Unofficial FUZION F.A.Q
(Frequently Asked Questions)
1) About this FAQ
1.1 - Version and Date Information
1.2 - Contributors
1.3 - Contact information
1.4 - Terms and Definitions
2) What is Fuzion
2.1 - Just What is Fuzion?
2.2 - Why was Fuzion created?
2.3 - How compatible is Fuzion with the Hero System
2.4 - How compatible is Fuzion with the Interlock System?
2.5 - Will the Hero System still be supported?
2.6 - What about Interlock products like Cyberpunk and Mekton?
2.7 - Will new Hero products have Fuzion stats or Hero System stats in them?
2.8 - Is Fuzion just for Champions, or is it for all genres?
2.9 - How is Fuzion different from the Hero System?
2.10 - How can I get the Fuzion rules?
2.11 - Will there be a lot of Fuzion products?
2.12 - What makes Fuzion different from other RPGs? Why should I change systems? What makes Fuzion so "special"?
2.13 - Is Fuzion a generic system or was it designed for specific game worlds?
3) About the Fuzion System
3.1 - A Brief History of Fuzion
3.2 - About Hero Games
3.3 - About R.Talsorian Games
3.4 - About Gold Rush Games
3.5 - Other Companies involved in Fuzion
3.6 - If I want to write for an existing Fuzion game, who do I contact?
3.7 - Who owns copyright and trademark on Fuzion? Hero Games? R.Talsorian? Both?
3.8 - Can the Fuzion system be licensed? Which of these companies do I contact?
3.9 - I am an individual wishing to write Fuzion material to be placed for free download on the web (related questions)
3.10 - If I am creating a modified or enhanced Fuzion system (related questions)
3.11 - What is the official and legal Copyright/Trademark notice that I should place on websites for Fuzion?
3.12 - How do I convert between Fuzion and it's parent systems (Hero System and Interlock)?
3.13 - What are the major differences in Fuzion from its two parent systems?
3.14 - Are there conversions to other systems such as GURPS, Palladium System, D&D, and Whitewolf, or any others?
4) Fuzion Rules
4.1 - Where can I find erratas for various games?
4.2 - There seem to be many versions of Fuzion. Is there one that is considered the true Total Fuzion system?
4.3 - What is the preferred terminology for everything.
4.4 - How do I make Task Rolls to resolve skill rolls and combat action?
4.5 - Why are there two different Task Roll systems (1D10 and 3D6)?
4.6 - How do I decide if a task roll should be made against Characteristic + Skill + Die Roll, or just Characteristic + Skill + 10?
4.7 - What is the best way to decide if a Task is Everyday or Heroic?
4.8 - How is it that DVs are set (at 14 for Everyday, 18 for Competent, etc.), but there are different die roll systems?
4.9 - Subtracting 5 from all DVs seems like a hack. Shouldn't there be two tables, or a different way to make these rolls?
4.10 - How is damage done? Why is there is both Stun and Hits?
4.11 - What is the difference between Stun and Stunned? The terminology is confusing.
4.12 - Most books refer to Killing Damage, but I have also heard of Hit Damage, Deadly Damage, Lethal Damage, and just Damage.
4.13 - It says my vehicle has 4 Kills, but my character can take 20 Killing Damage. What is Kill Damage?
4.14 - Some games refer to armor as PD, while others use KD, or Armor. Which is accepted to be correct?
4.15 - Is there a simplified Fuzion system that I can use for my game?
5) Fuzion Characters
5.1 - There seem to be different ways to build characters in Fuzion.
5.2 - What are Characteristics? They seem to differ between games.
5.3 - What are Derived Characteristics?
5.4 - How do I add (or remove) Characteristics and Derived Characteristics for my campaign?
5.5 - How are skills used in Fuzion? There are contradictions between games.
5.6 - Some skills appear to be called "Skill Groups". How do these work?
5.7 - Skill Groups are not consistent even in the rules I am looking at.
5.8 - I am confused about Evade, Ranged Evade, Melee Evade, and Hand-to-Hand Evade.
5.9 - How do I use Martial Arts? Where do I find a Martial Arts plug-in?
5.10 - There do not seem to be any Martial Arts skills, only abilities. How do I use the abilities without a skill?
5.11 - How do I add Martial Arts abilities? Must I buy an entire "package" or can I get individual abilities?
5.12 - How do I improve my character? I know I use OP, but how is this awarded and spent?
5.13 - Are there special rules for improving Characteristics and Derived Characteristics?
5.14 - How do I improve skills? How much does it cost to get to the next level? Is there a limit?
5.15 - How do I add Talents, Powers, and Options during game play?
5.16 - How do I add or remove Complications during game play.
6) Instant Fuzion
6.1 - How does Instant Fuzion differ from Total Fuzion?
6.2 - How do I convert characters between Total Fuzion and Instant Fuzion?
6.3 - How is character creation different in Instant Fuzion?
6.4 - How do I interpret the rules (modifiers, skills, weapons) to work with Instant Fuzion?
6.5 - Does Stun exist in Instant Fuzion?
6.6 - My Electronics skill had used TECH in Total Fuzion, but when I converted him to Instant Fuzion, which Characteristic should I use?
6.7 - Is there a full Instant Fuzion rule book, like there is for Total Fuzion?
7) Fuzion on the Web
7.1 - Where can I get the Total Fuzion rules?
7.2 - Where is the Official Fuzion Homepage?
7.3 - What do you mean there is no Official Fuzion Homepage?
7.4 - Where can I get other Official Fuzion plug-ins and related material on the web?
7.5 - What Officially Licensed Fuzion games and plug-ins are on the web?
7.6 - Who is Obsidian Studios? What is "Shards of the Stone"?
7.7 - What about unofficial plug-ins?
7.8 - What are Plug-ins?
7.9 - How do I use Plug-ins?
7.10 - I just got some Plug-ins and there seem to be some discrepancies!
7.11 - Are you saying all Plug-ins aren't compatible? I thought Fuzion was generic!
7.12 - How can I make Plug-ins fully compatible?
7.13 - What about unofficial world books?
7.14 - Is there a mailing list?
7.15 - Is there a news group?
1) About this FAQ
1.1 - Version and Date Information
Unofficial Fuzion F.A.Q version 1.0, 04/08/2000
The Unofficial Fuzion F.A.Q was created in light of many questions being asked
about Fuzion on the Fuzion Mailing List (FML). Most of Section 2 is comprised
of questions and answers from the original Fuzion FAQ written by Steve Peterson
and Mike Pondsmith, back in mid 1997. Since that time, nothing had been added
to the original FAQ. The Unofficial Fuzion FAQ (version 1.0) is greatly expanded,
but still maintains the original FAQ in Section 2.
1.2 - Contributors
Mark Chase
Bob Greenwade
Paul Wilcox
Mark Arsenault, Gold Rush Games
Steve Peterson, Hero Games
Mike Pondsmith, R.Talsorian Games
1.3 - Contact information
Mark Chase (www.meta-earth.com) is the current owner of the Unofficial Fuzion FAQ.
1.4 - Terms and Definitions
For a glossary of Fuzion terms and definitions, please visit:
Officially Unofficial Fuzion Glossary.
2) What is Fuzion
2.1 - Just What is Fuzion?
Fuzion is a role-playing system created jointly by Hero Games and R. Talsorian Games.
