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(TFT) RE: TFT Digest V1 #75
>>>>In its Instant flavour Fuzion has a similar feel to TFT.
Also the combat system is a bit more RPG and a bit less Wargame.
Here's something I got from some kind netizen.
CUSTOMIZED INSTANT FUZION RULES
Most of these rules come directly from the unofficial Instant Fuzion
game system Hero Games has been using to run demos at game conventions.
I have added my own editorial changes and notes.
Permission has been granted by Hero Games to upload these customized
Fuzion rules with the following clarification: These house rules are
not officially approved by Hero Games or R. Talsorian Games. Fuzion is
(c) Copyright 1996 and trademark of R. Talsorian Games/Hero Games.
Use standard 6-sided dice for all rolls.
These numbers show how good the character is in action. There are 4
Basic Stats and 2 Derived Stats. Normal people have stat values
between 1 and 4. A handful of people in the world have stat values
above 7. Only superhumans have stat values above 10. The 4 Basic
Physical: How strong and healthy the character is.
Mental: How smart and determined the character is.
Combat: How well the character fights.
Move: How far the character moves (in yards); used for running,
leaping, and swimming.
The 2 Derived Stats (and how to derive them) are:
Defense (= 2 x Physical): How tough the character is.
Hits (= 5 x Physical): How hard the character is to kill or knock out.
Skills are learned abilities. Each skill has a number that shows how
well the character knows that skill. Each skill is used with a stat to
figure out if the character succeeds at a task; the stat usually used
is listed with the skill (the GM may decide to use a different stat).
There are 6 skills:
Body Skills: Anything to do with physical stuff (Physical).
Mind Skills: Anything to do with using one's mind, will, or charm
Evasion Skills: How good the character is at not getting hit in combat
Fighting Skills: How good the character is at hitting things with his
Weapon Skills: How good the character is at hitting things with a
Power Skills: How good the character is at using his powers (Physical
When a character tries to use a skill, roll dice to see if he succeeds
or not. Here's what you roll:
Stat + Skill + 3 dice = Action Total
If your Action Total meets or beats the Target Number, he succeeds.
Task Is: Target Number:
Really Hard 22
Mega Hard 26
When characters get into a fight, Combat Time starts. Combat Time
means keeping track of the situation so that each character gets a fair
chance to hit and be hit. Combat Time goes in Phases; each Phase is 3
seconds long. Each character can do 1 Action in a Phase. When every
character has acted, the Phase ends and a new Phase begins.
Every 4 Phases is 1 Round. At the end of each Round all characters get
back any Hits they have lost, up to (2 x Physical) in lost Hits, if the
attacks have not been especially lethal (such as bullets, knives, or
lasers). If a character has lost more Hits than he recovers, he is
still hurt. He must wait until the end of the next Round to get back
The Actions a character may take are listed below. Each Phase, the
character with the highest Mental stat goes first. If 2 characters
have the same Mental stat, then the character with the highest Combat
stat goes first. If they are still tied, they act at the same time.
Each character can do 1 Action when his turn comes in a Phase. Here
are the actions:
Attack: Use any type of attack.
Block: Stop any 1 hand-to-hand attack. The Target Number is the
attacker's Combat stat + (Fighting or Weapon) Skill + 10.
Dodge: Add +3 to your Evasion Skills for this Phase against all
attacks; you may not attack this Phase.
Get Up: Stand up if you have been knocked down or thrown. You may
take one other Action, too (except Run or Sprint).
Grab: You can grab a person or object; your Action Total is -2, and
your Evasion Skill is -3 this Phase.
Other Action: Any other single action the GM lets you do.
Move: Move up to your full Move stat (or half of other Combat Movement
power), plus take one other Action (except Run or Sprint).
Run: Move up to twice your Move stat.
Sprint: Move up to three times your Move stat; your Combat stat is 1/2
normal and your Evasion Skill is 0.
