Embed Size px x x x x Talsorian and Hero Games. All rights reserved. Fuzion is a unified set of role-playing rules combining the best of the Hero System. Champions and Interlock Cyberpunk, Mekton Z.

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Fuzion is a generic role-playing game system created by the collaboration of R. Talsorian Games and Hero Games. The rights to Fuzion are jointly held by Mike Pondsmith of R. Fuzion is an adaptable system which can be played in any genre and setting imaginable. Fuzion is noted for its anime -genre support, customizable rules flexibility, and being one of the first generic game systems to be released for free over the internet. It is one of the first games to readily allow licensing, albeit not the "hands-off" licensing offered by the Open Gaming License OGL that came about some years later.

There are two versions of Fuzion that have been published: the simplified Instant Fuzion , and more detailed Total Fuzion also known as Primary Fuzion. Fuzion uses a point-based creation method for building characters.

Usually, 40 to 50 points are enough for a heroic "action-adventure" setting. Fewer points would be given for low-power games set in a more realistic, "mundane" world. A hundred or more points are given for high-powered, superheroic adventures. CPs are used to buy levels in Primary Stats which are the basic attribute abilities of the character. OPs are assigned by the Referee and are usually kept separate from the Character Point pool.

The actual type of currency is dependent upon the genre being played, for instance a fantasy medieval-era game may use gold pieces, a modern action game set in the United States would use dollars, a sci-fi future setting may use galactic credits.

Using PPs helps the Referee keep superpowers under control by restricting how often a character can use them. In Total Fuzion , a character usually has ten Stats , or Characteristics , organized in four groups as follows:. In the slimmed down Instant Fuzion rules, the character has only four main Stats based on each of the four Stat groups: Physical, Mental, Combat, and Movement. For the average "competent" human, each Stat has a level of 3 or 4, while 1 and 2 represent mundane abilities.

Stats of 5 and 6 are considered "heroic"; 7 and 8, are "legendary"; 9 and above are "superhuman". Fuzion is a flexible and easily modifiable system, so more Stats can be added to any category by the Referee as they see fit. For instance, in a magical world, the Referee could add a Mana Stat for the casting and control magic spells, or add a Comeliness Stat, which rates the physical attractiveness of a character.

Likewise, Stats can be removed without too much difficulty. If the Referee feels there is no real difference between Dexterity and Reflexes, they could remove one or the other, and use a single Stat for both.

Fuzion characters have numerous Derived Stats , which get their values based on the level of a primary Stat and performing a mathematical formula to calculate a number. Therefore, a character with a Body Stat of 5 would have 25 Hits and 25 Stun.

Derived Stats do not cost points to purchase. Depending on the genre, the Referee can choose what Derived Stats he wants in his campaign. Fuzion characters have Skills that represent specific areas of knowledge that are useful in the game.

Fuzion has a large array of Skills to choose from. Referees and players can also make up their own skills as needed. Skills are organized by type:. For free, a starting character gets a set of Everyman Skills that are picked by the Referee as appropriate to the campaign. Everyman Skills include 2 points each in such Skills as Education which includes all basic knowledge a character learns through years of schooling like basic mathematics and reading for example , and other skills, like Evasion, Hand-to-Hand, Local Area Knowledge and Perception.

For a modern or futuristic campaign, Driving and Computer Use may also be common Everyman skills. At the Referee's discretion, the Education skill can be used as a catch-all for when a character faces a challenge in a skill they do not possess; they can "wing it" by adding their Education skill bonus to the die roll. Talents represent special innate abilities of a character that cannot be taken away from them, or used by another character.

They represent certain areas of special training, or inherited abilities that are not covered by Skills. Talents cost 3 Option Points each. Complications represent special hindrances to the character. Complications are a way to gain back OPs to spend elsewhere.

Each Complication returns a number of points based on the hindrance they give the character, and how often they crop up in the game.

A permanent Complication, such as Missing Limb, is always a problem for a character and returns many points. Others, like Enemy or Dependent, may crop up occasionally during a game and offer less points back. Perks are similar to Talents, but are not innate to the character. They can be lost or taken away by actions in the game.

They usually include Special Equipment, Security Clearances, Licenses, Permits, and Contacts who a character can use to gain information or call in favors from. Lifepaths are an optional way to randomly generate character backgrounds and personalities through a series of tables. A character rolls on a list of options, or they can pick and chose them as they see fit. Some Lifepath choices could give a character a special Talent, Complication, or Perk for free. Templates are featured in certain Fuzion campaigns, which can be chosen by players to help design a well rounded character suited for a specific career, such as police officer, soldier, doctor, etc.

