fuzion core rules

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Page 1: Fuzion Core Rules

Fuzion Core Game Rules Copyright © R. Talsorian Games, Inc., 2002. All Rights Reserved underInternational Copyright Conventions. Fuzion™ is the FUZION Labs Group’s Trademark for its multi-genregame system. All situations, incidents and persons portrayed within are fictional and any similaritywithout satiric intent to individuals living or dead is strictly coincidental.

1-891933-09-4

ANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSALANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSAL

AM 10010 ISBN# 1-891933-09-4

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The House RulesThey’re the rules you and your gaming group have built up painstakingly over years of hard fought play sessions. Gallonsof Coke® and mountains of Fritos® later, they’re adapted to fit your style; flexible, comprehensive and capable of beingtailored the way you like to use them. The House Rules.

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

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

Fully Packed and Ready to RockBut Fuzion isn’t just rules. It’s an integrated system. In this book, you’ll find tons of ready to use stuff at your fingertips. Skills.Perks. Talents. Magic. Clerical Spells. Psionics. Superpowers. Personal gear, weapons, armor, tools, and transportation fromover ten different levels of technology--from medieval to the far future. Just mix and match to build instant campaigns withouthaving to search a lot of extra rulebooks or settings. Or even recreate your favorite settings just by picking the stuff you need--and get ready to play right away. Or even combine resources to make your own unique combinations.

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

Fuzion®. Infinite power. Infinite possibilities. Infinite adven-tures. Now at your fingertips for only $8.

MULTIGENRE ROLEPLAYING TOOLMULTIGENRE ROLEPLAYING TOOL

tim arthur (order #4242885) 24.180.137.88

Page 2: Fuzion Core Rules

Fuzion Core Game Rules Copyright © R. Talsorian Games, Inc., 2002. All Rights Reserved underInternational Copyright Conventions. Fuzion™ is the FUZION Labs Group’s Trademark for its multi-genregame system. All situations, incidents and persons portrayed within are fictional and any similaritywithout satiric intent to individuals living or dead is strictly coincidental.

1-891933-09-4

ANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSALANY GAME. ANY GENRE. SIMPLE. FAST. UNIVERSAL

AM 10010 ISBN# 1-891933-09-4

®

®

FFUU

ZZII OO

NN :: CC

OORR

EERR

UULL

EESS

FFOO

RRAA

NNYY

GGEE

NNRR

EERR

OOLL

EEPP

LLAA

YYII NN

GGRR

TT 11 00

0011 00

®

The House RulesThey’re the rules you and your gaming group have built up painstakingly over years of hard fought play sessions. Gallonsof Coke® and mountains of Fritos® later, they’re adapted to fit your style; flexible, comprehensive and capable of beingtailored the way you like to use them. The House Rules.

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

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

Fully Packed and Ready to RockBut Fuzion isn’t just rules. It’s an integrated system. In this book, you’ll find tons of ready to use stuff at your fingertips. Skills.Perks. Talents. Magic. Clerical Spells. Psionics. Superpowers. Personal gear, weapons, armor, tools, and transportation fromover ten different levels of technology--from medieval to the far future. Just mix and match to build instant campaigns withouthaving to search a lot of extra rulebooks or settings. Or even recreate your favorite settings just by picking the stuff you need--and get ready to play right away. Or even combine resources to make your own unique combinations.

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

Fuzion®. Infinite power. Infinite possibilities. Infinite adven-tures. Now at your fingertips for only $8.

MULTIGENRE ROLEPLAYING TOOLMULTIGENRE ROLEPLAYING TOOL

tim arthur (order #4242885) 24.180.137.88

Page 3: Fuzion Core Rules

Those Responsible:

System Creators: The FuzionLabs Group

Author of this particular tome:Mike Pondsmith

Graphic Design: Ted Talsorian

Editing and Graphics Twinges:Lisa Pondsmith

Interior Illustration:Gary Washington

Invaluable Help, TimelySuggestions and StaunchSupport: Christian Conkle

PDF Conversion:Jim Milligan

Also thanks for timely help to ChrisWeible and all the members of theFuzion Alliance.

R.Talsorian is profoundly sorry forleaving Gary Washington's art creditoff the printed version of the FuzionCore Rules. Gary has been a com-plete gentleman about this unfortu-nate oversite and we will make surethat it is remedied in the next printing.– Lisa Pondsmith, Business Manager,RTG

10010 • 1-891933-09-4

Core Fuzion © 2002 R. TalsorianGames, Inc. All Right Reserved underinternational Copyright Conventions.Fuzion™ is the FUZION Lab Group’sTrademark for its multi-genre gamesystem. All situations, incidents, andpersons portrayed within are fictionaland any similiarity without satiricintent to individuals living or dead isstrictly coincidental.

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Introduction......................................2What is a Roleplaying Game? ...........3How do I play?...................................................3How do I GM?....................................................4

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

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

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

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

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

Conflict & Combat..........................43Types of combat ..............................................43Rules of play ..................................................43Combat modifiers ............................................44Making the attack ............................................45Special attacks................................................45

Targeting against range............................................45Vehicle combat........................................................45Area effect attacks..................................................45Explosions ..............................................................45Autofire attacks.......................................................46Archery attacks .......................................................46Missile attacks........................................................47Presence attacks ....................................................47

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

The Environment & Recovery ..........54The Environment ..............................................54

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

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

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

The Rules and Nothing Butthe Rules!

CORE FUZION CORE FUZION

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

tim arthur (order #4242885) 24.180.137.88

Page 4: Fuzion Core Rules

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The Fuzion system is a metasystem, not a multisystem. A multisystem allows you to play the same way in a number of differentgenres or settings. A metasystem, on the other hand, allows you to not only do this, but also combine elements of many differ-ent genres into one setting, (for instance, giant robots and fantasy characters), as well as allowing you to customize those core

rules to best fit the individual genre by adjusting the level of their impact on your game.The result is that in any Fuzion book, you may find a few tables that either don’t directly apply to the genre or may seem to be out

of scale to the genre (for instance, Strength and Throwing tables that allow you to lift mountains and chuck them into orbit). Relax. Thewhole idea is that in each Fuzion setting, we may use the same tables, but they have different limits as established by your GameMasterwhen he defines the game world.

Why do we do it this way? The first reason is that although you may not currently have any characters in your game that can liftmountains, you have the option of adding them at any time—if you want to. Otherwise, simply use the tables at the setting for yourcampaign level. And if you need characters to lift small mountains, you can easily “dial” those tables to a level which best fits that par-ticular game.

In addition, Fuzion was designed as a whole, not as a series of parts for different genres. That means we’ve tried to cover manydifferent conditions which might arise over hundreds of genres and settings instead of putting out new rules as new settings come up.This allows you more flexibility in creating your own genres; if you want to add starships to your fantasy game (like in Poul Anderson’sHigh Crusade), you don’t need to wait till we put out out a specific book combining these elements. This is especially important whenyou consider the number of new genres and settings arising every day in animé, comics and movies—with zombie cowboys, parapsy-chic FBI agents, superpowered ninja rangers and so on.

Lastly, since Fuzion was designed from the roots of both the HERO and Interlock systems (two game systems popular worldwidefor many years), it also has the advantage of being able to use previously published materials from both of these systems with very lit-tle conversion required. And since Fuzion can be applied to a wide variety of genres, it has been licensed to other game settings aswell as RTG and HERO’s settings, allowing players to use parts of these offspring systems as well.

For more on the Fuzion system, to download updates of the Core Design Rules, news on more Fuzion products and a listing ofFuzion related websites, visit the R. Talsorian Games website at http://www. talsorian.com.

WWhhaatt ddiidd aallll tthhaatt mmeeaann aanndd hhooww ddooeess iitt wwoorrkk??It’s two o’clock on Saturday afternoon. Five people are seated around a dining room table covered with books, papers, dice,and snacks with no nutritionally redeeming features. One person controls the fate of all there.

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

What is Fuzion?What is Fuzion?

tim arthur (order #4242885) 24.180.137.88

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A Typical Roleplaying Session

Mike, Bruce, Dave and Lisa havegathered together for a roleplaying session(also known as a “run”). They find a com-fortable place in Mike’s living room, withenough space for some books, some dice,and a few favorite types of party food (astaple of a good roleplaying session).

As GM, Mike starts off the sessionby proposing the situation and describingthe scene. He begins: “The three of youhave just entered the City. It’s about nineat night, and the dark, windy stone streetsare slick with the recent rain and the filthof years of slum living. The weak moonlightcasts long shadows as you make your waypast street beggars and the occasionalthug looking for an easy target.

Bruce has decided to play the role ofa tough mercenary adventurer, GronHelstrom. He thinks about the type of char-acter he is playing and decides that some-one like Gron would be looking for action.He says, “Gron grabs the nearest street

Aroleplaying game lets you pretend to be a character in astory, much like being in a play. Each player takes the

role of a character in the story, making the decisions andsaying the things that character would say in the situationsthat happen along the way.

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

How do I play ?In a Fuzion Game, one player becomes the GM and decides the setting of the adventure,

the rules to be used, starting points for characters, and which choices and options presentedin the Fuzion rules will be used in that particular game. The other players get their charactersready based on what the GM tells them about the rules. The GM either gives you a character,lets you pick one that’s already been written up, or lets you create one.

What is a RoleplayingGame?What is a RoleplayingGame?

tim arthur (order #4242885) 24.180.137.88

Page 6: Fuzion Core Rules

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thug by the lapels of his cheap outfit andgrowls, ‘Where’s the nearest bar?’”

Dave has decided to play the role of JordMattersly, a clever would-be detective anddelver into mysteries—the more bizarre thebetter. Jord’s a thinker, not a fighter, so Davetries another tack—”Jord pulls Gron’s handsoff the thug’s collar and says ‘Excuse myfriend’s enthusiasm. We’re just looking for aplace with strong drink and some quiet social-izing...’”

Lisa is playing the role of Lara Khon, acunning master thief with a bit of Robin Hoodin her background. As a natural paranoid,she’s scanning the locals around the group.“What does Lara see in the crowd?”

As GM, Mike thinks about it. It’s night, ina bad section of town, and Gron’s justroughed up one of the locals. He says, “Well,Lara sees three large figures moving silentlyout of the shadows. The moonlight glints off ofdrawn weapons as they approach you...”

“Lara turns to Gron and Jord,” says Lisa,catching on fast. “Fellas, we have a problemcoming up...”

Do I have to dress up orsomething?

Not really. Although there is a specificstyle of roleplaying game called a LARP (orLive Action Role Play, where people do dressup sometimes), most games are played by sit-ting around a table, imagining the scenedescribed by the GM, and then acting outwhat you think your character would do in thatsituation. You don’t have to dress in costume,wave around plastic weapons or (God helpus!) run around in the steam tunnels at mid-night.

What else does the Referee/GM do?The GM prepares a story (or uses one already written for him in a pre-published adven-

ture book), and begins to tell the players what their characters see and hear, and starts askingthe players what their characters will do next. When something comes up where the resultisn’t obvious (like whether or not you hit someone or whether you can pick a lock), he also adju-dicates what the result will be, based on the rules you’re reading now.

How do I GM?The best way is through trying it yourself. We have provided some examples of how rules

are incorporated into game play in the sidebars. The most important part is to be a good sto-ryteller—to try and vividly describe the world you are guiding people through, and to poseproblems or situations that will challenge your players to do their best. Challenge them, butdon’t squash them.

Almost as important is the need for the GM to be an impartial judge of the rules andeffects of the game on his or her players. Remember; if you aren’t interesting and you aren’tfair, no one’s going to want to star in your “movie.” Good luck!

tim arthur (order #4242885) 24.180.137.88

Page 7: Fuzion Core Rules

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HOW GOOD IS GOOD?Less than 1 Point: Challenged This

value is most often found in children, elderlypeople, or those weakened by illness or infir-mity. Everyday tasks at this level are difficult.

1-2 Points: Everyday. This is reality onthe mundane side. People here are generallyout of shape, unremarkable, and not superbright, but they get along in everyday life justfine. Many ordinary people around the worldare likely to have some Characteristics at thisvalue. It’s enough to get by on and to do mostthings (though not very unusual or stressfultasks ) At this level, adventure is somethingthat happens to others; your idea of action isvisiting Denny’s at midnight.

3-4 Points: Competent This is the reali-ty many of us live in; the closest thing to ahero is a good cop, fireman, soldier, or otherdedicated citizen. Most healthy adults havesome Characteristics that fall into this range.Adventures in this kind of reality rarely if everencounter supernatural powers or feats; abank robbery would be a lot of excitement atthis reality level.

5-6 Points: Heroic. This is the realitythat only a few of us live in—Green Beret com-bat specialists, SWAT team members, FBIagents and spies. Most people in this kind ofcampaign are much better than ordinary—equivalent to TV heroes; better looking, morecompetent (and with stuntmen). A typicaladventure at this reality level would be a drugsting, a hostage rescue, or a rugged trip in thejungle.

7-8 Points: Incredible. Save for thefeats of Olympic athletes, gorgeous super-models, top sports stars, world leaders, andNobel Prize winners, you have now left realityaltogether, and are among the very best in theworld at what you do. This is also the realm oflow budget action films, where the heroes bat-tle international gangsters and invadingaliens. Typical Incredible reality adventuresare much like Heroic ones, but with hugeweapons and world-spanning plots.

9-10 Points: Legendary. This is therealm of Hollywood blockbusters, of supermartial artists like Jackie Chan, geniuses likeEinstein, or action movie stars with a bigeffects budget and a lot of stunt men. Most“animé heroes” or “realistic” superheroiccampaigns fall into this reality. This is a levelthat only a few ever reach; it’s simply the besta human can possibly be and you probablywon’t ever find “real people” at this level,unless they are Albert Einstein, Carl Lewis, orHelen of Troy.

More than 10 Points: Superheroic. Atthis point, you have crossed into the realm ofthe superhuman. Your capability in this area isunbelievable to normal humans. This is thereality level of most four color comics ormythology. Superpowers or superhuman skillsare common, and adventurers regularly saveentire 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. Forexample, if your roleplaying group were staging a recreation ofthe movie Casablanca, Rick Blaine would be one of the charac-ters. Much like Humphrey Bogart, the person playing Rick in thisadventure would try to act out what he (or she), thought the char-acter would be doing in each scene of the “movie”.

But what keeps a player from saying, “Ah! When the Nazi officer corners Rick at the air-port, Rick uses his X-Ray vision to melt Herr Strasser’s gun?” That’s where the RULES come in.To make sure a character is played convincingly, the GM uses a set of structured guidelines(like these) to tell players what is or isn’t possible within the confines of the world. And to setguidelines on what is possible for a particular character, he starts out with the very powerfultool of Characteristics.

What are Characteristics?Characteristics (also called Statistics, or Stats) are NUMBERS that describe your char-

acter’s ability as compared to everything else in the universe. All people and creatures can bedescribed (or written up) using Characteristics. This lets you compare one person to another,which is often important in the game. For instance, a person with a Characteristic of 5 mightbe better off than a person with a Characteristic of 4, but not as good as a person with aCharacteristic of 6. Characteristics are generally rated from 1 to 10 (remember Bo Derek in themovie “10”? That would be the best looking a person theoretically could be. You don’t want tomeet number 1).

How Do You Get Them?You buy the level of your Characteristics from a pool of points given to you by the GM at

the start of the game, based on the type of character and/or adventure. In a typical Fuzion cam-paign, characters will have 10 Primary Characteristics, arranged into four groups:

MENTAL GROUP

Intelligence (INT): How generally bright you are. As a rule, this is more than sheer intelli-gence, but also includes cleverness, awareness, perception, and ability tolearn. Mental deficiencies don’t become apparent until you hit 1.

Willpower (WILL): Your determination and ability to face danger and/or stress. ThisCharacteristic represents your courage and cool.

Presence (PRE): Your ability to impress and influence people through your character andcharisma; how well you get along with others; how you interact in socialsituations.

COMBAT GROUP

Technique (TECH): Your ability to manipulate tools or instruments. This is not the same asreflexes, inasmuch as this covers the knack of using tools. One charactermight have a high Technique, but might not be able to fence or juggle. Onthe other hand, another might have high Reflexes, but only a fair level ofTechnique.

Reflexes (REF): Your response time and coordination, as used in aiming, throwing, jug-gling. A stage magician, for example, would have a high ReflexCharacteristic. Most importantly, this is the Characteristic that affectsyour ability to hit things.

Dexterity (DEX): Your overall physical competence, as pertains to balancing, leaping, jump-ing, combat and other athletic activities. A gymnast would have a highDexterity. Most importantly, this Characteristic is used to avoid being hit.

PHYSICAL GROUP

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

Creating A CharacterCreating A Character

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GM’s: How to DetermineCharacteristic Points

Assuming a typical 10 Characteristicgame, GMs should consider this simple guide-line to determine the number of CharacteristicPoints to give beginning characters:

CAMPAIGN STYLE ...........................................POINTS

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

Another option is for the GM to multiplythe number of Primary Characteristics by theaverage value the GM wants the characters tohave; this will give you the startingCharacteristic Points for the campaign.Example: In a Fuzion campaign with 10Primary Characteristics, the GM wants to haveHeroic characters; he gives them (10 x 5 =50) Points.

How Many Points For ThisGame?

As a rule, we suggest scaling your gameat the Heroic level: 50 Points.

Key Idea—Adding/RemovingCharacteristics

Fuzion’s design allows GMs to change,add, or remove Characteristics for your individ-ual campaigns. All you have to do is create thenew Characteristic, assign it to one of the fourgroups and grant the player points for it basedon the average level for Characteristics in thegame. Example: in a Heroic campaign, theaverage point range is 5-6 points perCharacteristic. To add a new Characteristic,give your players 5-6 extra points and allowthem to re-arrange them as desired throughoutthe whole group.

Meet Kandr ZahnKandr Zahn will be our guide to con-

structing a beginning Fuzion character. Our GMis running a futuristic campaign at the Heroiclevel. That’s 50 points. After a bit of thought,we decide to split up the points as follows:

CHAR. VALUE WHY

INT 3 He’s not a rocket scientistWILL 5 He’s gotta face a lot of stress

without breakingPRE 3 He doesn’t need to show off

how cool he isTECH 4 He has to fix his transportation

or weapon REF 7 He’d better be a good fighterDEX 7 And he’d better be able to get

out of the wayCON 6 He’s got to face a lot of punish-

ment without getting knockedout.

STR 4 He doesn’t have to be a titan inthe Future

BODY 6 And he’s gonna need a LOT ofpoints to survive what’s coming!

MOVE 5 He needs to run fast

TOTAL 50 Ready to rock and roll!

Strength (STR): Your muscle mass and how effective it is for exerting force. The higheryour strength, the more you can lift, drag, etc., and the more powerful theblows from your fists and other body parts.

Body (BODY): Your size, toughness, and ability to stay alive and conscious due to physi-cal mass, sheer bloody-mindedness, structure or other qualities. Howmuch damage you can take is derived from this characteristic.

MOVEMENT GROUP

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

Buying CharacteristicsThe power to buy Primary Characteristics comes from a pool of points called

Characteristic Points (CP), given to you by the GM when you make your character. PrimaryCharacteristics are purchased at a ratio of 1 CP for one level of ability. Example: I want to havea Strength of 5. I pay 5 CP. You must put at least one Characteristic Points in eachCharacteristic. The maximum level you can buy in any one Characteristic is 7-8 for a normalhuman; however, if you are creating a Superhuman (or your GM allows it), you can put as manypoints into a single Characteristic as you want. The GM may also set his own limits on thevalue of any or all Characteristics (see the “GM’s” sidebar).

How Many Points Per Characteristic?Characteristic value ranges may overlap some, particularly at the lower end of the range.

Normal people often have values of 1 to 4, for instance. Usually 7 is the value where the realworld stops and where fiction begins to take over. Note also that characters will haveCharacteristics and Skills in a wide range of values. Even a superhero may have mostCharacteristics in the Competent to Heroic range, but with a few being Superheroic or Legendary.Characters in heroic campaigns may have one or two Characteristics in the Incredible range, andthe rest Competent or Heroic. Most characters have some abilities they perform better than oth-ers; it’s rare to have someone with the same Characteristic values across the board.

GMs should always emphasize the importance of all Characteristics in their Campaigns(since the cost will be the same anyway). Don’t let your players get away with just having goodcombat abilities; make them deal with other problems too!

What are Derived Characteristics?Derived Characteristics are characteristics that are created by performing some kind of

simple mathematical operation on a character’s already existing Primary Characteristics. Thefollowing Derived Characteristics are common to most Fuzion campaigns. If your characterdoes not have the exact Primary Characteristic the Derived Characteristic comes from, you canuse the one determined by the GM of your campaign. Deriving allows GMs to create newCharacteristics on the fly, leaving their original Characteristics unchanged. This means as youmove characters between Fuzion campaigns, you’ll find it easy to both create and generatenew Derived Characteristics, even if you didn’t have them to begin with. Basic Fuzion has fiveDerived Characteristics: Stun [BODYx 5]: How much stunning/brawling damage you can take before you

are battered into unconsciousness, calculated as points. Important: At thestart, you may elect to move points from Stun into Hits or vice versa, aslong as the total moved is limited to 1/2 of the starting Stun Value.Example: with 35 Stun and 35 Hits, I could move up to 17 points from Stuninto my Hits or up to 17 points from Hits into my Stun.

Hits [BODY x 5]:How much killing damage you can take before you are dying.Any Armor you have may be subtracted from any Killing damage you take.You may move Hit points into Stun and vice versa (see above).

Stun Defense (a.k.a. SD) [CON x 2]: How resistant you are to Stun damage; your SD issubtracted from any Stun damage you take.

Recovery (REC) [STR+CON]: This Characteristic determines how fast the characterrecovers from damage. You get back this many Stun points each turnwhen you rest, and this many Hits back for each day of medical attention.

Run (a.k.a. Combat Move) [MOVE x 2m], Sprint (a.k.a. Non-combat Move)

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CChhaarraacctteerr

Skill LVLJack of all Trades 2Streetwise 2Computers 4Interrogation 2Language(Trade Speak) 2Drive 2Stealth 2Shadowing 1Deduction 2Bribery 1

TOTAL OP 20

Age 22 Profession: Techie

CHAR. PTS 50 OPTION PTS 135 COMPLI. PTS 42Equipment or Weapon WA RNG DAM SHT ROF COSTEnergy Pistol 0 40m/y 5DC 10 1 8opPower Cells (6) 1First Aid Pack (future) 1Cyberdeck 15Datajack 15Small Flying Companion 5Communicator 1TOTAL GEAR COSTS 46 OP

Complication Freq Intn Imp ValueObsessed with finding sister 15 10 /2 12Hunted by assasins 10 20 /1 30TOTAL COMPLICATION POINTS 42

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HISTORY & BACKGROUNDKandr was just an average techie functionaryfor the Trade Council who liked to watchdetective holos - until his sister, Ranja, waskidnapped. Now he is obsessed with findingher, aided only by his pterosaur companion,Larry.

KKaannddrr ZZaahhnn

INT 3 PRE 3 WILL 5 TECH 4 MOVE 5REF 7 DEX 7 STR 4 CON 6 BODY 6Punch 6 Kick 7 Luck 10Run 10 Sprint 15 Leap 5 Swim 5 STUN 30SD 12 HITS 30 REC 10 RES 15

Skill LVLEveryman Skills:Concentration 2Education 2Local Expert 2+2Perception 2+2Teaching 2Athletics 2Hand to Hand 2+2Persuasion 2Evade 2+4

Total Extra OP +10

Options LVLAcute Senses 3

Combat Sense 9

Eidetic Mem. 3

Rapid Healing 3

TOTAL 18

Contacts

Trade guild member 8

Theives’ guild boss 12

TOTAL OP 20

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Skill LVL

Age 22 Profession:

CHAR. PTS OPTION PTS COMPLI. PTS

Equipment or Weapon WA RNG DAM SHT ROF COST

Complication Freq Intn Imp Value

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HISTORY & BACKGROUND

INT 3 PRE 3 WILL 5 TECH 4 MOVE 5REF 7 DEX 7 STR 4 CON 6 BODY 6Punch 6 Kick 7 Luck 10Run 10 Sprint 15 Leap 5 Swim 5 STUN 30SD 12 HITS 30 REC 10 RES 15

Skill LVL Options LVL

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Increasing or DecreasingCharacteristics

Characteristics generally may not beincreased or decreased directly. However, cer-tain Talents or Powers that may or may not beavailable in your campaign setting may allowyou to increase a Characteristic, either tem-porarily or permanently. Certain Complicationsmay also decrease a Characteristic. Or, as lastresort, you may attempt to convince your GMto allow you to use Option Points (pg. 10) toincrease a Characteristic at a ratio of five OPfor every point of Characteristic increase.

It is also possible to increase the valueof a Derived Stat beyond its starting value.The Option Points chart shows what you getfor each 5 Option Points spent. Of course, youcan also use Character Points to buy upDerived Stats as well. In general, however,you’d be better served just to increase thePrimary Stat from which the Derived Stat is fig-ured, unless there is some reason why youcan’t (or shouldn’t.)

Note that normal humans have statmaximums for Derived Stats, much as theyhave stat maximums for Primary Stats. In thecase of Derived Stats, these maximums arefigured from the maximum value of thePrimary Characteristic(s) involved. For exam-ple, the maximum stat for a normal human is7. The maximum Derived Stats for that normalhuman would be SD of 14, REC of 14, END of70, STUN of 35, and HITS of 35. A charactermay buy his Derived Stats up beyond this max-imum, but he must have some kind of reason(superpowers, magic, etc.) to exceed thosenumbers.

For 5 Option Points or 1 Character Point,you can increase your Derived Stats by choos-ing one of the following:

+2 SD+1 REC+10 END+5 STUN+5 HITS

Meet Kandr Zahn (again)Derived Characteristic-wise, Kandr Zahn

shapes up like so:

CHAR. VALUE WHY

STUN 30 6x5=30. He can take it.HITS 30 6x5=30. And not die taking

it!SD 12 6x2=12. He can even shrug

off a few clobberings.REC 10 6+4=10 He can get back

into action. RUN 10 Run: 5x2=10m/yds, Sprint:

5x3=15m/yds, Swim &Leap: 5x1= 5m/yds.

RES 15 5x3=15. He’s going to haveto work to resist torture orprivation, but he’s betterthan most people.

Optional:

LUCK 10 3+7=10. His average INTreally hurt here!

[Move x 3m], Swim [MOVE x 1m], Leap [MOVE x 1m]: How far the char-acter runs (at a rate allowing dodges and evasions), sprints (in a flat-outrun), swims, and leaps in 3 seconds.

Resistance (RES) [WILLx3]: Your ability to resist mental or psychological attacks orstress; basically your mental “Hits”.

Optional Derived CharacteristicsOptional Derived Characteristics are Characteristics that may not be present in every Fuzioncampaign. In an Old West campaign, for example, you may not ever need to have a DerivedCharacteristic for defense against lasers. But because these are derived from PrimaryCharacteristics, you can always generate an Optional Derived Characteristic when you needone, allowing you to transfer characters between genres.

Although these will vary from campaign to campaign, a few typical Optional DerivedCharacteristics are:

Luck [INT+REF]: Fate acting on your behalf. Each game session you maytake points from this Derived Characteristic and use them in otherplaces; to add to important die rolls or subtract from damage. Whenyou have used up all of these points, they are gone until the nextgame session. You’ve “run out of Luck.”

Endurance (END) [CON x 10]: This Characteristic represents how long the charactercan expend energy, whether in physical endurance or in the use of aspecial ability (like a superpower or talent). It is spent in the same wayas Hits or Stun points. When it runs out, you are exhausted and can-not do anything more except rest and recover. Generally, 1 die ofeffect, 1 minute or hour of time (or 1 point of “power” used) spends 1END point. END returns whenever you take a Recover Action (pg.6),which restores as much END as your REC (see above).

Energy Defense (ED) [CON x 2]: How resistant you are to damage from lasers, electric-ity, force beams, and other “energy-based” threats. Calculated aspoints that are subtracted from “energy” damage only. ED is calcu-lated from the same Primary Characteristic as SD; you can elect tomove points from one to the other when you create the character(not afterwards!). The amount you can move may not be greaterthan one half the starting value. When ED is used, SD only protectsvs. physical attacks. Example: With a CON of 6, I have 12 EnergyDefense and 12 Stun Defense. I decide to beef up my SD at the costof my ED, moving up to a max of 6 points from from one to the other.

Speed (SPD) [1/2 of REF]: This Characteristic is used to measure a charac-ter’s reactions. Speed can be used to determine either when youmove during the course of action, or how many things you can do ina specific time period.

Humanity (HUM) [PRE x10]: Your basic morality and humanity. Used often in set-tings where the character faces dehumanization, extreme horror orthe unearthly. This Derived Characteristic loses points by receiving“humanity” damage; seeing horrible events, removing body parts andreplacing them with other objects, gaining unearthly powers that sep-arate him from the rest of mankind, etc. For every 10 points lost fromthis Derived Characteristic, a corresponding one point is lost fromyour ability to deal with people. For example: If you lose 33 Humanity,you suffer a -3 to any skill involved in relating to people, such asseduction attempts, detecting lies, being convincing, etc. Intimidationattempts are not affected. Between 1 and 9 Humanity you’ll seemunusually cold and withdrawn. Between 0 and -9, you sometimesseem normal, but much of the time are chilly, forbidding and distinct-ly unpleasant. Stress may put you over the edge to anti-social behav-ior. Below -10 you are technically insane and may suffer any of a num-ber of psychoses. Your GM can take over your character sheet at anytime. See under Recovering From Damage for getting back yourHumanity.

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I n any campaign, characters will need to get the basic Skillsand Equipment with which to fight, protect themselves, and

generally adventure. These Options are usually specific to astyle or genre of game; what works in a science fiction adven-ture from the far future would be mind-bendingly out of placein a medieval fantasy setting. The precise list of campaignoptions available in a particular campaign will always varyaccording to each GM’s decisions

Inherent Options Inherent options are things that are part of the character; they

are as much a part of him as his Characteristics. They cannot be takenfrom him (under most circumstances), but they also cannot be used byanyone else. Inherent items usually include Skills, Talents, and Perks,and are always purchased with Option Points (OP) given to playersby the GM of the game they are in.

Bought OptionsBought Options are things that can be constructed and paid for in

money. Bought items most often include vehicles and equipment.Unlike Inherent options, Bought Options can be used by others. Theycan also be destroyed or taken away from a character and must bereplaced by using money or new OP gained through Experience (pg 56).

Option PointsThe “cash” with which you buy your Options is called Option

Points (or OP). A pool of Option Points is always given to Players bythe GM at the start of character creation. The following point values

are merely guidelines based on the style of the campaign. Individualcampaigns may have very different numbers.

