TranzFuzion

Kit Version 5.0 ©
The Fuzion Group, 1997

No matter what level of Fuzion you will be using, you will encounter the following definitions and terms:


Action Value [AV]: The total of a Characteristic and a Skill. Also known as an Attack Value.
Action Total [AT]: The total of your Action Value plus a die roll. Also known as an Attack Total.
Attack Roll: Rolling dice and adding them to your Attack (or Action) Value to determine whether or not you succeeded.
Characteristic: (aka Stat) A number that shows your character's ability in an area, compared to everybody else. Characteristics determine how strong, smart or agile the character naturally is. The higher the number, the more powerful the characteristic.
Example: Strength is a Characteristic; Strength 8 is stronger than Strength 3.
Characteristic Points [CP]: These are used to buy the basic Characteristics of the character.
Campaign Options: These are Skills, Talents, Traits, or Equipment with which characters can fight, protect themselves and generally adventure. These may also include Powers and abilities beyond those of mortal men.
Complications: Situations, Campaign Elements, or personal limitations that enhance the roleplaying aspect of the character, generated as part of the Lifepath process (below). Some problems are external; enemies or physical liabilities; others are internal qualities of the character; these can be good, bad or mixed.
Dice: Throughout Fuzion, three standard six-sided die (plural: dice) is used as the default. As an option, the GM can decide to use a 10-sided die for task Resolution rolls (instead of the 3 6-sided dice), but 6-sided dice are always used for damage.
Difficulty Value [DV]: The number you need to meet or beat in order to succeed at a task. Also known as a Defense Value when comprised of a Characteristic plusa Skill.
Energy Defense [ED]: Your ability to shrug off energy-based attacks, measured as an "armor" that reduces this kind of Stun damage.
Gamemaster [GM]: The person who runs the Fuzion game, playing the parts of all characters not taken by the Players.
Hits: An arbitrary measure of "life energy". When you have lost all your Hits, you are dying.
Killing Defense [KD]: Armor. Also the ability to shrug off all types of Killing damage. Usually subtracted from the amount done.
Kills: A larger scale of damage used when attacking military (or huge) vehicles and structures. Things that do damage in Hits or SDP cannot damage things with Kills.
Killing Damage: Physical, deadly wounds, subtracted from your Hits.
NPC: A Non-Player Character portrayed by the GM.
Option Points [OP]: These are points used to buy the "stuff" the character owns, knows or can do, such as Skills, Talents, Perks, or Powers.
Perk: A useful privilege or contact a character has special access to.
Power: An innate, superhuman ability that cannot usually be learned or taught, usually quite powerful. An example might be the ability to fly or fire bolts of energy. Purchased from a separate pool of Power Points.
Skill: An ability that can be learned or taught, such as playing an instrument or using a weapon.
Structural Damage Points [SDP]: Damage to structures and vehicles
Stun Points: A measure of consciousness or awareness. When your Stun Points are at 0, you are unconscious.
Stun Damage: Shocks to your consciousness, subtracted from Stun.
Stun Defense [SD]: Your ability to shrug off shocks to your consciousness, measured as an "armor" that reduces Stun damage.
Talent: An innate ability, (but not necessarily superhuman) that can't be learned or taught; i.e., a bump of direction or ability to see in the dark.
Task: A thing that you do, such as picking a lock or firing a gun. Any use of a Skill or any Attack is a Task. See Task Resolution.
Task Resolution: The way you figure out whether or not you succeed at a task you attempt, in Fuzion


 LIFEPATH

This is the first step of creating a character; getting a concept and history established. 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 instructions in each box of the chart, rolling a die or making a choice as instructed.

As part of the Lifepath process, you may also elect to take a few Complications: Situations, problems or personal limitations that enhance the roleplaying aspect of the character, and (coincidentally), generate extra Option Points to be used in the creation of the character later.

Note: Complications are not just window dressing; a big part of getting more Option Points is roleplaying your complications.

Along the Lifepath you'll see certain events marked with symbols. They are a signal that this particular event is a good place to link up to a possible Complication. For example, Parents Murdered would be a great place to take on a Responsibility, such as a Dependent (your baby sister), a Vow (to fight Evil) or a Code of Honor (Never Harm an Innocent).

START LIFEPATH

 Start by deciding what your character is like; Basic Personality, Values, and world view. You may either roll (2D6) these or choose one:
 
 BASIC PERSONALITY
2 Shy and secretive
3 Rebellious, antisocial, violent
4 Arrogant, proud, and aloof
5 Moody, rash, and headstrong
6-7 Friendly and outgoing
8 Stable and serious
9 Silly and fluff-headed
10 Sneaky and deceptive
11 Intellectual and detached
12 Picky, fussy, and nervous
Go To WHO YOU VALUE MOST
 WHO DO YOU VALUE MOST?
2 Child
3 Brother or sister
4 Friend
5-6 Lover
7 Yourself
8 Pet
9 Teacher or mentor
10 Public figure
11 Personal hero
12 No one
Go To WHAT YOU VALUE MOST
 WHAT DO YOU VALUE MOST?
2 Money
3 Honor
4 Knowledge
5 Honesty
6-7 Friendship
8 Your Word
9 Love
10 Power
11 Having a good time
12 Vengeance
Go To YOUR WORLD VIEW
 YOUR WORLD VIEW
2 Every person is a valuable individual.
3 I like almost everyone.
4 No one understands me.
5 People are sheep who need to be led.
6-7 I'm neutral to most people.
8 People must earn my respect. No free rides here.
9 People are untrustworthy. Be careful who you depend on.
10 No one's going to hurt me again.
11 People are wonderful!
12 People are scum and should be wiped out.
Go To EARLY BACKGROUND

Now move on to Early Background and
Childhood Events (Roll for all of these):

What was your early upbringing like, economics wise?
Note: this has no effect on your current situation

Roll 2D6 and find out...

EARLY BACKGROUND
Roll Family Status:
2-3
Poor: Just scraping by, day by day.
4-6 Middle Class: Like most kids, you were pretty run of the mill.
7-8 Well-to-Do: You went to good schools, wore nice clothes, had lots of treats.
9-10 Wealthy: You had plenty of everything; even servants!
12 Rich (possibly nobility): You lived in the lap of luxury, lacking nothing.
WHAT'S NEXT?
Any Childhood Crises? Big problems or traumas?
Roll once (1D6) below and go to the appropriate table:
1-3
A Boring Childhood: Go To LIFE EVENTS
4-6 Go To Childhood EVENTS

CHILDHOOD EVENTS

A crisis in your early youth!
Roll 1D6 to see how your family was affected:
1-4
One or some Family members were...
5-6 Your entire Family was...

....then roll 1D6 for the rest of the story:

1-3 Enemies


1 betrayed by a friend or relative and lost everything they had.
2 exiled; you have returned under an alias.
3 murdered before your eyes.
4 Hunted by (or involved in a vendetta) with a powerful group, or organization.
5 abducted or mysteriously vanished; you were inexplicably left behind.
6 killed in war, terrorism, or disaster.

4-6 Secrets

1 accused of a terrible crime they may (or may not) have committed. Roll 1D6: 1-3, they were imprisoned for 1D6+2 years; 4-6, they escaped imprisonment but are still under the gun.
2-3 considered to have some kind of unique birthright, ability or status.
4 unknown- you grew up alone, never knowing your true heritage.
5-6 not the real thing-you're adopted, and obsessed with finding your true family.