(Steve Peterson, Hero Games)
Fuzion combines the best features of both the Hero System and the Interlock system as well
as adding a number of powerful new features. Fuzion is compatible with both the Hero
System and Interlock, making it easy to use characters from either system in Fuzion.
Fuzion is scaleable, which means that it can be streamlined down to just a few
rules for introducing new players or running large combats, or become as detailed
as you want to get the maximum drama from a role-playing situation.
(Mike Pondsmith, R.Talsorian Games)
The key idea of Fuzion is that we combine the strengths of two of the best and most
popular systems in role-playing today in one place. We've also taken this opportunity
to make Fuzion a system that can cover almost any genre with it's unique ability to
"scale" or "switch" its game effects to more closely mirror a particular setting.
2.2 - Why was Fuzion created?
(Hero Games and R.Talsorian Games) created Fuzion for many reasons; perhaps the most
important one is to provide more support products for both Hero and Interlock players.
(Steve Peterson, Hero Games)
We found that fundamentally, the Hero System and Interlock are very similar, and it
made sense to us to combine our forces and create a new system more powerful and
more elegant than our previous systems. Such a new system could be used throughout
all our games from either company. Even more important, we could license this new
Fuzion system to other publishers, thus creating an even broader base of support
products for both Hero and Interlock players.
(Mike Pondsmith, R.Talsorian Games)
One of the things that became obvious when R.Talsorian took over the publishing of
the Hero line was that we would have to create some kind of conversion system
between RTG's games and Hero's. But when we sat down to look at the numbers, we
soon realized that fundamentally there were a lot of similarities already; point
driven characters, many of the same stats, and similar damage ranges and resolution
equations.
(Steve Peterson, Hero Games)
The Hero System and Interlock use the same basic equation for combat; the difference
is that Interlock uses 1D10 while the Hero System uses 3D6. Otherwise, our basic
combat numbers are the same. The damage ratings for both systems were within a die
or two of being the same, and once we put the Hero stats on a level where each
point made a difference, our stat ranges almost identical. Guided by this, we were
able to create a single system with a very clean, logical structure compatible with
the essence of both Hero and Interlock.
2.3 - How compatible is Fuzion with the Hero System?
Fuzion (as customized for Hero players) is very compatible indeed with the Hero
System; Fuzion characters can be played in the Hero System and vice-versa merely by
remembering one simple modifier.
(Steve Peterson, Hero Games)
The Fuzion system can be customized for any genre; if you choose the right options
Fuzion looks very much like the Hero System. While the names of some stats have
changed, the stat list can be nearly the same in Fuzion as in the Hero System.
Most Hero Primary Characteristics can be converted to Fuzion by dividing by 3
(or convert Fuzion stats to Hero by multiplying by 3); most Hero System Figured
Characteristics are in the same scale as Fuzion Derived Stats. So you can use
characters from Hero in Fuzion, or from Fuzion in Hero, without having to write
down any conversions.
The Skill lists and Powers can be virtually the same, depending on the genre. All
you need to do to convert Skills is remember the magic 3 modifier; add 3 to Hero
System skill levels to get Fuzion Skill Levels, or subtract 3 from Fuzion Skill
Levels to get Hero System Skill Levels. Hero System skills are essentially based
at -3 (familiarity is an 8 or less; using an unfamiliar weapon is -3 OCV), while
Fuzion is based at 0, hence the magic modifier of 3.
2.4 - How compatible is Fuzion with the Interlock System?
Interlock players will soon discover that except for a few stat changes and the
addition of a "stun" damage system, the Fuzion system is pretty similar. You may
not even notice a difference at all.
(Steve Peterson, Hero Games)
The biggest change will be a clarification of the stat range; in Interlock, a
normal player character is at 5-6 per stat; in Fuzion, we point out that a normal
player character is actually a pretty exceptional person. Conversion will be pretty
easy for older characters; just multiply by 0.7 and round up. Skills, weapons and
so on stay virtually the same.
2.5 - Will the Hero System still be supported?
Yes, absolutely.
(Steve Peterson, Hero Games)
Hero Games will be publishing new Hero System products through its Hero Plus
division. Gold Rush Games will be publishing new Hero System products. The Hero
System rules (and Champions 4th Edition) continue to be available through distribution
from Gold Rush Games.
Besides this support, all Fuzion products are easily used with the Hero System, so
the amount of product support for Hero System games will be growing tremendously.
(Mike Pondsmith, R.Talsorian Games)
In addition, thanks to Fuzion, all new Cyberpunk, Mekton and other RTG systems will
also use useable by Hero players now. You'll be able to add mecha, cybertech,
netrunning and all sorts of new elements to your Hero campaigns without needing to
buy a whole new system
2.6 - What about Interlock products like Cyberpunk and Mekton?
No problem! Most everything in the Interlock line will fit right in, and we'll be
supporting those lines with lots of new Fuzion-compatible products.
(Mike Pondsmith, R.Talsorian Games)
We plan to convert all older Cyberpunk and Mekton products over to Fuzion stats as
needed, although they really won't need much conversion. But don't worry, Fuzion
won't make your old Mekton/CP or Champs 4th edition materials obsolete at all.
Instead, you'll be able to use them with Fuzion with only a few simple changes.
2.7 - Will new Hero products have Fuzion stats or Hero System stats in them?
New Hero products from R. Talsorian Games will have Fuzion stats, which can be used
with either Fuzion or the Hero System.
(Steve Peterson, Hero Games)
New products from Hero Plus will have Fuzion stats and Hero System stats, which are
virtually the same except for point costs. And Hero System stats for all Hero
products from R. Talsorian Games will be posted on the Hero Games Web site in an
easily downloadable format.
2.8 - Is Fuzion just for Champions, or is it for all genres?
Fuzion is designed to work for all genres.
(Steve Peterson, Hero Games)
Currently, Fuzion has been customized for use in Bubble Gum Crisis and Champions,
and work is progressing on Fuzion for various fantasy and science fiction settings
as well. New plug-ins for Fuzion will appear in the future.
(Mike Pondsmith, R.Talsorian Games)
One of the problems with both Interlock and Hero was that they were designed to
cover two or three genres exactly, so they had problems working with other
situations. But Fuzion was designed specifically to cover the widest possible
spread of genres; and its dials and switches allow you to get the customization
level to allow close simulations of a new genre.
2.9 - How is Fuzion different from the Hero System?
There are 3 major differences: Fuzion is more flexible than the Hero System;
Fuzion Primary stats are all on the same scale; and Fuzion skills work the same
way as combat resolution.
(Steve Peterson, Hero Games)
Fuzion is more flexible than the Hero System. Fuzion allows you to customize the
rules more easily to suit the needs of a genre. You can use six-sided dice or
10-sided dice for combat and task resolution, or other types of dice, or even no
dice at all (instead, using playing cards or bidding points). You can compress
characters down to just 4 Basic and 2 Derived stats, which lets you easily
introduce new players to the game. You can streamline the combat rules when you
want fast combat resolution, or become just as detailed as the Hero System or
Interlock when you want to add drama to the combat. You can add new stats for your
campaign or take out existing stats, and still maintain easy character compatibility
between all Fuzion games. Fuzion also more easily handles larger scales than the
Hero System, including giant robots and vehicle combat.
Fuzion primary stats are all on the same scale; normal humans range from 1 to 7
(or up to 10 in many genres), and anything over 10 is superhuman. Hero System stats
were on a couple of different scales; Strength ranged up to 60 or more for superheroes,
while their Dexterity might be 23. In Fuzion those stats can be compared directly.