Campaign Style Option PointsEveryday [realistic]......................................................................25 Competent [elite, semi-realistic.] ...............................................35Heroic [TV action show]..............................................................45Incredible [olympics, action movie]...........................................55Legendary [blockbuster action movie].......................................65Superheroic [comic books, myths] ..........................................75+

After character creation, all remaining Option Points can be con-verted to money units on a 100 money units to 1 OP basis (whethergold, credits, eurobucks, yen, zolotnies).

Buying Complex Things with Option PointsWhile Option Points can be translated into money with which to

buy equipment, complex things (like vehicles) can also be rated inpoints independent of their monetary value. After all, a tractor mightcost $50,000.ºº, but how useful would it be to your character? It’s notworth 500 OP, that’s for sure!

For this reason, most vehicles, mecha (a kind of complex vehicle,usually a robot) and large weapons in FUZION will have a Option Pointvalue listed separately from their monetary cost. So if a GM wants hisplayers to buy their own Big Hardware (like giant robots, spaceships,etc),he should make sure to give them an extra 50~150 OP to play with!

Optional PossibilitiesOptional Possibilities

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On the LifepathSome Fuzion games also

contain a special section called a“Lifepath”; a flowchart of compli-cations and events that can beused to add flavor and back-ground to a character’s life.

Why Option Points? >When starting a new char-

acter; everything he/she owns orknows is purchased with OptionPoints (OP). Why is this? Themain reason is that it allows play-ers to accurately scale charac-ters; everything costs OptionPoints, and you know what you’regetting in relation to somethingelse. This also makes it harderfor players to create characterswho are unfair or unbalanced inrelationship to other characters.As long as you have similar levelsof Option Points, you know thatany two characters will be rela-tively similar in terms of what theyhave, know or can do. OptionPoints are given to Players by theGM at the start of character cre-ation (still more points will comefrom Complications and experi-ence awards).

How many OptionPoints for ThisGame?As a Heroic style game, we sug-gest somewhere around 35-45points.

What’s a Campaign?A campaign is the whole series ofgame sessions that solve a puz-zle or adventure.

One way to get more Option Points when creating a character is to take on a fewComplications—social, mental, physical, or emotional situations/problems that define and

enhance your character; you may also want to link these to various events to add to a char-acter’s background. Complications will vary depending on the campaign. The Value of aComplication is based on its Frequency, Intensity and Importance:

FrequencyJust how often does your problem impact your life? The answer is the problem’s Frequency; how

often the GM can inflict it upon you as part of the trade for those extra OP. This table works for all com-plications:

Frequency Value GuidelineInfrequently 5 Once every few gaming sessionsFrequently 10 Once every gaming sessionConstantly 15 More than once every gaming session

IntensityIntensity reflects how hard it is to overcome the complication, or just how much it affects you. Each

Complication has its own Intensity rating written in parenthesis ( ) right after it, but we also provide youwith a handy table of general roleplaying guidelines:Intensity/Value GuidelineMild [5] May roleplay to overcome it, or make Everyday WILL+Concentration Roll to overcome

itStrong [10] Must roleplay it and make Competent WILL+Concentration Roll to overcome itSevere [15] Must roleplay it and make Incredible WILL+Concentration Roll to overcome itExtreme [20] Must roleplay it and make Legendary WILL+Concentration Roll to overcome it

Example: Stubborn: Risk incarceration, bodily harm or financial/ social ruin [10] means the Intensityof this Complication will get you 10 points.

ImportanceImportance rates how important the Complication is to the character and the Campaign. For exam-

ple, taking Foreigner in a place where everyone is from another place is pretty valueless, but in a xeno-phobic environment, it takes on major importance. Another measure of Importance is its effect on yourcharacter’s survival; if it can kill you, it’s generally more important than something that may complicateyour roleplaying. The final application is up to the GM. Round all decimal values down.

Importance & Value GuidelineMinor [divide by 5] Minor effect on combat or damage, with minor (-1) effect on skills or world

reaction.Major [divide by 2] Major effect on combat (-3), or 1.5 times damage, serious effect on skills or

world reaction, or puts character into danger.Extreme [x1] Extreme effect on combat (-5), or 2x damage, or extreme effect on skills or

world reaction, or puts character into extreme danger.

To Determine a Complication’s ValueTo determine the value of a Complication, add together the Frequency Value and the Intensity Value,

and divide the resulting total by the Importance. Example: I take Responsibility as a Complication. I decidethat this affects me Frequently (10), and I decide I’m responsible for the care of my aged Aunt Meg. (SeeResponsibilities). Since she is very old, she’s considered to be Challenged, (Intensity 10), but since I’m notin any danger and my skills aren’t affected (divide by 5), taking care of my aged aunt is worth (10+10)/5 =4 Points. But if Aunt Meg was constantly exposed to extreme danger from which I had to rescue her, Icould milk the situation for up to 20 points! Good ol’ Aunt Meg!

Limits on ComplicationsSome campaigns have a limit on how many Complications a character can take for Option Points. A

character may always take more Complications than this limit; he/she just won't get any more points forthem. The most common limit on Complications caps the extra points to an amount equal to the startingOP level.

Example: Alex is playing in a campaign where the GM has given him 50 Option Points for Skills,Talents, Perks, and Equipment. The campaign has a cap on the maximum number of Complications equalto the starting OP level. Alex could take Complications worth up to 50 extra OPs, for a maximum total of100 OPs. He could take more Complications than that, but he wouldn't get any points from them.

More Points: ComplicationsMore Points: Complications

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Meet Kandr Zahn (again)Kandr Zahn’s GM gives him 75 points

(Superheroic level) to buy Options, plusanother 60 to buy transportation for a total of135. (This is only an example. Real refereesare never this generous! See below.)

Since Kandr is going to be the hero inthis game, his player decides to beef him upby adding a few Complications:

COMPLICATION

Constantly [15] Obsessed [10] with saving kid-napped sister , he faces a severe and Major [÷2]debilitationWORTH? ...................................................................12

Hunted [10] by the Assassins’ Guild [20] forbetraying their mole in the Trade Guild, he facesDeath [÷1] everywhere he goesWORTH? ...................................................................30

TOTAL EXTRA OP ........................................................42

Added to Kandr’s original 75 points,this gives him a whopping 117 points. (anddeadly enemies around every corner!) He’sgoing to need those skills to survive!

On the Other Hand...A more realistic Heroic game might

start with only 35 points. But since Kandr issupposed to be a hero, and since we wanthis party to have easy mobility, we’ve givenhim over twice as many points as normal.(Besides, that way we can also buy a lot ofstuff and demonstrate all the steps of buyingoptions to you!)

PSYCHOLOGICAL COMPLICATIONSThese involve your mental problems and flaws:Absent Minded. You have strange lapses of memory. You often: Forget generally known facts (5). Forget friends, family

(10). Forget your own identity (15).Bipolar. You are a classic manic/depressive, prone to fits of erratic, up moods punctuated with severe terrifying

depressions. You are often: Moody (5). Liable to lie around and mope (10). Liable to run around frenet-ically risking life and limb or sink into a miserable stupor (15). Suicidal (20).

Delusions. You believe things that are not real. You may hear voices, think aliens are after you, or that you areGod. You will: Risk ostracism, embarrassment (5). Risk hospitalization, bodily harm or financial/socialruin (10). Risk life & limb (15) .

Masochist. You hate yourself, and will go out of your way to injure yourself. To do this, you may: Seek verbal abuse(5). Seek minor physical abuse (10), Seek major physical abuse (15). Seek life threatening abuse (20).

Phobia. You have a phobia; an unreasoning fear of some common thing, such as dogs, heights, sounds or color.When faced with your phobia, you feel: Discomfort (5). Paralyzing Fear (10). Berserk Terror (15).Catatonic (20).

Paranoia (just because you think they’re after you...). You think you have enemies everywhere. Sometimes youare focused on one foe, other times there may be legions. You react to your paranoia by: Incoherentlyranting (5). Compulsively working on defenses against Them (10). Risking incarceration, bodily harm,social or financial ruin to stop Them (15). Risking life & limb (20).

Split Personality. You’re two, two, TWO people in one! [GM controls this personality, has character sheet for it, etc.]. Yourother self: Likes you (5). Is neutral to you (10). Hostile to you (15). Dangerous to you in actions (20).

PERSONALITY TRAITSIt’s the little things that count; your good & bad habits, basic traits and characteristics.Airhead. Oh Wow! You’re just naturally spacey. In general, you: Misplace minor, trivial things (5). Misplace or

forget to do important things (10). Misplace or forget to deal with dangerous things (15). Dangerouslyoblivious to everything; the GM never asks you to make a perception roll unless you request it (20).

Bad Tempered. You’re just irritable all the time. When your temper flares: You’ll risk embarrassment, or financial loss(5). You’ll risk incarceration, bodily harm or financial/social ruin (10). You’ll risk life & limb (15).

Coward. You lack nerve, especially in combat. When faced with danger: You tremble at anything you imagineas danger (5). You freeze up and can’t react (10). You try to run as far away as possible (15).

Obsessed. You just can’t get that special (to you) person or thing out of your mind. You: Talk about it all the timeand will risk embarrassment, or financial loss over it (5). You’ll risk incarceration, bodily harm or finan-cial/social ruin over it (10). You’ll risk life & limb over it (15).

Shy. You hate dealing with others. You: Refuse to speak to new people (5). Avoid all interactions with newpeople (10). Will physically remove self from situations involving new people (15).

Stubborn You just hate to give in—to anyone. To prove you’re right: You’ll risk embarrassment, or financial loss(5). You’ll risk incarceration, bodily harm or financial/social ruin (10). You’ll risk life & limb (15).

Berserker. You can’t control your fighting rage— you rabidly: Attack whatever set you off (5). Attack anyone with-in range except friends (10). Attack anyone in range (15). Attack anyone in range and won’t stop untilsubdued 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 LIMITATIONSThese are physical problems you must cope with:Missing Limb. Ouch! That hurt! You’re missing: 1 or more fingers (5). A hand (10 each). An arm (15 each).Reduced Hearing. You are hard of hearing. Generally, to make a hearing based Perception check, you will need: To beat

a Target Number 4 points higher than everyone else's (5). A Hearing aid just to hear at all (10). Newears; you’re totally deaf (15).

Reduced Mobility. You are unable to get around normally. Your Movement: Is reduced by one quarter (5). Is reduced byhalf (10). Is reduced to dragging by arms at a MOVE of 1 (15). Nonexistent; you’re a total quadriplegic;unable to move below the neck (20).

Reduced sight. Your eyesight is impaired in some way. You are: Color blind (5). Need glasses (10). Are nearly blind orone-eyed (15). Are totally blind (20).

Uncontrolled Change. You are prone to uncontrollable changes; these may be physical or mental (depending on what younegotiate 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). Onlymake sounds, but cannot speak (10). Cannot make a sound (15).

Vulnerability. You’re susceptible to a certain situation or substance and take extra damage when exposed to it (suchas you drown faster than other people.) The substance or situation is: Uncommon (5). Common (10).Very Common (15). Additional damage equal to 1-4 dice per turn of exposure.

Susceptibility: You are harmed or take damage from a certain situation or substance that is harmless to other people(like water, dust, or that glowing green alien rock over there). The substance or situation is: Uncommon(5). Common (10). Very Common (15). Damage equal to 1-4 dice per turn of exposure.

SOCIAL COMPLICATIONS These are things with serious social and societal consequences for you:Public Figure. You are a figure in the media limelight; you can’t make a move without getting attention: You are news-

worthy and your activities rate an article if a reporter is nearby (5). You frequently make headlines andpeople always notice your actions on the street (10). Your every action makes news and you have

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Meet Kandr Zahn (again)Kandr starts out with 75 points for

Options (the other 60 have to go to buyingtransportation) With an extra 42 points forComplications, he now has 117 points tospend:

For starters, Kandr is going to buysome SKILLS with his stash of Option Points(we’re going to do this here on this page sowe have lots of room to list them!). Sinceskills are purchased on a 1 level of skill toone OP of cost basis, he decides to do thefollowing:

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

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

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

LANGUAGE (TRADE SPEAK)..............................................2

DRIVE .........................................................................2

STEALTH ......................................................................2

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

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

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

INTERROGATION .............................................................2

TOTAL POINTS...................................................... 20 OPPOINTS REMAINING......................................................97

Then there are the Everyman Skills you automaticallyget +2 levels in just for living. Kandr decides to beefthese up just in case, buying the amounts below to addto his base +2: LOCAL EXPERT............................................................+2PERCEPTION ...............................................................+2HAND TO HAND...........................................................+2EVADE.......................................................................+4

TOTAL ...............................................................10 OPPOINTS REMAINING......................................................87

reporters following you everywhere (15).Bad Rep. People “know” about you. At least, everyone’s heard a story or two, even if untrue. When you are men-

tioned or seen, you are: Frequently recognized (5). Always recognized (10). Secret Identity. You are trying to hide your activities under a secret identity or other smoke screen. You currently are:

Living a normal life, unnoticed by anyone (5). Are bothered by a single person trying to uncover your realidentity (10). Everyone’s trying to uncover your real identity (15).

Poverty. Money is hard to come by for you, harder than for most. You are, financially-wise: Poor, with just enoughfor a bed and a few meager meals (5). Dead broke and probably on the street with barely enough to eat(10). In debt, with others actively seeking to collect what little you have (15).

Personal Habits. People just can’t stand you. Maybe it’s the bad breath or the nose picking, but they find you: Annoying(5). Disgusting (10). Flee in fear (15).

Oppressed. You are part of an oppressed or otherwise downtrodden group. In your society, you are: Snubbed; oth-ers ignore or refuse to deal with you (5). Oppressed; there are laws controlling where you live, work orcan travel (10). Outcast; you’re a total non-person (15). Enslaved; you’re treated as property and can besold or mistreated at will (20).

Distinctive You stand out and are noticed in any crowd, with features that are: Easily concealed (5). Concealablewith Disguise or Performance skills (10). Not concealable (15).

Outsider. You’re not a local, and stand out like a sore thumb, attracting attention both unwelcome and possiblydangerous. You are obviously: From distant place (5). From a very distant place (10). Never before seenin these parts (15).

ENEMIES: Hunted and WatchedThese are forces which are actively working against you. Your Enemy’s value is determinedby three things: their capabilities, their extent, and their intensity of enmity against you.Value= ( Capabilities + Extent) / Intensity.Capabilities. What can they do to you? Are they: Less powerful than you? (5). As powerful as you? (10). More pow-

erful than you? (15). Have access to powerful weapons, powers or hardware? (20). Extent. How far can they reach? Are they: Limited to single town or area? (5). Limited to a single country? (10)

Worldwide in their influence? (15) Interdimensional or Galactic (20)NOTE: Instead of using the normal Importance table, use the following scale:Intensity. What do they want from you? Are you: Being watched? (divide by 5). Being hunted for capture or impris-

onment? (divide by 2). Marked for death? (1).

RESPONSIBILITIESThese are things you have chosen to deal with, no matter how much trouble they cause.Codes of honor, family matters—these are all Responsibilities:Code of Honor. These are the personal rules you will not break, no matter what. A Code of Honor might be a code

against killing, never attacking from behind, or never suffering an insult without an answer in blood. Tokeep 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 allLife Itself (20).

Vow. This is a promise you must keep, no matter what. It could be to protect someone, follow an ideal, orjust get the stupid Ring into that distant volcano. To fulfill this promise, you’ll: Risk expulsion or embar-rassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15).

Dependents. Those who need your protection and help, for whom you will fight despite danger to yourself. Theycould include children, family, or friends. Generally, they are: Equal to you in abilities (5). Challenged, orotherwise weaker than you (10). Have special problems, requirements or dangers associated with them(15).

COMPULSIVE BEHAVIORSThese are behaviors you must act upon; you just can’t help yourself.Addiction (a.k.a. Dependence). You must have a particular substance or situation or you will suffer severe mental

or physical duress. The substance/situation you need is: Common (5). Uncommon (10). Rare or Harmful(15). Very Rare or very Harmful (20).

Honesty. You always tell the truth, even if it hurts. To be honest, you’ll even: Risk expulsion, embarrassment, orfinancial loss (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15).

Impulsiveness. You just can’t help yourself; you always jump into things without thinking. To follow a whim, you’ll: Riskexpulsion or embarrassment (5). Risk bodily harm, social or financial ruin (10). Risk life & limb (15).

Intolerance. You’re bigoted and intolerant of those who are different from you. When you encounter them, you are:Civil but distant (5). Rude and verbally abusive (10). Violently abusive (15). Abusive even at risk of lifeand limb (20).

Jealousy You are jealous in the extreme. Towards the one you “love”, you are: Obsessed and watchful (5).Confrontative and accusatory (10). Physically violent ((15).

Kleptomania You steal things continuously. You can’t help it; you’ll even: Risk arrest or embarrassment (5). Risk bod-ily harm or financial/social ruin (10). Risk life & limb (15)

Lecherous. You can’t resist grabbing or pawing someone you find attractive, or at least making lewd comments.You’ll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial or socialruin (10). Risk life & limb (15).

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The first thing most characters will want to buy with their Option Pointsis Skills. Skills are things the character knows or can do; they repre-

sent his or her level of knowledge and accomplishment. In Fuzion, thereare nine basic Skill Categories:

Fighting Skills: The ability to fight in hand-to-hand combat, or with a meleeweapon.

Ranged Weapon Skills: Skills in using a ranged weapon, such as a gun or a bow. Awareness Skills Your awareness of your environment, noticing clues, etc. This

skill area is also used when using a power, or other superhu-man ability.

Control Skills: The use of skills involving controlling vehicles or riding ani-mals.

Body Skills: The use of skills involving physical tasks, feats of strength,endurance, and other physical attributes.

Social Skills Your abilities to blend in, avoid social blunders, and to showstyle and grace. Also your ability to convince others throughsocial adeptness.

Technique Skills: Trained vocational skills and craftsmanship abilities. Performance Skills Training in acting, musicianship, special effects, makeup or

other stagecrafts.Education Skills Knowledge and training based on formal education/schooling.

Buying General Skills Skills are normally rated from one to ten, and are used in game play by adding

the level of the Skill to the level of the most applicable Characteristic. Skills are likeCharacteristics; they have a range of effectiveness that is related to how much theycost. Skills are purchased at the cost of one Option Point for every level of skill; forexample, to have 4 levels in Marksmanship would cost 4 OP.

Buying a skill generally gets you the ability to do pretty much everythingdescribed by that skill. However, some campaign settings may require that youspecify how a skill will be used (for example, picking what kind of Scientist(Physicist, Chemist, etc.) you intend to be). In these cases, you may need to takeadditional “specializations” of that skill to be able to use it in other ways (for exam-ple, Scientist [Physicist] and Scientist [Chemist].

The list of possible skills one could encounter in a Fuzion game is as wide as thepossible campaign settings. What’s compiled on the next page are typical skills applic-able to many different genres (as well as their most commonly related Characteristics).Skills marked in BOLD represent Skill Groups—general skills that are comprised ofseveral Specialist Skills. Each Fuzion campaign will usually have its own additionalSpecialist skills to enhance these Skill Groups. For example: Melee Weapon mightinclude Specialist Skills of sword, club, morning star, mono-katana, or hockey stickdepending on your campaign.

Everyman SkillsThe good news is that every character also gets a free starting group of skills to

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

Option 1: SkillsOption 1: Skills

HOW GOOD IS MY SKILL?Less than 1 (Challenged): You don’t know how to do thistask at all.

1-2 (Everyday): You’ve learned the basics of this task,and can do this thing most of the time, though not verywell. You’re an apprentice or a beginner.

3-4 (Competent): You are well trained and practiced inthis skill, and can perform it well in everyday circum-stances. You can handle unusual applications of theskill with some difficulty. You’re considered a profes-sional.

5-6 (Heroic): You are a master of this skill, and are capa-ble of unusual applications of the skill. You are consid-ered a master craftsman.

7-8 (Incredible): A skill at this level means you’re one ofthe very best in the world. You are at ease with unusualapplications of the skill, or even new applications. Thisis entering the realm of fiction, of amazing skill that’s notquite impossible!

9-10 (Legendary): A skill at this level puts you in therealm of the greatest practitioners of this skill in history.You are pushing forward the boundaries of the skill andwhat it can be used for, and have entered the realm ofgenius and of fiction.

More Than 10+ (Superheroic): Skills at this level arebetter than anyone could believe in the real world. Thisrealm belongs to comic books, science fiction, fantasyor mythology.

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

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FFIIGGHHTTIINNGG SSKKIILLLLSS 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 theHand-to-Hand, Melee Weapons, and Marksmanship Skills. (DEX)

HAND TO HAND Basic skill at fighting with your hands and other body parts. (REF)MELEE WEAPONS Using different types of melee weapons, such as knives, clubs, axes, swords,

spears, etc. (REF)

RRAANNGGEEDD WWEEAAPPOONN SSKKIILLLLSS GUNNERY Firing vehicle-mounted weapons, ship-mounted weapons, and artillery. (REF)HEAVY WEAPONS Use of military weapons such as RPGs, mortars, rockets, missiles, etc. (REF)MARKSMANSHIP Skills of using personal projectile weapons; guns, SMGs, rifles, bows, etc. (REF)

AAWWAARREENNEESSSS SSKKIILLLLSS CLERECY The ability to influence or alter the material world through your attunement with

Higher Powers or Beings. (WILL)CONCEALMENT You can hide things and find things that other people have hidden — like impor-

tant papers, weapons, jewels, artifacts, drugs, and so forth. (INT)CONCENTRATION The abilities of focus and mental control. This would encompass feats of mem-

ory, recall, physiological control, and Mental Powers. (WILL)DEDUCTION This is the art of taking several facts and leaping to an inobvious conclusion. This

skill should be used sparingly. (INT)LIP READING This skill enables the character to read someone’s lips in order to tell what he is

saying. The character must be able to see his target’s mouth clearly. (INT)PERCEPTION The skill of observation, perception and spotting hidden things (like clues),

detecting lies and emotions. (INT)PSIONICS The ability to use mental powers to alter the physical world or to mentally com-

municate/influence others. (INT)SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail. (INT)SORCERY The ability to alter/influence the material world through the use of memorized

incantations or magical artifacts. (WILL)SURVEILLANCE The ability to set up a static surveillance of a subject without having it detect-

ed. (INT)TRACKING The ability to follow a trail by observing tracks, marks, broken twigs, and so

forth. (INT)CCOONNTTRROOLL SSKKIILLLLSS ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT)MDRIVING Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground

vehicles. Generally, this skill must be purchased for one class of vehicles. (REF)PILOT Flying prop aircraft, civilian jets, military jets, helicopters, etc. A specific class

of vehicle must be chosen for each use of this skill. (REF)RIDING This skill enables a character to ride a living creature under difficult circum-

stances. The type of animal (usually horse) must be specified when this skill ispurchased. (DEX)

BBOODDYY SSKKIILLLLSS 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)

SSOOCCIIAALL SSKKIILLLLSS BRIBERY A character with this skill knows when to bribe someone, how to approach him,

and how much to offer. (PRE)CONSPIRACY Knowledge of how to influence individuals and organizations secretly, and how

to plan and orchestrate such plans. (INT)CONVERSATION This ability allows you to extract information from people with careful conver-

sation. The use of this skill takes time, and if the roll is missed, the subject real-izes he is being pumped for information. (PRE)

INTERROGATION The ability to forcibly extract information from people. The character knowshow 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)

TTEECCHHNNIIQQUUEE SSKKIILLLLSS BUGGING The ability to properly implant and operate listening, visual, or other sensing

devices (“bugs.”) (TECH)DEMOLITIONS The ability to properly use, handle, set, and defuse explosives (TECH)ELECTRONICS The ability to identify, understand, repair, and rewire electronic devices. (TECH)FORGERY The ability to create false documents, identification, currency, and so forth.

(TECH)GAMBLING The ability to win gambling games that require some skill, such as blackjack,

poker, and more exotic games. A character may also use this skill to cheat.(TECH)

JACK OF ALL TRADES Assorted (and rather limited) skills in tinkering, fixing, craftsmanship, first aidand 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, andbuild them. (TECH)

PARAMEDIC This skill enables the character to stop bleeding, repair damage, and generallykeep 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 andequipment. (TECH)

WEAPONSMITH The character knows how to build, maintain and repair weapons of varioustypes. The class of weapon (muscle-powered, firearms, energy weapons, other)must be specified when this skill is purchased. (TECH)

PPEERRFFOORRMMAANNCCEE SSKKIILLLLSS ACTING The ability to act; to assume a role or character. Someone who is skilled in this

can fake moods or emotions, or hide his true identity. (PRE)DISGUISE The ability to change a character’s appearance through makeup, costumes,

body language, and facial expression. (TECH)MIMICRY The ability to perfectly imitate someone else’s voice. (PRE)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 it’s coming from somewhere other

than himself. (PRE)

EEDDUUCCAATTIIOONN SSKKIILLLLSS BUREAUCRATICS You know how to deal with bureaucrats, cut out red tape, who to talk to, how

to reach them, and how to extract information from bureaucracies. (PRE)BUSINESS Knowledge of basic business practices, laws of supply and demand, employee

management, accounting, procurement, sales, marketing. (INT)COMPUTERS The ability to program and operate computers. (TECH)CRIMINOLOGY You know how to look for clues, dust for fingerprints, examine evidence, do bal-

listic tests, examine records, search through files, and so on. (TECH)CRYPTOGRAPHY The ability to solve simple ciphers and encrypt or decode messages. (INT)EDUCATION General knowledge, such as math, history, science, trivia, or current events.

(INT)ESPIONAGE Gathering and assessing intelligence and orchestrating spy operations. (INT)EXPERT Any one field of knowledge: stamps, gardening, local lore, anime trivia, and so

forth. This can be a hobby, or an in-depth knowledge of a specific field or area.(INT)

LANGUAGES Must specify one particular language group (or dialect, computer code, type ofsign language or hand signals). Must specify primary language in the family; allothers in that group are at 1/2 of primary. (INT)

LOCAL EXPERT Knowledge of an area; who’s who, where things are, general customs, sched-ules, and peculiarities of the environment. (INT)

MEDICINE The ability to diagnose and treat disease and injury.NAVIGATION Knowing how to take sightings, use maps and charts, plot courses, work from

wind, weather, and other guides. (INT)PROFESSIONAL The ability to perform in a certain profession (such as artist, actor, doctor, hock-

ey player, scientist, taxi driving, etc.) Obviously, certain other skills will greatlyenhance the character’s ability to practice his profession. (INT)

RESEARCH Skills in using libraries, databases, records, as well as uncovering informationfrom obscure or uncommon sources. (INT)

SCIENCE Knowledge of lab techniques, how to design experiments, how to write scien-tific papers, test hypotheses, etc. for your appropriate field of science. Mustspecify your area of study when this skill is purchased. (INT)

SURVIVAL This skill enables the character to live off the land, find food and water, identi-fy dangerous plants and animals, and so on. (INT)

SYSTEMS OPS This skill allows the character to operate sensing and communications devices.The character should choose what type of system he knows how to operate(such as RADAR, microwave transmitters, LANs, etc.) (TECH)

TACTICS The ability to manage a large-scale battle effectively and efficiently. A charac-ter with this skill usually knows what must be done to direct a battle. (INT)

TEACHING The ability to impart information or skills to other. (PRE)

GENERIC FUZION SKILL LIST

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Meet Kandr Zahn (again)Kandr decides to buy a few Talents with

his points. He goes with:

POINTS TO START .................................................87

ACUTE SENSES (HEARING) .............................................3He’ll need that to avoid those assassins.EIDETIC MEMORY .........................................................3Never forget your PIN number!COMBAT SENSE............................................................9Let’s stack at least three levels (3x3=9) to make surehe gets in the first shot!RAPID HEALING............................................................3Just in case all the other Talents don’t work out.

TOTAL.............................................................18 OP

POINTS REMAINING....................................................69

Talents are an innate ability, (but not necessarily superhuman) that cannot nor-mally be learned or taught, such as a bump of direction or the ability to see in thedark). The list of Talents below is a general one; which ones are available dependson each GM’s decisions about the campaign setting. Each one of these Talents costs3 points. If levels (indicated by a X) can be taken in the Talent, each additional levelwill cost another 3 OP:

Talent Name DescriptionAcute 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 byscent alone and can track them like a bloodhound. If the sense is sight, you automatically gain a +1bonus in all sight related Perception checks, and treat all ranged attack modifiers as being 2 pointsless than normal. (See page 45.) If the sense is taste, you can perceive subtle additions to food anddetect 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 yourPersuasion, Performance, and Wardrobe/Style skills for each level taken.

Blind Reaction: You can counterattack (in hand-to-hand only) with no negative modifiers for darkness or beingobscured (-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; forevery level taken (up to 5) you may add +1 to your Initiative rolls (in combat only).

Common Sense: You always look before you leap; the GM must give you warning whenever you’re about to do some-thing particularly foolish, even if there are no perceptible clues present. He doesn’t have to specifythe danger, just that "this might not be a smart idea..."

Direction Sense: You are never lost, always know where North is and can orient yourself easily without any externalcues.

Double Jointed: You can bend your limbs and joints in impossible ways. You can fit into any space equal to half yourheight and width and it is impossible to tie you up or entangle you with a single rope; you can onlybe restrained using restraints like cuffs, shackles, or nets.

Eidetic Memory: You never forget anything you have read, seen, heard, smelled, or touched.

High Pain Threshold: You are especially resistant to pain and shock. When wounded, you will reduce the amount of STUN

taken by 2 points each time and the effects of Impairing wounds (when used) by -2. (See pg 51).Immunity: You are immune to the effects of one specific poison or disease group (must specify).Intuition: You have an uncanny feel for hunches; the GM will give you a chance to make a Perception roll

whenever he thinks you might get a hunch, even if there are no perceptible clues present. LightningCalculator: You can automatically do complex mathematical operations in your head without using any aids.

Light Sleeper: You wake instantly from even the lightest touch or smallest sound (no Perception check required).Longevity: You are extremely long lived, but do not show any appreciable signs of aging. No matter how old

you are, you always look and feel as a person half your age.Night Vision: You can see in all but absolute darkness.Perfect Pitch: You always know if something's in tune, and automatically gain a +3 bonus in any musically related

task (singing, playing instruments, etc).Rapid Healing: You heal extremely fast, recovering an extra 3 Hits per day in addition to your normal healing rate.Schtick: A schtick is a special habit or personal affectation that has little or no actual effect on skills or com-

bat abilities. Examples might be: always having a wind wafting your hair or cape dramatically,always having dramatic lighting striking your face, being able to toss your hat on a hook when youwalk in; always having a cigar hidden somewhere on your person, etc. Schticks must be okayed bythe GM and should never have an important combat or skill application—always shooting the gunout of the bad guy’s hand would be a very dangerous schtick to allow.

