TranzFuzion

SUPERPOWER PLUG-IN

Powers are abilities far beyond those of mortal men-for example, flying or firing bolts of energy. The Powers listed in this section can be used to simulate the powers of a superhero, the spells of a sorcerer, or even the abilities of an alien.

Could it be Magic?
Well, yes, it could be. Any ability sufficiently advanced can be construed as magic instead of superpowers. An Energy Blast can be called a laser bolt or a sorcerous fireball-depending on what you want to call it. The beauty of the Fuzion system is that it simply defines the game effect of a power; you get to decide how it was created and what it looks like-in short, its Special Effects.

Special Effects (SFX) in Champions
Special effects (SFX) are very important in superheroic adventures. The special effects of a power define what it is and how it's created, and help distinguish one power from another power. For instance, three different characters could all have 12 dice of Energy Blast, but each might have different SFX: One is fire, another uses electricity, and the third fires a sonic attack. Each type of special effect can have extra benefits or limits beyond the basic power description; exactly what is up to the GM. Most powers should have some special effect designated for the power.

Each of these categories is very general; within each category there can be many types of special effect, related but different. The only limits are your imagination.

Common SFX in Champions:
The New Millennium

  Description
 Biochemical:  This category includes acids, venoms, poisons, diseases, drugs and other chemicals. Biochemical attacks can often be unusual ones, such as Drains. Biochemical attacks are sometimes manifested as gasses, which might be affected by high winds or extreme temperatures.
 Cold/Ice:  Everything related to extreme cold, including freezing blasts of supercold materials, ice, or other such effects. Cold attacks can work against physical or energy defenses, depending on what you decide when you buy the power. Cold powers are usually less effective in high-temperature environments.
 Electricity:  The classic electrical bolt, lightning, sparks, and zaps. Any combination of amperage and voltage would be in this category. This is the classic attack against energy defenses. Electrical powers may have greater effect against delicate electronics, and less effect against well-insulated targets.
 Gate Key Power:  This fundamental force indirectly powers many other effects, but some rare items, people or phenomena tap it directly. This power is rarely seen in its raw form, but when it is, it's unlike anything else.
 Heat/Fire:  Everything connected with high temperatures, such as flames, hot metal, or hot gasses. Fire can start fires in flammable materials, which is sometimes handy and sometimes can cause excess property damage or threaten innocent lives. Heat powers are usually less effective in low-temperature environments.
 Kinetic:  This category includes all physical force, such as punches, clubs, rocks, chunks of ice, or anything that creates a solid thump on target (works against Stun Defense or Killing Defense rather than Energy Defense or Energy Killing Defense). This can include force-blasts or telekinetic attacks if you choose to define them that way.
 Light:  This category is electromagnetic radiation in the visible or near-visible spectrum, from infrared to ultraviolet. This includes lasers, high intensity flashes, and similar effects. VIPER and UNTIL blasters fall into this category. Light attacks are often less effective in very dusty or smoky environments.
 Magic:  A catch-all term to describe mysterious forces used to produce a wide variety of effects. It's important to note that magic can be used to create many different special effects; for instance, magic could be used to create a lightning bolt. That bolt should be considered Lightning, not Magic, in terms of special effects.
 Magnetism:  This covers magnetic and paramagnetic effects, and is often connected with force fields and telekinesis. Magnetic attacks often work against physical defenses rather than energy defenses. Magnetic powers are often less effective against non-metallic substances, and more effective against magnetic materials such as iron.
 Psionics:   This force is psychic power or mental forces; the raw power of the mind. Mental powers are usually (but not always) created by psionics, and have a psionic special effect. Psionic attacks usually work against mental defenses.
 Radiation:   This includes ionizing radiation such as gamma rays, and radiation from radioactive materials, as well as more bizarre forms of radiation emanated by comic book materials. Essentially, all short wavelength electromagnetic radiation falls into this category. Radiation attacks most often work against energy defenses.
 Sonics:  Pressure waves of all varieties (including infrasound and ultrasound) are in this category. This category of effects would not work at all without a medium of transmission, so it won't function in a vacuum. Sonics would generally be less effective in a low pressure environment, and more effective in a high-pressure environment. Usually Sonic attacks affect Stun Defense or Killing Defense.

Handling SFX
Special effects can and should be used to make adventures more dramatic, and sometimes to help characters overcome problems. It's a classic comic book bit - the hero manages to defeat the villain's plot by tuning his energy blast to just the right frequency to deactivate the force field, or some such pseudo-scientific explanation.
Special effects can let a character do a little bit more than the basic power description suggests, or sometimes they can restrict a power somewhat. For instance, sonic effects just won't work in a vacuum, but the GM may let you do some extra damage with a sonic effect under water. It's up to the GM how much or how little SFX can affect a power. The GM can have the player make a Power Skill roll to see if special effects can be used to help; this is often based on Technique, but can be based on other stats. If you want to make a raw power vs. power contest, you can base the Power skill on the number of points in the power instead of on a characteristic.

