TEXT:  
   
  STUDiO187 
  Using Power Core 
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  Prologue 
  It has taken over a year to compile this book and it 
  is an ideal add on for any Fuzion campaign. It is 
  geared towards Cyber Punk gaming in the Dark 
  Millennium setting but can easily be used for any 
  genre. Fantasy and Sci-Fi would be perfect genres 
  to plug Power Core into, especially with the Spell 
  Designer and the Item Designer. 
   
  What’s Fuzion? 
   
  It’s a free RPG jointly created by Hero Games and 
  R. Talsorian Games. You can get the core rules at 
  either of these sites. If you have never heard of or 
  played Fuzion then you need to be enlightened 
  because it’s a great system with tons of excellent 
  free books via the Internet. Go to STUDiO187’s 
  Fuzion links to find more incredible stuff like 
  Power Core. 
   
  We made several key decisions that Fuzion 
  gamers should be aware of: 
   
  First and foremost, you need to read this entire 
  chapter before using the book. It details all of the 
  changes to Classic Fuzion. 
   
  We do not discuss the dialing aspect but you may 
  convert as you wish. For example, we speak of 
  Hexes as being yards and have geared the powers 
  in that fashion. You may use meters if you’re more 
  comfortable with the metric system but you may 
  have to do a little of your own math. 
   
  We use a relative cost system for power modifiers 
  rather than an add/subtract system. In this first 
  chapter you will find two other easy conversions to 
  Classic Fuzion and a Hero-Like style of cost 
  modification. 
   
  There is harsh language contained within. If you 
  are easily offended or under the age of 17, please 
  give this to someone who isn’t! 
   
  Lastly, all of STUDiO187’s material is under 
  copyright. While STUDiO187 does not claim 
  copyright the Fuzion System it does retain 
  exclusive rights to all art and material unique to 
  this book.  
   
   
   
  Introduction 
  With this book as your guide you can build just 
  about anything you can imagine. This is of course 
  within reason and designed around gaming 
  balance. Based on Champions and Champions: 
  New Millennium, this book goes one step further. 
  CNM was fun but it was really lacking in the 
  powers department. Heroic Abilities is a fine plug-
  in and has served us well but if you want the 
  ultimate guide to super powers and abilities then 
  this is it! 
   
  Super Powers 
  You want a Hero that can lift a tank and then 
  smash it into pieces? How about a guy that can fly 
  and hurl lighting bolts, turn invisible, shoot rays 
  from his eyes or teleport to another dimension… 
  Go! 
   
  This is the best and most basic premise behind 
  Power Core. This is where it really shines. 
   
  Magic 
  Perhaps you’re looking for a new magic system. 
  Maybe your planning on playing a fantasy 
  campaign and want to throw some wizards at the 
  Cast… Go! 
   
  No need for a whole new system, just use Power 
  Core, as is, and build your powers around a magic 
  concept. We have included the Magic Skin for that 
  purpose. If you’re looking for a new spell system, 
  you can do that too. Spells are not powers and can 
  be learned without the use of power points. 
   
  Psionics 
  Anybody want to play a scanner? How about a 
  Jedi, a telepath, a mind witch or an ESPer… Go! 
   
  Again, no need for another plug-in. Use Power 
  
   
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  STUDiO187
   
  Core and build your powers around a psionic 
  theme. We have also included the Psionic Skin for 
  building and playing psionic Heroes. 
   
  Technology 
  Wanna’ build a Light Saber? How about powered 
  armor, a Tri-Corder, a jet pack, a machine gun, a 
  motion sensor… Go! 
   
  By using the Item Designer you can pick from any 
  of the powers, give the device durability; determine 
  the skills, equipment, time allotment and funds 
  necessary to build it. 
   
  Cybernetics 
  How about a cybernetic arm? Or perhaps a set of 
  cyber eyes, a quick-change mount, a smart link, 
  nano-surgeons or skin weave… Go! 
   
  The same way you use Power Core for Magic and 
  Psionics, you can build your cyberware using the 
  Cybernetic Skin. 
   
  Vehicles and Mecha 
  Damn! While Power Core is capable of handling 
  either of these two facets we have decided not to 
  include any specific rules to govern their creation. 
  This is a free book and there is only so much time 
  and effort we are able to put into it. Feel free to 
  design your own skins to accomplish such desires, 
  as Power Core will surely rise to the occasion. 
   
  Too Much Stuff 
  We have been told that Power Core is too big. 
  That there is too much to keep track of!  
   
  Bullshit! There is never too much gaming material. 
  Power Core comes with the ever handy, Quick 
  Reference Guide (QRG). This will help you cruise 
  through the powers at lightning speed. Additionally, 
  if you are reading this on a computer then you 
  already know that we have indexed everything for 
  ease of use. Not to mention, hyperlinks and 
  bookmarks to get you to and from important cross-
  referencing. 
   
  As for the number of powers and variations, it 
  seems truly limitless. We have pushed this damn 
  thing to the limit and it never seems to fail our 
  needs. It is our hope that it will perform as well for 
  you. 
   
  The Point 
  There is no need to use three or four different 
  books to develop your Hero or device. One book, 
  one set of rules all-inclusive. Everything works off 
  the same engine, so you don’t have to worry about 
  balance between systems. With the incredible 
  number of powers, variations and modifiers you 
  should never encounter a situation where Power 
  Core will not suit your needs. 
   
  You want it… You build it! 
   
   
  Getting Started 
  In the first stage you’re going to have to decide 
  what type of power source your Hero will be 
  working with. This will have a profound effect on 
  him and the gaming environment. Take some time 
  to decide what it is exactly that his powers stem 
  from. Is he an elemental, an undead, a shape 
  shifter, a sorcerer, a psionic and so on? Then you 
  will have a good idea of what kind of powers he will 
  have and the kind of powers he shouldn’t have. 
  This is called his Power Core. 
   
  Let’s face it, werewolves don’t fly and vampires 
  don’t shoot lighting bolts out of their ass. 
   
  Keepin’ it Real 
  You can always twist the argument and say that 
  your werewolf is so attuned with nature that he has 
  learned how to summon storms and strike people 
  with lighting but that is reaching a bit too far. Stay 
  on track.  
   
  You can play at any power level you want but if a 
  Director wants to use industry standard modules 
  he cannot allow his Players to get crazy with these 
  powers. It’s tough to capture a guy who can 
  vaporize a tank with his bare hands or can hurl a 
  bus at an airplane. 
   
  It’s up to the group how far you want to go up the 
  power ladder. If you want to play a Super Friends 
  level campaign then you will still be able to use this 
  system but you will not want to use the NPCs from 
  the Sons of Fuzion, as you will find them quite 
  inadequate. You are also going to find it tough to 
  run any standard module. But, if you are happy 
  with the same old “brawl with the super villains” 
  adventure all the time then knock yourself out. 
   
  We don’t want to seem anti-SPB but you limit your 
  adventure potential when your Heroes become too 
  powerful. A 3 to 5 DC KDm Wounding Attack is 
  quite ample. A 14 DC KDm Wounding Attack is 
  insane. You could blow a hole in a tank with that 
  much power. Try running Sub-Attica (Cyber Punk 
  
   
   
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  module) with a guy that can do that! 
   
  For examples you can look through the NPCs 
  provided in the Sons of Fuzion plug-in. 
   
  Now for the good stuff 
  Lastly, you must decide what powers your Hero is 
  going to have. Choose powers that best suit his 
  Power Core. 
   
  An earth elemental would have Armor, Super 
  Strength, Desolidification / Substance – Earth, 
  maybe Tunneling or Density Increase and should 
  use a Morphing Pool. All supernatural write-ups will 
  appear in the Sons of Fuzion section and you will 
  be able to get a good idea of what to do with your 
  engine. Also, at the end of this book you will find 
  skins for item generation, magic, cybernetic and 
  psionic application. We call them skins because 
  they use Power Core as is. The only changes are 
  on the surface and dictate how to use Power Core 
  to fit those themes. 
    
  Although there are many modifiers that will adjust 
  power costs, powers may never cost zero or less 
  only spells have that privilege. 
   
  How many points do we get? 
  As many points as your group decides on. It’s up 
  to your group at what level of power you want to 
  play. Remember that the less points you assign to 
  powers, the more flexible your Heroes will be to 
  adventure potentials. Below is a list of points with 
  examples to give you an idea what the points 
  equate to. Don’t forget, Heroes will escalate in 
  power through experience. Your campaign might 
  start at a pulp level and advance to a champion 
  level within months depending on how often and 
  long you play. 
   
  The points listed below are for powers and stats. 
  To make things easier all around we will assume 
  each Hero already has a 4 in every primary stat. 
  Lets face it, what hero would have less then a 4 in 
  anything? The Player may choose to reduce these 
  stats and if he does he will redeem points for them. 
  skills are also purchased as normal (for more 
  detail on creating characters see the official Fuzion 
  Rules and use the character generation section in 
  Hell’s Cookbook). 
   
   
   
   
   
  Points 
  Example 
  15 
  Pulp - Zorro, Jaguar God, Conan, Kraven 
  25 
  Dark – Moon Knight, Daredevil, Batman 
  50 
  Champion – Darkness, Witchblade 
  100 
  Super – Dr. Doom, Savage Dragon 
  150 
  Mega - Thor, Superman, Hulk 
   
   
  Terminologies 
  Here are a few things that you will need to know 
  before going on. Please read this section. It is a 
  very important (if not the most important) part of 
  the book. 
   
  Name Changes 
  Several play testers have gotten confused with the 
  new setup and the rearrangements. Please take 
  note of the following changes. 
   
  Was: Affects Desolids 
  Is: Affects Desolids (Power Modifier) 
   
  Was: Darkness 
  Is: Invisibility (Defense Power) + Field (Mod) 
   
  Was: Energy Blast 
  Is: Wounding (Attack Power) + Rang Dial / 
  Add (Power Modifier) 
   
  Was: Ranged Killing Attack 
  Is: Wounding (Attack Power) + Killing (Mod) + 
  Rang Dial / Add (Power Modifier) 
   
  Was: Armor Piercing Blast 
  Is: Wounding (Attack Power) + Piercing / 
  Armor Piercing (Power Modifier) + Rang Dial / 
  Add (Power Modifier) 
   
  Was: Explosion 
  Is: Wounding (Attack Power) + Area Effect / 
  Explosion (Power Modifier) 
   
  Was: Flash 
  Is: Muting (Attack Power) 
   
  Was: Flash Defense 
  Is: Mute Defense 
   
  Was: Missile Reflection/Deflection 
  Is: Missile Defense (Defense Power) + 
  Maneuvers constructed with Fists of Fuzion 
   
  Was: Force Field 
  Is: Armor (Defense Power) / Force Field (Mod) 
  
   
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  Was: Instant Change 
  Is: Morphing Pool (Grouping Powers) + Instant 
  Change Bonus (Shifting Mod) 
   
  Was: Mental Attack 
  Is: Wounding (Attack Power) + Mental (Mod) 
   
  Was: Mental Defense 
  Is: Resistance (Statistic Powers – Secondary) 
   
  Was: Mental Illusions 
  Is: Illusions (Manipulation Powers) 
   
  Was: Mind Control 
  Is: Mind Control (Attack Powers) + Force 
  (Mod) 
   
  Was: Mind Link 
  Is: Broadcasting / Mental (Communications 
  Powers) + Skill Roll (UP – Broadcasting or 
  Telepathy) 
   
  Was: Telepathy 
  Is: Broadcasting / Mental 
   
  Was: Mind Scan 
  Is: Mind Control (Attack Power) + Scan (Mod) 
   
  Was: N-Ray Vision 
  Is: Penetrating Vision 
   
  OCP, TCP, PP, OP, PL and MA 
  There 
  are 
  several 
  terms 
  that 
  will 
  repeat 
  themselves throughout this plug-in. The first five 
  are OCP, TCP, PP, OP and MA. It is important that 
  you understand these terms; they will appear 
  throughout the rest of the book. 
   
  OCP: Original Cost Points. OCP is used to 
  indicate the original points spent on the power 
  before modifications. 
   
  TCP: Total Cost Points. TCP is used to 
  indicate the total value of all points spent on 
  the power including modifier costs. 
   
  PP: Power Points. These are the points used 
  to purchase powers. Additionally, for every 
  power point you trade in you will receive 5 
  option points (OP). 
   
  OP: Option Points. These are the points 
  generally used to purchase skills and items. 
  Five Option Points equal one Power Point. 
   
  PL: Power Level. This is a staging level 
  intended to make powers more uniform and to 
  reduce the verbiage needed to describe how 
  strong a power is. The abbreviation is not 
  always used in place of the term but makes 
  frequent appearances. 
   
  MA: Mod or Modifier Adjuster; Adjusts the 
  secondary number in a Mod or Modifier 
  equation. See Mods and Modifiers. The MA 
  will be applied to the number to the right side 
  (Y) of the colon (X:Y). If this number goes 
  below 1 then add the additional points to the X 
  portion and use 1 for the Y portion. 
   
  Persistent has a +1:3 modifier with –1 MA per 
  additional attack. If the Player purchases 3 
  additional attacks then he will subtract 3 from 
  the Y portion. This would give him a zero, so 
  he can only subtract 2. The points left over will 
  be added to the X portion, giving him a +2:1 
  modifier. 
   
   
   
   
   
  Hero, Target, Cast, Player and Director  
  These are the terms to describe all of the people in 
  the campaign (real and otherwise). 
   
  Hero: Used to refer to the character in 
  question. It does not matter if the character is 
  evil or not. The character is the Player’s hero 
  and hero just sounds cooler then character. 
  When explaining confrontations the Hero is the 
  
   
   
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  guy with the power in question or the subject of 
  discussion. 
   
  Target: Used to refer to the other guy, the 
  opponent or the victim (this could include 
  another Player’s Hero). 
   
  Cast: Refers to the party of Heroes or all of 
  the characters being played by the Players. 
   
  Player: Used to describe the guy or gal (hey 
  ladies) behind the dice. You know, the real 
  person, the one with the pencil, you. 
   
  Director: Used for the Game Master, Story 
  Teller, Judge, DM or the prick that gets to 
  make all of the hard decisions and your life 
  hell. The guy you bribe for extra experience 
  points! 
   
  SDm, SDf, KDm, KDf and DC 
  As for taking and giving damage, you will see 
  these terms repeatedly throughout this plug-in. It 
  breaks down like this: 
   
  SDm: Stunning Damage. This damage is 
  referred to as “stun” or physical damage in 
  classic Fuzion. It will also account for energy 
  stunning damage. 
   
  SDf: Stunning Defense. The number you will 
  use to counter SDm. 
   
  KDm: Killing Damage. This is serious 
  damage that actually compromises tissue 
  integrity. It can also be a measure of blood 
  loss and shock. 
   
  KDf: Killing Defense. What you need to stop 
  KDm. For all intense and purposes, consider 
  this armor. 
   
  DC: Damage Class. This is a new variable 
  that will make your gaming more flexible. The 
  damage class of a weapon can either be the 
  amount of d6 you roll to deliver the damage 
  or it can serve as a multiple to determine 
  damage delivered. 
   
  If you roll 3 points higher on your attack then 
  the Target did for his defense then you would 
  assume a Margin of Success (MOS) of 3. 
  Multiply your DC by your MOS (3x3 = 9 in this 
  case) to see how much damage is delivered. 
  The Margin of Success can never go above 6 
  (just like a six sided). 
   
  For a more detailed version of the multiple 
  damage system visit www.TheFuze.com and 
  download the Multiplier Damage system by 
  Doyal Erin West or use the Good Hit is a 
  Good rules from Fists of Fuzion – Reload. 
   
  AV, DV and EV 
  These are terms that occur mostly during combat. 
  AV and DV are current Classic Fuzion terms, while 
  Ev is a unique STUDiO187 term. The following 
  three descriptions are to be used as described 
  unless otherwise noted. 
   
  AV: Refers to the Action Value. This number is 
  derived from the Hero’s appropriate Statistic + 
  Appropriate 
  Skill 
  Level. 
  Players 
  should 
  consider the sum of these two things 
  whenever seeing the term AV. 
   
  Morning Crow’s AV with his bow is a 12. This 
  number is derived from his 5 Reflexes and his 
  Level 7 in the skill Archery. 
   
  DV: Refers to the Defense Value. This number 
  is derived from the Hero’s appropriate Statistic 
  + Appropriate Skill Level. Players should 
  consider the sum of these two things 
  whenever seeing the term DV. The term DV 
  will be used alone if both DV and Ev are 
  available as a defense (depends on the 
  situation). 
   
  Growling Bear’s DV against the attack was a 
  12. This number was derived from his 
  Dexterity of 7 and his Martial Art level of 5. 
   
  Ev: Refers to the Hero’s Evasion. This number 
  is derived from his Dexterity + Athletics vs. 
  Ranged (or Martial Arts vs. HTH and Melee) + 
  2. If you are using Fists of Fuzion, you may 
  also add any Ev bonuses received from any 
  maneuvers. 
   
  Energy Defense 
  We have wiped out the whole idea of there being a 
  difference between Physical and Energy damage 
  and defense and just have Stunning and Killing 
  damage and defense. 
  
   
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  SDP 
  The term Structural Defense Points or SDP have 
  been eliminated for our campaigns. We suggest 
  you do the same as we have found it to be 
  unnecessary. Give the object in question Armor, 
  Hits and Stun. When to assign these to objects: 
   
  Armor: Hard-shelled substances should have 
  Armor. When the armor is penetrated, the 
  structure is not broken, it just means that the 
  object’s protective value is compromised. 
   
  Hits: This will determine how much damage 
  an object can take before it’s destroyed. Hits 
  delivered to an object should be considered 
  broken parts that need to be repaired by glue, 
  welds, bubblegum or replacement parts. 
   
  Stun: Objects with intricate parts that could be 
  jolted 
  loose 
  and 
  cause 
  the 
  object 
  to 
  malfunction or stop working. When an object 
  needs to be worked on due to lost Stun, it 
  generally means putting the shit back in place 
  and tidying up circuits and such. Generally no 
  damage occurs from straight stun, carryover 
  Hits takes this into account. A mechanic 
  should not need any replacement parts, glue 
  or welding to repair Stun damage to an object. 
    
  FX 
  The term "FX" is also used quite often and 
  indicates the material of the power. 
   
  Some FX might be: fire, cold, light, webbing, 
  electricity, ballistics, concussion, mental energy, 
  slashing, sonic, radiation, Virtue* and Sin*. 
   
  * 
  Virtue and Sin are explained in greater detail in 
  the Hell's Cookbook but until that plug-in is 
  finished assume that Virtue is "Good" and sin 
  is "Evil". It's not that black and white, but until 
  Hell’s Cookbook is finished it will have to do. 
   
  
   
   
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  Cargo Points 
  We have included a new term known as Cargo 
  Points. In cases where Cargo is a measurement, 
  use the chart provided below. This was generated 
  using the old Fuzion Strength chart as a basis. We 
  tweaked it to suit our needs. This chart can also be 
  used to determine the damage an object will do if it 
  hits a person. See Hell’s Cookbook for more 
  details. For T is equal to 1 Short Ton. This is 2000 
  pounds and should be an easy number to work 
  with. KT will be Kiloton (1000 tons or 2,000,000 
  pounds) and MT will be Megaton (1,000,000 tons 
  or 2,000,000,000 pounds). 
   
   
   
   
   
   
  Cargo Point Chart 
  Value 
  Weight 
  Examples 
  1 
  100 lbs 
  Child 
  2 
  150 lbs 
  Adult Female 
  3 
  250 lbs 
  Adult Male, Heroic Adult Female 
  4 
  350 lbs 
  Heroic Adult Male  
  5 
  500 lbs 
  Big Lion, Average Tiger 
  6 
  800 lbs 
  Large Motorcycle 
  7 
  1000 lbs 
   
  8 
  1,250 lbs 
  Small Car 
  9 
  1,500 lbs 
  Average Car 
  10 
  1 T 
  Large Car, Truck 
  11 
  2 T 
  Large Rhino, Med Helicopter 
  12 
  5 T 
  Armored Car, Average Satellite 
  13 
  7.5 T 
  Light Tank, Small Jet 
  14 
  10 T 
  Large Elephant 
  15 
  20 T 
  Whale, DC-9 
  16 
  50 T 
  Concord Jet (Empty), M1 Tank 
  17 
  75 T 
  Average wt of the Space Shuttle 
  18 
  100 T 
  Concord Jet (Full) 
  20 
  200 T 
  Freighter, 747 (Empty) 
  21 
  500 T 
  747 (Full – 400 T) 
  22 
  750 T 
   
  23 
  1 KT 
  Smallest Tankers 
  24 
  2 KT 
   
  25 
  5 KT 
   
  26 
  7.5 KT 
  Submarine 
  27 
  10 KT 
  Destroyer 
  28 
  20 KT 
   
  29 
  50 KT 
  Largest Tankers 
  30 
  75 KT 
   
  31 
  100 KT 
  Aircraft Carrier 
  32 
  200 KT 
    
  33 
  500 KT 
    
  34 
  750 KT 
   
  35 
  1 MT 
   
  36 
  2 MT 
   
  37 
  5 MT 
    
  38 
  7.5 MT 
    
  39 
  10 MT 
   
  40 
  20 MT 
   
  41 
  50 MT 
  Mount Everest? 
  And so on……. 
   
   
   
   
   
   
   
  
   
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  Format 
  The following text will describe the format we used 
  to detail our power descriptions. 
   
  Examples 
  You will find that throughout this book there are 
  several things that have been italicized. These are 
  examples. In addition, they have been made red. 
  This should make the examples stand out and 
  easy to find. If you print in black and white then the 
  text will come out a lighter shade, also quite easy 
  to find quickly. 
   
  Take Note 
  In some descriptions we will highlight special 
  words by italicizing them. This is just to help you 
  realize that there is something special about that 
  word. Such as stats, power names, skill names 
  and so on. This is not always done but in some 
  cases we want to make sure you understand 
  completely. 
   
  Headers 
  You will find a really nice addition to the 
  configuration that should make this the friendliest 
  powers plug-in yet. Range and Visibility are 
  defined right after the name of the power. 
   
  Range: A major difference that you will notice 
  is how Range and powers work together. 
  Powers either have Range or they do not and 
  it is no longer based on the number of points in 
  the power. If the Range Variable is ”Yes” then 
  the hero will have a range of 10 Hexes. It is 
  assumed that the initial cost to add the range 
  dial has already been paid for (see Range Dial 
  in the Power Modifiers section if you are 
  confused). The Player may wish to increase 
  the Range and should feel free to do so. Just 
  purchase the additional Range Modifier and do 
  not pay the initial cost for the dial. 
   
  If the Range Variable is “No” then the power 
  has no inherent range. The Player may wish to 
  add the Range Dial and should feel free to do 
  so with the Directors permission. 
   
  Visible: As for Visible, it works about the 
  same. If the Variable is “Yes” then it means 
  that so long as the Hero’s power is in use, 
  people can see it. If it is “No” then it means 
  that the power can be used without normal 
  detection. 
   
  Any non-visible (invisible) attack should get the 
  ambush bonus the first time it is used on a 
  Target, as he will not see it coming. After he 
  becomes aware of the power, the Hero will 
  lose this bonus (he may never realize that it’s a 
  power the Hero possess). 
   
  As an option the Director may give any Target 
  a –2 to his DV vs. an Invisible power. This is a 
  little more realistic but not necessary. 
   
  Subgroups 
  Unlike Champions and Fuzion, several powers 
  have sub categories below them. 
   
  Sectors: These are intricate parts to the 
  power. The Player must put points into each 
  one of these. The points don’t have to be 
  equal or of any kind of ratio but he must put at 
  least the minimum number of points into each 
  part for the power to work. 
   
  Variant: Some powers do not have any form 
  of base cost. These powers require you to 
  choose one of the many groups it has 
  assigned to it. These are known as Variants. 
  When purchasing a power with Variants, you 
  must choose at least one of the Variants listed. 
   
  Mods: These are special effects that are 
  solely for that power. We will refer to these as 
  Mods. Players do not have to use these Mods 
  when they purchase a power. It is an optional 
  addition. Some Mods will cost extra points, 
  while others will give the Player points back. 
   
  Some people have created entire books for 
  Psionics and Magic. Feel free to use them in 
  conjunction with Power Core but you might not be 
  able to mix and match systems on the same Hero. 
  Combined with Fists of Fuzion, you can make 
  those cool Manga/Martial Art maneuvers like 
  Fireball Punch and Electro Slap. Fists of Fuzion 
  was designed to work hand in hand with Power 
  Core and you should feel free to make maneuvers 
  for your powers. Hell’s Cookbook will have an 
  extensive write-up on this very subject and the 
  Sons of Fuzion will be chocked full of maneuvers 
  that you can use as examples. 
  
   
   
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  Mods and Modifiers 
  When purchasing Mods or Power Modifiers the 
  Player will either pay points for those indicated with 
  a plus (+) in front of the cost. Or, will get points 
  back and will be indicated with a minus (-) in front 
  of the cost. For Mods or Power Modifiers the 
  Player will most likely see a colon (:) in the 
  equation. This is a ratio for calculating the cost and 
  will escalate the modified cost as the cost of the 
  original power goes up. A power will never cost 
  less than 1. This was done to preserve a feeling of 
  continuity. A Power Modifier or Mod with a cost 
  value of +1:3 stands for +1 Power Point per 3 
  Original Cost Points and would mean that for every 
  3 Power Points the Player spends on the power 
  (OCP) he will need to spend an additional point to 
  apply the modifier.  
   
  The Red Fist has a ranged Wounding attack that 
  has the Range Mod attached to it. He bought the 
  original Wounding level to 9DC SDm. This cost 
  him 9PP for the base power (OCP). He now has to 
  spend 3 more PP for the Range, because it is a 
  +1:3 cost modifier. When he goes up to the next 
  Power Level of Wounding, he will have to spend 
  two Power Point (PP). The first point will allow him 
  to go from 9DC to 10DC. The second PP will be for 
  the Range. The next two Power Levels of 
  Wounding will only cost one point a piece though, 
  because he will not have to pay for the Range 
  effect until he hits 13DC. This may seem hard at 
  first but it is really simple once you get used to it 
  and it keeps all powers, magic, technology and 
  psionics in relation to one another. It also allows 
  for easy integration of high and low Power Levels. 
  The original Fuzion rules cause unbalance at the 
  higher levels. 
   
  We realize that the modifier cost can be a bit 
  bulky, so here is a quick calculation chart that 
  should ease the pain. The top row is for the 
  modifier ratio and the left column is for the original 
  power cost. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Modifier Cost Calculation Chart 
  OCP 
  1:6 
  1:5 
  1:4 
  1:3 
  1:2 
  1:1 
  2:1 
  3:1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  1 
  1 
  1 
  1 
  1 
  2 
  4 
  6 
  3 
  1 
  1 
  1 
  1 
  2 
  3 
  6 
  9 
  4 
  1 
  1 
  1 
  2 
  2 
  4 
  8 
  12 
  5 
  1 
  1 
  2 
  2 
  3 
  5 
  10 
  15 
  6 
  1 
  2 
  2 
  2 
  3 
  6 
  12 
  18 
  7 
  2 
  2 
  2 
  3 
  4 
  7 
  14 
  21 
  8 
  2 
  2 
  2 
  3 
  4 
  8 
  16 
  24 
  9 
  2 
  2 
  3 
  3 
  5 
  9 
  18 
  27 
  10 
  2 
  2 
  3 
  4 
  5 
  10 
  20 
  30 
  11 
  2 
  3 
  3 
  4 
  6 
  11 
  22 
  33 
  12 
  2 
  3 
  3 
  4 
  6 
  12 
  24 
  36 
  13 
  3 
  3 
  4 
  5 
  7 
  13 
  26 
  39 
  14 
  3 
  3 
  4 
  5 
  7 
  14 
  28 
  42 
  15 
  3 
  3 
  4 
  5 
  8 
  15 
  30 
  45 
  16 
  3 
  4 
  4 
  6 
  8 
  16 
  32 
  48 
  17 
  3 
  4 
  5 
  6 
  9 
  17 
  34 
  51 
  18 
  3 
  4 
  5 
  6 
  9 
  18 
  36 
  54 
  19 
  4 
  4 
  5 
  7 
  10 
  19 
  38 
  57 
  20 
  4 
  4 
  5 
  7 
  10 
  20 
  40 
  60 
  21 
  4 
  5 
  6 
  7 
  11 
  21 
  42 
  63 
  22 
  4 
  5 
  6 
  8 
  11 
  22 
  44 
  66 
  23 
  4 
  5 
  6 
  8 
  12 
  23 
  46 
  69 
  24 
  4 
  5 
  6 
  8 
  12 
  24 
  48 
  72 
  25 
  5 
  5 
  7 
  9 
  13 
  25 
  50 
  75 
  26 
  5 
  6 
  7 
  9 
  13 
  26 
  52 
  78 
  27 
  5 
  6 
  7 
  9 
  14 
  27 
  54 
  81 
  28 
  5 
  6 
  7 
  10 
  14 
  28 
  56 
  84 
  29 
  5 
  6 
  8 
  10 
  15 
  29 
  58 
  87 
  30 
  5 
  6 
  8 
  10 
  15 
  30 
  60 
  90 
  31 
  6 
  7 
  8 
  11 
  16 
  31 
  32 
  93 
  32 
  6 
  7 
  8 
  11 
  16 
  32 
  34 
  96 
  33 
  6 
  7 
  9 
  11 
  17 
  33 
  36 
  99 
  34 
  6 
  7 
  9 
  12 
  17 
  34 
  38 
  102 
  35 
  6 
  7 
  9 
  12 
  18 
  35 
  40 
  105 
  36 
  6 
  8 
  9 
  12 
  18 
  36 
  42 
  108 
  37 
  7 
  8 
  10 
  13 
  19 
  37 
  44 
  111 
  38 
  7 
  8 
  10 
  13 
  19 
  38 
  46 
  114 
  39 
  7 
  8 
  10 
  13 
  20 
  39 
  48 
  117 
  40 
  7 
  8 
  10 
  14 
  20 
  40 
  50 
  120 
  41 
  7 
  9 
  11 
  14 
  21 
  41 
  52 
  123 
  42 
  7 
  9 
  11 
  14 
  21 
  42 
  54 
  126 
  43 
  8 
  9 
  11 
  15 
  22 
  43 
  56 
  129 
  44 
  8 
  9 
  11 
  15 
  22 
  44 
  58 
  132 
  45 
  8 
  9 
  12 
  15 
  23 
  45 
  60 
  135 
  46 
  8 
  10 
  12 
  16 
  23 
  46 
  62 
  138 
  47 
  8 
  10 
  12 
  16 
  24 
  47 
  64 
  141 
  48 
  8 
  10 
  12 
  16 
  24 
  48 
  66 
  144 
  49 
  9 
  10 
  13 
  17 
  25 
  49 
  68 
  147 
  50 
  9 
  10 
  13 
  17 
  25 
  50 
  70 
  150 
   
   
  
   
  Page: 1- 10 
  Using Power Core 
  STUDiO187
   
  Conversions 
  If you don’t like this setup, we have provided a 
  conversion chart below to allow you to use the 
  Classic Fuzion modifier system. The first row is for 
  the ratio cost (187 style) and the second row is the 
  modification to power cost as seen in Classic 
  Fuzion. 
   
  STUDiO187 to Classic Fuzion Style 
  1:5+ 
  1:4 
  1:3 
  1:2 
  1:1 
  2:1 
  3:1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
   
  A third version exists that resembles the Hero 
  System. Just in case you didn’t like the other two 
  versions. This is not an exact math but is close 
  enough for easy conversion. 
   
  STUDiO187 to Hero Style 
  1:6 
  1:5 
  1:4 
  1:3 
  1:2 
  1:1 
  2:1 
  15% 
  20% 
  25% 
  30% 
  50% 
  100% 
  200% 
   
  Endurance 
  If a power uses Endurance it will state the cost. If 
  there is no Endurance cost then assume that the 
  power does not use it. Mods and Modifiers can add 
  to the Endurance cost. If so, they will state Add in 
  the cost. This means that the Player must add the 
  Mod or Modifiers cost to the OCP before 
  calculating the Endurance cost. 
   
  D10 vs. 3D6 
  The original Fuzion rules are geared towards a 3d6 
  based system rather than the d10 interlock setup. 
  While this system can be played as such we have 
  designed Power Core and the whole Dark 
  Millennium system around a d10 base. Why, you 
  might wonder? Well, for one, it puts less into the 
  hands of chance and gets rid of that damn bell 
  curve crap. With a smaller gap in the roll potential 
  Players will feel those hard earned levels and 
  those expensive stats a lot better. And secondly, it 
  makes transition from the interlock system much 
  easier. 
  The 
  difficulty 
  levels 
  and 
  respective 
  numbers for a d10 based system to be found in 
  this text are not listed in the Fuzion book so we 
  made our own. The 3d6 based numbers and the 
  difficulty designations come from the Official 
  Fuzion rules. We also tweaked it down a notch 
  being that this is a lower keyed environment. 
   
   
   
   
   
  Difficulty Designation 
  d10 
  3d6 
  Challenged 
  6 
  10 
  Everyday 
  9 
  14 
  Competent 
  12 
  18 
  Heroic 
  15 
  22 
  Incredible 
  18 
  26 
  Legendary 
  21 
  30 
  Super Heroic 
  24 
  34 
  Competently Super Heroic 
  27 
  38 
  Exceptionally Super Heroic 
  30 
  42 
  Incredibly Super Heroic 
  33 
  46 
  Legendary Super Heroic 
  36 
  50 
  Cosmic 
  39 
  54 
  Competently Cosmic 
  41 
  58 
  Exceptionally Cosmic 
  44 
  62 
  Incredibly Cosmic 
  47 
  66 
  Legendary Cosmic (Fucking Impossible) 
  50 
  70 
   
  Time Table 
  The timetable works just fine as it stands, but we 
  felt that it wasn’t long enough. We added few more 
  progressions to the end for really long term stuff. 
   