Throw: Throw a person or object (-4 to Action Total if not made for
When a character tries to hit something, dice are rolled to see if the
attack hits or not. Here's what you roll:
Attacker's Combat Stat + (Skill) + 3 dice = Action Total
The skill used depends on what the character attacks with. If punching
or kicking, use Fighting Skills; if using a weapon, use Weapon Skills;
if using a Power, use Power Skills.
If the Action Total meets or beats the Target Number, the attack hits.
To find the Target Number, the defender does this:
Target Number = Defender's Combat Stat + Evasion Skills + 10
When a character is hit, he may be knocked back. To see if he is
Number of Attack Dice - (Target Physical Stat + 1 die) = Knockback.
If the character is using his strength (Physical stat) to attack, then
roll a number of dice equal to the Physical stat. The number of points
in a Power is usually the number of dice of damage to use, unless
modified (see Powers). The total of the dice is the amount of Hits
done to the target.
When a character is hit by an attack, he can subtract his Defense from
the number of Hits done by the Attack. Any Hits left over are taken
away from the character's Hits. When the character has no more Hits,
he is knocked out or dead (the GM decides).
Powers are unusual abilities, like flight or the ability to fire bolts
of energy. The Power Number of a power indicates its strength.
Standard levels range from 1 to 10; superheroic levels range from 10 to
20; over 20 indicates a cosmic level of power. Powers are very general
in application; decide what you want to try, and the GM will tell you
how many dice to subtract from your effect and what Target Number you
need to achieve with your Power Skill roll. The trickier something is,
the harder it will be. Each power must have a Special Effect defined
for it, which limits the way the power can be used. Powers are grouped
into 6 general areas; in some areas Powers have only 1 way they can be
used - 1 aspect.
Adjustment: The ability to adjust one's own or another's stats and
powers. Usually only 1 aspect.
Attack: The ability to attack others with energy in various forms,
including entangles and darkness.
Body: The ability to change one's own body, including regeneration,
enhanced senses, changing size or shape, stretching, invisibility, and
other abilities. Usually only 1 aspect.
Defense: The ability to stop some types of attacks; includes force
walls, force fields, armor, mental defense, and power defense. Usually
only 1 aspect.
Mental: The ability to use classic mental powers like telepathy, mind
control, illusions, and telekinesis. Uses Mental stat instead of
Combat for attacks (defenders too!)
Movement: The ability to move in unusual ways, including high speed
running, flight, leaping, swimming, tunneling, or teleporting.
For Adjustment, Attack, and Mental Powers, the Power Points is the
number of dice used (with modifiers for the type of attack).
For Defense Powers, 2 x Power Points = Defense rating. (5 x Power
Points = Defense rating for Mental or Power defense)
For Body Powers, the Power Points is the rating for tasks, dice, stat
equivalents, or other comparisons.
For Movement Powers, the Power Points = yards per phase for that type
(x 5 for flight, x 5 additional yards for running, x 10 additional
yards for leaping, x 10 additional yards for swimming, x 2 for
tunneling, x 5 for teleport)
*** CHARACTER BUILDING ***
You have 56 points to spend on Stats and Powers. You also have 18
points that can only be spent on Skills.
The 4 Basic Stats -- Combat, Physical, Mental, and Move - each cost 1
point per point. Minimum of 1 point per Stat. Calculate the Derived
Stats -- Defense and Hits. Extra Defense costs 1 point per 2 Def.
Extra Hits costs 1 point per 5 Hits.
Body and Mind Skills should be more narrowly defined (for example,
Scientist, Spy, or Politician for Mind Skills; Pilot, Burglar, or
Athlete for Body Skills). This will allow you to perform specialized
actions that others can't. It doesn't prevent you from attempting
actions outside your defined area of skill, however.
Distribute 18 points between the 6 Skills: Body, Mind, Evasion,
Fighting, Weapon, and Power.