Designing New SFX
The list of SFX provided is a basic one which the GM can add to if needed. A new character invented by the GM may have completely new special effects; the Power Cosmic, for instance, which is unlike any other power. Or existing special effects categories can be split into two or more categories. Magic, for instance, is very broad, and might be easily split into two or more different types of magic.
The Fuzion Power Plug-in is designed to create simplified superpowers that can be converted in and out of the HERO System. While not intended to have all the sophistication of its "parent" system, this plug in allows Referees and players to easily create superpowers for their Fuzion campaigns.

Important!: This is a powers list, not the full HERO power construction system. All of the powers in this Plug-in were created by dividing their HERO System cost by 5; we tried to avoid fractions wherever possible, which is why some of the powers, like the Explosive Blast, have costs like 3 points for 2 dice of effect. Not all the Powers are included here, and in the interest of simplification, we have also ignored Advantages, Limitations and other more specialized systems. If these are important to you, you can construct the entire Power as in 4th Edition HERO and convert it to Fuzion as desired.

The Plug-in Powers List is organized by functionality. Each power is organized by type, such as attack, defense, movement, etc. This makes it easy to find the type of power you want. Within each power group, the powers are organized alphabetically.

From Champs 4th Edition to Fuzion and Back Again
To create your own 4th Edition powers for FUZION, follow the steps below:
Build the power as per the 4th Edition HERO System Rules on pages 51 thru 89. (That's basically what we did.)
Divide the real cost by 5. Try to avoid fractions in your final cost; if you end up with a fraction, increase the effectiveness of the power to get an even number or round the fraction up (this is one reason improving powers costs 5 to 1-to match 4th ed powers later on).

To convert Fuzion Powers to HERO
Multiply the final cost by 5. Then factor in any Advantages, Limitations or other systems to fully convert the power.

HOW MANY POINTS FOR POWERS?
As a rule Referees should always give points for powers to characters as a separate pool. This allows greater control over the power level of the campaign and helps focus the effect that paranormal abilities have on the game universe. The Dial at left is a good way to determine the extent of powers on a campaign by providing guidelines for their frequency and impact on everyday life.



   Power Level of Universe Points  
 Powers Unheard of  Almost Reality  5-10
 Powers Uncommon  Paranormal is known about  10-20
 Powers are Special  Heroes are rare  20-30
 Powers Common  Typical Comic Book  30-40
 Powers are Everyday  A Power-based Society  40-50
 Cosmic Powers  Off the Scale  60+

Not Enough Power Points?
With the permission of the GM, you can add Option Points to your Power pool at a ratio of five to one 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 Campaign) points for Characteristic Points. Power points interchange with Characteristics on a 1 to 1 basis; Option Points on a 5 to 1 basis.

Unusual Uses of Powers
Unusual uses of Powers in Fuzion can be determined by using the Use Power skill in conjunction with the most appropriate Characteristic. Attack and Movement Powers are generally used with the REF or DEX Characteristic; Defensive, Adjustment, and Sensory Powers with INT, Size powers with CON. However, the most appropriate Characteristic to use (if a roll is required) is up to the GM of your campaign.

 

**Power Building 101: An Example**

 

Let's say we want to build Fuzionman, the Master of Nuclear Force. We first should decide exactly what Fuzionman's powers are. We settle on the following:

Now let's build Fuzionman's powers. We'll start with the Powers List. Fuzion Power Blast is an Attack Power-the closest thing we can find is an Energy Attack. We decided that a cannon is equal to DC16. At a cost of 1 pts. per 1DC, this means his Atomic Power Blast costs 16 pts. Its range is 10 times the cost-160 m/yds.

The Power Shield is a Defensive Power; we decide it's best described as a Force Field. We decide that since a handgun can deliver an average of 20 pts. of damage; Fuzionman's shield must stop this much at least. At 1pt. per 5 pts. of resistance, the Power Shield will cost us 4 points.

Electron Speed is a Movement power. We decide Supersonic Flight is the best way to do this-if our jet plane can move at Mach 1, then 2 points buys us that one Mach. Plus, since Supersonic Speeds are only for non-combat movement, we 'll also buy Flight for 10m/yds per phase plus an extra Non-combat multiple. The final cost will be 4+2+1 =7pts.

Finally, the Enhanced Sense of Nuclear Vision translates nicely as N-Ray vision, with a base cost of 4 pts. Fuzionman's total powers will cost us 16+4+7+4=31 points.

So much for Fuzionman in Fuzion. But how about in HERO? Simple: converting this value to HERO will cost us 5 times as much, raising this total to 155 points (which we can buy down with various Limitations and Frameworks available in the full HERO system).

Endurance Costs
The END Cost for Powers is 1 END per 2 Power Points in the Power per phase.The END Cost is calcuted after all Adders, but before any Limiters. END Cost for STR is 1 END per 2 points of STR Used.

 Power
Description
   Affects Desolid

This is an Energy Blast that can hit targets that are desolid (see Other Powers) as well as normal targets. Affects Desolid attacks follows all of the normal rules for buying an Energy Blast.

Affects Desolid Cost: 1 pt. per 1D6 of damage, subtract 2D6 from the final total. Costs END.

 Area Attack

 This is an Energy Blast that affects an circular area. Area Attacks follow all of the normal rules for buying an Energy Blast, but use the Area Affect To-Hit rules. (See Ranged Attacks.)

Area Attack Cost: 1 pt. per 1D6 damage in a 1m radius, subtract 4D6 from the final total. Costs END.

