Fuzion - Quick Damage Classes

Quick Damage Classes
By Mark Chase
For Total Fuzion and Instant Fuzion


Quick Damage Classes is a complete alternative to dealing and taking damage in Fuzion. Instead of having Hit (or Stun) Points and inflicting "Dice" of damage character's simply have Damage Classes, and the Damage Class of an attack will directly effect the character's Damage Class without the rolling of dice and tedious computation.

This system is intended to greatly speed up combat while minimizing the lose of flexibility and maintaining compatibility with other the Fuzion system and plug-ins. Thus, a gun which does 4DCs of damage still does 4DCs of damage -- its effect is simply treated differently.

Character Sheet designed to use Damage Classes, and Damage Category Tables (PDF format). Right click to "save as".


Terms and Definitions
"Danger (dan'jer) n. - Your middle name."

SDC: Stun Damage Class -- akin to STUN. SDC is denoted both for inflicting damage as well as taking damage. A punch may do 4SDC, and a character may have a Medium SDC of 8.
HDC: Hit Damage Class -- akin to HITS. HDC is denoted both for inflicting damage as well as taking damage. A handgun may do 4HDC, and a character may have a Medium HDC of 8.
Armor: Armor now has DC (HDC or SDC), instead of "KD". A bulletproof vest with 4HDC can protect from 4HDC (or SDC) of damage. A padded jacket may have 5SDC, protecting from 5SDC of Stun damage.
Math: When doing math, all fractional numbers should be rounded to nearest whole number (.5 and above rounds up, anything below .5 rounds off)


Deriving Damage Classes
"The bigger they are... the better they are."

The Derived Characteristics HIT and STUN no longer exist. In their place now exists a "Damage Category Table" with 5 levels of damage. These damage levels are Light, Medium, Heavy, Critical, and Terminal, and are computed from BODY (or PHYS in the case of Instant Fuzion). If you are at a damage level less than or equal to Light (but greater than 0) you are at Light Damage. Above Light, but less than or up to Medium, you are in Medium, and so forth.
Light x1/2 BOD or PHY
Medium x 1 BOD or PHY
Heavy x 1.5 BOD or PHY
Critical x 2 BOD or PHY
Terminal x 2.5 BOD or PHY

Below are sample Damage Category Tables:

Joe, has a BOD of 4
Damage Category Table
  Lt Med Hvy Crt Trm
SDC 2 4 6 8 10
HDC 2 4 6 8 10

Jack, has a BOD of 5
Damage Category Table
  Lt Med Hvy Crt Trm
SDC 3 5 8 10 13
HDC 3 5 8 10 13

Bruno, has a BOD of 8
Damage Category Table
  Lt Med Hvy Crt Trm
SDC 4 8 12 16 20
HDC 4 8 12 16 20

Buying Up Damage Categories can be done with OP, just as it used to be done with HITS and STUN. 10 OP can buy +1 DC to all categories for either SDC or HDC. In other words, if Joe (above) spends 20 OP, he can increase his HDC by +2 across the table (thus having an Lt value of 4, a Med of 6, and is Terminal at 12). Optionally, a GM may allow a character to increase by +1 DC a single category for 2 OP, but it must remain one less than the next category value.


Other Derived Characteristics
"Adriaaan!"

There are two important Derived Characteristics which must be modified for this system (other than HIT and STUN, of course). These are Stun Defense and Recovery.

Stunning Defense (SD) now equals CON / 2 (or PHY / 2 in Instant Fuzion). If a character had a BOD of 5, and an SD of 3, he would always take 3DCs less damage from Stunning damage.

Recovery (REC) now equals (STR + CON) / 4 (or just PHY / 2 in Instant Fuzion). This measures how fast the character recovers from damage. You get back this many SDC each turn when you rest, and this many HDC back for each day of medical attention.


Other Conversions
"For your personal amusement"

Armor: To convert Armor (KD) to this system, divide its KD by 4 and round to nearest whole number. Thus, 20 KD of armor comes to 5HDC Armor, and 13 KD of armor comes to 3HDC Armor. HDC always protects from both SDC as well as HDC damage. Any "Stun only" armor, such as Stun Defense, only protects from SDC.

Kills: Every 14HDC of damage equals 1 Kill. So 14HDC of armor is the same as 1 Kill of armor, and 28HDC of damage does 2Kills of damage.