  Time Table 
  3 Seconds 
  12 Seconds 
  1 Minute 
  5 Minutes 
  20 Minutes 
  1 Hour 
  6 Hours 
  1 Day 
  1 Week 
  1 Month 
  1 Year 
   
  Just to be clear…. 
  Every new power begins with the power name in 
  bold large letters and within a box that is shaded 
  gray. This is followed by the Description of what 
  the power does. That is followed by the System, 
  which explains how the actual game mechanics 
  work. The first line of System might have a formula 
  in italicized blue letters (gray for B&W prints). This 
  formula will be necessary should the Hero need to 
  make a skill roll using the power. This will also let 
  the Player know to get the skill associated with the 
  power if he wants to be successful. System is 
  followed by a box that has the Base Power Cost 
  and the Base Endurance Cost. Powers that have 
  no base cost will be labeled as such in this box. 
  Mods, Variants and Sectors will also be labeled as 
  such in a box with their cost. See the example 
  below. 
  
   
   
  STUDiO187 
  Using Power Core 
  Page: 1- 11
   
   
   
   
  //Start Power 
   
  Power Name 
  Range: Yes or No 
  Visible: Yes or No 
   
  Description: As the title implies, this is a 
  description of what the power does. 
   
  System: The formula used to determine a skill roll. 
  This is the actual nitty gritty of how to use the 
  power. It will instruct the Player and the Director 
  what numbers, stats and skills to use. It will also 
  tell him what to roll and what the numbers mean. 
   
  Power Cost: 
  Endurance Cost: 
   
  Sector Cost: 
   
  Variant Cost: 
   
  Mod Cost: 
   
  //End Power 
   
   
  Cost Basis 
  These costs have been tweaked to fit our idea of 
  fairness and game balance. They will conflict quite 
  a bit with Classic Fuzion. There are several powers 
  that have higher costs than you are used to and a 
  few are lower. If you don’t like or agree with a 
  certain cost you can change it. A bottle of whiteout 
  and a black pen can do wonders. These costs are 
  based on what we felt was fair and what we saw 
  as balanced. 
   
  Most of our costs are based on game advantage 
  rather then how hard it would really be to get that 
  power. Some things bend Classic Fuzion laws 
  while other simply break them. If a power conflicts 
  with your style of play or breaks a law that you are 
  fond of, don’t use it. 
   
   
  Instant Gratification 
  In some campaigns, it is possible to gain powers 
  the easy way. Perhaps they purchase cybernetics 
  or genetic enhancements, complete a task and are 
  rewarded with some mystical power, or maybe 
  they find some item that grants them new abilities. 
  Whatever 
  the 
  reason, 
  they 
  are 
  given 
  instantaneous power without the wisdom to wield 
  it. This can cause major disruptions in their own 
  identity. As such, they begin to see the world and 
  members of society in a new tainted light. Some 
  become egomaniacs believing that they are no 
  longer “human” and are better than those around 
  them. They will begin to make their selves social 
  outcasts and will find it very difficult to coexist with 
  others in society. 
   
  Humanity and the effects of Humanity loss are 
  described in great detail in Hell’s Cookbook. 
   
  If a Hero gains instantaneous power, he will have 
  to suffer Humanity loss equal to the number of 
  Power Points it would normally cost. These points 
  will be reduced by allocating Power Points into the 
  ability at a 1:1 ratio. The Player may also allocate a 
  partial amount of Power Points and only suffer the 
  difference in Humanity loss. 
   
  Mark Stone is a big fan of cybernetics. As such, he 
  regularly upgrades and adds on new hardware. As 
  it stands, he has 40 PP worth of cyberware. He 
  had to pay cash for all of it and had to spend the 
  necessary time for surgery and healing. He has 
  also allocated 30 PP towards his modifications. 
  This means that he is down by 10 Humanity points. 
  As the campaign continues and he earns 
  experience points, he can allocate them towards 
  the cyberware and it will reduce his total Humanity 
  loss. 
   
  This rule stands for any way a Hero gains a power 
  without paying the necessary Power Points it would 
  normally cost. By allocating the Power Points to 
  the ability, it represents his acceptance of the 
  power and his role in society. Basically, he comes 
  to grips with his powers and learns how to play 
  “nice” with the other kids in the playground. This 
  doesn’t mean that he becomes a good guy, it only 
  means that he is able to see himself as a part of 
  society and not as god, aberation or deviant. 
   
   
   
  
   
  Page: 1- 12 
  Using Power Core 
  STUDiO187
   
  
   
   
  STUDiO187 
  Attack 
  Page: 2-1
   
   
   
   
  These are the aggressive combat powers that 
  SPBs use to pulverize each other. 
   
  LET’S GET IT ON! 
   
   
  Entangle 
  Range: No 
  Visible: Yes 
  Description: This power can be used to restrain 
  an opponent or create a barrier. An Entangle can 
  be webbing, ice bonds, turning the ground to mud, 
  or anything else the Player can think of. 
   
  System: Hero’s AV +d10 vs. Target’s DV +d10 
  If the attack is successful, the Target will be bound 
  for the purchased effect. If the Target wants to 
  escape, he will have to use whatever means he is 
  allowed the following round. It will automatically hit 
  and the Target just needs to roll damage. If the 
  Target tries to escape, it will be all he can do that 
  Phase. 
   
  Entangle can strike one area, the upper body, 
  lower body or whole body. Unless the Player buys 
  a Disabling Entangle, the Target can use any 
  means at his disposal to escape his bonds. So, as 
  you can already guess, most entangling attacks 
  are going to be disabling (like handcuffs). When it 
  affects an area, that area is immobile and if the 
  Targets power comes from or is used by that area, 
  he cannot use it to escape. This is of course with 
  the exception of Damage Field, Armor - Hostile 
  and raw Strength damage which can always be 
  used to effect an Entangle. This is usually going to 
  be a Director’s call (as there always seems to be 
  exceptions).  
   
  Any entangle that is hit with the same type of FX 
  will not usually suffer any damage. A web blast will 
  not free your Hero from webbing. Teleporting out 
  of an Entangle cannot be done without the Fine 
  Control modifier. The Hero could, however, 
  teleport with the bindings. Telekinesis with the Fine 
  Control could be used in some cases to escape as 
  well. These would have to be tied or wrapped 
  bonds. 
  Hand 
  cuffs 
  could 
  be 
  opened 
  with 
  Opensesme. The Entangle will have a holding 
  strength of 5 Hits per Power Level 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per Power Level 
   
  The following Mods may added to Entangle: 
   
  Armored: In addition to structural value, some 
  forms of Entangle also have a level of armor 
  that will be treated like the power Armor. Thus, 
  it will protect the Entangles Hits for each 
  attack. For every Power Level, the Entangle 
  will have 2 points of KDf. Add this cost to 
  OCP when attaching Mods and Modifiers. 
   
  Mod Cost: +1 PP per Power Level 
   
  Armor goes both ways. If the Target is in an 
  Entangle with an armor value and that area is 
  hit, he will gain that protection as well. 
   
  Disabling: As explained above, this little nasty 
  prevents the Target from using certain powers 
  and/or weapons that would normally be at his 
  disposal. See above for a better explanation. 
   
  Mod Cost: +1:3 
   
  Portal: The Hero can use the Entangle to 
  enclose holes with the desired effect. With the 
  standard form of Entangle, the closure would 
  have to be small or the Targets could climb 
  through the obstruction in time; this would be 
  1-6 phases depending on the size of the hole. 
  If the Mod Whole Body is attached then the 
  portal size greatly increases. This is a variable 
  to be set by the Director. The number of 
  phases it takes to get through the obstruction 
  should also be applied as a minus to shoot 
  through (without hitting) the obstruction as 
  well. 
   
  Mod Cost: +1:3 
   
  Mr. Frost has Entangle with the Mods  - Portal 
  and Whole Body. He freezes a normal sized 
  door (7’x3’). This doorway would get the entire 
  effect applied to it. If Mr. Frost were to try this 
  against a significantly larger portal, say a 
  hallway in the Pentagon. Then the Director 
  might enforce a 3 Phase penalty to climb 
  through the obstruction. Additionally, anyone 
  trying to shoot at him through the obstruction 
  (without hitting it) would also suffer a –3 to 
  their AV. 
   
  You may also use this modifier for Heroes 
  running or firing through dense brush, clutter 
  or debris. 
   
  
   
  Page: 2- 2 
  Attack 
  STUDiO187
   
  Tether: This allows the Hero to hang onto his 
  Target once he’s got him roped. This tether 
  can be tied to telephone poles, used to swing 
  the Target into a wall, tied to the bumper of a 
  car, attach two Targets together, or whatever 
  else the Player can think of. It takes 2 Phases 
  to tie the tether to an object and it would have 
  to be something he could tie to (like a pole or a 
  bumper). For an extra point, he could do it 
  automatically as part of his attack. 
   
  Mod Cost: 
  • 
  +1 PP for a standard tether 
  • 
  +2 PP for a sticky tether 
   
  Whole Body: One area, and upper and lower 
  body are free of charge but the Player must 
  purchase Whole Body as it has much more of 
  an effect. Whole Body will stop a Target from 
  being able to run away and will stop him from 
  dodging or delivering further attacks. Let’s face 
  it, once you got a guy handcuffed he could still 
  run away. 
   
  Mod Cost: +1:3 
   
  If Raw Dawg is entangled around the waist and 
  arms by Mr. Frost’s Ice Ring a partial body 
  disabling entangle, Raw Dawg may bite through it 
  with his 4 DC KDm bite. However, if Frio hit him 
  with his Permafrost attack, a full body disabling 
  entangle, Raw Dawg could only use his strength to 
  escape. Additionally, if Bill Tell were to use his 
  Force Bubble, a full body entangle, Raw Dawg 
  could use any means at his disposal to escape. 
   
   
  Find Weakness 
  Range: Yes 
  Visible: No 
  Description: Resembling a skill but in truth is a 
  power. It is the ability to identify the weak points of 
  a Target's defenses. 
   
  System: 2d10 – PL vs. 18 + Lack of Weakness 
  The Hero spends one Phase analyzing his 
  opponent. He may only do this action but can use 
  a Standard Evade during his study. In the following 
  Phase he will roll 2d10 + Find Weakness Power 
  Level. The Target starts with a defense of 18 + 
  Lack of Weakness value (if he has Lack of 
  Weakness). If the Hero’s number is higher than 
  the Targets number, then the Target will only get 
  half of his defense value of that layer verses the 
  Hero’s attack. If the Target has multiple layers, a 
  separate check for each layer would be necessary. 
  Personal SDf is always the last layer. If the Hero 
  misses the roll he can try again, but each 
  successive roll raises the Target Number by +2. 
  This is only for SDf and KDf. If the Hero has a 
  piercing attack and a successful Find Weakness 
  roll, then the Target’s armor would be at 25% 
  protection. The range of the attack will be at the 
  range of the sense it is attached to. This is good 
  even against hardened armor. 
   
  Power Cost:  
  • 
  +2 PP for the base 2d10 
  • 
  +1 PP for every Power Level. 
  Endurance Cost: 1 per use. 
   
   
  Humanity Attack 
  Range: No 
  Visible: Yes 
  Description: Truly twisted is he who assumes this 
  awful power. It doesn't do damage and has no 
  apparent initial effect but it can be devastating to 
  those unprepared. The attack is usually a hideous 
  gaze, a horrible sound or an extremely disturbing 
  odor. Sometimes it's a terrible wave of an 
  unshakable creepiness. This can be a hard power 
  to work into your campaign and there are few 
  people who have it. It is mostly used for monsters, 
  daemons or really bad people. Targets will recover 
  their Humanity at a rate equal to their Will Power 
  per day. 
   
  System: Hero’s AV (Presence + UP - Skill) +d10 
  vs. Target’s DV (Will Power + Mind Block) +d10 
  If the attack is successful then the Player resolves 
  the DC and the score is compared to the Target’s 
  Resistance. The points that go over the Targets 
  resistance 
  are 
  subtracted 
  from 
  his 
  current 
  Humanity. See Hell’s Cookbook for more detail 
  on the effects of Humanity loss. 
   
  Power Cost: +1 PP per DC 
  Endurance Cost: 1 per 2 OCP 
   
   
  Knockback 
  Range: No 
  Visible: No 
  Description: The Hero delivers the knockback 
  effect as though he had struck the Target with a 
  damaging attack. 
   
  System: Hero’s AV +d10 vs. Target’s DV +d10   
  If the Attack is successful, the Target must roll 
  Body +1d6 and subtract that from the score. 
  Whatever is left over will send the Target that 
  
   
   
  STUDiO187 
  Attack 
  Page: 2-3
   
   
   
  many hexes. Initially, the Target will take no 
  damage but he can always take damage from an 
  intercepting object. See the official Fuzion rules for 
  calculating damage. Add 2 to the Knock Back 
  effect per Power Level. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per 2 OCP 
   
  Mr. Fist has a Kinetic Punch. This is an additional 
  +8 (4 Power Levels) of knockback that he links to 
  his punch. His Strength is a 6. If he does a 
  standard punch he will deliver 6 DC SDm of 
  damage to the Target. Now he will calculate the 
  Knockback. 6 (Strength) +8 (Power) = 14. The 
  Target in this case has a body of 5 and rolls a 3. 
  14-8 sends the Target reeling back 6 hexes or 18 
  feet. BAAAM! 
   
   
  Mind Control 
  Range: No 
  Visible: No 
  Description: This is the ability to control a Target’s 
  mind. There are several disciplines within this 
  power that the Player will choose from. 
   
  System: Hero’s AV (Presence + UP – Skill) +d10 
  vs. Target’s DV (Willpower + Mental Block) +d10 
  The Player will purchase a Power Level for Mind 
  Control and will also purchase one or more 
  Variants. Each Variant will give the Hero a 
  direction for the power to go. The Power Level will 
  be applied to any of the Variants he uses. The 
  Hero will gain an automatic level 1 in any UP-Skill 
  for each Variant he purchases. Thus, the Hero 
  must develop a different skill for each Variant. 
  There is no skill called Mind Control. 
   
  When attempting to perform a Mind Control 
  Variant on a Target, the Player adds his Hero’s 
  Presence + UP – Skill + d10. The Target rolls his 
  Willpower + Mental Block + d10. The Margin of 
  Success + Hero’s Intellect + Power Level is 
  compared to the Target’s Resistance + Difficulty 
  (see individual Variants for this number). If the 
  Hero scores higher than the Target’s number he 
  will get his desired result. If a Target is willing he 
  cannot use Mental Block and can lower his 
  resistance by the Level of Mental Block. Why only 
  that 
  much? 
  It’s 
  a 
  mater 
  of 
  natural 
  self-
  preservation. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per OCP 
   
  Choose from the following Variants for Mind 
  Control: 
   
  Alter: The Hero trains to alter brainwave 
  patterns. The new patterns convey an altered 
  signal to the brain. The Hero can cause a 
  Target to perceive things the way he wishes 
  him to. This is not an illusion but more like a 
  change of perception. This effect will last until 
  challenged by an event. At which time the 
  Target may roll against the original score the 
  hero rolled. However, the Director may add to 
  the Target’s roll depending on the event. 
   
  Difficulty 
  Example 
  0 
  Simple or wanted deception 
  2 
  Significant but believable 
  4 
  Odd or unnatural 
  6 
  Complex or Unbelievable 
  8 
  Complete and utter nonsense 
   
   
  Variant Cost: +2 PP 
   
   
  Simple or wanted deceptions: 
  Wow that hot girl over there is checking you 
  out. Ice Cream is not fattening. Your going to 
  be fine. 
   
  Significant but believable: 
  That gun sure looks heavy. These are not the 
  droids we're looking for. Credits will be fine. 
  Sure is hot in here isn’t it? 
   
  Odd or unnatural: 
  Is that maggots in your rice? I’m over here. 
  What’s that crawling on neck? 
   
  Complex or unbelievable: 
  Of course unicorns are real, where did you go 
  to school?  
   
  Complete and utter nonsence: 
  The other side of the airlock…? Oh it’s fine, no 
  need for a space suit. Acid doesn’t burn. 
   
  It should be noted that a Hero Point would 
  snap a person out of an Alter immediately. 
  
   
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  Attack 
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  Empathy: The Hero trains to sense the 
  powerful waves released during emotional 
  transaction. He also trains in the ability to 
  modify these waves to cause the Target's 
  emotions to sway to his desire. The Hero could 
  cause a Target to become content, angered, 
  smitten or even fearful. The power can, 
  however, be used to cause people to love, 
  hate or even be terrified of objects, places or 
  people. The duration is 1 phase but the Hero 
  can increase the duration 1 step up the Time 
  Chart per –1 to his roll. To sense emotions the 
  Hero needs to make a competent skill check. 
  If the Target knows that his emotions are 
  being read, he can attempt to resist by rolling 
  another defense (see formula at System). 
   
  Difficulty 
  Example 
  0 
  Simple or wanted change 
  2 
  Unwanted but unopposed to 
  4 
  Moderately opposed to 
  6 
  Completely opposed to 
  8 
  Bi-Polar shift to core feelings 
   
  Variant Cost: +2 PP 
   
   
   
   
   
  Erase: Once the Hero has performed a 
  successful Scan he can then begin to delete 
  memories of his choice up to the level the 
  Scan will allow. Without Scan, the Hero can 
  only erase the surface thoughts of the Target 
  or the last several minuets or so. If he is 
  feeling particularly nasty he could go for a 
  deep root Erase and potentially wipe a Target 
  clean. A Hero can generally wipe a normal 
  mind clean in about an hour of intense work. 
   
  Any physical skills lost during an Erase can be 
  relearned at half cost due to muscle memory. 
  Erase is permanent and there is no way to 
  reclaim these memories. The Hero could, 
  however, pocket these memories to protect an 
  individual from being scanned. The Erase roll 
  would become the number another Scanner 
  would need to beat to find the hidden memory. 
   
  Difficulty 
  Example 
  0 
  Repressed Memory 
  2 
  Unimportant / will not miss 
  4 
  Important event 
  6 
  Skill or core event in life 
  8 
  Core 
   
  Variant Cost: +4 PP 
   
   
  Repressed Memory: 
  These are memories that the Target wants to 
  forget anyway. 
   
  Unimportant / will not miss: 
  The Target doesn’t really care about these 
  memories and will let go of them rather readily. 
   
  Important Event: 
  These are memories that the Target wants to 
  remember but are not integral his being and 
  will not affect his personality or life style. 
   
  Skill or core event in life: 
  Skills are burned into a person’s makeup and 
  are very hard to delete. Core events make the 
  Target who he is. Erasing them can have a 
  devastating effect on his overall outlook and 
  decision making. 
   
  Core: 
  The most basic and deep rooted of memories. 
  These memories include such things as 
  walking and speech. 
   
   
  
   
   
  STUDiO187 
  Attack 
  Page: 2-5
   
   
   
  Force: The Hero will learn to overwhelm his 
  Target’s pattern and inflict his own thoughts 
  within. If successful, the Hero will be able to 
  take control of the Target and work him like a 
  puppet. The Target may roll to resist every 
  Phase. The Hero does not need to re-roll 
  against a resisting Target because his original 
  roll will hold until he releases the Target or re-
  rolls to establish a better grip. It takes an entire 
  phase to gain control or jockey for a better 
  control score. Once under control, the Hero 
  takes complete control of the Target. If the 
  Hero wishes to do anything then he will suffer 
  an extra action penalty. Additionally, the Hero 
  does not know the extent of what the Target 
  knows, how good he is at skills or if he even 
  has a skill. He also does not get the privilege 
  of knowing his stats and cannot use the 
  Target’s Luck or Hero Points. Once under 
  control, the Target may try to resist before the 
  start of each phase and only once per phase. 
   
  Difficulty 
  Example 
  0 
  Would enjoy doing anyway 
  2 
  Embarrassing or inappropriate 
  4 
  Does not believe in 
  6 
  Directly and adamantly opposed  
  8 
  Is terrified of 
   
  Variant Cost: +4 PP 
   
  Hold: The Hero learns to block signals going 
  to the Target’s body and causes the Target to 
  drop or freeze in place. The Target will be 
  about as useful as a quadriplegic or a statue. 
  Speech is not possible but powers that do not 
  require movement are fine. 
   
  Variant Cost: +3 PP 
   
  Kill: This is a deadly form of Mind Control that 
  causes the autonomic functions of the body to 
  stop working. The Hero can stop the Target 
  from breathing and shut down his autonomic 
  functions. The heart has a failsafe built in and 
  cannot even be turned off by the brain so 
  stopping the heart is out of the question. 
   
  The Hero must score a value higher than twice 
  the Target’s Resistance. If successful, the 
  Target will drop in place and commence 
  dieing. The Target will die within a few phases 
  but cannot concentrate on anything but his 
  death. He will be treated as Stunned until 
  death. 
   
  There are two forms that the Hero may 
  attempt. 
   
  Non-Death: The Hero can also kill a body 
  part not associated with life function. This 
  would be like an arm, leg, eye or ear. The 
  part will immediately stop functioning and 
  will begin to atrophy until it withers away. 
  The body simply stops any repairs or 
  maintenance of the part. 
   
  Slow-Death: The Hero may also choose 
  to make the death slow. This would be by 
  turning off control to a function that would 
  not cause immediate death, like the 
  kidneys, liver or immune system. He could 
  even wipe out the Target’s Recovery. 
   
  The only thing that can save the Target is 
  someone with the same power or the power 
  Healing – Treatment Mystical or Psionic 
  (depending on the FX of the attack). Even the 
  best doctor cannot stop or repair the effects. 
  The control to the brain has simply been 
  turned off. 
   
  Variant Cost: +5 PP 
   
  Program: The Hero is able to rearrange 
  memories, desires and agendas. He can 
  actually change a Target from the root level. 
  This power can also be used to repair the 
  same sort of damage. The Hero must first be 
  able to Scan to the level he wishes to 
  reprogram. 
   
  Difficulty 
  Example 
  0 
  Wanted change 
  2 
  Slightly different from existing 
  4 
  Bazaar behavior but possible 
  6 
  Seems like different person 
  8 
  Directly and adamantly opposed 
   
  Variant Cost: +4 PP 
   
  Scan: The Hero trains to dig into the Target’s 
  mind to reveal deep level information. This 
  training will allow the Hero to go into deep-
  rooted memories or behaviors. Combined with 
  Program, the Hero could literally change a 
  giving, caring, sensitive Target into a cold 
  blooded, psychopathic killer. Combined with 
  Erase, the Hero could completely wipe the 
  Target clean. 
  
   
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  Attack 
  STUDiO187
   
   
  Difficulty 
  Example 
  0 
  Surface thoughts 
  2 
  Deep thoughts 
  4 
  Forgotten but relevant memories 
  6 
  Forgotten irrelevant memories  
  8 
  Terrifying or repressed memories 
   
  Variant Cost: +3 PP 
   
   
  Mute 
  Range: No 
  Visible: Yes 
  Description: This power allows the Hero to jam an 
  opponent's senses, causing him to be impaired 
  when using those senses. 
   
  System: Hero AV +d10 vs. Target DV +d10 
  Once a Target is hit he can only use Mute Defense 
  (if it applies for the FX) or take the full effect. For 
  every Power Level that is not defended against, 
  the Target will receive a -1 to all actions requiring 
  that sense or sense group. This number will 
  diminish at a rate of 1 point per phase. The effects 
  last for one phase per level of effect. Mute 
  normally affects a single sense; additional senses 
  and sense groups may also be purchased. 
   
  The Player must choose an FX for the delivery. 
  The FX could range from a bright flash, a loud 
  bang, pepper spray, a stunning shock wave or 
  even pure darkness. 
   
  Note: Affecting the touch sense is as follows. 
  When touch is affected, the Target’s Move also 
  becomes 
  affected 
  because 
  he 
  becomes 
  temporarily paralyzed. This is in addition to 
  physical actions. However, he will be at no minus 
  to any maneuver or effect that does not require 
  movement. Like mental attacks or teleport. 
   
  Power Cost:  
  • 
  +1 PP per Power Level 
  • 
  +1:2 for entire sense group. 
  Endurance Cost: 1 per OCP 
   
  Static: This Mod causes the Mute effect to last 
  as long as the Hero generates power into it 
  rather than by a level deterioration. 
   
  Mod Cost: +1:4 
   
   
   
  Johnny Flash has Mute – Sight at Power Level 
  6. He also has the Mod Static. The FX is a 
  bright beam of light from his hand. Jack “The 
  Knife” is his unfortunate Target. So, long as 
  Johnny maintains the beam on Jack, he will be 
  at a –6 to do anything requiring sight. The 
  second that Johnny turns the beam off, Jack 
  will be able to see straight again. 
   
   
  Toxin 
  Range: No 
  Visible: Yes 
  Description: This power allows the Hero to deliver 
  toxins into a Target’s body. This should cover 
  every form of toxin from chemical poisons to 
  biological venoms to radiation poisoning. It can be 
  used for diseases in pinch as well (the power 
  should have the Mod – Permanent for this effect). 
   
  System: Attack AV + d10 vs. Target DV + d10 
  The Player will first buy the Sectors: Intensity and 
  Power Level. He must also choose the Delivery 
  and the Effect. Once the condition of the delivery is 
  met, the Target will begin to feel the effects. These 
  effects are found in the Effect Mods. These are 
  considered Mods because there is a default 
  variable set if another Mod is not purchased. If the 
  Hero strikes the Target multiple times then only 
  apply the additional effect to the Power Level. 
   
  The power will go into effect the same phase it 
  meets it’s condition. The Target will take the 
  Intensity that phase. He will then take the Intensity 
  every phase (or longer, depends on the Ferocity) 
  there after until the points from the Power Level 
  run out. The Target recovers one point per phase 
  (or longer, depends on Recovery), even if the 
  Toxin affects multiple points at a time. 
   
  Power Cost: See Sectors. 
  Endurance Cost: 1 per 4 TCP 
   
   
  Purchase each of the following Sectors for 
  Toxin: 
   
  Intensity: This variable will determine how 
  much the Toxin affects the Target each phase 
  (or longer, depends on the Ferocity). For every 
  Power Level of Intensity the toxin will have 1 
  level of effect and this will continue until the 
  Toxin Strength is achieved. 
   
  Sector Cost: +1 PP per Power Level 
   
  
   
   
  STUDiO187 
  Attack 
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  Strength: This is the actual potency of the 
  Toxin. Skipping all other variables this is the 
  actual meat of the power. Targets will continue 
  to take their effects until this level is reached. 
  For every Power Level, the Hero gets 1 point 
  of Toxin that can be delivered. 
    
  Sector Cost: +1 PP per Power Level 
   
  Add the Sector costs together to determine 
  OCP. 
   
  Delivery: This will determine the condition that will 
  have to be met to deliver the Toxin to the Target. 
   
  Sub-Dermal: The Toxin cannot penetrate the 
  skin on it’s own and must be introduced 
  through a break the skin or must be ingested 
  or inhaled. This is the standard form of 
  delivery. 
   
  Mod Cost: none (default) 
   
  Contact: This causes a Toxin to be able to be 
  delivered 
  through 
  direct 
  skin 
  contact, 
  inhalation or ingestion. The Hero simply needs 
  to make contact with skin and the Target will 
  immediately begin to suffer the effects. 
   
  Mod Cost: +1:3 
   
  Ferocity: Toxin begins working immediately 
  and delivers it’s effects with rapid speed. The 
  Player can save points by turning down this 
  speed. The Player may choose for the effect to 
  occur every minute, hour and so on. To 
  determine the results of the toxin’s effects, 
  substitute phase for this time period. 
   
  Increase the time from one phase to 12 
  seconds at Power Level 1 and step down the 
  Time Chart 1 level per additional Power Level. 
   
  Mod Cost:  
  • 
  -1:5 for Power Level 1 
  • 
  -1 MA each additional Power Level 
   
  Recovery: Normally, the Toxin’s effects will be 
  recovered at rate of 1 point per phase. This 
  aspect may be adjusted to alter the time it 
  takes to regain ones abilities. For every Power 
  Level, the time for recovery is altered by one 
  step on the Time Chart. This may be done in 
  either direction and starts with the value 
  specified under Ferocity. This cannot adjust 
  the Effect – Damage. The Hero will heal as he 
  normally does. 
   
  There is no negative or positive value for the 
  cost because it can be either. Each step up 
  gives points back and each step down costs 
  points. Additionally, the recovery time cannot 
  go below 1 phase. 
   
  Mod Cost:  
  • 
  1:5 for Power Level 1 
  • 
  1 MA each additional Power Level 
   
  Viper’s Toxin (Power Level 8 with the standard 
  Ferocity and a Recovery of Power Level +4) 
  goes to work very quickly and affects the 
  Target every phase. However, the Target will 
  only recover 1 Stat point every 20 minutes (for 
  a total of 160 minutes) rather than (8 phases of 
  total time) it would normally take. This cost him 
  +1:1. 
   
  It can also go the other way. Retched, has a 
  Toxic Breath attack of Power level 10. Its 
  effects are very slow (Ferocity Power Level 4). 
  But the Target can recover from it rather 
  quickly (Recovery of Power Level –4). This 
  means that the Target will suffer a point loss 
  every 20 minutes but once the Toxin has run 
  its course, the Target will recover one point 
  every phase.  
   
  Treatment: All toxins can be divided into a 
  certain category. Most toxins have direct 
  antidotes and those who do not or are not 
  common enough to be available can be 
  treated with a broad range antidote or a very 
  similar more common version. These generally 
  tend to be less effective but effective 
  nonetheless. 
  The 
  Hero’s 
  Toxin 
  will 
  automatically fit into a common group but for 
  extra points he may have a unique or 
  exceedingly rare form of Toxin leaving doctors 
  no antidote and very little treatment options. 
   
  Mod Cost: +1:3 
   
  Effect: This is what happens to the affected 
  Target. There are three defined effects but The 
  Players can get creative and substitute other stats 
  but it is solely up to the Director as to what he will 
  allow. A Toxin could, conceivably zap any stat or 
  even all of them. Use Death and Neurotoxin as 
  examples for Player creativity but remember, it will 
  only strike one stat at a time and will only take as 
  
   
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  Attack 
  STUDiO187
   
  many as the Power Level allows and for only as 
  much as the Intensity allows. 
   
  Heavy Water has a radioactive blast that affects 
  Targets with a Power Level of 12 and an Intensity 
  of 1. He specifies that it will hit Strength, 
  Constitution and Body. On a scored hit, the Target 
  will lose 1 point of Strength the First phase, 1 point 
  of Constitution the second and 1 point of Body the 
  third. This will last for 12 phases. 
   
  Damage: 
  This 
  form 
  of 
  Toxin 
  includes 
  Myotoxins - which damage muscle tissue, 
  Haemotoxins - toxins that affect the blood and 
  clotting, and Haemorrhagins - toxins that 
  damage blood vessels and cause bleeding. 
  These are very destructive toxins and take a 
  direct toll on the structural integrity of the 
  affected area. In some cases, the damaged 
  area will begin to rot (necrosis) and will require 
  medical attention or the Target could die from 
  infection or Gangrene. While in other cases 
  the Target will bleed profusely. This is the 
  standard and most common form of Toxin. 
  The Intensity is the number of Hits the Target 
  will suffer per phase. The Strength is the total 
  amount of Hits the Target will suffer. 
   
  Mod Cost: none (default) 
   
  Death: The Toxin will attack the Constitution 
  and Body stats rather than doing damage. The 
  Target will loose one point x Intensity of 
  Constitution the first phase and one point of 
  Body x Intensity the second phase. This 
  pattern will continue until the Toxin runs its 
  course (this routine will continue until the 
  Target takes a total stat loss of the Hero’s 
  Toxin Strength). If the Target goes to a 
  negative value equal to his normal stat he will 
  die. Stats are recovered at the same rate they 
  are lost. 
   
  Mod Cost: +1:3 
   
  If Viper has Toxin – Death with a Strength 
  Power Level of 8, his Target will need to have 
  at least a 4 in Constitution and a 4 in Body or 
  he will go unconscious before the poison runs 
  its course.  
   
  Viper’s poison is Intensity 2. Upon successful 
  delivery, the poison will cause the Target to 
  suffer 2 points Constitution loss. The next 
  phase the Target will lose 2 points of Body. In 
  the third phase he will loose 2 more points of 
  Constitution and in the fourth phase he will 
  loose 2 more points of Body. He will have 
  reached his total of 8 Power Levels by this 
  time.  
   
  Neurotoxins: These are toxins that cause 
  paralysis. Use the rules above for Death but 
  substitute Reflexes and Dexterity in place of 
  Constitution and Body. If either one of these 
  stats drop to zero the Target is completely 
  paralyzed. If either stat goes to it’s negative 
  equivalent, the Target’s autonomic functions 
  stop and he dies. 
   
  Mod Cost: +1:3 
   
  This is an extremely flexible, yet complex power. If 
  you have questions on it’s use please feel free to 
  e-mail us and we will help you out. 
  
   
   
  STUDiO187 
  Attack 
  Page: 2-9
   
   
   
   
   
   
  Wounding 
  Range: No 
  Visible: Yes 
  Description: This power allows the Hero the 
  ability to do damage to the Target. The FX 
  determines the exact nature of the damage in the 
  attack. 
   
  System: Hero’s AV + d10 vs. Target’s DV + d10 
  This is your standard damaging attack. If the Hero 
  hits he will use his DC to deliver damage. This 
  damage is compared to the Targets SDf or KDf 
  (whichever applies). The left over amount is 
  subtracted from the Targets Hits and/or Stun. 
   
  The FX of the attack must be determined when the 
  power is purchased; it can be lighting, a blaster 
  bolt, lasers, sonic waves, a magic blast, chi punch, 
  sword strike or anything else that does damage. 
  Wounding normally either affects SDf or KDf 
  depending on the FX. Once again, this must be 
  determined when the power is purchased and 
  cannot be changed later without the Director’s 
  approval. 
   