Armor Piercing Blast 

This is an Energy Blast that cuts through the target's defenses. Armor Piercing Blasts follow all of the normal rules for buying an Energy Blast. However, when a target is hit with an AP Blast, his defense is halved (See Damage.)

Armor Piercing Blast Cost: 1 pt. per 1D6 of damage, subtract 3D6 from the final total. Costs END.

  Darkness

With this power, the character can create a field that is impervious to one sense (usually normal sight). This can be centered around the character, or at range as an attack action. A character who cannot perceive his opponent is 1/2 DEX, 1/2 REF in Hand to Hand, and 0 REF in ranged attacks. If the character can make a Perception Skill roll against a Target Number of 20 he becomes -1 DEX and 1/2 REF in all cases.

Darkness Cost: 2 pts. for a 2m/yd radius Darkness Field to one sense, +1 per each additional sense, +2 per each additional sense group, +1m radius for +1 pt. A Constant Power (stays up as long as you spend END on it).

 Energy Blast  A character with this power can make a ranged STUN attack up to 10m/yds for every point spent on the power (Example: spending 20 points gives you a 200m/yd ranged energy blast). The exact nature of the energy in the blast is left up to the player. The nature of the attack must be determined when the power is purchased; it can be lighting, a blaster bolt, lasers, sonics, a magic blast, or anything else. It does not even have to cause any Collateral or SDP damage at all. Energy Blast normally affects ED (if that optional Characteristic is being used), but it can be designated to affect SD, depending on the special effect. Once again, this must be determined when the power is purchased and cannot be changed later. You must make a Ranged Attack to hit with this attack. Energy Blast Cost: 1 pt. per 1D6 of damage. Costs 1 END per point used.
Entangle 

 Entangle: This Power can be used to restrain an opponent or create a barrier. An Entangle can be webbing, ice bonds, turning the ground to mud, or anything else the player can think of. An Entangled character can use his STR or any other non-Focused attack to break out of the Entangle.

Entangle Cost: 1 pt. per 1d6 of SDP. +4 SD & ED for +1 pt; +3 KD & EKD for +1 pt. Entangle costs END.

Explosion 

 This is an Energy Blast that explodes. Explosions are more effective at the center, and get less powerful as you move away from the origin point. When determining damage for an Explosion, remove the highest die of damage for each 2 meters from the center the target is. Explosion attacks follow all of the normal rules for buying an Energy Blast, but use the Area Affect To-Hit rules. (See Ranged Attacks.)

Explosion Cost: 1 pt. per 1D6 of damage, subtract 2D6 from the final total. Costs END.

 Find Weakness 

This power acts somewhat like a skill; it is the ability to strike at the weak points of a target's defenses. A successful Find Weakness check (1 Action) against a Target Number of 20 will automatically cut the target's defenses in half. This power can be used more than once on the same target, but each successive roll raises the Target Number by +2. If you miss a Find Weakness check on a target, you may not use Find Weakness on him against for that battle. Find Weakness is normally purchased for a single kind of attack. Find Weakness does not use any Characteristic when making a skill check; it is resolved by rolling 3D6 and adding that to the Find Weakness skill.

Find Weakness Cost: 2 pts. for a base value of 10; add +1 to your roll for each additional 1 pt. To use Find Weakness on a group of related attacks costs an additional +1 pt. for each. To use it on all your attacks costs +2 pts.

 Flash  

This power allows the character to "flash" an opponent's senses, rendering them unuseable (as in the Power Darkness) Flash normally affects a single sense; additional senses and sense groups may be purchased. Flash is resolved as a normal Ranged Attack, but it ignores normal defenses (see Flash Defense.)

Flash Cost: 3 pts. per 2 Phases of Flash of a single sense. To affect additional senses costs +1 pt. per sense; sense groups costs 2 pts. per sense group.

 Ranged Killing Attack 

This allows the character to make a Killing Attack at range. (See Ranged Attacks.) Like an Energy Blast, the special effects of a Killing Attack can vary from a bullet to a laser beam to whatever else the player might desire. Killing Attacks are resolved against the Defense value of the target (See Damage.)

This Power can also be defined as a Hand to Hand Killing Attack; in these cases, the character trades range for a damage bonus of 1 additional die for every level of Strength, up to a maximum of twice the number of dice originally generated by the attack.

Killing Attack Cost: 1 pt. per 1D6 of damage, subtract 2D6 from the final total. Costs END.

 Telekinesis (TK) 

A character with this power can manipulate objects at a distance and exert a STR at range. The TK STR is separate from the character's STR, and is defined when this power is purchased. TK can be used to punch or squeeze, but there is no action/reaction with this power; a character could not use his TK to grab a flying character and be dragged along, for example.

TK can also move objects at a speed equal to what could be moved at that STR level normally (1/4th of weight maximum at that STR).

Telekinesis Cost: 3 pts. per 2 STR; +2 pts. for the ability to make fine manipulations with that STR.

 Defensive Powers 

Note: Any power that gives your character Killing Defense can be defined as giving your character Stun Defense instead. This must be determined when the power is purchased. If Energy Defense is being used, then Armor, Force Field, and Force Wall provide an amount of Energy Killing Defense equal to the Killing Defense provided. If such powers are defined as providing Stun Defense, then they also give an additional amount of Energy Defense equal to the Stun Defense provided.