Fuzion skills work from a base of 0, as opposed to Hero System skills which worked
from a base of -3 (for example, in the Hero System an unfamiliar weapon was -3,
while in Fuzion you're just Level 0 with it). Also, Fuzion skills add directly to
the relevant stat, as opposed to the Hero System where you only added part of a
stat to the skill. This goes along nicely with the reduction of stat values in
Fuzion, so that the Fuzion skill system now works the same as the combat resolution.
The basic equation is Stat + Skill + Die Roll = Action Value for both combat and
skills; you compare this to the Target Number, and if you meet it or beat it, you
succeed. For skills against an inanimate object, the GM picks a Target Number;
against an opponent, he generates a Target Number (again, Stat + Skill + Die Roll,
or, in the case of Hero System style, +10 instead of a die roll). Mathematically,
this is exactly the same as the classic Hero System equation of OCV - DCV + 11 or
less on 3 dice in order to hit. Your Hero System OCV came from your Dexterity
divided by 3, plus any skill levels; DCV was the same way. We've made OCV and DCV
stats in Fuzion (we call them Reflex and Dexterity), so now you can buy them directly.
(Mike Pondsmith, R.Talsorian Games)
Hero 4th was great at handling superheroes (and we didn't want to lose that). But
it was tough to make it work with normal people, fantasy games or science-fiction
settings. For one thing, in order to make heroes tough enough to destroy a tank,
we had to make tanks out of tinfoil and regular humans weaker than a mouse. Now,
the new scale allows us to make the universe realistic, yet give heroes and other
powerful stuff running room.
2.10 - How can I get the Fuzion rules?
You should be able to download the general Fuzion rules direct from the Fuzion Web
site at www.herogames.com/fuzion, but as of this writing, that site does not exsist.
For now, go here to find Fuzion files:
The Fuzion Core
You can (and should) buy the Fuzion rules customized for a particular game
(such as Bubble Gum Crisis or Champions: The New Millennium) which you can of
course adapt to any campaign or genre. Its also handy to have a nicely printed
text, such as you might find in these published Fuzion games.
2.11 - Will there be a lot of Fuzion products?
Yes, not only from Hero games and R. Talsorian Games, but from other publishers,
too (such as Gold Rush Games and Obsidian Studios).
(Steve Peterson, Hero Games and Mike Pondsmith, R.Talsorian Games)
We are licensing Fuzion to other publishers, as well as providing a royalty-free
license for magazines and people wishing to publish Fuzion stats for characters.
New Fuzion games include Armored Trooper Votoms and Cyberpunk "203X" from R. Talsorian,
and Usagi Yojimbo and Sengoku from Gold Rush Games. Many more will be announced
later this year. We invite you to check them out as they hit the stands; we think
you'll like them.
2.12 - What makes Fuzion different from other RPGs? Why should I change systems? What makes Fuzion so "special"?
What makes Fuzion so great? The Fuzion system is a metasystem, not a multisystem.
A multisystem allows you to play the same way in a number of different genres or
settings. A metasystem, on the other hand, allows you to not only do this, but
also combine elements of many different genres into one setting (for instance,
giant robots and fantasy characters) as well allowing you to customize those core
rules to best fit the individual genre by adjusting the level of their impact on
your game.
If you're happy with the system you are playing and don't find Fuzion a better
system, then you shouldn't change systems. But material written for Fuzion can
still be adapted to your own game, regardless to the system you use (see links in
Section 3.14).
2.13 - Is Fuzion a generic system or was it designed for specific game worlds?
Fuzion was originally developed in integrate with independent game worlds.
Bubblegum Crisis was the first, followed soon after by Champions: the New
Millennium. It was not really intended that Fuzion be a generic system, like
GURPS, but only to have common "engine" and basic core which allows for product
made for different games to be use with other games (i.e., bringing Champions super
powers in to Bubblegum Crisis, for example). Also, this allows for better conversion
between gameworlds.
Finally, because Fuzion can be licensed (see Section 3.8) to makes or new games it
can be used as the core of any new RPG gameworld. This means developers of new
RPGs do not have to work out a totally new gaming system. Instead, they can just
license Fuzion, customize it to their needs, and move on.
3) About the Fuzion System
3.1 - A Brief History of Fuzion
In 1997, FUZION took the gaming world by storm. With the advent of Bubblegum Crisis
the RPG, the hybrid game system quickly became popular with veteran gamers of both
Interlock and the Hero game systems alike. Champions: The New Millennium game out
shortly there after, and Fuzion forever became the new multi-universe RPG system of
choice. Since that time, there have been many new Fuzion games to come onto the
market, including Dragonball Z, Usagi Yojimbo, and Sengoku.
3.2 - About Hero Games
Still awaiting official reply from Hero Games on information about their company.
Go to: www.herogames.com
3.3 - About R.Talsorian Games
(Official Company Information)
Founded in 1982, R.Talsorian is respected worldwide for its award winning products
and impeccable graphic design. Its most famous product, Cyberpunk, lead the explosive
entry of the dark future genre into role-playing in 1987, and has continued to
break new ground ever since as it moves into it's third edition. A richly textured
world supported by a host of supplements, Cyberpunk has repeatedly been optioned
for film, as well as being licensed as a series of novels from Time Warner's Aspect
book label and Wizards of the Coast (Magic the Gathering) Netrunner card series.
It has also has been translated into 7 languages.
Besides Cyberpunk, undoubtedly RTG's strongest suit is its anime-based products.
Starting in 1984 with Mekton, the first giant robot RPG published in English,
(which has now evolved through four editions and has been translated into French,
German, Italian; a Japanese translation is forthcoming), Talsorian has led the way
in anime-themed role-playing.
In 1997, anime fans worldwide were thrilled to see the release of RTG's Bubblegum
Crisis role-playing game. Based on the hit video series from AnimEigo, BGC was an
instant hit, placing it solidly in the top ranks of role-playing favorites. A
second release, Bubblegum Crisis, Before & After, has continued the trend, and more
BGC supplements are eagerly awaited by its growing fan base.
With the success of BGC, Talsorian has turned back to the original Japanese "mecha"
roots that inspired MEKTON, announcing the following spring the upcoming release
of a role-playing game line based on the hugely popular Armored Trooper Votoms
series produced by Sunrise. In mid 1997, R.Talsorian Games also announced the
formation of a new specialty animation products division, ANimechaniX. The new
division specializes in the creation of anime-based game titles, as well as
sourcebooks and game materials for licensed anime products. In addition, future
directions for ANimechaniX will include anime-themed apparel, posters, anim� goods,
limited release figures and garage kit models.
Besides bringing all of Talsorian's licensed anim� products together under one
banner, ANimechaniX is also the official "brand name" for RTG's other well known
anim� themed games. RTG will be re-releasing the entire Mekton� line under the
ANimechaniX banner and punching up the anim� feel even more with new releases
throughout the upcoming year, as well as re-releasing the long missed Teenagers
From Outer Space game, which has been out of print for several years. This new
edition featured all new artwork, and a new cast of players.
In 1999, two year hiatus in which the company downsized to a part time operation,
R.Talsorian released Dragonball Z, based on the Cartoon Network hit about super
martial artists saving the world. One of the top rated shows on Cartoon Network,
Dragonball Z's high octane mix of adventure and videogame-style fighting has been
brought to the world of gaming with the first of a projected six book series.