Go To LIFE EVENTS

LIFE EVENTS
Roll 2D6+16 (or choose) to determine your age.
For each year over 16, roll once below and go to the appropriate table:
1-2
Good with the Bad
3-4 Friends and Enemies
5 Love and War
6 Nothing Happened that Year.
When you have completed all the years up to the present,
Go to CURRENT SITUATION to see where you are now.
FRIENDS & ENEMIES (roll 1D6)

1-3 Make an Enemy. Roll 1D6 and see below
1
Enemy: Bitter ex-friend or lover.
2 Enemy: Relative.
3 Enemy: Partner or co-worker.
4-5 Enemy: From rival group or faction.
6 Enemy: Powerful official or noble.

4-5 Make a Friend: Roll 1D6 and see below
1
Friend: Like a brother, sister or parent to you.
2 Friend: Partner or co-worker.
3 Friend: Old lover (choose which one).
4 Friend: Old enemy (choose which one).
5-6 Friend: Have common interests/acquaintances.
Go Back To Life Events

LOVE & WAR (roll 1D6)

1-2 Had a Happy Love Affair: 'Nuff said.
3-4 Had Love Trouble! Any of these might be a good hook for a COMPULSION, ENEMY, or PSYCHOLOGICAL complication. Roll 1D6/see below:


1 Your lover's friends/family would use any means to get rid of you.
2 You fight constantly.
3 You've had a child! Roll for sex: Even=Female, Odd=Male. RESPONSIBILITY anyone?
4 One of you is "messing around."
5 You got married! Any further Love & War rolls refer to your marriage (or future divorce!)
6 It just isn't working out.

5-6 Had a Tragic Romance: Any of these might be a good hook for a COMPULSION, ENEMY, or PSYCHOLOGICAL complication. Roll 1D6 and see below:


1 Lover died in accident or was murdered.
2 Lover mysteriously vanished
3 Lover was kidnapped.
4 Lover was imprisoned or exiled
5 Lover went insane and is now "hospitalized."
6 Lover committed suicide

Go Back To Life Events

GOOD WITH THE BAD (roll 1D6)

1-2 Something Good: (roll 1D6)

1 Make a Connection (see PERKS): A local power player (warlord, official, noble, whatever) befriends you. Their level of effectiveness is worth 1D6/2.
2 Mentor: You gained a teacher or mentor in your life. This person has taught you one new skill up to a level of 1D6/2 (round up).
3-4 Favor (see PERKS): Someone owes you big time. Roll 1D6/2 to determine the level of the favor owed you. Type of contact subject to GM approval.
5 Membership (see PERKS): You have been nominated for membership in a select group. Roll 1D6/2 to determine your new status (organization is up to GM)
6 Windfall: Your financial ship just came in- an inheritance, lottery win, gambling score, or just a good investment Roll 2D6 x $10,000 for the amount.

3-6 Something Bad: (roll 1D6)


1 Imprisonment: You have been exiled, imprisoned, or held hostage (your choice). Roll 1D6 x 1 year for length of imprisonment. A good place for a PSYCHOLOGICAL complication.
2 Falsely Accused: You were set up, and now face arrest or worse. A good place for an ENEMY complication.
3 Accident or Injury: You were in some kind of terrible accident or maimed in some other way. A good place for a PHYSIOLOGICAL Complication.
4 Hunted: You incurred the wrath of a powerful person, family or group. A good place for an ENEMY complication.
5 Mental or Physical Illness: You were struck down by a severe PHYSIOLOGICAL illness or PSYCHOLOGICAL complication.
6 Emotional Loss: You lost someone you really cared about. 1-2; they were murdered. 3-4; they died by accident or illness. 5-6, they vanished, killed themselves or just up and left without any explanation.


Go Back To Life Events

CURRENT SITUATION
Roll 2D6 to determine where your life is right now:
2
You're involved in the underworld; criminal or black market activities.
3 You're involved in law enforcement, criminal investigation, or espionage work.
4 You're involved in government or other administrative duties.
5-7 You have a nameless, mundane "day job."
8 You're involved in business or high finance.
9 You're a freelancer; you work for yourself
10 You're involved in craftwork or construction
11 You're involved in research or scientific study.
12 You're involved in a military or paramilitary organization.
Go To CURRENT OUTLOOK
CURRENT OUTLOOK

Roll 1D6 to determine where your life is right now:

1 I hate my life, but I can't change it.
2 My life is crazy and out of control.
3 I crave more adventure and thrills
4 I crave more romance and passion.
5 I crave more money and power.
6 Life is good!


CHARACTERISTICS

Characteristics (also called Stats) are NUMBERS that describe your character's ability as compared to everyone else in the universe. All people and creatures can be described (or written up) using Characteristics; this lets you compare one person to another, which is often important in the game. For instance, a person with a Strength Characteristic of 5 is stronger than a person with a Strength Characteristic of 4, but not as strong as a person with a Strength Characteristic of 6.

WHAT THE NUMBERS MEAN

Characteristics define the basic structure of a character, and the numbers show how good a Characteristic is relative to other people. But before we can go on to actually constructing that character, we'll need to know something about the type of character it will be. Is he an everyman who finds himself suddenly catapulted into a life of adventure? Is he a seasoned veteran who is trained to face danger without flinching? Is he an idealistic crimefighter granted strange superhuman abilities that have allowed him to fight against Evil? And what numbers best represent a character?
Here's a handy set of descriptions that can be applied to numbers for each Characteristic. We've also included descriptions for Skills as well, to give a total perspective of character scale.

 -CHARACTERISTIC-

  • Challenged Everyday tasks involving this Characteristic are difficult. This value is found in children, elderly people, or those weakened by illness or infirmity.
  • Everyday Many ordinary people around the world are likely to have some Characteristics at this value. It's enough to get by on and to do most things (though not very unusual or stressful tasks).
  • Competent You are competent at everyday tasks involving this Characteristic. Most healthy adults have some Characteristics that fall into this range. This is the realm of everyday "heroes" such as policemen, firemen, paramedics, technicians, etc.
  • Heroic You are much better than ordinary. A born athlete, a top-notch scientist, an elite soldier might have one or more Characteristics in this range. This is the realm of professional mercenaries, top soldiers, special police, scientists, and TV heroes.
  • Incredible You are extremely capable in this area, among the very best in the world; an Olympic athlete, Nobel-winning scientist, a 10th dan martial artist might have a Characteristic in this range. This is also the realm of kung fu heroes, action movie cops, and other not-quite-impossible people.
  • Legendary This is a level that only a few ever reach; it's simply the best a human can possibly be. This is the realm of super martial artists like Jackie Chan, geniuses like Einstein, or action movie stars with a big effects budget and a lot of stunt men.
  • Superheroic At this point, your Characteristic value means that you have crossed into the realm of the superhuman. Your capability in this area is unbelievable to normal humans. A Characteristic at this level is found in comic books, science fiction, fantasy, or mythology.

-SKILL-

  • Challenged You don't know how to do this task at all.
  • Everyday You've learned the basics of this task, and can do this thing most of the time, though not very well. You're an apprentice or a beginner.
  • Competent You are well trained and practiced in this skill, and can perform it well in everyday circumstances. You can handle unusual applications of the skill with some difficulty. You're considered a professional.
  • Heroic You are a master of this skill, and are capable of unusual applications of the skill. You are considered a master craftsman.
  • Incredible A skill at this level means you're one of the very best in the world. You are at ease with unusual applications of the skill, or even new applications. This is entering the realm of fiction, of amazing skill that's not quite impossible!
  • Legendary A skill at this level puts you in the realm of the greatest practitioners of this skill in history. You are pushing forward the boundaries of the skill and what it can be used for, and have entered the realm of genius and of fiction.
  • Superheroic Skills at this level are better than anyone could believe in the real world. This realm belongs to comic books, science fiction, fantasy or mythology.

