpack, dest royi ng i t . Any ext ra f uel Tanks,, ext ra ammo or any ot her
suppl i es st ored here are l ost .
11 Movement System:If t he uni t s armor i s penet rat ed, any remai ni ng damage goes
on t o hi t i t s movement syst em, such as a Gl i di ng Wheel , t read or f an syst em) In most
cases, such movement syst ems are spl i t bet ween each l eg, but onl y one hi t i s suf f i -
ci ent t o render t he ent i re movement syst em usel ess. The uni t may st i l l wal k and run,
but i t cannot use i t s movement syst em.
12 Fuel Tank: If t he uni t s armor i s penet rat ed, any remai ni ng damage goes on t o hi t i t s
f uel t ank. There i s a base 50% chance t hat t he uni t wi l l be dest royed i mmedi at el y
i f t he t ank doesnt cook of f , t he odds of an expl osi on i ncrease by 10% t he next t i me
t hi s hi t resul t i s rol l ed! (Thi s +10% f unct i on i s cumul at i ve.)
Hit by 10+: Torso (or roll above)but ignore Armor.
Knockback
Such might y blows are delivered in some t ypes of combat (especially bet ween superheroes,
giant robot s, and kung-f u act ion heroes), t hat t he combat ant s are of t en knocked all over t he bat -
t lef ield. This phenomenon is known as Knockback (in it s realist ic f orm, it becomes Knockdown).
To det ermi ne t he amount of knockback t aken, subt ract t he BODY charact eri st i c (or KILLS)
of t he t arget ed charact er pl us 1D6 f rom t he t ot al DC (or KILLS) of t he at t ack. For every DC
remai ni ng, t he charact er i s knocked back one knockback uni t . The uni t of measurement i s
det ermi ned by t he st yl e of campai gn, t hen appl i ed by movi ng t he charact er t hat f ar st rai ght
back f rom t he i mpact .
Campaign Style Knockback Unit in m/yds
Everyday [real i st i c].................................................................................Just Knocked Down
Competent [el i t e, semi -real i st i c.] .....................................................................................1/ 2
Heroic [TV act i on show] .......................................................................................................1
Incredible [ol ympi cs, act i on movi e].....................................................................................2
Legendary [bl ockbust er act i on movi e] .................................................................................3
Superheroic [comi c books, myt hs] ......................................................................................4
In t he event t hat somet hi ngs i n t he way, move on t o Col l i si ons and see how badl y you
were hurt . Note: If usi ng Ki l l s vs Body, convert Ki l l s t o DC at a rat i o of 1Ki l l =14DC, pl us 1 f or
each addi t i onal Ki l l ; i f i t s DC vs Ki l l s, t here i s no ef f ect unt i l you reach 14 DC, t hen add 1 Ki l l
f or each addi t i onal DC.
Defenses
So how do you avoi d get t i ng knocked out or ki l l ed? The f i rst way i s t o j ust st ay out of t he
way, usi ng your Ski l l s and Charact eri st i cs t o ward of f t he at t ack. But i f t hat doesnt work,
you ve st i l l got anot her opt i on: a Defense.
A Def ense i s anyt hi ng t hat get s bet ween you and t he Damage f i rst ; cl ot hi ng, armor
pl at es, scal es; even energy f i el ds t hat def l ect or absorb damage. When somet hi ng i s damaged,
i t al ways subt ract s t he val ue of any armor i t may have f rom t he t ot al val ue of t he di ce rol l ed.
Onl y t hen i s t he remai nder of t he damage appl i ed t o t he t arget .
Armor i s t he best t ype of def ense, because i t s cheap and removabl e. Whi l e most Armor
provi des def ense and agai nst Hi t (Let hal ), ot her t ypes can prot ect agai nst energy at t acks or
even ment al at t acks! Armor reduces damage j ust l i ke any ot her def ense, and wi l l st op bot h
St un and Ki l l i ng Damage. Thi s i s cal l ed havi ng a Killing Defense [KD].