  The Player must choose either Ranged or Melee. 
  If the Player chooses Ranged he will be able to hit 
  Targets at a distance of 10 Hexes. This can be 
  modified for longer distances using the Range 
  Dial. If the Player chooses Melee then it will allow 
  his Hero to add his Strength to the damage at a +1 
  DC per point of Strength for Stun Damage (SDm) 
  or +1 DC per 2 points of Strength for Killing 
  Damage (KDm).  For Killing Damage (KDm) he 
  must add the Mod – Killing. Additionally, it is 
  possible for the Hero to use a stat other than 
  Strength. It’s rare and the Director should approve 
  the desired stat. Presence is used for the Mod – 
  Mental but any other stat could be used in place of 
  Strength. Perhaps, Move for a “Cannon Ball” 
  attack. 
   
  It is possible for the Hero’s attack have both 
  Ranged and Melee. To do this, he will purchase 
  the power as Melee Wounding and add the Power 
  Modifier Range Dial. When he uses his power it 
  will deliver the DC plus his statistic bonus at the 
  appropriate range. 
   
  For every Power Level the Hero will deliver 1 DC of 
  damage upon a successful hit. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per 2 OCP 
   
  The 
  following 
  Mods 
  may 
  be 
  added 
  to 
  Wounding to enhance its effects. 
   
  Damage Field: This modifier allows the Hero 
  to set up a continuing field around him that 
  causes damage to any Target that comes into 
  contact 
  with 
  it. 
  Every 
  Power 
  Level 
  of 
  Wounding will cause any Target coming in 
  contact with the field to take 1 DC of damage. 
  Any Target that comes in contact with the field, 
  either by the Hero being attacked (HTH), or by 
  the Hero attacking someone else (HTH), will 
  take damage. Optionally, the Damage Field 
  may be extended to items carried by the Hero, 
  allowing them to be included within the 
  Damage Field's area. This Modifier does not 
  provide any protection from damage; for that 
  effect you must use Armor with Hostile 
  attached. For a devastating effect, Ranged can 
  be added and will work as per normal. As for 
  Melee, this Mod switches it up a little. The 
  Hero will add his Strength to the damage when 
  striking a Target. However, if the Target strikes 
  him then the Target’s Strength will be added to 
  the damage rather than the Hero’s. 
   
  Mod Cost: 
  ••  
  +1:3 
  ••  
  -1 MA for items 
  Endurance Cost: Add 
   
   
  
   
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  Attack 
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  Killing: This Mod allows the Wounding 
  damage to deliver KDm instead of SDm. If this 
  is attached to Melee Wounding then the Hero 
  will only add half of his Strength value. Don’t 
  forget that the Target will take one point of 
  Stun for every point of KDm that gets through 
  his protection. 
   
  Mod Cost: +1:1 
  Endurance Cost: Add 
   
  Acidic: With this Mod, armor would be 
  treated like Hits. That is, whenever the 
  Hero strikes an armored Target, the armor 
  value will diminish, as would hits. If the 
  armor is Hardened, then the Target will 
  only lose 1 point of armor per 2 points of 
  damage. Armor that is damaged by this 
  means will recover at the same speed the 
  Hero recovers. If the armor is an item 
  (focus) the Target is going to have to 
  make repairs. This is only to be added to 
  Killing Damage. 
   
  Mod Cost: +1:1 
  Endurance Cost: Add 
   
  Let’s say Raptor was fighting Lord 
  Paradox and was hit by his Entropic Blast. 
  The 5 DC KDm Acidic blast does 18 points 
  of damage to Raptor’s left arm, which has 
  20 points of armor. Raptor now has 2 
  points of armor on his left arm, ouch. If he 
  had purchased hardened armor, then he 
  would still have 11 points of armor. 
   
  Excruciating: This is a Killing Wounding 
  Attack that is exceptionally painful or 
  disorienting. The SDm that is delivered 
  from the KDm is doubled. This is only to 
  be added to Killing Damage. 
   
  Mod Cost: -1 MA 
  Endurance Cost: Add 
   
  Volcano has a 5 DC KDm Wounding 
  Attack with Excruciating attached to it. He 
  scores 30 points of damage against Mr. 
  Gray. Mr. Gray takes 20 Hits after armor. 
  Normally he would also have to take 20 
  points of Stun in addition to this but 
  because of the massive searing heat he 
  will take 40. 
   
   
  Mental: The Hero will use Presence as the 
  base stat for determining to-hit. The Target will 
  use Willpower plus Mental Block or just 
  Willpower if he has no skill. In place of SDf, 
  use Resistance against the Damage. In place 
  of Killing Defense, use Willpower against the 
  damage. Unless Armor has the Mod - Mental, 
  the attack will pass right through it. 
   
  Mod Cost: +1:1 
  Endurance Cost: Add 
   
  Modular: This Mod allows the Hero to change 
  or add extra FX to his Wounding Attack. There 
  are two forms of FX modifiers listed below. 
   
  Dynamic FX: The Hero is able change the 
  FX of his Wounding. It takes 1 phase to 
  change the FX and this FX will remain until 
  the Hero changes it again. The Hero must 
  continue to use the same type of damage 
  (SDm or KDm). 
   
  Mod Cost: +1:1 
   
  The Hero is able to switch between FX. He 
  could shoot fire one phase and then take a 
  phase to switch to ice. 
   
  Extra FX: This Mod will allow the Hero to 
  add a secondary FX to his wounding. Both 
  FX hit the Target but no extra damage is 
  done. If the Hero has immunity to one of 
  the types of FX then subtract its portion 
  out. But, if a defense is especially 
  protective against one type of FX the 
  additional points will not affect the blast. 
  Add the cost for OCP calculation. 
   
  Mod Cost: +1 PP per extra FX 
   
  If the Hero had a fire blast he might add 
  radiation to it to make it more like a 
  nuclear effect. In which case, the Target 
  would be subjected to radiation and heat. 
  This is mostly useful against immunities 
  and weaknesses. 
   
  Tundra has a 10 DC SDm Ranged 
  Wounding Attack with two FX, cold and 
  impact (or kinetic). He attacks Frio who is 
  immune to cold for 5 Power Levels. Frio 
  will only take 5 DC from the impact portion 
  of the attack. 
   
  
   
   
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  Non-Lethal: This Mod may only be added to 
  Wounding damage that delivers SDm. It 
  causes the Stun to Hit conversion to be 
  doubled. The Target will only suffer 1 Hit per 
  10 points of SDm delivered (as opposed to the 
  default 5). 
   
  Mod Cost: -1:5 
   
  Programmable: By placing this Mod on the 
  Hero’s Wounding he can change the Power 
  Modifier at a whim. Thus, he could tack on a 
  Piercing Modifier or maybe Affects Desolid, he 
  can dial it at anytime he wishes. It takes 1 
  phase to shift modifiers and the Power Level is 
  still affected by the new modifier. If the Player 
  adds a negative modifier then it must be in 
  affect for the Hero to receive extra points to his 
  Power Level. 
   
  Thus, if a modifier costs points the Power 
  Level will go down. If it gives points back, the 
  Power Level will go up but only if the negative 
  action is at hand. The Player can’t say “Only 
  works during a rainstorm” if it’s already raining. 
  That’s 
  just 
  being 
  cheap, 
  petty 
  and 
  munchkinistic. 
   
  Mod Cost: +1:1 
   
  Pure: The damage of the attack will not have 
  any carryover. Thus, SDm will not carry over 1 
  point of KDm per 5. KDm will not have an 
  equal amount of SDm delivered. 
   
  Mod Cost: 
  • 
  -1:4 for no SDm carryover 
  • 
  -1 MA for no KDm carryover 
   
  
   
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  Attack 
  STUDiO187
   
  
   
   
  STUDiO187 
  Defense 
  Page: 3-1
   
   
   
   
  These are powers used to counteract undesirable 
  effects from other beings. These forms of 
  protection are necessary on this hostile world in 
  which we live (and more so for our Heroes). No 
  Hero should ever be without his defenses. Just 
  about every single hero, villain or mercenary has 
  armor. You are an idiot if your Hero doesn’t and 
  you think he is going to live very long. Even if he 
  has desolidification, he should still have armor. 
  You should also check out the Stat Powers for 
  more defense modifiers. 
   
   
   
   
  Armor 
  Range: No 
  Visible: Yes 
  Description: With this power, the Hero has some 
  kind of inherent tangible defense against Killing 
  Damage (KDm) or Stunning Damage (SDm) 
  attacks. It could be tough skin, armor plates, 
  organic steel, or anything along these lines. 
   
  System: 
  Armor 
  is 
  subtracted directly from 
  incoming damage. KDf Armor will protect against 
  KDm and SDm. SDf Armor will only protect against 
  SDm. Protection is on a one to one basis and all 
  carry over damage will be subtracted from the 
  Hero’s 
  appropriate 
  derived 
  stats. 
  Armor 
  is 
  purchased as SDf or KDf. 
   
  When purchasing Armor, the Player must decide 
  whether the Armor is constant or needs to be 
  activated. Both variations cost the same because 
  neither is advantageous over the other. Constant 
  means that even in civilian form the Hero would be 
  protected but people might notice those scales on 
  his face (or whatever the FX is). This could post a 
  problem if he has a secret identity. With activated 
  Armor his secret’s safe and it’s only a matter of 1 
  phase to activate it. Hell, it could even suffice as 
  the means of concealing his identity. 
   
  Armor will be purchased for the five areas of the 
  body. These areas are the Head, Chest (neck 
  included), Abdomen, Arms (both are included) and 
  Legs (both are included). Or the Player can 
  purchase it whole body (the old school way). This 
  provides the Player with the opportunity to make 
  things like Bullet Proof Vests, Motorcycle Helmets 
  and chaps. He can also make a shield using from 
  1-3 areas. This goes hand in hand with Fists of 
  Fuzion rules for shields. 
   
  There are two variations of Armor compromise. 
   
  Simple: Every time the Armor is completely 
  penetrated it will lose 2 points of protection (1 
  Power Level). This variation should be 
  implemented if you are only using the basic 
  five areas. 
   
  Complete: Hell’s Cookbook includes Hero 
  Sheets and on one of the optional sheets there 
  will be a more in-depth breakup of the body to 
  include sub-areas. If you choose to use this 
  setup then each area of Armor can be 
  penetrated twice. The first penetration will 
  assume that the Armor is damaged (but looses 
  no value). The second penetration destroys 
  the Armor value in that area. Both Hell’s 
  Cookbook and Fists of Fuzion – Reload go 
  into much greater depth on the subject. Until 
  you get your hands on them, use the Simple 
  method. 
   
  Armor will heal at the same rate the Hero’s Hits 
  heal (unless it’s an item, see Item Generator). 
   
  Power Cost: 
  • 
  +1 OP for +2 KDf per Body Area 
  • 
  +1 OP for +4 SDf per Body Area 
  • 
  +1 PP for +2 KDf Whole Body 
  • 
  +1 PP for +4 SDf Whole Body 
  Endurance Cost: 1 per OCP upon activation 
   
  
   
  Page: 3- 2 
  Defense 
  STUDiO187
   
  If you were going to cover 5 areas (the Hero’s 
  whole body) it would be +1 PP per +2 KDf or +4 
  SDf.  
   
  Rule Change 
  As opposed to the original Fuzion rules, Armor 
  adds up. If a Hero is wearing multiple layers of 
  Armor each layer is accounted for. This is 
  providing he has purchased the Mod Stackable. 
  Additionally, the Hero’s personal SDf and KDf are 
  also accounted for. 
   
  Choose from the following Mods to enhance 
  the Hero’s Armor: 
   
  X Tolerant: Whereas X is a variable. X would 
  be a form of attack that the Armor is twice as 
  effective against. 
   
  Mod Cost: +1:3 
   
  If the Armor were Fire Tolerant, it would be 
  twice a protective against fire, but have a 
  normal value against all other forms of attack. 
   
  X Intolerant: Same as above with the 
  exception that the Armor would be half as 
  effective against this from of attack. 
   
  Mod Cost: -1:3 
   
  X Defense: This is solely for purposes of FX. 
  It will mostly be used against Armor Ignoring 
  attacks. The Player will decide on the defense 
  and the Director will have to take the defense 
  into account. 
   
  Mod Cost: 
  • 
  +1:5 
  • 
  -1 MA for each additional 
   
  Popular Defenses are Electricity, Cold, Heat, 
  Radiation and Magic. The Player can choose 
  from any type of FX and the Director needs to 
  remember to take it into account. 
   
  This is not immunity and should not be treated 
  as such. 
   
  Force Field: A Force Field is an energy barrier 
  that works as Armor. The difference being that 
  Force Fields require Endurance to operate. 
  There are two types of Force Fields, Constant 
  and 
  Reactive. 
  Players 
  cannot 
  purchase 
  Skeletal in addition to Force Field. 
   
  Constant: This type of force field is turned 
  on and stays on until it is turned off. It is 
  always protective and protects for any and 
  all attacks. It takes 1 Phase to activate. 
   
  Mod Cost: -1:4 
   
  Reactive: This type of Force Field only 
  activates per attack and does not take any 
  time to bring up. It works like a shield. The 
  Player must purchase the skill UP - Force 
  Shield or you could fuse it into your Martial 
  Arts skill with Fists of Fuzion. To defend 
  with it, the Hero would declare that his 
  action is blocking with his Force Shield (a 
  Fists of Fuzion Maneuver). This shield 
  can be used to defend against any attack 
  a normal shield would. 
   
  Mod Cost: -1:2 
   
  Holes: This Mod indicates that there are 
  sections of the body that the Armor does not 
  cover. The Target will have to take an 
  additional –3 to his AV to strike one of these 
  areas. This minus is in addition to aiming at an 
  area. This generally refers to several areas on 
  the Armor that have no protection value. This 
  minus can be increased by one per Power 
  Level. 
   
  Find Weakness is not necessary nor is it 
  applicable to this Mod. It could be used on 
  other parts of the same Armor though. 
   
  Mod Cost: 
  • 
  -1:2 
  • 
  +1 MA per additional –1 to AV 
   
  Captain Four Color Hero has a mask that 
  leaves his nose, mouth and chin exposed. If 
  Dr. Four Color Villain shoots his “Gratuitous 
  Energy Beam” at his Armor Hole then he will 
  be at a –6 to hit (-3 for Hole, -3 for Head). If he 
  is successful then our beloved Hero will have a 
  big fat zero for his Armor Value. 
   
  Hostile: This indicates that the Armor is 
  constructed of a damaging FX. If an object 
  comes into contact with the surface, it will take 
  damage. This could be quills, razors, lava, 
  whatever. The Target will take 1 DC SDm of 
  damage per OCP invested in the Armor or 1 
  DC KDm per 2 OCP invested in the Armor. 
  
   
   
  STUDiO187 
  Defense 
  Page: 3-3
   
   
   
  The Player must choose during the purchase 
  of the power. 
   
  Mod Cost: +1:2 
   
  Mental: This Mod allows the Armor to affect 
  Mental Attacks (Wounding with the Mod – 
  Mental) as it would physical ones. For KDf the 
  Hero will get Armor Value + Willpower. For 
  SDf the Hero will add his Resistance to the 
  Armor Value. There are two varieties to 
  choose from. 
   
  Additional: This is in addition to the 
  Armors physical protection and will cause 
  the Armor to protect against Mental and 
  Physical Attacks. 
   
  Mod Cost: +1:1 
   
  Replacement: This is a replacement for 
  the physical protection. The Armor value 
  will now only be for Mental Protection. 
  With this Mod we suggest that it be 
  automatically Stackable (Director’s call). 
   
  Mod Cost: no additional 
   
  Skeletal: This is an internal form of Armor. 
  The real protection is provided to the essential 
  life sustaining organs. An aimed attack can be 
  made to avoid the Armor (provided the 
  opponent knows it’s there) at a minus to-hit. 
  See aimed attack rules (Fists of Fuzion) for 
  penalties. The Armor will only protect against 
  KDm. Skeletal is automatically non-visible. 
   
  Mod Cost: -1:2 
   
  Assume Lord Golgotha strikes Tin Omen for 
  20 points of Killing Damage (KDm). Tin Omen 
  (caught off guard and out of his Armored suit) 
  has 12 points of Skeletal Armor. Tin Omen will 
  take 8 Hits. 
   
  If Lord Golgotha knew that Tin Omen had 
  Skeletal Armor, he could aim for the Abdomen 
  and eviscerate him. Tin Omen would receive 
  no Armor protection from the damage. 
   
  Stackable: This is a Mod that will allow the 
  Hero to pile more Armor on top of the existing 
  amount. By purchasing Stackable for his 
  Armor, the Hero may apply another layer of 
  Armor on top. You may wish to impose a –1 to 
  all actions per layer but that is a Director’s call. 
  Only the inner layer needs to be Stackable but 
  for multiple layers only the outer most can be 
  without this Mod. 
   
  Mod Cost: +1:2 
   
   
  Danger Sense 
  Range: Yes 
  Visible: No 
  Description: This power gives a Hero a "sixth 
  sense" about danger. This is a sort of mystical 
  Combat Sense. There are three types of Danger 
  Sense: Active, Reactive and Cognitive. 
   
  System: See Variants for System descriptions. 
   
  Power Cost: See Variants 
  Endurance Cost: See Variants 
   
  Choose from the following Variants: 
   
  Active: This form of Danger Sense requires 
  that the Hero activate the power. It shifts his 
  perception about a half a second into the 
  future (that’s one theory). The Hero gains the 
  advantages 
  of 
  being 
  able 
  foresee 
  his 
  opponent’s next move. Now, he barley has 
  time to react so there’s no time to think about 
  it, he perceives and must immediately commit. 
  For every Power Level the Player purchases, 
  his Hero will receive +1 to Dexterity for 
  purposes of DV and Ev and +1 Initiative on 
  subsequent Phases (every Phase it is on after 
  it has been initiated). 
   
  Variant Cost: +3 PP per Power Level 
  Endurance Cost: 2 per Power Level 
   
  Cognitive: Using this Variant, the Hero, on a 
  successful 
  roll, 
  will 
  get 
  a 
  feeling 
  of 
  ‘uneasiness’ in situations that are not quite 
  right. This power automatically kicks in and is 
  never activated by the Hero. The Hero need 
  not be in danger; this activates when things 
  are not what they seem. The Player will roll 
  2d10 and add it to his Power Level and the 
  Director will assign a difficulty. If the Player 
  rolls equal to or better than this difficulty the 
  Director will tell the Player what his difficulty 
  was. The lower the difficulty, the more fucked 
  up things are. This will clue the Hero in on just 
  how he should react. If the Player rolls 6 points 
  higher than his difficulty the Director should 
  
   
  Page: 3- 4 
  Defense 
  STUDiO187
   
  give an indication as to what the situation is. 
  This is a good tool for a Director to give 
  Players clues. 
   
  Variant Cost: 
  • 
  +1 PP for the 2d10 
  • 
  +1 PP per Power Level 
  Endurance Cost: 2 per Power Level 
   
  Hmmm… You rolled a 22. Okay, fair enough. 
  The valet who just took your keys is actually 
  under some sort of demonic possession. 
   
  Reactive: This Variant gives the Hero the 
  ‘feeling' of being in danger during ambush and 
  hidden trap situations. If the Hero reacts, he is 
  allowed his full Dexterity + Athletics. He could 
  also attempt to dive clear of a falling rock, a 
  sniper’s bullet or maybe a trip wire. Danger 
  Sense checks are made automatically, at the 
  request of the Director (or better yet by the 
  Director). The Player must make a successful 
  Danger Sense check of 2d10+Power Level 
  against a Target number of 18. If the Player 
  rolls 6 more than he needs to succeed (24), 
  the true position and type of danger are 
  known. It basically nullifies ambush bonuses 
  on a successful roll. 
   
  Variant Cost: 
  • 
  +1 PP for the 2d10 
  • 
  +1 PP per Power Level 
   
  Wow, a 26, that’s some nice rollin’ Tex. Here’s 
  the deal; there is someone on a roof, off to 
  your left and he is about to spread your brains 
  all over that nice new car of yours. 
   
   
  Force Wall 
  Range: Yes 
  Visible: Yes 
  Description: This is the ability to project a barrier 
  at a distance. 
   
  System: When purchasing this power, the Player 
  must decide on the FX and if it’s completely 
  transparent, translucent, or opaque. There is no 
  cost difference, but it is necessary for game play. 
  This barrier acts like a wall and has Hits. Force 
  walls are purchased in hexes. These hexes can be 
  allocated in any order other than inside of one 
  another. They can even go straight up to form a 
  column. These hexes have Strength and can 
  support weight. The weight is equal to 1 point of 
  Strength (see Cargo Point chart in the Using 
  Power Core chapter at the beginning of this book) 
  per 5 Hits. Additionally, if an Area Attack hits a 
  Force Wall and does not penetrate its defenses, 
  the Area Attack cannot continue past that point. 
   
  The Hero declares his wall erection. It will take one 
  full phase to erect. The wall may be up to 10 hexes 
  away from the Hero. Once in place the wall will 
  remain until the Hero dismisses it. If he dies, then 
  it will remain until it is torn down (in most cases, 
  depends on FX). Damage will be deducted from 
  the Hits. When the Hits reach zero, the entire wall 
  will collapse and must be Re-erected if the Hero 
  wishes to retain his boundary. 
   
  The Force Wall will have 5 Hits and will weigh 1 
  Cargo Point per Power Level purchased. 
   
  Power Cost: 
  • 
  +1 PP per Power Level 
  • 
  +1 PP per additional Hex 
  Endurance Cost: 1 per PP used to erect 
   
  It takes 6 hexes to completely encircle the Hero. 
   
  Choose from the following Mods to increase 
  the effectiveness of Force Wall: 
   
  Armor: This Mod allows the wall to be 
  armored. Each attack must encounter the 
  Armor and surpass its current value to do Hits. 
  The Wall Armor must obey all the same rules 
  for the Defense Power, Armor. Once bought, 
  the armor will cover all parts of the wall. The 
  wall will gain 3 KDf per Power Level. Add cost 
  for OCP calculation. 
   
  Mod Cost: +1 PP per Power Level 
   
  X Tolerant: Whereas X is a variable. X would 
  be an FX that the Force Wall is twice as 
  effective against both the Armor Value and the 
  Hits. 
   
  Mod Cost: +1:3 
   
  X Intolerant: Same as above with the 
  exception that the Force Wall would be half as 
  effective against this FX. 
   
  Mod Cost: -1:3 
   
   
   
  
   
   
  STUDiO187 
  Defense 
  Page: 3-5
   
   
   
  X Defense: This is solely for purposes of FX. 
  It will mostly be used against Armor Ignoring 
  attacks. The Player will decide on the defense 
  and the Director will have to take the defense 
  into account. 
   
  Mod Cost: 
  • 
  -1:5 
  • 
  -1 MA per Additional Defense 
   
  If Volcano cut loose with his Heat Wave (an 
  Armor 
  Ignoring 
  Wounding 
  Attack, 
  only 
  defended by heat defense) an Ice Wall (having 
  Heat Defense) might, well, stop it cold. 
   
  Hostile: This indicates that the wall is 
  constructed of a damaging FX. If an object 
  comes into contact with the wall, it will take 
  damage. This could be thorns, fire, lava or 
  whatever. The Target will take 1 DC SDm of 
  damage per OCP invested in the wall or 1 DC 
  KDm per 2 OCP invested in the wall. The 
  Target will also add his Strength to the 
  damage if he strikes it with a body part. 
   
  Mod Cost: +1:2 
   
  Independent: With this Mod, the Hits will be 
  counted for each area (hex). If the Hits in a 
  hex drop to 0 only that hex falls. Each hex 
  would have to be destroyed individually to 
  bring down the entire wall. 
   
  Mod Cost: +1:2 
   
  Thus, a wall with a 10 Hits that was 4 hexes 
  wide would have 10 Hits in each hex. 
   
  Mobile: With this Mod the wall can be moved. 
  This can either be the whole wall as one big 
  piece or (for additional cost) as individual 
  pieces like a chain. If the wall strikes an 
  opponent then use the Movement rules to 
  determine damage (see Movement Powers).  
  The walls Hits will determine the Cargo Value. 
   
  Mod Cost: 
  • 
  +1 PP per hex per phase for Whole Wall 
  • 
  +2 PP per hex per phase for Pieces 
   
   
   
   
   
   
  Humanity Defense 
  Range: No 
  Visible: Yes 
  Description: This power will supply the Hero with 
  a defense against Humanity Attacks. 
   
  System: It is one hard mother fucker that has 
  Humanity Defense. This defense is usually gained 
  by suffering regular bouts of horror and pain. For 
  every Power Level of Humanity Defense the Hero 
  will subtract 1 point of Humanity Loss from the 
  effect. The Hero will not receive this defense on 
  any power that costs him Humanity to use and will 
  not be applied when purchasing powers or from 
  Instant Gratification. 
   
  Power Cost: +1 PP per Power Level 
   
   
  Immunity 
  Range: No 
  Visible: No 
  Description: The best defense is a total defense. 
  This power reflects that very aspect. There are 
  several things that a Hero can be immune to.  
   
  System: The FX that the Hero is immune to will be 
  less effective based on the Variant and the Mods 
  purchased. In some cases this will be a total 
  immunity while in others the level will need to be 
  purchased in Power Levels. 
   
  There will be detailed write-ups on certain FX like 
  Heat, Cold, Electricity and Radiation in Hell’s 
  Cookbook. They will come in handy with this 
  power when determining real world damage. 
   
  How much damage would a 50000 F fire do? How 
  many Volts/Amps would be produced by 10 DC? 
  How much radiation is given off by a 5 DC burst? 
   
  Remember that none of the items carried by the 
  Hero (including worn clothes) get this defense 
  unless purchased so. Unless the Player buy's 
  knockback immunity, the power that his Hero is 
  immune to can still provide knockback to the Hero. 
  Also, the Hero is not immune to the secondary 
  effects. 
   
  Power Cost: See Variants 
   
  He may very well be immune to heat but could be 
  suffocated by burning the air out from around him. 
   
  The Fireball might not burn him but the Knockback 
  could cause him some pain. 
  
   
  Page: 3- 6 
  Defense 
  STUDiO187
   
   
  Bio: With this Variant the Hero will be able to 
  ignore all forms of diseases and viruses. 
  Normally Heroes should never come down 
  with any of these because they are the Stars of 
  the story. Even so, if the situation presents it’s 
  self and a Hero deliberately exposes himself to 
  the situation the Director should oblige his 
  wishes. This power will allow the Hero to go 
  into those situations without fear. 
   
  Variant Cost: 
  • 
  +1 PP for diseases or viruses 
  • 
  +2 PP for both 
   
  John is running a campaign in the middle ages 
  and the cast comes across a town tainted with 
  The Black Plague. The Director should not 
  infect the Heroes with The Plague unless they 
  are incredibly stupid and drink from the 
  common well or perhaps have sex with one of 
  the town hookers. If one of the Heroes had 
  Immunity to Viruses, he could suck the puss 
  right from the boil without harm. 
   
  Complications: The Hero will not take any 
  additional damage from bleeding or shock. He 
  will not lose any additional Hits or Stun after 
  being reduced to zero hits (unless he struck 
  again). 
   
  Variant Cost: +3 PP 
   
  Damage: This will include an entire class of 
  damage and will represent things like heat, 
  cold, electricity, slashing, impact, knockback, 
  muting (must include sense), acid, webbing 
  and so on. Pick an FX for the Hero to be 
  immune to and purchase his Power Level to 
  represent his tolerance. For every Power Level 
  the Hero has, reduce the Power Level by 1. 
  For Toxins the Player should choose from 
  such 
  things 
  as 
  Venom, 
  Radiation 
  and 
  Chemicals. 
   
  Variant Cost: +1 PP per Power Level 
   
  Specific: This is a very specialized 
  immunity mod that is bought for a specific 
  power. It will make the Hero’s immunity 
  only work against a specific power from 
  one specific Hero but will double his 
  protection. 
   
  Mod Cost: -1:2 
   
  The Roach has the uncanny ability to 
  adapt to nasty stuff. What doesn't kill him 
  only makes him stronger. He has been 
  blasted by Lord Golgotha’s Black Ray and 
  lived to talk about it. Hell, he's mutated to 
  be becoming nearly Immune to it. 
   
  Mortal Wounds: The Hero cannot be killed by 
  a deathblow. The only way to kill him is 
  through his Hits. Even chopping his head off 
  will not work. He MUST be killed through Hit 
  loss. He will, however, still be susceptible to 
  additional Hit loss once he goes below zero. 
   
  Variant Cost: +4 PP 
   
  This is a perfect power for designing Zombies 
  and Robots. Chopping off the head will not 
  even stop them but it might make it hard for 
  them to see where they are going. 
   
  Power: This form of immunity provides the 
  Hero with protection from certain power 
  effects. It is not intended to protect the Hero 
  from attack powers but is designed to handle 
  unwanted 
  effects. 
  These 
  might 
  include 
  Teleport, Flight, Shifting and Desolidification. It 
  is up to the Player whether this is an all-time 
  thing or whether it has to be turned on. Neither 
  will affect this cost but they both have their 
  own 
  advantages 
  and 
  disadvantages. 
  Remember, all-time means that it can't be 
  turned off (ever). This choice must be made at 
  the time of purchase and cannot be altered 
  later (without a Power Modifier). 
   
  Variant Cost: +3 PP per effect 
   
  Self: This allows the Hero to be totally immune 
  to any of his own powers. This must be 
  purchased for each power. 
   
  Variant Cost: +1 PP per power 
   
  Stun: The Hero cannot be Stunned from 
  damage. The Hero will not have to even record 
  Stun Loss, as he cannot be knocked out or 
  impaired by stunning effects. The Player will 
  have to account for any KDm that carries over 
  from a stunning attack so he should still make 
  sure to account for his SDf. 
   
  Variant Cost: +8 PP 
   
  
   
   
  STUDiO187 
  Defense 
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  Invisibility 
  Range: No 
  Visible: No (duh) 
  Description: This power can be used to become 
  hard to detect or even undetectable to one or more 
  senses.  
   
  System: Perception AV + d10 vs. Difficulty 
  When the Hero activates Invisibility everyone who 
  wishes to perceive him with the targeted sense 
  must make a Perception roll vs. an Everyday 
  Difficulty. This difficulty will increase along with the 
  Hero’s Power Level. For every Power Level, raise 
  the Difficulty Level by 1. This will remain in effect 
  until the Hero turns the power off. If the Target 
  knows what to look for and where the Hero is then 
  lower the difficulty 1 level. 
   
  Thinskin can make himself translucent. He has 
  Invisibility / Sight at a Power Level 3. That means 
  that anyone trying to see him with normal vision 
  will need to make a Perception check at an 
  Incredible Difficulty. 
   
  While sneaking, the Player will add his Hero’s 
  Stealth AV + d10 to the difficulty. This will be the 
  number that the Target needs to beat to be able to 
  perceive the Hero.  
   
  See the following rules for more information on 
  how to use Invisibility: 
   
  Sight: The following rules are for sight-based 
  Invisibility, the most common form. To only be 
  used with sight based Perception rolls. 
   
  Attacking: While invisible, a Hero has the 
  option of keeping himself unnoticed. If the 
  Hero attacks a Target, the Target is going to 
  have a good idea where the Hero is. Even if 
  the Hero misses, the FX is going to go 
  whizzing by the Target, alerting him to the 
  Hero’s position. If the Target has no clue 
  where the Hero is, the Hero will receive the 
  ambush bonus. 
   
  Defending: If the Hero is in combat, he cannot 
  add his Stealth AV. The Difficulty Level 
  becomes the target number for the Perception 
  check. If the Target makes his Perception 
  check, there are no modifiers to his roll. If the 
  Target cannot make a successful Perception 
  check, then he cannot hit the Hero. The Target 
  can, however, attack a hex. The Target would 
  guess at which hex the invisible Hero is in. He 
  would then attack that hex. If the Hero is 
  actually in that hex, then the opponent will be 
  at 0 Reflexes and Dexterity to hit him, ranged 
  or otherwise. Should the Target fail his 
  Perception roll, but know what hex the Target 
  is in he will be at one half his Reflexes and 
  Dexterity. This generally occurs right after the 
  Hero fires a visible attack, alerting the Target 
  to his position. 
   
  Sound: This would indicate that the Hero is able to 
  dampen sounds caused by himself. It would mostly 
  be for sneaking around and it’s great for sneaking 
  up on people. This of course only works on sound 
  based Perception rolls. 
   
  Scent: Kind of a rare, but useful form of Invisibility. 
  A Hero with this kind of Invisibility would be harder 
  to detect by scent. The Hero will not have to worry 
  about people like Wyld Kat smelling his ambush 
  out. Being that this version will be used about once 
  every third game session, double the levels of 
  Difficulty increase per Power Level. 
   
  Thus, you would raise the Difficulty Level by 2 per 
  Power Level for Perception checks. 
   
  Taste: Okay, whatever. 
   
  Touch: Get Desolidification. 
   
  Power: This will cause the Invisibility to work 
  against detections powers. Powers like Danger 
  Sense, Lock-On and Active Sonar. Use the Power 
  Level on a PL vs. PP task to determine the result. 
  The Player must choose the power his Hero’s 
  Invisibility defends him against. 
   
  Jack Barret is a solo with a cyber optic that has the 
  power Lock-On – Target at Power Level 2 (+2 PP). 
  Jenna has a poncho with a built in deflection 
  screen. Among other things, it can scramble a 
  visual lock-on. She has two Power Levels. The two 
  levels cancel one another out. Jack will not be able 
  to establish a Lock-on on Jenna as long as her 
  screen is active. If Jack’s optic had been Power 
  Level 3 then he would still be able to get a lock but 
  only at +1. 
   
  Power Cost: 
  • 
  +1 PP per sense 
  • 
  +2 PP per sense group 
  • 
  +1 PP per Power Level 
  Endurance Cost: 1 per PP per Phase 
   
   
  
   
  Page: 3- 8 
  Defense 
  STUDiO187
   
  The following Mods were designed for use with 
  Invisibility: 
   
  Team: To include other people in the Hero’s 
  effect he could use Area Effect, but that would 
  make an entire area disappear (including 
  furniture and items). Neat, but that might give 
  him away. With this Mod a Hero can add 
  additional people within an adjacent hex of that 
  Hero. 
   