CAMPAIGN REALITY LEVELS

One of the advantages of Fuzion's various Dials, Switches and Plug-ins is that it allows Referees to "custom tailor" the reality level of their campaigns.
One way to do this is to place implicit maximum levels on character Characteristics. Another way is to use a Dial to alter the "reality level" of majority of the campaign; for instance, in a Superheroic setting, it may be common for people to lift a ton and dodge machinegun bullets, but in Everyday life, you'd better dial that Strength way down and the accuracy of Uzis way up.

Heres' a few examples of campaign reality levels:

Everyday [realistic] Characteristic
This is reality on the mundane side. People here are generally out of shape, unremarkable, and not super bright, but they get along in everyday life just fine. At this level, adventure is something that happens to others; your idea of action is visiting Denny's at midnight.   Max 7
Competent [semi-realistic.]
This a reality many of us live in; the closest thing to a hero is a good cop, fireman, soldier, or other dedicated citizen. Campaigns in this kind of reality rarely if ever encounter supernatural powers or feats; a bank robbery would be a lot of excitement at this reality level.   Max 7
Heroic [Elite, TV show]
 This is the reality that only a few of us live in-Green Beret combat specialists, SWAT team members, FBI agents and spies. Most people in this kind of campaign are equivalent to the TV heroes; better looking, more competent, and with stuntmen. A typical adventure at this reality level would be a drug sting, a hostage rescue, or a rugged trip into the jungle.   Max 7 
Incredible [Olympics, movies]
Save for the feats of Olympic athletes, gorgeous supermodels, top sports stars, world leaders, and Nobel Prize winners, you have now left reality altogether. This is also the realm of low budget action films; where the heroes battle international gangsters and invading aliens. Typical Incredible reality adventures are much like Heroic ones, but with bigger weapons and world-spanning plots.   Max 9 
Legendary [Action blockbuster]
This is the realm of Hollywood blockbusters, where characters fight aliens on top of helicopters and save the world regularly. Most "animé heroes" or "realistic" superheroic campaigns fall into this reality; you probably won't ever find "real people" at this level, unless they are Albert Einstein, Carl Lewis, or Helen of Troy.  Max 10 
Superheroic [comic books, myths]
This is the reality level of most four color comics or mythology. Superpowers or superhuman skills are common, and adventurers regularly save entire Galactic Empires and thwart demigods.  No Limit

PRIMARY vs. DERIVED CHARACTERISTICS

There are two kinds of Characteristics in Fuzion. Primary Characteristics are "bought", using a pool of points which we'll discuss below. A good example of a Primary Characteristic would be a character's BODY characteristic, used to judge how tough he is. Derived Characteristics are created by applying a simple mathematical formula to a specific Characteristic. A good example of a Derived Characteristic would be a character's STUN, which is figured by multiplying his BODY by 5.
Both Primary and Derived Characteristics will vary from campaign to campaign, so for right now, we'll just discuss the basic method of buying characteristics in all cases.

CHARACTERISTIC POINTS: The Power to Buy
The power to buy your Primary Characteristics comes from a pool of points called Characteristic Points (CP), given to you by the GM when you make your character.
But how do you determine that value? The best option is for the GM to multiply the number of Primary Characteristics by the average value the GM wants the characters to have; this will give you the starting Characteristic Points for the campaign.
Example: In a Fuzion campaign with 10 Primary Characteristics, the GM wants to have Heroic characters; he gives them (10 x 5 = 50) Points.
Referees should consider this simple guideline to determine the number of Characteristic Points to give beginning characters:
Campaign Style Pts. per Characteristic

 Everyday [realistic] 1-2 pts.
 Competent [elite, semi-realistic.] 3-4 pts.
 Heroic [TV action show] 5-6 pts.
 Incredible [olympics, action movie] 7-8 pts.
 Legendary [blockbuster action movie] 9-10 pts.
 Superheroic [comic books, myths] 10+ pts.

Buying Characteristics
Primary Characteristics are purchased at a ratio of 1 Characteristic Point [CP] for one level of ability. Example: I want to have a Strength of 5. I pay 5 CP. You must put at least one Characteristic Points in each Characteristic; the maximum level you can buy in any one Characteristic is normally 7-8 for a normal human; however, if you are creating a Superhuman (or your GM allows it), you can put as many points into a single Characteristic you want.. The GM may also set his own limits on the value of any or all Characteristics.

PRIMARY CHARACTERISTICS
Now that you have an idea of what the Characteristic and Skill ranges are for different kinds of characters, it's time to actually construct one. Total Fuzion's flexible structure allows you to build a character with lots of depth and fine tuning, as well as giving you the ability to add new Characteristics or remove them as a campaign demands.
Typical Primary Characteristics

In a typical Total Fuzion campaign, characters will have 10 Primary Characteristics, arranged into four groups:
Mental Group



CREATING A CHARACTER

To create a Fuzion character, you'll need some CHARACTERISTIC POINTS (pg. 113 sec). Primary Characteristics are purchased at a ratio of 1 Characteristic Points [CP] for one level of ability in the Characteristic. You must put at least one Point in each Characteristic. In general, the maximum amount you can put in any one Characteristic will be 8 for humans; however, if you are creating an alien or other superhuman (or your GM allows it), you can put as many points into a Characteristic as you want.

Key Idea: Adding/Removing Characteristics
Fuzion's design allows Referees to change, add, or remove Characteristics for your individual campaigns. All you have to do is create the new Characteristic, assign it to one of the four groups and grant the player points for it based on the average level for Characteristics in the game. Example: in a Heroic campaign, the average pt. range is 5-6 points per Characteristic. To add a new Characteristic, you'll give your players 5-6 extra points and allow them to re-arrange them as desired throughout the whole group.
Referees should always emphasize the importance of all Characteristics in their Campaigns (since the cost will be the same anyway). Don't let your players get away with just having good combat abilities; make them deal with problems too!

DERIVED CHARACTERISTICS
Derived Characteristics are characteristics that are created by performing some kind of simple mathematical operation on a character's already existing Primary Characteristics.
The following Derived Characteristics are common to most Fuzion campaigns. If your character does not have the exact Primary Characteristic the Derived Characteristic comes from, you can either use the Characteristic's group value or a one determined by the GM of your campaign:

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

Buying Up Derived Stats:

It is possible to increase the value of a Derived Stat beyond its starting value. The chart shows what you get for each 5 Option Points spent. Of course, you can also use Character Points to buy up Derived Stats as well. In general, however, you'd be better served just to increase the Primary Stat from which the Derived Stat is figured, unless there is some reason why you can't (or shouldn't.)

Note that normal humans have stat maximums for Derived Stats, much as they have Stat maximums for Primary Stats. In the case of Derived Stats, these maximums are figured from the maximum value of the Primary Stat(s) involved. For example, the maximum stat for a normal human in the Champions: New Millennium campaign is 7. The maximum Derived Stats for that normal human would be SD & ED of 14, SPD of 4, RES of 14, REC of 14, END of 70, STUN of 35, and HITS of 35. A character may buy his Derived Stats up beyond this maximum, but he must have some kind of reason (super-powers, magic, etc.) to exceed those numbers.

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

 

Increasing or Decreasing Characteristics (Primary or Derived)
Characteristics generally may not be increased or decreased directly. However, certain Talents or Powers that may or may not be available in your campaign setting may allow you to increase a Characteristic, either temporarily or permanently. Certain Complications may also decrease a Characteristic. Or, as last resort, you may attempt to convince your GM to allow you to use Option Points in increase a Characteristic at a ratio of five OP for every point of Characteristic increase.

CAMPAIGN OPTIONS
In any campaign, characters will need to get the basic Skills, Talents, & Perks and Equipment with which to fight, protect themselves, and generally adventure. These Campaign Options are usually specific to a style or genre of game; what works in a science fiction adventure from the far future would be mind-bendingly out of place in a medieval fantasy setting. The precise list of campaign options available in a particular campaign will always vary according to each GM's decisions. But as a general rule, they all break down into Skills, Talents, & Perks, Equipment, and Powers; all of which are purchased using Campaign Option Points [OP].