Remember: you will always use the highest value of either Stun Defense or Killing Defense (respectively) in combat.

  Armor With this power, the character has some kind of inherent physical defense against Killing and Stun Attacks; thick skin, armor plates, etc. Armor doesn't need to be "turned on"; it's always in effect (aka a Persistent Power). Armor Cost: 1 pt for +2 Killing Defense. Armor uses no END.
 Danger Sense 

This power gives a character a "sixth sense" about danger. At its most basic level, Danger Sense will prevent the character from being surprised in combat, while at more powerful levels, Danger Sense can alert the character to any threat to his person, or even his world. Normally, Danger Sense just gives the character the "feeling" of being in danger. If the hero reacts, he is allowed his full DEX+Skill; he could also attempt to dive clear of a trap, etc. If the characters rolls 12 more than he needs to succeed, the true position and type of danger are known.Danger Sense checks are make automatically, at the request of the GM. The character must make a successful Danger Sense check against a target number of 20.

Danger Sense Cost: 2 pts. for a base value of 10, +1 to your roll for each additional 1 pt.; +1 additional pt. to have the power work out of combat against attacks he could normally sense; +1 additional pt. to allow the power to work against any attack. Sense Danger in the immediate area for +1 pt; Sense Danger in the general area for +1 additional pt.; Sense Danger over any area for +1 additional pt. Uses no END.

  Flash Defense

This power lessens the effect of a Flash attack. Each point of Flash Defense subtracts one Round from the duration of a a successful Flash attack. Flash Defense only affects one sense group; to cover other senses, the points from this power must be allocated among the six sense groups as desired.

Flash Defense Cost: 1 pt. for 5 pts. of Flash Defense. Uses no END.

Force Field 

 This power creates a field around the character that can absorb damage. A Force Field provides defense against Killing Attacks.

Force Field Cost: 2 pts. for 5 pts. of Killing Defense. Force Field costs END.

  Force Wall Force Wall: The ability to project a barrier at a distance. This barrier acts like a wall and has SPD (C:NM, page 150;3). A Force Wall may or may not have a Stun Defense, a Killing Defense, and/or extra area. Force Walls stop damage as per a normal wall. However, if the Force Wall's SDP is reduced to zero (or below), the Force Wall is destroyed and must be re-erected. A Force Wall can also be used to support a weight equal in STR to the number of Power Points invested in SDP Dice and Defenses. Example: a 3 point Force Wall could be used to support 100kg (assuming an Incredible level campaign).

Force Wall Cost: 1 pt. per 1d6 of SDP in a wall 2 m/y wide. +4 SD & ED for +1 pt; +3 KD & EKD for +1 pt; +4 m/y width for +1 pt. Minimum SDP is 1d6. Force Wall costs END each Phase.

Invisibility 

 This power can be used to turn invisible to one sense (usually normal sight). Invisible characters have a "fringe effect" around them. An invisible character with a fringe can be spotted with the affected sense at a range of 2 m/yds or less.

In combat, Invisibility often makes the character harder to hit. If an opponent cannot make a successful Perception check, then he is at 1/2 (REF + Levels) in hand-to-hand, and 0 (REF + Levels) at range vs. the character. If the opponent can make a non-targeting PER Test, he is at 1/2 (REF + Levels) in both hand-to-hand and ranged combat. If the Invisible character is making a visible attack, the attackers only takes a -1 to his REF, even at Range.

Invisibility Cost: 4 pts. to be invisible to one sense, +1 pt. for each additional sense; +2 pts. for each additional Sense Group, +2 pts. extra for No Fringe Effect. Invisibility costs 1 END each Phase.

 Knockback Resistance 

A character with this power takes reduced Knockback from attacks. Each point of Knockback Resistance subtracts 5 meters of Knockback from all attacks.

Knockback Resistance Cost: 1 pt. for -5 meters of Knockback. Knockback Resistance uses no END.

 Lack of Weakness 

It is much harder to spot a weakness with Find Weakness on a character with this power. Each point of Lack of Weakness adds to the Target Number for Find Weakness Skill Checks.

Lack of Weakness Cost: 1 pt. to raise the Target Number of Lack of Weakness Rolls against the character by 5. Costs no END.

Life Support 

This power allows the character to operate in unfriendly or deadly environments without harm.Life Support Cost: See the list below. Life Support costs no END.

  • Breathe in an unusual environment (Under water, in Methane, etc.): 1 pt. per environment
  • Self-Contained Breathing: 2 pts.
  • Doesn't need to eat, excrete, or sleep: 1 pt.
  • Safe Environment: 1 pt. each (Vacuum/High Pressure, High Radiation, Intense Heat/Cold)
  • Immunities: 1 pt. each (Disease, Aging) 
 Mental Defense 

Characters who are resistant to Mental Powers use this power. A character with Mental Defense can resist some of the effects from Ego Attack, Mental Illusions, Mind Control, Mind Scan, and Telepathy. See Mental Powers for more information.

Mental Defense Cost: 1 pt. per 5pts. of Mental Defense. Mental Defense costs no END.