  Mod Cost: 
  • 
  +1:6 PP 
  • 
  -1 MA per Person 
  Endurance Cost: Add 
   
  Field: This is the replacement for Darkness. 
  With this option the Hero creates a field of 
  invisibility. Every Target and object within that 
  field will become invisible and hopefully blind. 
  They will fall under appropriate penalties to 
  everything and everyone else. The field has a 
  1 hex radius per Power Level. 
   
  Mod Cost: +1:4 
  Endurance Cost: Add 
   
  If Whisper put a field of Invisibility (darkness 
  effect on sight with Power Level 6) around Tin 
  Omen, then Tin Omen would normally have to 
  make a Perception of Competently Super 
  Heroic or higher to know where anything is. 
  People trying to hit Tin Omen would also have 
  to make the same Perception Roll to see him. 
   
   
  Knockback Resistance 
  Range: No 
  Visible: No 
  Description: A Hero with this power takes 
  reduced Knockback from attacks. 
   
  System: Add the Power Level to the Hero’s Body 
  when calculating for Knockback. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per OCP 
   
  Mr. Tuff has a Knockback Resistance with a Power 
  Level of 3. If he is struck by an 18 DC punch he 
  will add 3 to his Body of 10 plus 1d6 to determine 
  how much Knock back he actually suffers from the 
  attack. 
   
   
  Lack of Weakness 
  Range: No 
  Visible: No 
  Description: With this power the Hero either has 
  less weak points or has a field that counteracts the 
  Find Weakness Attack Power. 
   
  System: Add 2 to the Find Weakness target 
  number per Power Level. This power does not 
  need to be activated because it is always on. 
   
  Power Cost: +1 PP per Power Level 
   
   
  Missile Defense 
  Range: No 
  Visible: No 
  Description: A Hero with this power can use 
  Defensive Martial Art maneuvers and Dodge 
  incoming ranged attacks (Ranged Combat and 
  Actions). 
   
  System: The Hero will treat the ranged attack the 
  same as he would a melee attack (you can use the 
  Fists of Fuzion to generate a set of defense 
  maneuvers). The two Variants will allow him to 
  Dodge the attack but will not allow him to parry, 
  block or catch the attack. To do so he will have to 
  purchase the Mod – Contact. This will allow him to 
  make contact with the FX without taking damage. 
   
  For a reflection the Hero must use a Re-Route 
  maneuver from Fists of Fuzion. The Hero could 
  also choose to catch the incoming attack. This is 
  of course if the object is catchable. Things like 
  bullets, knives and arrows. Sorry, lasers and 
  blaster bolts are not catchable. 
   
  The Player will purchase categories of ranged 
  attacks that his Hero will be able to defend himself 
  against. Each category must be purchased 
  separately and do not include objects of lower 
  speed than the Player purchases. While it makes 
  sense to allow the Hero to do so, we decided to 
  design the power in this fashion to increase its 
  flexibility. So, if the Player wants his Hero to be 
  able to defend against Low Velocity and High 
  Velocity objects, he will need to purchase both. 
   
  The OCP for this power is the same as its TCP. 
  Add all of the costs (including Contact, if 
  purchased) together to determine the OCP. 
   
  Power Cost: See Variants 
  Endurance Cost: 1 per OCP 
   
  
   
   
  STUDiO187 
  Defense 
  Page: 3-9
   
   
   
  Choose from the following Variants for Missile 
  Defense: 
   
  Low Velocity: The Hero will be able to defend 
  against objects traveling below sonic speeds. 
   
  Variant Cost: +2 PP 
   
  A baseball, hockey puck, thrown knife, arrows 
  and sub-sonic rounds all qualify. 
   
   
  High Velocity: The Hero will be able to defend 
  against objects traveling at super sonic 
  speeds. 
   
  Variant Cost: +2 PP 
   
  Bullets pretty much fit the bill, but it will cover 
  anything moving at a speed of Mach 1 or 
  higher. 
   
   
  The following Mod may be used with either 
  Low or High Velocity Missile Defense: 
   
  Contact: This is a Mod for both High and 
  Low Velocity defenses. The Hero must 
  purchase Physical and/or Energy. The 
  cost is for either (double for both). It will 
  allow the Hero to Block, Parry and Catch 
  incoming attacks. 
   
  Mod Cost: +1 PP 
   
  For either Energy or Physical it will cost +1 
  PP. It will cost +2 PP for both. 
   
   
  Mute Defense 
  Range: No 
  Visible: No 
  Description: This power lessens the effect of a 
  Muting attack.  
   
  System: Mute Defense only affects one sense or 
  sense group and the points from this power must 
  be allocated among the five sense groups 
  individually. Each Power Level of Mute Defense 
  subtracts two points from the Power Level of a 
  successful Mute attack. 
   
  Power Cost: 
  • 
  +1 PP per Power Level per sense 
  • 
  +2 PP per Power Level per sense group 
   
  Tinted goggles for a flash, Level dampeners for 
  sound based attacks, nasal filters for powerful 
  odors and so on. 
   
   
  Power Defense 
  Range: No 
  Visible: No 
  Description: A Hero with this power is especially 
  resistant to Adjustment Powers. 
   
  System: Power Level vs. Power Level 
  The Power Level of defense is subtracted from the 
  Power Level delivered by the Target. It doesn’t 
  matter how much the Adjustment Power cost the 
  Target. 
   
  Power Cost: +1 PP per Power Level  
   
  The Wraith zaps Seven using his Soul Sucking 
  Body Drain with a Power Level of 5. Seven has 3 
  Power Levels of Power Defense and will only be 
  affected by 2 Power Levels of the Drain. 
   
   
  Slick 
  Range: No 
  Visible: No 
  Description: The Hero is able to more easily 
  escape bonds. It could be that he has slippery skin 
  or that his surface is extremely smooth or perhaps 
  a force field provides him with a frictionless 
  surface. 
   
  System: Any form of restrictive activity that is 
  attempted on the Hero will be at a –1 per Power 
  Level to complete the task. In addition, the Hero 
  will be at the same bonus to escape in the 
  subsequent phases. Furthermore, in the case of 
  Entangle, the Hero will reduce the Power Level by 
  one for every Power Level he has. There are a few 
  exceptions depending on the Target’s Entangle (a 
  force bubble might not fall prey to the Slick 
  defense). 
   
  Power Cost: +1 PP per Power Level  
   
  The following Mod may be added to Slick: 
   
  Field: If the Hero purchases a field for his 
  Slick power, then he may leave a “sheen” on a 
  surface, causing a Target to be at a minus one 
  per Power Level to any physical action while in 
  the sheen. The Target will also be at a –1 
  Move per two Power Levels of effect. The 
  Director may also impose a level of difficulty 
  
   
  Page: 3- 10 
  Defense 
  STUDiO187
   
  per Power Level for the Target to stand. If the 
  Target fails his Athletics roll he becomes 
  grounded. This will also counteract Clinging on 
  a Power Level vs. Power Level status. The 
  standard area of effect is 1 hex. 
   
  Mod Cost: 
  • 
  +1:5 
  • 
  -1 MA per additional hex 
  Endurance Cost: 1 per TCP 
   
  If a Target has a Power Level 3 Clinging and 
  he hits a wall affected by a Slick Field - Power 
  Level 3, he will go sliding into the floor. 
   
   
  Toughness 
  Range: No 
  Visible: No 
  Description: A Hero with Toughness is able to 
  convert a portion or all of his SDf into KDf. This 
  amount can never go above his total SDf. 
   
  System: The amount is purchased in 4 intervals of 
  25%. This means that for every Power Level, the 
  Player will convert ¼ of his Hero’s SDf into KDf. 
  The Hero’s KDf will always fluctuate along with his 
  SDf. If his SDf goes up or down for any reason, so 
  will his KDf. 
   
  Power Cost: See Variants 
   
  Choose 
  from 
  the 
  following 
  Variants 
  for 
  Toughness: 
   
  Constant: The Toughness is constantly on 
  and the Player will constantly retain the 
  benefits of the KDf. 
   
  Variant Cost: +2 PP per 25% 
   
  Switch: The Hero must activate the converted 
  points. This requires one phase of time to 
  complete and will remain active until he turns it 
  off. 
   
  Variant Cost: +1 PP per 25% 
  
   
   
  STUDiO187 
  Movement 
  Page: 4-1
   
   
   
   
  Movement Powers are those powers that help the 
  Hero get from place to place. All Heroes start with 
  running, sprinting swimming, and a leap; see 
  Derived Characteristics, official Fuzion rules for 
  details. These movement powers can supplement 
  those starting values, or add new modes of 
  movement.  
   
  We found the Classic rules to be a little lacking 
  and a bit cumbersome so we revamped it a bit. 
   
  There are three degrees of movement: 
   
  Stroll: This is the most basic form of 
  movement and is generally used as a leisurely 
  way of getting from place to place or when 
  sparring in combat with a target that involves 
  ducking, weaving, and watching out for enemy 
  attacks. The base is equal to the Hero’s Move 
  in Hexes. There are no modifiers for moving in 
  this fashion. 
   
  Cruise: This is a much faster form of travel. 
  Heroes use this as a means to get places 
  quickly. It can readily be used for long 
  distances as well as short. When the Hero 
  cruises in combat, it is generally only useful as 
  a means to enter or leave in a hurry. It also 
  makes a great way to charge a Target for 
  extra damage. The base is equal to two times 
  the Hero’s Move in Hexes. While cruising, the 
  Hero is at ½ Reflexes and Dexterity for 
  performing additional or complex actions. This 
  would include punching, kicking, using a 
  weapon and so on.  
   
  Sprint: This is full tilt, all out, ass kicking 
  speed. It is the absolute fastest the Hero can 
  go. This was formally known as Non-Combat 
  Movement and is used to cover short 
  distances as fast as possible.  The base is 
  three times the Hero’s Move in hexes. While 
  Sprint is indispensable for covering as much 
  real estate as possible in the shortest amount 
  of time it has several drawbacks. First off, due 
  to it’s inefficiency, double all Endurance costs 
  while traveling at theses speeds. Secondly, the 
  Hero will be at ¼ his Dexterity and ¼ of his 
  Reflexes for performing additional or complex 
  actions (see above).  
   
  For both Cruise and Sprint, there is no penalty for 
  Reflexes or Dexterity if the Hero is just moving. 
  Even if the Hero moves head-on into an opponent, 
  doing a Move-Through. He will only receive the 
  modifier if he tries to do an additional or complex 
  action.  
   
  Just to be perfectly clear, if the Hero smashes into 
  a guy while doing a Sprint, he will only have a 
  modifier to his Stat if he tries to do anything other 
  then move. So, if he just smashes into the guy, he 
  will only do the movement damage plus his Cargo 
  Value. His Cargo Value is equal to the Strength 
  required to lift the Hero. See Cargo, Move-By and 
  Move-Through below. 
   
  Enter Fists of Fuzion: 
  If the Hero generates a maneuver with the 
  Advanced Modifier Specific – Motion, then he can 
  shift one movement class down for purposes of 
  stat modification. So, if he built such a maneuver 
  and did so while Cruising, he would have no 
  modifier to his Reflexes or Dexterity. If he were 
  Sprinting then he would only suffer the  ½  modifier 
  to his Reflexes and Dexterity as specified under 
  Cruise. 
   
  Acceleration 
  Normally in Fuzion, objects accelerate at a rate of 
  a 10 Hexes per phase until they reach their desired 
  or maximum speed. This is just silly. For Dark 
  Millennium, Heroes can accelerate and decelerate 
  their Move per phase. 
   
  Cargo 
  This is the amount of weight your Hero 
  accommodates with his power. See the Cargo 
  Point Chart in the Using Power Core chapter. The 
  Hero must include his weight into the equation as 
  well (unless otherwise specified). 
   
  Thus if a Hero weighs 150 lbs and can 
  accommodate 6 Cargo while gliding he could glide 
  with an additional 650 lbs (800 – 150). 
  
   
  Page: 4- 2 
  Movement 
  STUDiO187
   
  How Fast? 
  If you want to get an idea of how fast your Hero is 
  going then it’s very simple. Multiply your Hero’s 
  move by .7 (not by .5 as stated in the Official 
  Fuzion rules). 
   
  It goes a little like this: 
   
  • 
  3 feet per hex divided by 
  • 
  3 seconds per phase equals 
  • 
  1 foot per second multiplied by 
  • 
  60 feet a minute multiplied by 
  • 
  60 minutes per hour divided by 
  • 
  5280 feet per mile 
  • 
  Round to the nearest 10th 
   
  (3/3)(60)(60) = 3600 
  3600/5280 = .7 (.681515… rounded) 
   
  Okay, how fucking fast is that!? 
  We thought it might be nice to provide some speed 
  comparisons.  
   
  Move 
  MPH Examples   (S) = Sprint, (C) = Cruising 
  14 
  20 
  Arabian Camel (S) 
  18 
  25 
  Black Rhino (S) 
  30 
  43 
  Fastest Race Horse (S) 
  35 
  50 
  Thomson’s Gazelle (S) 
  37 
  53 
  Fastest Sailing Vessel (S) 
  41 
  58 
  Sea Doo (S) 
  43 
  62 
  Cheetah (S) 
  48 
  68 
  Fastest Fish (Sail Fish) (S) 
  87 
  124 
  Peregrine Falcon in flight (S) 
  103 
  147 
  Medium Commercial Helicopter (C) 
  112 
  160 
  BMW Z8, Jaguar XKR (S) 
  116 
  166 
  Fastest Bicyclist (S) 
  127 
  182 
  Apache Combat Helicopter 
  136 
  194 
  Fastest Production Motorcycle (S) 
  140 
  200 
  Lamborghini Diablo (S) 
  152 
  217 
  Peregrine Falcon in dive (S) 
  168 
  240 
  Fastest Formula 1 (S) 
  196 
  280 
  Fastest Tornado (S) 
  224 
  320 
  Fastest Rail Train (S) 
  259 
  370 
  C-130 – Lg Military Cargo Plane (S) 
  294 
  420 
  A-10  - “Warthog” Fighter Plane (S) 
  376 
  536 
  Lear Jet - Small Passenger Jet (C) 
  393 
  562 
  DC-9 Mid Size Jet (S) 
  407 
  582 
  747 – Large Commercial Jet (C) 
  455 
  650 
  B-52 Bomber (S) 
  Mach 1 
  662 
  Harrier Fighter Jet 
  Mach 1.2 
  763 
  Land Speed Record (S) 
  Mach 2 
  1,320 
  “Euro-Fighter” - Fighter Jet (S) 
  Mach 2.2 
  1,510 
  Concord (S) 
  Mach 3 
  1,875 
  F-15 - Fighter Jet (S), Most Bullets 
  Mach 3.4 
  2,250 
  SR-71 Black Bird–Stealth Fighter (S) 
  Mach 6.7 
  4,435 
  Fastest Rocket Plane (S) 
  Many of the numbers were taken from the 2000 edition of the Guinness 
  Book of World Records 
   
  Through and By 
  There are two additional rules governing combat 
  movement. They are the Move-By and the Move-
  Through. These must be declared as such when 
  announcing the attack. Just because the Hero is 
  moving during combat, does not mean that he is 
  doing a Move-By or a Move-Through. However, 
  the Director may force the Player to treat it as such 
  if he deems it necessary. 
   
  If the Hero is moving 10 Hexes a phase and 
  decides to go straight through a Target who is 8 
  hexes away then the Director would be correct in 
  making the Player declare a Move-Through. 
   
  Move-By: This is for an attack that occurs 
  during substantial movement. This attack will 
  only use the movement to increase the effect 
  and will not use the Target as a landing zone. 
  It is quite often used when passing a target 
  during movement or when entering combat 
  with a Target that was too far away. Add ¼ of 
  the Hero’s movement (round down) that phase 
  to ½ his Cargo Value (round down) for the 
  attack. The Hero will take the extra DC as well 
  in SDm. He can reduce the amount of DC he 
  takes by 1 for every –1 to AV he assumes. 
   
  The Bullet declares a Move-By Punch on Iron 
  Hand. If successful, he will be able to apply ¼ 
  of his movement and ½  of his Cargo Value that 
  phase to his Strength for damage. He decides 
  to do this at Cruising speed. Normally he 
  would be at ½ Reflexes and Dexterity to pull 
  this off but since he built a maneuver (Fists of 
  Fuzion) with Specific – Motion, he will be able 
  to use his full Reflexes and Dexterity. 
   
  The Bullet swooshes past Iron Hand at a 
  speed of 24. He attacks him in the 10th hex 
  and continues past him for 14 hexes. This is 
  not a trained maneuver (Fists of Fuzion) and 
  he will not add his Strength to the damage. He 
  will add 6 for movement (24/4=6) and 2 for 
  Cargo (heroic adult male - 4 Cargo Points). He 
  does a total of 8 DC SDm (24 Hexes moved in 
  the phase + a Cargo Value of 4) for the attack. 
  He now must take 8 DC SDm to himself. 
  Notice, there is no modifier to his stat. 
   
  In this example, he could have taken a –3 to 
  AV and only taken 5 DC of SDm. 
   
   
   
  
   
   
  STUDiO187 
  Movement 
  Page: 4-3
   
   
   
  Move-Through:  When an attack involves 
  movement that the Player wishes to include for 
  his Heroes damage and the movement is 
  completely focused on the Target then it is 
  considered a Move-Through. Much like a 
  Move-By, 
  the 
  Player 
  adds 
  the 
  Hero’s 
  movement and Cargo Value for damage 
  calculation. Except with a Move-Through he 
  gets ½ of his movement plus his entire Cargo 
  Value. He must take the same amount of SDm 
  that the movement adds to his attack. Again, 
  he can subtract 1 form his AV for every DC he 
  lowers the damage he takes to himself. 
   
  Our man Bullet decides to do the same attack 
  to the next guy, but now he decides to do a 
  Move-Through. This time he will be delivering 
  16 DC SDm (12 for movement +4 for Cargo). 
  He will also take the same amount of damage. 
  Notice, there is no modifier to his stat. 
   
  Later on down the road, Bullet decides to 
  make a trained maneuver (Fists of Fuzion) 
  for this attack. He builds the maneuver with 
  Specific – Motion. Now his attack is very 
  different. He will add his Strength of 7 to the 
  damage. He will use his Martial Arts skill to 
  deliver the attack (rather than Flight or UP – 
  Flying). However, he will have to consider the 
  stat modifiers for Cruising while Sprinting. He 
  will still take the damage from his Cargo Value, 
  his Movement and his Strength to this value. 
   
  If the Hero picks up a much heavier object to hit 
  his opponent with, then calculate for that object’s 
  Cargo Point value instead. Unless the Hero tries to 
  remain holding the object he will take no damage 
  from the impact. If he holds onto the object then he 
  will of course take damage as well. Doing this is 
  treated as a complex action and the Hero would 
  have to assume any movement modifiers (unless 
  he attached Specific – Motion and Weapon – X, 
  Fists of Fuzion). 
   
  Bullet scoops up an Armored car to nail his 
  opponent. The car has a Cargo Value of 10. He is 
  moving at a rate of 18. He lets go of the car at the 
  last moment and it slams the opponent. The 
  damage is 19 DC KDm (10+9) or 6 Kills on a 
  Mecha Scale. But he was lucky to hit at all due to 
  the fact that he was at ¼ Reflexes and he left 
  himself open to attack with his ½ Dexterity. The 
  Armored Car can only deliver as much damage as 
  it has to offer. Thus, if the Armored car can only 
  take 50 points of damage, then that is all it can 
  give out. 
  Sounds too powerful? Imagine being hit by a flying 
  armored car barreling at you. Besides, the Hero 
  has to be able to pick the damn thing up first and 
  then he has to score a hit. Additionally, the object 
  can only deliver as much damage as it can take. 
  Spend the same amount of points on defenses 
  and your not really going to have to worry too 
  much about it. 
   
  If you put the same amount of points into Dexterity 
  as he put into Strength then he has little chance of 
  hitting you! 
   
  Moving Target 
  It’s much harder to hit a moving target. Especially 
  really 
  fast 
  moving 
  targets. 
  Normal 
  combat 
  movement is considered with the use of Standard 
  Evasion but this does not include extraneous 
  movement. For movement over 4 Hexes per 
  phase, apply a +1 to EV and an additional +1 per 
  5. 
   
  Bullet whips around the corner into a hail of 
  gunfire. He goes to Sprinting Speed and tries to 
  avoid the gunfire. He will have a standard evade of 
  12 (His Athletics AV) + 2 (Standard Evade bonus) 
  + 3 (moving 18 hexes) for a total of a 17 Standard 
  Evasion. 
   
  Escape Velocity 
  To get into orbit, the Hero would have to maintain 
  1-G initial acceleration. The Hero would then need 
  to maintain that speed until he breached the 
  atmosphere. There are a ton of calculations that 
  include mass, friction, gravity and so on. For 
  simplicity we assume that Heroes that can travel at 
  Mach 32 (7 miles per second) can escape Earth’s 
  atmosphere. 
   
  Other Atmospheres 
  When traveling in an atmosphere there is friction. 
  All movement is based on Earth’s friction. When 
  traveling to other planets or dimensions it is 
  possible 
  to 
  encounter 
  other 
  atmospheres. 
  Whatever the atmospheric density is, multiply the 
  Hero’s top speed by the inverse to determine his 
  top speed in that atmosphere. 
   
  What??? 
   
  Okay, let’s not get all crazy here. For the most 
  part, it should not happen to often. Directors 
  should keep it simple and not use worlds that have 
  different atmospheres all that often. This rule only 
  exists to fit such an occurrence. So here’s the 
  deal. If the atmosphere is .8 Earth’s, then the Hero 
  
   
  Page: 4- 4 
  Movement 
  STUDiO187
   
  can travel at 1.2 his normal maximum. Should it be 
  1.2 Earth’s density, then he will only be able to 
  max out at .8 normal. Furthermore, in the vast 
  nothingness of outer space there is no maximum 
  top speed. The Hero will be able to accelerate 
  every phase and obtain any speed. Heroes should 
  be careful though, because they might need to 
  decelerate in a hurry. 
   
   
  Movement Mods 
  The following Mods can be added to any 
  Movement Power. 
   
  900 Turn: Normally a Hero would break his 
  neck trying to pull a 900 turn while moving at 
  full tilt. It would be at least an Incredible 
  Difficulty task. With this Mod the Hero will not 
  begin to suffer modifiers from maneuvers until 
  they require more than a 900 turn. 
   
  Mod Cost: +1:3 
   
  1800 Turn: Very similar to the above 
  mentioned, this Mod allows the Hero to simply 
  ignore turning modifiers when maneuvering. 
   
  Mod Cost: +1:2 
   
  Instant Acceleration: With this Mod the Hero 
  can instantly go his top speed and slow with 
  the same veracity. 
   
  Mod Cost: +1:2 
   
  Slow Acceleration: With this Mod the Hero 
  can only accelerate and decelerate at half his 
  Move per phase. 
   
  Mod Cost: -1:3 
   
  Wide Turns: The Hero must make wider turns 
  when maneuvering. Normally, a Hero must 
  travel 1 hex for each facing shift (60 degrees). 
  When purchasing this Mod, the Hero must 
  travel 2 hexes per facing change or suffer a 1-
  difficulty penalty. If your not using hexes then 
  just increase all tight maneuvering difficulties 
  by 1 Difficulty Level. 
   
  Mod Cost: -1:3 
   
   
   
  Arboreal Movement 
  Range: No 
  Visible: No 
  Description: If the Hero is amongst dense tree 
  growth he can bounce from branch to branch 
  along with using vines to swing.  This will allow him 
  to travel amongst the treetops rather than along 
  the jungle floor.  AAAuhuuhuhhAAAaaaa! 
   
  System: The Hero can cover distances equal to 
  his Move (Stroll, Cruise and Sprint) while in dense 
  tree growth. 
   
  Power Cost: +2 PP 
   
  This could also be used as Urban Movement if the 
  hero had a means to grab onto buildings and could 
  actually leap far enough to go from building to 
  building. 
   
   
  Clinging 
  Range: No 
  Visible: No 
  Description: This power allows the Hero to stick 
  to walls and sheer surfaces and move on them as 
  if they were the ground it’s self. The Hero can 
  literally walk on walls and ceilings. It will also help 
  him hold onto fast moving objects and it will make 
  it harder to pull him loose from a surface. 
   
  System: The Hero can hold onto and move along 
  surfaces other than those allowed by gravity. To 
  this end there are two factors to remember. If he is 
  trying to defy gravity (wall crawl) then he will need 
  to add his weight into the Cargo. If he is on the 
  ground then he does not. Duh! 
   
  Well, it’s important, because if a Target or force 
  tries to pull him from his position it will make a 
  difference (and don’t forget there are gravity 
  powers to consider). To pull the Hero loose from a 
  surface the Target will need to be able to lift the 
  Hero’s Power Level in Cargo Points, but the Hero 
  will be able to add his weight if he is on the ground 
  or a gravitational surface.  
   
  Soft earth, sand and gravel work against the Hero 
  though. If the Target ripped the Hero from a freshly 
  laid lawn he would not need to accommodate all of 
  the Hero’s Cargo (clinging) value as the soft earth 
  and grass would come loose easily. For this and 
  weights that exceed the limit it will be a Directors 
  call as to how the Power Level is affected. 
   
   
  
   
   
  STUDiO187 
  Movement 
  Page: 4-5
   
   
   
  A Hero with Clinging adds his Power Level to his 
  Body when calculating Knockback, so long as he is 
  in contact with a level surface and the power is 
  active. 
   
  For every Power Level the Hero will be able to 
  accommodate 2 Cargo Points. 
   
  Power Cost: +1 PP per Power Level 
   
   
  Cohesion 
  Range: No 
  Visible: No 
  Description: The Hero is able to cause liquefied 
  objects to act as a solid. This will allow him to 
  move across surfaces that he would usually sink 
  into and will stop the liquid from free flow or splash. 
  He will also be able to keep liquids from flowing 
  away. He could literally make 5 gallons of water 
  into a ball that he could carry around. 
   
  System: For every Power Level the Hero applies, 
  the surface will support 1 Cargo Point worth of 
  material and will require 1 point of Strength to 
  break. The area of effect is one hex and if the 
  Player wishes to improve upon this, he may want 
  to purchase the Power Modifier - Area Effect. 
   
  Power Cost: +1 PP per Power Level 
   
  “Prove to me that your no fool….. Walk across my 
  swimmin’ pool.” 
   
   
   
   
  Flight 
  Range: No 
  Visible: Yes 
   
  This 
  power 
  has 
  seen 
  some 
  aggressive 
  adjustments from what you may be used to so 
  please read carefully. 
   
  Description: With this power the Hero becomes 
  capable of airborne travel. It will allow the Hero to 
  travel in the air as he would upon land. 
   
  System: There are several types of flight. They 
  range from Gliding to Warp speed and could come 
  from wings, telekinesis, or even gravidic wave 
  riding. See Variants for system description. 
   
  Power Cost: See Variants 
  Endurance Cost: See Variants 
   
  Choose from the following Variants: 
   
  Standard: With this power the Hero has 
  propulsive flight ability, is able gain and 
  maintain altitude and can accelerate by his 
  own power. The speed at which the Hero can 
  fly is equal to his Move multiplied by his Power 
  Level. If he wishes to move with more Cargo 
  then he will need to purchase the Power 
  Modifier Cargo. Otherwise divide his flight 
  speed by the extra Cargo value. 
   
  Variant Cost: 
  • 
  +6 PP for PL 1 
  • 
  +2 PP per additional PL 
  Endurance Cost: 1 per OCP + Move 
   
  Flying Tiger has a Move of 6. He buys 
  Standard Flight for +6 Power Points. This will 
  allow him to fly at 6, 12 and 18 hexes a phase. 
  He then upgrades it 2 Power Levels for +4 PP. 
  Now he can fly at 18, 36 and 54 hexes a 
  phase. 
   
  Propulsion: This is the same type of Flight as 
  Standard but is intended for an object or Hero 
  that has no initial Move. Or, the Player may not 
  want the power to be attached to his Move. For 
  every Power Level, the Hero will have a Flight 
  Move of 2 with his weight in Cargo. This will be 
  his Strolling speed. He may Cruise and Sprint 
  as per the normal rules. 
   
  If he wishes to move with more Cargo then he 
  will need to purchase the Power Modifier 
  Cargo. Otherwise divide his flight speed by the 
  extra Cargo value. 
   
  Variant Cost: +1 PP per Power Level 
  Endurance Cost: 1 per OCP 
    
  Gliding: A Hero with this power can glide 
  through the air. A Gliding Hero has some 
  control over his movement, but not the total 
  control provided by a powered form of Flight. A 
  Gliding Hero must drop 1 Hex per Phase to 
  gain 1 point of Move. While a Hero will 
  
   
  Page: 4- 6 
  Movement 
  STUDiO187
   
  generally lose 2 points of Move per hex 
  gained. The Hero could hit a thermal or 
  perhaps an upward gust (difficulty 18) and get 
  the altitude at no additional loss. He could just 
  as easily hit an air pocket and drop 4 or 5 
  Hexes in a phase. So, there is no speed level 
  to buy, the Hero gains speed as he drops and 
  loses it as he ascends. 
   
  The cost of the power is based on the amount 
  of Cargo Points that he can glide with. He 
  must accommodate his own weight including 
  equipment and any passengers. If he attempts 
  to glide over his Cargo limit then start at 
  Competent and add one Difficulty Level per 
  point of Cargo he is over. This roll must be 
  successful every phase of his Flight or he will 
  lose 1 hex per point missed that phase. 
   
  Variant Cost: 
  • 
  +2 PP for Gliding 
  • 
  +1 PP per 2 Cargo Points 
  Endurance Cost: 1 per OCP 
   
  Alex Storm has a glider pack that can 
  accommodate 4 cargo points of weight. That 
  equates to 350 pounds. He and his equipment 
  weigh in at about 250 pounds. He scoops up 
  two of his falling teammates (we’ll ignore the 
  teammates velocity to keep things simple and 
  fun) whose combined weights are 615 pounds. 
  That’s a total of 865 pounds. This puts him at 6 
  Cargo Points (we rounded). He now must 
  make his difficulty roll every phase or he will 
  drop. He’s 3 points over so he has to make a 
  Legendary roll or begin to descend. His 
  Reflexes are 6 and his UP – Gliding is level 5. 
  He rolls a 4 and this gives him a total of 15. 
  Oh, shit! He needed a 21, that’s 7 points short. 
  He will drop 7 Hexes (21 feet) this phase. 
   
   
  Supersonic Flight: This power allows a Hero 
  to fly at Mach speeds (>750 mph). While Mach 
  Speed is relative to two factors (density and 
  temperature), we are just going to assume that 
  1 Mach = 750mph as far as Super Sonic Flight 
  is concerned (yes, this is different from the 
  speed chart and no, we are not just making 
  this shit up). Acceleration is at a rate of 1/5 of 
  the highest obtainable speed. Mach 5 is the 
  highest speed that should be allowed in the 
  atmosphere without Speed Resistance. At that 
  point the Hero is being subjected to forces that 
  would really be tearing him apart. Up until this 
  point we assume that his body can handle it 
  but this is a freebie and anything over Mach 5 
  is just ridiculous. 
   
  Variant Cost: 
  • 
  +1 PP per Mach, up to Mach 7 
  • 
  +1 PP per 5 Mach Levels beyond Mach 7 
  Endurance Cost: 1 per OCP 
   
  Speed Resistance: This Mod will allow 
  the Hero to resist the effects of friction and 
  heat due to excessively high rates of 
  speed. The Hero will not take damage 
  from the heat or friction due to traveling his 
  flying speed. 
   
  Mod Cost: +1:5 
   
  This is a gratuitous gimmie power because 
  it will only protect him from these 
  conditions for the purposes of flight. It will 
  not protect him from heat attacks even 
  though it should. To do that would make 
  things very difficult because you would 
  have to know exactly how much heat is 
  involved during those speeds. Then the 
  Hero would need immunity to heat at that 
  DC. It’s just too much to account for in an 
  easygoing universe like Fuzion. 
   
  Warp: This movement power allows the Hero 
  to travel faster than light while in space. The 
  power will not protect the Hero from the 
  hazards of space travel so the player will have 
  to make allowances for this. The Hero will be 
  able to travel at 5Power Level (5 to an exponent 
  equal to the Power Level) light years per year. 
  The following chart is provided for those of you 
  without a handy calculator.  
   
  Warp Speed Calculation 
  Power Level 
  Per Year 
  Per Day 
  Per Hour 
  1 
  5 
  .015 
  2 
  25 
  .030 
  3 
  125 
  .34 
  What 
  ever! 
  4 
  625 
  1.7 
  .07 
  5 
  3125 
  8.56 
  .36 
  6 
  15,625 
  43 
  1.78 
  7 
  78,125 
  214 
  8.9 
  8 
  390,625 
  1,070 
  44.6 
  9 
  1,953,125 
  5,351 
  223 
  10 
  9,765,625 
  26,755 
  1,115 
   
  Variant Cost: +1 PP per Power Level 
   
   
  
   
   
  STUDiO187 
  Movement 
  Page: 4-7
   
   
   
  Hyper Leap 
  Range: No 
  Visible: No 
  Description: This power enhances a Hero’s 
  natural leap. 
   
  System: Multiply the Power Level by the Hero’s 
  normal Derived Stat Leap (equal to the Hero’s 
  Move Stat). 
   
  Remember that the Hero does not have to jump 
  his full amount every time. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per PP + Move 
   
  A level 5 Hyper Leap for Wyld Kat would modify 
  his 6 Leap to a 30. 
   
   
  Hyper Running 
  Range: No 
  Visible: No 
  Description: A Hero with this power can run faster 
  than normal. 
   