OPTION POINTS
When starting a new character; everything he/she owns or knows is purchased with Option Points (OP). Why is this? The main reason is that it allows players to accurately scale characters; everything costs Option Points, and you know what you're getting in relation to something else. This also makes it harder for players to create characters who are unfair or unbalanced in relationship to other characters; as long as you have similar levels of Option Points, you know that any two characters will be relatively similar in terms of what they have, know or can do. Option Points are given to Players by the GM at the start of character creation (still more points will come from Complications and experience awards).
The following point values are merely guidelines based on the style of the campaign. Individual campaigns may have very different numbers.
After character creation, all remaining Option Pointscan be converted to money units on a 100 money units to 1 OP basis (whether gold, credits eurobucks, yen, zolotnies, whatever).

Trading Option Points for Characteristic Points (Primary or Derived)
Option Points are not normally interchangeable with Characteristic Points (which are used only to buy Characteristics) However, in certain situations (such as superheroic games or where a character has undergone some sweeping or fundamental change), you can use Option Points to raise a Characteristic at a ratio of five Option Points to one Characteristic Point. These improvements must be granted by the GM of the particular game you are in.

Inherent Options, Gadgets, & Bought Options
Inherent options are things that are part of the character; they are as much a part of him as his Characteristics. They cannot be taken from him (under most circumstances), but they also cannot be used by anyone else. Inherent items usually include Skills, Talents, Perks and (where applicable) Powers, and are always purchased with Option Points.
In contrast , a Gadget (sometimes called a Focus) is something that is bought with Option Points just like a Power or Skill, but is a distinct, separate thing from the person that created it. This allows it to be used by others, but also means it can be destroyed or otherwise taken away. When this happens, the points used to construct the Gadget are not lost per se, but the Gadget must be then re-acquired or rebuilt via roleplaying. (A quest for a lost Gadget is a gold mine for any enterprising GM!). Good examples of Gadgets are magical items, special weapons, or superpowered equipment that is integral to the character (like a utility belt, armor suit or power source).
Bought Options are things that can be constructed and paid for in money. Bought items most often include vehicles and equipment. Unlike Inherent options, bought options can be used by others. They can also be destroyed or taken away from a character and must be replaced by using money or new Option Points gained through Experience.

Buying Powers with Power Points (PP)
Because Powers can inherently unbalance most games, you should provide players in superheroic or magical settings with a separate pool of Points just for buying initial Powers. This not only gives the GM a better handle on controlling the effects of Powers on his game, but also makes it easier to improve these Powers by adding new points to this separate pool.

Important: If allowing players to put extra Option Points into this separate point group, remember that 5 OP= 1 Power Point.

Can't Find the Power You Want?
Maybe you're looking in the wrong place. Many superheroic Powers are actually superhuman Characteristics instead. If you really want to build a guy with a STR of 25, get your GM's permission to exchange some of your Power or Option Points for Characteristic Points. Power points interchange with Characteristics on a 1 to 1 basis; Option Points on a 5 to 1 basis.
Not Enough Power Points?
With the permission of the GM, you can add Option Points to your Power pool at a ratio of five Option Points to one Power Point.
Buying Complex Things with Power Points
While Option Points can be translated into money with which to buy equipment, complex things (like vehicles) can also be rated in points independent of their monetary value. After all, a tractor might cost $50,000.ºº, but how useful would it be to your character? It's not worth 500 OP, that's for sure!
For this reason, most vehicles, mecha and large weapons in FUZION will have a Power Point value listed separate from their monetary cost, based on the same 5 to 1 ratio used to buy Powers So if a GM wants his players to buy their own Big Hardware, he should make sure to give them an extra 100~150 OP to play with!

COMPLICATIONS
One way to get more Option Points when creating a character is to take on a few Complications-social, mental, physical, or emotional situations/problems that define and enhance your character; they can also be linked to various Lifepath events to add to a character's background. Complications will vary depending on the campaign. The Value of a Complication is based on its Frequency, Intensity and Importance:

Frequency
Just how often does your problem impact your life? The answer is the problem's Frequency; how often the GM can inflict it upon you as part of the trade for those extra OP. This table works for all complications:

Intensity
Intensity reflects how hard it is to overcome the complication, or just how much it affects you. Each Complication has its own Intensity rating written in parenthesis ( ) right after it, but we also provide you with a handy table of general roleplaying guidelines:

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

Importance
Importance rates how important the Complication is to the character and the Campaign. For example, taking Foreigner in a place where everyone is from another place is pretty valueless, but in a xenophobic environment, it takes on major importance. Another measure of Importance is its effect on your character's survival; if it can kill you, it's generally more important than something that may complicate your roleplaying.The final application is up to the GM.

To Determine a COMPLICATION'S Value
To determine the value of a Complication, add together the Frequency Value, the Intensity Value, and multiply the resulting total by the Importance. Example: I take Responsibility as a Complication. I decide that this affects me Frequently (10), and I decide I'm responsible for the care of my aged Aunt Meg. Since she is very old, she's considered to be Challenged (Intensity 10), but since I'm not in any danger and my skills aren't affected (divide by 5), taking care of my aged aunt is worth (10+10)/5 = 4 Points. But if Aunt Meg was constantly exposed to extreme danger that I had to rescue her from, I could milk the situation for up to 20 points! Good ol' Aunt Meg!

PSYCHOLOGICAL COMPLICATIONS

These involve your Mental Problems and flaws:
Absent Minded You have strange lapses of memory. You often: Forget generally known facts (5). Forget friends, family (10). Forget your own identity (15).
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 frenetically risking life and limb or sink into a miserable stupor (15). Suicidal (20).
Delusions You believe things that are not real. You may hear voices, think aliens are after you, or that you are God. You will: Risk ostracism, embarrassment (5). Risk hospitalization, bodily harm or financial/social ruin (10). Risk life & limb (15) .
 Masochist  You hate yourself, and will go out of your way to injure yourself. To do this, you may: Seek verbal abuse (5). Seek minor physical abuse (10), Seek major physical abuse (15). Seek life threatening abuse (20).
 Phobia  You have a phobia; and unreasoning fear of some common thing, such as dogs, heights, sounds or color. When faced with your phobia, you feel: Discomfort (5). Paralyzing Fear (10). Berserk Terror (15). Catatonic (20).
 Paranoia  (just because you think they're after you...). You think you have enemies, everywhere. Sometimes you are focussed on one foe, other times, there may be legions. You react to your paranoia by: Incoherently ranting (5). Compulsively working on defenses against Them (10). Risking incarceration, bodily harm, social or financial ruin to stop Them (15). Risking life & limb (20).
Split Personality You're two, two, TWO people in one! [GM controls this personality, has character sheet for it, etc.]. Your other self: Likes you (5). Is neutral to you (10). Hostile to you (15). Dangerous to you in actions (20).