 Missile Deflection & Reflection 

A character with this power can block incoming ranged attacks. (See Ranged Combat and Actions.) The Block is made as per the normal blocking rules; use the character's DEX plus any Skill Levels with Missile Deflection he might have. To Reflect an attack, first make a successful Block, and then a standard to-hit roll against the target.

Missile Deflection Cost: Check the table below. Missile Deflection and Reflection costs no END to use.

  • Deflect Thrown Object: 1 pt.
  • Deflect the above and Arrows and Projectiles: 2 pts.
  • Deflect the above and Bullets & Shrapnel: 3 pts.
  • Deflect the above and Energy Beams: 4 pts.
  • Reflect Attack back at attacker: +4 pts.
  • Reflect Attack back at any target: +6 pts.
 Power Defense 

A character with this power is especially resistant to Drain, Transfer, and Transform attacks. Subtract the character's total Power Defense against any incoming offensive Adjustment power before dividing the Attack's die roll.

Power Defense Cost: 1 pt. per 5 Power Defense. Costs no END to use.

  Movement Powers

Movement Powers are those Powers which help the character get from place to place. All characters start with running, sprinting swimming, and a running leap; see Characteristics (pg. 116) for details. These movement powers can supplement those starting values, or add new modes of movement. 

There are two types of movement: a Run ( (or Combat Movement), and a Sprint (or Non-Combat Movement)). The former involves ducking, weaving, and watching out for enemy attacks. It is normally equal to two times your current MOVE Characteristic (in m/yds). A character has no penalties to his DEX or REF when Running.

A character may also move as fast as he can, in a Sprint (aka Non Combat Movement). This has the advantage of increasing the character's running speed, but halving his DEX +Skill levels as well as reducing his REF to 0 at the same time. Your basic Sprinting speed is calculated when you create your character, and is normally 3 times your current MOVE (in m/yds)

A character can also increase his non-combat speed by buying Non-Combat Movement Multiples (NCMs). Each NCM costs 1 point and doubles the non-combat speed of a specific type of movement. Example: Speeder has a MOVE of 20, giving him an Sprint (Non-Combat Move) of 60 (or three times his MOVE). He decides to buy two levels of non-combat movement multiples for his Sprint. His non-combat move jumps to 120 (60x2), then 240 (120x2).

Clinging 

This power allows the character to cling to walls and sheer surfaces and move on them as if they were level. A character with Clinging subtracts 1D6x2 in meters of Knockback, so long as he is in contact with a level surface. Moving along a surface is always at your normal Running movement.

Clinging Cost: 2 pts. for Clinging. Clinging uses no END.

  Faster-Than-Light (FTL) Travel

This movement power allows the character to travel faster than light in space, but not in atmosphere or planet surfaces. Life Support works well with this power.

FTL Travel Cost: 2 pts. for the ability to travel 1 Light Year (LY) per year; 3 pts. to travel 8 LY per year (about two a season); 4 pts. to go 32 LY per year (about one a week); 6 pts. to travel 1000 LY/Year (about 3 LY a day). No END cost.

Flight 

 With this the character can fly through the air. With Flight, the character can hover in place, gain altitude, etc. Flight Movement is not derived from your regular MOVE and begins at 0. A character may make a Sprint of 1.5x his Flight Movement.

Flight Cost: 1 pt. per 5 m/y of Flight Movement; +1 pt. per x2 NCM. Flight costs 1 END per every 10 m/y moved.

Gliding 

 A character with this power can glide through the air. A Gliding character has some control over his movement, but not the total control provided by Flight. A Gliding character must drop 2 meters per Phase to maintain his forward Gliding Velocity. Gaining altitude is under the Ref's control; doing it slowly by using thermals is usually easy. Gliding Movement is not derived from your regular MOVE and begins at 0. A character may make a Sprint of 1.5x his Gliding Movement.

Gliding Cost: 1 pt. per 10 m/y of Gliding Movement; +1 pt. per x2 NCM. Gliding costs no END.

Running 

 A character with this power can run faster than normal. It does NOT add directly to the character's MOVE characteristic. Instead, Running increases the character's figured Run and Sprint stats.

Running Cost: 1 pt. per +5 m/y of extra RUN and +7.5 m/y of extra SPRINT; +1 per x2 NCM. Running costs 1 END per each 10 m/y moved.

Superleap 

 This power supplements a character's natural leap.

Superleap Cost: 1 pt. per 10 m/y of extra Leaping; +1 pt. per x2 NCM. Superleap costs 1 END for each 10 m/y leapt.

Supersonic Flight 

 This power allows a character to fly (non-combat only) at Mach speeds (>750mph). Acceleration is at a rate of 200mph/phase.

Supersonic Flight Cost: 2 pts. for each Mach level, up to Mach 4 (atmosphere) or Mach 10 (space). Flight costs 1 END for each 100km of Flight.

 Swimming

 This power allows the character to swim faster than normal. It does NOT add directly to the character's MOVE characteristic. Instead, Swimming increases the character's figured Swim characteristic.

Swimming Cost: 1 pt. per 10 m/y of Swimming Movement; +1 pt. per x2 NCM. Swimming costs 1 END for each 10 m/y swam.