Your nat ural physi cal t oughness (t he St un Def ense on your charact er sheet ) i s your next
def ense, but wi l l onl y st op St unni ng Damage. Thi s i s cal l ed havi ng a St un Def ense [SD]. You l l
use t hi s as a l ast resort , and most l y i n f i st f i ght s and ot her non-l et hal engagement s. Exampl e:
My CON i s 5, gi vi ng me a SD of 10. If 15 poi nt s of St un hi t me, onl y 5 (15-10) woul d get t hrough.
Important: Not e t hat t he Damage Scal i ng syst em aut omat i cal l y convert s damage done
i nt o t he proper t ype of damage t o t ackl e t he ki nd of KD t he t arget may have. For exampl e, a
DC at t ack agai nst Ki l l -rat ed armor woul d be aut omat i cal l y rescal ed i nt o Ki l l -based damage.
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uns and swords arent the only thing that can hurt you. The world is full of poten-
tial dangers; falls, illness, drowning, even being hit by lightning. All of this falls
under the heading of the Environment:
Cumulative Environmental Effects: Shock, Poi son/ Drugs, Burns, Di sease &
Asphyxiat ion.
Each of t hese are ef f ect s of t he environment t hat harm you t hrough accumulat ion; shock and
poison by cont inual damage t o your body or will, asphixat ion t hrough accumulat ed lack of air.
Elect ricit y and Fire are always ranked by int ensit y of t he ef f ect (GMs decision), wit h dam-
age occurring each phase you are exposed t o t he source.
Type Mild Intense Deadly
DC DC1-4 DC5-10 DC11-20
El ect ri ci t y Bat t ery Wal l socket Li ght ni ng Bol t
Fi re Wood Fi re Gasol i ne Fi re Thermi t e
Li ke el ect ri ci t y, Poison & Drugsare ranked by t he power of t he drug or poi son. Damage
ef f ect s occur each mi nut e, not phase, whi l e Il l ness or Envi ronment t ake pl ace over days, weeks
or even mont hs (GMs choi ce).
Type Mild Strong Powerful
DC DC1-4 DC5-10 DC11-20
Poi son Bel l adonna Arseni c St onef i sh Venom
Drug Al cohol Sodi um Pent at hol LSD
Il l ness Measl es Pneumoni a Pl ague
Envi ronment Uncomf ort abl e Harmf ul Deadl y Condi t i ons
A drug or poi son need not be f at al ; sl eep or t rut h drugs al so work by accumul at i on;
damage i s subt ract ed f rom di f f erent poi nt pool s dependi ng on t he t ype of ef f ect . Exampl e:
Morgan admi ni st ers a st rong dose of Mi nd Cont rol Serum (DC5) t o Jake, hopi ng t o f i nd out t he
Cabal s secret s. Each t urn, t he drug does 5 t o 30 poi nt s t o Jakes Resi st ance. At 0, he gi ves i n.
Effect Taken From
Sleep drugs...................................................................................................................STUN
Poisons ...........................................................................................................................HITS
Mind drugs .......................................................................................................RESISTANCE
Asphyxiation
This does 3DC per Phase, taken from your Hits. Sitting quietly, you can hold your breath up
to 1 phase for every 2 points of Endurance (a tough character could hold his breath for about two
and a half minutes.). If activity, such as swimming or running is required, this rises to 4 pts.
Collisions (Ramming and Falling).
Thi s i s damage t hat comes f rom hi t t i ng somet hi ng at speed. The bi g di f f erence i s t hat i n
a f al l , one obj ect i s hi t t i ng a st at i onary obj ect (t he ground) at hi gh speed. In a ram, t wo or more
obj ect s, movi ng at di f f erent speeds, are crashi ng i nt o each ot her, and t he rel at i ve posi t i ons of
each wi l l af f ect t he out come.
Bashing Things with Hits/ SDP
Thi ngs wi t h Hi t s or SDP wi l l t ake 1DC i n damage f or every 3 MOVE t ravel l ed each phase,
roundi ng any deci mal s down. If t he t ot al Move made i s l ess t han 3, you wi l l t ake no damage.
In addi t i on, add 1 DC f or every f ul l 100l bs (or 45kg) of wei ght .
