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."
Deriving Damage Classes
"The bigger they are... the better they are."
Damage Category Table | |||||
Lt | Med | Hvy | Crt | Trm | |
SDC | 2 | 4 | 6 | 8 | 10 |
HDC | 2 | 4 | 6 | 8 | 10 |
Damage Category Table | |||||
Lt | Med | Hvy | Crt | Trm | |
SDC | 3 | 5 | 8 | 10 | 13 |
HDC | 3 | 5 | 8 | 10 | 13 |
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!"
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"
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"
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"
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)
Need more detailed rules from a free game system Check out the Fuzion Core
Fuzion Copyright 1996, The Fuzion Group, All Rights Reserved.