 Swinging

A character with this power can swing great distances from a line. The character can also swing up to a certain location by attaching a line. To use Swinging the character must be able to attach his swinglines to high buildings, trees, cliffsides, or other high things. Swinging starts at a 0 move.

Swinging Cost: 1 pt. per 10 m/y of Swinging Movement; +1 pt. per x2 NCM. Swinging costs no END.

Teleportation 

 A character with this power can disappear from one point and appear at another, without traveling i -between. He can prepare one extra phase to teleport 2x his base distance; this distance can be increased by purchasing Non-Combat Multiples. He may also increase the amount of mass he can take with him.

Teleport Cost: 1 pt. per 5 meters of Teleport; +1 pt. per x2 Distance (requires an extra Phase to use), +1 pt. per x2 his Mass (requires an extra Phase to use), 1 pt. per 5 memorized locations; 1 pt. per 1 floating location (i.e.; a location that can be changed by taking at least one Round to memorize a new location).

Tunneling 

 Tunneling allows the character to move through the ground by creating a tunnel roughly his own size. The tunnel is normally left open behind the character; closing it is an option, listed below. Tunneling begins at a 0 Move. This distance can be increased by purchasing Non-Combat Multiples.

Cost: 1 pt. per 2 meters of Tunneling through a DEF of 1. +2 DEF for +1 pt.; fill tunnel in behind you for +2 pts. Uses 1 END per 10m/yds travelled.

 Adjustment Powers 

Adjusting a Fuzion Characteristic or Power is done in multiples of 5; you must roll at least 5 pts. on your dice to have any effect. The Characteristic that the Adjustment Power affects must be chosen when the power is purchased. Example: Draino hits Strongman with his amazing STR Drain power; Draino rolls his 5D6 and comes up with a total of 17. 17/5 is 3 and some fraction. Draino drops the fraction, and Strongman subtracts three points from his STR. 

Power or Characteristic points gained or lost via an Adjustment Power return to their previous value at the rate of 1 Power or Characteristic point a Round. This rate can be adjusted up the Time Table (see Using Your Skills) for the cost of a 1 Power Point per level. Thus, to have a Drain that returns at 1 pt. per hour would be 4 steps up the Time Table, for a total of a x1, or 4 pts. a die.

 Absorption

The ability to absorb part of an attack and increase your own power. This does not act as a defense. To determine the power of an attack, count the number of dice rolled. To determine your Absorption threshold for that round, roll the number of dice indicated. Absorption effects will fade at a rate of 1 level per Round.

Absorption must be designated as working against either Physical Attacks (SD & KD) or Energy Attacks (ED & EKD) when the power is purchases. We accidently left that out of the original write up. Also, Absorption should be limited by special effect. In general, people who absorb energy from all energy or all physical attacks should be rare. Far more common are those people who can absorb energy of a given special effect. This would be a Power Limiter, depending upon the commonality of the special effect in the campaign. Absorbing from a Common Special Effect would be a -1 Limiter. Absorbing from an Uncommon Special Effect would be a -2 Limiter. Absorping from an Extremely Rare Special Effect would be a -4 Limiter.

Example: Meteor (my generic example character; coming soon to a book near you!) wants to buy absorption limited to Heat/Flame attacks. Well, those area pretty common in the New Millennium universe, so she gets a -1 Limiter. If she wanted to absorb against Biochemical Attacks, that would be Uncommon, and she would get a -2 Limiter. If she wanted to absorb against Gate Key Energy Attacks, she would get a -4 Limiter as such manifestations are extremely rare.

Absorption Cost: 1 pt. per 1D6 of Absorption threshold. Uses no END.

Aid

 The ability to temporarily raise your (or someone else's) Characteristic or Power. If Aid raises Characteristic above its starting value, the additional Aid will fade at a rate of 1 level per Round. Aid that restores a Characteristic to its normal levels does not fade. The maximum number of points that can be added through Aid is equal to the highest value that could be rolled on the die in one roll.

Aid Cost: 2 pts. per 1D6 of Effect; No Range (touch only). Cost= 1 END per pt.

Drain 

 The ability to temporarily lower one of your target's Characteristics or Powers. Drain effects will fade at a rate of 1 level per Round.

Drain Cost: 2 pts. per 1D6; No Range (touch only). Cost= 1 END per pt. used.

Transfer 

The ability to temporarily lower one of your target's Characteristics and Powers, and transfer it to one of your Characteristics or Powers. The Characteristic or Power lowered does not have to be the same as the Characteristic or Power increased. Transfer effects will fade at a rate of 1 level per Round.

Transfer Cost: 3 pts. per 1D6. No Range (touch only). Transfer costs 1 END per pt. used.

Ranged Aid 

 The ability to temporarily raise your (or someone else's) Characteristic or Power. Unlike normal Aid, this is usable at Range.

Ranged Aid Cost: 3 pts. per 1D6 of Effect. Ranged Aid costs END to use.

Ranged Drain 

 The ability to temporarily lower one of your target's Characteristics or Powers: Unlike normal Drain, this is usable at Range.

Ranged Drain Cost: 3 pts. per 1D6. Ranged Drain costs END to use.

