TranzFuzion

Instant Fuzion

Task Resolution: Stat + Skill + 3d6 = Action Total; vs. Stat + Skill + 10 for opposed tasks, or Difficulty Value + 10 for unopposed tasks.


Stats (all 1 point per point, start at 0):

Combat, Physical, Mental, Move

Defense (2 x Physical); +2 for 1 point
Hits (5 x Physical); +5 for 1 point

Starting Points = average x 4


Skills (all 1 point per point, start at 0):
Note that you can call Body or Mind Skills by a general name like Reporter or Policeman or Thief, so someone can be Thief 5 instead of Body Skills (or Con Man 5 in Mental Skills).

Body Skills: anything to do with physical stuff.

Evasion Skills: not getting hit in combat.

Fighting Skills: martial arts, attacking hand-to-hand.

Mind Skills: any skill involving primarily mental traits.

Power Skills: using powers, magic, anything special.

Weapon Skills: using weapons.

Starting Points = average x (number of skills used; 6 for super-heroes)


Powers (only applies to superheroes; by extension, could be used for magic):
The general idea is that you pick a special effect (SFX) for your power, and then put points into one of the 6 areas below to show how good you are. You can then do anything you want with your power, subject to the limits of your SFX, by subtracting dice as the GM directs, and by making Power Skill rolls to do odd things with your power (or a combination of the two things).

Power Categories:


Adjustment Powers: Use any, subtract dice (aid -4, drain -4, transfer -6, CE, transform -8, images); no range (range is -2 dice)

Attack Powers: Use any, subtract dice (blast, area -4, killing -2, explosion -2, darkness, entangle, NND -6, AP -4)

Body Powers: (more stats, regeneration, enhanced senses, grow, shrink, density, shape-shift, life support, stretching, clinging, invisibility, desolidifcation); self only (-4 to affect others).

Defense Powers: (armor, force field, power defense, mental defense, force wall, knock-back resistance, damage reduction). Use Armor or Defense, which ever is larger, against stun attacks.

Mental Powers: Use any, subtract dice. Use Mental stat instead of Combat for attacks. Attacks work versus (Mental x 3), look at +0 (basic), +10 (minor), +20 (major), +30 (extreme) for effects. Mental attack is -4 dice (must have mental defense to defend against it).

Movement Powers: pick one (flight, run, swim, Teleportation, tunnel, leap)

Power number: number of dice, then use modifiers, for Adjustment, Attack, Mental. Power number = movement for Move (x5 for Flight, x1 for teleport, etc.)

Power x 2: Defense rating for armor, Power x 5 is defense rating for mental or power defense.

Body powers: number is rating for tasks, dice, stat equivalent, any comparison.

Get RoX value in Power Points for starting amount.
Can use Stat Points for Powers, or use Power Points for Stats.


Rule of X:
Combat + Attack + Fighting = Offensive X
Combat + Evasion + (greater of DEF/2 or Hits/5) = Defensive X

Limitation/Complication: You must have one, may be linked to SFX. Examples: gadget, limited uses, limited applications, hunted, psych problems, vulnerability, etc.

Possible limiter: If you only have 1 power (or can only use 1 power) in an area, get +4 points; 2-3 powers, +2; 4+ powers, no bonus. Without this limiter, you can only use one power at a time in a category. If you take this limiter at the 2-3 power level or above, you can use all the powers that you buy at once, but each must be bought separately. Example: You can buy 10 Armor (5 points), 10 Mental Defense (2 pts.), and get them both at the same time.