Simulate Death: You can lower your heart rate and breathing to such a low level that it is a Legendary Difficulty totell whether you are dead or not.

Speed Reader: You can read one page of any normal text that you are familiar with in three seconds (you can reada 200 page book in 10 minutes).

Time Sense: You always know what time it is, always know how much time has elapsed between the presentand the last time you checked.

Option 2: TalentsOption 2: Talents

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Meet Kandr Zahn (again)Kandr also decides to buy a few Perks

with his points. He goes with:

CONTACT (S)He figures he’ll need someone to help him stay one stepahead of his enemies. In fact, he does with two contacts:attractive lady trade guild council member who “hearsthings” (at Level 4), and local Thieves’ Guild boss (at Level6). The GM rules that both types of contacts would havea moderate impact on the world and multiplies their val-ues by 2 accordingly. (4+6) x 2=20. Ouch!

TOTAL OP USED.....................................................20

POINTS REMAINING .....................................................49

Perks are useful items, privileges, or contacts a character has access to in a cam-paign. Perks can be special licenses or symbols of authority, friends, favors or

fringe benefits accruing from a profession. They are purchased with Option Points,just like any Skill, which function as a value gauge of how powerful the Perk is (1being lowest, 10 being best—the GM is the final arbiter of a Perk’s worth on the 1~10scale; level 8 or 9 should really mean something!).

Perks are extremely campaign dependent and should be created for each campaign indi-vidually. Many Perks have mixed benefits, both good and bad, and game play should reflectthis. Think about it: a “Mafia Godfather” Contact might require a favor of you someday too!

Once the GM has established the level of the Perk, he must decide just how much impactthat perk has on the world; for example, in a superheroic game, being the head of a huge cor-poration would be a character affectation; in a cyberpunk campaign, that same status wouldhave serious impact. The impact is matched to the chart below and the basic cost for the Perk(listed below) is multiplied by the value indicated. This will be the final cost.

Campaign Style Multiply Perk ByVery High Impact ...............................................................................................................x4High Impact ........................................................................................................................x3Moderate Impact ...............................................................................................................x2Little or No Impact ............................................................................................................x1

Perk Name [Cost per Level] DescriptionMembership [1 per level] You can call upon the resources of an organization, person, government, or group—but you

also have responsibilities. The level of Membership represents your character’s status in the organiza-tion, not the influence of the group (that’s what the multipliers above are for). For example: AMembership of 1 at in the FBI would make you a janitor, but at 10 you’re the Director’s right-hand man.A version of this is Authority, in which the character is an agent of the law and has the power to arrest,detain and use deadly force.

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, grantingyou authority rather than “loaning” you use of the authority of a group (as above)—you get noresources, but you also don’t have so many responsibilities. By example: a license to sell arms mightcost 2; a Private Investigator’s license 4; a Bounty Hunter’s license might cost 6; a CIA or Secret ServiceAgent’s license 8, a Federal Marshal’s license costs about 9, and having an unconditional license to killmight cost 10.

Contact [1 per level] You know someone who can (and generally will) help you through money, power or sheerskill, and this help is usually “off the record.” A mercenary who’ll occasionally back you up in a fightcosts 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 student’s not much, but a student who’s willing to die for you…

Favor [0.5 per level] A one shot Contact; you can make use of this contact only once, but they MUST do whatyou ask (as long as its appropriate). Note that it’s often useful to have favors from a lot of people in dif-ferent areas rather than one contact who does everything.

Renown [1 per level] Your reputation, usually in a favorable light. People go out of their way to curry favor withyou, or to at least avoid getting on your bad side. At 3, most local people know you; at 6 you’re nation-ally known; at 9 you’re an international figure.

Wealth [1 per level] Characters are assumed to be lower middle class, but wealth boosts your lifestyle.Spending 1 OP places you comfortably in the middle class, capable of buying common things and liv-ing in a decent place. Level 2 is upper middle class; you can buy most everyday things and live in a verynice place. At levels 3~4, you are well to do and have more than enough money to support yourself; youneed work only occasionally, can afford costly hobbies, and have an expensive home. At 6 you’re rich;you don’t have to work at all, can afford large purchases like cars or vacations, and live in a very expen-sive home. At 9, you’re a millionaire, can live anywhere and buy almost anything you want. The GMmight let you exceed Wealth 10, making you a billionaire!

Special Note— Money: Generally, players with wealthy characters are discouragedfrom keeping track of their money directly—it’s a lot of tedious bookkeeping. However, theremay be times when you’ll absolutely need to know if you can buy that Caribbean island. In thiscase, you might use the following rule: At Wealth 1, the player has a disposable income of$100. per week; this value doubles for each additional level of Wealth—this means at Wealth10, you could spend over 2.6 million dollars a year! Referees should be really careful lettingthis rules cat out of the bag!

Option 3: PerksOption 3: Perks

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Meet Kandr ZahnKandr decides to buy some gear with his

points. He goes with:

OPTION POINTS LEFT................................49

ENERGY PISTOL........................................8POWER CELLS..........................................1FIRST AID PACK (FUTURE)..........................1CYBERDECK...........................................15DATAJACK..............................................15SMALL FLYING COMPANION (LARRY)..............5COMMUNICATOR........................................1

TOTAL OP USED.......................................46POINTS REMAINING......................................3

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Gear is stuff your character might need in an adventure. Often, this gear may bevery specific to the adventure, but the following items are usually found almost

anywhere:TYPE OP TYPE OPTemporary Shelter .........................................1 Rope & Grapple......................................1Food for one for a week................................1 Portable Light Source .........................0.1Long range communications device.............1 Medical Aid kit....................................0.3Personal transportation .........................30-60 Long range vision device .......................1Medium to Heavy Body Armor..............16-25 Personal Recording device ....................1Portable Tools.............................................1-2 Fire starting source .............................0.1Portable Time-keeping device ...................0.5 Water for two days.............................0.1

The above list is a totally generic one; the actual form of the Gear would be determinedby the technological level of the adventuring group:

Tech level 1-2: Pre-industrial Tech level 3: VictorianTech level 4: Early 20th Century Tech level 5: Late 20th CenturyTech level 6-7: Near Future Tech level 8-9: Interstellar Far Future

Tech level 10: Hyper Science (transgalactic empires)

For example, a “Portable Light Source” in a Pre-industrial tech level might be an oilsoaked torch, an oil lantern in a Victorian tech level, a battery-power flashlight in any 20thcentury tech level, and a “fusion glow rod” in a near future or far future tech level. As a ruleof thumb, to upgrade gear from a lower tech level to a higher one, subtract the lower techlevel number from the higher one and multiply the cost by the resulting value (example:upgrading an oil torch (TL 1) to a flashlight (TL4) would multiply the cost of a Portable LightSource by 3.

Note: The values given here are in Option Points; to derive money costs, multiply the OPcost by 100 monetary units. Also note some costs are in 10th points.

Option 4: GearOption 4: Gear

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The lists here are designed to cover, in ageneral way, any useful item that could

reasonably be found within each particularepoch. Where an item is missing, there areenough examples to help the Gamemasterestablish his or her own prices. Many of theitems are repeated in forms common to theirepoch; scrolls become books, books becomeholochips. Once again, each is presented in away which allows the device to be adaptedto the particular Game setting; just like an"energy pistol" can be considered a "phaser",likewise an "analyser" could also be consid-ered a "tricorder". Additional points may bespent (with Gamemaster's approval) toimprove these devices (a range of 2-6 pointsis about average).

For descriptions of speeds, see table onpage 35.

Ancient [TL: 1-2]Backpack................................................................................1Leather. Holds up to 40 lbs. of stuff.First Aid (Ancient) ................................................................1Bandages, herbs, needle and thread. Required for any FirstAid attempt in this time period.Flint & Steel............................................................................1For lighting fires. It takes about ten minutes to light a fire bythis method.Iron Rations (week) .............................................................1Dried meat and biscuits for one man (10 lbs).Lock picks...............................................................................5Simple lock picking tools. Adds +1 to any Pick Lock attempt.Mirror .......................................................................................1Polished piece of metal. Pole...........................................................................................1Six foot length of hardwood. Useful for testing for traps, pits.Adds +1 to any leaping, balancing attempt.Rope (horsehair) ...................................................................1108 feet . Can carry up to 200 lbs.Scrolls......................................................................................1Equivalent of books. Can contain legends, history, rare for-mulas, etc.Tent (hides) .............................................................................1Rough hides stitched together, over shaved poles. Shelter forfour. Takes about ten minutes to set up.Torches (4) ..............................................................................1Oil soaked rags on sticks. Each lasts about an hour, lightsSmall Area around holder.Water/Wine Skin..................................................................1Holds one quart.

Historical [TL: 3-4]Books .......................................................................................1Reading material. Big favorites of the time are classics;Dickens, Melville, Doyle, philosophy, etc.Candles (4)..............................................................................1Wax candles, good for 1 hour each. Casts light over a SmallArea.Canteen....................................................................................1Holds one quart of water, wine.Diving Suit ..............................................................................5Allows diver to go up to 100 m/y down, (300 feet) for onehour, while someone else pumps the compressor. First Aid (Historical).............................................................1Bandages,scalpels,needles. Required for any First Aidattempt in this time period.Handcuffs................................................................................3For binding others. Can take up to 56 SDP before breaking.Hemp Rope.............................................................................136 m/y (108 feet). Can hold up to 300 lbs.Lantern.....................................................................................1Runs on oil for up to 6 hours. Casts light over a Large Area.Matches...................................................................................1Two dozen. For faster fires (it takes about five minutes tolight a fire by this method). Can be used to light area in whichholder is standing.

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

Modern [TL: 5-6]Binoculars ..............................................................................1For long distance observation. “Bug”........................................................................................9Miniature listening device which can be placed using adhe-sives on any surface. Will transmit any sound within a LargeArea of itself to a receiver up to a mile away. Requires aDV=20 Awareness attempt to locate.Bug Detector..........................................................................9Will detect any active or passive listening device within aSmall Area of the user. Will determine location of bug, butnot location of receiver. Camera.....................................................................................1Records still images on film. 24 exposures.Camouflage Coverall...........................................................3Khaki overclothing, shaded and patterned to match specificenvironments (Urban, Snow, Jungle, Forest, Desert). Mustspecify which. Adds +2 to any Stealth attempt.Camp stove.............................................................................1Runs on pressurized gas for 3 hours. Takes about 5 minutesto boil water. Canteen....................................................................................1Holds 2 quarts. CD player.................................................................................1Plays compact laser-disks. Music, entertainment, etc. Aboutthe size of a paperback book. Cell Phone...............................................................................3Cellular network phone. Range about 10 miles from anymajor cellular network. Diving Gear.............................................................................5Includes swim fins, wet suit, weight belt, aqualung andmask. Tanks good for 3 hours. Can be used down to 200 m/y(600 feet).Dried Food (week)................................................................1For one man. Prepackaged, just add water. 5 lbs. Electrician’s Tool Kit............................................................1Solder, battery powered iron, wire, assorted parts, multime-ter with leads, etc. Required for Electronics tasks.First Aid (Modern) ................................................................1Bandages,scalpels, disinfectants. Required for First Aidattempts in this time period.Flashlight.................................................................................1Battery powered, good for 8 hours. Lights up to 24 m/y (treatas a Blast). (See pg 31).Geiger Counter ......................................................................9Detects noticeable radiation levels in a Large Area aroundthe user. Tells intensity and direction of source.IR Goggles & Flash ..............................................................9Allows user to see in dim light, using flash. Flash will illumi-nate any area up to 24 m/y (treat as a Blast) from user. Lightis invisible to normal vision. (See pg 31).Jammer....................................................................................9Will jam any active or passive listening device within aSmall Area of user.Lantern.....................................................................................1Can clearly light any area within 120 feet of user. Batterieslast 8 hrs., gasoline for 6.Lighter ......................................................................................1Fast fires. A fire can be started in five minutes by thismethod. Good for 100 lights.Mechanic’s Tool Kit .............................................................1Wrenches, pliers, screwdrivers, etc. Required forMechanical, Tinkering tasks.Movie Camera.......................................................................1Records color images and sound on film. Images cannot bereplayed through the camera. Nylon Rope.............................................................................1108 feet. Can hold up to 500 lbs.Personal Computer ..............................................................58" x 12" x 2" laptop with LCD screen. 2 Meg, with 40 megmemory (about 100,000 pages of information). Runs 3 hourson a battery charge; recharges in 3 hours.

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

Future [TL: 7-9]Analyser ..................................................................................9Hand-held scanner about the size of a hardback book. Thescanner sweeps a Large Area around the user, examininglife signs, technology traces, emissions, sounds, etc., report-ing on what it observes on its LCD screen. Adds +2 to anyAwareness, Understand Technology, Tracking or Survivalskills.Anti-psi screen....................................................................14Renders the wearer immune to Psychic attacks equivalent tohaving the power of Psi Screen (pg. 29).Antigravity Module............................................................12Small 1’x1’x1' cube with antigravity unit inside. Handles areon either side. Can lift up to 200 lbs. for 4 hours on a powercell.Boosted Reflexes...............................................................19Enhanced neural wiring for greater reaction speeds. Allowsuser to move first in the round, or in normal order ofAwareness Skill with other enhanced reflexed players (seeTurn Rules, pg. 35). Communicator.......................................................................1Small radio in either headset or handheld (matchbox sized)style. Range is about 1000 miles. A communicator can reacha ship in orbit, as long as the ship is directly overhead andnot blocked by more than a foot of concrete or metal.Cyberaudio Module...........................................................15Basically replacement ears with enhanced hearing (add +1to any Awareness or Tracking skills involving sound).Cyberdeck ...........................................................................15Required to use Machine Interface skill, allows “cybernet”,virtual reality network, cybermatrix or other mind-computergenerated reality. You must have Datajacks in order to usethis device.Cybermusculature..............................................................19Enhanced cybernetic muscles interwoven with normal mus-cle tissue. Increases strength to equivalent of Amazing. (Seepg. 32)Cyberoptics ..........................................................................15Basically cybernetic eyes with IR abilities (flash required),telescopic vision and greater visual acuity (add +1 to anyAwareness or Tracking skills involving vision, tracking indarkness).Cyberradio............................................................................15Subdermally implanted communicator linked to inner ear.Range and abilities are equal to a standard communicator(see above).Cyborg Exoskeleton ..........................................................19Metal exoskeleton made of linked actuators and myomarmuscles. Looks like metal plate armor shaped into a muscu-lar body suit. Gives wearer equivalent of Amazing Strength.(See page 32). Datajack................................................................................15A small jack mounted into the skin (head, wrists, spine),which allows the user to interface with high tech machines

GENERIC FUZION GEAR LIST

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

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

Personal Weapons Personal weapons cover things which can

be carried by individuals in combat. Animportant thing to remember; the costs ofthese weapons are not relative to what theycost in the real world. Instead, they arepriced based on Range, Damage Class, andan Area or Special Effect. This createsweapons that are internally consistentbetween all epochs, allowing a blaster to beeasily carried into a 10th century B.C. gameif the Gamemaster will allow it.

Weapons described here are very gener-al; research has shown us that overall,

most weapons of a type are fairly similar onthe broad scale. When seen within the classof 20th century weapons, there may be a dif-ference between a Colt .357 Magnum and aDesert Eagle, but when compared over a10,000 year span covering spears to blasters,these differences become pretty negligible;we simply have three classes of Revolver,equivalent to Light, Medium and Heavy.Futuristic weapons are handled in the sameway; a blaster and a laser do the same basicdamage, allowing the Game Master to slot inany one of a million "ray gun" variationsappearing in science fiction.

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

More powerful bow designed for penetration. Requires afair amount of space (firer must be standing) to use. 12arrows. DC=5. Minimum strength=4.Naginata Range: 4m WA: 2.......................5A Japanese style halberd, with a curved sword bladeinstead of an axe head. DC=4 Damage. Martial ArtsWeapon Skill required. (Specialty Melee Weapon Skill).Minimum strength=3.Nunchaku Range: 2m WA: 2.......................4Two short, heavy wooden sticks joined by a cord or chain.Delivers tremendous clubbing power over a short range.DC=3 Damage. Martial Arts Weapon Skill required.(Specialty Melee Weapon Skill) Minimum strength=2Quarterstaff Range: 4m WA: 2......................4Heavy wooden stick, usually about 6 feet long. Usuallycapped with metal. DC=3 Damage. Minimum strength=3.Shiriken (3) Range: throw WA: 2 .....................6Small throwing “stars”. 3 total. Close Range weapon. DC=1Damage,unless poisoned (see Poisons, pg. 54 for details). Short Sword Range: 2m WA: 1.....................3Double-edged weapon about 24-30 inches long. DC=2Damage. Minimum strength=3.Shortbow Range: 20m/pt STR to 7 WA: 2.....6Lightweight bow, designed for horseback, close-in work. 12arrows. DC=3 Damage. Minimum strength=3Sling Range: throw WA: 2.................2Strip of hide used to hurl small rocks or balls. Comes with10 shots, but any small object can be hurled. DC=1Damage.Spear Range: throw WA: 2....................7Heavier weight throwing weapon, which can also be usedto stab at an opponent. DC=4 Damage.Thowing Axe (Tomahawk)Range: throw WA: 2........4A light, one-handed axe, good for throwing as well as hack-ing. DC=2 Damage.Throwing Knife Range: throw WA: 3 .................3Small throwing dagger. DC=1 Damage. Tonfa Range: 2m WA: 2...................3Short, L-shaped clubs which can be used for blows, parriesor blocks (adds +1 on these actions). DC=2 Damage.Martial Arts Weapon Skill required. (Specialty MeleeWeapon Skill) Minimum strength= 2Whip Range: 2m WA: 1 ......................2Primarily an entangling weapon, the whip can also causeDC=2 Damage.

Historical [TL: 3-4]Arquebus Range: 200m WA: -1 to 2........7Very primitive (1400’s) form of shoulder arm, using a match-cord/flashpan arrangement. Takes 3 rounds to reload. DC=4Damage.Bayonet Range: 2m WA: 1..................1Stabbing blade attached to rifles of the period. DC=1Damage.Bowie Knife Range: 2m or throw WA: 2...........3Lightweight, drop-point knife about a foot long. Can alsoinclude any fighting knife of the period. Can be thrown at a-2 penalty. DC=2 Damage.Cartridge Rifle Range: 300m WA: 0-3

Type................................................Damage..........CostLight Rifle.........................................DC=4 ..................8Medium Rifle...................................DC=5 ..................9Heavy Rifle......................................DC=10 ..............10

Any one of a number of breach loading, cartridge firing,rifled shoulder arms of the period between 1800 and 2000.Grooves cut into the inner barrel give it reliable accuracyand range. Semi-automatic rifles have a built-in mechanismthat pumps a single round into the chamber as soon as thetrigger is pulled. 10 rounds. Derringer Range: 50m WA: 2.................4Small, two-shot hideout pistol, easily concealed in a pocketor purse. DC=2 Damage.Flintlock Pistol Range: 40m WA: -1................5Early, archaic (1700’s) pistol form, using a flint/striker com-bination and muzzle loading (2 rounds to reload). DC=3Damage.Flintlock Rifle Range: 200m WA: 1-2 ............7Long arm version of the pistol, with same limitations. DC=4Damage.Musket Range: 100m WA: -1 - 1 .......7Muzzle-loading (2 rounds/reload) shoulder arm (1500-1800’s). Although these weapons were unrifled, they stillhad greater accuracy and range than previous models.DC=4 Damage.Rapier Range: 2m WA: 2...............5Lightweight blade, double edged and usually used for duelsand single encounters. DC=4 Damage. Minimumstrength=2.Revolver Range: 50m WA: 0-2

Type.....................................Damage.....................CostLight ........................................DC=3 ..............................6Medium .................................DC=4...............................7Heavy.......................................DC=5 ..............................8

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

Modern [TL: 5-6]Automatic Rifle Range: 400m WA: 1-3

Type............................................Damage..................CostLight Rifle.....................................DC=4........................10Medium Rifle...............................DC=5 .......................11Heavy Rifle..................................DC=10 ......................12

Automatic rifles are capable of firing many shots with a sin-gle trigger pull. All can be fired three ways; Single Shot (20total ), 3 Short Bursts or 1Long Burst. Autopistol Range: 50m WA: 0-4

Type.................................................Damage.............CostLight ....................................................DC=3 ......................6Medium .............................................DC=4.......................7Heavy ..................................................DC=5 ......................8

Any one of a type of small handguns capable of rapid fire.Autopistols use a “clip” rather than a revolving cylinder; mostcarry 10 rounds, although this varies by type (GM decision).Autoshotgun Range: 40m WA: 2.............11The automatic version of the shotgun, autoshots can firethree DC=5 Blasts each round, up to 6 Blasts total.Compound Bow Range: 20m/ pt STR to 10 WA: 28The modern equivalent of a longbow, the compound uses aseries of pulleys and gears to increase power. DC=5Damage, 12 arrows.Dart Rifle Range: 100m WA: 0-2..........10Dart rifles use compressed air, springs or low velocity car-tridges to fire drugged darts. Used in animal hunting and nonlethal situations, they do no damage. A hit stuns the targetfor 2-12 (roll 2 dice) rounds on a roll of 3,4,5 or 6. A DV=25Willpower roll may be made to resist the effects of thisweapon. Six shots.Flamethrower Range: 40m WA: -1 -0.......11Largish assembly of tanks and a projecting nozzle; aflamethrower fires a Blast of oily flame. DC=10 Damage. SixBlasts. (See pg 31).Grenade Launcher Range: 100m WA: -3...........12Grenade launchers can come in small shoulder-arm forms, orbe mounted onto any rifle. They do damage based on thetype of grenade used (although 1 Kill Damage explosivetypes which cover a Small Area are most common). 2 shots.Gyrojet Pistol Range: 50m WA: -1 -0....... 8The gyrojet fires a small, self-propelled rocket shell at a dis-tant target. Recoil is slight and the initial firing is quiet.Gyrojets are best at longer ranges (no bonus for Close Rangeattacks), and pack a sizable punch (DC=5 ). 10 rounds.Knife Range: 2m/ throw........................................1Small double-edged weapon. Can be thrown at a -1 penalty.DC=1 Damage.Submachine Gun Range: 200m WA: 0-2

Type....................................Damage.............................CostLight .....................................DC=3 ....................................9Medium ...............................DC=4 ...................................10Heavy....................................DC=5 ..................................11

A smaller automatic weapon that fires pistol ammunitioninstead of rifle rounds. Fires single shots (20) or Bursts.Taser Range: 10m WA: -1 ...............9A taser delivers a high powered shock to any target struck byit’s prongs. Most tasers are hand held. A hit stuns the targetfor 1-6 rounds (roll 1 die). A Very Hard Willpower roll may bemade to resist the effects of this weapon. 10 shots per bat-teryTech Crossbow Range: 150m WA: 0-1 ...........7Advanced version of crossbow, using plastics and compos-ites. 12 bolts. DC=3 Damage.

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

Cyber Dart Range: 10m WA: -2.............4Tiny compressed air or spring-loaded dart. Mounted in cybereye, throat or finger, this single shot dart does damage as aDC=5 Poison. (See page 54.)Cyberfangs Range: contact WA: 0..................4Vampire-like fangs imbedded in the jaws. Can be foldedaway until needed. DC=1 if non-poisoned. If poisoned, costand effects are as with DC=5 poisons, pg. 54.Cybersnake Range: contact WA: 0 ...............10Any type of thin, snakelike attack whip hidden in a body ori-fice (mouth, ear, etc.). The cybersnake can be used to “rake”the target (DC=2) or “roto-rooter” (DC=5 Damage for everyturn the attacker can keep the target immobilized in a Holdwhile he undertakes his grisly task). Cyborg Arm Gun Range: 50m WA: -1...............8Any type of cybernetic “gun” arm. The gun itself either firesthrough the palm or through ports mounted in the forearms.DC=3 Damage. 5 shots.Cyborg Crushing Hand Range: 2m WA: 0..................6Enhanced artificial muscles and metal parts give thisappendage DC=4 crushing power. Cyborg Energy Gun Range: 50m WA: 2..............10The “higher tech” version of the arm gun, with a mountedenergy pistol instead of a slug thrower. DC=4 Damage. 5shots per power cell.Energy Pistol Range: 100m WA: 4.............. 8Any type of energy-powered hand weapons designed forrange and accuracy. Energy pistols include lasers, plasmathrowers, sonic pistols, disruptors, blasters, phasers, etc.Most project some kind of light beam or “bolt”. DC=5Damage. 10 shots per power cell.Energy Rifle Range: 500m WA: 4..............8The long-range version of the energy pistol. DC=5 Damage.10 shots per power cell.Energy Sword Range: 2m WA: 1 ..............5Any of a wide class of powered hand weapons for hand tohand defense. Blades can be made of laser energy, plasma,force fields, sonic vibrations, etc. Most are visible as glow-ing cylinders or rods of light. DC=5 Damage. 10 shots perpower cell. Gauss Pistol Range: 50m WA: 1............ 8Any type of advanced slug thrower that uses magnetic forceto throw its load. Gauss pistols are nearly silent and accu-rate, however, they are somewhat bulky and only have 10shots per power cell. 10 shots per power cell. DC=5Damage.Gauss Rifle Range: 300m WA: 1.............9The shoulder arm version of the above, with greater range.10 shots per power cell. DC=5 Damage.Microwaver Range: 20m WA: 0............8These small, hand-held weapons project a tight beam offocused microwaves at the target, causing burns and electri-cal shorts. DC=2 to meat bodies, but electrically based hard-ware (such as cyberware, scanners, energy weapons, com-puters, robots, etc.) must make a saving throw greater than2 on 1 die or be rendered inoperable (a DV=25 Cybertechtask). 10 shots per power cell.Minimissile Launcher Range: 100m WA: 0 .........12A second generation of the gyrojet, this device launches fourtiny explosive missiles at a time (8 total), covering a SmallArea with DC=5 Damage. The minimissile launcher can becarried as a shoulder arm, mounted in a cyberarm, or graftedonto the shoulders. Monomolecular Katana Range: 2m WA: 1...........6Unlike an energy blade, “monokatanas” require no energy tooperate; instead, they have a blade made from a moleculethick sheet of crystal. Monoblades are extremely deadly, astheir super thinness allows them to cut through nearly any-thing (DC=5 Damage). Needler Range: 50m WA: 1 .........10A small pistol firing compressed air or spring powered darts(Medium Range). Damage is negligible, but darts are usual-ly poisoned or coated with a sleep drug. A hit immobilizesthe target for 1-6 rounds (roll 1 die). A DV=25 Willpower rollmay be made to resist the effects of the drug. 10 needles.Stun Weapon Range: 100m WA: 2.......10Any type of energy-based hand weapon that causes the tar-get to be paralysed or otherwise immobilized. Can includesonics, electrical shock guns, “paralyser rays”, “hyp-nobeams”, etc. A hit immobilizes the target for 1-6 rounds(roll 1 die). A DV=25 Willpower roll may be made to resist theeffects of this weapon. 10 shots per power cell.Reloads....................................................................................1All reloads have a cost of 1 per full reload. Power cells arelisted on pg. 20.

ARMOR

Armor costs are based on the level of pro-tection against a particular level of threat.

This means that two widely different types ofarmor from two different epochs, may in fact beequally priced and equally good against thesame damage. Even if one's high tech -bodyarmor and the other's samurai plate. Althoughwe're aware of the hundreds of weapon andarmor combinations possible, in the interestsof simplicity, we've tried to group types togeth-er to allow the maximum in flexibility. When aprotective form also seemed to traditionally(such as in Power Armor) incorporate anoffensive capability, we've factored this intothe armor's cost as well.

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

HistoricalBack and Breast...................................................................8The succeeding generation of plate, made famous by theSpanish conquistadors. The back and breast consists of ametal covering over the back and chest, hinged with leatherstraps. A metal helmet is also part of this assemblage. Stops7 Hits.Body Padding ........................................................................4Heavy leather and metal surcoat, designed to allow move-ment while stopping bullets and sword cuts. Not all thatcommon, and not all that effective. Stops 3 Hits.

ModernBulletproof Clothing ............................................................8The modern equivalent of light body armor, designed to stopmost projectile weapons. The dense padding also is effectiveagainst blows and stabs. Stops 7 Hits.Kevlar Body Armor.............................................................10The best protection in this epoch. Plastic composite platesare interwoven with layers of Kevlar ballistic cloth. Whilehot, scratchy and cumbersome, body armor will even stopmost rifle rounds. Stops 9 Hits.

FutureBattle Armor.........................................................................10The next level of body armor, this form layers compositearmor plate, ballistic and reflective mesh, and a padded skin-suit underneath. The favorite of space marines and otherheavy assault groups. Stops 11 Hits.Light Body Armor..................................................................8The futuristic version of Kevlar body armor, made famous bystormtroopers everywhere. Light combat ceramic plates overa padded spacesuit, this is an effective defense againstmost beams and projectiles (unless it’s white). Stops 7 Hits.Personal Forcefield ...........................................................10The most advanced form of personal protection, this heavybelt generates a powerful forcefield capable of deflectingphysical attacks. Stops 7 Hits.

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

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

TRANSPORTATIONIn general, what describes a means of trans-

port is how big it is, how well-protected itis, how fast it goes, how much damage it cantake, and what weapons (if any) can beplaced on it. Weapons on individual vehiclesare only suggestions. What is described arethe number of attacks the vehicle can makeand the type (as described in theVehicle/Heavy Weapons List). Vehicles areassumed to be of average speed andmanueverability for their type; they may bealtered to become faster or more maneuver-able at the Gamemaster’s discretion (andcosts). See also Vehicle Armor list.

Players should feel free to buy newweapons with their Game points and

stack whatever they want on their vehicles(with the Game Master's permission). In theinterests of flexibility, we've only providedthe loosest guidelines as to what will fit on

where; this allows you to create some vehic-ular horror we've never considered andstack it high with mass destruction. It doeshelp to use a little common sense here; it'sreasonable to accept an autocannon on anautomobile, but a large energy cannon ispushing your luck. You Have Been Warned.See also Speed Table on page 35.