Ranged Transfer 

 The ability to temporarily lower one of your target's Characteristics and Powers, and transfer it to one of your Characteristics or Powers. The Characteristic or Power lowered does not have to be the same as the Characteristic or Power increased. Unlike normal Transfer, this is usable at Range.

Ranged Transfer Cost: 9 pts. per 2D6. Ranged Transfer costs END to use.

Size Powers 

 Growth

The ability to grow bigger. In general, Growth doubles your height, width and mass for every point invested. (This is a simplified formula; see the table on Page 72 of the Hero System Rulebook for more precise information about this power).

Characters who have Growth should be easier to spot. So when other people are making Perception Skill Rolls to see a character who is Grown, they will get a bonus of +2 to their AV for every 3 pts. of Growth the target character has.

Example: Meteor is searching the battlefield for Giant, the Growing Man. Giant has 8 pts. in Growth, making him quite tall. Meteor gets a +4 Bonus to her AV when making her Perception Check.

Growth Cost: Each 1 pt. gets you +1 STR, x2 Mass, -1" Knockback, +1 BODY, +1 STUN. Each 3 pts. of Growth also gives you -2 DEX for Combat Purposes, x2 Height and Width, x2 Reach. Growth costs 1 END per point used.

Shrinking

The ability to get smaller, which also gives you several advantages. (See the Shrinking table on Page 84 of the Hero System Rulebook for more information, but note that in Fuzion the rate at which you get smaller has been doubled)

Shrinking Cost: 2 pts. gets you 1/4 height and width, 1/16th Mass, +2 DEX for Combat Purposes, -2 to all PER Rolls made against you, +6 meters Knockback when you are attacked. Shrinking costs END to use.

Enhanced Senses  These powers give a character the ability to sense things beyond the range of normal human senses. A character can buy several Enhanced Senses to reflect a wide array of sense. For ease of organization, all the senses have been grouped into Sense Groups. These groups can also affect some of the other powers, like Darkness and Flash Attacks.
 Sense Groups

 

  • Sight: Normal Sight, IR, UV
  • Hearing: Normal Hearing, Ultrasonic Hearing, Sonar
  • Radio: Radio Listen & Transmit, High Range Radio Hearing, Sonar
  • Smell Taste: Normal Smell, Discriminatory Smell, Tracking Scent, Normal Taste, Discriminatory Taste
  • Unusual Senses: Spatial Awareness, N-Ray Vision, Clairsentience
  • Mental: Mental Awareness.
  • Enhanced Sense costs are listed below. Enhanced Senses cost no END to use.
 Active Sonar The character emits high-frequency sound that bounce off nearby objects and return to him. This allows the character to sense nearby objects, and can compensate for normal blindness. However, the character cannot "see" fine detail, like print on paper or colors, and the high-frequency "pings" can be heard by anyone with Ultrasonic Hearing. Active Sonar is a targeting sense. Cost 3 pts.
 Discriminatory Sense: The character can make a Perception check to absolutely identify and analyze an object with a certain sense. Cost 1 pt.
  Enhanced Perception: +3 with one sense for 1 pt.; +2 with all senses for 1 pt.
 High Range Radio Hearing: The character can hear and transmit up and down the radio and television communications bands. Cost 2 pts.
 Infrared Vision:  The character can see heat patterns and traces. The character has normal Perception checks at night, but can only perceive outlines of people and objects. Cold objects will be very dark while hot things may be blindingly bright. Cost 1 pt.
 Mental Awareness: The character can sense the use of Mental Powers. A character with this sense can "see" both the user and the target of Mental Attacks that are used in the character's line of sight. Cost 1 pt.
 Microscopic Vision: The character can view nearby objects at 10x magnification. This power may be purchased more than once; the second time allows 100x magnifications, the third time 1000x, etc. Cost 1 pt. per level.
 N-Ray Vision: The character can make normal sight Perception checks through most materials. The character must define a reasonably common substance that his N-Ray Vision cannot see through. Cost 4 pts.
 Radar Sense: The character emits radio waves that bounce off nearby objects and return to him. This allows the character to sense nearby objects, and can compensate for normal blindness. However, the character cannot "see" fine detail, like print on paper or colors, and the high-frequency "pings" can be heard by anyone with High Range Radio Hearing. Radar is a targeting sense. Cost 3 pts.
Radio Hearing & Transmit:  The character can hear and transmit on local AM, FM, and Police band signals. Cost 1 pt.
  Range: This allows a character to use a non-ranged sense at range. For example, a character who bought this for his sense of taste would be able to taste objects at range. Cost +1 pt.
 Spatial Awareness: The character can sense his surroundings without having contact with them. A character with this sense can operate normally in total darkness or when blinded, but cannot sense fine details. Spatial Awareness is a targeting sense. Cost 5 pts.
 Targeting Sense: The character can use a non-targeting sense (like smell or hearing) as a targeting sense to locate targets in combat. Targeting Sense can be bought with any normal or special sense. Cost 4 pts.
 Tracking Scent: The character can track someone or something by scent with a successful smell Perception check. Cost 2 pts.
 Ultrasonic Hearing:   The character can hear very high and very low frequency sounds. Cost 1 pt.
  Ultraviolet Vision: The character sees at night as well as he does during the day (no night penalties are taken). This assumes there is some UV light coming from the stars. If there is no UV light (such as in the power Darkness) then the character gains no advantage. Cost 1 pt.
  360 Degree Sensing: The character can make a Perception check against any point around him; this makes it much more difficult to surprise the character. Cost 2 pts. for one Sense Group; 5 pts. for all Senses.
 See in the Dark: The character can see in total darkness (including the Power) as though it were normal daylight. Cost 2 pts.
Other Powers 

 This is a catch-all category for powers that don't fit into any other categories.