PERSONALITY TRAITS

It's the little things that count; your good & bad habits, basic traits and characteristics.
Airhead Oh Wow! You're just naturally spacy. In general, you: Misplace minor, trivial things (5). Misplace or forget to do important things (10). Misplace or forget to deal with dangerous things (15). Dangerously oblivious to everything; the GM never asks you to make a perception roll unless you request it (20).
Bad Tempered You're just irritable, all the time. When your temper flares: You'll risk embarrassment, or financial loss (5). You'll risk incarceration, bodily harm or financial/social ruin (10). You'll risk life & limb (15).
Coward You lack nerve, especially in combat. When faced with danger: You tremble at anything you imagine as danger (5). You freeze up and can't react (10). You try to run as far away as possible (15).
Obsessed You just can't get that special (to you) person or thing out of your mind. You: Talk about it all the time and will risk embarrassment, or financial loss over it (5). You'll risk incarceration, bodily harm or financial/social ruin over it (10). You'll risk life & limb over it (15).
Shy You hate dealing with others. You: Refuse to speak to new people (5). Avoid all interactions with new people (10). Will physically remove self from situations involving new people (15).
Stubborn You just hate to give in-to anyone. To prove you're right: You'll risk embarrassment, or financial loss (5). You'll risk incarceration, bodily harm or financial/social ruin (10). You'll risk life & limb (15).
Berserker  You can't control your fighting rage- you rabidly: Attack whatever set you off (5). Attack anyone within range except friends (10). Attack anyone in range (15). Attack anyone in range and won't stop until subdued forcibly or exhausted/stunned (20).
Unlucky Things never go your way; you have constant disasters. Travel and adventure only hold for you: Inconvenient misfortunes (5). Costly or dangerous misfortunes (10). Very costly or dangerous misfortunes (15). Deadly, life threatening dangers (20)

PHYSIOLOGICAL LIMITATIONS

These are Physical problems you must cope with:
Age You are either younger than usual or older; this is reflected in your characteristics: Very old/young: Reduce any 2 Characteristics (except Mental Group) by 2 (10). Extremely old/young: Reduce Reduce any 3 Characteristics (except Mental Group) by 3 (15).
Dyslexia You see letters and numbers as a jumble, or reversed. This means you: Read very slowly (5). Cannot read or write (10).
Epilepsy You fall into convulsive fits that incapacitate you. What sets off the fit (as determined by the GM) is: Uncommon (5). Common (10). Very Common (15).
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). New ears; you're totally deaf (15).
Reduced Mobility You are unable to get around normally. Your Movement: Is reduced by quarter (5). Is reduced by half (10). Is reduced to dragging by arms at a MOVE of 1 (15). Nonexistent; you're a total quadraplegic; unable to move below the neck (20).
Reduced sight your eyesight is impaired in some way. You: Are color blind (5). Need glasses (10). Are nearly blind or one-eyed (15). Are totally blind (20).
Uncontrollable Change  You are prone to uncontrollable changes; these may be physical or mental (depending on what you negotiate with the GM). What sets off the change is: Uncommon (5). Common (10). Very Common (15).
Vocal Impairment  Your voice is somehow damaged. When you speak, you can: Only whisper, stammer or stutter (5). Only make sounds, but cannot speak (10). Cannot make a sound (15).
Vulnerability  You're susceptible to a certain situation or substance and take extra damage when exposed to it. The substance or situation is: Uncommon (5). Common (10). Very Common (15).
Susceptibility You are harmed or take damage from a certain situation or substance that is harmless to most people. The substance or situation is: Uncommon (5). Common (10). Very Common (15)

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 newsworthy and your activities rate an article if a reporter is nearby (5). You frequently make headlines and people always notice your actions on the street (10). Your every action makes news and you have 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 mentioned or seen, you are: Frequently recognized (5). Always recognized (10).
Secret Identity You are trying to hide your activities under a secret identity or other smokescreen. You currently are: Living a normal life, unnoticed by anyone (5). Are bothered by a single person trying to uncover your real identity (10). Everyone's trying to uncover your real identity (15).
Poverty Money is hard to come by for you, harder than for most. You are, financially- wise: Poor, with just enough for a bed and a few meager meals (5). Dead Broke and probably on the street with barely enough to eat (10). In debt, with others actively seeking to collect what little you have (15).
Personal Habits People just can't stand you. Maybe it's the bad breath or the nose picking, but they find you: Annoying (5). Disgusting (10). Horrible (15).
Oppressed You are part of an oppressed or otherwise downtrodden group. In your society, you are: Snubbed; others ignore or refuse to deal with you (5). Oppressed; there are laws controlling where you live, work or can travel (10). Outcast; you're a total non-person (15). Enslaved; you're treated as property and can be sold or mistreated at will (20).
Distinctive Features  You stand out and are noticed in any crowd, with features that are: Easily concealed (5). Concealable with Disguise or Performance skills (10). Not concealable (15).
Outsider You're not a local, and stand out like a sore thumb, attracting attention both unwelcome and possibly dangerous. You are obviously: From distant place (5). From very distant place (10). Never before seen in these parts (15).
ENEMIES: Hunted and Watched

These are forces which are actively working against you. Your Enemy's value is determined by three things: their Capabilities, their Extent, and their Intensity of enmity against you:
 
Capabilities What can they do to you? Are they: Less powerful than you? (5). As powerful as you? (10). More powerful than you? (15). Have access to powerful weapons, powers or hardware? (20).
Extent How far can they reach? Are they: Limited to single town or area? (5). Limited to a single country? (10) Worldwide in their influence? (15) Interdimensional or Galactic (20)
Note: Instead of using the normal Intensity table, use the following scale:
Intensity What do they want from you? Are you: Being watched? (divide by 5). Being hunted for capture or imprisonment? (divide by 2). Marked for death? (1).
RESPONSIBILITIES

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

These are behaviors you must act upon; you just can't help yourself.
 
Addiction/dependence You must have a particular substance or situation or you will suffer severe mental or physical duress. The substance/situation you need is: Common (5). Uncommon (10). Rare (15). Very Rare (20).
Honesty You always tell the truth, even if it hurts. To be honest, you'll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15).
Impulsiveness You just can't help yourself; you always jump into things without thinking. To follow a whim, you'll: Risk expulsion or embarrassment (5). Risk bodily harm, social or financial ruin (10). Risk life & limb (15).
Intolerance  You're bigoted and intolerant of those who are different from you. When you encounter them, you are: Civil but distant (5). Rude and verbally abusive (10). Violently abusive (15). Abusive even at risk of life and limb (20).
Jealousy  You are jealous to the extreme. Towards the one you "love", you are: Obsessed and watchful (5). Confrontative and accusatory (10. Physically violent (15).
Kleptomania  You steal things compulsively. You can't help it; you'll even: Risk arrest or embarrassment (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15).
Lecherous You can't resist grabbing or pawing someone you find attractive, or at least making lewd comments. You'll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial or social ruin (10). Risk life & limb (15).




SKILLS

The first thing most characters will want to buy with their Option Points are Skills. Skills are things the character knows or can do; they represent his or her level of knowledge and accomplishment. Skills are normally rated from one to ten, and are used in game play by adding the level of the Skill to the level of the most applicable Characteristic the skill is related to.
The good news is, every character gets a free starting group of skills to begin with, so that he won't be totally helpless in his new environment: Everyman Skills.

EVERYMAN SKILLS
Everyman skills are things generally known by everyone in all specific cultures or time periods: Perception, Concentration, Education, Persuasion, Athletics, Teacher, Local Expert (Knowledge of your area), Hand-to-Hand, and Hand-to-Hand Evade. These are given free to all characters by the GM, and have an automatic starting level of 2; about what the average person would know about his world. Each can be improved by adding Skill levels on an individual basis. An individual GM may wish to add or remove skills from the Everyman category to suit his particular game; in a far future setting, for example, everyone may use computers, but only special people may have any athletic skills. The Everyman skill category gives you the flexibility to tailor the level of your culture as desired.

GENERAL SKILLS
Unlike Everyman Skills, General Skills are purchased at the cost of one Option Point for every level of skill; for example, to have 4 levels in Firearms would cost 4 OP.
Buying a skill generally gets you the ability to do pretty much everything described by that skill. However, some campaign settings may require that you specify how a skill will be used (for example, picking what kind of Scientist (Physicist, Chemist, etc.) you intend to be. In these cases, you may need to take additional "specializations" of that skill to be able to use it in other ways (for example, Scientist [Physicist] and Scientist [Chemist].
The list of possible skills one could encounter in a Fuzion game is as wide as the possible campaign settings.
What's compiled on the next page are typical skills applicable to many superheroic settings or modern action genres. Feel free to use these as a guideline for your adventures as each Fuzion campaign will usually have its own list.