Ancient [TL: 1-2]Cart..........................................................................................22Large, four-wheeled wagon, usually towed by one or moreRiding Beasts at Running Speeds. 62 SDP.Chariot....................................................................................21Small two wheeled cart, usually towed by two Light RidingBeasts at Running Speeds. 60 SDP.Da Vinci Glider....................................................................17Light glider constructed of silk and bamboo, like LeonardoDaVinci would have built. Can carry one man for up to 4hours. Has 50 SDP moves at Very Slow Flyer Speed.Flying War Beast................................................................18A large and powerful war flyer, trained for combat (DC=3Bite, DC=2 Claw). Movement is Very Slow Flyer, and has 60Hits. 4 SDP armor is optional for an additional 12 points.Galley.....................................................................................60A large sailing vessel, usually with one sail and banks ofoars. Moves at Slow Ground Speed. Can carry up to 100men and has 70 SDP. Thick wooden hull gives this vehicleprotection equal to Light Vehicle armor. (See pg 23). Armedwith one Catapult, one Ballista.Heavy Riding Beast ...........................................................14A large draft animal, used for hauling, plowing. Moves atWalking Speed, 60 Hits. 4 SDP armor is optional at an addi-tional 2 pts.Light Flying Riding Beast.................................................16A light, flying animal, moving at Slow Flyer speeds. (DC=2Bite, DC=1 Claw, DC=2 Wing buffet ). 50 Hits. Light Riding Beast..............................................................12A basic riding animal. Moves at Sprinting Speed, and has 50Hits.Rowboat ................................................................................17Any type of small boat, usually propelled by pairs of oars.Moves at Running Speeds. Can carry up to 3 men, and has50 SDP.Small Sailboat.....................................................................17A small boat, powered by a single sail. Can carry up to 2 menat Slow Ground speeds, and has 62 SDP.War Riding Beast ...............................................................16A large and powerful riding animal, trained for combat(DC=3 Bite,DC=4 Trample,DC=3 Kick). Movement is RunningSpeed, and has 60 Hits. 10 SDP armor is optional for 2 pts.

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

equivalent of Heavy Vehicle armor. Slow Ground Speed.Man of War........................................................................140The largest type of gunned sailing ship, with 8 Cannonattacks per turn. Can carry up to 400 men, moving at SlowGround Speed, based on wind direction (see Balloons fordetails). 23 Kills; thick wooden planking gives this the equiv-alent of Medium Vehicle armor.Sailing Ship..........................................................................84One of the larger merchantman types from the 1500's to the1700’s. Can carry up to 100 men, moving at Slow GroundSpeed, based on wind direction (see Balloons for details). 11Kills; thick wooden planking gives this the equivalent ofMedium Vehicle armor. Has 4 Cannon attacks per turn.Zeppelin.................................................................................45Huge lighter than air vehicle capable of carrying up to 100people. Has 27 Kills, and moves at Slow Flyer Speeds.Metallized hull and frame gives this vehicle the equivalentof Light Vehicle Armor. A Zeppelin is very vulnerable to fire;a fire-based attack automatically does three levels higherdamage than normal (such as from DC=2 to DC=5 ).

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

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

Future [TL: 7-9]Dimensional Transporter...............................................500Allows travel between dimensions. The user must haveexact coordinates for where he wishes to go (DV=25Navigation), and may not make more than one trip in anyone 24 hour period. The machine is huge,immobile, andfragile (62 SDP).Flight Pack..............................................................................6Personal flying transport, usually in a backpack form, butsometimes in a bulky belt around the waist. Powered byantigravity units, rockets, jets, fans or helicopter blades. Alltypes move at Slow Flyer Speed. 53 SDP.Flyer ........................................................................................35Any type of light, wingless flying vehicle. Usually poweredby fans, antigravity modules or some other type of non-aero-dynamic lifting form. Can have one Machinegun or Missileattack added for the additional cost of the weapon. Capableof Fast Flyer Speeds. Metal skin gives this vehicle theequivalent of Very Light Vehicle armor. 62 SDP. Giant Robot ..........................................................................69Any type of gigantic humanoid machine piloted by a humanoperator. The generic Giant Robot moves at Fast Flyingspeed, has 3 Kills, and is covered in Very Heavy VehicleArmor. Giant Robots carry one Energy Melee Weapon andone Medium Energy Cannon attack. By buying additionalvehicle types, the giant robot can be made transformable,i.e.,capable of taking on the form of a spacefighter or othervehicle (its speed changes, but its weapons remain thesame).Hovercar................................................................................23Any type of personal “car” capable of hovering up to 3 feetoff the ground. Hovercars can be suspended on antigravityunits, fans, jets, rockets or any other type of futuristic lifterform. Capable of carrying 4-6 at Superfast Ground Speed.Metal skin gives this vehicle the equivalent of Very LightVehicle armor. 62 SDP. Can have one Machinegun or Missileattack added for the additional cost of the weapon.Hovercycle ...........................................................................18The two-man, motorcycle equivalent of a hovercar.Superfast Ground speeds, 60 SDP. Metal skin gives thisvehicle the equivalent of Very Light Vehicle armor.Hovertank .............................................................................63The heavy duty, combat tank version of the hover vehicle.Fast Ground Speeds, plated in Very Heavy Vehicle armor.Armed with one Light Energy Cannon and one MediumEnergy Cannon attack per turn. 5 Kills.Personal Spaceship..........................................................81Any type of small spacecraft carrying up to 10 people atSuperfast Flying Speeds. All types have FTL capability andare armed with two Medium Energy Cannon attacks perturn. The spaceship can be covered in Medium Vehiclearmor for the additional cost of the armor, otherwise, metalskin gives this vehicle the equivalent of Heavy Vehiclearmor. 7 Kills.Space Battleship..............................................................209Military battlewagon, with 6 Medium Energy Cannonattacks, 3 Heavy Energy Cannon attacks, and one MegaEnergy Cannon attack. Battleships are plated in SuperHeavy Vehicle armor, move as Superfast Flying vehicles, andare automatically FTL capable. Crews are usually about 2-300. 32 Kills.

Space Cruiser....................................................................140A smaller version of the above, with six Medium EnergyCannon attacks per turn and a Superfast Flying Speed (alltypes also have FTL capacity). Can carry up to 200 people ormulti-ton cargoes. The space cruiser is covered in VeryHeavy Vehicle armor, making it impervious to anything butlarge ship attacks. 22 Kills.Spacefighter ........................................................................72Any type of light, aerodynamic, 1-2 man spacecraft, usuallyfulfilling a role similar to jet interceptors today. Speed isSuperfast Flyer. For an additional 12 Game Points, a space-fighter can become Faster Than Light capable.Spacefighters are armed with two Light Energy Cannonattacks, one Missile attack and are plated in Heavy Vehiclearmor. 3 KillsTeleporter............................................................................300Instantaneous transportation between two points.Coordinates for the landing point must be known, either bysensors or by some type of “lock on” procedure (GM'schoice). Range is usually about 100,000 miles. Teleporterscome as landing pads, or booths. 60 SDPTime Machine........................................GM Special OnlyA small vehicle about the size of a car, which travelsbetween time periods. The user must know the exact coor-dinates for the time to which he wishes to go. The machineis immobile, but for an additional 100 points can be made tomove through space as well as time. Metal skin gives thisdevice the equivalent of Very Light Vehicle armor. 62 SDP.

VEHICLE/HEAVYWEAPONSAll vehicle weapons have a range of

Extreme. It's assumed that when theseweapons hit a vehicle-sized target, they actmuch as a man sized attack would against amansized target, striking only one area.However, when fired against a smaller thanvehicle-sized target (like a really unluckyhuman), they are considered to cover a SmallArea or larger with damage. This means thatwhen a Mega Energy Cannon hits in the mid-dle of a city block, everything within a SmallArea automatically takes 8 Kill Level dam-age. Think about it.

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

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

Modern [TL: 5-6]Autocannon..........................................................................15The second generation of the Gatling gun, this multi-bar-relled weapon uses an electric motor to “crank” out fire atunbelievable rates. DC=10 Damage as a Beam attack. 10shots. (See pg 31).Bomb ......................................................................................14An unguided explosive, usually dropped from a height byplanes. 2 Kill Damage over a Large Area.Machinegun.........................................................................12A rapid-fire weapon used from the First World War throughthe present. Found on the battlefield, in aircraft and onships. DC=10 damage in a Beam attack. 10 shots. (See pg31).

Missile...................................................................................14Small, self-guided rocket. Used on ships and planes of alltypes, occasional battlefield vehicles. Also includes any of avariety of small, shoulder-carried, single shot missile launch-ers (Stingers, Hellfires, etc.). 2 Kill Damage over a LargeArea.Heavy Projectile Cannon

Type ........................................Damage .....................CostLight .............................................1 K ..............................12Medium .....................................5 Kill..............................13Heavy .........................................10 Kill ...........................14

The modern day equivalent of the cannon, firing explosiveshells. The Light size (S.Area damage) is usually found onsmall armored vehicles, in anti-aircraft batteries and in afew larger aircraft. Medium-sized (L.Area Damage) arefound in siege weapons and ship batteries. Heavy Cannon(L.Area Damage) are found only in heavy artillery units, or onthe largest capital ships. 20 shots.Torpedo..................................................................................14The aquatic version of the missile, usually launched by asubmarine, but also occasionally by ASW helicopters andships. Self-homing. 2 Kill Damage over a Large Area.

Future [TL: 7-9]Energy Cannon

Type..........................................Damage........................CostLight .............................................2K ...............................12Medium .......................................4K.................................13Heavy............................................6K.................................14Mega............................................8K.................................15

Includes lasers, plasma throwers, sonic weapons, disrup-tors, blasters, phasers, etc. Most project light beams or“bolt”. Light sizes (Beam) are used by spacefighters or bytroops in light battlefield positions. Medium types (S.Area)are used by most small spacecraft, including heavy fighterbombers, merchantmen and small warships. Heavy types(L..Area) are carried by capitol starships below battleshiplevel and planetary defense systems. Mega types are usedas a main gun for space battleships and planetary defense.(See pg 31). Energy Melee Weapon.....................................................12Primarily designed for mecha and other giant robotic fight-ing machines. Blades can be made of laser energy, plasma,force fields, sonic vibrations, etc. Most are visible as glow-ing cylinders or rods of light. 5K Damage.Energy Torpedo...................................................................14Any type of “packaged” energy blast, usually held in checkby a magnetic bottle or special container. Most types con-tain antimatter, plasma, nuclear explosives, tachyons orsome other type of 10K Damage,Large Area Effect.

Vehicle ArmorIron, metal or other composite plates of armor used toabsorb and deflect attacks to vehicles.Type.............................................................Cost ...........StopsVery Light Vehicle ............................................2.............25DCLight Vehicle .....................................................4.............50DCMedium Vehicle ...............................................6...........100DCHeavy Vehicle ...................................................8..............1 KillVery Heavy Vehicle ........................................10..............2 KillSuper Heavy Vehicle .....................................12..............4 Kill

Vehicle Force Field.................................Cost ............StopsLight Vehicle ...................................................12..................2KHeavy Vehicle .................................................20..................4KThis is a large field accumulator capable of defending up toa single titanic object like a space battleship, including aseveral city block-sized fortification. It is too large to mounton anything smaller than a truck and requires a very largepowerplant to operate it.

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Banish Animal ...........................DV=14.................S.AREAThis spell counters the Summon Animal spell, sendingthe summoned creature back to where it came from,even if its task is uncompleted. Duration: one use.

Banish Demon...........................DV=22.................S.AREAThis spell counters the Summon Demon spell, sendingthe summoned creature back to where it came from,even if its task is uncompleted. Duration: one use.

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

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

Banish Spirit ..............................DV=14.................S.AREAThis spell counters the Summon Spirit spell, sending thesummoned creature back to where it came from, even ifits task is uncompleted. Duration: one use.

Banish Undead..........................DV=22..................L.AREAThis power allows the cleric to break the unclean bondsholding the unliving to this plane. All undead within thearea are instantly restored to the land of death, crum-bling to dust before the cleric’s power. Duration: one use.

Bless...........................................DV=14..................TOUCHThe cleric blesses the subject with the good favor andfortune of his gods. The subject will have an automatic+1 advantage in any action he takes. Limit once per dayper subject. Duration: one game day.

Cast Off Curse ...........................DV=18..................TOUCHThis spell counteracts and removes the effects of theCurse spell. Duration: one use.

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

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

Cure Disease .............................DV=18..................TOUCHThis spell instantly neutralizes the effects of any diseaseor Plague spell. It will not reverse any damage previous-ly taken from the disease’s effect. Duration: one use.

Curse...........................................DV=18.................S.AREAThe cleric inflicts on the victim a dark aura of unluck andill fortune. The target will have an automatic -1 penaltyin any action he takes until the Curse is dispelled by useof a Cast Off Curse spell. Limit once per day per subject.

Detect Evil .................................DV=18..................L.AREAThe cleric is able to sense the presence of evil or therecent use of evil sorcery within a Large Area of his posi-tion. The effect moves with the caster. He may also usethis spell to determine if an item or place is of an evilnature. Duration: 6 rounds.

Detect Falsehood......................DV=14.................S.AREAThe cleric can automatically tell if someone is lying tohim, or if something he examines is an illusion. Duration:4 rounds.

Exorcise......................................DV=22..................TOUCHThe cleric calls upon his gods to force a soul out of anunnatural union with another body or artifact. This is acounterspell to the Bind Soul spell, and may also beused against possessed creatures and characters, or torestore a bound soul to it’s original body.

Find True Path............................DV=14..................L.AREAThe cleric is able to determine the safest and most directpath between any two points. While this does not guar-antee absolute safety, the path chosen will always bethe safest and most direct option if several choices areavailable. Duration: 4 rounds.

Heal ............................................DV=18..................TOUCHRestores one die plus one Hit to the player instantly.Clerical Healing may only be done once per game day onany particular player. The shock of rapid healing is fatalwhen frequently used. Duration: one use, once per gameday per person.

Invoke Gods ...............................DV=26.................S.AREAThis power allows the cleric to reach out to the highergod planes to commune with his or her ruling deity. Thedeity grants the cleric a boon equal to a 5 point bonus onone subsequent task or action. This invocation may onlybe used once per game; gods are busy immortals anddon’t take to being bothered all the time. Duration: untilaction is taken.

Neutralize Poison......................DV=14..................TOUCHThis spell fully neutralizes the effects of any poison orPoisoning spell instantly. It will not, however, reverseany damage previously taken from this poisoning effect.Duration: one use.

Part Water .................................DV=22..................L.AREACreates a pathway through any body of water exactly 16y/m (48 feet) wide, and 16 y/m back and front of thecaster. Effect moves with cleric. Duration: 10 rounds.

Protection From Evil..................DV=14..................L.AREAThe cleric is surrounded with an aura of saintliness andGood, totally filling a Large Area around him. All evilthings within this area must immediately retreat beyondthe affected space. A Willpower roll may be madeagainst the caster’s Will to resist this spell. Duration: 5rounds.

Purify ..........................................DV=18..................TOUCHCounters the effects of any poisonings, as well as thespells Poison, Plague and Corruption. Does not replacelost Hits. Duration: one use.

Regeneration.............................DV=18......................SELFThrough his concentration and faith, the cleric canregenerate one Hit per hour until he is fully healed or hehas taken another wound. You may not regenerate frombeing killed. Duration: until fully healed or another Hit istaken.

Resurrection .............................DV=26..................TOUCHCalling upon his gods’ aid, the cleric is able to raise onekilled player or creature from death each Game. The res-urrected player is restored with one Hit (all other lostHits must be recovered through either normal healing,Healing or Regeneration spells). Duration: once pergame.

Turn Undead ..............................DV=18..................L.AREAThe caster creates a sphere of holy power around him-self, through which undead creatures cannot pass.Duration: 5 rounds.

Walk on Air................................DV=26......................SELFThe cleric can easily walk through the air as thoughwalking on a sheet of invisible glass. Speed is a normalWalk. To change altitude, the cleric walks up or down as

MagicThe realm of Magic grants the user the ability to affect and influence the mate-

rial world through either incantations and artifacts (Sorcery), or through theintercession of Higher Powers or Beings (Clerecy). In both cases, the individualact of magic is a task like any other, performed by using either the Sorcery skillor the Clerecy skill. Each act of Magic has a name, a Difficulty Value [DV] and therange it can effect. Magic spells are not bought with Option Points, magic skillsare. These tasks may not be attempted without the appropriate skill.

Self: The user can only affect himself.Touch: The user can only affect things he is touchingBeam: The power is projected in a narrow beam like a laser, up to 100 m/ydsBlast: The power is projected in a beam that widens 1 m/yd for every 2 m/yds

travelled (at 2m/yds, the beam is 1m/yd wide, at 4, it is 2m/yds, at 6, itis 3m/yds wide, etc.)

Small Area: The power affects an area extending in radius 4 m/yds from the user.

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if climbing an imaginary hill. Lasts 10 rounds or until dis-pelled.

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

SummoningSummon Animal .......................DV=18.................S.AREAThis spell summons one random animal, allowing theMagic User to command it to perform one task. The ani-mal’s combat and dodge skills have a base level ofbetween 1 and 6 (roll 1 die for each) and cause damagebased on a one die roll (1-2/DC=2 3-4/DC=4 5-6/DC=5).Duration: till task complete.

Summon Demon ......................DV=26.................S.AREAThis spell summons one random demon (choice definedby Game Master for his particular Game), allowing theMagic User to command it to perform one task. TheDemon’s combat and Dodge skills have a base level ofbetween 2 and 12 (roll 2 dice for each) and cause DC=10with its natural weapons. It also has 4-24 Hits (roll 4dice) and skin equivalent to 45 Hits. Duration: till taskcomplete.

Summon Elemental ..................DV=22.................S.AREAThis spell summons one random elemental force (Earth,Air, Fire or Water—choice of Game Master), allowingthe Magic User to command it to perform one task. TheElemental’s combat and dodge skills have a base level ofbetween 1 and 6 (roll 1 die for each) and cause DC=10with its natural weapons. It also has 2-12 Hits (roll 2dice) and has skin equivalent to 18 SDP Armor. Duration:till task complete.

Summon Monster.....................DV=22.................S.AREAThis spell summons one random monster (choicedefined by Game Master for his particular Game), allow-ing the Magic User to command it to perform one task.The Monster’s combat and dodge skills have a base levelof between 1 and 6 (roll 1 die for each) and cause DC=5with its natural weapons. It also has 3-18 Hits (roll 3dice) and has skin equivalent to 28 SDP Armor. Duration:till task complete.

Summon Spirit...........................DV=18.................S.AREAThis spell summons one random Spirit (as defined byGame Master for his particular Game), allowing theMagic User to command it to perform one task. TheSpirit’s dodge skill has a base level of between 1 and 6(roll 1 die). It also can use both Aura of Death andCorruption spells at +5, has 1-6 Hits (roll one die) and hasprotection equivalent to 10 SDP Armor. Duration: till taskcomplete.

ConjurationBreathe Water...........................DV=14..................TOUCHAllows caster/target to breathe water for up to 10rounds. Duration: 10 rounds.

Control Fire.................................DV=14.................S.AREAAllows the caster to control the size and intensity of anyfire within a Small Area around himself. Any damagecaused by the fire can be increased/decreased by up totwo levels of damage (from DC=2 to DC=4, or from DC=5down to DC=3). Duration: 3 turns.

Control Water............................DV=14.................S.AREAAllows the caster to control and shape up to 100 gallonsof water; you can form shapes, move it in desired direc-tions, etc. Duration: 3 turns.

Control Weather .......................DV=18..................L.AREAThe caster is able to control the weather immediatelyaround himself (Large Area). He may create rain, snow-storms, hailstone showers or unseasonable warmth.However, subjects within the area of effect (while cold,wet and possibly sunburnt), take no damage. Duration: 3rounds.

Create Air...................................DV=14..................L.AREA

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

Create Darkness........................DV=14.................S.AREACreates a globe of absolute darkness in a Small Areaaround the caster. Lasts until dispelled.

Create Defender........................DV=22.................S.AREAThis spell allows the caster to create a single warrior todefend him in mortal combat, using a sword, club, ener-gy sword or other melee weapon appropriate to theepoch of the game. The Defender will fight for 3 rounds,has a Melee Weapon skill of 4, has 12 Hits and is wear-ing any type of Light Personal Armor appropriate to thatepoch. Duration: 3 turns.

Create Food ...............................DV=18.................S.AREACreates up to 10 lbs. of food (caster’s choice of type &amount) each time it is cast. Permanent.

Create Light ...............................DV=14.................S.AREACreates a globe of light entirely filling a Small Areaaround the caster. Lasts until dispelled.

Create Water.............................DV=14.................S.AREACreates up to 100 gallons of water. Permanent.

Door Ward .................................DV=18..................TOUCHCreates a barrier around any doorway the caster touch-es, with a strength equivalent to 54 SDP. Lasts till dis-pelled or broken.

Enchant Weapon ......................DV=22..................TOUCHThis spell enchants a specific weapon, granting 2 extrapoints to weapon accuracy for any Melee Attack madewith it. Duration: 4 turns.

Enlarge/Reduce.........................DV=18..................TOUCHAllows the caster to enlarge or reduce the size of anyobject or creature, up to 100 times its normal size or100th of normal. Duration: 3 turns.

Greater Shapechange ..............DV=26..................TOUCHThe caster has the ability to change shape into anything(of the same mass and general size) he desires, alsogaining the abilities of whatever he is changed into atthis time. Lasts until dispelled.

Growth of Plants .......................DV=18..................L.AREAThis spell increases the growing power of any plantswithin a Large Area of the caster for up to 3 rounds. Eachturn, the size of the plant increases by one level; Twoy/m of grass expands to 4 square y/m of brush, thenbrush to trees (8 square y/m), and trees to giant red-woods (16 square y/m). Very good for creating barriersbetween the caster and opponents. Duration: 3 rounds.

Magewind .................................DV=18..................L.AREAThis spell allows the caster to create a strong wind capa-ble of blowing over most humans (caster’s Willpower rollvs defender’s Athletic roll) in a Large Area around him-self. If knocked over, the target will take DC=2 damage.This spell can also be used to propel sail-driven vehiclesat up to 10 m.p.h.. Duration: 3 rounds.

Mend..........................................DV=14..................TOUCHThis spell allows the Magic User to repair one non-mag-ical item of any sort to it’s original (as if new) condition.Permanent.

Move Earth ................................DV=14.................S.AREACreates a tunnel in the earth 2 y/m (6 feet) wide and 10y/m (30 feet) in front and in back of the caster. Lasts 5rounds. Moves with caster. Duration: 5 rounds.

Noise ..........................................DV=14.................S.AREACreates a loud explosion of random noise in a SmallArea around the caster. Duration: 3 rounds.

Shapechange.............................DV=22..................TOUCHThe caster has the ability to change his own (or anoth-er’s) shape to anything of the same mass or size. He doesnot, however, gain the abilities of whatever is changedinto at this time (for example, as a bird, he could not fly).Lasts until dispelled.

Silence........................................DV=14.................S.AREACreates a globe of absolute silence in a Small Areaaround the caster. Lasts until dispelled. Moves with caster

Stone to Sand...............................DV=18...................S.AREATurns any stone object up to 1,000 pounds into an equalvolume of sand. Permanent.

Transmutation............................DV=26..................TOUCHThe caster can change the composition of up to 1lb. ofmaterial to a more valuable form; lead becomes gold,gold becomes diamonds, etc. The duration and perma-nency of the change is decided by the Gamemaster.

Vaporous Body ..........................DV=22..................TOUCHGives the caster/target a body with the consistency ofmist, capable of going through any air-permeable sur-face. Duration: 4 rounds.

Weapon of Power.....................DV=26..................TOUCHIncreases the damage done by a specific weapon by twolevels (such as from DC=2 to DC=4) for 4 rounds.

NecromanticAbout Necromantic Spells: These spells concernthe unliving and recently dead. As a rule, thosewho use these spells are considered to be eviland should be shunned. However, in some games,particularly those set in a Horror or Lovecraftiangenre, players may be required to use these spellsin the battle against assorted “nameless horrors”.The use of these spells is therefore up to the GameMaster and depends upon the current game he isrunning.Aura of Death............................DV=14.................S.AREAThe caster is surrounded with an aura of horror anddeath. All living things (excluding caster & allies) withinthis area must immediately retreat beyond the affectedspace. Duration: 3 rounds.

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

Corruption ..................................DV=18..................TOUCHThe caster’s touch causes any living things to putrefy anddecay, taking DC=3 for 4 rounds.

Plague.........................................DV=22..................TOUCHThe caster’s touch causes any living thing to sicken androt horribly, taking DC=4 each hour until dead. Dispelledby the Clerical Spell Purify.

Poison.........................................DV=14..................TOUCHThe caster causes any living thing touched to take StrongPoison damage until the grip is released. Lasts until gripis broken.

Speak w/Dead ..........................DV=18.................S.AREAThe caster can speak to any dead thing whose remainsare within a Small Area of himself. It will communicateto him in the manner which it used in life (men speak,cats yowl, etc.). Duration: 4 rounds.

Steal Life Force .........................DV=22..................TOUCHAllows the caster to take up to 4 Hits from another tar-get and add these stolen Hits to himself. He may notraise his total Hits to greater than the original number.Duration: single touch.

Touch of Death..........................DV=26..................TOUCHThe caster’s touch causes any living thing to take DC=10.Lasts until grip is broken.

Zombie Master..........................DV=26..................L.AREAAllows the caster to control all undead creatures withina Large Area of his position until dispelled. The undeadfollow all commands, and may leave the caster’s area toperform specific tasks. Duration: until dispelled.

IllusionCascade of Lights......................DV=14.................S.AREAThe caster launches a fountain of brilliant fireworks fromhis hands, causing blindness and a -3 penalty to any tar-get’s attacks or other actions. Duration: 1 round.

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

MAGICSPELL LIST

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things. A Willpower roll may be made against thecaster’s Will to resist this spell. Duration: until dis-pelled.

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

Mage Fire.................DV=18...............................S.AREAThe caster is surrounded with a flickering barrier of rag-ing blue fire. Anyone crossing the barrier takes DC=3Damage. A Willpower roll may be made vs the caster’sWill to resist. Duration: 3 rounds.

Multi-Mirrored Image....DV=18 ........................S.AREAThe caster creates a multitude of shifting, realisticimages of himself in a Small Area, each doing exactlythe same thing. Anyone attacking the caster will be ata -4 point skill penalty. Duration: 4 rounds.

OffensiveArrow of Fire............DV=18 ...............................L.AREAThe caster creates a magical arrow (bow required) thatcauses anyone it hits to burst into flame (DC=4 damagefor two rounds). The arrow then burns away. Damagecan be avoided on the second round by pulling out thearrow (a DV=20 First Aid task). Duration: one shot.

Bind Person..............DV=22...............................S.AREAThe target is wrapped and bound in webs of twistingblack and red energy. He may not move or act, and mayonly be released by use of a Dispell. Duration: until dis-pelled.

Bind Soul ..................DV=26................................TOUCHThe target’s consciousness is transferred and boundinto any small inanimate object, while his body goescatatonic. The soul may only be released through useof an Exorcise spell. Duration: until exorcised (the soulreturns to the original body, unless it is destroyed). AWillpower roll may be made against the caster’s Willto resist this spell.

Blast of Force...........DV=18.................................BLASTThe caster’s target is struck by a glowing red blast ofpower, causing DC=4. Duration: one blast.

Blinding.....................DV=18 ...............................L.AREAThe caster causes one target within a range to sufferabsolute blindness. All actions are made at a -5 penal-ty. Duration: 3 rounds.

Charm .......................DV=18...............................S.AREAThe caster is able to create an aura around himself ofgood fellowship and trust; the target will regard thecaster as a good friend and treat him as such for up to5 rounds. A Willpower roll may be made against thecaster’s Will to resist this spell.

Curse.........................DV=26...............................S.AREAThe caster inflicts the victim with a deep pall of unluckand ill fortune. The target will have an automatic -4penalty in any action he takes until the Curse isremoved by use of a Cast Off Curse spell. Duration:until dispelled.

Deathword ...............DV=26...............................S.AREAThe caster shouts a single word so horrible that his tar-get instantly takes DC=10. One target only; must bewithin a Small Area of effect. Duration: one shout.

Dehydrate.................DV=18................................TOUCHThe caster instantly sucks most of the liquid out of thetarget, causing DC=5 to any living organism. This canalso be used to absorb up to 30 gallons of water at acasting. Duration: 1 round.

Disintegrate .............DV=26 .................................BEAMThe target begins to disintegrate over 4 rounds, eachturn taking DC=10 damage. If the target reaches 0 Hitsduring this time, he is entirely vaporized. Duration: 4rounds.

Earthquake ...............DV=18 ...............................L.AREAThe caster causes the earth around himself to open up

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

Fireball ......................DV=22.................................BLASTThe caster releases a blast of seething flame whichengulfs everything within reach. All targets takeDC=10.

Flesh to Stone..........DV=22................................TOUCHThe target is turned to stone over 2 rounds, each roundreceiving DC=3 Damage. If the damage kills the char-acter, he may not be restored; if he is merely woundedand turned to stone, he can be freed with a Stone toFlesh spell (but damage is not healed). Duration: 2rounds.

Hands of Flame .......DV=14................................TOUCHThe caster’s hands are wreathed in a ball of fire, caus-ing DC=3 damage to anything he touches. Duration: 2rounds.

Ignite.........................DV=22................................TOUCHThe caster’s target bursts into flame spontaneously,taking DC=2 This may also be used to start fires withany dry wood or tinder. Duration: 2 rounds.

Lava Eruption ...........DV=26 ...............................L.AREAThe caster causes the earth around himself to open upand gout huge spurts of boiling rock. The attacks lasts2 rounds, each turn causing DC=10 damage to alltrapped in the area with the exception of the casterhimself.

Mists/Obscurement....DV=14............................L.AREAThe caster causes the earth around himself to open upand exude a thick, choking mist. The effect lasts 6rounds, during which anyone (except caster) within thearea of effect will take all actions at a -3 penalty.

Mystic Arrow...........DV=14 ...............................L.AREAThe caster creates a magic arrow (bow required) thatcauses a DC=3 wound the round it hits, a DC=2 Woundthe next round, and a DC=1 wound the last round. Thearrow then melts away. Damage can be avoided onsuccessive rounds by pulling out the arrow (a DV=20First Aid task). Duration: one shot.

Paralyze ....................DV=18 .................................BEAMThe caster’s target is immobilized for 1-6 rounds (roll 1die).

Repulsion..................DV=14...............................S.AREAThe caster creates an aura of disgust around himselfor his target. All living things within this area mustimmediately retreat beyond the affected space. AWillpower roll may be made against the caster’s Willto resist this spell. Duration: 3 rounds.

Rust...........................DV=18................................TOUCHThe caster’s touch causes the target (any ferrous metal)to rust over time, each round taking DC=3 damage untilit is rusted away (0 SDP). Duration: until dispelled.

Shatter......................DV=18................................TOUCHThe caster’s touch causes any hard, non-living target toshatter and break (DC=4 damage). Duration: one touch.

Sleep.........................DV=14 ...............................L.AREAThe caster causes any desired targets within a LargeArea around himself to fall into a deep sleep. The sleepwill last up to 2-12 rounds (roll 2 dice) or until dispelled.A Willpower roll may be made against the caster’s Willto resist this spell.