3.4 - About Gold Rush Games
(Mark Arsenault, Gold Rush Games)
Gold Rush Games is a licensed publisher of Fuzion and Hero System products, including
the Usagi Yojimbo RPG (nominated for the 1999 Origins Award for Best RPG), San Angelo:
City of Heroes (nominated for the 1999 Origins Award for Best RPG Supplement), and
Sengoku: Chanbara Role-playing in Feudal Japan (winner of the 1999 AniMail award
for Best Historical Game).
For more information about Gold Rush Games, visit their website at http://www.goldrushg.com/about.htm.
3.5 - Other Companies involved in Fuzion
No information available at this time.
3.6 - If I want to write for an existing Fuzion game, who do I contact?
No information available from Hero Games or R.Talsorian Games. They are yet to
reply to me.
From Gold Rush Games, who are ever-cooperative and eager to answer my questions (thank you GRG!)
(From Mark Arsenault, Gold Rush Games)
You can contact any licensed Fuzion publisher. It's best to ask for the company's
submission guidelines first. You can obtain Gold Rush Games' submission guidelines
on the web at http://www.goldrushg.com/subm.htm
3.7 - Who owns copyright and trademark on Fuzion? Hero Games? R.Talsorian? Both?
Fuzion is owned by the Fuzion Labs Group, a separate company that is, in turn, owned
by several people who also happen to be owners of R. Talsorian Games and Hero Games.
3.8 - Can the Fuzion system be licensed? Which of these companies do I contact? If want to license Fuzion, whom do I pay royalties to?
You can inquire about obtaining a Fuzion license from either Mike Pondsmith
(MPondsmith@aol.com) or Steve Peterson (herogames@aol.com). Payments and terms can
be discussed with them.
3.9 - I am an individual wishing to write Fuzion material to be placed for free download on the web. Do I need some permission or official but
royalty-free license to do this? What sorts of Copyright and Trademark laws apply?
(From Steve Peterson, Hero Games)
The official position is that Fuzion plug-ins and other material developed by individuals
for their own use is copyright to them. This allows you to create Fuzion material
and publish it on your web site freely. However, if you want to sell this material,
then we require you to get a Fuzion license as a publisher. Official Fuzion developers
can create new Fuzion rules, but all Fuzion rules created by official Fuzion developers
become property of the Fuzion Labs Group. That way all official Fuzion developers
get to use those new rules, if they want, in their licensed material.
If an official Fuzion developer wants to use some fan-created plug-in from a web
site, then the developer has to cut a deal with the fan for use of his Fuzion
material. If such a deal is reached, and the material is published, then those
rules become property of the Fuzion Labs Group.
Note that the Fuzion Labs Group only gets the rules, not any IP (Intellectual
Property). So if a developer creates a list of spells, for instance, and a method
of performing those spells, the Fuzion Labs Group gets that method, and even the
list of the spells in terms of their functionality (how many dice, what effects,
and so on); but the names of the spells remain the property of the developer. If
the Fuzion Labs Group wanted to use those spells, we'd have to come up with new
names for them.
(From Mark Arsenault, Gold Rush Games)
In a nutshell... In order to publish anything with Fuzion stats in tangible ("book"
or "magazine") form, you must obtain a license from the Fuzion Labs Group. "Stats
only" licenses are essentially free, but do require a signed contract. A license to
publish the Fuzion rules requires a license which includes royalty payments. For
"free" items or "web publishing," or any other licensing questions, you need to
contact Mike Pondsmith or Steve Peterson.
(Contact Mike Pondsmith or Steve Peterson for the OFFICIAL answer to this.)
3.10 - If I am creating a modified or enhanced Fuzion system (a modifed basic rules set), how much of the actual written
material in Total Fuzion 5.02 am I legally allowed to copy? Can I copy and utilize most of it in my non-profit
Internet publication as long as I supply a legal Copyright and Trademark notice?
I am still waiting for an answer to this one, like many questions which I have put
forth to Hero Games and R.Talsorian Games, and still have no reply. But I got this
from Steve Peterson on the Fuzion Mailing List:
(From Steve Peterson, Hero Games)
Trademarks require the holder to actively prevent unauthorized usage, or you lose
the trademark. This is why Disney goes after day care centers that paint Mickey
Mouse on the wall... not that Disney wants the inherent bad publicity of corporate
mega-giant going after the poor little day-care, but Disney has to act or they risk
losing a valuable trademark.
That said, doing something not-for-sale on your web site is usually OK provided you
properly attribute any trademarks used, and don't violate any copyrights (that is,
copying more than a paragraph of text verbatim, or nearly verbatim). And note that
the trademarks belong to the holders and are used without permission.
I'd imagine, though, that if you contacted Mike Pondsmith about such a thing, he
might be interested in publishing it (or using it for promotional purposes). I
don't know if his position re trademark usage would be similar to mine, as the
Dragonball Z situation is much more complicated (being a trademark used under
license).
3.11 - What is the official and legal Copyright/Trademark notice that I should place on websites or material written for Fuzion?
Guess what? I'm still waiting for an answer to this! Use something such as what is
below, and you should be covered:
Fuzion� the FUZION LABS GROUP, 1997-2000. All rights are reserved under International
Copyright Conventions. Fuzion is the Fuzion Labs Group's trademark name for it's
multigenre role-playing system. To obtain permission or licensing information,
contact the Fuzion Labs Group at HeroGames@aol.com
3.12 - How do I convert between Fuzion and it's parent systems (Hero System and Interlock)?
See Section 3.13 (below).
3.13 - What are the major differences in Fuzion from its two parent systems?
Instead of detailing all the differences between Fuzion and the parent systems
(Heroes system and Interlock), and explaining how to convert between all three, I
will simply tell you that there are major differences. The best thing to do is get
one of the Fuzion books in print (such as CtNM and BGC RPGs) -- many Fuzion books
have conversion notes in the back.
Keep in mind that although Fuzion is a hybrid of Heroes and Interlock, it is still
very different. If you are familiar with Hero Games or any games from R.Talsorian
you will see many similarities. However, do not make the mistake of assuming it
that everything works the same. There are major changes, differences in terminology,
and issues of compatibility with material for other Hero and R.Talsorian games.
See Section 2.9 for differences between Fuzion and the Hero System.
3.14 - Are there conversions to other systems such as GURPS, Palladium System, D&D, and Whitewolf, or any others?
See Conversions at Fuzion Core.
(Mark Arsenault, Gold Rush Games)
Yes. There are conversion notes in the back of Sengoku for Bushido and AD&D 2nd
Edition, as well as official conversion notes for GURPS, Legend of the Five Rings
RPG, Chivalry & Sorcery Light, Hero System and Instant Fuzion.
There are also a number of conversion utility software plug-ins available for the
Creation Workshop software, including add-ons for Call of Cthulhu, GURPS, Hero
System, and others coming soon. (Contact M. Pondsmith or S. Peterson for more
information about this.)
4) Fuzion Rules
4.1 - Where can I find erratas for various games?
It sure would be great to have online erratas for all the games, wouldn't it?
Hint, hint, Hero Games, R.Talsorian, G.R.G. Hint, hint.
4.2 - There seem to be many versions of Fuzion. Is there one that is considered the true Total Fuzion system?