Exampl e 1: An average guy wei ghi ng 160l bs f al l s 30m/ yds (MOVE 10). He t akes 3 DC (3.3
rounded down) f or t he f al l , pl us anot her 1DC f or hi s wei ght , f or a t ot al of 4DC; on average
about 14 Hi t s. For an average guy (BODY 3) wi t h onl y 15 Hi t s t o t ake, t hi s i s bad news.
Exampl e 2: A car movi ng at Move 30 (@60mph or 90kph) sl ams i nt o a wal l . It t akes 10DC
of damage (303=10). However, si nce i t wei ghs 1600 l bs, i t t akes an addi t i onal 16DC
(1600100=16), f or a grand t ot al of 26DC. Si nce on average t hi s woul d mean around 91 poi nt s
of damage, t he car (wi t h onl y 50SDP) i s obl i t erat ed.
Example 3: An average guy weighing 160lbs f alls 1m/ yd . He t akes no damage f or t he f all.
Welcome to the Desert
While manyof environments maynot auto-
matically fatal, they can be definitely bad
news. You could treat several hours of blis-
tering desert as a Mild Cumulative
Environmental effect.
M/ yds to MOVE?
Since youre more likelyto describe a
situation as You fall 20 yards (or meters)
to your death!, heres a handyconversion.
To convert distance in m/ yds to MOVE,
divide by3, rounding decimal values down.
Getting Terminal
Terminal velocity(the speed where a
falling bodycannot accelerate anyfaster) is
roughly equal to a MOVE of 60, and will
normallybe reached (on Earth) in 2 phas-
es (falling objects accelerate at around 30
MOVE per phase). Once you reach terminal
velocity, you cannot increase your damage
unless you are travelling in a power-dive
towards gravity.
The Environment & Recovery
The Environment & Recovery
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For the Math Geeks: How
close is this to MEKTON Z?
If youre curious about how, say,
Example 1 maps with the collision tables in
MEKTON ZETA, first convert the Fuzion MOVE
to MEKTON MA (305=6MA, or 6 hexes. At
the MEKTON ratio of +1Kill for every2 hexes
travelled, this comes out to be 3 Kills
(62=3). Factor in 4 more kills for the weight
class (30-49 tons) and the result is 7 kills
instead of Fuzions 6. In Example 2, the MOVE
converts to 18 hexes (905=18). This gives
us 9 kills for the movement and 5 kills for the
weight, for a total of 14Kills (instead of
Fuzions 15). In general, weve found that
while this conversion doesnt map exactly to
MZ, its close enough that a variance of 1 or
2 Kills shouldnt be that critical.
Remember, these are,after all, imagi-
nary giant robots; there isnt really a lot of
empirical data to work from here!
King Kong vs Bambi
If you want to save yourself a lot of math-
ematical grief, just generallyassume that any-
time there is a disparity of over 10 tons
between two objects, the smaller one is just
obliterated.
Realistic Recovery Rates:
Although this isnt as much fun (after all,
this is a game), realistically, it should take a
lot longer than a few days to come back from
life threatening injuries. In this case, a realis-
tic rate would be to recover your REC in Hits
everyweek, not day; the example at left would
take three weeks, not days.
Bashing Things with Kills
Thi ngs wi t h Ki l l s usual l y wei gh such st aggeri ng amount s t hat we measure t hei r damage
i n i ncrement s of t ens of t ons! As a rul e, obj ect s wi t h Ki l l s wi l l t ake 1 Ki l l of damage f or every
10 MOVE t ravel l ed per phase, roundi ng deci mal val ues down. In addi t i on, t hey wi l l al so add
1K f or every t en t ons of wei ght .
Exampl e 1: A gi ant robot t ravel l i ng at MOVE 30 (@60mph or 90kph) sl ams i nt o a wal l . It
t akes 3 Ki l l s of damage (3010=3). However, si nce i t wei ghs 30 t ons, i t t akes an addi t i onal 3
Ki l l s (3010=3), f or a t ot al of 6 Ki l l s of damage.
Exampl e 2: A l arger gi ant robot f l yi ng at MOVE 90 (@180mph or 270kph) sl ams i nt o a
mount ai n. It t akes 9 Ki l l s of damage (9010=9). However, si nce i t wei ghs 65 t ons, i t t akes an
addi t i onal 6 Ki l l s (6510=6), f or a t ot al of 15 Ki l l s of damage. Ouch.