Stunning Grasp........DV=14................................TOUCHThe caster causes a blast of disorienting power to stunanyone he touches. The target is confused and at a -5penalty to any action he attempts. Duration: 3 rounds.

Swallowed by Earth .....DV=22..........................L.AREAThe earth beneath the target opens up and swallowshim. The resulting pit is 4 m/yds (12’) square, 4 m/yds(12’) deep, and has smooth sides (climbing out is aDV=25 Athletics task). Permanent.

Thunderbolt................................DV=22..............................

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

Transformation ..........................DV=26.................S.AREAThe caster can change any living thing into another liv-ing thing of equal mass and size (for example, a 100 lb.man into a 100 lb. panther). He may also change a livingthing into something not normally of equal size or mass;it will simply retain it’s original mass/size ratio in thenew form (example: a 100 lb., 6 foot frog). Does not grantchanger the abilities of the new form. Lasts untilDispelled or Breakspelled. A Willpower roll may bemade against the caster’s Will to resist this spell.

DefensiveAbsorb Spell ..............................DV=26......................SELFThe spell allows the character to absorb the energy ofone attacking spell. The spell must then be released asthe next spell the absorber casts (if A hits B with aFireball, the next spell B casts must be a Fireball).However, the spell may be stored for as long as he wish-es. Duration: absorbs one spell.

Armor of Light ...........................DV=22......................SELFThe caster raises a protective barrier of shimmering lightaround himself, making him invulnerable to all light-based attacks, including Blinding, Create Light, CreateDarkness and Spray of Light. Duration: 6 rounds.

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

Banish Animal ...........................DV=18.................S.AREAThis spell counters the Summon Animal spell, sendingthe summoned creature back to where it came from,even if its task is uncompleted. Duration: one banish-ment.

Banish Demon...........................DV=26.................S.AREAThis spell counters the Summon Demon spell, sendingthe summoned creature back to where it came from,even if its task is uncompleted. Duration: one banish-ment.

Banish Elemental ......................DV=22.................S.AREAThis spell counters the Summon Elemental spell, send-ing the summoned creature back to where it came from,even if its task is uncompleted. Duration: one banish-ment.

Banish Monster.........................DV=22.................S.AREAThis spell counters the Summon Monster spell, sendingthe summoned creature back to where it came from,even if its task is uncompleted. Duration: one banish-ment.

Banish Spirit ..............................DV=18.................S.AREAThis spell counters the Summon Spirit spell, sending thesummoned creature back to where it came from, even ifits task is uncompleted. Duration: one banishment.

Break Binding ...........................DV=18..................TOUCHThis spell protects the caster or another subject againstall binding spells (Bind person, Bind Soul) for 4 rounds.

Breakspell ..................................DV=18.................S.AREAThis allows the caster to “break” or disrupt one spell inthe process of formation, or to stop any attacking spellcurrently being used (the equivalent of a magicalDodge).The attacking spell dissipates and must berestarted all over again. Duration: one use.

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

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

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

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

Mystic Shield.............................DV=26......................SELFThe caster raises a small protective barrier just largeenough to deflect a single material attack each round.The mystic shield stops any and all types of physicalattacks, including weapons strikes, bullets, energy bolts,blows, bolts, blasts, mystic and fire arrows, fireballs,thunderbolts, magewinds and earthquakes. Duration: 3rounds.

Protection From Sorcery...........DV=26..................TOUCHThis protective cantrip allows the caster to make himself(or one other person per casting) more resistant to sor-cery; all damaging spells do two levels less damage(DC=5 becomes DC=3, for example), and all other spelleffects last half as long (for example, a four round spellonly lasts for two rounds). Duration: 3 rounds.

Reflect Spell ..............................DV=26......................SELFThis spell bounces one attacking spell back at the origi-nal caster (who takes full effects). Duration: 3 turns.

Remove Paralysis .....................DV=18..................TOUCHCounters the effects of the Paralyze spell. Duration: oneuse.

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

Rune............................................DV=18......................SELFWith this spell, the mage creates a mystic rune thatguards against internally directed attacks. While therunesign is raised, the caster is immune to Ignite,Dehydrate, Flesh to Stone, Disintegrate, Corruption andTransformation spells. Duration: 4 rounds.

Shield Against Fire....................DV=22......................SELFThis spell surrounds the caster with a shield impenetra-ble to fire in all it’s forms, including fireballs and walls offlame. While wrapped in this shield, he may not beharmed by fire. Duration: 4 rounds.

Spell Ward ................................DV=26......................SELFThis spell creates a barrier over the skin of the caster,warding against all forms of magic, and making itimpossible to pass any spell through in either direction.Duration: 4 rounds.

Stone to Flesh ...........................DV=22..................TOUCHReverses the effects of the Flesh to Stone Attack, butdoes not remove damage taken before the Flesh toStone spell was used. In short, the body may not bestone, but if it was damaged, it’s still damaged and mustbe healed. Duration: one use.

Turn Spell ...................................DV=22......................SELFThis spell deflects one attacking spell off to strike anoth-er selected target; if A attacks B and B uses Turn Spell,he could direct that spell to strike A or C. Duration: 2rounds; will deflect only one spell during this period.

Wall of Fire ................................DV=18..................L.AREAThe caster instantly fills the area around himself with a10 m/yds tall (30 foot) wall of flame. Anyone crossing thewall immediately takes DC=10 damage. The wall can bestraight, staggered, etc. Duration: 6 rounds.

Wall of Force .............................DV=22.................S.AREAThe caster instantly fills the area around himself with a6 m/yds (18 foot) wall of force. The wall can take 100SDP of physical damage before it is destroyed. The wallcan be straight, staggered, etc. Duration: 6 rounds.

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

The caster instantly fills the area around himself with a10 m/yds. tall (30’) wall of ice. The wall can take 80 SDPof physical damage before it is destroyed. Fire-baseddamage is considered to be doubled. The wall can bestraight, staggered, domed, etc. Duration: 6 turns.

Wall of Stone ............................DV=22..................L.AREAThe caster instantly fills the area around himself with a8 m/yds tall (24 foot) wall of stone. The wall can take 80SDP of physical damage before it is destroyed. The wallcan be straight, staggered, domed, etc. Duration: 6rounds.

Wall of Thorns...........................DV=18..................L.AREAThe area immediately around the caster is filled with adense, impenetrable (can take 65 SDP) thicket of thorns8 m/yds. (24’) tall. Those entering the thicket take DC=3.Lasts 6 rounds.

Dome of Invulnerability............DV=26.................S.AREAThe caster instantly fills the area around himself with a6 m/yds. tall (18 foot) dome of of invulnerable force. Thedome is equivalent to 300 SDP or 10 Kills, stopping 20points of each damaging attack made upon it. No spellsmay be passed in or out of the dome. Lasts 3 rounds.

KnowledgeAlarm..........................................DV=18..................TOUCHThe caster is able to cast an “awareness” over a partic-ular person, place or thing. This awareness will warn themage whenever the person, place or thing isapproached, no matter where the mage is in relation tothe alarmed thing. The warning may be a noise, flash oflights, or a mental call. Duration: until dispelled.

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

Crystal Scrying...........................DV=22......................SELFThe caster is able to spy through any common crystal ormirror (as though through a remote TV camera) on anydistant person, place or thing. Lasts 4 rounds. Cannot bestopped by Breakspell, Spell Ward, or Dispell Sorcery.

Detect Illusion ...........................DV=18.................S.AREACounters all Illusion spells, allowing the mage to deter-mine the true nature of something. Duration: 4 rounds.

Detect Invisible..........................DV=22.................S.AREACounters all Invisibility spells; spellcaster can see anyinvisible object within a Small Area. Effect moves withcaster. Duration: 4 rounds.

Detect Lifeforce.........................DV=14..................L.AREAThe caster is able to determine the presence of any liv-ing creature (or bound soul) within his range, and unerr-ingly determine it’s location. The effect can move withthe caster and lasts for 6 rounds.

Detect Material.........................DV=18..................L.AREAThe caster is able to determine the presence and loca-tion of a particular type of material, such as a gem,leather, water, metal, etc. The effect can move with thecaster and lasts for 3 rounds.

Detect Sorcery...........................DV=14..................L.AREAThe caster is able to sense the use or recent use of sor-cery within a Large Area of his position. He may also usethis spell to determine if an item or place is of a magicalnature. Lasts 6 rounds.

Follow.........................................DV=18......................SELFThe caster is capable of tracing any creature, person orobject he has previously encountered, as long as hebegins at the start of it’s trail. Lasts until dispelled.

Infravision ..................................DV=14......................SELFThe caster is able to see clearly in almost absolute dark-ness. Lasts until dispelled.

Locate Object.............................DV=22..................L.AREAThe caster may use this spell to locate any hidden objecthe has held before. Once cast, he will instinctively knowwhere the missing object is. The Large Area effect can

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Psionics is the ability to manipulate the physical world through mental powers, rather than via artifacts or the help of thelocal Powers. These tasks may not be attempted without the appropriate skill. Like Magic, Psionics have a Difficulty

Value [DV], as well as a range of effect:

Self: The user can only affect himself.Touch: The user can only affect things he is touchingBeam: The power is projected in a narrow beam like a laser, up to 100 m/ydsBlast: The power is projected in a beam that widens 1 m/yd for every 2 m/yds travelled (at 2m/yds, the beam is 1m/yd wide,

at 4, it is 2m/yds, at 6, it is 3m/yds wide, etc.)Small Area: The power affects an area extending in radius 4 m/yds from the user.

move with the caster and lasts until dispelled.

Magesight..................................DV=14..................L.AREAThe caster is able to determine the type of magic(Necromantic, Knowledge, Movement, OffensiveDefensive, etc.) placed upon a person, place or thing.Duration: 4 rounds.

Reveal Danger...........................DV=18..................L.AREAThe mage is able to determine the safety of a particulararea or object by concentrating on it. The answer will beeither “safe” or “not safe”; the actual threat will not bedescribed. Duration: 3 rounds.

Understand Speech .................DV=18.................S.AREAA universal translation spell, allowing the caster tounderstand any spoken language, as well as the ges-tures and sounds of animals and birds. Duration: onegame day.

MovementAstral Projection........................DV=26......................SELFThe caster has the ability to project an immaterial astralbody to any location, moving at a speed equivalent toFast Flying. The body may not touch material things, andhas access (and vulnerability) to any spell or psionicattack, excepting those affecting material objects.Duration: 5 rounds.

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

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

Featherweight ...........................DV=14..................TOUCHThe caster (or subject’s) effective weight is reduced tothat of a feather; he can still fall, but will take no dam-age no matter what the height. He may also be carriedwithout any difficulty. Duration: 10 rounds or until dis-pelled.

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

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

Limited Teleport.........................DV=18......................SELFThe caster is capable of teleporting to any location hecan see with the unaided eye. He may not move throughforcefields, walls of force or walls of invulnerability.Duration: one teleport.

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

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

Pass Through Walls..................DV=22......................SELFThe caster can walk through any solid matter withoutharm. He may not move through forcefields, walls offorce or walls of invulnerability. Duration: 4 rounds.

Slow Flight.................................DV=18..................TOUCHThe mage is capable of flying as fast as a slow aircraft.Can be cast on one other per use. Duration: 1 hour.

Slow Time .................................DV=26......................SELFThe caster can speed himself up relative to the externalworld. This allows him to perform up to two extraactions without any of the normal penalties for multipleactions. Duration: 1 round.

Teleport .....................................DV=22......................SELFThe caster is capable of moving instantly to any place hehas previously visited, no matter what the distance. Hemay not move through forcefields, walls of force or wallsof invulnerability. Duration: one teleport.

Psionics

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Advanced Forcefield .......................DV=26 ..................S.AREAThe psionic can generate a powerful forcefield equal to 75Hits. When all Hits are exhausted, the field collapses.Duration: till field collapses.

Astral Projection .............................DV=22........................SELFThe psionic has the ability to project an immaterial astral bodyto any location, moving at a speed equivalent to 500 m.p.h..The body may not touch material things, but has access (andvulnerability) to any spell or psionic attack, excluding thoseaffecting material objects. Duration: 5 rounds.

Aural Battle .....................................DV=18...................L.AREAThe psionic can raise his aura to attack someone else’s aura.In this combat, the two aural shapes combat each other asglowing shapes floating between the two psionics; bothpsions make Willpower rolls to determine the outcome. On atie, there is no victor; on a lower roll, the losing psionic takesthe equivalent of DC=5. Duration: till battle ends. Whileengaged, no other actions or movement may be taken.

Aural Defense..................................DV=18........................SELFThe psionic can raise a powerful mental defense screenaround himself; the aura is a visible glow in the aspect of atotem animal or symbol. The aura screen will stop all AuraAttacks for 3 rounds.

Blind Teleport: .................................DV=26........................SELFThe psionic is able to move instantly from one point to anyother desired location, whether he has been there or not. Hemay not move through forcefields, walls of force or walls ofinvulnerability. Duration: one teleport.

Cryokinetics......................................DV=18 ..................S.AREAThe psionic can control ice and cold in all it’s various forms,causing it to form shapes, move it in desired directions, etc.He can also create deadly ice storms within a small Area(DC=5 for one attack), drop temperatures to 0°F for up to 4rounds (DC=2 each round to all within the area), or encase sin-gle targets within blocks of frozen air (DC=10 damage eachround until released or dispelled). Duration: by effect above.

Emotion Attack ...............................DV=14 ..................S.AREAThe psionic can create a strong and debilitating emotion inany single target within the psionic’s range; HATE createsunreasoning rage; FEAR, an immobilizing terror; LOVE, aninability to do anything but adore the psionic, etc. In short, thevictim can do nothing but act upon the projected emotion.Duration: 4 rounds. A Willpower roll may be made against thecaster’s Will to resist this attack.

Empathy............................................DV=14...................L.AREAThe psionic has the power to sense the emotional state ofanyone within his or her range. This is expressed as a rawemotion; LOVE, HATE, FEAR, HAPPINESS, etc. Duration: 4rounds. A Willpower roll may be made against the caster’sWill to resist this power.

Forcefield..........................................DV=22 ..................S.AREAThe psionic can generate a powerful forcefield equal to 100Hits. When all Hits are exhausted, the field collapses.

Hydrokinesis.....................................DV=18 ..................S.AREAThe psionic can control water in all it’s various forms, causingit to form shapes, move in desired directions, etc.(4 rounds).He can also create a powerful tidal wave effect using anyamount of water over 1,000 gallons (a small pond or lake), toslam targets within a Small Area’s range (1round). This attackcauses DC=5. The psionic can also breathe water indefinite-ly.

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

Limited Teleport ...............................DV=18........................SELFThe psionic is capable of teleporting to any location he cansee with the unaided eye. He may not move through force-fields, walls of force or walls of invulnerability. Duration: oneteleport.

Locate................................................DV=14...................L.AREAThe psionic can “home in” on the mental emanations of otherpsionics in the area, determining exactly who and where theyare. Resisting this action requires either a Psi Screen or a

DV=25 Willpower attempt. Duration: 5 rounds, effect movesw/ psionic.

Machine Telepathy..........................DV=18 ..................S.AREAThe psionic possesses a strange affinity for all machines. Thisgives him a +1 bonus to all Technical Skills (with the exceptionof Bio-engineering & Chemistry). The psionic also has theability to mentally control machines within his range; to turnthem on or off by mental command, and to give them tasksand instructions mentally. The machine cannot be command-ed to perform functions that it would not normally be capableof doing. Duration: 5 rounds.

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

Mental Domination ........................DV=26 ..................S.AREAThe psionic can totally take control of the will of another with-in range, so that they must do anything they are instructed todo for 4 rounds, or until the domination is broken by the sub-ject (a DV=25 task).

Mental Enfeeblement.....................DV=18 ..................S.AREAThe psionic blasts the target’s mind with a powerful mentalshock, reducing his ability to concentrate (a -4 penalty to anyactions taken for three rounds). Resisting this action requireseither a Psi Screen or a DV=25 Willpower attempt. Duration:1 blast.

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

Mental Link .....................................DV=22................. UNLMTThe psionic is able to establish a permanent mental bond toone other person. He is able to exchange thoughts, imagesand sensations over an unlimited distance. Resisting this linkrequires either a Psi Screen or a DV=25 Willpower attempt.Duration: until broken.

Mental Transfer ..............................DV=22 ..................S.AREAThe psionic can transfer images and information into thememory of another person within range. A Willpower roll maybe made against the caster’s Will to resist this power.Duration: 5 rounds.

Mind Wipe ......................................DV=26...................TOUCHThe psionic can totally wipe out a victim’s memory for a 10round period. During this time, the victim cannot rememberhis name, his past, friends and enemies, or skills (all skills areat 0). Any powers or spells are also forgotten and may not beused. Resisting this action requires either a Psi Screen or aDV=25 Willpower attempt. Duration: 1 blast.

PsiBolt ...............................................DV=22 ..................S.AREAThe psionic can hurl a deadly mental attack at any target with-in a Small Area of himself. The psibolt causes DC=5.Duration: 1 bolt.

PsiScreen..........................................DV=18........................SELFThe psionic is able to stop the effects of any Psibolt, MentalDomination, Telepathic Stun, Mind Wipe, Mental Link, ReadMind, Locate, Sense Emanations, Feeblemind or EmotionAttack, plus magical Illusions, Curses, Charms and Sleep.Duration: 8 rounds.

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

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

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

Read Mind .......................................DV=18...................L.AREAThe psionic can easily read the thoughts and feelings ofanother person within range, expressed as clear sentences.Resisting this action requires either a Psi Screen or a DV=25Willpower attempt. Duration: 5 rounds.

Regeneration....................................DV=18........................SELFThe psionic can regenerate 5 Hits per hour until he is fullyhealed or he has taken another Hit. He may not regeneratefrom being killed. Duration: until fully healed or another Hitis taken.

Sense Emanations ..........................DV=14...................L.AREAThe psionic can sense the existence of other psionics in alarge area around himself. He does not know who they are,but is aware of their location. Resisting this action requireseither a Psi Screen or a DV=25 Willpower attempt. Duration:5 rounds.

Telekinetic Flight .............................DV=18........................SELFThe psionic is capable of flying as fast as a typical light air-craft (Medium Flyer). Duration:1 hour.

Telekinetic Move ............................DV=14 ..................S.AREAThe psionic is capable of moving any single object up to a totalof 300 pounds at Running Speeds. Duration: 5 rounds.

Telekinetic Throw ............................DV=18 .................S. AREAThe psionic is capable of hurling objects within a Small Areaup to a total of 1 pound as fast as a superfast jet (1000 mph).Objects struck by this weight will take DC=5 Damage.Duration: 1 throw.

Telepathic Invisibility ......................DV=18........................SELFThe psionic can create the mental impression of invisibility ,making him DV=25 (Awareness) to detect. He can attack inthis form; however, this will render him merely DV=20 to spot.Duration: 6 rounds.

Telepathic Stun ...............................DV=18 ..................S.AREAThe psionic can hurl a powerful mental attack at any one tar-get within range, causing the target to be paralysed. Duration1-6 rounds (roll die).

Teleport Other .................................DV=26 ..................S.AREAThe psionic is capable of moving another person or objectinstantly to any place he has previously visited, no matterwhat the distance. He may not move through forcefields,walls of force or walls of invulnerability. Duration: one tele-port.

Teleport .............................................DV=22........................SELFThe psionic is capable of moving instantly to any place he haspreviously visited, no matter what the distance. He may notmove through forcefields, walls of force or walls of invulnera-bility. Duration: one teleport.

FUZION PSIONICS LIST

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Movement Cost RangeSuper Leap ................................12....................................SELFThe superhero is capable of leaping up to 40 m/yds. (120’) ata time.

Tunnelling ..................................24....................................SELFThe superhero is able to tunnel at running speeds throughany type of earth, mud or sand (not stone or metal), at a rateof 12 m/yds. (36’) per round.

Fast Ground Speed ...................12....................................SELFThe superhero is capable of running as fast as a fast car.

Superfast Ground Speed.........24....................................SELFThe superhero is capable of running as fast as a very fast car.

Slow Flying Speed ....................16....................................SELFThe superhero is capable of flying as fast as a slow aircraft.Wings optional.

Medium Flying Speed ..............20....................................SELFThe superhero is capable of flying as fast as a typical lightaircraft . No wings.

Fast Flying Speed......................24....................................SELFThe superhero is capable of flying as fast as a fast light air-craft. No wings.

Superfast Flying Speed ............36....................................SELFThe superhero is capable of flying as fast as a jet plane orsublight space fighter.

Faster Than Light Speed ..........48....................................SELFThe superhero is capable of flying faster than light. May onlybe used for interstellar travel.

Limited Teleport ........................48....................................SELFThe superhero is capable of teleporting to any location hecan see with the unaided eye. He may not move throughforcefields, walls of force or walls of invulnerability.

Teleport ......................................60....................................SELFThe superhero is capable of moving instantly to any locationhe has previously visited, no matter what the distance. Hemay not move through forcefields, walls of force or walls ofinvulnerability.

Blind Teleport.............................72....................................SELFThe superhero is able to move instantly from one point to anyother desired location, whether he has been there or not. Hemay not move through forcefields, walls of force or walls ofinvulnerability.

Defensive PowersTough ............................................6....................................SELFThe superhero has physical protection equal to 15 Hits)

Resistant ....................................12....................................SELFThe superhero has physical protection equal to 35 Hits.

Highly Resistant ........................18....................................SELFThe superhero has physical protection equal to 45 Hits.

Super Resistant.........................24....................................SELFThe superhero has physical protection equal to 75 Hits.

Near Invulnerable......................36....................................SELFThe superhero has physical protection equal to 100 Hits.

Forcefield....................................24 ..............................S.AREAThe superhero can generate a powerful forcefield equal to100 Hits or 3 Kills.

Advanced Forcefield .................36 ..............................S.AREAThe superhero can generate a powerful forcefield equal to a150 Hits or 5 Kills.

Missile Deflection.....................24....................................SELFThe hero can deflect all types of material attacks (bullets,arrows, rocks, missiles, etc.) harmlessly away from himself.Attack bounces off randomly (roll 1 die: 1,2=straight back •3,4= to right of hero • 5,6=to left of hero)

Energy Deflection......................24....................................SELFThe superhero can deflect up to 10 points of energy attacksharmlessly away from himself each round. Energy bouncesoff randomly (roll 1 die: 1,2=straight back • 3,4= to right ofhero • 5,6=to left of hero)

Energy Reflection......................36....................................SELFThe superhero can bounce up to 8 points of energy attacksback at his attacker.

Absorption..................................24....................................SELFThe superhero can absorb up to 15 points per round of phys-ical or energy attacks into himself without taking damage.The absorbed energy may not be used against another tar-get.

Option 5: SuperpowersOption 5: SuperpowersUnlike Magic or Psionics, Superpowers are abilities that allow the user to transcend normalhuman limits. This would include astounding strength, amazing speed, or the ability to hurlenergy from one’s body. Superpowers are always “on”—there is no need to resolve an actionagainst them—they are purchased much as a Talent or piece of Gear might be, limited only byrange of effect:

Self: The user can only affect himself.Touch: The user can only affect things he is touchingBeam: The power is projected in a narrow beam like a laser, up to 100 m/ydsBlast: The power is projected in a beam that widens 1 m/yd for every 2 m/yds travelled (at 2m/yds, the beam is 1m/yd wide, at 4,

it is 2m/yds, at 6, it is 3m/yds wide, etc.)Small Area: The power affects an area extending in radius 4 m/yds from the user.Large Area: The power affects an area extending in radius 8 m/yds from the user.

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Blasts & Beams What would a superheroic adventure be withoutheroes blasting away with all kinds of arcane pow-ers? For the maximum effect and flexibility, Fuzion’ sBlasts and Beams are considered to be a genericform of attack, defined only by the range (as definedby the terms Blast or Beam), and the Damage theattack causes. This allows the player to define all ofthe neat special effects of the actual Blast or Beamattack himself. An attack could be composed ofabsolute cold, heat, lightning, energy, cosmic power,photons, force, magnetism or even death rays. TheBeam or Blast can also be fired from the fingertips,palms, feet, eyes or any other interesting place on thebody. Heat vision, for example, could be a PowerfulHeat Beam fired from the hero’s eyes.

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

Average......................................12...................................TYPEThe superhero is capable of generating a beam or blast ofpower (your choice of type and description) equal to DC=3

Powerful.....................................16...................................TYPEThe superhero is capable of generating a beam or blast ofpower (your choice of type and description) equal to DC=4

Deadly .......................................20...................................TYPEThe superhero is capable of generating a beam or blast ofpower (your choice of type and description) equal to DC=5

Stun.............................................20...................................TYPEThe superhero is capable of generating a beam or blast ofpower (your choice of type and description) capable of stun-ning it’s target for 2-12 rounds (roll two dice) A Willpower rollmay be made against the caster’s Will to resist this powerattack.

Very Deadly ...............................24...................................TYPEThe superhero is capable of generating a beam or blast ofpower (your choice of type) equal to DC=10.

Super Deadly ............................40...................................TYPEThe superhero is capable of generating a beam or blast ofpower (your choice) equal to 2 K damage.

Cosmic .......................................48...................................TYPEThe superhero is capable of generating a beam or blast ofpower (your choice of type and description) equal to 4 Kills.

Internal PowersAnimal Ability............................28....................................SELFThe hero gains the powers and abilities (not shape) of onetotem animal of his choice. The animal must be a non-mythological based creature, with natural weapons thatcause damage no greater than DC=4 level.

Animal Affinity ..........................14 ..............................S.AREAThe superhero has the ability to empathize with all types ofanimals within his range; to understand their needs anddesires, and to be liked by them. Successful use of this skillimparts a +3 advantage to any subsequent Animal Riding,Zoology, Xenology, Animal Control or Animal Handling skills.

Chameleon ................................16....................................SELFThe character can blend into any type of background, mak-ing it a DV=20 task to spot him.

Invisibility ...................................24....................................SELFThe superhero can become invisible, making him DV=25 todetect. He can attack in this form; however, this will renderhim merely DV=20 to spot.

Cling to Walls............................14....................................SELFThe hero is able to cling to any vertical surface, moving alongat up to 5 m.p.h..

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

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

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

Transfer Powers.........................35 ...............................TOUCHThe hero can “loan” any one other power he or she has toanother player for four rounds. While the power is loanedout, the hero cannot use it himself.

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

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

Gaseous Form............................20....................................SELFThe superhero’s body can dissolve to the consistency of mist,capable of going through any air-permeable surface. He maynot move through forcefields, walls of force or walls of invul-nerability.

Pass Through Walls .................28....................................SELFThe superhero can walk through any solid matter withoutharm. He may not move through forcefields, walls of force orwalls of invulnerability.

Gills.............................................14....................................SELFThe hero is able to breathe water indefinitely, as long as thewater is relatively clean and unpolluted. If a toxin is present,treat it as a Poison. (See pg. 54.)

Life Support ..............................16....................................SELFThe hero can maintain a bubble of constant temperature,atmosphere and pressure around himself indefinitely,excluding any harmful gases, toxins, radiations or microor-ganisms. He can thus travel through any environment with-out any type of protection.

Machine Affinity ......................20 ..............................S.AREAThe hero has the ability to empathize with machines withinhis area of effect; to diagnose malfunctions and know thebest way to fix, modify or repair things. Successful use ofthis skill imparts a +3 advantage to any subsequentTechnical skill use (with the exception of Chemistry and Bio-engineering).

Regeneration ............................21....................................SELFThe hero can regenerate 5 Hits per hour until he is fullyhealed. He may not regenerate from being killed.

Advanced Regeneration ..........30....................................SELFThe hero can regenerate 5 Hits every ten rounds until fullyhealed. He may not regenerate from being killed.

Grow/Shrink .............................21....................................SELFAllows the hero to enlarge or reduce his size up to 100 timesits normal size or 100th of normal. His weight and mass, areunchanged by this action; he will still have the same numberof Hits and do the same amount of damage in combat.

Shapechange ............................30....................................SELFThe superhero has the ability to change his form to any liv-ing thing of the same mass or size. He does not, however,gain the abilities of whatever is changed into at this time (forexample, as a bird, he could not fly).

Advanced Shapechange .........40....................................SELFThe hero has the ability to change shape into any living thingof the same mass and size as himself, also gaining the abil-ities of whatever he is changed into at this time.

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

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

world. This allows him to perform up to two exta actionswithout any of the normal penalties for combined actions.

Solid Energy Creation...............48 ..............................S.AREAThe hero is able to create material objects out of an energyfield around himself. One object is created at a time, up to amaximum of 5 objects existing at any one time. The objectslast for 3 rounds before dissipating. Creating a simple objectwithout moving or complex parts is an DV=10 WillpowerTask; creating objects with simple moving parts is DV=20;creating complex objects with many parts (such as electron-ic hardware or advanced weapons) is a DV=30 task.

Super Agility ..............................20....................................SELFThe superhero has incredible agility and balance, adding anautomatic +3 bonus to any Athletic, Mobility or FightingSkills he may use.

Super Charisma.........................20....................................SELFThe hero is far more charismatic than mere mortal men,adding an automatic +3 bonus to the following Skills: Acting,Persuasion, Seduction, Leadership and Sing.

Super Intelligence.....................20....................................SELFThe hero is smarter than mere mortals, adding an automat-ic +3 bonus to any General Knowledge skill he uses.

Sonar/Radar Sense...................12....................................SELFThe hero can clearly navigate through pitch darkness usingan enhanced spatial/radar sense. Colors cannot be per-ceived; however, shapes and textures are easily discerned.

Danger Sense............................21 ..............................S.AREAThe superhero is able to sense the safety of a particular areaor object by concentrating on it. The answer will be either“safe” or “not safe”. The actual threat will not be described.

Super Hearing............................12....................................SELFThe hero’s hearing is so acute, he can hear even the faintestsounds at all hearing frequencies. Adds +2 to anyAwareness roll where sound is a factor.

Radio Hearing............................12....................................SELFThe hero can hear radio transmissions as easily as he canhear spoken conversations. Range for overhearing a specif-ic radio transmission is one mile.

Microscopic Vision....................14....................................SELFThe hero can see with the power of a strong microscope,allowing him to see micro-organisms, fingerprints, smallscratches and imperfections, and microfiche type. Adds +2to any Awareness roll where small size is a factor.

Telescopic Vision.......................12....................................SELFThe hero can see with the abilities of a powerful telescope,allowing him to observe things up to ten miles distant. Adds+2 to any Awareness roll where the subject is far away fromthe hero.

X-Ray Vision ..............................12...............................L.AREAThe hero can see clearly through all solid materials exceptlead and radioactives.

Advanced X-Ray Vision ............16...............................L.AREAThe hero can see clearly through all solid materials includinglead and radioactives.