  System: Multiply the Power Level +1 by the Hero’s 
  Stroll, Cruise or Sprint values. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per PP + Move 
   
  So if Tommy (as in Thompson’s Gazelle) has a 
  Move of 7 and a Hyper Running Power Level of 5, 
  he could move 70 hexes on a Cruise. Or, 105 at 
  full tilt. WhooHa that's fast. 
   
   
  Hyper Swimming 
  Range: No 
  Visible: No 
  Description: This power allows the Hero to swim 
  faster than normal. 
   
  System: Swimming increases the Hero’s Derived 
  Swim Stat. Multiply the Power Level by the Hero’s 
  normal Swim. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per PP + Move 
   
  A level 5 Hyper Swimming for U-Man would modify 
  his 5 Swim to a 25. 
   
   
  Projection 
  Range: No 
  Visible: No 
  Description: This is the ability to leave the body 
  behind and allow the soul to float freely within the 
  dimensional Membrane (Astral Plane). 
   
  System: For every Power Level the Hero 
  purchases he will be allowed to stay within the 
  membrane for up to two hours. When his time is 
  up the body will pull the soul back. The Hero will 
  need to rest the equivalent amount of time spent in 
  the membrane upon returning. 
   
  While the soul is in the Membrane, the body will 
  remain in a state of suspended animation but will 
  also be defenseless to intruding souls. The Hero 
  leaves an umbilical cord to his body that will allow 
  his soul to find its way home and keep the body 
  alive. Should a stray soul try to enter the body the 
  cord will convey a distress signal to the soul. The 
  soul can return to the body at a blistering speed 
  along the cord. Unless the Director wants to 
  displace the Hero’s soul or if the Player is abusing 
  this ability then he should always be able to make 
  it back in time to fight for his body. Treat the 
  combat as normal. If the Hero has a magical 
  sword in the real world he should be able to 
  manifest it in the membrane (this is until 
  Crossover – Sons of Fuzion is released with 
  astral combat rules). In addition, Heroes with this 
  ability can retrieve those trapped within the 
  membrane during a failed or malicious teleport. 
   
  While within the membrane the Hero can pear into 
  the same dimension his body occupies and see 
  other 
  creatures 
  within 
  the 
  Membrane. 
  The 
  Dimensional Sense power would allow the Hero to 
  see into other dimensions as well. No one can see, 
  hear or harm the Hero by normal means. If the 
  Hero purchases the modifier, Crossover - X, then 
  he can affect creatures with his power that reside 
  within the dimension specified (to affect someone 
  he is looking at in another dimension). In the 
  Membrane, obstacles such as walls are not 
  present so the Hero is able to move freely to any 
  part without restriction. Thus, a Hero could go into 
  the Membrane in one room of a house and then go 
  to the corresponding location in the Membrane 
  without being barred by any walls or doors. He 
  could then spy on what was transpiring in that 
  room. 
   
  Power Cost: +1 PP per Power Level 
   
   
  
   
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  Movement 
  STUDiO187
   
  There is a defense against spying Astral Beings. If 
  a Hero has Force Wall and attaches Crossover – 
  Membrane, then the Target will encounter a wall 
  that he must bust through. See Force Wall for the 
  particulars. 
   
   
  Swinging 
  Range: No 
  Visible: Yes 
  Description: A Hero with this power can swing 
  distances from a line. The Hero can also swing up 
  to a certain location by attaching a line. 
   
  System: To use Swinging the Hero must be able 
  to attach his swing lines to high buildings, trees, 
  cliff sides, or other high structures. It is assumed 
  that the Hero can climb his apparatus without 
  making a climb roll. Under stressful or unusual 
  circumstances, the Director might ask the Player to 
  make a roll to see if the Hero losses his grip. This 
  would be based on the situation. The Director 
  would assign a difficulty that he sees fit. 
  Realistically the distance a Hero could cover every 
  phase would be based upon the length of any 
  given line, wind resistance, etc. Cost is based on 
  Cargo, due to weight limitation. Thus, if the Hero 
  wanted to swing with someone else he would have 
  to be able to accommodate the other person’s 
  weight as well. It would be a Directors call for 
  weights that exceed the limit. The Hero can 
  accommodate 1 Cargo Point per Power Level. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per Power Level 
   
   
  Teleportation 
  Range: No 
  Visible: Yes 
  Description: A Hero with this power can 
  disappear from one point and appear at another 
  (or the same place at a later time) by passing 
  though 
  the 
  dimensional 
  membrane 
  and 
  transversing lay lines, folding space or anyway you 
  see fit to describe. 
   
  System: It is important to remember that a fast 
  moving Hero stays fast moving during transit and 
  resurgence. Thus, a Hero who teleports to the 
  ground after falling out of a plane, will appear at 
  the ground with the same momentum as he 
  started transit with (IE – He’ll go splat anyway). It is 
  also important to note that a Hero who teleports 
  into a substance will be affected as his body is 
  used pry open a spot in that substance. So, if a 
  Hero were to perform a blind teleport and landed in 
  rock he would have to be sturdy enough to shove 
  the rock aside or be killed trying. Rule of thumb, if 
  the Hero cannot displace the substance he is 
  going into with his body without taking damage he 
  will be injured (and encased in the substance) or 
  be a severely crushed cadaver for a land 
  developer to find 20 years from now. The Hero 
  must be familiar with his destination or be able to 
  see it and know his location in reference to that 
  point. If not, it will be treated as a blind teleport. 
   
  For blind teleports allow the Player a 3d10 roll, the 
  more ones the worse off the landing, the more tens 
  the better. Each luck point will erase a one or add 
  a ten. A Hero Point will give the Hero an automatic 
  three tens and erase all ones. The Hero can 
  always teleport his weight. Additional weight steps 
  him up the difficulty chart. For every cargo point 
  over his allowed amount, add 1 to the Difficulty 
  Level. There are several different types of 
  Teleportation, and several Mods to counteract the 
  disadvantages of this dangerous form of travel. 
   
  Power Cost: +4 PP + Variant Cost 
  Endurance Cost: 2 per OCP 
   
  Choose one or more of these Variants as your 
  form(s) of Teleportation. 
   
  Blink: The Hero blinks out of existence for a 
  specified period of time and then reappears in 
  the exact same spot. He achieves this by 
  wrapping 
  himself 
  with 
  the 
  dimensional 
  Membrane. This takes one action and could 
  be done before or after the Hero attacks (or 
  anything else). He can basically use it as a 
  dodge and remain in it until his duration ends 
  or until the Hero chooses to drop out. Another 
  person with this type of teleport could enter the 
  same pocket if he knew where the Hero was. If 
  the Hero knew that person was trying to enter 
  and wanted to stop him, they could compare 
  UP-Blink skill checks. If the Hero wins, the 
  Target would not be able to open the Hero’s 
  pocket. At Power Level 1 the Hero is able to 
  sustain his power for one full phase and may 
  step down one level on the timetable for each 
  additional 
  Power 
  Level. 
  Add 
  for 
  OCP 
  calculations. 
   
  Variant Cost: +1 PP per Power Level  
   
   
   
  
   
   
  STUDiO187 
  Movement 
  Page: 4-9
   
   
   
  Membrane: Normally the Hero cannot see 
  through the membrane during his stay but 
  this Mod will make it possible. Add for 
  OCP calculations. 
   
  Mod Cost: +2 PP 
   
  Combat: This form of teleport allows the Hero 
  to move a distance equal to his Move (Stroll, 
  Cruise and Sprint; all movement modifiers still 
  apply). As with other movement powers, 
  multiply the Hero’s normal movement by his 
  Power Level for the new distance. The big 
  bonus is that the Player doesn’t have to deal 
  with 
  any 
  obstacles. 
  Add 
  for 
  OCP 
  calculations. 
   
  Variant Cost: +1 PP per Power Level 
   
  Thus, a Power Level of 7 would allow Wraith 
  (with a Move of 4) to teleport (Cruise) 56 
  hexes in a single phase and still be able to 
  attack (with ½ Reflexes and ½ Dexterity). This 
  would not be considered a Move-By or a 
  Move-Through. 
   
  Dimensional: This allows the Hero to transit 
  to other dimensions. These could include The 
  Net, The Gaia, another parallel earth, or 
  whatever. Hell and Heaven have been blocked 
  off and require special means to transit to and 
  from them (See Crossover, Sons of Fuzion). 
  The Hero can purchase any number of 
  dimensions but this is, however, a one-way 
  trip. If he wishes to return home he must 
  purchase his home dimension. He may also 
  purchase a random transit that will allow him to 
  pop to any random dimension. Or, he can 
  purchase the power to allow him to transit to 
  any dimension he desires. His landing spot will 
  always vary unless he purchases a destination 
  for a certain dimension. Add for OCP 
  calculations. 
   
  Variant Cost: 
  • 
  +2 PP per dimension 
  • 
  +2 PP for any random dimension 
  • 
  +8 PP for any desired dimension 
   
  Standard: This form of teleport is the most 
  common type and is designed for long 
  distance travel. It cannot be used for combat 
  because it requires a full phase to begin 
  transit, 1 phase per mile and 1 phase to 
  manifest. 
  During 
  dematerialization 
  and 
  rematerialization the Hero cannot defend 
  himself or attack. He will be vulnerable but will 
  only take ½ damage from any form of attack. 
  The Hero is able to Teleport up to 5Power Level in 
  miles in one transit. Add cost for OCP 
  calculations. 
   
  Variant Cost: +1 PP per Power Level 
   
  Power Level 4 = 54 miles or 5 x 5 x 5 x 5 = 625 
  miles 
   
  Trek: This form of Teleportation is for 
  extremely long distances. It is pretty much 
  used for stellar travel. The core distance is 5 
  light years (about 29 trillion miles). The Hero 
  can travel less than 5 light years but never less 
  than 1. For every Power Level purchased, 
  raise the core distance to that power. Players 
  should purchase a Destination or their Heroes 
  will probably land in space. It takes 1 round per 
  light year to complete transit. Add for OCP 
  calculations. 
   
  Variant Cost: +1 PP per Power Level 
   
  Thus, if the Hero has Teleport-Trek at Power 
  Level 5 he could travel up to 3,125 Light Years 
  per transit (55 =5x5x5x5x5 = 3,125). 
   
  Time 
  (Optional): 
  With 
  this 
  type 
  of 
  Teleportation the Hero is able to transgress 
  the boundaries of time itself. It’s up to the 
  Director to handle the specifics of time travel. 
  Paradoxes like killing your grandfather as a 
  child would be up to him. 
   
  Variant Cost: Up to Director. 
   
  We are not providing rules for this type of 
  power because it would involve a complex 
  write up for a power that we do not agree with 
  or support but you are free to do so if you 
  wish. 
   
  General Mods: Attach the following Mods to any 
  of the Teleportation Variants. 
   
  Additional Weight: This Mod allows the Hero 
  to carry more weight without suffering a 
  difficulty penalty. For every Power Level the 
  Hero can take 1 Cargo Point worth weight with 
  him. If the Hero attempts to take extra weight 
  with him, raise the difficulty 1 level for each 
  extra Cargo Point. As usual, start the difficulty 
  
   
  Page: 4- 10 
  Movement 
  STUDiO187
   
  level at Competent. Failed rolls could mean no 
  transit, transit without cargo, injury or even 
  death on a bad enough roll (only if he fumbled 
  trying to take a battleship with him). Add for 
  OCP calculations. 
   
  Mod Cost: +1 PP per Power Level 
   
  Density Shift: With this Mod the Hero is 
  guaranteed a safe landing. The Hero’s power 
  has a density proximity buffer, which will keep 
  him from fusing into things like walls or rocks. 
  It will shift the Hero the shortest distance to 
  safety. Safety is, however a relative thing. The 
  power is not smart and it could shove the Hero 
  off the edge of a cliff or in front of a moving 
  car, but he never has to worry about landing 
  with one foot fused into the floor. If the Hero’s 
  form is strong enough to displace the matter 
  without harm (water, air, mud) then this Mod 
  will not kick-in. 
   
  Mod Cost: +1:4 
   
  Destination: This Mod allows a Hero to leave 
  a signature in any place he has occupied and 
  has to leave the signature while in that place. 
  He will still have to be able to teleport that 
  distance but will not need to know his current 
  location. He will have a sense of whether he is 
  within range but will not know the exact range 
  itself. The Player can, however, spend extra 
  points and his Hero will always know the exact 
  distance between himself and the destination 
  so long as he is with-in range of that 
  destination. The Power Level indicates how 
  many destinations the Hero can have at any 
  given time. If the Hero has 3 destinations and 
  wanted to add another one, he would have to 
  purchase a new destination or ditch one of his 
  existing destinations. 
   
  As for moving destinations, it’s up to the 
  Director’s interpretation of teleport. The Earth 
  is moving, the universe is moving and thus, 
  everything is in motion in this ever-expanding 
  universe. Is a fixed point really a fixed point? 
  We generally assume that all movement 
  powers are based on the closest large 
  gravitational body’s speed (Earth or a Space 
  Station). Assume, one Destination per PL. 
   
  Mod Cost: 
  • 
  +1 OP per Power Level 
  • 
  +2 OP per Power Level with Destination 
  Gate: With this Mod, the Hero must take an 
  extra phase to open a portal to his destination. 
  A wormhole with an opening on both sides will 
  manifest. Each opening starts as tall as the 
  Hero and can be modified to be larger. During 
  its existence any number of creatures or 
  objects smaller than the opening can transit 
  through the Wormhole from either entrance. 
  The wormhole will stay open until the Hero 
  closes it. He can collapse it at any time unless 
  he transits. If he enters the wormhole he will 
  be able to collapse it 1 phase after he transits 
  to the other side. Any beings or objects in 
  transit with-in the wormhole during collapse will 
  be shoved to whichever side they are closest 
  to. If the Hero wishes, he can close one side 
  first and send the object to the other side. This 
  would require a Heroic difficulty roll. With a 
  Legendary Difficulty he could close both ends 
  of the wormhole and leave the Target trapped 
  in The Membrane until he escaped, was 
  rescued or was destroyed. Once an object 
  begins transit it cannot stop until it reaches the 
  other side. 
   
  Variant Cost: +1:4 
  Endurance Cost: +1 per phase per OCP 
   
  Link: The Hero is able to teleport to any 
  destination that he has any form of sensory 
  link to without having to make a blind teleport 
  roll. This could be to the other end of the 
  phone line or a location being broadcast on 
  live 
  TV. 
  The 
  Hero 
  must 
  be 
  able 
  to 
  accommodate the distance though. 
   
  Mod Cost: +1:4 
   
  Objects: This is for Teleporting things other 
  than the Hero. The Hero could teleport a gun 
  out of someone’s hand or could Teleport a 
  Target to the Moon. The Hero will have to 
  make a UP-Teleport skill + Will + d10 roll vs. 
  the Targets Resistance + Power Defense + 
  d10 to successfully perform this task. If an 
  item is in a Target’s hand than the item will be 
  able to use the Target’s defenses. 
   
  Variant Cost: +1:2 
   
  Speed Shift: This Mod will stop a Hero from 
  splatting after teleporting from high speed. The 
  Hero will appear with no momentum. 
   
  Mod Cost: +1:4 
  
   
   
  STUDiO187 
  Movement 
  Page: 4-11
   
   
   
  Tunneling 
  Range: No 
  Visible: Yes 
  Description: Tunneling allows the Hero to move 
  through the ground by creating a tunnel roughly his 
  own size. 
   
  System: Tunneling begins at a 0 Move and is 
  always a Stroll. For every Power Level, the Hero 
  will be able to move 1 hex per phase. Most 
  substances have a KDf value, see the powers 
  Armor and Force Wall (and see Hell’s Cookbook 
  for additional values). The Hero must defeat the 
  KDf to tunnel through a substance. For every point 
  of Intensity, the Hero will be able to reduce the KDf 
  of a substance by 1 point. If the Hero does not 
  have enough Power Levels to go through a 
  substance then he cannot tunnel through it. 
   
  Power Cost: 
  • 
  +1 PP per Power Level 
  • 
  +1 PP per point of Intensity 
  Endurance Cost: 1 per PL + Intensity used 
   
  Volcano has an Intensity 10 and 6 Power Levels. 
  He can plow through 10 KDf at 6 Hexes a phase. 
   
  Closed: The tunnel is normally left open 
  behind the Hero. With this mod, the Hero will 
  be able to close it behind himself. 
   
  Mod Cost: +1:4 
   
  
   
  Page: 4- 12 
  Movement 
  STUDiO187
   
  
   
   
  STUDiO187 
  Adjustment 
  Page: 5-1
   
   
   
   
  Adjusting a Stat or Power is done as a Power Point 
  versus Power Point check. All Stats or Powers that 
  the Adjustment Power affects must be chosen 
  when the power is purchased unless otherwise 
  modified. All Adjustment Powers only affect one 
  Power, which must be chosen by the Player during 
  the purchase. There are several Mods that will 
  allow him to affect multiple powers and stats or all 
  the above. Read through the entire section and 
  take some time to make sure you understand how 
  this works before you purchase anything. It’s a little 
  bit more complicated than standard Fuzion but it is 
  way more flexible. 
   
  When adjusting a Target’s power (or stat, depends 
  on power variables) a successful attack roll (AV + 
  d10 vs. DV +d10 or Standard Evade) will adjust the 
  Target's power (or stat) by the amount of Power 
  Points he possesses minus any Power Defense 
  the Target may have. Should a secondary stat be 
  affected then retain the multiple for the effect. 
   
  Thus 5 PP worth of Hits is 25 Hits. But 1 point of 
  Power Defense in this case would protect for 5 
  Hits. 
   
  Also, Adjustment Powers striking a power with-in a 
  multi-power will always strike the multi-power at 
  the base cost (do not add in the sub costs; +2m). 
   
  Mr. Cool has Damping Fire FX. He nails Hot Foot 
  for a Dampening Power Level of 5 for his Fire 
  Wounding Attack. His Fire Multi-power would be 
  treated as being 5 PP lower. 
   
  Stats, by default, are not affected. However, if they 
  are above 7 (which makes them a power) they can 
  be. This only applies to the points above 7 or stats 
  bought as powers. 
   
  The Wraith zaps Gristle with his Sole Sucking 
  Body Drain of 5. Gristle has 3 Power Levels of 
  Power Defense and only losses 2 PP of Body. 
  Since he has a Super Body of 8, the last Stat point 
  of Body cost him 2 PP. His Body goes down by 
  only 1 point. The Wraith will gain 2 PP worth of 
  Body. He has a 3 Body, so this will raise it to a 5. 
   
  The Power Points gained or lost via an Adjustment 
  Power return to their previous value at the rate of 1 
  PP a phase, by default. This rate can be adjusted 
  on the Time Table. Check the Power Modifier Time 
  Dial for the cost. 
   
  The Wraith will have a 5 Body at the beginning of 
  the next phase. The following phase it will drop to 
  4 and Gristle will gain a point back. The phase 
  after that, The Wraith will return to a 3 Body and 
  Grizzle will regain his full body. 
   
  If the Hero boosts a Target's points then the 
  Target must also assume any modifier for Power 
  Defense he may have. 
   
  That’s right, it goes both ways. 
   
  You will find that Stat groups come into play when 
  using Adjustment Powers. We modified the 
  allocation of these groups. The new stat groups 
  are as follows: 
   
  Physique: Strength, Body, and Constitution. 
   
  Agility: Reflexes, Dexterity, Technique and Move. 
   
  Mental: Intelligence, Willpower and Presence. 
   
  You may use this variation or you can keep Move 
  it’s own group, it’s up to you. We personally prefer 
  it this way. 
   
  Just to be clear. By default, an adjustment power 
  will only affect powers. This includes super stats, 
  which are those above 7 or those purchased as a 
  super stat. 
   
  There is an Adjustment Mod that will allow the 
  power to affect normal stats. Without this Mod, the 
  power will never affect normal stats at all. 
   
  Again, these powers are a bit complex but if you 
  take it one step at a time and you get used to them 
  you will appreciate their flexibility. 
   
  As with any of the rules in this book, you may write 
  us at any time with any questions and we will be 
  happy to answer each one to the best of our ability. 
  Please be concise and write in complete 
  sentences with punctuation. While we are more 
  than happy to provide support for all of our work, 
  we cannot help you if we do not understand the 
  question. 
   
   
   
   
   
   
   
  
   
  Page: 5- 2 
  Adjustment 
  STUDiO187
   
  Adjustment Mods 
  Before we delve into the actual powers there are 
  several Mods that may affect any of the 
  Adjustment powers. The actual powers are written 
  as though the Player has not purchased any of the 
  following Mods and is how the power will work 
  without these Mods attached. So if it says that the 
  Player must choose a power for the power in 
  question to work on, then it does not mean that he 
  cannot modify it to work with stats as well. It is just 
  stating that without purchasing the Mod - Stats, the 
  Player will have to choose a power. 
   
  Here are the Mods: 
   
  Free Flow Mods: The following Mods allow 
  the Hero to be more flexible with the points he 
  is adjusting. Differing from Grouping Mods, 
  Free Flow Mods allow the Hero to adjust any 
  rather then all powers or stats within a group.  
   
  Power FX: The Player will choose an FX 
  that his Hero may adjust any power from. 
  He may choose 1 FX to begin with and 
  add more at additional cost. 
   
  Mod Cost: 
  • 
  +1:4 for 1 FX 
  • 
  -1 MA for each additional 
   
  The Hero could choose an FX like any fire, 
  electric or kinetic based powers. 
   
  Power Core: The Player will choose a 
  Power Core that his Hero may adjust any 
  power from. He may choose 1 Power Core 
  to begin with and add extra Power Cores 
  for additional points. 
   
  Mod Cost: 
  • 
  +1:3 for 1 Power Core 
  • 
  -1 MA for each additional 
   
  This would be for entire Power Cores like 
  magic, technology, elemental or evil 
  powers. 
   
  Full Power: The Hero will be able to 
  adjust any power from any FX or Core. 
   
  Mod Cost: +1:1 
   
  The Hero would be able to adjust any of a 
  Target's powers. 
  Stat Groups: The Player will choose one 
  stat group that the Hero will be able to 
  adjust any of the stats from. Remember, 
  by default, this means any super stat. 
   
  Mod Cost: 
  • 
  +1:4 for 1 Stat Group 
  • 
  -1 MA for each additional 
   
  The Player will choose from Physique, 
  Agility or Mental. 
   
  Any Stat: The Hero will be able to adjust 
  any of the Target’s stats. Remember, by 
  default, this means any super stat. 
   
  Mod Cost: +1:2 
   
  Grouping Mods: With these Mods a Hero 
  may affect more than the usual amount of a 
  Target’s powers. So, the Hero could adjust an 
  entire range of powers at a time. If the Hero 
  receives points from the adjustment he will 
  only gain the level of the adjustment from each 
  power, not the sum of the total Target 
  adjustment.  
   
  A 5 PP transfer that affects 5 powers will only 
  yield 5 PP per power to the Player not 25 
  points to one power. Thus, the Player needs to 
  specify several locations for allocation if he 
  wishes to get the most out of his Hero’s power. 
   
  In one case, a Hero was able to Transfer 5 PP 
  from every stat of the Target. The problem was 
  that he wanted to jam every drained point into 
  one stat. It’s logical that this should work but it 
  is unbalancing. He has to have a different 
  output for each input or the extra drained 
  points are simply lost. If a Player wants a Hero 
  to be able to drain 5 Stats and have them all 
  go into one stat, then he needs to purchase 
  Drain 5 times and specify a different stat for 
  each one to target and the same stat to 
  modify. He then should attach a Link to each 
  one and use it as one massive attack. It’s the 
  only fair and sensible way to do it. 
   
   
   
   
   
   
   
   
  
   
   
  STUDiO187 
  Adjustment 
  Page: 5-3
   
   
   
  Power FX: The Player will choose an FX 
  that his Hero may adjust all powers from. 
  He may choose 1 FX to begin with and 
  add more at additional cost. 
   
  Mod Cost: 
  • 
  +1:2 for 1 FX 
  • 
  -1 MA for each additional 
   
  The Hero could chose types of powers like 
  all fire, electric or kinetic based powers. 
   
  Power Core: The Player will choose a 
  Power Core that his Hero may adjust all 
  powers from. He may choose 1 Power 
  Core to begin with and add extra Power 
  Cores for additional points. 
   
  Mod Cost: 
  • 
  +1:1 for 1 Power Core 
  • 
  -1 MA for each additional 
   
  This would be for entire power groups like 
  all magic, technology, elemental or Sin 
  powers. 
   
  Full Power: The Hero will be able to 
  adjust any power from any FX or Core. 
   
  Mod Cost: +3:1 
   
  The Hero would be able to adjust all of any 
   
  Target's powers. 
   
  Stat Groups: The Player will choose one 
  stat group that the Hero will be able to 
  adjust all of the stats from. By default, this 
  is only for super stats. 
   
  Mod Cost: 
  • 
  +1:2 for 1 Stat Group 
  • 
  -1 MA for each additional 
   
  The Player will choose from Physique, 
  Agility or Mental. 
   
  Any Stat: The Hero will be able to adjust 
  all of the Target’s stats. By default, this is 
  only for super stats. 
   
  Mod Cost: +2:1 
   
   
   
  Stat Mods: These are modifiers for adjusting 
  non-powered stats. 
   
  Either: 
  This 
  modifier 
  allows 
  the 
  adjustment of a normal stat or a secondary 
  stat. 
   
  Mod Cost: +1:4 
   
  Both: 
  This 
  is 
  a 
  Mod 
  for 
  any 
  Adjustment Power affecting a statistic. 
  With this Mod the Hero will not only 
  affect a primary stat or secondary stat 
  but will affect the primary and all of the 
  secondary stats associated with it. 
   
  Mod Cost: -2 MA 
   
  Skills: Nothing is sacred. This Mod will 
  cause the Adjustment Power to affect 
  skills as it would powers or stats. Assume 
  1 Skill level in place of 1 PP. 
   
  If the Adjustment is of a power as well 
  then the Hero should get the skill(s) to go 
  with that power.  
   
  Mod Cost: +1:3 
   
  Prolong: Normally, powers return to their 
  previous state at a rate of 1 PP per phase. By 
  adding Prolong, the Hero will alter the rate by 
  stepping down the Time Table 1 step per 
  Power Level. 
   
  Mod Cost: 
  ••  
  +1:3 for Power Level 1 
  ••  
  -1 MA per additional Power Level 
   
   
  A power that we tried to cover in this section but 
  was unable to was the ability to absorb the 
  properties of objects. It would have required a 
  bunch of value charts and would have been 
  complicated as hell. If you want to do this then 
  purchase the powers that would reflect this ability 
  (like armor, desolidification or wounding - damage 
  field). Now, put them into a Morphing Pool and 
  specify a component (such as that element) as a 
  modifier. 
   
  Now onto the powers... 
   
   
  
   
  Page: 5- 4 
  Adjustment 
  STUDiO187
   
  Absorption 
  Range: No 
  Visible: No 
  Description: This is the ability for a Hero to 
  absorb part of a specified damage FX (electricity, 
  heat, radiation, kinetic, mental blast, etc.) and add 
  the points to a predetermined power or stat of his 
  choice. This may or may not act as a defense. 
   
  System: The PP the Hero absorbs will be 
  allocated as specified by the Player during power 
  purchase. The amount of absorption has nothing 
  to do with damage delivered, only the Power Level 
  of the attack. The Player must choose the damage 
  FX (fire, cold, electricity) and must choose its 
  destination 
  (Strength, 
  Wounding, 
  Armor, 
  Endurance and so on). Don't forget, this damage 
  could come from any source, not only a Target. 
  Thus, the Hero could jump into a fire or grab a hold 
  of a power line to charge up! 
   
  This power does not take an action to use. It 
  happens automatically. The Hero may only have 
  as many points allocated as he can absorb at any 
  given time. It is important to note that the PP of 
  absorption comes off of the Power Level before 
  any modifiers. So, Killing would only be applied to 
  the left over PP. 
   
  Power Cost: See Variants 
  Endurance Cost: 1 per 2 TCP 
   
  Conduit can absorb 6 PP of electricity and can 
  drop these points into Strength. He may only have 
  an additional 6 PP of Strength from this power at 
  any given time. 
   
  Furthermore, the 6 PP comes off the top and right 
  from the OCP. A 6 DC KDm would be treated the 
  same as an Area Effect – Explosion, Killing, Armor 
  Piercing 6 DC KDm, even though the later was 
  much more expensive in total. If he was hit by a 7 
  DC KDm burst then he would only suffer 1 KDm of 
  damage. 
   
  Choose one of the following Variants: 
    
  Absorption Threshold: With this form of 
  adsorption the Hero will take full damage but 
  will also be able to eat his threshold of the 
  power for his own use. He may Absorb 1 PP 
  per Power Level 
   
  Variant Cost: +1 PP per Power Level 
   
  Conduit can eat 6 PP of electricity. These 
  points can then be dropped into Strength. 
  However, he still takes 6 PP of damage from 
  the attack. 
   
  Absorption Defense: With this version of 
  Adsorption, the Hero first lowers the PP by his 
  threshold level and then eats that power 
  adding it to his own. Damage delivered is 
  based on PP left in attack. 
   
  Variant Cost: +2 PP per Power Level 
   
  Conduit eventually grew to be able to eat the 
  electricity before it injured him. Now he is able 
  to absorb 6 PP of electricity and will only take 
  damage from any extra PP in the attack. 
   
   
  Aid 
  Range: No 
  Visible: No 
  Description: The ability to temporarily raise a 
  Target’s specified power. He must specify the 
  power at the time of purchase. 
   
  System: For every Power Level, the Hero can 
  boost a Power by 1 PP. This can be used on 
  himself or others. If a Primary or Secondary Stat is 
  aided (with the Mod) it will return back to its 
  previous state as do the Aided powers. Restoration 
  of a stat to its normal levels from a previous 
  Adjustment does not fade. The Player must specify 
  which power and FX this is during purchase. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per 2 TCP 
   
  This does not make a good healing effect. If the 
  Hero were to Aid Hits, it would be a short-lived 
  cure. As the PP wore off, the wounds would 
  reopen. 
   
  The following Mod may be added to Aid: 
   
  Battery: The Target may store the PP for later 
  use. No power can be modified while the PP 
  are in storage and will begin to fade at normal 
  rate once allocated. A Target cannot store 
  more then the Hero’s maximum give. The 
  Target and the Hero cannot be the same 
  person. For that power the Player must 
  purchase Overdrive.   
   
  Mod Cost: +1:1 
   
  
   
   
  STUDiO187 
  Adjustment 
  Page: 5-5
   
   
   
  Dampening 
  Range: No 
  Visible: No 
  Description: This power allows a Hero turn down 
  the Power Level of the Target’s power.  
   
  System: For every Power Level of dampening, the 
  Hero will lower the Target's power by 2 PP. He 
  must choose a power and FX that this power 
  works on, like Super Strength, Fire Wounding, 
  Desolidification, etc. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per 2 TCP 
   
  Moray has a Power Level 6 of Reflex Dampening  
  (he used the Mod, Stats – Normal Stat). While 
  fighting Z (who has a Ref of 10) he invokes his 
  power. Z has a Power Defense of 2 so only 4 PP 
  of Z’s Reflexes will be dampened. So long as 
  Moray maintains his effect, Z will be at this 
  adjusted level. In this case, the Mod, Stats – 
  Normal Stat was not needed but if Z had a lower 
  Reflexes it would have been able to dip him below 
  8. 
   
  The 
  following 
  Mod 
  may 
  be 
  added 
  to 
  Dampening: 
   
  Shielding: The Hero can cause an incoming 
  power to fizzle by assigning this Mod to 
  Dampening. Thus, any power being directed at 
  the Hero that falls into his power type will also 
  suffer the effect. 
   
  Mad Dog has Dampening with Shielding. 
  When Hot Foot fires at him from across the 
  room the flames enter his Dampening Shield. 
  The attack will be adjusted by Mad Dogs 
  Dampening level before hitting him. 
   
  Mod Cost: +1:2 
  Endurance Cost: 1 per TCP 
   
   
  Mirror 
  Range: No 
  Visible: No 
  Description: This causes a power to reflect back 
  on a Target. 
   
  System: For every Power Level the Hero will 
  reflect one PP worth of effect back at the Target. 
  Resolve all attacks and defenses as normal. The 
  Target will get hit with what he delivered up to the 
  Power Level adjusted by the Hero. If you are using 
  “A good hit is a good hit” (Fists of Fuzion – 
  Reload or Atomic War - Multiple Damage System 
  by Mark Chase) then the Target will be stuck with 
  the same amount of Success. The reflected 
  amount will also be delivered to the Hero. So this 
  is not so much a defense as it is a deterrent. As 
  usual, the Player must choose the power and FX 
  this will work with. 
    
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per 2 TCP 
   
  The following Mod may be added to Mirror: 
   
  Shielding: This Mod allows the Mirror to be 
  used as a defense. The reflected effect comes 
  off of the front end and is not delivered to the 
  Hero. 
   
  Mod Cost: +1:2 
  Endurance Cost: 1 per TCP 
   
   
  Mimic 
  Range: No 
  Visible: No 
  Description: This power allows the Hero to copy a 
  Target’s power. The Player must choose the 
  power and FX during the purchase. 
   
  System: For every Power Level the Hero has, he 
  may Copy 2 PP of the designated power and FX of 
  the Target. The level will fade as usual, 1 PP per 
  phase. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per 2 TCP 
   
   
  Overdrive 
  Range: No 
  Visible: No 
  Description: This is a bank of Power Points that 
  can be added to a power. 
   
  System: The Hero has points in his bank (Storage 
  Capacity). He can use a certain number of these 
  points per phase (Maximum Dump Rate). The 
  Player must choose the power to be the recipient. 
  Once used, the points invested burn out and the 
  Hero must recover them before he can use them 
  again. 
   
  Also, the Hero cannot dump these points into a 
  focus unless the Director allows it for some special 
  reason (like maybe recharging magic items). The 
  
   
  Page: 5- 6 
  Adjustment 
  STUDiO187
   
  Hero recovers bank points at the same rate as his 
  recovery, but he only gets this recovery every six 
  hours. For an additional cost he could decrease 
  this time. 
   