Unfortunately, there is not. From a techie perspective, one might imagine Fuzion as
an "open-source" role-playing game (same way Linux is an open-source operating
system). Fuzion was designed to be customized for each individual world (Champions,
Bubblegum Crisis, Votoms, etc.), with its own unique skills, talents, special
features, and perhaps even different Primary and Derived Characteristics. Some use
a 3D6 dice system, others use 1D10. Some systems have a complete character LifePath
plug-in, martial arts plug-ins, Powers (such as super-powers, psychic powers, or
magic), and may other customizations particular to that gameworld.
There is, however, an online version of the core Fuzion rules, Total Fuzion 5.02
(as of this writing), which is generic enough to adapt to any gameworld from high
fantasy to space opera sci-fi (with the addition of official and/or unofficial
plug-ins). This is not the "true" Fuzion system either, since basically there is
no truly generic Fuzion system.
4.3 - What is the preferred terminology for everything (Action Resolution or Task Roll, Stat or Characteristic,
Lethal damage or Killing damage, etc.)? Is there a definition list somewhere?
The preferred terminology is the one you feel most comfortable with. Each Fuzion
game uses different terminology because different authors feel comfortable with
different terms, and these terms help define the "feel" for that particular game
world. There is not, at current, a full definition list of all Fuzion terms.
However, each game (especially the hardcover ones) should have its own list of
terms and definitions.
For a glossary of some Fuzion terms and definitions, visit:
Officially Unofficial Fuzion Glossary.
4.4 - How do I make Task Rolls to resolve skill rolls and combat action?
All tasks in Fuzion are resolved the same way: take your most relevant Characteristic,
add it to your most relevant Skill, and add a die roll to the total. Next, compare
the resulting value to a Difficulty Value (either the total of your opponents Task
Roll, or a DV assigned by the GM for a given situation). If your roll is equal to
or exceeds the DV, then you succeed.
It is important to not that your roll must equal or exceed the DV. A tie with your
roll to the DV means you succeed. This is different from the way some games work,
where you must exceed the target. In the case of PC verse PC in contests of skills
(AV verse DV), this may seem unfair to the defender if there is a tie. But that is
the way it works. If it was the other way around it would also be unfair to the
attacker.
4.5 - Why are there two different Task Roll systems (1D10 and 3D6)?
There are two different task toll systems because of the duel parentage of Fuzion.
The 1D10 option is used in the Interlock system, and the 3D6 option is used in the
Hero system. You should use whichever task resolution system you feel most
comfortable with.
The probability curves differ for each option. 1D10 is a "flat curve;" i.e. the
odds of rolling a 1 (a critical failure) are the same as rolling a 10 (a critical
success) or rolling a 5 (a modest roll). Most players think the 1D10 probabilities
add a "gritty" or "realistic" feel to task resolution, especially during combat.
Since there is a 10% chance of both critical failure and critical success, wild
successes and failures are more common. It is also mathematically easier and
faster.
The probability curve of the 3D6 option is a "bell curve" i.e. the odds of rolling
an average roll (an 11, with 50% odds) are much greater than rolling a critical
success or failure (a mere 0.5%). Most players think the 3D6 probabilities add a
"heroic" feel to task resolution because the results of a die roll are more
predictable, and far less prone to critical failures.
4.6 - How do I decide if a task roll should be made against Characteristic + Skill + Die Roll, or just Characteristic + Skill + 10?
This decision should be based on how predictable a result you would like everyone
to perceive the defender to have. If the roll is made against a less predictable
target (Characteristic + Skill + Die Roll) then both the GM and the players will
have absolutely no idea how well the defender will defend until the defender rolls
dice. On the other hand, if the roll is made against a more predictable target
(Characteristic + Skill + 10) then both the GM and the players can make a modest
estimation in advance of the odds of success.
Once again, if the defender rolls dice the results are more "gritty," and if the
defender uses the +10 option the results are more "heroic."
4.7 - What is the best way to decide if a Task is Everyday or Heroic? Is there are more "graduated" difficulty scale,
that is, one which is not pigeon-holed in set category types?
One optional rule is for the GM to ask the player for his Characteristic + Skill + die roll,
then assign a Difficulty Value in relation to that total: A really easy task adds
-4 or -3 to the DV, an easy task adds -2 or -1, a tough task adds +1 to +3, and a
very difficulty task adds +5 or +6. Then have the player roll against this value.
For example, if Bob must make a tough task roll, then GM can have him make the
appropriate roll (5 Int + 3 Skill + 3D6) which results in 17 (or the GM could
secretly roll this himself). He then adds +2 to this to give an over all 19 DV.
This is the number Bob must roll against to succeed.
4.8 - How is it that DVs are set (at 14 for Everyday, 18 for Competent, etc.), but there are different die roll systems?
If am using 1D10 instead of 3D6, this seems very unfair!
Yes, that would be unfair. If the tables are weighted for 3D6 (i.e., Everyday has
a DV of 14) then 5 should be subtracted from the difficulty. In essence, the DVs
for a 1D10 system is 5 less than those of a 3D6 system.
4.9 - Subtracting 5 from all DVs on the difficulty table seems like a hack. Shouldn't there be two tables, or a different
way to make these rolls all together?
There should be, but there is not. Most games were written to use 3D6 or 1D10, but
not both (though using another one is always an option). In these cases the proper
tables are provided. However, if using other alternate dice (such as 1D20, or 2D10, etc.)
you will have to draw up your own Difficulty Tables, or use the ones provided in
Atomik War 2.0.
For convenience, I have provided both a 3D6 and 1D10 difficulty table below:
Difficulty |
3D6 System |
1D10 System |
Challenged |
10 |
5 |
Everyday |
14 |
9 |
Competent |
18 |
13 |
Heroic |
22 |
17 |
Incredible |
26 |
21 |
Legendary |
30 |
25 |
Superheroic |
34 |
29 |
4.10 - How is damage done? Why is there is both Stun and Hits?
In most Fuzion games, characters have two "damage pools" Stun and Hits (both equal
to BOD x 5, usually). Stun damage is any attack or impact which is non-lethal in
nature -- this is usually something such as a slap, punch, or kick, but other
stunning attacks can include sleep gas, tasers (and stun rays), sleep or dazzelment
spells, mental attacks, and so forth. Stun Defense (SD also called Physical
Defense in some games) usually protects from purely stunning attacks. If you have
an SD of 6, you will always take 6 less Stun than was rolled. Unless the stunning
attack was a special "stun only" attack (as would be the case for sleeping gas),
then you will also take 1 Hit for every 5 Stun taken.
Hits, on the other hand, inflict lethal damage, subtracting from both your total
Hits as wells Stun. Lethal damage comes from bullets, swords, fire, explosions,
or anything else which can cause grievous bodily harm. A gun which does 4DCs of
Lethal (also called Killing) damage can inflict between 4 to 24 Hits (rolled as
4D6). This damage is takes off from both your Hits and Stun. SD does not
protect from Lethal (Killing) damage.
4.11 - What is the difference between Stun and Stunned? The terminology is confusing.
Yes, the terminology is confusion. Stun is Stun damage (see above), but Stunned is
meant to be "the state of being stunned", that is, when you have taken half or more
of your total hits at once you are "Stunned" for a Phase or more. The consensus is
to use the term Dazed, rather than Stunned, to prevent confusion, but most games
still refer to this as Stunned (just scratch it out and write Dazed if you want).
4.12 - Most books refer to Killing Damage, but I have also heard of Hit Damage, Deadly Damage, Lethal Damage, and just Damage.
Are these all the same thing? What is it supposed to be called?