 GENERAL SKILLS EXPLANATION  

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)

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)

ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT)

ATHLETICS Basic Athletics skills; dodging, escaping, throwing, swimming. (DEX)

AUTOFIRE WEAPONS Use of machine-guns. full-autofire weapons and attacks, etc. (REF)

BRIBERY A character with this skill knows when to bribe someone, how to approach him, and how much to offer. (PRE)

BUGGING The ability to properly implant and operate listening, visual, or other sensing devices ("bugs.") (TECH)

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)

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)

COMPUTER PROGRAMMING The ability to program and operate computers. (TECH)

CONCEALMENT You can hide things and find things that other people have hidden - like important papers, weapons, jewels, artifacts, drugs, and so forth. (INT)

CONCENTRATION The abilities of focus and mental control. This would encompass feats of memory, recall, physiological control, and Mental Powers. (WILL)

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)

CONVERSATION This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the subject realizes he is being pumped for information. (PRE)

CRIMINOLOGY You know how to look for clues, dust for fingerprints, examine evidence, do ballistic tests, examine records, search through files, and so on. (TECH)

CRYPTOGRAPHY The ability to solve simple ciphers and encrypt or decode messages. (INT)

DEDUCTION This is the art of taking several facts and leaping to an inobvious conclusion. This skill should be used sparingly. (INT)

DEMOLITIONS The ability to properly use, handle, set, and defuse explosives (TECH)

DISGUISE The ability to change a character's appearance through makeup, costumes, body language, and facial expression. (TECH)

DRIVING Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground vehicles. Generally, this skill must be purchased for one class of vehicles. (REF)

EDUCATION General knowledge, such as math, history, science, trivia, or current events. (INT)

ELECTRONICS The ability to identify, understand, repair, and rewire electronic devices. (TECH)

EXPERT Any one field of knowledge: stamps, gardening, Bay City Police Department, paranormal law, and so forth. This can be a hobby, or an in-depth knowledge of a specific field or area. (INT)

FIREARMS Firing semi-automatic pistols, revolvers, rifles, shotguns, and crossbows. (REF)

FORENSIC MEDICINE This skill lets the character make inferences from a corpse about the cause of death, how long the corpse has been dead, and so forth. (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)

GUNNERY Firing vehicle-mounted weapons, mecha weapons, ship-mounted weapons and artillery. (REF)

HACKING Skills of electronic intrusion into computer systems, including illegal entry and virus code writing. (TECH)

HAND TO HAND Basic skill at fighting with your hands. Adding Martial Arts (page 133) allows the character to use Martial Arts maneuvers and actions. (REF)

HAND TO HAND EVADE Basic skill at getting out of the way of someone who is trying to hit you. This skill is used for defense when you are being attacked by someone using the Hand-to-Hand Skill. (DEX)

HEAVY WEAPONS Use of military weapons such as RPGs, mortars, rockets, hand-held missiles, etc. (REF)

HIGH SOCIETY The knowledge of upper-class culture: what clothes to wear, what are considered sophisticated drinks, and how to mingle with royalty and other VIPs. (PRE)

INTERROGATION The ability to forcibly extract information from people. The character knows how to avoid leaving marks, can judge how close a victim is to death or breaking, and is an expert at manipulating subjects into revealing desired information. (PRE)

INVENTOR This skill enables the character to design and construct new devices. To use Inventor, the character needs the complementary science skills in the field he is working in. (TECH)

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

Some (loose) Language Families
Latin-based: French, Spanish, Italian, Portuguese
Chinese: Mandarin, Cantonese, Hakka, Thai
North Asian: Japanese, Korean
South Asian: Thai, Burmese
Slavic: Russian, Polish, Czech
Germanic: German, Dutch, English, Afrikaans, Yiddish, Swiss
Scandinavian: Danish, Norwegian, Swedish.
Mid-Eastern: Arabic, Persian. Hebrew, Berber.
Computer: BASIC, C++, Fortran, Cobol.

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)

LOCAL EXPERT Knowledge of an area; who's who, where things are, general customs, schedules, and peculiarities of the environment. (INT)

LOCKPICKING This skill allows the character to open key, combination, electronic, and magnetic locks. (TECH)

MECHANICS Skill with mechanical devices and the knowledge of how to repair, replace, and build them. (TECH)

MELEE WEAPONS Using all different types of melee weapons, such as knives, clubs, axes, swords, spears, etc. (REF)

MELEE EVADE Basic skill at getting out of the way of someone who is trying to strike you with a weapon. This skill is used for defense when you are being attacked by someone using the Melee Weapons Skill. (DEX)

MIMICRY The ability to perfectly imitate someone else's voice. (PRE)

NAVIGATION Knowing how to take sightings, use maps and charts, plot courses, work from wind, weather, and other guides. (INT)

ORATORY The ability to speak to an audience and to deliver a convincing presentation. (PRE)

PARAMEDIC This skill enables the character to stop bleeding, repair damage, and generally keep someone alive. (TECH)

PERCEPTION The skill of observation, perception and spotting hidden things (like clues), detecting lies and emotions.

PERSUASION The ability to convince, persuade, or influence individuals. (PRE)

PILOT Flying prop aircraft, civilian jets, military jets, helicopters, etc. A specific class of vehicle must be chosen for this skill. (DEX)

PROFESSIONAL The ability to perform a certain profession (such as artist, actor, doctor, hockey player, mason, secretary, taxi driving, etc.) Obviously, certain other skills will greatly enhance the character's ability to practice his profession. (INT)

RANGED EVADE Basic skill at getting out of the way of someone who is trying to shoot you with any type of ranged weapon, be it a pistol shot, an energy blast, a thrown car, or whatever. This skill is used for defense when you are being attacked by a ranged attack. (DEX)

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

RIDING This skill enables a character to ride a living creature under difficult circumstances. The type of animal (usually horse) must be specified when this skill is purchased. (DEX)

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

SECURITY SYSTEMS The ability to recognize and evade various types of alarms and traps. The character also knows how to set up alarms and traps, given the proper time and equipment. (TECH)

SEDUCTION The ability to gain others' trust by offering companionship or favors. (PRE)

SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail. (INT)

SLEIGHT OF HAND The ability to palm items, fool the eye, perform magic tricks, etc. (REF)

STEALTH The ability to hide in shadows, move silently or avoid detection in combat situations. (DEX)

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)

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

SURVEILLANCE The ability to set up a static surveillance of a subject without having it detected. (INT)

SYSTEMS OPERATIONS 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 fight effectively and efficiently. A character with this skill is an expert at combat, and usually knows what must be done to win a battle. (INT)

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

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

TRADING The ability to strike a good bargain with a merchant or customer. (PRE)

USE POWER The ability to use a paranormal power or supernatural skill. This must be bought for the various groups of powers the character might have, such as his attack Multipower, his flight, and so forth. Generally, this skill can be bought for any group of powrs that are connected by a common special effect. This skill is used with attack powers to make attacks, to operate certain powers (for example, Use Flight would allow a character to make radical flight maneuvers, etc.) and is also used when trying to use a power in a clever way (for instance, varying the frequency of your force field to match another force field, or similar pseudo-science). The Technique Characteristic should be used when making Skill Rolls for Use Power, though other Stats may be used if the GM decides the situation warrants (for instance, using Will in a contest of Power versus Power in a classic comic book or magical confrontation). The Power Points in the Power could even be used as the "Characteristic" if the GM feels the situation is appropriate. (Varies)

VENTRILOQUIST The character can make his voice sound as if it's coming from somewhere other than himself. (PRE)