Pick a special effect (e.g. lightning bolt, wings, sword) and choose
one of the 6 Power Areas below. Put as many of the initial 56 points
into the Area as you want. For Attack, Adjustment, and Mental Powers,
if you can only use 1 power in an Area, add 4 points; for only 2-3
powers, add 2 points; for 4 or more, no bonus. You may only use 1
power in an Area at a time. To use more than 1 power at a time, buy
each power separately. For example, spend 5 points on Armor (10
Defense) and 2 points on Mental Defense (10 Defense), and use both
(1) Adjustment: Power Points = number of dice, modified as noted.
(normally no range, -2 for Ranged)
Aid -4: Temporarily raise your or another's Stat or Power.
Drain -4: Temporarily lower your or another's Stat or Power.
Transfer -6: Temporarily lower a target's Stat or Power and
transfer it to your Stat or Power.
Change Environment: Make minor changes to the surrounding
Transform -8: Change a target into something else.
(2) Attack: Power Points = number of dice, modified as noted.
(normally ranged, +2 for No Range)
Blast: Make an energy attack of some sort.
Area -4: Make an attack in a circular area.
Killing -2: Make an attack that is only stopped by Armor, Force
Field, or Force Wall.
Explosion -2: Make an attack that explodes.
Darkness: Create a field impervious to 1 sense.
Entangle: Create a barrier or restrain an opponent.
No Normal Defense -6: Make an attack that bypasses all normal
Armor Piercing -4: Make an attack that cuts through the target's
Flash: Render an opponent's senses unusable (2 phases per 3 pts)
(3) Body: Power Points = rating (normally on self only, -4 to affect
Regeneration: Recover Hits faster than normal. (per GM table)
Enhanced Senses: Sense beyond the range of normal humans.
Sight: IR (1 pt), UV (1 pt), Microscopic (1 pt / 10x)
Hearing: Ultrasonic (1 pt), Sonar (3 pts)
Radio: Listen & Transmit (1 pt), High Range Hearing
(1 pt), Radar (3 pts)
Smell/Taste: Discriminatory (1 pt), Tracking Scent (2 pts)
Unusual: Spatial Awareness (5 pts), N-Ray Vision (4 pts),
Clairsentience (4 pts)
Mental: Awareness (1 pt)
Growth: +1 Physical, x2 mass, -2 yards knockback, and +1 Hit,
per point. (-2 Evasion/ 3 pts)
Shrinking: 1/4 height, 1/16 mass, +2 Evasion, +6 yards knockback
per 2 points.
Density Increase: x2 mass, +1 Physical, +1 Defense, -2 yards
knockback per point.
Shape Shift: Single other shape (2 pts), Limited group (4 pts),
Any shape (6 pts)
Life Support: Can operate in unfriendly or deadly environment.
Breathe in unusual environment (1 pt)
Self-contained breathing (2 pts)
No need to eat, excrete, or sleep (1 pt)
Safe in vacuum/high press, high radiation, intense
heat/cold (1 pt per env.)
Immune to Disease/Aging (1 pt ea)
Stretching: Stretch parts of your body, attack at range (1 pt/2
Clinging: Move on walls and sheer surfaces as if they were level
Invisibility: Turn invisible to 1 sense (4 pts)
Desolidification: Become insubstantial, walk through walls, and
ignore attacks (8 pts)
(4) Defense: 2 x Power Points = Defense rating. (5 x Power Points =
Defense rating for Mental or Power defense). Against normal attacks,
use Defense Stat or Armor/Force Field Defense rating, whichever is
higher. Against killing attacks, use Armor/Force Field only.
Armor: An inherent physical defense; thick skin, armor plates,
Force Field: A field around the character that absorbs damage.
Power Defense: Resistance to Drain, Transfer, and Transform.
Mental Defense: Resistance to Mental Powers.
Force Wall: Project a barrier at a distance.
(5) Mental: Power Points = number of dice, modified as noted. Use
Mental stat instead of Combat for attacks. Defender's Target Number is
(Mental x 3).
Attack -4: Directly attack another mind, defender may use only
Mind Control: Take control of another's mind and his actions.
(effects per GM table)
Illusions: Project illusions directly into another's mind.