Ramming
As ment i oned above, rammi ng i s l i ke any ot her col l i si on, but si nce t he obj ect s are mov-
i ng, t hei r rel at i ve posi t i ons wi l l i nf l uence t he f i nal out come. Heres what t o do:
If t he ram i s head on, add t he MOVES of bot h obj ect s t oget her and t he wei ght s of bot h
obj ect s t oget her, t hen t reat t he resul t s as above. The resul t i s t he damage done t o bot h.
If t he col l i si on i s a side ramor swipe, t reat as a regul ar col l i si on (above). If t he col l i si on
i s a rear end , subt ract t he MOVE of t he obj ect i n f ront f rom t he speed of t he t rai l i ng obj ect ,
t hen t reat as a head on ram.
Objects with Hits/ SDP Ramming Objects with Kills (and Vice Versa)
As bef ore, add t he MOVES and wei ght s of bot h obj ect s t oget her. However comput e t he
wei ght s f or each by convert i ng t he t ot al wei ght of t he obj ect s
Pounds/kg into tons:Di vi de wei ght by 2,000l bs or 1,000kg, roundi ng down, t hen add t o
t ons of ot her obj ect .
Tons into pounds/kg: Mul t i pl y by 2,000l bs or 1,000kg, roundi ng down, t hen add t o l bs. of
wei ght of ot her obj ect .
Example: A gi ant robot (wei ght 30 t ons) t ravel l i ng at MOVE 30 (@60mph or 90kph) sl ams
head on i nt o a smal l car (wei ght 1,000 l bs/ 454kg) al so movi ng at MOVE 30. The gi ant robot
convert s t he cars wei ght t o t ons and get s .5 t ons, f or a t ot al of 30.5 t ons. The car convert s t he
robot s 30 t ons i nt o 60,000l bs, f or a grand t ot al of 61,000l bs. The t ot al MOVE i s 60. The resul t :
The mecha t akes 9 Ki l l s (60 MOVE10= 6 Ki l l s, pl us 3 more Ki l l s f or t he t ot al Wei ght (30.5
t ons10)
The car t akes 630 Hi t s (60 MOVE3=20 Hi t s, pl us 600 addi t i onal Hi t s f or t he t ot al wei ght
(60,000l bs100). Ouch! ! !
Recovering From Damage
So the Defense didnt work and you didnt get out of the way. Assuming you
arent reduced to vapor in an unfortunate accident, the next step is to get better. Your
Recovery Characteristic [REC] det ermi nes how f ast your charact er get s back ei t her l ost
St un or Hi t s:
Recovery fromStun Damage:You wi l l recover St un at a rat e based on how f ar bel ow
zero you are (as previ ousl y ment i oned on pg. 151):
StunLevel 0to -10 -11to -20 -21to -30 >30
Recover Stun Every Phase Every Round Every Mi nut e Up t o t he GM
Recovery fromWound (lost Hits):For every 24 hours you spend rest i ng and wi t h med-
i cal care (t hi s assumes dressed wounds and proper medi cat i on), you wi l l recover as many Hi t s
as your REC score. Exampl e: I t ake 30 Hi t s of my 40 t ot al . My Recovery i s 10. I wi l l be back t o
f ul l Hi t s i n 3 days.
Recovering fromDying: Savi ng a dyi ng charact er i s st i l l possi bl e. Anot her charact er,
maki ng a successf ul Medi cal or f i rst ai d rol l can st abi l i ze you at any poi nt beyond 0. The
Di f f i cul t y f or t hi s i s t wo t i mes t he number of Hi t s beyond 0. Exampl e: Lazarus i s now at -7 Hi t s.
To save hi m, Fox must make a Medi cal ski l l rol l agai nst a Di f f i cul t y of (7x2) 14.
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Meet John Smith One Last
Time
At long last, John has persevered and
fought off a million ninja to clear his name.
He now collects his OP reward. The GM
gives him 12 Points:
3 For figuring out that neat trap where he
lured the gun-slinger bountyhunter into
the weakened factoryfloor where they
fell into the basement.