These are all the same thing, and again, it depends on the preferred terminology
for the game world (older Fuzion games use Killing Damage, Shaintar uses Deadly
Damage, etc.). Unfortunately, most books mix these terms interchangeably. As a
GM, try to be consistent in using whichever term you prefer (Killing Damage, Lethal
Damage, Hits, etc.), and if you are writing a world book make doubly sure to use
one only one of these terms throughout.
Because of this, one might wonder if KD (which meant Killing Defense) should be
renamed. This is a valid argument, but nearly all Fuzion books use KD. "Armor"
could simply be used instead (this is what is done in Shaintar), or LD (Lethal
Defense), AD (Armor Defense), or HD (Hit Defense). If you are writing a new
Fuzion game world, be sure to select the terms you want to use (Stun hits, Lethal
hits, Stun Defense (SD), Lethal Defense (LD), etc.) and stick with it. If you do
this, you can use 4SDC to describe 4D6 of Stun damage, 4LDC to describe 4DCs of
Lethal damage, 4K to describe 4 KILLS, and so forth. But remember, no Fuzion game
is 100% consistent with any other Fuzion game (this is unfortunate, but it cannot
be helped).
4.13 - I am still confused by this Killing Damage nomenclature. It says my vehicle has 4 Kills, but my character can take 20 Killing Damage.
What is Kill Damage?
If you use Lethal or Hit Damage instead of Killing Damage, the confusion (conFuzion?)
on this issue becomes quickly resolved. 20 Killing (Lethal) Damage is damage which
takes off from a character's total Hits. Kills are "Big Thing" damage, massive
damage from a missile or naval cannon. Big Things have KDP (Kill Damage Points),
Kill Armor (no standard nomenclature yet, use KA if you want), and do Kills of
Damage (KDC). 1 KILL equals 14DCs of damage or 50 Hits (of SDP or KD Armor).
Converting between Kills to DCs depends on the target and weather or not you are
playing a superheroes game or realistic game. Most Fuzion games have a section on
converting between Kills to DC or Hits, if it is applicable to the setting (i.e.,
it would probably not matter for a Samurai game, but it would for a mecha sci-fi game).
4.14 - Some games refer to armor values as PD, while others use KD, or even Armor. Which is generally accepted to be correct?
This was an error in the Bubblegum Crisis main book and was resolved in their errata
(which was in the second BGC book). PD does not exist in Fuzion, so forget about
it. Characters have SD of Stun Defense and Armor uses KD (unless you use a
different term for armor, like LD, for Lethal Defense).
4.15 - All of this is confusing to new players (and new GMs!). Is there a simplified Fuzion system that I can use for my game?
Yes, it is called Instant Fuzion. See Section 6.
5) Fuzion Characters
5.1 - There seem to be different ways to build characters in Fuzion. Some games have different Characteristics, and
others have LifePaths and other features. Which game has the most complete character development section?
That depends on what you want. The best thing to do us use what you have been
given in the main book for the game you are playing. If there is a LifePath it
will be particular to that world. If Characteristics are different, it has been
made as such to fit that game world. If the GM wishes to modify the character
creation system in that game world, that is his prerogative. There are plug-ins
for LifePath (Atomik LifePath), as well as additional character options like
Martial Arts and super powers.
If you are developing a new game world, however, you must determine how best to
customize the Character Creation system (naturally, you could use what is in Total
Fuzion 5.02 as it is). Do you want to add, remove, or rename Primary Characteristics?
Do you want to add or remove Derived Characteristics? Do you need a LifePath? Do
you want new Talents, Perks, Skills, or other options? These should all be written
up for your game world.
5.2 - What are Characteristics? They seem to differ between games.
For the most part, all Total Fuzion games tend to use the same ten Primary
Characteristics (Instant Fuzion only uses four). Some may use different names
(i.e., Personality instead of Presence), but that is a minor detail. Some GMs may
prefer to remove Characteristics such as DEX or CON and integrate them with REF
and BOD to simplify matters (reducing the total number of Characteristics to 8),
but more often than not, extra Characteristics are added. These are usually
"special characteristics", often optional ones, such as Magical Characteristics.
Other Primary Characters could include one for "Comeliness" (or Physical Beauty),
Wisdom, Aggressiveness, and so forth. This is all up to the builder of the game world.
5.3 - What are Derived Characteristics?
These are calculated stats derived by mathematical formula using Primary Characteristics.
For example, your total Hits equals BOD x 5. Speed is REF / 2. These are often
optional and very far more between game worlds than Characteristics do. Usually,
if something needs to be added it will be a Derived Characteristic, not a Primary.
A Derived "Social Flair" stat might be given by adding PRE + INT and dividing by 2.
5.4 - How do I add (or remove) Characteristics and Derived Characteristics for my campaign?
Just do it. But be sure to determine all changes to Primary and Derived Characteristics
before the campaign begins and write them up so the players (or other GMs) can know.
CP (Character Points) should be based on how many Characteristics you have. In an
above average Fuzion game (your typical adventure gaming level) you will have 5 CP
per Primary Characteristic. So if there are 10 Primary Characteristics you will
have 50CP, but if there are only 8 then you will have 40CP instead. Special
Characteristics (like a magical characteristic) may or may not effect the total CP
to be fair with those who do not use the "optional" Characteristic (after all, why
should wizards have 55 or 60CP when normals get only 50CP?).
The beauty of Fuzion has always been that you can completely customize it for
whatever you want and still use the same set of rules.
5.5 - How are skills used in Fuzion? There are a limited number of skills, and contradictions as to what Characteristic
they are based on between games.
This is a peculiarity of Fuzion and only because of a difference of opinion between
"hard and fast" and "soft and flexible" role-playing schools of thought. Skills are
needed in all role-playing games, no matter what form they may take. In Fuzion it
works as Characteristic + Skill + die roll = Action Value (or Total) which is
compared to a DV. Some gamers and GMs like a categorical system where every skill
slots into a specific given Characteristic. For example, weapon skills are always
based on REF, Driving Skills are always based on DEX, Chemistry skills are always
based on INT. But this sometimes differs between game worlds, especially if there
are new or removed Characteristics.
In a more flexible, or "soft", system a simple alphabetical list of skills could be
used, or simply ones categorized by field (Combat, Science, Athletic, Artistic, etc.),
rather than by Characteristic. As such, the player and GM must determine on the
fly which is the best characteristic to use for the given situation.
Where REF + Weapon Skill would normally be used to fire a gun, INT + Weapon Skill
might be used to "know something" about the gun, and TECH + Weapon Skill used to
fix a broken gun. The same applies for knowledge of Chemistry (using INT) verses
an application of Chemistry (using TECH). But it may take time to figure out which
is the proper skill to use and add up the total (and there may be a difference of
opinion). With a hard system which says "Chemistry is always based on INT", you can
precalculate your skill totals, only having to add the die roll.
The GM should decide which methodology will be used before beginning a campaign.
5.6 - Some skills appear to be called "Skill Groups". How do these work?
A Skill Group is not a skill at all, but a group of similar skills each of which
must be bought separately. Weapon skills and Driving skill are Skill Groups. For
example You cannot get a skill in "Driving", but you can get a skill in
"Driving (Auto)" and "Driving (Tank)". When you list skills in your game book,
Skill Groups should be highlighted in Bold to differentiate them from standard
skills, and some sample sub-skills should be listed to illustrate.