Templates explain things about the character's job, and give a listing of particular Skills, Talents, Complications, Perks and starting equipment. In Fuzion , whenever a character performs some kind of critical action that needs to be resolved, they make a die roll to see if they succeed or fail at the task.

There are two kinds of resolution tests in Fuzion ; those rolled against a Difficulty Value DV determined by the Referee, and those rolled against another character. Regardless of what the character is rolling against, the player has to roll the target number or higher on the dice to succeed.

Under standard rules, Fuzion offers two ways to resolve actions with dice. Using 3d6 for checks subjects it to the more predictable " bell curve " and has a higher probability of success. Using a d10 is more unpredictable and adds a level of uncertainty and suspense. When using d10, the DV values are set lower than when using 3d6. Another aspect of Fuzion 's flexibility is the easy adaptation to the use of d12 or d20 dice for making checks. Consult the table below for variations of the Difficulty Values by die type:.

Difficulty Value DV. Combat resolution is similar to an opposed skill check. There is also the optional rule of Critical Successes and Critical Failures. If using a d10, rolling a 10 is a Critical Success, and allows a second roll.

The result of the second roll is added to the first to calculate the result. Further 10's may be rerolled. A roll of 1 is an critical failure and you subtract 1d10 from your total. When using 3d6; a roll of all sixes, an 18 , is a Critical Success, and two additional dice can be rolled and added to the result. A roll of three ones, a 3 , is a Critical Failure, even if all you only needed to roll was a 3 to succeed the check , and subtract 2d6 from the total. A Critical Failure may represent something more disastrous happening to the character as the Referee sees fit.

A Critical Failure on a Lockpicking task, for example, could trigger a silent alarm the character wasn't aware of. Fuzion uses rounds, called Phases , to time actions taken in combat. Advanced Actions usually take more time and additional phases to perform, like casting a spell, or performing another complex task. Free Actions take such little time that can be performed immediately and do not use up time, such as dropping an item, standing up, or calling to an ally.

The character in a party with the highest Reflexes stat acts first, or they can hold the action and wait to see what someone else is doing. There are no Initiative checks unless the Referee decides to randomly see who goes first. In such a case, the Reflexes Stat can be added to the 3d6 die roll. Usually a party of several NPC's act on one Initiative.

Initiative is rolled again for each combat Phase, or to save time, the GM can opt to use the same initiative for the rest of the combat scene. When making an opposed roll against another character, or NPC , the resolution is handled differently and attempt to counteract what the opposition does. To make things easier, a player should calculate their character's AVs and DVs ahead of time before beginning play. The attacker only rolls dice during the combat Phase, which helps speed a combat scene along.

The Flat X can be further modified by armor, cover and range penalties. Living characters in Fuzion can take two kinds of damage; Lethal Damage , that subtracts Hits , or Stun Damage , that subtracts Stun points.

When Hits fall to zero, a character is unconscious and may be dying. Losing further Hits can kill a character if it should fall twice below their Body Stat, that is, a character with Body 5, and 25 Hits , dies when his Hits fall to When Stun falls to zero, a character is out cold. When an object loses all its SDPs, it is rendered useless; a vehicle shuts down and grinds to a halt, a weapon will no longer fire, etc.

It is destroyed when it reaches twice its SDPs in damage. To keep things simple, and avoid rolling lots of dice , large scale weapons inflict points of damage called Kills , which represent destruction on a much larger scale. Kills are used for such things as giant mecha robots and spaceships. Weapons that inflict Kill damage are not usually small enough to be carried around by characters.

Each point of DC represents a six-sided die that is rolled to see how much damage the weapon can cause. Six-sided dice are always used for damage rolls, regardless of using a d10 or other die types for checks. For instance, a light weight handgun typically has a DC of 3; meaning 3d6 is rolled to determine the damage it causes when it hits something. Some weapons also have a Weapon Accuracy WA value. This number is further added to the Attack roll and raise the chances of getting a successful hit.

Melee weapon sometimes have a Minimum Strength value. This is an optional rule to add more realism.


Life-Path systems?

By Paul Minor and Henrik Siebring. Character Creation Rules Straight from the book. Everything you need to create a basic character. By Paul Minor. Use my expanded hit table.


Life Path (Fuzion)

Roll 2d6. Lifepath is a special flowchart of events, personality quirks and plot complications, which are used to give a character roleplaying depth and complexity. In effect, the Lifepath is your character's "origin story," telling where he came from, what he's done and what he's like. To use the Lifepath, simply follow the.

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