WARDROBE AND 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)

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

TALENTS

Talents are an innate ability, (but not necessarily superhuman) that cannot normally be learned or taught, such as a bump of direction or the ability to see in the dark. The list of Talents below is a general one; which ones are available depends on each GM's decisions about the campaign setting. Each one of these Talents costs 3 points each. If levels (indicated by a :) can be taken in the Talent, each additional level will cost another 3OP:

 Talent Name
 Description
 Acute Senses:  One of your five senses (sight, sound, smell, touch, taste) is extremely acute. If the sense is touch, you can read print with your fingertips, feel tumblers moving in a lock, and determine subtle differences in materials by feel. If the sense is smell, you can instantly detect people or substances by scent alone and can track them like a bloodhound. If the sense is sight, you automatically gain a +1 bonus in all sight related Perception checks, and treat all ranged attack modifiers as being 2 points less than normal. If the sense is taste, you can perceive subtle additions to food and detect harmful substances with the barest taste.
 Ambidexterity:  You can use tools and weapons with either hand at no penalty (normally -3 for using off-hand).
 Animal Empathy:  Animals like you; they will never harm or attack you unless severely provoked. You always seem to attract whatever animals are common to the area, and they will immediately gravitate to your side, although they may not necessarily do what you ask them to.
 Beautiful/ Handsome:  You are extremely good looking; people will automatically stop and stare at you when you pass, and you are generally surrounded by admirers. In addition, you automatically have a +1 bonus to your Persuasion, Performance, and Ward-robe/Style skills for each level taken.
 Blind Reaction:  You can counterattack (in hand to hand only) with no negative modifiers for darkness or being obscured (-4), even if you can't see or hear your opponent.
 Combat Sense:  Your reflexes are keyed for danger; you automatically react faster to danger than anyone else; for every level taken (up to 5) you may add +1 to your Initiative rolls (in combat only).
 Common Sense:  You always look before you leap; the GM must give you warning whenever you're about to do something particularly foolish, even if there are no perceptible clues present. He doesn't have to specify the danger, just that "this might not be a smart idea..."
 Direction Sense:  You are never lost; always know where North is and can orient yourself easily without any external cues.
 Double Jointed:  You can bend your limbs and joints in impossible ways. You can fit into any space equal to half your height and width and it is impossible to tie you up or entangle you with a single rope; you can only be restrained using restraints like cuffs, shackles, or nets.
 Eidetic Memory:  You never forget anything you have read, seen, heard, smelled, or touched.
 High Pain Threshold:  You are especially resistant to pain and shock. When wounded, you will reduce the amount of STUN taken by 2 points each time and the effects of Impairing wounds (when used) by -2.
 Immunity:  You are immune to the effects of one specific poison or disease group (must specify).
 Intuition:  You have an uncanny feel for hunches; the GM will give you a chance to make a Perception roll whenever he thinks you might get a hunch, even if there are no perceptible clues present.
 Lightning Calculator:  You can automatically do complex mathematical operations in your head without using any aids.
 Light Sleeper:  You wake instantly from even the lightest touch or smallest sound (no Perception check required).
 Longevity:  You are extremely long lived, but do not show any appreciable signs of aging. No matter how old you are, you always look and feel as a person half your age.
 Night Vision:  You can see in all but absolute darkness.
 Perfect Pitch:  You always know if something's in tune, and automatically gain at +3 bonus in any musically related task (singing, playing instruments, etc).
 Rapid Healing:  You heal extremely fast, recovering an extra 3 Hits per time unit in addition to your normal healing rate.
 Schtick:  A schtick is a special habit or personal affectation that has little or no actual effect on skills or combat abilities. Examples might be: always having a wind wafting your hair or cape dramatically, always having dramatic lighting striking your face, being able to toss your hat on a hook when you walk in; always having a cigar hidden somewhere on your person, etc. Schticks must be okayed by the GM and should never have an important combat or skill application-always shooting the gun out of the bad guy's hand would be a very dangerous schtick to allow.
Simulate Death:  You can lower your heart rate and breathing to such a low level that it is a Legendary Difficulty to tell whether you are dead or not.
Speed Reader:  You can read one page of any normal text that you are familiar with in three seconds (you can read a 200 page book in 10 minutes).
Time Sence:  You always know what time it is, always know how much time has elapsed between the present and the last time you checked.

PERKS & PRIVILEGES

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

Campaign Style Multiply Perk By

 Very High Impact  x4
 High Impact  x3
 Moderate Impact  x2
 Little or No Impact  x1

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


Money in Fuzion

Generally, players with wealthy characters are discouraged from keeping track of their money directly-it's a lot of tedious bookkeeping. However, there may be times when you'll absolutely need to know if you can buy that Caribbean island. In this case, you might use the following rule: At Wealth 1, the player has a disposable income of $1,000 per week; this value doubles for each additional level of Wealth-this means at Wealth 10, you could spend over 2 million dollars a year! Referees should be really careful letting this rules cat out of the bag!

GEAR & EQUIPMENT
Gear is just one more thing your character will need to adventure. The list below is a sample of types of personal hardware used in the Champions setting; it is by no means exhaustive. Note: The values given here are in Option Points; to derive money costs, multiply the OP cost by 100 monetary units. Also note some costs are in 10th points.

 


HIGH TECH OP  SUPERTECH OP

Binoculars 1
For long distance observation. 30x power.

"Bug" 6
Miniature listening device. Will transmit any sound within 10m/yds to a receiver up to a km away.

Bug Detector 9
Will detect any active or passive listening device within 10m/yds Will determine location of bug, but not location of receiver.

Camera 1
Records still images on film. 24 exposures.

Camouflage Coverall 2
Khaki overclothing, patterned to match Urban, Snow, Jungle, Forest, or Desert environments (specify). Adds +2 to any Stealth attempt.

Camp stove 1
Runs on pressurized gas for 3 hours. Takes about 5 minutes to boil water.

Canteen 0.1
Holds 2 quarts.

CD player 1
Plays compact laser-discs. About the size of a paperback book.

Cell Phone 3
Cellular network phone. Range 10 km.

Diving Gear 5
Includes swim fins, wet suit, weight belt, aqualung and mask. Tanks good for 3 hours. Can be used down to 60m/yds.

Dried Food (week) 1
For one man. Prepackaged, just add water. 5 lbs.

Electrician's Tool Kit .05
Pocket soldering iron, parts, multimeter, etc. Required for Electronics tasks.

First Aid (Modern) 0.1
Bandages,scalpels, disinfectants. Required for First Aid attempts.

Flashlight 0.1
Battery powered, good for 8 hours. Lights up to 20m/yds.

Geiger Counter 9
Detects intensity/direction of radiation up to 10m/yds.

IR Goggles & Flash 5
Allows user to see in dim light, using flash (Illuminates up to 15m/yds).

Jammer 6
Will jam any active or passive listening device within 10m/yds of user.

Lantern 05
Lights up to 40m/yds. Batteries last 8 hrs., gasoline for 6.

Lighter 0.1
Fast fires (2 minutes by this method). Good for 100 lights.

Mechanic's Tool Kit 1

Wrenches, pliers, screwdrivers, etc. Required for Mechanical tasks.

Movie Camera 1
Records color images and sound on film.

Nylon Rope 1
100m/yds. Can hold up to 500 lbs.

Personal Computer 10
8" x 12" x 2" laptop with LCD screen. 2 meg, with 100 meg memory (about 100,000 pages of information). 3 hour battery charge; recharge in 3 hours.

Radio 1
Portable CB walky-talky. Range about 20 miles, 24 bands.

Skates 1
For rapid travel on ice (reduces terrain type from Rough to Normal).

Skis 2
For snow travel (reduces terrain from Rough to Normal).