5.7 - Skill Groups are not consistent even in the rules I am looking at. For example, Education is noted as a Skill Group
(Fuzion 5.02, in bold, on page 13), yet it is not a Skill Group like Driving. The same goes for Jack-of-All-Trades,
Persuasion, and Hand to Hand. This seems to be either wrong, or terribly out of balance. Furthermore, shouldn't
Science and Language be Skill Groups? They are not highlighted in bold like Skill Groups are supposed to be. Is
there a "corrected" skill list somewhere?
Well, it's wrong. There is no corrected list that I am aware of. The best thing
to do is make up a new skill list for your own game world, noting the skills and
Skill Groups correctly.
5.8 - I am confused about Evade, Ranged Evade, Melee Evade, and Hand-to-Hand Evade. Some games have all of these listed,
others have one or two in their skill list. How do these differ from each other and which are considered the
right ones to use?
The best thing to do is just use the skills given for that game world even though
it may not be consistent with other Fuzion games. If you are making up a new game,
the best thing to do is rehash the entire skill list (fixing Skill Groups, as
above). Evade could then be made a skill group, with sub-skills suitable for your
world (Ranged, Melee, etc.). Hand-To-Hand Evade has been dropped by most Fuzion
games, and Melee is used for all melee and hand-to-hand combat. If you have mecha,
fighters, or vehicles, you could add new Evade sub-skills, such as Mecha Evade,
Fighter Evade, Evasive Driving, and so forth.
5.9 - How do I use Martial Arts? Where do I find a Martial Arts plug-in?
In Fuzion, Martial Arts are special Optional abilities, which give bonuses to
attacks and defenses. Some games come with a Martial Arts plug-in built-in, but
you can find some on the web. When you use a martial arts ability
. When you use a martial arts ability
to take an Action (Martial Strike, Martial Defense, etc.) just apply the bonuses
or effects as described. Each Art costs a set OP (usually 12 to 16 OP), but some
abilities can be bought separately.
5.10 - There do not seem to be any Martial Arts skills, only abilities. How do I use the abilities without a skill?
Do I use Hand to Hand, or Power (Martial Arts), or make up a Martial Arts skill for each "Art".
You can. It is unclear, but using Hand to Hand to attack and Melee Evade to evade
seems to have been the intention. To both clear up this confusion and further
customize Martial Arts, you can require a skill in each Art, which is then rolled
for all activities using that Art (rather than using Evade). This may have actually
been the intention in the first place, but if so, it was never explained in the
rule books.
5.11 - How do I add Martial Arts abilities? Must I buy an entire "package" or can I get individual abilities?
Can I make up new packages for Martial Arts not listed?
Get a Martial Arts plug-in and check it out. This shows how to build new Arts and
has many entries for existing martial arts systems. If the GM allows it, you may
be able to buy individual abilities (usually at 2 OP per ability), but you will
still have find a teacher to receive training.
5.12 - How do I improve my character? I know I use OP, but how is this awarded and spent?
Characters are improved with OP awarded throughout the length of the campaign.
Depending on the power-level of the campaign, this could be 2 or 3 OP per game
session, to 6 to 10 (this also depends on if you are using "Flat improvement" or
"Curved improvement". The GM should award OP every game session for good role-playing,
successfully accomplishing a goal, or making an original, amazing, or exceptional
usage of a skill or ability.
Typical, Fuzion uses a "Flat" improvement system, where 1 OP gives +1 to a skill,
5 OP = 1 CP for Characteristics, an so forth. There has been, however, a tendency
to use a more curved improvement system where higher skills and abilities cost more.
This is called "Curved" improvement, and requires that more OP be awarded than
usual (about 50% to double the typical amount). It is up to the GM if he wants to
use the standard Fuzion or the "Curved" system (see below).
5.13 - Are there special rules for improving Characteristics and Derived Characteristics?
GMs are discouraged from allowing PCs to improve Primary Characteristics, but if
they must, a large role-playing aspect should be introduced along with it. As far
as points are concerned, it costs 5 OP to give +1 CP in a Primary Characteristic
(under the standard Fuzion improvement system). Using a Curved improvement system,
it costs 5x next level in OP to get the next level (going from a 5 to 6 costs 30 OP).
Again, remember, using a Curved system requires that GM award more OP.
5.14 - How do I improve skills? How much does it cost to get to the next level? Is there a limit?
Under the Fuzion improvement system, you can improve your level in any skill by +1
for 1 OP. You can buy new stills starting at level 1 for 1 OP (and with the GMs
permission -- he may require that your character find a teacher or spend a few
weeks studying the topic). It is as simple as that.
However, using the alternative Curved improvement system, getting the next level
costs the number of that level in OP (going from level 5 to 6 costs 6 OP). Again,
remember, using a Curved system requires that GM award more OP.
5.15 - How do I add Talents, Powers, and Options during game play? Or can I?
You can under two conditions: 1) it makes sense, or 2) with the GM's permission
(as always). Adding Perks is straight forward (i.e., gaining Contacts, getting a
License, etc.), and costs the OP as listed (you can buy these from OP earned during
game play). However, adding new Talents (like Night Vision) or special super
powers may require massive plot-devices or other serious event to effect the
character (you might gain super powers after being exposed to a glowing, radioactive
meteor from the planet Xargon, for example).
5.16 - How do I add or remove Complications during game play. Does getting a complication during game play award me OP?
To get ride of a Complication do I just pay it off with OP, or is there some role-playing element involved?
Complications may be removed after you satisfy some condition to cure it during
game play and usually through role-playing. You must also spend enough OP to buy
it off. That is, if you have a 15 point Paranoid Complication, then after taking
a month of psychotherapy, you must spend 15 OP to get ride of the Complication.
You could also lower the value of the Complication by buying part of it off and
reducing the Severity and/or Frequency.
Getting a Complication during game play should never award you OP. However, it
also costs you nothing to buy it off. You must still satisfy all conditions to get
ride of such a Complication, including actively role-playing to resolve the problem.
6) Instant Fuzion
6.1 - How does Instant Fuzion differ from Total Fuzion?
Simplicity. Instant Fuzion has only 4 Primary Characteristics -- Mental, Physical,
Combat, and Move, of which a number of Derived Characteristics may be calculated
(these very between game worlds). Instant Fuzion has only very basic rules and no
advanced rules. Most things are simply "done" by the GM with a wave of the hand
and a simple Task Resolution verses some DV. Instant Fuzion is far less concerned
with mechanics than it is with pure role-playing. If this is all you need,
Instant Fuzion is the way to go. If you need a more advanced RPG, use Total Fuzion.
All Total Fuzion plug-ins should work with Instant Fuzion, but some modification
may be needed to correct for a difference in the Characteristics.
6.2 - How do I convert characters between Total Fuzion and Instant Fuzion?
The only part of the character you really need to convert the Characteristics and
recalculated the Derived Characteristics. Use the table below to convert Characteristics.
Instant Fuzion to Total Fuzion:
Mental x 3 = points to divide between Intelligence (INT), Presence(PRE), and Willpower (WILL).
Physical x 3 = points to divide between Strength(STR), Constitution(CON), and Body (BOD).
Combat x 3 = points to divide between Reflexes (REF), Dexterity (DEX), and Technique (TECH).
Move = MOVE
Total Fuzion to Instant Fuzion:
Mental (Men) = (Intelligence + Willpower + Presence) / 3 (divide by 3)
Physical (PHY) = (Strength + Constitution + Body ) / 3
Combat (COM) = (Reflexes + Dexterity + Technique) / 3
Move = MOVE
(note: you might want to convert fractional points to OP when converting TF to IF.
for example, with an INT of 4, a WILL of 5, and a PRE of 4, you'll have a MEN of 4.33
in IF, which is rounded off to 4 (thus losing value). But you could instead turn
that .33 to 2 or 3 OP).