  The OCP shall be the sum of Maximum Dump 
  Rate + Storage Capacity costs. 
   
  Power Cost: Add Sectors 
  Endurance Cost: see Sectors 
   
  The Player must purchase from the following 
  Sectors: 
   
  Maximum Dump Rate: As stated earlier, this 
  is the maximum amount of points that can be 
  used per phase. The Hero may use 1 PP per 
  Power Level per phase. 
   
  Sector Cost: +1 PP per Power Level 
  Endurance Cost: 2 per Power Level 
   
  Storage Capacity: This is the total number of 
  points the Hero has to draw from. Once these 
  run out, he must recover more points to use 
  the power again. The Hero may store 3 PP per 
  Power Level 
   
  Sector Cost: +1 PP per Power Level 
   
  Recovery: This Mod allows the Hero to 
  speed up his recovery time to replenish his 
  Storage Capacity. 
   
  Mod Cost: 
  • 
  +1:5 to up this to every hour 
  • 
  -1 MA per Time Table step 
   
  Sheen has overdrive for his force field. He has a 
  Max Dump Rate of 2 and Storage Capacity of 12. 
  This cost him a total of 6 PP. At anytime he can 
  boost his Force Field by up to 2 PP (+4 KD). He 
  will loose 2 points from his Storage until he 
  recovers them. He can do this until his Storage 
  runs out. 
   
   
   
   
   
   
   
   
   
  Transfer 
  Range: No 
  Visible: No 
  Description: The ability to temporarily lower one 
  of a Target’s Powers, and transfer it to one of the 
  Hero’s Powers. 
   
  System: Upon a success, the Target will loose 
  one PP per Power Level of the designated power. 
  The Hero will gain the Target’s lost PP into a 
  designated power of his own or as the original 
  power 
  (must 
  be 
  decided 
  when 
  power 
  is 
  purchased). 
   
  The Power lowered does not have to be the same 
  as the Power increased. In addition, the Hero can 
  transfer a power he does not posses. The 
  downside, of course, is that he will not usually have 
  the skill to use this power. The Player must specify 
  which power and FX is being drained and which 
  power and FX is being boosted. 
   
  Power Cost: +2 PP per Power Level 
  Endurance Cost: 1 per 1 TCP 
   
   
  
   
   
  STUDiO187 
  Morphing 
  Page: 6-1
   
   
   
   
  These are powers that can rearrange the form and 
  modify mass or density. It does not have to be 
  explained where the extra mass goes or comes 
  from (if the Player can come up with a good 
  explanation, then that’s great, but not necessary). 
  Realistically a being cannot change its mass on a 
  whim, it has to go to or come from somewhere 
  (damn physics). As for multiple levels of shifting, a 
  Hero could step any amount of levels per change 
  but it is much easier to just change from one 
  shape to the other. The Player can use the Morph 
  Hero Sheet (coming) to simplify things. It takes 1 
  phase per 5 TCP to fully transform into another 
  form. 
   
  In this day and age of mistrust, shape changers 
  are the most hated of the SPB’s, Especially 
  Doppelgangers, so be careful in choosing from 
  these powers. Fear is by far the most dangerous of 
  emotions. 
   
  The following Mod may be added to any 
  Morphing power or Morphing Pool (see 
  Grouping Powers). 
   
  Instant Change: Heroes who have morphing 
  pools or powers that allow them to shift into 
  other forms will do so at a rate of 1 Phase per 
  5 TCP. With this Mod, the Hero will be able to 
  instantly morph from one form to another. 
   
  Mod Cost: +1:5 
  Endurance Cost: Add 
   
   
  Adaptation 
  Range: No 
  Visible: No 
  Description: A Hero with this power is able to 
  move around in an additional environment with 
  native ease.  
   
  System: All Heroes are assumed to have no 
  modifiers on flat dry land but the Player could state 
  that another form was his Hero’s native (like under 
  water, steep mountains, tree tops) and that on flat 
  land he was out of sorts. The idea is that a Player 
  could purchase additional environments that his 
  Hero is comfortable moving around in. If more than 
  one form of native travel is existent then it is 
  assumed that the other form is shifted to and from. 
  A free form adaptation shifting can also be 
  purchased.  
   
  When the Hero is in a terrain that is not native to 
  his form, he will be at one or more modifiers for 
  Move, Dexterity and Agility. If the Hero encounters 
  a terrain hostile and has a suitable form, he could 
  shift to that form and would eradicate this modifier. 
  If used for under water the Hero will be able to 
  make use of stroll, cruise and sprint while 
  submerged. He will also be allowed to attack and 
  use his senses normally. 
   
  Power Cost: 
  • 
  +1 PP per terrain 
  • 
  +4 PP for any terrain 
  Endurance Cost: 5 per shift 
   
  So a water guy would have webbed digits and a 
  mountainous native might have hooves. 
   
   
  Desolidification 
  Range: No 
  Visible: Yes 
  Description: This power allows a Hero to become 
  less corporal and will either allow objects to pass 
  through him, him to pass through certain objects or 
  him through all objects. 
    
  System: There are many variations to this power 
  but some rules apply to desolids universally. 
   
  The Hero does not become intangible to such 
  things as Muting, Mental Powers and the like. 
  When two desolids come in contact with each 
  other things can get a little tricky. It will be up to the 
  Director at this point. 
   
  If you throw two handfuls of sand at each other 
  they don't seem to have much of an effect on one 
  another. It’s up to you! 
   
  It is assumed that every Hero who has this power 
  has spent time learning how to move around while 
  intangible. Thus, learning not to fall through floors 
  or the ground. If it is a new power, the Director 
  may require the Hero to spend time learning how 
  to 
  move 
  while 
  intangible. 
  It 
  is 
  strongly 
  recommended that Heroes learn the UP – Skill 
  with this power as it can be articulated in many 
  ways and failing a complex maneuver could mean 
  death. 
   
  Cool, Can I Play a Ghost!? 
  Bang! You’re a ghost. Ghosts are not desolids. 
  They travel through the membrane between 
  dimensions and can sometimes manifest physical 
  
   
  Page: 6- 2 
  Morphing 
  STUDiO187
   
  control and appearance in the real world by using 
  Telekinesis, but they are by no means a desolid 
  being. If the Player wishes to use Ethereal as his 
  Hero’s effect then he should purchase Teleport 
  Dimensional – Membrane (See Teleport for the 
  particulars). 
   
  Power Cost: See Variants 
  Endurance Cost: See Variants 
   
  Choose one or more of the following Variants 
  of Desolidification. 
   
  Full: This is the complete non-corporal form. 
  The Hero can pass through any substance and 
  any substance can pass through him. Unless 
  modified, normal attacks will not even faze him 
  (ha!).  
   
  Variant Cost: +8 PP 
  Endurance Cost: 16 per phase 
   
  The Hero should choose a special effect for 
  this power. Like, becoming shadow, turning 
  translucent (ghost-like form) or anything along 
  these lines. 
   
  Semi: The Hero becomes a free flowing 
  substance. He will be able to pass through 
  cracks and allow objects to flow through him. 
  Standard attacks like bullets, fire and fists will 
  also pass through him but will still do half 
  damage. However, a slow moving attack, like 
  a knife slowly being pushed into his side would 
  do nothing. If the Hero has armor, then 
  subtract the protection of the armor first. 
  Additionally, the Hero must account for his 
  items or they will be shed at the time of 
  desolidification. The Player must declare what 
  form of substance the Hero becomes. It could 
  be water, fire, cell colony (T2000), sand, et 
  cetera. 
   
  Variant Cost: +5 PP 
  Endurance Cost: 10 per phase 
   
  Substance: The Player must choose a 
  substance that his Hero can phase through. 
  Upon activation the Hero can then pass 
  through this substance, as though it were air. 
  For an additional point, the Hero will not have 
  to account for breathing while within the 
  substance. Remember, if an object penetrates 
  through the substance the Hero is phasing 
  through and strikes the Hero, he will take 
  damage. He is only intangible to the one 
  substance and nothing else. For a slightly 
  cheaper cost, the Hero will leave a swirling 
  wake behind him that will be permanent. It will 
  not 
  damage 
  the 
  material 
  beyond 
  its 
  appearance, unless, of course, the Player 
  wants to Link Wounding to it. The Hero will be 
  able to phase through one material  
   
  Variant Cost: 
  • 
  +4 PP per substance 
  • 
  +3 PP per substance with Wake 
  • 
  +1 PP for breathing 
  Endurance Cost: 2 per TCP 
   
  The following Mods may be added to any of the 
  different variants of desolidification: 
   
  Cargo: With this Mod the Hero is able to 
  desolidify additional Cargo Points (the Hero 
  does not have to account for himself as 
  Cargo). The Director may insist on 1 point of 
  Cargo if the Hero wishes to carry his clothes 
  along but it is not necessary. The Hero will be 
  able to accommodate 1 additional Cargo Point 
  per Power Level 
   
  Mod Cost: +1 PP per Power Level 
  Endurance: Add 
   
  Projection: The Hero can make a section of 
  material or a Target intangible. The cost is to 
  be added to the form of desolid as is per hex, 
  Target or item. The Hero will be able to utilize 
  all three categories listed below. 
   
  This Mod opens the possibility of fusing an 
  opponent into the wall or floor. While there’s 
  no real reason he couldn’t, it does unbalance 
  things a bit. Directors should require the Player 
  to purchase a Wounding attack if he wants to 
  do this effect. 
   
  This is a more specific form of Extension – 
  Assimilate. 
   
  Hex: As for the per hex modifier, this 
  applies to walls, floors and the like and will 
  include a full hex of said material (or more 
  with additional Cargo). This field can move 
  with the Hero at no additional cost. 
   
  Jericho loves to desolidify a hex of the 
  floor and send his Targets into the level 
  below. 
  
   
   
  STUDiO187 
  Morphing 
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  Target: Skill AV + d10 vs. Target DV + 
  d10 
  For the per Target it will include 1 Target 
  and his belongings. The Player could 
  make a difficulty roll assigned by the 
  Director to limit the effect to just the 
  Target. 
   
  As Jericho became more and more skilled 
  he was able to phase chicks right out of 
  their clothes. This made his battles with 
  busty super bitches all that much more 
  fun. 
   
  Item: Skill AV + d10 vs. Target DV + d10 
  As for the per item modifier, this would 
  apply to things like swords, a bullet 
  (establish before it’s fired unless the power 
  Missile Defense also exists), a gun or 
  perhaps a door. 
   
  A sword is about as long as an arm so it 
  would receive the same minus for an aim. 
   
  The cost is either plus or minus. Minus will 
  make the power only work as a projection, 
  while a plus will allow the Hero to use the 
  power on himself as well. 
   
  Mod Cost: ±1:4 
   
   
  Displacement 
  Range: No 
  Visible: * 
  * Only visible when an object enters or leaves the 
  pocket. 
   
  Description: The Hero is able to store objects 
  within an internal pocket. This could be under his 
  skin or within a dimensional pocket.  
   
  System: The Hero must take one phase to open 
  the portal. In the following phase he can produce 
  or submerge an object from or to the void. The 
  opening will remain until he spends a phase to 
  close it. The base cost will allow the Hero to carry 
  up to a handful full of stuff with a reasonable 
  amount of weight accommodation (not a handful of 
  a quasar). For additional points the Hero can carry 
  Cargo Points worth of stuff. 
   
  Displacing life forms can seem very attractive but it 
  is not that easy. Any life form within the pocket can 
  attack the walls of his prison. The damage goes to 
  the Hero (or the item). The Hero has no defense 
  against these attacks so he may wish to consider 
  some linked powers to perform this trick. Entangle, 
  Armor and Humanity Attack all go well with this 
  power to meet this end. The Hero will, however, be 
  immune to Muting, Humanity, Adjustment and 
  Entangling attacks from the Target within the 
  pocket. Additionally, the Hero will still receive any 
  stat-derived SD and Resistance. Should the Hero 
  wish to perform this attack then he should 
  construct a maneuver from Fists of Fuzion to 
  include a grapple with a class 3 hold. Otherwise, 
  the Hero will need to perform a grapple with at 
  least 3 successes over the Target. Targets may 
  make a blind teleport or desolidify through the 
  pocket. 
   
  Add all costs (base cost and Mods) to determine 
  OCP. 
   
  Power Cost: +1 PP per pocket 
  Endurance Cost: 1 per OCP to open pocket 
   
  Here 
  are 
  a 
  couple 
  useful 
  Mods 
  for 
  Displacement: 
   
  Cargo: The Hero will be able to increase his 
  total carrying capacity within his pocket and is 
  based on Cargo Points. The Hero will gain 1 
  Cargo Point per Power Level. Add for OCP 
  calculation. 
   
  Mod Cost: +1 PP per Power Level 
   
  Environ: The dimensional pocket has an 
  environment within it that can sustain life 
  forms. For every Power Level the Hero can 
  sustain 1 Human for three days time. Add for 
  OCP calculation. 
   
   
  Mod Cost: +1 PP per Power Level 
   
  If the Hero had enough Cargo space for 9 
  Humans and 6 Power Levels of Environ, he 
  could sustain those 9 for 2 days. 
   
  Portal: Normally, the opening is about 4 
  square inches. This value can be increased for 
  every Power Level at an exponential rate. 
  Opening size = 4”(PL+1). Add for OCP 
  calculation. 
   
  Mod Cost: +1 PP per Power Level 
   
  Three Power Levels 4”4of Portal will give the 
  
   
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  Morphing 
  STUDiO187
   
  Hero an opening of 64” square (32”x32”) 
   
   
  Essence Flow 
  Range: No 
  Visible: No 
  Description: The Hero is able to shift his stat 
  points (essence) around from one stat to another.  
   
  System: The usual flow is between two stats. The 
  Player may also specify a shift between similar 
  groups of stats. He may also choose to be able to 
  shift between any stat. Secondary stats are 
  affected by the primary shift. The Player must first 
  purchase the maximum level a stat can be 
  adjusted. For every Power Level, his Hero will be 
  able to adjust a stat a maximum of 2 points. Then 
  he will choose a Variant that defines how the 
  shifting shall occur. It does not matter how many 
  points are exchanged but each and every shift 
  takes 1 phase to complete. In this time the Hero 
  may only passively defend himself. 
   
  The stat groups are as follows: 
   
  Physique: Strength, Body and Constitution. 
   
  Agility: Reflexes, Dexterity, Technique and Move. 
   
  Mental: Intelligence, Willpower and Presence. 
   
  This is how we grouped the stats but you may use 
  the Classic Fuzion version if you wish. We prefer it 
  this way. 
   
  Finally, Heroes are not allowed to walk around with 
  stats shifted if the stats are not active. They 
  naturally return to their default values when the 
  Hero is not actively using them. Chewing food is 
  not Tech or Strength, as watching TV is not 
  Intelligence and taking a crap has nothing to with 
  Constitution. Active means, challenging the stat in 
  question (ok, a really healthy crap might involve 
  some Constitution :). It's like breathing; if the Hero 
  stops trying to breath a certain repetition, the body 
  resumes it's normal state. Thus, if the Hero is not 
  actively using the stat(s) they will shift back to 
  normal state. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per PP shifted 
   
   
   
   
   
  Choose from the following Mods to enhance 
  the flow: 
   
  Freeflow: This is the most giving form of 
  Essence Flow. It allows the Hero to shift any of 
  his stats freely between one another. 
   
  Mod Cost: +1:2  
   
  Group: This Mod allows the Hero to shift any 
  stat within a group around. This would allow 
  him to raise any stat within the group while 
  lowering another stat or stats within that same 
  group. If multiple groups are purchased, the 
  Hero may even swap between these groups. 
   
  Mod Cost: +1:5  
   
  Maximus Damage is able to shift any of his 
  Physique essences up to level 4. So, he could 
  raise his 7 Strength up to a 9 by depleting his 
  other physical stats by 4 points (2 points per 
  stat over 7). He could zap 1 stat for 4 points or 
  divide the cost up between Body and 
  Constitution. 
   
  Additional Points: The Hero may also have a 
  reserve of additional stat points. These points 
  can be allocated as if they were in a drawing 
  stat (the stat that gets compromised). These 
  points will go into a pseudo stat called 
  Essence. They are only put into use when the 
  Hero shifts them into a stat. 
   
  For game play, the Players must assume that 
  these points are not allocated by default. If the 
  Player chooses not to shift from one stat to 
  another but rather to use the additional points 
  from the bank then he would still purchase the 
  power as normal but would name Essence as 
  the other stat. For every Power Level, the Hero 
  will gain 1 Point of Essence. Unlike real stats, 
  there is no additional cost for points of 
  Essence over 7. For every power level, the 
  hero will have one additional point. 
   
  Add to base cost for OCP calculation. 
   
  Mod Cost: +1 PP per Power Level 
   
   
   
   
   
   
  
   
   
  STUDiO187 
  Morphing 
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  Flex 
  Range: No 
  Visible: Yes 
  Description: With this ability the Hero is able to 
  squeeze and contort his body like a rubber band. 
  He is able to easily slip out of bonds and squeeze 
  through tight spaces.  
   
  System: This power gives the Hero several 
  advantages. He can fit his entire body through 
  something the size of his fist. He will receive +3 for 
  escaping holds. Martial Art maneuvers that deliver 
  killing damage through broken bones will not work 
  as such and will deliver SDf. If stunning damage is 
  enough break the bone anyway then it will be 
  broken. When converting the damage, remember 
  to double the dice. 
   
  Power Cost: +1 PP per Power Level 
   
   
  Life Support 
  Range: No 
  Visible: No 
  Description: This power allows the Hero to 
  operate in unfriendly or deadly environments 
  without harm.  
   
  System: The following list contains the Variants 
  that allow humans (or humanoids) to survive 
  without the basic vital substances we all need. 
   
  Power Cost: See Variants 
   
  Atmosphere: This will allow the Hero to 
  survive 
  comfortably 
  in 
  another 
  type 
  of 
  atmosphere. This could be under water, in 
  methane, ammonia, whatever. The Player 
  could alternatively choose an environment 
  type. Maybe his Hero could survive as a native 
  on Venus or Mars. Or, for a package price the 
  Hero could have the ability to adapt to any 
  environment. This is, of course, provided there 
  is a substantial atmosphere. In essence the 
  Hero would be able to breathe even the most 
  caustic substances. This would allow him to be 
  physically comfortable and not need any form 
  of outside interference to survive the climate. 
  This would, however, not protect him from 
  airborne bacteria and viruses. This should only 
  be used to this end and requires all of the 
  conditions to exist for the Hero to survive 
  comfortably. This is not a cheap easy way to 
  get Immunity. Remember, all conditions of the 
  specified environment must exist. Humans can 
  breath Nitrogen but it must be in the proper 
  quantities or else they will die through 
  asphyxiation. 
   
  Variant Cost: 
  • 
  +2 PP per specific environment 
  • 
  +10 PP for any environment 
   
  Be specific: Mars, Venus, under water… 
   
  Breathing: With this Variant the Hero is either 
  able to go without breathing for extended 
  periods of time or even at all. 
   
  Variant Cost: 
  • 
  +1 PP for 1 hour 
  • 
  +2 PP for 1 day 
  • 
  +3 PP for 1 week 
  • 
  +4 PP no need to breathe 
   
  Eating: Having this Variant allows the Hero to 
  reduce the need for consumption or even go 
  totally without eating, drinking and excreting. 
  For every 2 meals the Hero is required to eat 
  he will (on average) have to excrete at least 
  once. 
   
  Type A: 1 meal and 20 ounces of water a 
  day OR the ability to eat any type of food. 
   
  Mod Cost: +1 PP 
   
  Type B: 1 meal and 20 ounces of water a 
  week OR the ability to eat anything except 
  a poisonous material. 
   
  Mod Cost: +2 PP 
   
  Type C: Cannot eat or drink (and no need 
  to). 
   
  Mod Cost: +3 PP 
   
  Type D: No need to eat or drink (but can if 
  he wishes to). 
   
   
   
  Mod Cost: +4 PP 
   
  Pressure: With this Variant a Hero can 
  survive in pressures (or lack there of) that 
  would kill a normal person. This will also 
  protect him from drastic changes to and from 
  those pressures. The Hero will have to pay for 
  each extreme individually. 
   
  
   
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  Morphing 
  STUDiO187
   
  Type A: Will allow the Hero to exist 
  comfortably in either 2289 lbs/in2 or 7.235 
  lbs/in2  
   
  Mod Cost: +1 PP 
   
  The Hero could survive in one mile of 
  ocean depth or .5 of a normal atmosphere. 
   
  Type B: Will allow the Hero to exist 
  comfortably in either 11,445 lbs/in2 or 1.47 
  lbs/in2 
   
  Mod Cost: +2 PP 
   
  The Hero will be comfortable in five miles 
  of ocean depth or .1 of a normal 
  atmosphere (some moons). 
   
  Type C: Will allow the Hero to exist 
  comfortably in either 0 lbs/in2 or 57,225 
  lbs/in2. 
   
  Mod Cost: +3 PP 
   
  The Hero will be comfortable in no 
  atmosphere 
  (outer 
  space, 
  Luna, 
  an 
  asteroid) or the equivalent of 25 miles of 
  ocean depth (jumpin’ Jesus on a rubber 
  crutch). 
   
  Type D: Will allow the Hero to exist 
  comfortably in a Black hole. 
   
  Mod Cost: +10 PP 
   
  This is a totally optional Variant and 
  requires the Director’s approval. 
   
  Temperature: Removed. Use the Defense Power 
  – Immunity. 
   
  Sorry folks we had to do this to keep things 
  balanced. 
   
   
  Limbs 
  Range: No 
  Visible: Yes 
  Description: A Hero with this power has one or 
  more extra limbs. These limbs can be extra arms, 
  a prehensile tail, or even extra legs. 
   
  System: Extra Limbs by default have no effect on 
  combat, but can be modified to give extra attacks, 
  better holds, more efficient running and so on. See 
  Variant descriptions for the different systems for 
  extra limbs. 
   
  Power Cost: See Variants 
   
  Choose one or more of these Variants: 
   
  Appendage: This is a generic extra body part 
  and 
  would 
  cover 
  things 
  like 
  eyestalks, 
  antennae or any other sick and twisted thing 
  not covered by the other Variants. By default, it 
  gives the Hero no advantage but is a great 
  place to store powers for effect. In some cases 
  (like antennae) the Hero will get a pair for the 
  cost of 1 limb. 
   
  Variant Cost: +1 PP 
   
  Extra Arm: The Hero will gain an extra arm 
  and he will receive +1 on his Climb AV and 
  Martial Arts holds per extra arm, so long as 
  they are being used to aid.  
   
  Variant Cost: +2 PP per arm 
   
  If Tripod, a three legged, three armed mutant, 
  wants to fire three handguns at once then he 
  would be at -6 to the primary hand due to the 
  two extra actions he is trying to perform in the 
  same phase. The second and third gun would 
  be at -9 for off-hand. But he purchases 2 levels 
  of Ambidexterity to offset each additional hand, 
  so he would only be at a -6 for each Handgun 
  AV for the additional actions. This screams of 
  a Fists of Fuzion remedy. 
   
   
   
  Extra Legs: One extra leg is just stupid (think 
  about how dumb our friend Tripod looks). But 
  if a Player is dead set on his Hero having an 
  
   
   
  STUDiO187 
  Morphing 
  Page: 6-7
   
   
   
  odd leg, it will reduce his knockback 1 level per 
  extra leg and will give him +1 Defense verses 
  throws per extra leg. 
   
  Buying legs in pairs is another story altogether. 
  For a pair of legs the Hero will halve his 
  Endurance use while running and add 2 to his 
  Move for Cruise and Sprint calculations. More 
  then 4 legs will only give the Hero the 
  knockback and throw defense bonus along 
  with the 2 points of Move and half Endurance 
  use bonus. 
   
  Variant Cost: 
  • 
  +1 PP per leg 
  • 
  +1 PP per extra pair after the first pair 
   
  Centipede buys 5 pairs of extra legs. This 
  would cost him +6 PP (+2 PP for the first pair 
  and +4 PP for the extra 4 pairs). He will be at –
  10 to Knockback and Throws and will add 2 to 
  his Move and halve Endurance use while 
  running. It will also make him a very creepy 
  opponent! 
   
  Note: The Knockback bonus can be removed if 
  the Target is lifted completely off all of his feet 
  before the attack strikes. 
   
  Hardpoint: This is not an extra limb but is a 
  place for one to go. The Hero will have the 
  Hardpoint on a specified location on his body 
  and must purchase extra limbs to attach to it. 
  Additionally, any limb that is to be used in a 
  Hardpoint must have a Socket Mod attached 
  to it. Hardpoints can be just about anywhere 
  on the Hero but are stationary and also Visible 
  by default. A Hardpoint can also be placed on 
  or at the base of a normal limb to allow the 
  Hero to exchange his normal limbs (one 
  cyberleg for another). This is at no additional 
  cost. 
   
  If the Player wants his Hero to have extra 
  limbs that he can change out, then he needs to 
  purchase them as such. 
   
  Variant Cost: +1 PP per Hardpoint 
   
  Pig Iron is a full borg and has Hardpoints on all 
  of his normal limbs (+4 PP). He has 2 sets of 
  cyberarms he can trade off with his standard 
  set. He had to purchase all four arms (+8 PP). 
  He also has 1 extra set of cyberlegs (+2 PP) 
  that he can switch out. He had to buy sockets 
  for each of these limbs as well (+6 PP). 
   
  Tail: There are four types of tails. The Player 
  must choose one of these types when taking 
  this Variant for his Hero. 
   
  Sea: This tail is designed to help the Hero 
  while in the water. It is usually very large 
  so it can displace large amounts of water 
  at a time. Allow the Hero to also use 
  Cruise and Sprint while in the water. He 
  may also strike an opponent with the limb 
  as he would an arm or leg. 
   
  Variant Cost: +2 PP 
   
  Balance: This type of tail will give the 
  Hero incredible balance while running and 
  jumping. The tail will give him the 
  seamless movement of a predator. It will 
  keep him low allowing him to make faster 
  turns while running and will keep him 
  balanced during great leaps and aid in his 
  landings. The same tail constructed for 
  flying would allow the Hero to make 
  sharper maneuvers while in flight. While in 
  motion the Hero will subtract 2 Difficulty 
  Levels from any maneuvering rolls to 
  include Acrobatic or Gymnastic feats. 
   
  Variant Cost: +2 PP 
   
  Swatting: A Hero with this type of tail is 
  able to swat at those annoying flies that 
  chew on his ass while he is trying to eat 
  his grass. Sort of a joke power but you 
  never know who is coming to the gaming 
  table. 
   
  Variant Cost: +1 OP 
   
  Prehensile: This type of tail pretty much 
  gives the Hero an extra arm. Use the rules 
  for extra arms to determine the effects. 
  For an additional point, the tail will also act 
  as a Balance Tail and endue the same 
  benefits. 
   
  Variant Cost: 
  • 
  +2 PP 
  • 
  +1 PP for Balance 
   
  Tentacle: This is an appendage that is 
  boneless and may have suction cups on the 
  under side. Normally out of water a tentacle is 
  
   
  Page: 6- 8 
  Morphing 
  STUDiO187
   
  useless but for our heroes we’ll forget that 
  pesky rule of physics. A tentacle is only 
  partially prehensile and will not be very useful 
  at doing articulate motions like pushing buttons 
  or pulling triggers (maybe with a Hard Difficulty 
  Level). But they are great for striking Targets 
  and will receive +2 AV and +1 Strength on all 
  grappling maneuvers (you should design a 
  maneuver for this – Fists of Fuzion). The 
  Hero can have a single thick tentacle or a 
  tentacle cluster. Tentacles can automatically 
  stretch to twice their original length. The cost is 
  per tentacle or tentacle cluster.  
   
  Variant Cost: +2 PP 
   
  Wings: There are three forms of wings. The 
  different types and their descriptions are 
  below. Wings are always bought in pairs and 
  the costs reflect a pair. 
   
  Flight: A pair of wings will that allow a 
  Hero to fly a distance equal to his move, 
  run or sprint and will use Endurance in the 
  same way. The Hero will also be able to 
  glide (as in the power Gliding) and use the 
  wings as weapons to strike his opponents 
  or block their attacks (Fists of Fuzion). 
  The Hero will only be able to increase his 
  speed by increasing his Move or by 
  descending during a Glide. If the Player 
  wants his Hero to be able to fly at 
  incredible speeds, he should buy the 
  power flying and/or gliding.  
   
  The wingspan (tip to tip) should be equal 
  to the Hero’s pound weight x 1.2 inches. 
  Thus, a 200-pound man would need a 
  wingspan of 250 inches (that's about 20 
  feet or 10' per wing). This is still not 
  enough length in the real world to allow a 
  creature of that weight to fly but we’ll let 
  that slide (damn physics). 
   
  Variant Cost: +3 PP 
   
  Limb: These wings function only to aid in 
  balance and can be used to block and 
  strike. They will add +2 to any AV involving 
  balance. 
   
  Variant Cost: +1 PP 
   
  Water: These are only effective under 
  water and are used to move quickly. This 
  can also be used to simulate fins. Having 
  this Variant will allow the Hero to use 
  Cruise and Sprint underwater. 
   
  Variant Cost: +2 PP 
   
  These Mods may be attached to any extra limb: 
   
  Conceal: This is a limb that tucks away. When 
  not in use it disappears and will not even show 
  up on x-rays. This can occur by several means 
  to include shifting into a normal limb. The 
  Player must purchase this per limb or pair 
  depending on original power. Remember that 
  clothes 
  do 
  not 
  change 
  with 
  the 
  limb 
  automatically, so he must make provisions for 
  that. Add cost for OCP calculation. 
   
  Mod Cost: +2 PP 
  Endurance Cost: 1 per OCP to Activate 
   
  Socket: The limb (or pair) has a Socket at the 
  base. This will allow the limb to be attached via 
  a Hardpoint. Any limb the Hero has with a 
  Socket can go into any Hardpoint on his body. 
   
  A socket could also be attached to a normal 
  limb, allowing the Hero to detach it from a 
  Harpoint and switch it out for another. This is 
  handy if he gets his lower leg blown off and 
  has an extra leg at home. It is mostly popular 
  for cyberlimbs containing different hardware. 
  Add cost for OCP calculation. 
   
  Mod Cost: +1 PP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  STUDiO187 
  Morphing 
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  Mass Control 
  Range: No 
  Visible: See Variants 
   
  Note: This is the replacement for Growth, 
  Shrinking and Density Increase and adds the 
  power, Density Decrease. We found that buying 
  levels of any of these made things really difficult. 
  When adding the levels together, the player had to 
  raise several stats and lower others. We felt it to 
  be a very bulky system. Growth, Shrinking and 
  Density Increase no longer affect stats. All they 
  provide is a change in mass. 
   
  Yes, it would change your stats but we felt that you 
  should have the control over what changes are 
  made. It gives the power more control and allows 
  the Player more flexibility to make the Hero he 
  really wants. The best way to use this power is in a 
  Morphing Pool. Players should buy the desired 
  effect and then buy the stats to what levels he is 
  comfortable with. He still saves points because a 
  Morphing Pool inherently does that. We hope 
  Players like this change; it has worked nicely for 
  us. Additionally, Players may want to consult Hell’s 
  Cookbook for a more in-depth look at Terminal 
  Velocity, as it will probably come into play with 
  Heroes who have modified densities.  
   
  Description: With this power, the Hero is able to 
  alter his mass. This can involve size, density or 
  both. It will allow the Hero to shift this variable up 
  and/or down.  
   
  System: The Player will purchase one or more 
  Variants to determine what his Hero is capable of. 
  The changes are discussed as a per Power Level 
  basis. The Player may choose more than one 
  Variant (see each Variant for the system rules). 
  This power is heavily geared towards using a 
  Morphing Pool and each Variant will provide 
  suggested modifications (but are not required by 
  any means). 
   
  Power Cost: See Variants 
  Endurance Cost: 2 per OCP 
   
  Growth: The Hero will increase his height one 
  half of his normal size per Power Level. The 
  Hero will also double his weight per Power 
  Level. These numbers are constant and not 
  really accurate in the real world (this is done 
  for ease of game play). This is a visible power. 
   
  Pool Suggestions: Add to any of the 
  Physique stats. Subtract from any of the 
  Agility Stats to include an Ev modifier (see 
  Stat Powers). 
   
  Variant Cost: +1 PP per Power Level 
   
  A 6 foot 200 pound guy will grow 3 feet and 
  100 pounds every Power Level. 
   
  Shrinking: The Hero can decrease his height 
  and weight by one fifth of his normal per 
  Power Level. At the 5th Power Level the Hero 
  can be 1-3" tall with a negligible weight. At the 
  6th Power Level he becomes too small for 
  standard rules. See, It's a small world (Hell's 
  Cookbook) for rules regarding this size. This is 
  a visible power. 
   
  Pool Suggestions: Add any Agility Stats 
  and Ev and subtract from any of the 
  Physique Stats.  
   
  The same 6 foot 200 lb. person would become 
  3' and would weigh 80 lbs. at the 3rd Power 
  Level of Shrinking.  
   
  Variant Cost: +1 PP per Power Level 
   
  Density Increase: With this Variant the Hero 
  actually causes his body to take on more mass 
  without changing shape or size. Increase by 
  100% per level. This is not a visible power. 
   
  Pool Suggestions: Subtract from any of 
  the Agility Stats and Ev. Add to any of the 
  Physique Stats. 
   
  Variant Cost: +1 PP per Power Level 
   
  Gristle is one tough fucker. One of his many 
  toughening agents is the ability to increase his 
  density. He has 4 levels of Density Increase. 
  Before his power was activated he weighed 
  240 lbs.  While his power is active (in his case 
  it’s always on) he will weigh 960 lbs. 
   