Kill Damage: To convert Kill Damage (for Human-sized targets) to HDC, take Kills+13 = HDCs (so 1 Kill = 14HDC, and 6 Kills is 20HDC). To convert Kill Damage to HDC for big objects, machines, etc. (which do not suffer from blow-through) simply take Kills x 14 = HDC. So 3 Kills = 42HDC (but using Kills vs. Kills would still be much better).

SDP Hits: Objects (or vehicles or machines) with SDP Hit Points must also be converted to having HDC (Hit Damage Class). Simply divide its SDP by 4 to get its HDC (so a vault door with 80SDP has 20HDC).


Taking Damage Classes
"Pain 101"

Instead of starting with a set number of Hits all characters (unless already injured) will be at 0DC (Zero Damage Class) in both SDC and HDC. Every time they are hit and take damage, these damage classes (SDC and HDC) will increase as appropriate. As mentioned earlier, this is a "less than or equal to" table, so that if Bruno (above) is at 3 or 4HDC he is Lightly damaged, and at 10HDC he is considered to be Heavily Damaged (up to 12HDC). Critical damage (for Bruno) runs from 13 to 16, beyond that he is Terminal.

To understand how Damage Classes work, an examples will be illustrated.

Joe (STR 3) punches Jack, who has a BOD of 5 (you can see his Damage Table above). Joe's punch does 3SDC, which puts Jack into Light damage, and at the threshold of Medium. If Joe punches him again, doing 3SDC, this gives Jack a total of 6SDC, which is just into Heavy. If that was not enough, Joe then decides to shoot Jack with his pistol, doing 4HDC damage. This places Jack into Medium HDC, and kicks his SDC up to 10 (Critical). Note that "Stun Roll Over", Armor, and Stun Defense, was ignored to simplify this example.


Damage Classes Effects
"Pain 220 - Advanced Suffering"

The Effect of being at certain Damage Categories is very important. When Heavily and Critically damaged, a character will be impaired and have difficulty functioning ("I can't feel my legs!").

Stun Effect
There are no actual Stun Effects, other than being in a great deal of pain (more so at higher levels). At Critical SDC, the character is at the verge of blacking out, and once in the Terminal range, he is "Unconscious" (Terminally Stunned). At which point he will then begin to slowly Recovery levels of SDC, until he is out of the "Terminal Stun" status.

To handle Stun Roll Over, simply for every 5SDC which are inflicted, take 1 HDC.

Dazed
A character can be "Dazed" when he takes damage from an SDC or HDC attack (stunned, knocked out, etc.). When damage is taken, make a Resistance roll vs. DCs + 10 (if the character took 5HDCs, roll verses 15). A Dazed character will lose his next Action.

For example, Joe punches Jack for 5SDCs of Stun Damage. Jack has an SD of 3 (and has no armor), so he just takes 2SDCs. He must pass a Resistance roll verses 12 (10 + the 2 Hits), or he will lose his next Action from being "Dazed".

The GM can omit Dazed rules, or simplify them as he wishes, if it appears to be slowing down combat.

Hit (or Harmed) Effect
Being hit by lethal (or killing) damage is a very bad thing, and tends to have an adverse effect on the human body. At different levels of HDC, a character may be adversely effected.
At Light: "Just a flesh wound". No additional Adverse Effect.
At Medium: Serious, but not threatening. All AVs are at -1.
At Heavy: The character is hurt, bad. All AVs are at -2.
At Critical: The character is now at the threshold of death. All AVs are at -4. If bleeding (very often the case) he will take +1HDC per Round unless treated (basic first add to stop bleeding).
At Terminal: The character is dying or dead. All AVs are at -6, but the character will usually be unconscious. The character, bleeding or not, will take +1HDC per Round unless stabilized by a Heroic medical task roll (First Aid, Surgery, etc.).
Beyond Terminal the character is dead. The GM of a cinematic campaign may still allow an Incredible medical task roll to resuscitate the character at this point.


Hit Locations
"I am Sci-Fi" (couldn't think of anything else)

This simplified damage system can still be used with multiple hit location rules. That is, Head Hits do double damage, Stomach Hits do x1.5 damage, half damage for hits on the limbs, etc. This continues to work as normal. For example, if Jack is shot in the stomach by a 3HDC handgun, he actually takes 5HDC of damage. The damage modification for the location is counted after all armor is considered, just as normal.


Don't forget to get a Character Sheet designed to use Damage Classes, and Damage Category Tables (PDF format). Right click to "save as".

Need more detailed rules from a free game system Check out the Fuzion Core

The Fuzion Core

 

Fuzion Copyright 1996, The Fuzion Group, All Rights Reserved.

 

 

 

 

 

 

 

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