Compiled Fuzion Plugins/Mods

Extended Time Table

  • 0 - the blink of an eye.
  • 1 - a heart beat
  • 2 - a phase
  • 3 - a round
  • 4 - a minute
  • 5 - 5 minutes
  • 6 - 20 minutes
  • 7 - an hour
  • 8 - 6 hours
  • 9 - a day
  • 10 - a week
  • 11 - a month
  • 12 - a season
  • 13 - a year
  • 14 - 4 years
  • 15 - a generation
  • 16 - a human lifetime

Scaled Stat Progression

Progression of skills in Fuzion work according to a diminishing returns system however statistic cost are purely linear. Some ungainly effects occur because of this the most obvious being after a certain level of skill gain it quicky becomes easier to improve a bunch of skills by increasing the statistic associated than to increase a single one of those skills. To bring this better under control, the following rule fix is suggested. ( Dial the cost according to campaign style as below)

Campaign Style  Cost to Advance
everyday 5 * Next Rating (NR)
competent 4 * NR 
heroic 3 * NR
incredible 2 * NR
legendary flat rate of 5 (no multiplier) 
This corresponds to the vanilla fuzion present system

Multiplier damage resolution for the Fuzion© system

This was written to streamline combat in Fuzion.  With this simple system, all that is needed is a single set of resolution dice (1d10, 3d6, or what ever you use).  Hit locations are still rolled on 3d6, however.  This is accomplished without any alterations to the Fuzion rules, only how they are interpreted.  “You” and “Your” refer to the PC or GM interchangeably.

First, all DC’s are calculated as normal, but are considered multipliers, instead of dice of damage.   I.E.  If the pc should get a DC bonus for strength, that pc still would.  This is covered in the main rules, and will not be readdressed here.

Attacks are rolled as normal, accuracy modifiers affecting as normal.  Ties go to the defender (the only real change from Fuzion, and one I use anyway).  You then calculate your Margin of Success (hereafter referred to as MOS) by subtracting your AV (attack value, or roll) from your target DV (defense value, or dodge roll).  Your damage is MOS * DC, applied as normal.

Area effect attacks are done a bit differently.  The target of the attack rolls his defense, and calculates a Margin of FAILURE, simply how much he/she failed by, and multiplies this by the DC of the attack.

If PC’s are allowed to “Buy down” an attack roll targeted at them, this buy down should start at the FULL MOS, not the Damage Cap proposed below.

Autofire!!!  Coming Soon!!!!

***Warning!! This system can make combat extremely deadly.  It is suggested that the switches below be used***

Switch 1: Damage cap of 6*DC.  Only the first 6 points of your MOS count towards damage.  The rest aren’t wasted; I’m getting to that.

Switch 2: Roll hit locations for each attack.  Any MOS over 6 could be applied to altering Point Of Impact (POI) on a 1 point per hit location area.  In other words, to turn a stomach hit into a head hit, it would cost (stomach, 0, POI; Chest, 1; Shoulders, 1; head, 1) 3 pts.  Smaller or more specific targets would cost extra.  To expand on the above example, to turn that stomach shot into an Eye shot would cost 6 pts.  3 for the move to the head, and 3 for the tiny target of an eye.

The table below is closer to anatomical relations than that provided in Fuzion.  Use common sense and logical progression to determine POI alterations.

ROLL

 LOCATION

EFFECT

 MODS

3-5

Head

2 x damage

-6

6

Shoulders

1 x damage

-3

7-8

L/R Arm

1/2 damage

-3

9-10

Chest

1 x damage

-1

11

Stomach

1.5 damage

-5

12

Hands

1/2 damage

-4

13

Vitals

1.5 damage

-6

14

Thighs

1 x damage

-2

15-16

L/R Leg

1/2 damage

-3

17-18

L/R Foot

1/2 damage

-4

Criticals Dial: 

A Kills version is still in the works.  I haven’t quite figured out how to do it.

Alternate Initiative

This system replaces the normal initiative, speed and phased action system in fusion with a more dynamic and we feel natural one.

"Initiative is as much a mental trait associated with spirit and 
decisiveness as a physical one associated with reflexes."

Calculating Initiative

Statistic Based Initiative:  
"One unit of initiative equals approximately what can be accomplished 
by the average person in one second (aka heart beat)."