Area Effect PowersAnimal Control .........................14...............................L.AREAThe hero has the ability to control animals within his range;to make them perform any task that could be reasonablyexpected of an animal of that type. The effect moves withthe hero.

Create Darkness .......................14 ..............................S.AREACreates a globe of absolute darkness in a Small Area aroundthe hero. The effect moves with the hero.

Create Light................................14 ..............................S.AREACreates a globe of light entirely filling a Small Area aroundthe superhero. The effect moves with the hero.

Element Control (Air).................24 ..............................S.AREAThe hero can control the element of air, causing great windsto move at his desire. With these winds, he can cause a sin-gle object up to 200 lbs. to be lifted and moved at a 100m.p.h. or create a strong wind capable of blowing over alltargets (a 1 die roll of 4,5,6) in a Large Area around himself.If knocked over, the target will take DC=2. This power canalso be used to propel sail-driven vehicles at up to 10 m.p.h..

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

Element Control (Earth).............24 ..............................S.AREAThe superhero can control rock, stone and sand, making ittake shapes or forms as desired. He may also cause theground itself to quake, and churn furiously. The quake lasts2 rounds, each turn causing anyone within the area of effectto have a -4 penalty to any action (caster excepted).

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

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

Entangling Attack.....................21 ..............................S.AREAThe superhero can extend a web of restraining or entanglingforce up to 24 m/yds to immobilize a single opponent. Theentangling attack can be defined as nets, webs, energy bind-ings, sticky substances, etc. Escaping the entanglement is aDV=25 Athletics Task (or a DV=20 Escape Artist Task). Theattack can be “split” to entangle multiple attackers as longas they are within 3 m/yds. of each other. The entanglingattack may also be used to create a barrier between the heroand a specified target. The barrier has 53 SDP and covers upto a Small Area around the hero.

Gravity Control .........................60 ..............................S.AREAThe superhero can control the strength of the local graviticfield around himself, making it stronger or weaker at will. Hecan increase it to the point where only superheroes withCosmic Strength (See Cosmic Strength, this page.) can standwithin it, crushing all others with DC=10 each round. He canalso negate the field in such a way that Zero-G Movementskills will be required for all actions. He can fly at Fast Flyerspeeds, or reverse gravity in such a way as to hurl objects

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

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

Machine Control ......................24 ..............................S.AREAThe superhero has the ability to mentally control machineswithin his range; to turn them on or off by mental command,and to give them tasks and instructions mentally. Themachine cannot be commanded to perform functions that itwould not normally be capable of.

Magnetic Control .....................48 ..............................S.AREAThe superhero is able to control the effects of magnetism inferrous metal objects (steel, iron, and alloys of these) withinhis range. He can join metal objects together with incredibleforce (DV=30 task to pull them apart), or cause them to flyapart with extreme violence (causing DC=5 to anyone caughtin the area of effect). He can walk vertically up any metal sur-face, or use his power to pull himself through the air towardsa metal surface at Fast Flying speeds. He can also deflectany metal object thrown at him, or stop the blows of anymetal weapon used against him.

Plant Control .............................24 ..............................S.AREAThe superhero can control the growth and movements ofplants. He can increase the growing power of any plantswithin a Large Area for up to 3 rounds. Each round, the sizeof the plant increases by one level: 2 square m/yds of grassexpands to 4 square m/yds of brush, then brush to trees (8square m/yds), and trees to giant redwoods (16 squarem/yds.). He can also command plants to entangle people,obstruct paths, or (if plant is man-eating), attack them.

Telekinesis..........5 pts. per 10 lbs...............................S.AREAThe hero can move objects in any direction, using only hiswill. For every five points spent, he may lift 10 additionalpounds. He must be able to see the object with the unaidedeye, and can only move it at 10 m.p.h. speeds.

Weather Control........................28...............................L.AREAThe hero is able to control the weather immediately aroundhimself (Large Area). He may create rain, snowstorms, hail-stones or unseasonable warmth, but with incredible powerand fury (each round of weather attacks causes DC=5 and a

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

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

Extraordinary Strength ...........21....................................SELFThe superhero’s strength is extraordinary. He can lift up to 10tons singlehanded, and can tear apart any material of lessthan 28 SDP. His blows cause DC=5 with each strike.

Super Strength .........................28....................................SELFThe superhero has achieved true super strength. He can liftup to 100 tons, and can tear apart any material of less than42 SDP. His punches cause DC=10 with each blow.

Unbelievable Strength..............35....................................SELFThe superhero’s strength is unbelievable, allowing him to lifthundreds of tons, and tear apart any material of less than5Kills. His blows cause DC=12 with each strike.

Cosmic Strength .......................42....................................SELFThe superhero’s strength is literally cosmic. He can lift mega-tonnes of weight (although he cannot move planets or entirecities, he could move asteroids or other single objects), andtear apart any material known to mortal man, short of 10Kills strength. His mighty blows cause 4 kills with eachstrike.

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Now that you’ve created a character, it’s time to use him in an adventure. First ofall, 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 bythe GM, and it’s up to you to imagine in your mind’s eye where everything is, basedon those descriptions (although maps and figure “counters” are sometimes used asvisual aids in more complex situations).

Getting the Scene DownThere are a few basic rules to this mental landscape. First, if your character can see

something with the naked eye or the scope of a weapon, you can interact with it. If there’s any-thing in the way, it’s considered to be BLOCKED and you can’t interact with it. If it’s positionedforward of your shoulders, you can face it and also possibly interact with it. Last, if it’s withinarm’s reach (roughly 2 yards), you can also touch it; otherwise, you’ll need to use a longer tool,weapon or some other method to extend your reach.

That brings us to the subject of measurement. In Fuzion, we measure everything in eithermeters or yards (and treat them interchangeably; the difference is only about 2 inches). Onereason we do this is that it means we don’t have to change measurements around betweenmetric and English systems. It also corresponds pretty well with the statistically generic 6 footcharacter (ok, a meter isn’t exactly 3 feet, but for convenience’s sake, it works well enough).This allows you to use almost any size of figure in play—the actual figure becomes a useful 2meter/yard “yardstick” to measure distances. Army men, action figures, even fashion dolls—anything can work with this simple scale system.

DistanceAs a rule, there are two scales of movement used in Fuzion. The first scale is Figurative

Movement; a raw MOVE score compared to another MOVE to see which is faster overall. Thisis best for simple speed decisions; in a race, each participant adds a die roll to his or her MOVEscore and the highest total wins.

Then there’s Literal Movement; a measurement of actual distance, best used on com-bat maps or when using figures. How far you can move has already been determined by theDerived Characteristic of Run (MOVE x2m/yds) and Sprint (MOVEx 3m/yds). This will tell youexactly how far you can run in 3 seconds (the typical measurement of time in combat, asdescribed below). See also the Speed Table on page 35.

TerrainTerrain is what you are walking on; dirt, sidewalk, brush, ice. In Fuzion, your movement

can be slowed by the type of terrain you cross over. Terrain is rated as Easy, Rough and VeryRough and reduces your overall MOVE characteristic in the following manner:

Easy Rough Very Rough No Reduction Halves MOVE Quarters MOVE

Note that the roughness of the terrain doesn’t mean that it’s full of rocks; just that it’s hardto cross. Rough terrain could include choppy waves, turbulent air, or light brush. Very roughmight be mud, snow, ice or thick brush. Easy would be grass, sidewalks and open skies.

The terrain type is decided on by the GM, and is based on the majority of terrain you willbe crossing over that phase. For example, if you ran over 4 m/yds of Easy terrain and 6 m/ydsof Rough, the GM would probably rule that you were moving through Rough Terrain that phase.

TimeFinally, we have one more kind of measurement in our imaginary landscape—time.

Fuzion uses two ways of measuring time. The first, Roleplaying Time, works just like it doesin real life; dividing reality into seconds, minutes, hours, days, weeks, etc. The second way,Combat Time, is far more exacting. In Combat, time is divided into 3 second combatPhases. Anything that takes longer than a phase is considered to be a long action, and willtake at least 12 seconds (or one Round) to complete. In extreme cases, you may even wantto use minutes or hours to describe especially long actions.

Real Speed in Real NumbersIf you really want to get kilometer or miles

per hour speeds, here’s how to do it:• To get KPH ground speeds, multiply the non-combat or combat move of the object by 3 kph.Example: with a non-combat move of 18, I runat 54 kph.• To get MPH ground speeds, multiply the noncombat or combat move of the object by 2mph. Example: with a non-combat move of 18,I run at 36 mph.

Lastly, there’s the question of really fastspeeds, supersonic and above. If you’re talkingliving things, the only way to achieve this isthrough the use of some kind of supernaturalpower; in this case, the top speed is deter-mined at the time the power is created. Non-liv-ing things also buy supersonic speeds as a fac-tor of their construction. In both cases, to deter-mine the outcome of a contest is much likeother figurative Movement; add the speed value(Mach, Warp, whatever) to a die roll, and thehighest total wins.

GETTING INTO ACTIONGETTING INTO ACTION

The Time Table1 PHASe=3 seconds (typical combat time)

1 Round= 4 phases (12 seconds)5 Rounds=1 minute

5 minutes20 minutes

1 hour6 hours1 day

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Initiative: Try This!For more realistic combat, have the GM

keep turn order secret, so that charactersholding their action never know for sure ifthey’ll go before the bad guy or not. Is he hold-ing his action too?

Basic Action SummaryActions NotesAttack (Shoot or Strike) Make Attack

(optionally, add modifiers); aut-ofire attacks count as one Action.Kicks do +1D6 at -1 to hit.

Block Stops any one attack with a suc-cessful Defensive Roll vs. theAttacker’s Attack roll. You attackfirst next phase if successful.

Dodge Makes you harder to hit againstall attacks this phase—adds +3DV, but you cannot attack.

Get Up Get up from being prone.Grab -2 to perform; grab target or gad-

get; -3 Defense for both .Run Move up to your full Combat Move

(a Run).Sprint Move up to your full Non--Combat

Move at 1/2 DEX, 0 REF.Other Any single action not otherwise

specified, such as using a Skill,making a Strength/Lifting/Throwing Feat , loading, mountinga vehicle, changing weapons, etc.

Throw Throw one object (-4 if not madefor throwing).

Speed Table

Walk 2.5 mph.Run 5 mph.Slow Ground 10.mphVery Slow Flyer 50.mphMedium Ground 50.mph.Fast Ground 100.mphSlow Flyer 100.mphSuper Fast Ground 200.mphMedium Flyer 200.mph.Fast Flyer 500.mphSuper Fast Flyer 1000.mph

Taking Your TurnMuch as in any other game, the next step to adventuring is taking Turns. In Fuzion, the

character with the highest REF Characteristic generally acts first in a phase. They may also beallowed to hold their action (see Wait under Advanced Actions) and act later in the phase.The character with the next highest REF score acts next and so on. If the characters are tied,then roll a die to break ties at the start of combat; the higher number goes first.

Another option is to have each character roll 3D6 and add their REFLEX Characteristic atthe start of the phase. The character with the highest total acts first for that phase (they arealso allowed to hold their action and act later in the phase). The character with the next high-est total acts next and so on. Roll an additional die to break ties; high number goes first.

Taking an ActionWhen it’s your Turn, you can do one thing, called Taking an Action. But what kind of

actions can you perform when your chance comes up? And how do they all work together? Ingeneral, there are two kinds of Actions in Fuzion: Basic Actions, which are simple descriptionsof tasks you’ll want to perform during your turn, and Advanced Actions, which represent moresophisticated maneuvers that add strategy and tactics to your game play. Both have advan-tages; Basic in speed, Advanced in subtlety.

The following section discusses Basic Actions a character can perform. Advanced Actionsare described on the following page in their own section. Both also have useful summary side-bars to recap what each action means. Attack: Use a weapon, power or physical combat skill to harm an opponent. There

are many modifiers that can affect your chance to do this (see CombatModifiers, pg. 44). Specific weapons may have other modifiers to take intoaccount as well.

Block: (or Parry) Use this Action to deflect attacks. In general, this means stopping a spe-cific Melee or Hand to Hand attack in addition to your normal DefenseValue. When Blocking an attack, make a Hand to Hand or Melee skill rollagainst the roll which your attacker already got past your defense roll. Ifthe roll is successful, the attack is blocked. After being blocked, theattacker is put off balance, and must act after the target next phaseregardless of normal turn order.This is a good time to introduce the Rock, Papers, Scissors Rule of Blocking.As a general rule, certain defenses can be used to physically block certainkinds of attacks. Against other attacks, these defenses are worse than use-less. (You could lose an arm!) As a rule of thumb, always remember:

• WOOD DAMAGES FLESH

• METAL DAMAGES WOOD

• ENERGY DAMAGES METAL

Dodge: Use this Action to make yourself harder to hit. Instead of attacking, youmay declare that you are actively dodging and gain +3 to your Evasion skillroll against all attacks that Phase.

Get Up: Use this Action to stand up after being knocked down.Grab: Use this Action to get a grip on an opponent, a weapon, a gadget, or

something else. A successful Grab allows the attacker to hold, pin, chokeor throw his opponent; he may also attempt to grab a weapon from hisopponent’s grasp. Use an Opposed Skill check to see if you can break outof a Grab (use STR Characteristic plus Hand to Hand, Athletics or MartialArts (whichever is highest); the attacker suffers -2 to his roll. WhenGrabbed, both grabber and grabbee are -3 DEX to all other attacks. Thegrabber can choose to do his full STR in damage to the grabbee each turn.

Run (Combat Move): Allows character to move up to their full Running that phase.Sprint: Use this Action to move faster each phase—up to your full Sprint speed, (Non-Combat Move) but at 1/2 DEX and 0 REF while doing so.Other Action: Use this Action for anything not covered by other Actions, like reloading,

taking off your shirt, opening a door, or anything else you can think of. How

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Advanced Action SummaryActions NotesAbort Interrupt opponent’s turn to

use a Defense (Dodge,Block, Dive for Cover), atcost of your upcoming actionthis phase.

Aim Each phase taken Aimingadds +1 to Attack, up to +3;no other Action possible

Choke Hold A Grab at - 4 REF. 2D6 KillingAttack. And you can’t talkwhile being choked.

Disarm Knock opponent’s weaponfrom hand.

Dive for Cover Avoid an area attack.Defender makes REF +Athletics (or Evade) skill rollvs 8, +1 difficulty per eachextra meter/yard dived.

Draw & Attack Draw weapon and attack inone Action. -3 Penalty toattack.

Entangle Immobilize opponent until hecan make an Escape.

Escape Escape from Grabs orEntangles, using STR+Hand-to-Hand skill vs. oppo-nent’s STR+Athletics (orHand-to-Hand) skill.

Haymaker +3 dice damage, with -3 toREF.

Move Move up to your CombatMove distance, and performone other action, except forRun, Sprint, Move By, MoveThru, Recover or any actionthe GM rules to take a FullAction (or longer.)

Move By Full Combat Move and HTH(or Melee) attack duringmovement with a -2 penaltyto REF & DEX. Damage =half of STR + 1 die for every10m/yds moved. You willalso take one third of thatdamage yourself.

Move Thru Full Move and HTH (ormelee) attack at end ofmove with a -1 penalty forevery 10m.yds moved and aDEX penalty of -3 total.Damage = STR + 1 die forevery 5m/yds moved; youwill also take one half of thatdamage yourself.

Recover -5 to Defense Value, getRecovery back in Stun

Sweep/Trip Opponent falls; takes -2penalty to his REF nextphase, must spend anAction to get back up.

Wait Wait for a chance to takeyour action or hold an actiontil later.

long an Other Action takes is up to the GM; they may well decide thatwhat you describe takes several rounds to perform, or it may have modi-fiers on your DEX. Some common Other Actions: drawing a weapon, get-ting into or out of a vehicle (or mounting or dismounting from a horse),transforming, and clearing a jammed weapon. All of these Actions take upa full phase.

Throw: This allows the attacker to use a thrown weapon (grenade, bottle, mug,small car). The object must be liftable by the character, and may be thrownusing the character’s Athletics Skill. Improvised, non-aerodynamic objectscan be thrown at at -4 penalty. If the character is throwing something larg-er than 4 square m/yds (roughly 2x2), it can be treated as an area attack.

Free ActionsThese are things you can do automatically, without spending any of your Actions. An

example would be standing up. To be sure, ask the GM of your campaign what Actions are freein his game. For example, you can always move up to your MOVE Characteristic (in m/yds) atno action cost.

Advanced ActionsThese are other Actions you can take besides the Basic ones. Remember that even this

list is only a fraction of the possible maneuvers you may want to invent or add to your cam-paigns.Abort: Characters who are being attacked, and who have yet to take their turn,

may ‘abort’ to a defensive maneuver (Block, Dodge, or Dive For Cover)using their upcoming action. Characters continue to do this defensiveaction until they can act again in the next phase.

Aim: This action allows you to improve your chances to hit with a rangedweapon (only). Each action taken aiming adds +1 to your attack, up tothree actions total. Aiming assumes a steady, braced position, no move-ment, and a clear chance to track your target.

Choke Hold: A two hand or one arm Grab maneuver at -4 to REF (unless you’re reallybig and your GM allows you to use one hand). Once a successful Chokehold is established, the choker will do 2D6 each phase in killing damageunless the Choke is broken by the victim.

Disarm: On a successful Attack roll, you have a chance to knock something fromthe opponent’s hand at no penalty. The attacker gets a STR + Hand to Handroll versus the defender’s STR + Hand to Hand roll; if the attacker wins, thedefender drops the weapon. Use the Area Effect table (p.45) to deter-mine where the weapon falls, with your opponent in the center.

Dive For Cover: This action allows you to get out of the way of explosions and area effectattacks. You make a Defense roll (using an appropriate Athletics orEvasion roll if allowed by the GM), against a Difficulty Value based on thedistance (base of 8 for 1m +1 difficulty for every extra 1 m/yds). If the rollis failed, you didn’t dodge fast and/or far enough and were caught by theattack effects. Diving for cover can be performed by holding an action (justin case) or by aborting to your next action if you have not yet taken yourturn.

Draw & Attack: By declaring this action at the start of the round, you are effectively tryingto “fast draw” on your opponents. This allows you to draw and use aweapon in one action, instead of the normal two, but imposes a -3 penal-ty on your attack.

Entangle: This allows the character to use any entangling type of attack (whips,nets, tentacles, etc) to immobilize an opponent. The attack is made usingthe skill for that weapon against the target’s defense roll. An entangledcharacter must act as though a Grab has been made; he can’t move orattack until he escapes.

Escape: This is the action of freeing yourself from physical holds, chokes, entan-glements or simple traps (like snares or nets). This requires a separate rollusing your STR+ Hand to Hand skill against the holder’s Athletics (or Hand

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That Moving Thing:Let’s say my MOVE is 5. This would mean:

Move: I can run up to 5m/yds and still doanything except Run, Sprint, Move By,Move Through or Recover.

Move By: I can run up to my full CombatMove (equal to my MOVE x 2). So I couldrun 10m/yds and make a hand to handor Melee attack with penalties.REF -2DEX -2STR cut by 1/2 plus 1 die per 10 m/yds.You take 1/3 of resulting damage

Move Through: I can run up to my fullCombat Move (equal to my MOVE x 2).So I could run 10m/yds and ram intosomeone, (or do the famous “CaptainKirk Running Kick”), with penalties.REF -1 per 10 m/ydsDEX -3STR regular damage plus 1 die per 5m/ydsYou take 1/2 of resulting damage

Which Die Roll?This is one of the basic decisions you

have to make before you begin playing Fuzion:what Dice should you use? While standard 6-sided dice are always used for damage, inFuzion, you can use either 3 six-sided dice (theHERO Option) or one 10-sided die (theInterlock Option) for resolving actions. The GMshould decide at the start of the campaignwhat kind of dice will be used; this will then bein effect for all characters within that cam-paign.

A Die Roll or Straight 10?Fuzion’s unusual “parentage” offers you

two ways to resolve the defensive roll side ofthe outcome. The first is the HERO Option(from the Hero System side of the family),which uses a straight value (10) instead of adie roll. This option gives your campaigns amore predictable feeling; once your skills arehigh enough, you can depend on almostalways making the grade. Remember; whenusing this option, only the Attacker shouldalways roll three six-sided dice.

The other is the Interlock Option (namedafter RTG’s core system used in Cyberpunkand Mekton ), in which a 1D10 die roll isadded to the Difficulty (aka Defensive) Valueof the Defender. This option tends to give yourcampaigns a more unpredictable flavor. Eventhe toughest characters will have to dependon luck against an equally skilled opponent.Remember, when using this option, both theattacker and defender should always roll a sin-gle ten-sided die.

Either option works equally well and bothare scaled to fit the Difficulty Value Table (pg.38)

to Hand) skills plus their Strength. Example: Although Fox’s Athletics is 7,her STR is only 3. Brick’s Athletics is only 3, but his STR is 10. The extra 3point edge easily allows Brick to hold Fox immobilized. If pitted against atrap, you will use your STR+Athletics Skill against a Difficulty Value set bythe GM. On a successful roll, you are free of the hold and may move again.Hand to Hand or Tech-based Skills may also be used in default of Athleticsif the GM agrees.

Haymaker: You throw caution to the wind and put everything into a single full-outphysical move (a swing, punch or blow). This gives you a damage bonusof +3 dice, but imposes a -3 penalty to hit (because you’re not worryingabout keeping your balance or aiming, etc.).

Move: This Action allows you to move up to your MOVE Stat (or other Movementpower) in m/yds of distance, and perform one other action, except for Run,Sprint, Move By, Move Thru, Recover or any action the GM rules to take aFull Action (or longer.)

Move By: This action lets you use up to your full Combat Move and make a Hand-to-Hand or Melee attack (only) at any point along that movement, at a penal-ty of -2 to your REF and DEX. You do half your STR damage plus 1 die forevery 10m/yds moved. You will also take one third of that damage yourself.

Move Thru: This action lets you use up to your Combat Move and make a Hand-to-Handor Melee attack (only) at the end of that movement, at a REF penalty of -1for every 10m/yds moved and -3 to DEX. You do your STR damage plus 1diefor every 5m/yds moved. You also take half that damage yourself.

Recover: Recovering gives you back Stun (and Endurance, if using that DerivedCharacteristic) equal to your Recovery score. If you choose to Recover foryour action, you can do nothing else that phase. If you suffer damagewhile recovering, you may not recover Stun points that phase. You are at-5 DEX while Recovering.

Sweep/Trip: You put out a foot and send him sprawling. On a successful Hand to Handroll, the attacker is knocked to the ground. He will be -2 to his next attack,you will gain +2 on your next if to the same opponent.

Wait: Allows you to interrupt another player’s actions during their round.Waiting is best used when you want to wait until an opportunity expos-es itself. To Wait, you must announce, when your part of the phasecomes up, that you are planning to Wait. The important word to includein this announcement is ”until”, stating what condition must be metbefore you will act. An example might be, “I wait until Bob moves,” or “Iwait until I can see the whites of his eyes.” If the conditions of your waitare not met, you must stand there, waiting, until the next round. Whenthe specified condition has been met, you can elect to interrupt someoneelse’s action immediately. After all, this is what you have been waitingfor. An example would be: “I wait until my opponent pops his head upfrom behind the wall, then I’ll shoot.” The moment your opponent popsup to shoot at you (his action), you could then interrupt and fire. You neednot roll to interrupt; it’s automatic. This can also be used to cover anopponent—i.e.; hold a ready weapon on him—you interrupt his action(BANG!) if he attempts to escape.

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

Resolving ActionsWhenever your character tries to do something (called taking an Action), there’s always

the question of whether he’ll succeed or fail. Sometimes the task is so easy that it’s obvious;for instance, taking a step forward without falling down. In those cases you’ll just tell the GMwhat you’re doing, and no die roll is needed.

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What's a CompetentlyCosmic Feat Anyway?

While a typical Fuzion character maynever encounter something requiring aCosmic level of ability, we have listed the fullFuzion table so that you will have cross-com-patibility with other Fuzion based games. Thatway, if you decide to let godlike supermen intoyour game, you can easily do so.

Difficulty Values, The EasyWay

If the GM doesn’t have the UniversalDifficulty Value Table handy, there’s an easyway to get the right Difficulty Value: Ask theplayer for their Stat + Skill, add average dieroll, then assign a Difficulty Value in relation tothat total: A really easy task adds -4 or -3 tothe DV, an easy task adds -2 or -1, a toughtask adds +1 or +3, and a really tough taskadds+5 or +6.

Titans in ThongsIt’s pretty obvious that “entertainment”

physics isn’t like regular physics. (How else doyou explain the abilities of most super-heroes?) In most comics, a well built (but notexceptionally so) hero—or a shapely fashionmodel in a thong and no visible muscles atall—can typically lift a battleship and throw ita mile. Even if a human could lift a battleship,the distribution of weight around him wouldeither (a) drive him into the ground like a nail;(b) punch a man-sized hole through the hull ofthe battleship, or (c) break the battleship inhalf. After all, what’s holding up the parts ofthe battleship where our hero’s (or a mechasuit’s) hand’s aren’t?

Encumbrance: Or What’s inthat backpack anyway—lead?

While the lifting system herein is greatfor tests of strength, it really doesn’t cover lug-ging a heavy pack over the blasted desert.That’s where encumbrance comes in.

To avoid a lot of bookkeeping, as a ruleof thumb, we treat a typical loaded pack(water, food for a week, assorted tools, a cou-ple small weapons and a tent) as equal to lift-ing a small child (around 60lbs/27kg). A real-ly heavy pack (over 100lbs/45kg) is equal toan adult female; above that (an adult male at180-200lbs/91kg) you’d better be ArnoldSwartzenegger at least!

But if you’re trying to take a step on the deck of a ship pitching wildly in a driving rain-storm, walking might be very difficult indeed. That’s where Action Resolution comes into play.

There are two ways to resolve an action. The first is to resolve an action againstanother living thing or person (like trying to convince them to do something for you). To do this,you will add your CHARACTERISTIC+SKILL plus a die roll (a.k.a. your Action Value) against youropponent’s CHARACTERISTIC+SKILL+their own die roll (also known as their Difficulty Value).

CHAR+SKILL+DIE ROLL vs CHAR + SKILL+ DIE ROLL (or 10)The second way is against a situation (like picking a lock or driving a car). How tough

these are to resolve is based on how hard it will be to perform the desired action. First, the GMlooks at the table below and decides what term best would describe the level of ability requiredto perform the task. Then you add your CHARACTERISTIC+SKILL plus a die roll and try to beat theDifficulty Value assigned to the Action you want to perform.

Description Difficulty Value Description Difficulty ValueChallenged ...............................................10 Exceptionally superheroic ............42Everyday ....................................................14 Incredibly superheroic....................46Competent .................................................18 Legendarily superheroic ................50Heroic.........................................................22 Cosmic ................................................54Incredible ..................................................26 Competently cosmic ........................58Legendary ..................................................30 Exceptionally cosmic......................62Superheroic ..............................................34 Incredibly cosmic ............................66Competently 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 resultingvalue to a Difficulty Value (either the total of your opponents’ Characteristic+Skill+Roll or a valuedetermined by the GM). If you equal or exceed the DV, you succeed!

Lifting, Throwing and Strength FeatsOne type of action that doesn’t fall into the realm of the everyday in Fuzion is feats of

strength. This is one place where reality must compromise with fiction, as many settings dealwith superheroes as well as more realistic types, and we have a special mechanism just for thatsituation.

We deal with the problem of superheroic abilities in Fuzion by making feats of strengthand lifting another type of Action and ignoring the real physics. However, the resolution of thisaction is a little different than most. In a Strength Feat Action, you’ll roll only 1D6 and add yourSTR Characteristic against a difficulty listed below.

Difficulty To Lift a: To Bend or Break To Throw a Baseball:2 Heavy bag of groceries Balsa wood 5m/yds5 Child, 2 heavy bags of groceries Plastic 10m/yds7 Adult female Wood boards 40m/yds9 Adult male Aluminum 80m/yds11 Lion, 2 men Iron City block (110m/yds)13 Motorcycle, Bear 1/2 mile15 Small Car Steel 1 mile 17 Large car, Elephant 2-5 miles19 Small Semi-truck Hardened steel 6-10 miles21 Light Tank 11-20 miles23 Small Jet Titanium 21-40 miles25 Battle Tank, Whale 41-80 miles27 Large jet, Train Unobtainium 81-160 miles29 Small Ship, Building 161-300 miles31 Battleship, Lg. Building Super Unobtainium Into orbit33 Aircraft Carrier Out of orbit35 Mountain Anything Out of Solar System

A T T A C K E R ’ S A V D E F E N D E R ’ S D V

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Why the Change?As you may have noticed, we use a

slightly different way of resolving theseSTRength feats. One reason is that as you gethigher and higher Strengths, we wanted luckto be less and less a factor. We also wantedthis table to be consistent no matter whatkind of dice you used for other forms of reso-lution.

We also don’t actually give weights inthis table, as most people don’t lift weights,but objects. Therefore, comparable objectsare far more useful. Most people don’t knowa Typhoon submarine weighs over 1.2 mega-tons and they really couldn’t care less!

Note: While lifting tanks may seem sortof out of line for a character, remember thatthere are larger creatures (dragons, etc.) ormachines (giant robots, power armor) whichalso have a Strength; and they can shove asmall tank around!

An interesting Side EffectAnother big advantage to using the

weight approximation system on pg. 38 is thatit skips all the tedious stuff about pounds vskilograms (important when a game system isused all over the world). Whether you work inlbs. or kg., you know how big a lion or a motor-cycle is, and you can easily fit the weights intothe system you use best.

Meet Kandr Zahn (again)Kandr decides to carry his girlfriend

across the swamp. She weighs in as a typicaladult female. She’s also lugging a backpack,which the GM rules is about equal to a heavybag of groceries. Adding 7+2 together givesus a total Difficulty of 9; equivalent to carryingan adult male. With a STR of 4, Kandr had bet-ter roll at least a 5 or higher or he’s gonnadrop his girlfriend in the swamp. Better dropthat backpack, Kandr!

In Case You're interested...The Fuzion Difficulty Value Table (pg.

38) maps surprisingly well to the old InterlockTask Table in Cyberpunk 2020:

INTERLOCK DV FUZION DVEasy .....................10 Challenged.........10Average.................15 Everyday ............14Difficult.................20 Competent .........18Very Difficult .........25 Heroic ................22Nearly Impossible. 30 Incredible ...........26

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Example 1: Regular Man has a STR of 4. He can easily pick up his son (a roll of 1 out of6), his wife (3 out of 6) but can barely lift his buddy (5 out of 6). On the other hand, Titanic Manhas a STR of 28. He doesn’t event think about lifting anything smaller than a small ship (1 outof 6), regularly lifts battleships (3 out of 6), breaks a sweat lifting an aircraft carrier (5 out of 6)but still can’t get a mountain up!