  Density Decrease: A Hero with this form of 
  Mass Control can lower his mass without 
  affecting his size or shape. Reduce by one fifth 
  per Power Level. At Power Level 5 he 
  becomes near weightless and may not reduce 
  any further. At this point he simply floats in 
  place and can be carried away with a breeze. 
  The Hero could feather fall off a cliff by giving 
  himself just enough weight to fall slowly. There 
  are no rules for negative density. This is not a 
  
   
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  Morphing 
  STUDiO187
   
  visible power. 
   
  Pool Suggestions: Lower any Physique 
  Stat and raise and Agility Stat, Initiative 
  and Ev. 
   
  Variant Cost: +1 PP per Power Level 
   
  One of the key factors that allow birds to fly is 
  their lower density value. Their bones are 
  hollow and this lowers their weight ratio 
  considerably. The drawback is that they are 
  more fragile then other creatures the same 
  size. 
   
   
   
  Pop Off 
  Range: No 
  Visible: Yes 
  Description: The Hero is able to detach and 
  reattach parts of his body. This must be done by 
  the Hero and not by a Target. If a guy cuts the 
  Hero’s head off, the Hero would probably die. 
   
  System: It normally takes one phase to detach 
  and one phase to reattach a body part. If used as 
  part of an attack, the separation phase can be 
  considered as a Quick Draw and will be modified 
  as such. If using Fists of Fuzion, the modifier 
  Draw can be used when constructing a maneuver 
  with this power. Generally the Hero can do this at 
  certain joints along the body. These will be the 
  major joints; knuckles, wrists, elbows, hip, knee, 
  ankle, waist, torso and once in the neck. The Hero 
  will also maintain control over these parts so long 
  as they are within melee range. For greater 
  distances the Player will need to purchase a 
  Range Dial modifier. If the Hero wishes to 
  accurately move the parts though, he will need to 
  see the part in question. Unless the Mod Flight is 
  attached to the power, the body parts are restricted 
  to their own mobility. A hand could walk around 
  like Thing from the Adam’s Family or an arm could 
  be drug by its fingers. 
   
  Add all costs (base cost and Mods) to determine 
  OCP. 
   
  Power Cost: +4 PP 
  Endurance Cost: 
  • 
  1 to detach 
  • 
  5 to reattach 
   
   
   
  The followings Mods should help your Heroes 
  along the way: 
   
  Combine: The Hero can attach the parts 
  together to make them more useful. In this 
  way, he can make little flesh robots from his 
  parts. 
   
  Mod Cost: +1 PP 
   
  Put an eye on the end of a finger on the hand 
  so that the eye can move around. Stick an ear 
  on the hand and the Hero can also hear what’s 
  going on near his finger puppet. 
   
  Flight: Okay it's cheesy but we've all seen it in 
  comics before. This allows the Hero to have 
  his detached parts fly and hover. They could 
  even strike at opponents with the same 
  Strength as the Hero. If the Player wants this 
  power to work on limbs that have not been 
  intentionally detached by the Hero then he may 
  do this at an additional cost. Furthermore, 
  Players can purchase this Mod without 
  purchasing any other Mods for Pop-Off. Speed 
  of flight is equal to the Heroes Move variables 
  (Stroll, Cruise and Sprint) and will be modified 
  accordingly. 
   
  Mod Cost: 
  • 
  +2 PP for intentional 
  • 
  +3 PP for unintentional 
  Endurance Cost: 2 per phase + Move 
   
  Senses: This is much like Sense - Leave but 
  the Hero actually leaves a sensing organ 
  behind, like an ear or an eye. If the Hero shuts 
  out the sense (closes his eye or cups his ear) 
  then he will be able to perceive what is going 
  on at the other location. This mod gives the 
  sense Range (10 Hexes) but can be increased 
  with Range Dial. The Hero can move the 
  organ around to get a better angle but cannot 
  perform actual movement, like to cross the 
  room (for that you will need to make a little 
  flesh robot). 
   
  Mod Cost: +2 PP 
   
   
   
  
   
   
  STUDiO187 
  Morphing 
  Page: 6-11
   
   
   
   
   
   
  Shifting 
  Range: No 
  Visible: Yes 
  Description: With this power a Hero is capable of 
  changing his form.  
   
  This is another of the morphing powers that is 
  screaming for a Morphing Pool. It is strongly 
  suggested that Players purchase a morphing pool 
  for most of these Variants. 
   
  System: There are several Variants to choose 
  from and each Variant will allow the Hero to morph 
  in different ways. 
   
  Power Cost: See Variants 
  Endurance Cost: 2 per OCP per shift 
   
  The following Variants may be chosen for 
  Shifting. 
   
  Artifact: This will allow the Hero to become an 
  item. To include things like a statue, a sword, a 
  car or any other inanimate object. For 
  weapons, the base damage will be equal to the 
  weapon's natural damage; however, the Hero 
  can add his Strength to the wielder's Strength 
  as his action for the phase. The Hero can also 
  use other powers from this form. 
   
  The Director may really want to consider Mass 
  Control for things like swords and cars but it is 
  not required. However, in games where it is 
  not required a munchkin can really play havoc. 
   
  My Hero can transform into Aircraft Carrier. 
   
  Well, my Hero can turn into the Great Wall of 
  China. 
   
  Fuck you both, my Hero can turn into a rock 
  with a 500-mile diameter. The presence of my 
  gravity alone could wipe out all life on Earth. 
   
  You get the idea! 
   
  For turning into complex machinery the Hero 
  must have the Mod - Parts and must be 
  intricately familiar with it. Without the Mod - 
  Parts, he can only form into an object with no 
  moving parts. This may involve a Tech Skill 
  (whichever qualifies) difficulty roll in addition to 
  a UP - Shifting roll. If the Hero does this and is 
  successful then he could also take on the 
  abilities of that machine without having those 
  powers. 
   
  If Jarro were to transform into a .44 magnum 
  and succeeded on his Weapon Tech and UP – 
  Shifting rolls then he would actually be a .44 
  magnum, right down to the last screw. So, it 
  would only seem reasonable that another 
  person could put .44 magnum bullets into the 
  cylinder and kill people. 
   
  Yep, he would need bullets! Or else Jarro 
  would be losing valuable material as parts of 
  his body flew out of the end of the barrel and 
  other parts were exploding to produce energy. 
   
  The Player could also option to buy Wounding 
  and would not need to make any Weapon 
  Tech roll whatsoever. It would not matter 
  whether the parts really worked or not, he has 
  Wounding, so it works. 
   
  And the same goes for vehicles. Without 
  purchasing the power of Flight, the Hero could 
  still shift into a fully functional jet but would 
  need to be fueled to work properly. 
   
  Again, if the Hero had Flight as a power, then 
  fuel would not be necessary. He would burn 
  his own Endurance as his fuel source. 
   
  Item: For every Power Level, the Hero can 
  turn into one item of his choice. 
   
   
  Variant Cost: +3 PP per Power Level 
   
  Such as a lamp, a sword or a gun. 
   
   
   
   
  
   
  Page: 6- 12 
  Morphing 
  STUDiO187
   
  Group: For every Power Level, the Hero 
  can transform into any item within a 
  specified group. 
   
  Variant Cost: +5 PP per Power Level 
   
  Such 
  as 
  guns, 
  melee 
  weapons 
  or 
  furniture. 
   
  Unlimited: The Hero can transform into 
  any inanimate object. 
   
  Variant Cost: +12 PP 
   
  The Following Mods may be added to any 
  Artifact – Shifting power. 
   
  Parts: The Hero is able to turn objects 
  that are made up of many parts. See 
  the 
  Artifact 
  description 
  for 
  rules 
  governing this Mod. 
   
  Mod Cost: +1:4 
   
  Animation: 
  The 
  Hero 
  can 
  become self animated in this form 
  (he will get his normal Move). This 
  is not necessary for vehicles but is 
  intended for things that are not 
  built for movement (like a chain or 
  a Barbie doll).  
   
  Mod Cost: -1 MA 
   
  A Hero using this for a car would 
  actually takes steps using the tires 
  (very odd looking). 
   
  ID: This is the ability to take the form of 
  someone else. At the first Power Level, the 
  Hero is able to take the visual identity of a 
  Target. At the second Power Level he can 
  assume his voice pattern, heat signature, 
  fingerprints, and retina pattern. At the third 
  Power Level mannerisms, pheromone scent 
  and DNA sequence. For an additional cost, the 
  Hero can store ID’s for latter use. The Hero 
  must make a Disguise skill roll (or UP - 
  Shifting, it’s up to the Director) verses any 
  Target’s perception when trying to deceive 
  them. For every Power Level add 2 to the 
  disguise roll. The Hero must also make skin-
  to-skin contact or purchase a Range Dial 
  Modifier. The Hero may look at a picture and 
  gain a person’s ID but only up to the first 
  Power Level. 
   
  Mind Control - Scan is a nice addition to this 
  power. 
   
  Variant Cost: +2 PP per Power Level 
   
  Storage: The Hero may store a Target’s 
  ID for later use. This is for an unlimited 
  length of time and must be successfully 
  pulled off before it can be put into storage. 
  The Hero will be able to store 1 ID per 
  Power Level. Add to cost for OCP 
  calculation. 
   
  Mod Cost: +1 per Power Level 
   
  Being: This is the ability to take the form of 
  beings other than specific humans. This would 
  include plants, animals (including a totally 
  random human form and insects). Mass 
  changes should be bought with Mass Control 
  but it is not necessary (without mass control a 
  Hero could turn into a miniature rhino or a 
  giant roach). Any natural abilities need not be 
  purchased. 
   
  Claws would come with a tiger but only do 
  damage equal to half of the Hero’s strength in 
  KD. A Hero unable to find food could turn into 
  a bush and gain sustenance from the sun.  
   
  Mythical creatures, such as dragons could also 
  be assumed but will not receive mystical 
  powers unless purchased separately (like fire 
  breath).  The Player must choose the form or 
  groups of forms his Hero can change into. 
   
  This is not the same as ID and will not disguise 
  the Hero into a specific creature. The Hero 
  could combine ID with Species to turn into a 
  specific cat however. 
   
  Single: This Variant will allow the Hero to 
  transform into any one type of animal 
  (including random human), plant or insect.  
   
  Variant Cost: +1 PP per Power Level 
   
  This generally refers to a specific Family. 
  For example: Lion, Dog, or Black Widow. 
   
   
   
   
  
   
   
  STUDiO187 
  Morphing 
  Page: 6-13
   
   
   
  Group: This Variant allows the Hero to 
  transform into any group of animals, plants 
  or insects. 
   
  Variant Cost: +3 PP per Power Level 
   
   
  This generally refers to a specific Species. 
  For example: Feline, Lupine or Arachnid. 
   
  Broad: This variation allows the Hero to shift 
  into any type of Animal, Insect or Plant. 
   
  Variant Cost: +7 PP per Power Level 
   
  All: This variation allows the Hero to shift into 
  any type of living being. 
   
  Variant Cost: +15 PP per Power Level 
   
  The following Mod may be added to any 
  Shifting power: 
   
  Communication: This Mod allows the Hero to 
  communicate using his own language and 
  voice while in his altered form. Add for OCP 
  calculation. 
   
  Mod Cost: +1 PP 
   
  Limited Shift: The Player may also option for 
  a limited shifting capability. This will mean that 
  he can only change a body part (like his arm or 
  head). The Player should specify which body 
  part during power purchase. The most number 
  of purchasable parts is 4.  
   
  Mod Cost: 
  • 
  -1:2 for one part 
  • 
  +1 MA per additional 
   
   
   
   
  Stretching 
  Range: No 
  Visible: Yes 
  Description: A Hero with this power can stretch 
  parts of his body allowing him to attack at range 
  and reach for things at long distance. Each limb 
  will gain this ability, as will the torso and neck. 
   
  System: The Hero can stretch his limbs 2 hexes 
  per Power Level. This will not increase any 
  movement, movement abilities or powers. The 
  Hero should have these specified in a Morphing 
  Pool if the Player wants him to be able to do such 
  things. 
   
  Power Cost: +1 PP per Power Level 
   
  Players may wish to purchase the power Flex 
  along with this power. 
   
   
  Spore 
  Range: No 
  Visible: Yes 
  Description: The Hero can literally create clones 
  of himself. 
   
  System: By activating the power, the Hero will be 
  able to summon up 1 new clone from himself. This 
  process takes time to complete. See the beginning 
  description for Morphing Powers and the Mod 
  Instant Change for the rules on morphing time. 
   
  The Clone: The clone will be an exact 
  duplicate of the Hero with up to the second 
  memories and emotions and will be a 100% 
  copy of the Hero, with the same goals and 
  objectives. Upon separation, however, the 
  clone will begin a process of self-awareness. 
  This could lead to a clone wanting to stay 
  separate. 
   
  Self-Awareness: The clone and the host must 
  agree on the rejoining or it will not occur. Thus, 
  the Hero cannot make his clone rejoin unless 
  the clone wants to. If the clone cannot be 
  convinced to rejoin, it’s usually best to take 
  him out. Clones will inevitably create big 
  problems for the Hero. Every day the clone is 
  separated from the host body the Director 
  must make a fortune roll (1d10). For every 1 
  that is accumulated the clone will become 
  more resistant to return to the host’s form. 
  Increase the difficulty 1 step for every 1 rolled. 
  However, every 10 will bring the clone back to 
  his senses, stepping down 1 notch. If the 
  process steps above a 5 then the clone is lost 
  forever and will never voluntarily return. 
   
  Rejoining: When a clone rejoins the host 
  damaged he will inflict half of his damage to 
  the Hero and will not be able to be spored 
  again until the Hero has healed all of those 
  Hits. The clone will also loose all of his own 
  identity. All of his experiences and gained 
  knowledge will be passed onto the host. If a 
  clone should die, the host will permanently 
  
   
  Page: 6- 14 
  Morphing 
  STUDiO187
   
  lose the points he spent on him. The Player 
  can buy another clone but the Power Points he 
  spent on the lost clone are gone forever. It 
  takes as much time to rejoin a clone as it does 
  to spawn one. 
   
  As for clothes and items it is up to the Director. He 
  may wish to allow anything that is not a power 
  item. He might just allow clothes. It is also his 
  privilege to have the clone appear butt ass naked. 
  Any clone that is put in suspended animation will 
  not make the self-awareness rolls during his stay 
  in the suspension. Furthermore, clones do not 
  have the power Spore but they can purchase it 
  anytime they build up enough points. This is 
  important because a Hero could be killed and have 
  a clone survive. The clone has every power and 
  stat that the Host had except for Spore but through 
  time he could save enough points to purchase that 
  power. 
   
  To make a clone the Player needs to total the 
  Hero’s Power Points. This means stats, skills and 
  perks as well. If the Player includes power items in 
  this cost then the clone will get those items as well. 
  Additionally, the Player should not include the cost 
  for this power in the mix. All clones cost the same 
  amount and the Player can purchase as many as 
  he wishes. 
   
  Power Cost: +1 PP per 10 TCP 
  Endurance Cost: 1 per TCP of clone 
   
  Check out this rather cool and yet quite 
  grotesque Mod: 
   
  Zombies: The Hero can create non-returnable 
  semi-functional servants. These servants, 
  once ejected, cannot return to the host. The 
  Hero will not lose points for a lost Zombie 
  Clone, as the Zombie Clone cannot return 
  anyway. These Zombies lack the ability to 
  disobey the host, as they are mere shadows of 
  him. Zombies degenerate at a rate of 5 PP per 
  day. As they degenerate they begin to 
  decompose and whither into oblivion. This 
  process is often painful and disorienting. The 
  cost is extra (+) if this is an additional power 
  and is retributive (-) if it is the only way the 
  Hero can Spore. 
   
  Mod Cost: ±1:3 
   
   
   
   
  Buddy 
  Range: No 
  Visible: Yes 
   
  Note: This is not a Morphing Power but with 
  nowhere else to put it, this seemed as good as 
  anywhere else. 
   
  Description: The Hero has some sort of sidekick 
  that aids him in his endeavors. 
   
  System: Buddy’s cost works the same as Spore 
  but the Hero cannot spawn or assimilate the 
  Buddy. Additionally, the buddy can be (and 
  generally is) completely different from the Hero but 
  can never be more than 75% of his TCP. 
  Additionally, a Buddy can be an animal of some 
  kind or even a robot. Buddies are loyal and are 
  generally played by the same Player 
   
  Replacement: In the event that a familiar or 
  sidekick dies or leaves, the Player will set the 
  points aside for a time period. At the Directors 
  discretion, the Player may replace the Buddy at the 
  same cost as before or may upgrade at that time 
  (not over 75% of the Hero’s TCP). This time period 
  should be based on the event of loss. If the Hero 
  just lets his Buddy die then he should suffer for a 
  (long) while. If it was just due to bad dice rolls, 
  error in judgment or dumb luck then it should be a 
  short period of time. A good Player will introduce a 
  period of morning. The Buddy is just that, his 
  Buddy. 
   
  Power Cost: +1 PP per 10 TCP 
   
  Familiars: These are Buddies that are not 
  normally sentient. To talk with the Buddy the 
  Hero must have an adequate communication 
  power or give the Buddy a power to 
  communicate with the Hero. The Buddy could 
  have People Speak (a reversal of Creature 
  Speak) and must have at least a 1 in 
  Intelligence to hold a conversation with the 
  Hero.  
   
  Variant Cost: See power cost 
   
  Side Kick: These are apprentices to the Hero 
  and will follow him as a mentor. At times, the 
  sidekick can become jealous or pissed off at 
  the Hero but he will always come around 
  eventually. 
   
   
  Variant Cost: See power cost 
  
   
   
  STUDiO187 
  Communication 
  Page: 7-1
   
   
   
   
  These powers are used to communicate in 
  supernatural ways, maybe over long distances or 
  perhaps through a TV. It might be holographic or in 
  a dream. 
   
  Broadcasting 
  Range: Yes 
  Visible: No 
  Description: This is the ability to contact another 
  individual 
  by 
  non-conventional 
  means. 
  This 
  includes radio, laser, microwave, telepathic or 
  even mystical communication. 
   
  System: Skill AV + d10 vs. Difficulty 
  The Player declares the Target that he wishes his 
  Hero to make contact with. His roll will be 
  compared against a Competent Difficulty.  The skill 
  can vary depending on the FX. Radio signals might 
  use the skill Communications while a magic FX 
  might require a UP-Skill. 
   
  Frequency: The Hero must know the Target’s 
  signature. To do this he must attain physical 
  contact or be told the frequency (depends on 
  the FX) and state that he is reading the 
  Target’s signature. The Hero can only hold a 
  certain number of signatures at any given time. 
  Standard radio, television, police bands and 
  the like are part of a network grid and the Hero 
  will be able to tune to any of those he wishes 
  at no additional cost (if his FX is electro-
  magnetic wave resonance). The Target must 
  be within range and must be willing to receive 
  the signal. Again, this will depend on the FX of 
  the power.  
   
  Link: A Hero can make direct contact with 
  multiple Targets. It is difficult and will raise his 
  Difficulty Number (not level) by one per extra 
  Target. This will allow the Hero to talk with 
  multiple Targets at a time. They, however, will 
  not be able to talk to one another directly. 
   
  The Hero can make open contact with Multiple 
  Targets and allow them to talk to one another 
  directly, instead of the Hero having to repeat 
  everything (Party Line!). This raises the 
  Difficulty Number (not level) by two per extra 
  Target. 
   
  Damian has Telepathy and whishes to engage 
  a team link with his fellow cast members. He 
  attempts to add three Targets (four Targets in 
  all). His Difficulty is 18 (Competent Difficulty of 
  12 + (3 people x 2). 
   
  Range: 
  As 
  stated 
  in 
  the 
  Title 
  Bar, 
  Broadcasting is Ranged. As usual, this is 10 
  hexes and can be modified using the Range 
  Dial - Add. Unless otherwise specified (Linear 
  Mod or Indirect Power Modifier or both) all 
  broadcasts are radial and go out into all 
  directions. This means that anyone within this 
  sphere has the opportunity to hear the 
  broadcast. 
   
  Snooping: To snoop in on a broadcast, the 
  Target must have the same FX, be within the 
  Broadcasting range and make a UP-Power 
  skill roll against a Competent Difficulty. The 
  skill that the Target will use for this will vary as 
  well, depending on the FX. This is a point that 
  the Director and the Player need to address 
  before the power is used. If the Target makes 
  the roll, he could listen to any message 
  intended for another Target. 
   
  The Hero could option to make the message heard 
  by anyone who also has broadcasting or is a 
  Target with a signature or is tuned into that 
  frequency, by giving his ping a wide range 
  signature. This is a one way signal. For a Target to 
  respond he will need have Broadcasting and be 
  within his own range. The signal may still be 
  scrambled but anyone with the proper facilities to 
  hear the signal will. They may not understand it but 
  they will hear it. 
   
  Damian gets into a jam and decides to make an 
  open call to any other Telepath for help. He has a 
  one-mile range and bursts forth with a broad range 
  distress signal. Anyone with Broadcasting and the 
  Telepathy FX could hear Damian’s cry for help. 
  William, an acquaintance of his hears the cry and 
  springs into action. He only has the base range so 
  he cannot let Damian know that help is on the way. 
   
  Please understand that we did not mean to make 
  this power so complicated but it now covers every 
  type 
  long-range 
  communication 
  to 
  include 
  thoughts, audio and video (with the proper Mod). 
  This includes radios, TV, telepathy, telephones 
  and so on and can be used in conjunction with the 
  Item 
  Generator 
  to 
  create 
  cell 
  phones, 
  communication satellites, short wave radios and 
  even psionic communicators. 
   
  Power Cost: +3 PP 
  Endurance Cost: 1 per TCP 
  
   
  Page: 7- 2 
  Communication 
  STUDiO187
   
  The Following Mods will come in quite handy: 
   
  De-Scramble: By adding this modifier, the 
  Hero is able to make it easier to tune into other 
  broadcasts not intended for him. For every 
  Power Level, subtract one Difficulty Level to 
  the roll. Add for OCP cost calculation. 
   
  Mod Cost: +1 PP per Power Level 
   
  Linear: This type of signal travels straight to 
  its Target. Snoopers must be between the 
  Hero and the Target to tap into the signal. 
   
  Mod Cost: +1:4 
   
  Record: With this Mod, the Hero can record a 
  Broadcast on a variety of substances to be 
  viewed at a later time. This substance will 
  depend greatly on the FX of the power and can 
  be triggered just about anyway the Hero and 
  Director sees fit (depending on the FX). For an 
  additional cost the Hero could specify a special 
  condition. These could be, play only once or 
  play every hour, play extremely loud and so 
  on. 
   
  Mod Cost: 
  • 
  +1:4 
  • 
  -1 MA for programmable 
   
  Scramble: By adding this Mod, the Hero is 
  able to make it harder for anyone other than 
  the intended Target(s) to tune into his 
  broadcasts. For every Power Level, add one 
  Difficulty Level to the roll. Add for OCP cost 
  calculation. 
   
  Mod Cost: +1 PP per Power Level 
   
  Video: This Mod will allow a Hero to add an 
  image to his broadcast. The Hero can choose 
  how many Targets can see his image but he 
  must choose at least one.  
   
   
  Mod Cost: +1:3 
   
  For a telepathic signal the Hero will see 
  holographic images of the Target's location 
  around him as if he were standing with the 
  Target. He will be oblivious to the world around 
  his physical self. Or, the Hero may retain his 
  worldly awareness but will only be able to see 
  and hear his Target(s) (not the environment 
  around them). 
   
  “Yes my master…” 
   
   
  Creature Speak 
  Range: No 
  Visible: No 
  Description: This power allows the Hero to speak 
  with living beings other than humans.  
   
  System: Animals, however, are quite stupid 
  compared to humans and the Hero must accept 
  that the animal will only understand basic 
  conversation and will know practically nothing of 
  the human world. A person’s name would only be 
  known if the animal were familiar with that person. 
  The animal would not know where someone has 
  gone or what he said. 
   
  A dog could tell the Hero that 6 humans came in 
  and killed his master and that they had their faces 
  covered with red and black stripes. 
   
  When purchasing Variants the Player will choose 
  Kingdom, Class or Species. While there are many 
  more classifications we have boiled it down to 
  three to keep it simple. 
   
  Power Cost: See Variants  
   
   
  Choose from these Variants: 
   
  Kingdom: The Player must choose from 
  either the Animalia (Animal Kingdom) or 
  Plantae (Plant Kingdom) and will be able to 
  speak to any creature belonging to that 
  Kingdom (or both). Monera, Protista and Fungi 
  are not included within this power because it is 
  debatable that they contain any capacity for 
  the storage of knowledge whatsoever. It is also 
  kind of hokey for a Hero to get info from a 
  Mushroom (visions and a wild evening yes, but 
  useful information, no). The Director can of 
  course allow these groups as well. For every 
  Power Level, the Hero will be able to speak to 
  any creature in the specified Kingdom. 
   
   
  Variant Cost: +11 PP per Power Level 
   
  Class: The Player must choose from one of 
  several Classes of creatures belonging to the 
  desired Kingdom he wishes to work with. The 
  Hero may speak to any creature in the 
  specified Class. For every Power Level, the 
  
   
   
  STUDiO187 
  Communication 
  Page: 7-3
   
   
   
  Hero will be able to speak to any creature in 
  the specified Class. 
   
  Variant Cost: +5 PP per Power Level 
   
  Some examples from the Animal Kingdom 
  would include: Birds, Fish, Reptiles, Insects 
  and Mammals 
   
  Species: The Player must first choose from 
  the many Species of creatures belonging to 
  the desired Kingdom and Class he wishes to 
  work with. For every Power Level, the Hero will 
  be able to speak to any creature in the 
  specified Species. 
   
  Variant Cost: +2 PP per Power Level 
   
  Some examples would include: Canine (Fox, 
  Wolf, Domestic Dog), Feline (Tiger, Lion, Lynx, 
  Domestic 
  Cat), 
  Equine 
  (Zebra, 
  Horse, 
  Donkey), Shark (Shark, Ray), Oak, Fern and 
  Arachnid (Ticks, Spiders, Scorpions) 
   
  Specific: This is one particular creature that 
  the Hero is able to talk with. For every Power 
  Level the Hero will be able to speak with one 
  specific being. 
   
  Variant Cost: +1 PP per Power Level 
   
  Kingdom 
  Class 
  Class 
  Species 
  Species 
  Species 
  Species 
   
  Additional Notes: 
  Using this power along with Mind Control, a Hero 
  could control creatures. Unless plants can move 
  on their own, the Hero will need to use Animate to 
  make the plants do things for him. Also, a Hero 
  may wish to buy Summon to get the creatures to 
  come to him, as they generally tend to run away 
  from humans. 
   
  If this is not how you would like to run your 
  campaign you could assume the Doctor Dolittle 
  scenario and run the animals like people. They 
  would love Lassie and Rin Tin Tin. They might 
  admire the Crocodile Hunter for his contributions to 
  the animal kingdom. An Owl may even wish to 
  engage you in a game of chess. 
   
  If the Hero has Broadcasting along with this power, 
  he will be able to do this at a range and in silence. 
  Dead Speak 
  Range: No 
  Visible: No 
  Description: The ability to communicate with the 
  dead. 
   
  System: Skill AV + d10 vs. Difficulty 
  The dead continue to have imprints of their soul 
  left within them. By using this power, the Hero is 
  able to activate that imprint. The imprint has a Will 
  of 1 and is easily manipulated. It will remember 
  only important or pivotal events and information of 
  its former life as the mundane details have faded 
  away with the release of the soul. Time is not an 
  issue. The condition of the body is. The head is the 
  most important piece though. If the head is in good 
  condition, it will know about 80% of the important 
  events pertaining is former life. The most important 
  events go last. 
   
  Power Cost: +4 PP 
  Endurance Cost: 10 to engage the corpse 
   
  Additional Notes: 
  Using this power along with Mind Control, a Hero 
  could control the dead. Unless the corpse can 
  move on it’s own the Hero will need to use 
  Animate to make the dead do things for him. Also, 
  a Hero may wish to buy Summon to get the 
  cadavers to come to him, as they generally tend to 
  lie around rotting. 
   
  If the Hero has Broadcasting along with this power, 
  he will be able to do this at a range and in silence. 
   
  If the Hero had this and Creature Speak he could 
  talk to dead animals or trees (okay, so I’m getting’ 
  silly). 
   
   
  Interface 
  Range: No 
  Visible: No 
   
  This power is to be used with R. Talsorian’s Cyber 
  Punk net running rules. To use this power, you will 
  need a copy of Cyber Punk and will have to 
  understand net running. 
   
  Description: Using this power will allow the Hero 
  to access the net and net run. It can also be used 
  with the Item Generator to create cyber decks and 
  main frames. 
   
  System: The Hero can basically use his brain 
  (nature's first and still most powerful computer) as 
  
   
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  Communication 
  STUDiO187
   
  his deck, storing programs and information in his 
  own brain cells. We only use a small portion of our 
  brain as it is anyway. The Hero will need to acquire 
  programs the normal way (buying, stealing or 
  writing). He will then need to make a connection 
  with a deck, load the programs into the deck and 
  then copy the programs from the deck to his brain. 
  These programs will now be implanted into his 
  brain and he will be able to use them any time he 
  needs to. He also will not need interface plugs, 
  connecting instead with brain waves. 
   
  The Hero will have several advantages over other 
  net runners. The first being that standard anti-
  personnel programs that have to go through a 
  cyber deck (like  Brainwipe, Zombie, Liche and 
  Firestarter) will not affect him whatsoever. There is 
  no deck or wiring to run the current. On the down 
  side, the Hero is not all-powerful. Some Anti-
  Personnel shit will still affect the Hero. Programs 
  like Spazz (can be reproduced by rapidly flashing 
  lights) and Glue will work just fine. All Anti-IC 
  programs will have an effect on the Hero 
  considering the fact that he is still using programs. 
   
  This power can be used to build cyber decks. 
  Using the Item Generator a Hero could place this 
  power within an item. He will, of course, loose the 
  benefits of being separate from the deck. The 
  power is written for heroes without a cyber deck, 
  for use with a deck you will have to make a few 
  allowances and assumptions. This should be no 
  problem and should integrate quite seamlessly. 
   
  Add all Sector costs to determine OCP. 
   
  Power Cost: See Sectors 
  Endurance Cost: 1 per OCP 
   
   
  The following Sectors must be purchased for 
  the power to work: 
   
  Data Walls: The default strength of a Data 
  Wall is equal to the Hero’s Will. For every 
  Power Level, the Hero can increase the 
  strength of the Data Wall by one point. 
   
  Sector Cost: +1 PP per Power Level 
   
  A Cyber Deck, by default, has no will. It can 
  only use its Data Wall strength for defense. 
   
   
   
  Memory: For every Power Level, the Hero will 
  gain 10 Memory Units. 
   
  Sector Cost: +1 PP per Power Level 
   
  Programs: This Sector will allow the Hero to 
  use programs in the Net. Directors should 
  approve the amount of programs the Hero can 
  run at one time. The Hero will be able to run 
  one program at a time per Power Level. 
   
  Sector Cost: +2 PP per Power Level 
   
  With this Sector, a hero could run several 
  programs at a time. He could be Invisible, with 
  Armor and hurl multiple Killers at a time. This 
  may seem to be a very powerful ability but 
  don’t forget, the Director can always send 
  several opponents at a time or use an AI if the 
  Hero is just rolling over every system he has. 
  And there are always others out their with this 
  ability. 
   
  “These Fuckin’ Net Mechs are pissin’ me off. 
  They roll right in, all armored up, flinging killers 
  left an’ right. Half of ‘em are invisible, usein’ 
  three and four programs at a time. Hell, we 
  sent some of our meanest shit at ‘em and 
  boink! They just keep going like it was nothin’. 
  I think were gonna hafta’ git a Net Mech of our 
  own or we’re not gonna’ be in business much 
  longer.” 
   
  The following Mods may come in handy during 
  game play: 
   
  Skillz: This is a powerful addition to the 
  Runners arsenal of abilities. With this Mod, the 
  Hero can use any skill or power he has that 
  resembles a program. The Hero achieves the 
  Skillz effect by studying programming code 
  and developing routines that will allow him to 
  translate any of his skills into programs on the 
  fly. The Hero can use his skills at a strength 
  equal to his level. He is, however, limited to the 
  average 
  of 
  his 
  UP 
  – 
  Interface 
  and 
  Programming skill levels. 
   
  Mod Cost: +5 PP 
   
  Our Hero ReBoot is what is known as a Net 
  Mech. He is able to Net Run without the need 
  of a deck. Reboot also has Interface and has 
  purchased the Mod Skillz. His level in UP – 
  Interface is 6 and his programming level is 8. 
  
   
   
  STUDiO187 
  Communication 
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  He has the skill Handgun at level 4. He could 
  use a Killer routine without having a killer 
  program. The strength of the routine would be 
  a 4. It has the potential of being a Killer 7 (the 
  average of the two skills) but his handgun level 
  holds him back to a 4. 
   
  Speed: By purchasing this Mod the Hero is 
  able to enhance the speed of his connection. 
  Add one to the speed per Power Level. 
   
  Mod Cost: +1 PP per Power Level 
   
   
  Mega Phone 
  Range: No 
  Visible: Yes* 
  * The visibility is actually auditable with the Power 
  Modifier - Exuberant. 
  Description: This allows the Hero to be heard 
  over a significant body of noise. 
   
  System: The Hero will project his voice at about 
  120 Decibels. This is the volume of an Airplane 
  taking off at 200 ft. It is also 10 dB lower than the 
  pain threshold for humans and 3 dB higher then a 
  Disco at full tilt.  
   
  While this power does no damage, it could be 
  linked with Wounding, which would increase the 
  decibels by 10 for each DC of SDm. This power 
  will also add +3 to an intimidation roll and even 
  interrogation rolls for you sick bastards out there. 
  Players may also want to consider attaching 
  Muting to this power to deafen their targets. 
   
  Power Cost: +2 PP 
  Endurance Cost: 5 per use 
   
   
  Sensory 
  Range: No 
  Visible: No 
  Description: The Hero is able to communicate 
  through a sense rather than by speaking or using 
  sign language (or Broadcasting). 
   