Initiative  per turn =  8   +  Will + Reflexes  

Talent: Combat Reflexes: Each level of this talent increases initiative in combat by +2  

Converting An Actions Timing:

An actions "time cost" is in terms of initiative and varies considerably from action to action. Ranging at least from 1 to 12 init.

1/2 phase actions are 

2i average for pure defenses parries evasions etc.

4i attacks 
The standard combat attack as handled in Fuzion includes scanning for an opening to attack and is a 4 initiative cost action. Attacking without looking for an opening/ forcing an opening is done at a penalty but targets any location not necessarily the one left open it is generally at about a - 4 but costs only 2 initiative. (or hit location specific rules if you prefer) . 

Occasionally either attacks or defenses may take 1 or 2 init more or less to perform - 2 on your action performance per point less than normally required). An attacks accuracy is not the only thing which suffers when you shorten and rush them, for each i less than the standard cost for the action reduce the DC of the attack by 1.[ If you use the margin of success multiplier ignore this its already included]

A full phase action is around a 6i action and full turn actions are about 12i

Modifiers to an actions initiative cost.

A successful Parry/Block reduces the initiative cost of your next action attacking that particular opponent. by 2i (minimum initiative cost is always 0) :  This  follow up attack is frequently called a riposte:

A successful Evasion reduces the cost of a follow up attack against that particular opponent by 1i

Who Goes First?

After each action resolves, each player tallies their present initiative and subtracts their "planned" actions initiative cost. This value is their effective initiative and the highest effective initiative goes first.

Changing your planned action costs 2 initiative.

Resolving ties:  the last defender or person left of the last person who last held initiative. 

Reacting: After who acts first has been determined then others may then "react" in order of highest initiative with the subject of the Initiators action getting a bonus of +1 to his effective reaction initiative. (One can perform defense in aid of others)

Initiative Carryover

Due to irregularity of action costs and varying amounts it is very likely you may end up with a straggling point or two of initiative at the end of a turn. It is important to remember that a turn is an arbitrary division of time to this end it appropriate to allow as many a 3i carryover to the next turn .. or allow people to initiate long term actions that take longer than a turns worth of initiative to complete. (though if the action is to be used in combat it might be more interesting to break that action up into components so you know what point in the process may be getting interrupted). 

Additionally initiative modifiers and/or penalties could also affect actions in the next turn as appropriate.

 

Descriptive Wounding

wound thresholds:

Determined by cross-referencing Hits on the wound chart. (provided below)  Wounds come in six flavors: flesh, nasty, brutal, savage, mortal, and destroyed.

 

FLESH

NASTY

BRUTAL

SAVAGE

MORTAL

DSTRYD

1

-

1

2

3

4

5

2

1

2

3

6

8

10

3

1

3

5

9

12

15

4

1

3

6

11

14

20

5

2

5

8

15

20

25

6

3

7

13

20

25

30

7

3

7

14

21

28

35

8

3

8

16

24

32

40

9

6

12

18

27

36

45

10

9

13

20

30

40

50  

Wounds penalize your actions as well as provide descriptive detail.

Wound Type Descriptor Effects Penalties
Flesh:  “OUCH!! that hurt!!”  No appreciable effects.  none
Nasty: “You just winged me!!”  Some bleeding, messiness and pain, but nothing severe yet   -1
Brutal:   “I don’t feel so good.”]  Broken bones and slices flesh. -2, and 1i
Savage:  “I‘m not dead yet!” but you may be soon. -4 and 2i
Mortal: Time for your dying words, fella. its only a matter of time -8 and 4i
Destroyed “He’s dead, Jim.”  Pretty self explanatory, that. Dead 

Pushing past the pain

Wound Penalties are resistible by the heroically inclined and sometimes simply by those under adrenaline rush These rules should be selected based on campaign style.

A successful will roll can be used to resist pain and disablement caused by wounds, fatigue or whatever. May cost END.

Superheroes can almost always resist lesser disabling effects such as the action penalties.. Should cost END

Unconsciousness may indeed be just one of the impairments resistible. (even superheroes might require rolls)

Even death is just a form of disablement which may be resisted for a limited time (even superheroes should require rolls)

note: Endurance costs should relate to the level of injury being resisted.

There are real world indications that the affects of injury (in particular those caused by gun shot wounds) below a disabling degree are staved off by adrenaline until you have come down from this rush.. It might in fact be realistic to allow anyone to ignore penalties till the end of the action scene during which they were received.