Snowshoes 1
For movement over deep snow (reduces terrain from Very Rough to Rough).

Tape Recorder 1
About the size of a cigarette pack. 2 hours of audio on tape cassettes.

Tent (nylon) 1
Holds four. Can be set up in five minutes.

Toolknife 05
Classic "Swiss army" knife (DC.5). Saw, screwdrivers, tweezers, awls, etc.

Utility Belt .02
Belt or harness with pouches. Can be used to carry up to 6 objects or devices up to the size of a large paperback book. or a total combined weight no greater than 10kg.

Video Camera 3
Records color images and sound on video tape. Can replay tape images through viewfinder monitor. Each tape lasts 4 hours.

Wristwatch 0.5
Digital time keeper with alarm, day, date. Two years on a battery.

Analyser 10
Hand-held scanner about the size of a hardback book. The scanner sweeps 100m/yds around the user, examining life signs, technology traces, emissions, sounds, etc., reporting on what it observes on its LCD screen. Adds +2 to any Awareness, Understand Technology, Tracking or Survival skills.

Antigravity Module 10
Small 1'x1'x1' cube with antigravity unit inside. Handles are on either side. Can lift up to 200 lbs. for 4 hours on a power cell.

Communicator 1
Small radio (headset or matchbox-sized handheld). Range is 1000km. A communicator can reach a ship in orbit, as long as the ship is directly overhead and not blocked by more than a meter of concrete or metal.

First Aid Kit (Future) 05
Laser scalpels, dermal staplers, nano-clamps, air hypos and other high tech medical devices. Required for Physician or First Aid skill attempts.

Food Packs (week) 1
Compressed food for one man. Requires no heating or water; just rip open the seal and it heats in 2 minutes.

Gill Mask 5
Facemask and collar unit equivalent to an aqualung. Allows user to breathe freely underwater for up to 72 hours down to 200m/yds.

Holochips (10) 1
Futuristic equivalents of tapes, music, and books.

Holorecorder 2
Futuristic equivalent of a video recorder. Can record up to 10 hours on a single chip. Projects hand-sized holo image for playback.

Inertial Compass 3
Small device about the size of a pack of cigarettes. Records directions travelled and replays instructions and map on LCD screen. Will always locate North. Adds +2 to any Navigation skill.

Macroglasses 1
Futuristic equivalent of binoculars, with digital range readouts, image enhancement, still recording of up to 10 images (stored on holochips).

Medical Scanner 3
Hand-held scanner the size of a paperback book. Examines patient, gives procedures and diagnosis on LCD screen. Adds +2 to any First Aid skills.

Music Synthesizer 2
Any type of electronic music device; can include keyboards, drum pads, stringed instruments, and MIDI wind instruments. 10 hours per power cell.

Power Cells (6) 1
The "batteries" of the future, used to power most small devices and weapons. Come in packs of 6, each with a jack for wall. Recharging; takes 1 hour to recharge a single cell. Every Future electronic device uses one power cell, which will run the device for 10 continuous hours.

Respirator 1
Breathing mask for filtering out smog, toxic atmospheres, etc. Oxygen (1 hour) bottle included.

Sneaksuit 3
Futuristic equivalent of camouflage, the sneaksuit mimics the background of whatever the wearer is passing in front of. Adds +2 to any Stealth attempt.

Survival Dome 3
Light, self-inflating habitat for four. Air tight, can even be used in space (although air must be provided for breathing). Takes five minutes to set up.

Technical Scanner 5
Hand-held scanner about the size of a paperback book. Readout examines mechanical/electronic hardware and gives repair procedures and problems on LCD screen. Adds +2 to any Electronics, Mechanics, Tinkering, Cybertech, FTL Tech, Gravitic Tech, or Hyper Energy Tech type skills.

Universal Translator 12
Translates unknown languages and provides English equivalents through attached earphones. When spoken into, translates your words back via digitized voice. Takes three turns to translate a simple language; six turns to analyze and translate a complex one. Note: on a roll of 6 on 1D6, any previously unknown language is untranslatable.

Video Commo 3
Two-way TV communicator about the size of a pack of cigarettes. Range is equivalent to a standard communicator, with same limits.



EXPERIENCE

IMPROVING YOURSELF
Sooner or later, you will want to improve your Skills, Characteristics or Powers from the levels at which you purchased them at. There are several ways in which to do this:

Study & Practice:
You get a how-to book and start reading/practicing. Study is the hardest method, you have no idea of where to begin and no one to correct your mistakes. In general, it takes about 1 month of study to gain 1 point. The biggest limit to this method is that you can only improve your skill to a level of 3.
Being Taught:
Superior to book learning. The teacher must have a higher level of skill than the student and must have the time to teach (how long this takes is up to the GM). But even the most knowledgeable teachers may not be any good at transferring their knowledge; that's where the skill of Teaching comes in. The teacher averages his skill in the subject to be taught with his Teaching skill; he may then teach the student up to that level of skill. How long this takes is up to the GM, who can award points over the passage of time (usually 1-2 points per month).
Experience:
Still the best teacher. Whenever you do something really well, the GM may award you with 1-2 Option Points right on the spot. The problem is that these points are applied to the skill you were using to get the award. Therefore, if you want to get better in a skill you should use it very chance you get.
Another way to improve Characteristics, Skills and other Campaign Options comes into play AFTER character creation; winning Option Points through adventuring with the character. There are two major ways to gain these points:
Roleplaying:
While it isn't exactly part of the game reality, Referees should always reward their players for how well they play the character; after all, that's why we're doing this. Here are a few suggestions:

-Roleplaying Award-
Player was clever, inventive, or roleplayed well 1, 2 pts.
Player solved a mystery or major point of plot 1 pt.
Adventure was resounding success 2,3 pts.
Base points for being in scenario 1, 2 pts.

Assigning Points:
The GM can also give out points for specific skills or attributes, or even assign those points to a particular Skill, Power or Perk as a bonus over and above the regular points for a session. We like to call this the "Radiation Accident Gives Player New Powers Rule," because it is best employed whenever a player undergoes a particularly meaningful adventure that may well change his life

Buying Stuff with Your Points
So the GM just dumped a whole load of points on you-great! But how do you use them? Much like real currency, all Option Points need to be cashed in to buy or improve Skills, Powers and Gear (even Characteristics with your GM's agreement)

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

 

THE RULE OF X

This is a very important option for Referees who want more control over their campaign's growth. The Rule of X is a simple way to set the overall power of the campaign, and to keep it at that level.
Simply, the Rule of X limits how powerful characters can start off at in a campaign. (Well, the GM can of course break this rule for the Non-Player Characters, but the players must stick to it.) Here's how it works.
The value of X depends on the power level you want for the campaign. For instance, a superhero campaign might start with the Rule of 20. A character with a STR of 12, and a Reflex of 6, could have no more than a Skill of 2 with his hand-to-hand attacks (12 + 6 + 2 = 20). A martial artist with 40 Hits and a Dexterity of 7 could have no more than a 5 Skill with his martial attacks ([40/5] + 7 + 5 = 20). Some suggested values for the Rule of X are.

 Campaign Style Rule of X  
 Everyday [realistic]  14
 Competent [elite, semi-realistic.]  16
 Heroic [TV action show]  18
 Incredible [olympics, action movie]  20
 Legendary [blockbuster action movie]  22
 Superheroic [comic books, myths]  24
The Rule of X primarily is used to set the initial power level of a campaign, and is not generally used to limit characters after their creation (although it's a good idea to keep it in force all the time when running superheroic games). Instead, the GM should use the Rule as a guide for handing out experience or powerful "goodies"that might unbalance the campaign.
The Rule of X can be changed during the course of a campaign to let characters become more powerful, if the GM so desires. This current Rule of X should also be applied to all new characters entering the campaign.