Example 2: Regular Man has a STR of 4. He can easily bend plastic (a roll of 1 out of 6), buthe’s going to be working to break a board (3 out of 6) and could barely bend aluminum (5 out of 6).On the other hand, Titanic Man has a STR of 28. He easily bends anything below Unobtainium (ourpatented name for any superheroic supermetal), but still can’t bend anything he wants.

ThrowingAnother area where the everyday goes beyond reality in some Fuzion settings is throw-

ing. When superhumans and demigods start tossing cars around, throwing stuff can get a lotmore interesting. Which is why we invented the Baseball Test.

In Fuzion, we use the Baseball Test to create a benchmark for what can be easily thrown.A baseball represents any aerodynamic object that weighs less than 3 lbs (roughly 1 kg) thatcan be hurled with one hand. This includes grenades, footballs, basketballs, frisbees, bottlesand other small, inconsequential items that can be easily thrown. When throwing somethingthat passes the Baseball Test, simply add your STR to a D6 die roll, just as with a Strength orLifting feat, and try to beat the Difficulty for the Distance you’re throwing. If you beat thedesired Difficulty, you’ve thrown it that far. Example: Amazing Man (STR 15) wants to throw abaseball 5 miles (Difficulty 17). He can easily make this.

If you fail, compare your final roll to the first Difficulty value you could beat. This willdetermine how far the throw actually went. Example: Amazing Man (STR 15) wants to throwa baseball 90 miles (Difficulty 27). He fails by 5 points (27-5=22) This corresponds closest to a21 Difficulty, which means he only tossed the ball 11 to 20 miles.

Heavier than a Baseball? To throw something that’s heavier than the Baseball Test, here’sthe trick. Simply add the Difficulty of lifting the object to the Difficulty of Throwing it for the desireddistance to get the final Difficulty. Example: Awesome Man (STR 32) can easily throw a baseballinto orbit (Difficulty 31). However, if he tries it with a small car (Diff=15), the difficulty rises to 46(31+15=46). The best he could be sure of doing would be to toss that car a mile or so (15+15=30)

PushingIn a campaign where the Derived Characteristic of Endurance (pg. 9) is used, the GM may

allow characters to exert extra effort in emergencies; this pushing allows the characters toincrease their STR up to a maximum of two additional points. Pushing costs 5 points of ENDper phase for every extra level of STR you are calling upon; when you run out of END, you burnSTUN points instead, until you pass out. The GM may even allow greater pushes (over 2 extraSTR) in extraordinary circumstances, by requiring a successful WILL + Concentration roll bemade at the time. Pushing can be applied to any Strength, Lifting or Throwing feat.

Modifying ActionsSometimes, conditions beyond your control may make it harder to perform an Action. For

example, changing a light bulb may be an Everyday task, but changing a light bulb in an earth-quake is a whole order of magnitude tougher. These external conditions are called Modifiers.When the GM decides a Modifier applies to your action, you will automatically subtract theModifier Value that goes with it from your die roll. Here are some typical Modifiers (they arecumulative).

Target 5-10m/yds away...............................-2 Target partially behind something .......-1Target 11-50m/yds away.............................-4 Target obscured by smoke, darkness...-4Target within 50m/yds~Weapon’s Range..........-6 Target is dodging ..................................-3Unfamiliar tools, weapon or vehicle ..........-4 Lack of instructions for task ................-2Don’t have right tools or parts ....................-2 Hostile environment .............................-5Complex Task.......................................-3 to -4 Have never done this before................-1Under stress or attack .................................-3 Drunk, drugged, or tired .......................-4Trying to perform task secretly....................-4

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Meet Kandr Zahn (again)Kandr is chasing the bad guys. He

decides that he’s going to try to drivethrough crowded urban streets. The GMrules that this is a hand-eye thing, requiringKandr’s REF Characteristic. The Skill will beDriving. Since avoiding the teeming massesis a task that most people can’t easily do,the GM rules that this will be a Competentlevel task (18).

Kandr’s REF is 7, his Driving skill is 2for a total of 9. To hit his 18 target number,he’d better roll better than an 8.

If he’s rolling a D10 (the Interlockoption), this is gonna be pretty tough—2outta 10 (of course his chance of open-endrolling is also 1 in ten). In general, thismeans that while things are somewhat hard-er to do with this option, the much higherchance of open ending means more of achance of doing impossible feats every sooften.(See Critical Success, pg. 41).

If he’s rolling 3D6 (the HERO option),his chances go up; the average roll is goingto be around 10. But his chance of pullingoff that one in a million stunt is far, far less.

GMs: In summary, when you want areally risky, high stakes campaign whereluck is of primary importance, go with theD10 resolution. But if you want consistentresults, go with the 3D6 version.

U sing your Skills is the most common kind of Action outside of Combat. The firststep in using a skill is determining what Characteristic you’re going to use and

what Skill to pair it up with when you do something:

What Characteristic do I Use?In general, common sense should tell you which Characteristic to use for a particular task,

or the GM of your campaign can decide if there’s a dispute. However, the following guidelineswill usually apply in almost any case:

If the Situation involves ..................................................................................................Use...an issue of knowledge, memory, problem-solving, or experience or is otherwise mental ..........................................................................................................INT...interacting with someone (e.g. lying to them, impressing them, etc.)............................PRE...resisting an interaction, or if it’s a matter of willpower or ability to face danger, fear, stress .................................................................................WILL...manipulating tools, instruments or having technical affinity........................................TECH...an issue of speed, such as races of swimming, skating or skiing;running, swimming feats ...............................................................................................MOVE

...using hand-eye coordination or dexterity ; fighting, driving/control skills(e.g. guns or vehicles) ...........................................................................................................REF...engaging in gross physical movement (athletics, evading, using fists and blades) .........................................................................................................DEX...a matter of raw physical strength (mainly a Strength Feat”)..........................................STR...a matter of endurance and time , or resistance to pain, disease, shock ......................CON

...or the GM can decide if it’s in dispute.

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

What Skill Do I Use?The overriding rule here is that the GM will always be the final arbiter of what Skill should

be used to make an attempt at a task. Beyond that, common sense is the best guideline. Ifyou’re using a weapon, your Skill choice may be pretty simple; use the Skill that describes theweapon best. But if it’s an interpersonal issue, you may be able to convince your GM to giveyou a lot more leeway; maybe your Social Skill may be far more useful in convincing the gangleader to release the hostages than your Persuasion, especially if you can call upon a littleknown gangland code that requires he honor your request! The ability to bend Skills around tofit circumstances allows you to use one of the best strengths of the Fuzion system: flexibility.

When You Don’t Have a SkillSometimes, you just don’t have a Skill to use. In these cases, there are two options the

GM can use. The first is the Outta Luck option: you just don’t get a Skill to add to your char-acteristic. You just don’t know anything about what you have to do, and you’re totally relyingon a Characteristic and dumb luck (a good time to use that LUCK you’ve been hoarding).

The second route is the Cultural Familiarity option. In most societies, there are very fewthings that can be done that aren’t described in some manner or other; people shoot guns inmovies; legends describe how the hero used his sword, Tom Clancy novels tell all about howsubmarines work. Cultural Familiarity assumes the more widely educated you are, the morechance you may have run across something relating to what you’re about to attempt.

Using Your SkillsUsing Your Skills

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

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

your chances:

Trying AgainIf you fail a Skill Check, you can’t try again until your check has improved for some rea-

son; you took longer, used a better tool, or made a complementary Skill Check.

Complementary SkillsA Complementary Skill Check is where the use of one skill directly affects the use of a

subsequent skill. For example, if you were a singer and needed to sway a crowd, a very goodPerformance check would make the swaying (Persuasion) a lot easier. As a rule of thumb:

1) At the GM’s discretion, a good roll in one skill may have a bonus effect on the subse-quent use of a related skill. This bonus will be in a ratio of +1 additional bonus point forevery 5 points the related skill succeeded by. Example: Sue wants to convince Bob to go outwith her (Persuasion). By making a really good Wardrobe and Style roll, she could increaseher Persuasion by dazzling Bob with her sexy wardrobe.2) As a rule, this bonus will usually only affect a subsequent attempt once. One really highWardrobe and Style roll won’t allow Sue to convince Bob to marry her; it just helps get herthe date. The rest is up to fate. 3) As a rule, this bonus should only involve the interaction of one skill attempt on one otherSkill attempt.

Taking Extra TimeTaking extra time can also give you a bonus to your Skill Roll. For every level on the Time

Table (pg. 34) used beyond the amount of time the GM assigns to the task, add +1 to the SkillRoll. Example: The GM says a task will take 1 minute. If the character takes 5 minutes to per-form the task, he gets a +1 bonus to the Skill Roll.

Critical Success (a.k.a. “ Open Ending”)A critical success is when you get lucky and manage to succeed at something you nor-

mally would have no chance in Hades to accomplish. In game play, this is simulated by allow-ing you to roll additional dice which are then added to the original roll to enhance it’s effects.The rules for this depend on which dice option you are using:

• If you’re rolling D10: On a natural roll of 10, you’ve scored a critical success. Roll ananother 1D10 and add the result to your first roll. If you roll another 10, you may not scoreanother critical success.• If you’re rolling 3D6: On a natural roll of 18, roll two additional D6’s and add this resultto your original roll.

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

Driving & Piloting ActionsAny time you try to make a vehicle do something unusual, you’ll need to check to see if you

succeed. This is done by combining your REF+Piloting (or appropriate Skill for controlling thevehicle), and a die roll vs. a roll and a difficulty based on the type of maneuver you’re making(see next page), plus any appropriate modifiers for weather, driver or road conditions.

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If the maneuver isn’t described below, pick the closest appropriate one to work from. Ifthe roll is successful, you will be able to pull the maneuver off. If not, you will lose control. Ina walking unit, you’ll just fall over; you must then get back up. In a ground unit, this will be askid (miss by 4 or more and you’ll continue straight for 1D6 meters per 10mph) or spin (miss by4 or less; treat as a skid, but roll 1D6 to determine new facing: 1=backwards. 2=forwards. 3-4=facing right. 5-6=-facing left.). In an aircraft, you will probably stall (miss by less than 4) orspin (miss by 4 or more). Both require a roll be made to regain control. It’s a Difficulty Value of18 to Regain Control from a spin or stall, and look out for that ground thing coming up at you …!

DogfightingSometimes, the best option is to outfly your opponent with a combination of skill and abil-

ity to maneuver. Start by determining the position of the combatants at the start. Is one closingon the other, or are they headed right at each other? This intercept can be determined by makinga Perception roll on either side with the high roll choosing positions, or at GM’s discretion.

To find out the result of an aerial or space dogfight (whether between giant birds orspaceships), each participant rolls their Piloting Skill+REF+Roll . The player with the highest rollhas the Advantage position, based on how many points they won the roll by. The result is com-pared with the chart on the left; the player who has won can shoot or flee at his option. Thekey position is the Tailing one; because it adds +2 to your Attack roll that phase.

To break off a dogfight requires either mutual agreement, or one player making an escape.The player with the current Advantage announces his intention to break off combat at the startof the Round, and must maintain his Advantage for as many Phases as the GM determineswould be necessary for escape at the time intention is announced.

DogfightingResults Table

TIED ROLL: No Aim

HEAD ON: 1 point either way

SIDE ON: White beats Black by 2>, Defender chooses

which side is attacked

TAILING: White beats Black by 4 or >

SWERVE [20]U ORREVERSE [26] EMERGENCY

STOP [22]

MANEUVERTHRU OR

UNDER [30]

REGAINCONTROL [22]

TIGHT TURN[22]

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

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T he most important type of Action you’ll encounter in a Fuzion game will proba-bly be Combat. Not only is combat a regular staple of adventuring no matter what

the setting, but combat is the one Action that will have the most effect on your char-acter—by getting him or her killed out of the game.

Combat begins when the GM declares that combat has started. Each character then getsto act in Turn order (see pg. 35); take an Action, and determine the result of that action. Thenthe next character gets to act until all characters have acted. The Phase is over when every-one has had a chance to act (including any Non-Player Characters portrayed by the GM). Thena new Phase begins and everyone can act again.

Types of CombatThere are two kinds of combat: Melee and Ranged. Melee Combat occurs whenever you

attack a target using your hands, feet, body parts or a weapon that uses the force of your bodyfor power. In general, Melee combat occurs within 4-6 m/yds of the attacker.

Ranged Combat occurs whenever you shoot at something. Any ranged weapon or attackcan be “shot”—energy beams can be shot from a superhero’s hands, bullets can be shot froma gun, stones can be shot from a sling. In general, if it strikes the target from a distance, it’sRanged Combat.

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

Are You Clear?No matter what the weapon or attack, you need to have an unobstructed path to your tar-

get. If something’s in the way, you can’t attack the target no matter how close it might be.

Range: Can I Reach Out and Smack It?As a rule, Melee attacks can hit any target within 2m/yds of you; this is defined as MELEE

RANGE. Polearms and other long melee weapons can hit anything within 4m/yds of you; thisis Extended Melee Range and is applicable only to these weapons. RANGED WEAPONS willalways have the range listed in their individual descriptions.

How Often Can I Hit It? (Number of Shots & Rates of Fire)Unlike Melee weapons, most ranged attacks have a limited number of Shots (arrows, bul-

lets, charges, etc.). This will usually be listed in the weapon’s attack description. The Rate ofFire [ROF] is how many times the attack can be “shot”in a 3 second phase. Most rangedweapons have an ROF of 1 or 2, but others may have the capacity for automatic fire and ROFsof 20 or more. Like Shots, this will also be listed in the attack description.

CONFLICT & COMBATCONFLICT & COMBAT

What you can shoot throughTrees• Brush•Smoke•Tents•Glass• Snow

What you (usually) can’tshoot through

Concrete•Brick•Metal•Ice•Earth

FacingFacing is the direction you are pointing.

Since many Fuzion games are played “inhead” (without maps), the standing rule isthat you can clearly face and attack anythingthat is positioned forward of your shouldersand unblocked. When using a standard gam-ing hex map, characters “face” through anythree adjacent sides of the hex they are stand-ing in.

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COMBAT SEQUENCE SUMMARYEach Phase, take turns in order of highest tolowest REF (if tied, roll dice between ties)During this 3-second segment, do the follow-ing:

[A] Choose Your ActionYou have 1 Action each Phase. These actionscan be Attacks or involve other types of activ-ity. If attacking go to [B]; if not, skip down to[D].

[B] Check Line of SightYou can attack anything positioned forward ofyour shoulders, as long as nothing else is inthe way.

[C] Check RangeEach attack has a range, listed inmeters/yards. If using figures, assume onefigure is equal to 2 meters (or about 6 feet) ofrange from top to base. If you are in range,you can attack.

[D] Resolve ActionIn general, roll appropriate dice and add toyour Characteristic + Skill. Add in any specialModifiers that might apply to the attack aswell. If the action was a successful Attack, goto [E]. If not, go on to NEXT PHASE [F].

[E] Resolve DamageIf you hit, roll a number of 6-sided dice equalto the Damage Class (pg. 49) of the Attack.

[F] Go to Next PhaseStart the process again.

Aimed Attack DamageThere’s a reason to aim those shots!

See the Aimed Shot Damage Table on Page52.

Combat Modifiers: What Are MyChances to Hit?

Combat Modifiers take into account the conditions of the battle. Modifiers are alwaysapplied to Attacks. You may use some, none, or all applicable modifiers to make the combatin Fuzion more exciting and realistic.

SITUATION MODIFIER

Target 5-10m/yds away.....................................................................................................-2Target 11-50m/yds away...................................................................................................-4Target within 50m/yds~listed range of weapon .........................................................-6Target is using an Action for Dodging ..........................................................................-3Moving target ...........................................................-1 per 10m/yd target moves (~6 mph)Target silhouetted .............................................................................................................+2Target partially covered:

Half Body.....................................................................................................................-1Head and Shoulders Only........................................................................................-1Head only ....................................................................................................................-2Behind someone else...............................................................................................-2

Target Obscured (Blinded by light, dust—See below) ....................................................-4Vehicle mounted weapon, no turret ..............................................................................-4Aimed body shot ...................................chest [-1], vitals, head [-6] , legs, hands, feet [-4]...............................................................................stomach [-5], arms, shoulders, thighs [-3]Firing shoulder arm from hip...........................................................................................-2Aiming ........................................................................................+1 per phase, up to +3 maxBraced .................................................................................................................................+2Tiny Target (bullseye, eye, vital area).................................................................................-6Small Target (less than 1m/yd, limb) .................................................................................-4Large Target (trees, cars, large animals, small mecha, etc.) ...........................................+2Very Large Target (trucks, planes, walls, side of barn) ...................................................+4Surprise Attack (see Surprise below for details) ............................................................+5Target Prone........................................................................................................................-2Improvised weapon (rock, bottle, small girder) ...............................................................-2

Special Combat ModifiersSurprise! It’s an Ambush!

An attack that surprises the target, such as an ambush or a backstab, gives the Attackera +5 Offensive bonus for that attack (but no initiative bonus). To lay an ambush requires the fol-lowing conditions:

• The opponent is unaware of your location and intention to attack. He may only detectyou with a successful Perception roll. • The opponent’s attention is distracted or focused on another situation, such as anotherattack or a difficult task.

Target Obscured or BlockedIf there’s something that may block a clear view, but won’t block a swing, such as smoke,

or darkness, the target is considered obscured. You can’t see who you’re fighting (the enemyis invisible, in darkness, in ambush or because you’re dazzled), and each phase you must makea Perception Roll (GM sets the Difficulty Value). If the roll is successful, the penalty is -2 to allsubsequent Attack and Defense Values that phase. If the Perception roll is unsuccessful, thepenalty increases to -4.

Weapon AccuracyA built-in modifier, Weapon Accuracy [WA] reflects the difference in quality between

weapons, and their effect on their user’s abilities; the better and easier to use the weapon, thebetter you use it, (and the worse the weapon...). WA’s are not always used in Fuzion games, astheir use varies from campaign to campaign. However, when they are in play, you’ll find them list-ed in the description of the weapon. To use them, just apply the WA to your Attack roll as withany other Modifier. If you need to improvise WA’s for weapons not listed, use the table at left.

Weapon Accuracy RatingsVery bad, real cheap = -2Inaccurate, cheap = -1Dead average = 0Well built, nice stuff = 1Finest kind, dueling = 2

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Meet Kandr Zahn (again)Kandr decides that he’s going to try and

clobber a street thug that’s tailing him. HisHand-to-Hand Skill is 3, his REF is 7 (Total 10).His opponent’s Evade is 5; his DEX is 5, for atotal of 10 also. The thug decides to play itsmart—he dodges (-3 to Kandr’s roll) andmoves back to 8 m/yds away (-2 additional).

Kandar rolls; he gets a 6, bringing histotal to 16. Subtracting the -5 for the modifiersbrings this down to 11. The street thug willneed to roll at least a 2 to dodge our hero.

(5+5+2=12)

Area EffectsSmall Area is a circle with a radius of 4

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

m/yds.

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Making The AttackIn combat, the Attacker combines his Skill in his chosen Weapon or Hand to Hand skill

with his REF and a die roll to create an Attack Value (AV). He may also have to add or sub-tract certain modifiers from this Attack Value to determine the final outcome (See page 44.).Example: an attacking character with a REF Characteristic of 5, a Hand to Hand Skill of 6, anda die roll of 6 has an AV of 17. A -2 mod for use of an improvised weapon in turn brings thisdown to 15.

The Defender combines his DEX, appropriate Evade Skill (or another skill like Fencing,Piloting, or Athletics if GM permits) skill and a die roll (in HERO, a flat value of 10 can be sub-stituted for the roll) to produce a comparable Defense Value (DV). Example: a character withDEX of 4, an Evade skill of +6, and a die roll of 3 has a DV of 13. The two rolls are compared;if the AV is equal or greater than the DV , you hit!

Special AttacksTargeting Against Range

Sometimes, you need to hit an apple, or a tree or something else without Skills orCharacteristics. In these cases, the GM will set a Difficulty Value based on the range.

Melee (4m/yds or less) .........................................................................................................4Close (10m/yds or less).........................................................................................................8Medium (50/yds or less) .....................................................................................................12Long (out to listed range of weapon) .................................................................................16Extreme (beyond listed range)................................16 plus an additional +2 per 100m/yds

Vehicle Combat When attacking a vehicle, the attacker will use his skill with the appropriate vehicle weapon

or vehicle attack skill (such as Gunnery or Heavy Weapons). He attacks as usual, opposing his tar-get’s skill in controlling the vehicle (such as Driving or Piloting). The resolution is completed thesame as all other Combats. Also note that vehicle-mounted weapons multiply all range distances(pg. 144) by 100. Example: 5-10m/yds increases to 500-1000m/yds when piloting a vehicle.

Area Effect AttacksArea Effects are attacks (Energy Blasts, Shotguns, Flamethrowers, Stun Fields, Gas, and

other effects) that strike an area rather than a character. The area affected depends on the kindof attack made and will always be described as part of its description or construction. Thesetypes of attacks use the Targeting Against Range rules to see if they hit their area; anyone inthe target area will take the appropriate damage.

ExplosionsFor these, the attacker rolls against a Difficulty Value assigned by the GM (see Targeting

Against Range, above). Characters take the damage in the ratio of 2 less points for every m/ydthey are away from the center of the attack.

Typical Area Effects Effect RadiusShotgun (per barrel)......................................................................................................1m/ydGrenade (per die of damage) .......................................................................................1m/ydExplosive (per die of damage).....................................................................................1m/ydFlamethrower (per die of damage).............................................................................1m/ydHeavy Weapons (per Kill of damage).......................................................................4m/yds

If the character fails the Attack Roll, the center of the attack shifts 1 m/yd for every 1 pointthe Attack Roll was missed by, up to a maximum of 1/2 the total range to the target. Roll 1D6to see which direction the center of the attack scatters and consult the table below. Then roll1D6 to determine how many meters/yards the round fell in that direction.

Roll Area Effect Result1-2 ........................................................................................................landed short of target.3-4..........................................................................................................landed behind target.5 ........................................................................................................landed to right of target.6 ...........................................................................................................landed to left of target

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Making Autofire Work for You!Wanna get that great Chow-Yun-Fat effect

where the hero can dive through a hail of bulletsand come up to plug all the faceless goons deadon? Set two different autofire ratios for the heroesand the goons!

How Autofire Should I makeMy Game?

• 3 for attacks directed at the Players(the heroes) and Major Villains

• 1 for attcks directed at FacelessGrunts and other Cannon Fodder

Autofire AttacksShooting a lot of something (bullets, fireballs, etc.) in one attack is called autofire. Many

guns, superpowers and other ranged attacks have the possibility of using the autofire option(this is defined by the weapon or power used). In autofire, the weapon (or attack) fires as fastas it can in a 3 second turn. This is called a “rate of fire” [ROF] and is usually defined as partof the weapon or attack.

The Autofire Ratio: Ever notice how in many superhero comics or action movies theheroes can walk through a virtual hail of machinegun bullets and never take a hit, while in reallife they’d look like Swiss cheese? To simulate this effect, we have created a little Fuzion gim-mick called the Autofire Ratio. The Autofire Ratio is designed to allow characters to survive thewithering effects of big gunfire in games where effect is more important than realism, byallowing the GM to adjust the lethality of all those bullets flying around at the start of his cam-paign. Here’s how it works:

Make your attack, and determine by how many points your final total exceeded the requiredTarget Number. Now divide that number of points by the Autofire Ratio of the current game (TheGM must determine this at the start of the campaign, based on the style of gameplay):

Campaign Style Autofire RatioEveryday ...............................................................................................................................1Competent.............................................................................................................................1Heroic ....................................................................................................................................2Incredible..............................................................................................................................2Legendary .............................................................................................................................3Superheroic..........................................................................................................................4

Round any decimal values up. The result is how many rounds actually hit your target. Thecatch? There’s a -1 attack modifier for every 10 shots fired (your gun is jumping around). Thetotal also may not exceed the total number of rounds fired.

Example: Alex attacks Gron with a machinegun, firing 20 rounds. He needs to beat aTarget Number of 10; he gets a 20. In a game with the Autofire Ratio set at 1, he would hitwith 10 shots. But the Autofire Ratio in this game is set at 4. Since 10÷4=2.5, its rounds up tothree shots which actually hit Gron. Autofire allows for a wide variety of combat techniques:Burst: A burst is a limited autofire attack, never more than 4 shots, at one target.

Since the weapon isn’t bucking around as much, there is no attack penal-ty. Make an Attack roll; if the defender fails his roll, he takes damagebased on the Autofire Ratio of the game.

Single Targets This is just like a burst, but the rate of fire is not limited to only 4 shots (asa result, there is a -1 modifier for every 10 shots fired). Again, make anAttack roll; if the defender fails his roll, he takes damage based on thelevel of failure, divide by the Autofire Ratio of the game (rounded up).

Multiple Targets An autofire attack can also be directed against several targets at once.The attack must be directed into an area called a fire zone, and the width(in meters) of the fire zone must be specified at the time of the attack. Thetotal ROF of the attack is divided by the total number of m/yds in the firezone (round down), and this becomes the total number of rounds that canpossibly hit a target in that zone. The attack is made as above, with eachtarget defending individually against the attacker’s single Attack roll.Example: With an Autofire Ratio of 1, I fire into a 10 meter area with 30rounds. (30 divided by 10 = 3). Sue, Bob and Harry each make a Defenseroll against my Attack roll of 12, totalling 13, 11 and 7 respectively. Sue ismissed, Bob takes 2 rounds, and Harry (although he loses by 5), only takes3 because that’s all that’s entered his part of the fire zone.

Archery AttacksBows are a special category of ranged attack because they’re Strength-based ranged

attacks. Bows have 20m/yds of range for every 1 point of STR, to a maximum STR of 7. Compoundbows and longbows have a maximum STR of 10. Crossbows work like normal firearms.

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Special: Energy Blasts, Spells& Mental Attacks

Okay, you may not be using energyblasts or psychic attacks in your currentgame. But who knows where your Fuzioncharacters may go next time. By using themental powers here, you have the option ofcreating horrible supernatural abilities farbeyond mortal man. Just in case.

If you decide to have Energy Blastattacks, they are made much in the same wayas other ranged attacks, taking range and skillinto account with other modifiers. The range ofthese attacks is based on the number ofPower points spent on the attack: For everypoint spent on the power, you’ll increase therange by 10m/yds (Example: spending 20points gives you a 200m/yd ranged energyblast). To hit with Sorcery or Clerecy, you willuse AWARENESS+appropriate power skill androll to hit.

In most cases, Mental attacks have norange limitations; they are simply direct line ofsight—if you can see it at all, you can hit it, nomatter how tiny it is. The exceptions areMental Attacks based on CON; these operatewith the same range determiners as EnergyBlasts; and Mind Scans, which do not requireline of sight to be effective. To hit, you will useWILL+ Use Power skill for Psionics, WILL +appropriate power skill for Sorcery andClerecy.

Missile AttacksIn general, most vehicle combat is considered Ranged Combat and follows similar rules.

The one exception is missile combat; missiles are defined as any weapon that can follow itstarget independently. How good it is at this job (and thus the Difficulty Value to beat whenavoiding it) is based on how smart it is; does it just sniff a heat signature or is it smart enoughto outthink you?

Missile is Dumb Smart Brilliant GeniusDV 8 12 16 20

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

Presence AttacksA powerful personality can have a strong effect on other people by words, actions, or

sometimes by their mere presence. We call this effect a Presence Attack. A Presence Attackcan be many different things, depending on the intent of the attacker: fear, awe, surprise, sur-render, rage, courage, hope, commitment, facedowns or other emotions or actions. Usually aPresence Attack consists of a well-chosen phrase, such as “Surrender or die!”, or “Warriors tothe attack— follow me!”, or even just “Stop!”

Making a Presence Attack requires an Opposed Action roll. Use the attacker’s Presence +Oratory, Performance or other appropriate skill + appropriate dice vs Willpower +Concentration + dice for the target. If the attacker succeeds, roll 1D6 for every 1 point of PRE.You may add or subtract dice depending on the GM’s judgment (see the Presence AttackModifiers table for suggested modifiers). Total the dice and compare the total against the tar-get’s Resistance value to find the effect. Presence Attacks depend heavily on the circum-stances, so the GM should feel free to modify the number of dice in the attack. The table belowhas some suggested modifiers:

# of Dice Modifier-1 to -2 ....................................................................................................Inappropriate setting-1 ...............................................................................................................................In combat-1 .................................................................................................................At a disadvantage-1 to -2 .........................................................................................................Wrong reputation-1 to -3........................................................................PRE Attack runs against current mood-1 to -2....................................................................................................Repeated PRE Attack+1 to +2 ..........................................................................................................Right reputation+1 .................................................................................................................................Surprise+1..........................................................................Exhibiting a power or superior technology+1 to +3 ..............................................................................................................Violent action+1 to +3.............................................................................................................Good soliloquy+1 to +2 .....................................................................................................Appropriate setting+2 ......................................................................................................Targets in partial retreat+4............................................................................................................Targets in full retreat

The modifiers and the effects of Presence Attacks really depend a great deal on exactlywhat’s happening and what is intended. The GM should use Presence Attacks to increase thedrama of a situation or make things more interesting.PRE Attack Total Is Possible Effects of PRE Attack> than Target Resistance Target is impressed; hesitates, acts last this phase.> 10+Target Resistance Target is very impressed; hesitates, acts last this phase and only

gets one Action, even if using the Run Action. May follow com-mands that the target is already inclined to do.

> 20+Target Resistance Target is awed; may not take any Action next phase and is -5Dexterity. May do what attacker commands.

> 30+Target Resistance Target is cowed; may surrender, run away, or faint. Target isDexterity 0, and will nearly always follow attacker‘s commands.

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SomeCommon SDPsTHE GREAT OUTDOORS KD KD IN KILLS SDP KILLSBrush (per m/yd) — — 5 —Rocks (per m/yd) 28 — 30 —Large Tree, Telephone Pole — 1 — 1Lamp Post — 1 — 2Manhole Cover — 1 30 —

STRUCTURES KD KD IN KILLS SDP KILLSGlass (per m/yd) 3 — 5 —Wooden wall/Fence (per m/yd) 7 — 10-15 —Sheetrock Wall (per m/yd) 10 — 5-10 —Brick Wall (per m/yd) 25 — 30 —Concrete Wall (per m/yd) 28 — 50 —Metal Wall (per m/yd) 32 — 70 —Armored Wall (per m/yd) — 1 — 1Metal Lock 20 — 5 —Wood Door 7 — 5 —Metal Door 20 — 30 —Vault Door — 2 — 4Furniture 3 — 15-20 —Control Consoles (per m/yd) 10 — 20-30 —Machinery (per m/yd) 10 — 30-50 —

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

DamageDamage is a way of measuring how you much you hurt something; sort of like applying a

numerical rating to a dent in your car or a cut finger. Whenever something in Fuzion is dam-aged, that damage is subtracted as points from a total value representing the structural integri-ty (or “life energy”) of the damaged object.