(effects per GM table)
Telekinesis: Manipulate objects at a distance. (3 pts per 2
Physical usable at range)
(6) Movement: Power Points = yards per phase for that type (x 5 for
flight, x 5 additional yards for running, x 10 additional yards for
leaping, x 10 additional yards for swimming, x 2 for tunneling, x 5 for
Run: Run faster than normal.
Flight: Fly through the air.
Leap: Supplement natural leap.
Swim: Swim faster than normal.
Tunnel: Move through the ground by creating a tunnel.
Teleport: Disappear from 1 point and appear at another, without
RULE OF X
Neither your Offensive X nor your Defensive X may exceed 24.
Offensive X = Combat Stat + Number of Attack Dice +
Fighting/Weapon/Power Skill (as appropriate)
Defensive X = Combat Stat + Evasion Skills + (greater of Defense/2 or
You must have one. It may be linked to a special effect. Examples:
Gadget, limited uses, limited applications, hunted, psych problems,
Example of power: The Torch buys Flame Attack Powers for 15 points.
He may now project a 15d6 flame blast, an 11d6 area firestorm, a 13d6
fireburst explosion, etc. If the Torch was designed so that he could
only project a flame blast, he would get to add 4 points. Thus, for 15
points, he could project a 19d6 flame blast, but that's all.
Another example: Citizen Z buys Sword Attack Powers for 10 points. He
decides he can attack only at no range and only with a killing attack.
Thus, for 10 points, he gets 10-2(for killing)+4(for only 1
power)+2(for no range) = 12d6.
Physical=7; Mental=6; Combat=9; Move=5
Defense=14 (18 w/ Shield); Hits=35
Body (Acrobat)=4; Mind (Secret Agent)=4; Evasion=6; Fighting=4;
11 Karate Attacks, No range (+2) (Dice=13)
9 Shield Defense (Def rating=18)
9 Jet Pack Flight (Movement=45 yd)
Physical=6; Mental=4; Combat=7; Move=5
Defense=12 (20 w/ Field); Hits=30
Body=1; Mind (Physicist)=6; Evasion=7; Fighting=1; Weapon=0;
14 Lightning Bolt Attacks (Dice=14)
10 Ionic Field Defense (Def rating=20)
1 Ionic Resistance Power Defense (Def rating=5)
4 Flight (Movement=20 yd)
4 Clairsentience - Telescopic Vision
1 IR Vision
Vulnerable to steel weapons
Physical=15; Mental=5; Combat=7; Move=5
Defense=30 (resists killing attacks); Hits=75
Body=10; Mind=3; Evasion=2; Fighting=2; Weapon=1; Power=0
15 Tough Flesh "Armor" (Def rating=30)
9 Leaping (Movement=95 yd)
Vulnerable to mental attacks
Some abilities and gadgets seem to best be built by investing points in
a power area and then specifying each power as a separate special
effect. For example, for a gun-toting hero, you might invest 12 points
in Military Weapons Attacks, then list several types of attacks -- 10d6
pistol (killing), 8d6 grenades (killing explosion), 6d6 Rifle (armor-
piercing killing). For a Martial Artist, you might invest 10 points
in Jiu-jitsu Attacks -- 12d6 kick (no range), 10 Phys Grab (no range
Entangle), 6d6 punch (no range, armor piercing). Note that the
implication here is that you may define attacks with several
"advantages" -- that is, it is possible to have an exploding, killing,
armor piercing attack. Just subtract the appropriate number of dice.
A gadget pool could be specified for Attacks, Defenses, etc. separately
for each Power category. For example, spend 15 points on Gadget
Attacks and define each attack power as some special gadget. Similar
rules apply to Magic and spells (e.g. 10 pts in Magic Defenses -
includes some sort of magic wall, shield (force field), etc.)
For the Rule of X, one point of clarification: Offensive X asks for
the Number of Attack Dice. If the attack dice is lowered because you
are using a killing attack (-2) for example, then add 2 when
calculating the Rule of X value.
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