6.3 - How is character creation different in Instant Fuzion?
As there are only four Primary Characteristics in Instant Fuzion, characters are
give less than half the standard amount of CP to put into Characteristics. There
are also less Derived Characteristics (usually, Stun is discarded all together),
and sometimes Talents and Complications are done away with as well (though all of
these an be put into an Instant Fuzion game). Skills and Talents are still bought
with OP, and this remains the same as it does with Total Fuzion (though Skills are
usually more generalized). Powers also remain the same, but gain, usually in a
more simplified form.
6.4 - How do I interpret the rules (modifiers, skills, weapons) to work with Instant Fuzion?
This should be straight forward an not pose a problem. The only thing which needs
to be converted are references to Total Fuzion Characteristics. If BOD is mentioned,
use PHY. If REF is mentioned, use COM. Stun damage is trickier, see below.
6.5 - Does Stun exist in Instant Fuzion?
Yes and no. It would be simply enough to have Stun as a Derived Characteristics
and go on, however, most Instant Fuzion games discard this Derived Characteristics
all together. But punching, kicking, and "stun attacks" still do Stun damage, not
Lethal (Killing) Damage. The best thing to do is simply interpret every 5 Stun to
1 Hit, or, alternatively, every DC of Stun to be 1 Hit (a 5DC Stun blast does 5 Hits).
6.6 - My Electronics skill had used TECH in Total Fuzion, but when I converted him to Instant Fuzion, which Characteristic should I use?
This illustrates why a flexible skill system is better than a pigeon-holed
categorical system (see Section 5.5). Skills should match with a Characteristic
depending on the context. In Instant Fuzion all "Brainy", and social, and
intellectual skills go with MENTAL, and combat, athletic, and physical skills go
with COMBAT. PHY and MOVE will usually not be used for skills (PHY could still be
used for strength feats).
6.7 - Is there a full Instant Fuzion rule book, like there is for Total Fuzion?
Not really, but here is a link to Instant Fuzion Meltdown.
There are some games which use Instant Fuzion. See below:
The Fuze (see WildBlades)
http://www.geocities.com/TimesSquare/Chamber/7476/instant-fuzion.html
http://www.mecha.com/~conkle/fuzion/instantfuzion2.html
7) Fuzion on the Web
7.1 - Where can I get the Total Fuzion rules?
Total Fuzion 5.02 is located here. It is a .PDF file, in the "Acrobat" format
from Adobe. If you do not have the Acrobat viewer you will need it, as a lot of
Fuzion material is in .PDF format. Get Acrobat here.
7.2 - Where is the Official Fuzion Homepage where I can get the latest news and updated information,
including links to great Fuzion sites around the world?
The Official Fuzion Homepage? You tell me.
7.3 - What do you mean there is no Official Fuzion Homepage? Where am I supposed to go for all my Fuzion needs?
Where am I to go to get the latest news and updated information, and links to great Fuzion sites around the world?
The reason there is not an "Official Fuzion Homepage" is because each game company
has different version of Fuzion customized for their game. So there is a Champions:
the New Millennium homepage, a Usagi Yojimbo homepage, and so forth. It would be
nice for R.Talsorian or Hero Games to dedicate part of their websites as a "Fuzion
starting point homepage" but as of this writing, they have not (let me know if they
do). To get Fuzion material, you'll just have to browse around the web for it.
7.4 - Where can I get other Official Fuzion plug-ins and related material on the web?
Official Fuzion plug-ins are sparse, because of course the publishers of Fuzion would
rather publish their game worlds and plug-ins as books to get money (don't ask me
why). Naturally, they have provided some, see the link below:
Offical Superpowers Plug-in
Offical Mental Powers Plug-in
Offical Martial Arts Plug-in
Offical Metkon Zeta Plug-in
7.5 - What Officially Licensed Fuzion games and plug-ins are on the web?
First, the difference between Official Fuzion and Officially Licensed Fuzion is
simply that Official Fuzion material is put out by the two parent companies, Hero
Games and R.Talsorian Games, where as Officially Licensed Fuzion includes games and
plug-ins by companies which have purchased a license from the parent companies to
sell or distribute Fuzion material.
That said, the only Officially Licensed Fuzion game company that I am aware of who
is putting material on the web is Obsidian Studios. I think GRG has some material
at their site as well.
7.6 - Who is Obsidian Studios? What is "Shards of the Stone"?
Obsidian Studios is the creators of "Shards of the Stone".
Go to their site for more info.
Obsidian Studios
7.7 - What about unofficial plug-ins?
There are a lot of good unofficial plug-ins developed by fans.
Just check out the Fuzion Core to get started.
7.8 - What are Plug-ins?
Plug-ins are added to the core Total Fuzion rules, as either rules extensions
and/or character creation enhancements. Any number of plug-ins can be mixed and
matched, so you can build your own gameworld and customized Fuzion rule set with
ease. There are plug-ins for Martial Arts, Superpowers, Magic, Psionics, Giant
Robots, and much, much more. Yes, you can play Fuzion with just the core rules,
but adding Plug-ins opens a world of opportunities.
7.9 - How do I use Plug-ins?
Adding plug-ins to your campaign or game world is as easy as reading over the
plug-in rules and telling your players about it. All plug-ins have self-contained
rules and game mechanics which are used to enhance and expand the features and
functionality of the Fuzion system.
7.10 - Wait a minute, I just got some Plug-ins and there seem to be some discrepancies!
This is to be expected if you got two different plug-ins from two different authors.
Usually there will not be a problem, as most are self-contained and have minimal
impact on other plug-ins. If, however, you are using Atomik Magick plug-in and
the Superpowers plug-in for Champions, you may experience a problem with game
balance. One plug-in is not necessarily balanced with all other plug-ins, since
there are no rules or guidelines for making up new rules.
7.11 - Are you saying all Plug-ins aren't compatible? Why? I thought Fuzion was generic!
Yes, that is what I am saying. Fuzion is not generic and never has been. It must
be customized for each particular game world. Plug-ins are there to help in this
process. But you should not have two Martial Arts plug-ins and three different
magic plug-ins for your game world.
7.12 - How can I make Plug-ins fully compatible?
If there are conflicted between two different plug-ins (for example, a cyberware
plug-in which uses a Humanity stat equal to PRE x 5 and a "Horror" plug-in which
uses Humanity equal to Will x 5, or "Chi" magic in a Martial Arts plug-in verses
the full magic plug-in) then either modify one or the other or accept the
differences as "the way the universe works". Pick and chose the plug-ins you
want to use carefully. It is always best to take a set of plug-ins from a single
author, insuring better compatibility. But again, there should only be minor
incompatibles between plug-ins, usually fixable with a few small tweaks.
7.13 - What about unofficial world books?
Guess what? Same as above.
7.14 - Is there a mailing list?
Of course. Go here for more information:
Fuzion Mailing List
7.15 - Is there a news group?
Not that I am aware of. Let me know if there is.
Fuzion� the FUZION LABS GROUP, 1997-2000. All rights are reserved under International Copyright Conventions. Fuzion is the Fuzion Labs Group's trademark name for it's multigenre role-playing system. To obtain permission or licensing information, contact the Fuzion Labs Group at HeroGames@aol.com