Types of DamageThere are four different kinds of Damage in Fuzion. The first is Hits (used to measure

small, man-scaled levels of lethal damage). The second type is Stun (used to measure shock,pain and other non-lethal damage). The third type is Structural Damage (used to measure dam-age to small objects and vehicles). The fourth and final type is Kills (used to measure very largeor very powerful levels of damage to inanimate objects). Let’s start by examining each in turn:

Hits Hits are lethal, life threatening damage to living organisms, usually caused by man-car-

ried weapons or environmental effects. Also known as “Killing Damage,” these types ofattacks are subtracted from a total pool of points the target has, until, at a certain level (usu-ally below zero), it is killed or otherwise incapacitated. Example: Gorn can take 20 Hits. He isdamaged by a weapon and loses 15 Hits. Gorn can take only five more Hits remaining until heis either incapacitated or killed.

What has Hits? Any living organism.

StunStun Damage is damage that creates pain and shock, but not lasting injury. It’s “fistfight-

ing” damage, impacts done with the parts of the body, such as hands, feet, head (or if you havethem, tails, tentacles and other blunt body parts). As a general rule, if it’s part of the body and

Resolving CombatResolving Combat

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How much damage in Hitscan your character take?

That depends on his or her PhysicalCharacteristic; you get five Hits for every Pointof Body you have (example: with a Body of 6,you would have 6x5=30 Hits). One point ofdamage from a weapon or attack will removeone Hit. When your character’s Hits have beenreduced to 0, he is dying out, at -12, he isdead (non living things can also take damage,however, when non-living things are reducedto zero, they are rendered inoperative).

How much damage in Stuncan your character take?

That depends again on his or her BodyCharacteristic; you get five Stun for everyPoint of Body you have (example: with aBody of 6, you would have 6x5=30 Stun).One point of damage from a Stunning attackwill remove one Stun. When your character’sStun pool has been reduced to 0, he or sheis knocked out.

Things that have SDP or KillsThese don’t have Stun or Hits. In these

cases, any attack against them is treated asthough it was made against the object’s SDPor Kills.

What about other Meleeattacks?

In general, the melee rules cover attacksmade by humanoid creatures. However, ifyou’re dealing with non-humanoids (like ani-mals), you can always apply the followingrules, adding or subtracting to the originalSTR-based DC level.

Situation ....................................Modify DCAnimal Bite/beak .....................Equals STRAnimal Claw .......................................-2DCBludgeon attack (Heavy tail, natural club,tentacle blow, flipper .........................+2DCTrample (run over, stomp) .................+2DCConstriction attack (tentacles, body con-striction) ...........................................+1DC

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isn’t sharp, it does Stun damage (the exception to this rule is futuristic “stun” weapons or“stunning” attacks).

All living things have Stun points as well as Hits; a measure of how much damage theycan take before they pass out from pain and shock. Stun Damage is always subtracted fromyour character’s pool of STUN points. When his STUN points are at 0, his body will react byshutting off the pain—and passing out.

What has Stun? Any living organism.

Structural Damage Points“Soft targets” like living things take damage differently than “hard targets” (structures

and vehicles). So in Fuzion, inanimate structures, vehicles and other small non-organic objects(commonly called “hard targets”) take Structural Damage instead of Hits. SDP is different fromHits, but works the same way—one point of Hit damage will remove one SDP. Note: You can’tstun an inanimate object. Therefore, objects will always take both Stun and Hit damage thesame way, subtracting it equally from their SDP. (If this sounds remarkable, remember thatkarate masters can break bricks and boards barehanded!)

What has SDP? Anything that is non-living and does not have a specially tough composi-tion (armored plate, rare super-metals, etc).

Kills (Let’s talk Big Guns. Really, Really Big Guns.)In Fuzion, really big weapons do such staggering amounts of damage that they are mea-

sured in a larger scale called Kills, to represent the kind of massive forces associated with mil-itary level hardware, very large objects or extremely powerful attacks. Conversely, very largeor tough objects (tanks, giant robots, aircraft carriers, etc.) are also defined as having Kills ofstructure or armor to represent the huge amounts of punishment they can take.

What has Kills? Anything that is is non-living and has an especially tough composition(armored plate, rare super-metals, etc).

Determining the Damage DoneDamage Classes (a.k.a. DC)

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

Determining the DC of AttacksWith the exception of bows and spears, ranged weapons always do Damage based on

the DC of the weapon This DC is normally listed in the description of the weapon in the rules.Example: my Cosmoblaster Mark V has a DC of 8. This means I will roll 8 dice in that attack.

Melee Attacks DCsHowever, the DC of an attack caused by any part of the body is determined by the

Strength of the attacker, with fists doing one DC of Stun damage for each point of Strength theattacker has (a kick does an extra DC on top of your STR, but suffers a -1 Attack Total penal-ty). Example: my Strength is 5; this means I do 5 dice (DC5) with fists, 6 for a kick.

Damage by Melee WeaponsStrength-based (a.k.a. melee) attacks using weapons normally have a damage each

weapon can do. This value is equal to the weapon’s listed Damage Class (again, this DC willbe listed in the description of the weapon in the rules). However, there are a few things thatwill effect the final DC of your melee weapon attack:

Minimum and Maximum StrengthsThe catch to the above is that if you aren’t strong enough, you can’t effectively make use

of that weapons ability. Therefore, each melee weapon also has a listed minimum STR atwhich you can use it with no penalty. Below this level, you take a -1 Reflex penalty for every -

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1 STR below the minimum and a -1 DC penalty as well. Example: Aunt Meg, STR 2, tries to usea Battle Axe with a 5 STR Min. She’ll only do DC2 Killing damage when she hits instead of DC5,, and takes a -3 REF penalty.

However, for every point of STR you have above the minimum STR required to wield theweapon, you will do one additional DC of damage, up to twice the weapon’s listed DamageClass. Example: Bob, STR 5, wields a dagger (STR minimum of 1). Bob had 4 more STR than heneeds, so he expects to gain 4 extra dice on his attack. But since the dagger’s maximum dam-age is only twice it’s listed DC (1x2=2), Bob only gains 1 extra DC. On the other hand, Grog, STR10, wields a battle axe (STR min. 5). Grog gains 5 extra dice, and since 2 times the Battle axe’slisted DC (6) is 12, he gets to use all of his extra dice.

Kills and DCUnlike 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 thefact that Kills are an astronomically high level of damage/structure). When attacking objects withKills 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 a6 Kill beam weapon. I would subtract 6 from the total Kills of the target.

But what happens when Kills meet DC and vice versa? That’s where Damage Scalingcomes into play.

Damage Scaling Fuzion is designed to simulate a staggering array of settings, from the semi-realistic set-

tings of modern day combat, to the godlike feats of superheroes and animé characters. Theproblem is, each of these settings has it’s own “genre-specific” rules regarding damage. Forexample, in most action or science fiction settings, really big guns on the Kill scale aredesigned to hit and damage really big targets. It’s nearly impossible to apply the full force ofthese huge attacks to a small target (like a man) because the majority of the damage just does-n’t have a big enough surface area to expend itself on. Really big damage is more likely toexpend its force by hurling a small target out of the way than directly applying all of its forceto the target. By contrast, it takes a lot more force to move a large object and it has a lot moresurface area to absorb that force, so it stands there and takes it all.

The flip side is that in a larger-than-life setting, superheroes, power suits, etc., can applyall of their damage to a very large target, simply because it’s so big. So when a very powerfulsuperhero punches a tank, all of his force ends up expended right on the tank, tearing it apart.(Sure, it’s not realistic; but it does closely mirror the abilities of superheroes and other godlikebeings as depicted in comics, movies and animé. It’s also self limiting, because only super-heroes or other non-realistic people will ever be able to do this sort of damage; in a realisticgenre, they won’t exist and in a superheroic genre, they’re supposed to hammer tanks apartwith their bare hands.)

Finally, there’s an intermediate area of damage, where small vehicles or large creaturesinteract with very large vehicles (like giant robots, tanks or ships). These targets are just toobig to be just blown out of the way by a big attack, yet aren’t anywhere as tough as a trulyhuge target. They also have weapons that, while they aren’t as powerful as Kill-rated attacks,can do some serious damage when they hit, unlike the attacks of most puny personal arms thatwould just ping! the armored surface.

In Fuzion, we get around these genre-specific limits by using the idea of DamageScaling. Damage Scaling allows large amounts of damage to interact with small targets (andvice versa), in ways which preserve the nature of their respective genres. Small targets just getblown through the air by huge weapons taking minimal damage, small weapons just ping! offof large targets with no effect, and medium sized weapons can hurt large targets, but not any-where as badly as really big weapons can hurt them back. And finally, really tough superheroescan tear tanks apart with their bare hands.

Damage Scaling accurately preserves the effects of damage as portrayed in most semi-real-istic, action movie, science fiction, animé, and superheroic settings. To use it, simply determinethe level of the attack and the level of the target. Then convert the damage done accordingly.

Shorthanding Really Big Pilesof Dice

Don’t want to handle rolling a milliondice? Here’s a nice shorthand to accomplishmuch the same thing. Divide the number ofdice required by ten. Then roll that result andmultiply the total by 10.

Each remainder die is treated as anextra die and added to the total.

Example: I have to roll 64 dice (eek!)Instead, I roll 6 dice (60÷10) and multiply thatresult (let’s say 6+4+3+3+1+3=20) by 10(20x10=200). I then roll the remaining 4 dice(let’s say 5+2+2+1=10) for a grand total of210 points!

Another fast way is to multiply the totalnumber of dice thrown (say 64 again) by 3 (theaverage roll is actually 3.5, but we’re simplify-ing). In this example, the total would be 192 …not too far off from the other method. Eitherway is a fast method of speeding up play.

Damage Scaling in Detail:DC attacks vs. targets with SDP orHits=No change

Kill Attacks vs. really large/toughvehicles with Kills=No change

Kill Attacks vs. Small vehicles ororganics under 1000kg=Add 13 to the number of Kills done. Thefirst kill is equal to 14DC. Each additionalKill adds one additional DC. Example: Agiant robot attacks a man with a 4 killweapon. 13+4=17DC.

Kill Attacks vs. Small vehicles ororganics over 1000kg.=Multiply the number of kills of damage by50 to produce the required SDP or Hits.Example: a giant robot attacks a car (SDP)with a 4 Kill weapon. 4x50=200 SDP.

DC Attacks vs. really large/toughvehicles with Kills=Divide the DC of the weapon by 14, round-ing all decimal values down. Example: A36DC weapon is used to attack a giant robot(Kills). 36/14=2.5, rounded down to 2 Kills

Superheroic DC attacks vs. reallylarge/tough vehicles with Kills=Subtract 13 from the total DC done. Eachremaining DC is equal to one Kill. Example:Atom Man clobbers a tank (Kills) with his18 DC fists. 18-13=5 Kills.

Impairing Things that haveSDP or KIlls

Objects can also be impaired. As arule, when an object reaches 1/2 of its SDPor Kills, its Characteristics (Spd, MV, etc),are reduced by 2. At 1/4th of its total SDPor Kills remaining, its Characteristics arereduced by 4.

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Why Damage Scaling?One of the big problems in the original

Interlock™ system was when humansattacked vehicles, especialy large ones likerobots or tanks. Humans were either too punyto do any damage or they were blown awaylike chaff when the big weapons hit. While thatmay be realistic for some types of combat, wesoon realized that in the action genre, heroesare supposed to be knocked over or woundedby big attacks, not vaporized.

Destroying Things that haveSDP or Kills

Objects can also be destroyed. As arule, when an object reaches 0 SDP or Kills, itis no longer functional. However, it is not utter-ly destroyed until it has been reduced to belowtwice its total SDP or Kills.

Applying the DamageNow that we know the types of damage and how to determine how much damage (in DC

or Kills) has been done, it’s time to apply that damage.

Taking HitsHit Damage is serious injury that can maim or kill. Anytime you are hit by a weapon, even

if it’s just a club, you will take Hit (a.k.a. Lethal) damage. In addition, any sharpened part of thebody (fangs, claws, horns, etc), can also do Hit damage. Hit damage is always subtracted fromyour character’s pool of Hits. When this is reduced to zero, your character is dying.

Important Tip: Avoid Dying. It really puts a crimp in your roleplaying.

Impairing WoundsWhenever your Hits have been reduced enough, you will become impaired. At half of your

total Hits, all of your Primary Characteristics will be reduced by 2; at 1/4 of total, they will bereduced by 4 points. A Characteristic cannot, however, be reduced to less than 1.

DEAD. Mort. Finito.When you reach 0 Hits, you are dying. You will be able to keep moving if you’ve still got

Stun left, but you’ll be at -6 (GM’s Option) to all Primary Characteristics. You will also lose 1additional Hit (in shock and blood loss) per round (4 Phases)—when you lose up to 2x yourBODY Characteristic, you are dead.

Taking StunAny time you take non-lethal damage, that creates pain and shock, but not lasting injury,

you will take Stun. Stun Damage is always subtracted from your character’s pool of Stun points.If you take more than 1/2 of your total Stun in one attack, you are Stunned. A Stunned charactercannot act in the next phase and is -5 to all Primary Characteristics. He can’t move, and he maytake no other actions. He will remain stunned for 1 phase, becoming “unstunned” next phase.

Knocked OutYour character is knocked out whenever your Stun is reduced to 0 or below: you are auto-

matically unconscious. You are effectively knocked out, but will regain consciousness once youhave recovered enough Stun to put you back over 0 again (see the table below for how longthis takes).

Stun Level 0 to -10 -11 to -20 -21 to -30 >30 Recover Stun Every Phase Every Round Every Minute Up to the GM

Stun RolloverWhen you have lost all of your Stun points, any subsequent Stun damage you take will con-

vert into Lethal (or Hit) damage at a 1/5th rate, reducing your remaining Hits—if you’re beatensenseless and the beating continues, you could well be beaten to death!

DEFENSE ATTACK TYPEDC KILLS SUPERPOWERS

SDP/Hits No Change Based on kg. weight (see below) No change

KILLS Divide DC by 14, round down No Change Subtract 13 from total DCIf total < than 1, no effect Each remaining DC=1Kill

Hits or SDP No Change 1 Kill is equal to 1 DC, then add No Change<1000kg 13DC to that DC total.

Hits or SDP No Change Multiply number of Kills by 50 No Change>1000kg (For total DC)

TYPE

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Collateral DamageSince Hit damage also causes a fair amount of pain and shock, you’ll also take 1 point of

Stun for every 1 Hit you lose, until you run out of Stun points. (Note: you don’t get your SD!)And sometimes a Stunning blow is powerful enough that a small amount of serious damage isalso done, equal to 1 point of Lethal damage for every 5 Stun that penetrate in a single attack.

Aimed ShotsOne way to increase the amount of damage in any attack is to aim a shot. You pay a mod-

ifier penalty, (See Attack Modifier Table, pg. 44), choose the target, and make the attack. If youhit, the damage is multiplied as below.

Location Hit Effect (after armor)head .................................................................................................................double damagehands/forepaws*..................................................................................................1/2 damagearms/forelimb* .....................................................................................................1/2 damageshoulders*...............................................................................................................1x damagechest........................................................................................................................1x damagestomach................................................................................................................1.5x damagevitals.....................................................................................................................1.5x damagethighs* ....................................................................................................................1x damagelegs/hindlimb* ......................................................................................................1/2 damagefeet/hindpaws*.....................................................................................................1/2 damage

* if it isn’t obvious, roll 1 die: even=right, odd=left Note that damage is multiplied AFTER penetrating armor:

Example: Gorn attacks with a DC 5 weapon, rolling a total of 16 Hits. However, since itwas an aimed head shot (with a -6 modifier penalty), he doubles his damage to 32 Hits. Aimedshots can be applied to any Hit or Stun causing attack.

KnockbackSuch mighty blows are delivered in some types of combat (especially between superheroes,

giant robots, and kung-fu action heroes), that the combatants are often knocked all over the bat-tlefield. This phenomenon is known as Knockback (in its realistic form, it becomes Knockdown).

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Other Kinds of DefensesYou can also have Energy Defenses

[ED], Mental Defenses [MD], SorcerousDefenses [SRD] or any other type, dependingon the kind of Fuzion game you are in and ifyour GM allows it.

Armor Piercing (AP) AttacksSpecially hardened or sharp attacks are

extra good at getting past armor. These ArmorPiercing (AP) attacks always reduce armor’sKD effects by half (for example, from 10 to 5),when they are used.

To determine the amount of knockback taken, subtract the BODY characteristic (or KILLS)of the targeted character plus 1D6 from the total DC (or KILLS) of the attack. For every DCremaining, the character is knocked back one knockback “unit.” The unit of measurement isdetermined by the style of campaign, then applied by moving the character that far straightback from the impact.

Campaign Style Knockback Unit in m/ydsEveryday [realistic].................................................................................Just Knocked DownCompetent [elite, semi-realistic.] .....................................................................................1/2Heroic [TV action show] .......................................................................................................1Incredible [olympics, action movie].....................................................................................2Legendary [blockbuster action movie].................................................................................3Superheroic [comic books, myths] ......................................................................................4

In the event that something’s in the way, move on to Collisions and see how badly youwere hurt. Note: If using Kills vs Body, convert Kills to DC at a ratio of 1Kill=14DC, plus 1 foreach additional Kill; if it’s DC vs Kills, there is no effect until you reach 14 DC, then add 1 Killfor each additional DC.

DefensesSo how do you avoid getting knocked out or killed? The first way is to just stay out of the

way, using your Skills and Characteristics to ward off the attack. But if that doesn’t work,you’ve still got another option: a Defense.

A Defense is anything that gets between you and the Damage first; clothing, armorplates, scales; even energy fields that deflect or absorb damage. When something is damaged,it always subtracts the value of any armor it may have from the total value of the dice rolled.Only then is the remainder of the damage applied to the target.

Armor is the best type of defense, because it’s cheap and removable. While most Armorprovides defense against Hits, (Lethal), other types can protect against energy attacks or evenmental attacks! Armor reduces damage just like any other defense, and will stop both Stun andKilling Damage. The amount of damage that is stopped is included in the description of thearmor.

Your natural physical toughness (the Stun Defense on your character sheet) is your nextdefense, but will only stop Stunning Damage. This is called having a Stun Defense [SD]. You’lluse this as a last resort, and mostly in fistfights and other non-lethal engagements. Example:My CON is 5, giving me a SD of 10. If 15 points of Stun hit me, only 5 (15-10) would get through.

Important: Note that the Damage Scaling system automatically converts damage doneinto the proper type of damage to tackle the kind of KD the target may have. For example, aDC attack against Kill-rated armor would be automatically rescaled into Kill-based damage.

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Guns and swords aren’t the only thing that can hurt you. The world is full of poten-tial dangers; falls, illness, drowning, even being hit by lightning. All of this falls

under the heading of the Environment:Cumulative Environmental Effects: Shock, Poison/Drugs, Burns, Disease &

Asphyxiation.Each of these are effects of the environment that harm you through accumulation; shock and

poison by continual damage to your body or will, asphixation through accumulated lack of air.Electricity and Fire are always ranked by intensity of the effect (GM’s decision), with dam-

age occurring each phase you are exposed to the source.Type Mild Intense DeadlyDC DC1-4 DC5-10 DC11-20Electricity Battery Wall socket Lightning BoltFire Wood Fire Gasoline Fire Thermite

Like electricity, Poison & Drugs are ranked by the power of the drug or poison. Damageeffects occur each minute, not phase, while Illness or Environment take place over days, weeksor even months (GM’s choice).

Type Mild Strong PowerfulDC DC1-4 DC5-10 DC11-20Poison Belladonna Arsenic Stonefish VenomDrug Alcohol Sodium Pentathol LSDIllness Measles Pneumonia PlagueEnvironment Uncomfortable Harmful Deadly Conditions

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

Effect Taken FromSleep drugs...................................................................................................................STUNPoisons ...........................................................................................................................HITSMind drugs .......................................................................................................RESISTANCE

AsphyxiationSitting quietly, you can hold your breath up to 1 round for every 2 points of Endurance (a

tough character could hold his breath for around six minutes.). If activity, such as swimming or run-ning is required, this rises to 4 pts. After this time is up, you take damage at 3DC per round, takenfrom your Hits.

Collisions (Ramming and Falling).This is damage that comes from hitting something at speed. The big difference is that in

a fall, one object is hitting a stationary object (the ground) at high speed. In a ram, two or moreobjects, moving at different speeds, are crashing into each other, and the relative positions ofeach will affect the outcome.

Bashing Things with Hits/SDPThings with Hits or SDP will take 1DC in damage for every 3 MOVE travelled each phase,

rounding any decimals down. If the total Move made is less than 3, you will take no damage.In addition, add 1 DC for every full 100lbs (or 45kg) of weight.

Example 1: An average guy weighing 160lbs falls 30m/yds (MOVE 10). He takes 3 DC (3.3rounded down) for the fall, plus another 1DC for his weight, for a total of 4DC; on averageabout 14 Hits. For an average guy (BODY 3) with only 15 Hits to take, this is bad news.

Example 2: A car moving at Move 30 (@60mph or 90kph) slams into a wall. It takes 10DCof damage (30÷3=10). However, since it weighs 1600 lbs, it takes an additional 16DC(1600÷100=16), for a grand total of 26DC. Since on average this would mean around 91 pointsof damage, the car (with only 50 SDP) is obliterated.

Example 3: An average guy weighing 160lbs falls 1m/yd . He takes no damage for the fall.

Welcome to the Desert… While many environments may not be auto-matically fatal, they can be definitely badnews. You could treat several hours of blis-tering desert as a Mild CumulativeEnvironmental effect.

M/yds to MOVE?Since you’re more likely to describe a

situation as “You fall 20 yards (or meters) toyour death!”, here’s a handy conversion. Toconvert distance in m/yds to MOVE, divideby 3, rounding decimal values down.

Getting Terminal>Terminal velocity (the speed where a

falling body cannot accelerate any faster) isroughly equal to a MOVE of 60, and will nor-mally be reached (on Earth) in 2 phases(falling objects accelerate at around 30MOVE per phase). Once you reach terminalvelocity, you cannot increase your damageunless you are travelling in a power-divetowards gravity.

The Environment & RecoveryThe Environment & Recovery

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For the Math Geeks: Howclose is this to MEKTON Z?

If you’re curious about how, say,Example 1 maps with the collision tables inMEKTON ZETA, first convert the Fuzion MOVEto MEKTON MA (30÷5=6MA, or 6 hexes. Atthe MEKTON ratio of +1Kill for every 2 hexestravelled, this comes out to be 3 Kills(6÷2=3). Factor in 4 more kills for the weightclass (30-49 tons) and the result is 7 killsinstead of Fuzion’s 6. In Example 2, the MOVEconverts to 18 hexes (90÷5=18). This givesus 9 kills for the movement and 5 kills for theweight, for a total of 14 Kills (instead ofFuzion’s 15). In general, we’ve found thatwhile this conversion doesn’t map exactly toMZ, it’s close enough that a variance of 1 or2 Kills shouldn’t be that critical.

Remember, these are, after all, imagi-nary giant robots; there isn’t really a lot ofempirical data to work from here!

King Kong vs BambiIf you want to save yourself a lot of math-

ematical grief, just generally assume that any-time there is a disparity of over 10 tonsbetween two objects, the smaller one is justobliterated.

Recovering HumanityOptions vary based on the campaign

setting and tech level. Here are some ideas:THERAPY: If conditions causing humani-

ty loss are removed (including cyberware) ther-apy can restore 4D6 Humanity/week. If thera-py is attempted without conditions changing aPsychology roll can be made at DV=20. If suc-cessful, 1D10 Humanity is regained. If therolls fails, 1D6 Humanity is lost.

CLERECY: If your fighter has seen onetoo many villages decimated by ghouls, con-sider a Bless spell from the local cleric, restor-ing 2D6 if successful. This can only be cast onan individual once per week.

Realistic Recovery Rates: Although this isn’t as much fun (after all,

this is a game), realistically, it should take alot longer than a few days to come back fromlife threatening injuries. In this case, a realis-tic rate would be to recover your REC in Hitsevery week, not day. The example at left wouldtake three weeks, not days.

Bashing Things with KillsThings with Kills usually weigh such staggering amounts that we measure their damage

in increments of tens of tons! As a rule, objects with Kills will take 1 Kill of damage for every10 MOVE travelled per phase, rounding decimal values down. In addition, they will also add1K for every ten tons of weight.

Example 1: A giant robot travelling at MOVE 30 (@60mph or 90kph) slams into a wall. Ittakes 3 Kills of damage (30÷10=3). However, since it weighs 30 tons, it takes an additional 3Kills (30÷10=3), for a total of 6 Kills of damage.

Example 2: A larger giant robot flying at MOVE 90 (@180mph or 270kph) slams into amountain. It takes 9 Kills of damage (90÷10=9). However, since it weighs 65 tons, it takes anadditional 6 Kills (65÷10=6), for a total of 15 Kills of damage. Ouch.

RammingAs mentioned above, ramming is like any other collision, but since the objects are mov-

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

Objects with Hits/SDP Ramming Objects with Kills (and Vice Versa)As before, add the MOVES and weights of both objects together. However compute theweights for each by converting the total weight of the objects • Pounds/kg into tons: Divide weight by 2,000 lbs or 1,000 kg, rounding down, then add totons of other object.• Tons into pounds/kg: Multiply by 2,000 lbs or 1,000 kg, rounding down, then add to lbs.of weight of other object.

Example: A giant robot (weight 30 tons) travelling at MOVE 30 (@60mph or 90kph) slamshead on into a small car (weight 1,000 lbs/454kg) also moving at MOVE 30. The giant robotconverts the car’s weight to tons and gets .5 tons, for a total of 30.5 tons. The car converts therobot’s 30 tons into 60,000lbs, for a grand total of 61,000lbs. The total MOVE is 60. The result:• The mecha takes 9 Kills (60 MOVE÷10= 6 Kills, plus 3 more Kills for the total Weight (30.5tons÷10)• The car takes 630 Hits (60 MOVE÷3=20 Hits, plus 600 additional Hits for the total weight(60,000lbs÷100). Ouch!!!

Recovering From DamageSo the Defense didn’t work and you didn’t get out of the way. Assuming you

aren’t reduced to vapor in an unfortunate accident, the next step is to get better. YourRecovery Characteristic [REC] determines how fast your character gets back either lostStun or Hits:

Recovery from Stun Damage: You will recover Stun at a rate based on how far belowzero you are (as previously mentioned on pg. 51):

Stun Level 0 to -10 -11 to -20 -21 to -30 >30 Recover Stun Every Phase Every Round Every Minute Up to the GM

Recovery from Wound (lost Hits): For every 24 hours you spend resting and with med-ical care (this assumes dressed wounds and proper medication), you will recover as many Hitsas your REC score. Example: I take 30 Hits of my 40 total. My Recovery is 10. I will be back tofull Hits in 3 days.

Recovering from Dying: Saving a dying character is still possible. Another character,making a successful Medical or First Aid roll can stabilize you at any point beyond 0. TheDifficulty for this is two times the number of Hits beyond 0 but above Dead Dead (-2 x Body).Example: Lazarus is now at -7 Hits. To save him, Fox must make a Medical skill roll against aDifficulty of (7x2)=14.

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Meet Kandr Zahn OneLast Time …

At long last, Kandr has perseveredand fought off a million assasins to res-cue his sister. He now collects his OPreward. The GM gives him 12 Points:

3 For figuring out that neat trap wherehe lured the head assassin into theweakened factory floor where theyfell into the basement.

3 For doping out that the head of theplanetary council had faked hisown death, framed the love interestand gone into the TradeUnderground.

3 He lived to tell about the wholething, even with 20 assassins onhis tail.

3 For really roleplaying the angst,pain, and doomed nature of hisquest (especially the part where hisgirlfriend is killed protecting himand the player did a ten minutedeathbed soliloquy about howmuch he’d loved her).

12 TOTAL OP AWARDED

Kandr decides to spend his 12 points likeso:

5 To boost his Evade Skill from 4 to 54 To boost his Hand-to-Hand from 3 to 43 To boost his Marksmanship from 2 to 3

12 TOTAL OP SPENT

How Do I Improve?Sooner or later, you will want to improve your Skills and Characteristics from the levels at

which you purchased them. The GM will award you with more Option Points at the end of each play session. These can be

spent to improve Skills, buy new equipment, or, with the GM’s permission, to improveCharacteristics (or Powers, if such are appropriate to your campaign.)

The GM should award OPs for good role-playing and good play. Here are a few suggestions:Roleplaying AwardPlayer was clever, inventive, or roleplayed well .......................................................1, 2 pts.Player solved a mystery or major point of plot................................................................1 pt.Adventure was resounding success............................................................................2,3 pts.Base points for being in scenario...............................................................................1, 2 pts.

Assigning Points:The GM can also give out points for specific skills or attributes, or even assign those points to

a particular Skill, Characteristic, piece of Equipment, or Power as a bonus over and above the regu-lar points for a session. We like to call this the “Radiation Accident Gives Player New Powers Rule,”because it is best employed whenever a player undergoes a particularly meaningful adventure thatmay well change his life

Buying Stuff with Your PointsSo the GM just dumped a whole load of points on you—great! But how do you use them?

Much like real currency, all Option Points need to be cashed in to buy or improve Skills, Powers andGear (even Characteristics with your GM’s agreement)

• To buy up Skills: as many points as the new LEVEL of the skill. Example: To buy a skill from 3to 4 would require 4 Option Points. To buy up from 3 to 5, would be 4 + 5 = 9.• To buy up Characteristics: FIVE points for every LEVEL of the new, improved Characteristic,plus the permission of the GM. Example: to improve your REF from 5 to 6 would require 5x6 =30 Option Points and your GM’s agreement.• To buy up Powers (if applicable): FIVE points for every one point of Power improvement, plusthe permission of the GM. Example: to improve your Energy Blast from DC3 to DC4 wouldrequire 5 Option Points and your GM’s agreement.

It’s Christmas Time!Experience is one of the most problematic parts of running a campaign. Too little, and your play-

ers become frustrated at not accomplishing anything; too much, and they become jaded becauseeverything is too easy.

One trick to maintaining both balance and excitement is to use the “Christmas” theory of expe-rience; keep the awards relatively small from game to game, with a large award at the end of anentire adventure arc. The award should be in a discreet “Christmas Present”— a coveted vehicle (orpoints which can only be used to create a vehicle), ”Special training” (where Skill points must go toa specific Skill area), or a “Radiation Accident” that provides points that create or improve specificpowers.

ExperienceExperience

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