3 For doping out that the master ninja
faked his own death, framed John and
went into hiding.
3 He lived to tell about the whole thing,
even with 20 vat-grown ninja on his tail.
3 For really roleplaying the angst, pain,
and doomed nature of his quest (espe-
cially the part where his girlfriend is
killed protecting him and Johns player
did a ten minute deathbed soliloquy
about how much hed loved her.
12 TOTAL OP AWARDED
John decides to spend his 12 points like so
5 To boost his Driving from 4 to 5
4 To boost his Hand-to-Hand from 3 to 4
3 To boost his Acrobatics from 2 to 3
12 TOTAL OP SPENT
How Do I Improve?
Sooner or l at er, you wi l l want t o i mprove your Ski l l s and Charact eri st i cs f rom t he l evel s
whi ch you purchased t hem at .
The GM wi l l award you wi t h more Opt i on Poi nt s at t he end of each pl ay sessi on. These
can be spent t o i mprove Ski l l s, buy new equi pment , or, wi t h t he GMs permi ssi on, t o i mprove
Charact eri st i cs (or Powers, i f such are appropri at e t o your campai gn.)
The GM shoul d award OPs f or good rol e-pl ayi ng and good pl ay. Here are a f ew sugges-
t i ons:
Roleplaying Award
Pl ayer was cl ever, i nvent i ve, or rol epl ayed wel l .......................................................1, 2 pt s.
Pl ayer sol ved a myst ery or maj or poi nt of pl ot ................................................................1 pt .
Advent ure was resoundi ng success ............................................................................2,3 pt s.
Base poi nt s f or bei ng i n scenari o...............................................................................1, 2 pt s.
Assigning Points:
The GM can al so gi ve out poi nt s f or speci f i c ski l l s or at t ri but es, or even assi gn t hose
poi nt s t o a part i cul ar Ski l l , Charact eri st i c, pi ece of Equi pment , or Power as a bonus over and
above t he regul ar poi nt s f or a sessi on. We l i ke t o cal l t hi s t he Radi at i on Acci dent Gi ves Pl ayer
New Powers Rul e, because i t i s best empl oyed whenever a pl ayer undergoes a part i cul arl y
meani ngf ul advent ure t hat may wel l change hi s l i f e
Buying Stuff with Your Points
So t he GM j ust dumped a whol e l oad of poi nt s on you great ! But how do you use t hem?
Much l i ke real currency, al l Opt i on Poi nt s need t o be cashed i n t o buy or i mprove Ski l l s, Powers
and Gear (even Charact eri st i cs wi t h your GMs agreement )
To buy up Ski l l s: ONE poi nt f or each LEVEL of t he new ski l l . Exampl e: To buy a ski l l f rom
3 t o 4 woul d requi re 4 Opt i on Poi nt s.
To buy up Charact eri st i cs: FIVE poi nt s f or every one poi nt of Charact eri st i c i mprovement ,
pl us t he permi ssi on of t he GM. Exampl e: t o i mprove your REF f rom 5 t o 6 woul d requi re 5
Opt i on Poi nt s and your GMs agreement .
To buy up Powers (i f appl i cabl e): FIVE poi nt s f or every one poi nt of Power i mprovement ,
pl us t he permi ssi on of t he GM. Exampl e: t o i mprove your Energy Bl ast f rom DC3 t o DC4
woul d requi re 5 Opt i on Poi nt s and your GMs agreement .
Its Christmas Time!
Experi ence i s one of t he most probl emat i c part s of runni ng a campai gn. Too l i t t l e, and your
pl ayers become f rust rat ed at not accompl i shi ng anyt hi ng; t oo much, and t hey become j aded
because everyt hi ng i s t oo easy.
One t ri ck t o mai nt ai ni ng bot h bal ance and exci t ement i s t o use t he Chri st mas t heory of
experi ence; keep t he awards rel at i vel y smal l f rom game t o game, wi t h a l arge award at t he
end of an ent i re advent ure arc. The award shoul d be i n a di screet Chri st mas Present a
covet ed vehi cl e (or poi nt s whi ch can onl y be used t o creat e a vehi cl e), Speci al t rai ni ng
(where Ski l l poi nt s must go t o a speci f i c Ski l l area), or a Radi at i on Acci dent t hat provi des
poi nt s t hat creat e or i mprove speci f i c powers.