Change Environment

A character with this power can make minor changes to the surrounding environment. The character could, for example, make it rain, create light, create an intense (but non-damaging) magnetic field, or the like. The environment create must be chosen when this power is purchased.

Change Environment Cost: 1 pt. gives you the ability to change the environment for two m/yds, x2 Radius for +1 point. You can vary the environment for double the cost of the power. Change Environment costs 1 END per point per Phase to use.

Clairsentience

This power makes one of the character's senses (usually normal sight) work at a distance. It generally works as if the character were standing some distance away from his current position. The maximum range the character can project his senses is the points spent on the power x 50 m/yds.

Clairsentience Cost: 4 pts. gives you a PER Roll with one sense, +1 pt. per additional Sense; +2 pts. per additional Sense Group. See in the future is +4 pts.; See into the Past is +4 pts.; See into other dimensions is +4 pts. Double Range for +1 pt. Clairsentience costs END to use.

 Change Environment

A character with this power can make minor changes to the surrounding environment. The character could, for example, make it rain, create light, create an intense (but non-damaging) magnetic field, or the like. The environment create must be chosen when this power is purchased.

Change Environment Cost: 1 pt. gives you the ability to change the environment for two m/yds, x2 Radius for +1 point. You can vary the environment for double the cost of the power. Change Environment costs 1 END per point per Phase to use.

 Clairsentience

This power makes one of the character's senses (usually normal sight) work at a distance. It generally works as if the character were standing some distance away from his current position. The maximum range the character can project his senses is the points spent on the power x 50 m/yds.

Clairsentience Cost: 4 pts. gives you a PER Roll with one sense, +1 pt. per additional Sense; +2 pts. per additional Sense Group. See in the future is +4 pts.; See into the Past is +4 pts.; See into other dimensions is +4 pts. Double Range for +1 pt. Clairsentience costs END to use.

 Density Increase

With this power, the character may become stronger and physically tougher by increasing his density. This increased density does not alter the character's appearance.

Density Increase Cost: 1 pt. gives you 2x Mass, +1 STR, +1 PD, +1 ED, -2 m/y Knockback. Density Increase costs END to use.

  Desolidification

Allows character to become insubstantial and walk through walls and ignore attacks. A character buying this power must choose the special effects of a reasonably common group of attacks that will affect him while he is desolid. Mental Attacks still affect the character unless he buys extra points of this power.

Desolidification Cost: 8 pts. to become desolid, +4 pts. if it affects Mental Powers as well. Desolidification costs END to use.

 Extra Limbs

A character with this power has one or more extra limbs. These limbs can be extra arms, a prehensile tail, or anything else. Extra Limbs have no effect on combat, but can have other uses in the game.

Extra Limbs Cost: 1 pt. for any number of extra limbs. Extra Limbs costs no END.

  Instant Change

A character with this power can instantly change from on identity to another and back again.

Instant Change Cost: 1 pt. for the ability to change to your costume; 2 pts. to change to any set of clothes. Instant Change costs no END.

 Stretching

A character with this power can stretch parts of his body, attack at range (2m/yds per point spent) and reach for things at long distance.

Stretching Cost: 1 pt. for 2 meters (4 meters of non-combat) Stretching. Stretching costs 1 END per point used.

 Multipowers

 Because characters use only one attack Power at a time, you can buy Multiple Attack Powers (or Multipower) at a reduced cost. A Multipower costs as much as the largest attack power in the group. Each power in the group also costs 2 points. Only one of the powers in a Multipower may be active at any time. On the character sheet, list the cost of the largest attack power in the Multipower slot, and list the cost of each power in the multipower as "2m".

Example: If your character has three attack powers that normally cost ten points each, you would pay 10 points for the Multipower and 2 points for each type of attack for a total of 16 points.

 The Weatherman  The Fireball  The Brick  The Energy Blaster  The BugMan  The Big Claw

 Create Fog [Darkness]

Tornado [Telekinesis, Area Effect]

Wind Riding [Flight]

Weather control [Change Environment]

 Fire Blast [Ranged Killing Attack]

Fireflight [Flight]

Heat Attack [Energy Blast]

Fireball [Explosion]

Fire Body [Desolidification]

 Tough Blue Skin [Armor]

Really Tough [Knockback Resistance]

Spends rest of Points increasing STR, BODY, STUN

 Optic-Laser Stun[Energy Blast]

Optic-Laser Blast [Ranged Killing Attack]

Optic Deflection [Missile Deflection]

 Insect Wall-walk [Clinging]

Webslinger Action [Swinging]

Insect Spring [Superleap]

Danger Sense [Enhanced Perception]

 Unobtainium Claws [Killing Attack]

Unobtainium Body [Armor]

Regeneration [Buy up REC w/ Ref's OK]

Superstrength [Buy up STR]

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