Health thresholds:  = same function as wounds, but for disease, fatigue, and damage.  
Cross-referencing Stun on the Health chart derives these thresholds

                STRONG:                Unharmed, fit
                GOOD:                  Slightly impaired, a little winded.
                FAIR:                  Fatigued, moderately impaired.
                WEAK:                  Very fatigued, impaired.
                FEEBLE:                Ineffective, barely conscious.

Fatigue levels: penalties analogous to those caused by wounds but the by product of extremes of endurance expenditure

Fatigue Level Initiative Penalty
Out of Breath -1
Winded -2
 Tired -4
Exhausted -6
Unconscious No initiative. Out.

End.

Out Of Breath

Winded

Tired

Exhausted

Unconscious

5

1

2

3

4

5

10

2

4

6

8

10

15

3

6

9

12

15

20

4

8

12

16

20

25

5

10

15

20

25

30

6

12

18

24

30

35

7

14

21

28

35

40

8

16

24

32

40

45

9

18

27

36

45

50

10

20

30

40

50

55

11

22

33

44

55

60

12

24

36

48

60

65

13

26

39

52

65

70

14

28

42

56

70

75

15

30

45

60

75

80

16

32

48

64

80

85

17

34

51

68

85

90

18

36

54

72

90

95

19

38

57

76

95

100

20

40

60

80

100

 

“Wheel Of Time” Fuzion RPG Concepts

Derived attributes:

Power Level:  = to (Con + Will + Tech)/3 + modifiers from Perks (to be listed below)

Sanity/Humanity: = to power * 10, every ten points lost = a permanent -1 to the power level.

luck: standard + pow/3 (? concept)  * ta’veren modifier

Magical Defense:  yes

Endurance: definitely.

Draw:  Maximum amount of the one power a character can  channel from the source to himself.

                (power + Perks + control attribute)

Pool:  Maximum amount of the one power a character can pool and hold within himself.

                ([power + Perks + control attribute] * [5 or 10 , I’m not sure here, probably 5])

Flow ranking:  Strength in the five flows.  (there is theoretically a 5th flow, but that’s only available to the “Chosen”) 
 These are bought with op as skills.  They are bonused as follows:

                Flow attribute reference.

earth:                con

air:                 int

fire:                 tech

water:                dex

spirit:               will

                Flow Bonus

                Male:                earth, fire, +1

                Female:              air, water,  +1

Perks and Talents:

Power Augmentation 

 [5 per level]  raises your power level by 1d6 per level purchased.

Ta'veren:  

Enhances your luck and grants a mysterious level of influence on those around you as well as other subtle plot effects. 

  level luck mod cost   Presence attack mod  
none 1/2 -5 0
least none none 0
lesser (The Ladies) *2 5 +1
greater (Matt and Perrin) *5 10 +2
greatest (Rand Al'Thor) *10 20 +2

Flow affinity: 

 [3 pts]  each level adds one to one of  your flow ratings.  (earth, air, fire, water, spirit)

Wolfbrother:

[undetermined] adds the wolfbrother template to your character.

Warder: 

Adds the warder template to your character, as well as the bonded trait (below).

Bonded:

[5?]  Your character is bonded to an Aes Sedi, though not necessarily a warder. Gains the following advantages: [?] includes a healing gift of some sort perhaps only shared endurance? and a directional sense which also conveys the emotional and physical state of your bondmate.

More Resources useful for Wheel of Time Roleplay

Sword Forms - verbal descriptions

Comprehensive Guide to the old Tongue

Lore Skills

These are a type of knowledge skill which encompass both general knowledge regarding their subject and specific known repertoires of sub-elements.  Lores include practical use  knowledge regarding their subject materials A roll is made to recollect a useful tidbit of knowledge.. Knowledge governed by the repertoire needn't be rolled for.

Herb, Song, Pyromantic-Spell, Demon, Poison, Legend are all examples of Lores which might be appropriate for a  fantasy campaign

The Magical Process...

    Conjecture on the process of working magic -  intended as a for inclusion in Wheel of Time mechanics- uses the Lore Skill concept (in progress)

  1. Recollect - based on lore skill ( may be auto if spell is in the repertoire)
    modified by Eidic Memory/Absent Minded
  2. Improvise (only needed if not recollected)
    modified by Inventive Genius
  3. Conjure (only for non personal sources)
    skill may relate to a power source
  4. Form (for any non raw effect)
    skill relates to both power source and effect desired
  5. Cast (for any ranged magic) Apportation skill