Experience
Experience
Balancing Characters
Thi s i s a very i mport ant opt i on f or Ref erees who want more cont rol over t hei r campai gns
growt h. The Rul e of X i s a si mpl e way t o set t he overal l power of t he campai gn, and t o keep
i t at t hat l evel .
Si mpl y, t he Rul e of X l i mi t s how powerf ul charact ers can st art of f at i n a campai gn. (Wel l ,
t he GM can of course break t hi s rul e f or t he Non-Pl ayer Charact ers, but t he pl ayers must st i ck
t o i t .) Heres how i t works:
The val ue of X depends on t he power l evel you want f or t he campai gn. For i nst ance, a
superhero campai gn mi ght st art wi t h t he Rul e of 20. A charact er wi t h a STR of 12, and a Ref l ex
of 6, coul d have no more t han a Ski l l of 2 wi t h hi s hand-t o-hand at t acks (12 + 6 + 2 = 20). A
mart i al art i st wi t h 40 Hi t s and a Dext eri t y of 7 coul d have no more t han a 5 Ski l l wi t h hi s mar-
t i al at t acks ([40/ 5] + 7 + 5 = 20). Some suggest ed val ues f or t he Rul e of X are:
The Rul e of X pri mari l y i s used t o set t he i ni t i al power l evel of a campai gn, and i s not gen-
eral l y used t o l i mi t charact ers af t er t hei r creat i on (al t hough i t s a good i dea t o keep i t i n f orce
al l t he t i me when runni ng superheroi c games). Inst ead, t he GM shoul d use t he Rul e as a gui de
f or handi ng out experi ence or powerf ul goodi es t hat mi ght unbal ance t he campai gn.
The Rul e of X can be changed duri ng t he course of a campai gn t o l et charact ers become
more powerf ul , i f t he GM so desi res. Thi s current Rul e of X shoul d al so be appl i ed t o al l new
charact ers ent eri ng t he campai gn.
Rule of X Variations
In many games, charact ers at t acks come f rom ext ernal sources, such as pi st ol s or
swords. In t hose cases, you can st i l l use t he Rul e of X. Si mpl e adj ust t he Val ue of X t o excl ude
t he damage val ue, si nce t hat changes. Or you can make more ext ensi ve modi f i cat i ons, such as:
In any case, t he Rul e of X i s opt i onal . If used, i f shoul d ref l ect t he st yl e of your campai gn.
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The Rule Of X
The Rule Of X
FOR ATTACKS:The Damage of your largest physical at t ack added t o your
Ref lex plus your Skill in t hat at t ack cannot be great er t han X.
FOR DEFENSES:Your Hits divided by 5, plus your largest Defense/ 5, added
to your Dexterity plus your applicable defensive Skill cannot be greater
than X.
CAMPAIGN STYLE RULE OF X
EVERYDAY [REALISTIC] 14
COMPETENT [ELITE, SEMI-REALISTIC.] 16
HEROIC [TV ACTION SHOW] 18
INCREDIBLE [OLYMPICS, ACTION MOVIE] 20
LEGENDARY [BLOCKBUSTER ACTION MOVIE] 22
SUPERHEROIC [COMIC BOOKS, MYTHS] 24
FOR ATTACKS:Twice your Speed added t o your Ref lex
plus your best of f ensive Skill cannot be great er t han X.
FOR DEFENSES:Your Hits divided by 5, plus your largest
Defense/ 5, added to your Dexterity plus your applicable
defensive Skill cannot be greater than X.
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Computer
Move
Run/ Sprint
Special Move
Cruise/ Max
Weight
Operational Time
Maneuver Value
Strength
Armor
Structure
Armament WA Rng Dmg Loc Special Notes
Special Systems :
UNIT
CP
LIFEPATH
POWERS
Power or Att ack Skill RNG DAM END ROF COST
Defensive or Other Power Skill COST

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