  System: The Hero needs to have sensory contact 
  to establish the communication. It could be through 
  a gaze, a touch or even a scent. Hearing is already 
  taken. The Hero may use one sense per Power 
  Level. The senses must be defined at purchase. 
   
  Power Cost: +1 PP per Power Level 
   
  Pete touches Jenna and at that moment she is 
  silently instructed to meet him in the bedroom 
  greased up and ready for action. 
   
   
  Spirit Talk 
  Range: No 
  Visible: No 
  Description: The Hero is able to communicate 
  with spirits. 
   
  System: The Hero will not be able to see the 
  spirits or to call forth a certain one (those are 
  additional powers) but he is able to talk with those 
  within the area. They will generally answer 
  because, well, because they're usually quite 
  fucking bored. 
   
  Power Cost: +2 PP 
  Endurance Cost: 5 per use 
   
   
  Summoning 
  Range: Yes* 
  Visible: No 
  * The range is actually limitless. It will be calculated into 
  the difficulty for abundance. 
  Description: This is the ability to bring forth that 
  which the Hero desires. 
   
  System: The power creates a force between the 
  two drawing them together. Events will actually 
  unfold to cause them to reach one another. It 
  does, however, take time for these things to arrive 
  to the Hero. The more time the Hero has, the 
  better things he can get. There are several factors 
  in summoning. They are Abundance, Value and 
  Time. Yes, size is not a factor this time. These are 
  all rated on a 1 to 5 scale. This power is not 
  intended to be combat oriented. It works best as a 
  “down time” power.  
   
  Abundance: Reflects how many of the 
  specified things are in the area at any given 
  time. 
   
  Task 
  Description 
  Examples 
  1 
  Always there without 
  fail 
  Cards in a casino, pussy in a 
  whorehouse 
  2 
  Probably there but not 
  necessarily 
  Flares on a boat, gun in a bar, Bible 
  in a motel room 
  3 
  Probably not there but 
  possible 
  Lion in a dessert, Fuzion books at 
  the retailer 
  4 
  If it's there, it was put 
  there against reason 
  A nice quiche at a Hell's Angels 
  meet, a Daemon in a church 
  5 
  Not a fucking chance 
  in the world.... 
  Bill Gates in a crack house hanging 
  wit da homies or The Hope Diamond 
  in my pocket 
  
   
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  Communication 
  STUDiO187
   
  Value: Is a measure of how many points or 
  dollars the Hero would have to spend to get his 
  own normally. This can be a variable of how 
  important it is at the moment if the Player has 
  been giving the Director a hard time. 
   
  Task 
  Description 
  Examples 
  1 
  Basically worthless in 
  the scheme of things 
  A cigarette or cigar, a rat, a quarter, 
  stick of gum, Classic Fuzion Martial 
  Arts Plug-in 
  2 
  Somewhat valuable or 
  Mildly Powerful 
  Rolex, wild dog, magic potion, 
  assault rifle, sheriff, Porno Star 
  3 
  Very Valuable or 
  Powerful 
  Tiger 
  or 
  Lion, 
  Lamborghini, 
  enchanted item, the Mayor, a Super 
  Model 
  4 
  Exceptionally Valuable 
  or Very Powerful 
  Cruise ship, prototype technology, 
  herd of elephants, a Congressman 
  5 
  Priceless or 
  Exceptionally Powerful 
  Thor's hammer, Hope Diamond, this 
  Plug-in, the highest official of a 
  country 
   
  Time: Is a direct measure of how long it will 
  take for the summoned item or being to show 
  up. This is where the super part of the power 
  really comes into play. Realistically, it would 
  take forever for most of this shit to show up but 
  that is not much fun is it? So we turn the reality 
  two notches to fun for this modifier. 
   
  Task 
  Description 
  Examples 
  1 
  One week 
  7 days 
  2 
  One day 
  24 hours 
  3 
  One hour 
  60 minutes 
  4 
  One minute 
  60 seconds 
  5 
  One phase 
  3 seconds 
   
  Now, add all of the Task Numbers together and 
  that is the Power Level the Hero would have to be, 
  to pull off this stunt. Add all costs to determine 
  OCP (OCP = TCP). 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per level played 
   
  So if Tarzan were to summon a heard of elephants 
  (4) while he was in the jungle (2) and he needed 
  them within a minute (4), he would need a Power 
  Level 10 Summoning - Living 
   
  Choose from the following Variants to design 
  the power: 
   
  Living: By calling out, the Hero can summon 
  living creatures to his location. This is not 
  going to allow the Hero to control these 
  creatures only summon them so he may want 
  make provisions for dangerous creatures like 
  Lions or Daemons. A Ward or control power 
  may be a good idea. The initial cost will allow 
  to Hero to summon semi intelligent creatures 
  like dogs, cats and hippies. 
   
  Variant Cost: +5 PP 
   
  Item: The Hero is able cause items to 
  gravitate towards him. 
   
  Let's say your playing cards and you need that 
  Ace to win the game. 
   
  Variant Cost: +3 PP 
   
  The following Mods may be added to either 
  Variant: 
   
  Mystical: This is useful for such things as 
  fairies, dragons, daemons, spirits, magic 
  items and so on. 
   
  Mod Cost: +3 PP 
   
  People: Intelligent sentient creatures 
   
  Mod Cost: +2 PP 
   
  This would include most humans 
   
   
  Weaving 
  Range: Yes 
  Visible: No 
  Description: This is the ability to send messages 
  through dream state. The Hero is able to contact a 
  sleeping Target that is in dream state and interact 
  with him. 
   
  System: UP-Weaving roll + Power Level + Will vs. 
  Target’s Resistance + UP-Weaving + Power Level 
   
  Dreamstate: Both the Hero and the Target 
  must be asleep and within the power’s range. 
  Entering a dream requires no roll. Moving 
  around and interacting within a Target’s dream 
  also requires no roll. The Hero may stay within 
  the Target’s dream and undetected until he 
  tries to alter the dreamstate or attack the 
  Target. 
   
  Combat: Should the Hero wish to change the 
  dreamstate or attack the Target then combat 
  will begin. The Target may or may not know 
  
   
   
  STUDiO187 
  Communication 
  Page: 7-7
   
   
   
  that his mind is being invaded. Role-play and 
  the Target’s past experiences will determine 
  this. If the Target knows of this ability or has 
  experienced it before then there’s a good 
  chance he’ll know what’s up. 
   
  Alter: 
  Any 
  Weaver 
  may 
  alter 
  the 
  dreamstate. It will require a difficulty roll to 
  be determined by the Director (the more 
  drastic the change, the harder the roll). 
  Unless the Target is a Weaver, he cannot 
  change the dreamstate but he can resist. 
  Use 
  the 
  formula 
  under 
  System 
  to 
  determine the result. 
   
  Roll: If the Hero engages in combat while 
  in the dream world, then combat will ensue 
  as normal. Both parties can use any skill 
  as normal and weapons that they are 
  intimately familiar with can make an 
  appearance 
  (even 
  for 
  non-Weavers). 
  Powers are always available. Damage by 
  a weaver will reflect on the Target’s 
  physical body. Non-weavers cannot harm 
  a physical form from the dreamstate. If a 
  non-weaver delivers a fatal blow to a 
  Weaver, then the Weaver will loose touch 
  with the dream state for a minimum of one 
  day. He will then roll 1d10. Square the 
  sum and this will be how many extra days 
  before he can return. 
   
  Waking Up: If the Target wakes up, then 
  the dreamstate collapses and the Hero is 
  kicked out. The Target is able wakeup 
  himself if he is able to realize that his mind 
  is being invaded. The Hero can resist this 
  by forcing the Target to remain asleep. 
  Use the System formula in reverse to 
  determine the outcome. 
   
  Weaving is especially good for leaving suggestions 
  while Targets sleep. Players who wish to do so 
  should purchase the power Mind Control.  
   
  Now, where did I put my red and black striped 
  sweater? 
   
  Power Cost: 
  ••  
  +5 PP 
  ••  
  +1 PP per Power Level 
   
  
   
  Page: 7- 8 
  Communication 
  STUDiO187
   
  
   
   
  STUDiO187 
  Skill 
  Page: 8-1
   
   
   
   
  These are powers based on skills and do things 
  that people usually use a tool and a skill to do. 
  They still need the skill but the power replaces the 
  tool. There are no UP skills to purchase with these 
  powers, just use the Base Skill as specified in the 
  power.  
   
  These powers can tend to get kind of weird and 
  Directors should feel free to disallow any of them 
  unless Players can come up with a really good 
  reason for having the power. Otherwise, we think 
  they make a neat addition. 
   
   
  Alchemy 
  Range: No 
  Visible: Yes 
  Description: This is the ability to transform one 
  material into another. 
    
  System: Skill AV + d10 vs. Difficulty 
  The Hero can take any non-living material and 
  transform it into any other non-living material. His 
  success will be determined by a skill roll verses a 
  difficulty based on the Element Type, the Amount 
  of material and it’s Organic nature. The base 
  Difficulty Level is Competent. 
   
  Amount: The Player will have two choices for 
  determining the Amount value. Being that 
  weight and size do not always work the same 
  as far as game mechanics go, we provide two 
  different ways of calculating the Amount value. 
   
  Size: For every cubic inch raise the 
  Difficulty Value (not the Level) by 1. 
   
  Weight: For every ounce raise the 
  Difficulty Value (not the Level) by 1. 
   
  Element Type: The types of elements are not 
  exactly defined. It is up to interpretation and 
  ultimately the Director will make the call. Silk 
  and Cotton would be the same type as would 
  Copper and Iron. Neither Copper nor Iron 
  would be considered the same type as Silk or 
  Cotton. The Director might want to use a 
  Periodic Table or just set a value that he feels 
  comfortable with (and be fair Mr. Director). 
   
  If the Hero wishes to transform the object from 
  one type of element to another then add 
  another Difficulty Level per step. 
  Organic: To alter an objects organic nature (to 
  or from) the Player will add 1 to the Difficulty 
  Level. The Hero cannot create or destroy life 
  with this power. The organic object must 
  already be dead to be transformed into an 
  inorganic object and inorganic objects will only 
  be converted into dead organic objects. 
   
  Organics include such things as: Cotton, Silk, 
  Bees Wax, Wood, Ivory or anything else that 
  was once living or a byproduct of a living 
  being. 
   
  Base Skill: Alchemy. This skill is only used with 
  this power. Without the power, the Player is never 
  able to get it to work even though he understands 
  all of the concepts. 
   
  Power Cost: +5 PP 
  Endurance Cost: 5 per Difficulty Level 
   
  Turning 6 cubic inches of steel (a sword blade) into 
  6 cubic inches of silver (for use against a 
  Werewolf) would require a roll of 18. 
   
  Base Difficulty: Competent (12) 
  Amount: 6 cubic inches (+6 Difficulty Value) 
  Element Type: Same (+0 Difficulty Levels) 
   
  To turn a 3 ounce wooden figurine into an ivory 
  figurine would require a roll of 18. 
   
  Base Difficulty: Competent (12) 
  Amount: 3 ounces (+3 Difficulty Value) 
  Element Type: 1 Step (+1 Difficulty Level) 
   
  To turn a finger bone (about 1 cubic inch) into a 
  gold finger bone it would require a roll of 20. 
   
  Base Difficulty: Competent (12) 
  Amount: 1 cubic inch (+1 Difficulty Value) 
  Element Type: 2 Steps (+1 Difficulty Level) 
  Organic: (+1 Difficulty Level) 
   
   
  Bonding 
  Range: No 
  Visible: Yes 
  Description: With this power the Hero is able to 
  cause two objects to stick together by touching the 
  adjoining portions. 
   
  System: AV + d10 + PL vs. Difficulty or DV + d10 
  The Hero can cause objects to become bonded 
  together. 
   
  
   
  Page: 8-2 
  Skill 
  STUDiO187
   
  To do this, the Hero will have to determine 
  Bonding Type and assign two substances that he 
  wishes to bond together. To successfully Bond two 
  materials, they must be in contact for an entire 
  phase. If this occurs then the Hero can bond up to 
  4 square inches of material together that phase.  
  This can be spread out any way the Player sees fit 
  but is usually used in a 1” linear path (a weld). The 
  Player will make his Hero’s skill roll and compare 
  that against the defined difficulty. The number of 
  success the Hero gains will determine the Bonding 
  Value. Bonding Value will be a measure of how 
  much Strength is required to pull the two 
  components apart. The Hero may increase the 
  amount of square inches by as much Bonding 
  Value as he sacrifices. Thus, -2 to his Bonding 
  Value will give him an additional 2 square inches. 
   
  If the Hero is using this against a resisting Target 
  (a person), the Difficulty will be modified. The 
  Target will get his Resistance or his personnel SDf 
  (depends on FX). To make the attack he will first 
  have to score a successful hold. The following 
  phase he must retain the hold and will then make 
  the Bonding roll. He could perform this in one 
  phase by using Fists of Fuzion and designing a 
  Hold maneuver and attaching the power Bonding. 
  If Bonding is modified with the Range Dial, then 
  the Target must either be immobile or the Hero will 
  have to forfeit initiative. 
   
  Anyone with this power may also un-bond 
  materials in the same fashion. This would include 
  welds, adhesives and magical bonds. It is mostly 
  effective against bonds made with this power. It 
  will completely depend on the FX and the Director 
  on what will qualify. The difficulty will be based on 
  the original Bonding score (what the other guy 
  rolled). 
   
  Add all costs to determine OCP (OCP = TCP). 
   
  Base Skill: Chemistry, Physics or Meta-Physics 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 5 per Difficulty Level 
   
  Choose at lease one of the following Variants: 
   
  Magnetic: The two objects stick together. A 
  person simply needs to pull them apart to 
  separate them. This is a Competent (12) 
  Difficulty task.  
   
  Variant Cost: +3 PP 
  Molecular: This is a rather nasty type of bond. 
  This type actually welds the two substances 
  together. Upon pulling the two components 
  apart, they will suffer 3 points of Killing 
  Damage (KDm) per point of Bonding Value 
  established. Only the weaker of the two will 
  suffer this damage however, as the stronger 
  substance will remain with bits of the weaker 
  still attached. This is a Heroic (15) Difficulty 
  task. 
   
  Variant Cost: +3 PP 
   
  The following Mod may be used on either 
  Variant: 
   
  Sustain: This will cause a more permanent 
  bond. If the Hero puts the two objects back in 
  contact with each other they will rejoin. The 
  effects will wear off by the next scene. Add 
  one level to the Difficulty. 
   
  Mod Cost: +3 PP 
   
  Jack “the Atom Smasher” has a Bonding Power 
  Level of 5. He also has a 5 Intellect and is level 5 
  in Chemistry. He is trying to escape form a nasty 
  band of Arasaka Security Agents. Leaping from the 
  stairwell he slams the door tight, yanks his glove 
  off and goes to work on the door. Jack is going for 
  a Molecular Bond. This is a Difficulty 15 roll. He 
  starts with a 15 and rolls an eight. It will take an 8 
  Strength to open the door. Several agents pulling 
  at once should do the trick but this will give Jack 
  the time he needs to slip off into the darkness. 
   
  If Jack also had Sustain, then every time the door 
  was shut, it would require an 8 Strength to open it 
  again. If Jack needed to get back through the door 
  (he doesn’t have an 8 Strength) he could use his 
  power to reverse the effects. 
   
  The duration can be increased using the Duration 
  or Permanency Power Modifiers. 
   
   
  Boom 
  Range: No 
  Visible: No 
  Description: The Hero is able touch off explosives 
  without a detonator. He can cause anything that 
  has explosive properties to go off at his whim. 
   
  System: AV + d10 + Power Level vs. Difficulty 
  The less explosive a substance is the higher the 
  difficulty will be. Feel free to add modifiers to the 
  
   
   
  STUDiO187 
  Skill 
  Page: 8-3
   
   
   
  difficulty for things like rain and low oxygen. Sorry 
  Directors, this is going to be your call and allowing 
  this power at all is entirely up to you. 
   
  Base Skill: Demolitions or Chemistry. 
   
  Power Cost: 
  ••  
  +5 PP for initial power 
  ••  
  +1 PP per Power Level 
  Endurance Cost: 5 per Difficulty Level 
   
  Gasoline would have a low difficulty, perhaps a 
  Heroic roll. Oil, while flammable, is not very 
  explosive so that might be a Legendary roll. 
   
   
  Click 
  Range: Yes 
  Visible: No 
  Description: The Hero can record perceptions 
  that he can later transfer to a permanent, sharable 
  medium. 
   
  System: The Player can purchase the power to 
  record any sensory perception (including Power 
  Senses). He is also able to transfer these 
  perceptions to a permanent medium. He could 
  also combine this power with Broadcasting and 
  share it with others. The Player needs to determine 
  the FX and sense(s) that the power is going to 
  utilize. 
   
  Audio: The Hero is able to record sounds that 
  can either be dubbed onto magnetic tape or 
  downloaded onto an optical storage device 
  (CD). The Hero could even dump this 
  information onto a computer via a computer 
  link. This depends on the FX.  The Hero can 
  store 15 minutes worth of information per 
  Storage Space (or 15 megs of compressed 
  data). 
   
  Touch, Scent & Taste: This is kind of hard to 
  imagine but it is possible. How much can be 
  stored, and what the Hero is able to dump the 
  information onto is up to the Player and 
  Director (you’re on your own). 
   
  Video: The Hero can record images. He is 
  able 
  to 
  transfer 
  these 
  images 
  onto 
  photosensitive paper, regular paper or even 
  magnetic tape. He could even download it via 
  a computer link; how this is done will all 
  depend on the FX. Each Storage Space can 
  hold 15 megs worth of images. This is at a 
  maximum of 1600 ppi. The Hero is able to 
  adjust the resolution, picture size, number of 
  pictures or length of video per Storage Space. 
   
  The Hero will be able record one Storage Space 
  worth of information per Power Level. 
   
  Base Skill: Photography, Chemistry or Multimedia 
  (Depends on FX) 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per Power Level 
   
   
  Cure 
  Range: No 
  Visible: Yes 
  Description: Using this power the Hero is able to 
  heal the body of diseases, paralysis, blindness and 
  even to regenerate lost body parts. 
   
  System: The Hero directs the body on how to fix 
  it's self. This often means reprogramming the body 
  to do things it's no longer meant to do, such as, 
  grow spinal tissue or to grow new eyes. Any 
  disease that the Hero knows the cure for can be 
  cured in the Target (or the Hero if he uses it on 
  himself). The Hero will set the fix in motion and 
  does not need to remain for it to take effect. 
   
  The healing process generally takes some time. 
  For a person to re-grow eyes might only take a 
  week or so but an arm would probably take about 
  a month. There are no set numbers to the amount 
  of time it takes a person to regenerate a lost body 
  part but assume a limb would be a month and 
  base everything else off of that. For diseases, 
  assume 1 week to be fully cured and double the 
  time for advanced or critical stages. The Director 
  will 
  double 
  the 
  time 
  again 
  for 
  severely 
  degenerative diseases such as Ebola. 
   
  There is usually no roll for this power. The level of 
  Medicine (First Aid or Paramedic) generally 
  determines what the Hero is capable doing and the 
  power lets him do it without the use of medicines 
  or tools. 
   
  Base Skill: Medicine. 
   
  Power Cost: +4 PP 
  Endurance Cost: 10 per use 
   
   
   
   
  
   
  Page: 8-4 
  Skill 
  STUDiO187
   
  Efficiency 
  Range: No 
  Visible: No 
  Description: The Hero has the ability to complete 
  skill tasks at incredible speeds. 
   
  System: The Hero is able to finish a skill task in 
  half the time it would normally take (non-combat 
  skills). This is not due to lighting speed but rather 
  the ability observe patterns in tasks and he is able 
  to use his time to 100% efficiency. 
   
  Base Skill: Any non-combat skill. 
   
  Power Cost: +5 PP 
   
  “Well, I set up the network, reconfigured the 
  plotter, developed all of the profiles, organized the 
  subroutines, wrote a few macros, made coffee and 
  cleaned my workspace. What should I do after 
  lunch?” 
   
   
  Fixit 
  Range: No 
  Visible: No 
  Description: This power will allow the Hero to do 
  Carpentry and Mechanical work without tools. 
   
  System: The Hero cannot generate parts but he 
  can do any activity that would normally require a 
  tool to do. Drive nails with his fists, twist off bolts 
  with his bare hands, cut wire with his fingers 
  (careful, fingers are not insulated) or even saw 
  through wood with his arm. Power tools or tools 
  that require chemicals, like a sandblaster, do not 
  fall under this power. The Hero should determine 
  what form of tools he is planning to use. A Hero 
  might have Carpentry abilities but it might not 
  translate over to Mechanic abilities. 
   
  Base Skills: any form of repair skill 
   
  Power Cost: +3 PP 
  Endurance Cost: 3 per use 
   
  The Director may require the Player choose a 
  category of tools like carpentry, mechanic or 
  machinist. Or, he may allow the hero to simulate 
  any tool he has intimate knowledge of. 
   
  If the Player wants to do damage, he should 
  purchase a Power Pool and be required to include 
  Wounding. 
   
   
  I-Map 
  Range: No 
  Visible: No 
  Description: This power allows the Hero to 
  become a living GPS receiver. He doesn't really 
  receive signals that pinpoint his location but you'd 
  swear he does. 
   
  System: The Hero has a perfect sense of spatial 
  awareness when it comes to navigating the globe. 
  The power will only work on one planet per 
  purchase so if dimension or planet hopping is on 
  the Heroes agenda this should be taken into 
  consideration. For every Power Level the Hero 
  purchases, lower any navigation rolls by 1 Difficulty 
  Level. 
   
  Base Skill: Navigation 
   
  Power Cost: 
  ••  
  +1 PP per Power Level 
  • 
  +1 PP per Planet or 
  ••  
  +5 PP for any Planet 
  Endurance Cost: 3 per use 
   
  Entering a specific point in the Amazon and exiting 
  a specific point on the other side without a map or 
  compass would be a Legendary roll. With 3 levels 
  of I-Map it would only require a Competent roll. 
   
   
  Opensesme 
  Range: No 
  Visible: No 
  Description: The Hero is able to pick locks 
  without the need of a lock pick set. 
   
  System: AV + d10 vs. Difficulty 
  The Hero is able to use this power in place of a 
  lock picking set. How the Hero does this is up to 
  the Player. Perhaps he "asks” the lock to open. 
  Maybe he is using some sort of mystical ability that 
  allows him to alter reality (the guy never locked it) 
  or perhaps a very intricate Telekinesis stunt. 
   
  Base Skill: Pick Lock 
   
  Power Cost: +3 PP 
  Endurance Cost: 2 per difficulty 
   
   
   
   
   
   
  
   
   
  STUDiO187 
  Skill 
  Page: 8-5
   
   
   
  Ping 
  Range: Yes 
  Visible: Yes 
  Description: This power allows a Hero to make 
  things he is actively looking for to glow. 
   
  System: AV + 10 vs. Difficulty 
  This power can be used to find anything within 
  sight. The Player must declare what it is his Hero 
  is looking for before sending out the ping. This is a 
  specific declaration. The Player can't say, "I'm 
  looking for any clues." He must specify what he is 
  looking for. "I'm looking for traps down the 
  hallway", however, is specific enough. 
   
  The Hero must make a Perception roll. Every 
  Power Level will lower the Difficulty Level by 1. If 
  used against an Invisible Target or object, it will 
  lower the Invisibilities Power Level by one for every 
  Power Level used in the Ping. 
   
  Base Skill: Perception 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 2 per Power Level 
   
  A needle in a haystack would be an Exceptionally 
  Heroic Difficulty. But if the Hero has 4 levels of 
  Ping, he would roll against an Incredible Difficulty. 
   
  Another example would be against an Invisible 
  Target. If the Target had Invisibility that was giving 
  him +6 the same Hero would only be at a -2 to 
  Perception when using Ping. 
   
   
  Red Cross 
  Range: No 
  Visible: Yes 
  Description: This power will effectively replace a 
  first aid kit. 
   
  System: Skill AV + 10 vs. Difficulty 
  The Hero can stop bleeding, stitch cuts, splint 
  bones and treat shock. He can basically do first aid 
  without needing a kit. 
   
  The Hero is unable to provide any form of 
  disinfectant, pain relief or accelerated healing of 
  any kind. Additionally, no splints, bandages or any 
  other foreign objects will appear. 
   
  Base Skill: First Aid 
   
  Power Cost: +3 PP 
  Endurance Cost: 3 per use 
  Scribe 
  Range: No 
  Visible: Yes 
  Description: The Hero can write on any surface 
  with his finger. 
   
  System: The Hero is able to draw on any surface 
  with his finger (or whatever). The material will be 
  permanently marred with the message or image. 
  This power basically replaces the need for ink, 
  paint, brushes, pens, etc. While it is a very 
  effective method of leaving messages behind, it 
  can be a great tool for the graffiti or Tattoo artist as 
  well. 
   
  Pen: The scoring point can be as wide as the 
  drawing appendage (finger width) and as deep 
  as 5mm. 
   
  Surface: The smoother the surface, the easier 
  the difficulty (sorry Directors, it's your call). 
   
  Removing a scribed work requires removing the 
  entire depth of the area it has penetrated but is 
  otherwise permanent. Time and the elements will 
  not fade the scribe’s work but if the deterioration 
  destroyed the surface then the art would be 
  disrupted as well. 
   
  Base Skill: Drafting, Art, Penmanship, Tattooing… 
   
  Power Cost: +1 PP 
  Endurance Cost: 2 per use 
   
   
  Speak 
  Range: No 
  Visible: No 
  Description: This power makes the Hero a living 
  translator. 
   
  System: AV + 10 vs. Difficulty 
  The Hero can decipher, speak and read and write 
  any language he is exposed to. The amount of 
  time and or material will modify the difficulty. The 
  normal difficulty is based on a week's exposure or 
  400 pages of text. The difficulty goes up one level 
  as per timetable step or per 25 pages less. The 
  minimum amount of time is 1 hour and the 
  minimum amount of pages is 25. The Director is 
  free to modify difficulty for more or less difficult 
  languages. 
   
  Base Skill: Linguistics 
   
  Power Cost: +3 PP 
  
   
  Page: 8-6 
  Skill 
  STUDiO187
   
  Thatsme 
  Range: No 
  Visible: Yes 
  Description: The Hero is able to alter printed 
  images to make them look like someone else and 
  alter the content of a document to reflect his 
  desire.  
   
  System: AV + 10 vs. Difficulty 
  This is usually done with a swipe of the hand. The 
  Director will decide the difficulty for a given 
  document 
  based 
  on 
  its 
  complexity. 
   
  To fabricate a new version the Hero will have to 
  know what the document should look like and what 
  information it should contain. It’s best to have an 
  example to work from.  
   
  Base Skill: Forging 
   
  Power Cost: +3 PP 
  Endurance Cost: 5 points per document 
   
  Add the following Mod for additional mayhem: 
   
  Thatsgreen: This Mod allows the Hero to do 
  the same effect with money. 
   
  Base Skill: Counterfeiting 
   
  Mod Cost: +3 PP 
  Endurance Cost: Same 
   
   
  Vroom 
  Range: No 
  Visible: No 
  Description: This is hot wiring and it can be done 
  with any type of vehicle. 
   
  System: AV + 10 vs. Difficulty 
  The vehicle will work as though the right key was 
  inserted and the starting ritual was successfully 
  completed. The more complex a vehicle is, the 
  higher the difficulty will be. A motorcycle would be 
  a Competent Difficulty and an alien craft would be 
  Legendary (or higher). The Director can make 
  adjustments for the Hero’s familiarity with the 
  vehicle type, security systems or any support skills 
  he may have like mechanical repair. 
   
  Base Skill: Security Systems 
   
  Power Cost: +3 PP 
  Endurance Cost: 6 per use 
   
  Whatswrong 
  Range: No 
  Visible: No 
  Description: This power is divided into 3 Variants 
  that will allow the Hero to determine exactly what is 
  wrong with a Target physically, mentally or 
  spiritually. 
   
  System: AV + 10 vs. Difficulty 
  The Hero will need to make the Variant skill roll to 
  determine what is wrong with the Target. To 
  determine difficulty the Director may wish to use 
  the damage level, Power Level or the success roll 
  (in the case of mind control or reprogramming). 
   
  Power Cost: +2 PP 
  Endurance Cost: 10 per use 
   
  Choose from the following Variants: 
   
  Mental: This variant will allow the Hero to 
  determine if the Target has any form of mental 
  disorders of if he has any form of psychic 
  damage or alteration, brain washing or if he is 
  currently under any form of mind control. 
   
  Base Skill: Psychiatry 
   
  Variant Cost: +3 PP 
   
  Mystical: This Variant allows Hero to see if 
  the Target is under any form of mystical 
  sickness, possession or perhaps a curse. 
   
  Base Skill: Occult 
   
  Variant Cost: +3 PP 
   
  Physical: This Variant will allow a Hero to 
  determine if a Target is suffering from a form 
  of illness, poison or trauma occurring from 
  normal real world injuries and what the extent 
  of these complications are. 
   
  This is without the use of instruments, tests or 
  surgery. The Hero simply takes one phase to 
  observe his target (touch may be required) and 
  if he makes his roll then he will instantly know 
  the answer he seeks. 
   
  Base Skill: Medicine 
   
  Variant Cost: +2 PP 
   
   
  
   
   
  STUDiO187 
  Statistic 
  Page: 9-1
   
   
   
   
  These are powers that are directly related to the 
  Hero’s statistics. As has been stated over and over 
  again, any stat that goes over 7 is a super stat. 
  Any secondary stat that goes over a value allowed 
  by a normal stat is also supernatural. A stat does 
  not have to exceed 7 to be considered super. Any 
  stat that is added from a power should be 
  considered a super stat as well. Some powers are 
  also stat driven and are listed below. 
   
  Players may purchase negative stat values to 
  redeem points. This is VERY useful in Morphing 
  Pools, Designing Items (Strength Requirement or 
  accuracy modifiers for weapons) and so on. You’ll 
  just have to be creative. Retribution points hold the 
  same value as additional points. 
   
  If the Hero built a sword that had a Strength 
  Requirement of 2, then he would apply a –2 
  Strength value to it and would receive 4 points 
  back for the cost. 
   
  A Player could even slap on a negative modifier to 
  his Hero to show an old injury. He could then save 
  the points up to buy off the impairment and then 
  would be able to find that one specialist who was 
  able to fix his ailment. If the Player buys negative 
  stats and claims it’s injury related he couldn’t go 
  pay a doctor to fix it. It will be assumed that he has 
  a rare condition that no one knows how to fix. 
  Once he pays off the points then it is assumed that 
  he finally found a doctor that can cure him. 
   
   
  Primary 
  Range: No 
  Visible: No 
  Description: The Hero may obtain additional 
  primary statistic points as a power.  
   
  System: Any statistic going over seven is also 
  considered a power for humans. This should keep 
  things completely balanced across the board. If 
  your Hero transforms into an alternate identity to 
  assume his powers (like The Incredible Hulk or 
  Mighty Man) you should build a Morphing Pool for 
  this alternate form. You should also download the 
  Morph-Hero Sheet (Hell’s Cookbook). 
   
  For power stats it will cost double the normal 
  points to raise the stat. This could be for stats that 
  kick-in only when the Hero assumes his identity or 
  it could be for stats that exceed 7. So, a Hero who 
  has a 9 in Strength has a Super Strength of +2. 
  But a Hero who turns into a Werewolf and goes 
  from a 5 Strength to a 7 Strength also has a Super 
  Strength of +2. So they both pay the same amount 
  of points for that strength even though the Hero 
  with the 9 Strength is getting a better deal. For 
  every Power Level the Hero will gain 1 point of 
  Primary Stat. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: As per normal 
   
  Yeah, yeah it's not a fair exchange but it is 
  consistent, relative and it allows the Adjustment 
  Powers to work properly. If you don't like this then 
  ask the Director to change it or don't make up that 
  kind of Hero. I guess it depends on whether you're 
  a bean counter or not (Role Player vs. Roll Player). 
  Besides, this situation usually occurs within a 
  Morphing Pool and those points are cheaper 
  anyway. 
   
   
  Secondary 
  Range: No 
  Visible: No 
  Description: These are the stats that are normally 
  dependent on their primary counterparts and most 
  Primary Stats have several Secondary Stats 
  attached to them. This power will allow the Player 
  to raise a secondary stat beyond its Primary 
  counter parts limitations. 
   
  System: By purchasing these as powers, the Hero 
  is able to raise a Secondary Stat independently of 
  the Primary Stat and of the other Secondary Stats 
  associated with that Primary Stat. It's best (more 
  cost effective) to enhance Secondary Stats once 
  the Hero has reached super Primary Stat status. 
  Otherwise he might as well raise the Primary Stat. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: As per normal 
   
  See the following Variants for more detail: 
   
  Evasion (Ev): While not derived from a 
  primary stat, Heroes can have an enhanced 
  Ev. This modifier will be added any time Ev is 
  used. See Fists of Fuzion for an in depth look 
  into how Ev is beneficial and where it can most 
  strategically be applied. The Hero will receive 
  1 additional point of Ev per Power Level. 
   
  Variant Cost: +1 PP per Power Level 
  
   
  Page: 9-2 
  Statistic 
  STUDiO187
   
  Luck: With this modifier the Hero will gain 
  extra points of luck. This modifier is 200% cost 
  effective! The Hero will receive 1 additional 
  Luck point per Power Level 
   
  Variant Cost: +1 PP per Power Level 
   
  Hits: This modifier will add points to the Hero’s 
  existing Hits. The Hero will receive 5 additional 
  Hits per Power Level. 
   
  Variant Cost: +1 PP per Power Level 
   
  Humanity: With this modifier the Hero will 
  gain extra points of Humanity. Cannot be 
  obtained through Instant Gratification. The 
  Hero will receive 10 additional Humanity per 
  Power Level. 
   
  Variant Cost: +1 PP per Power Level 
   
  Speed: With this modifier the Hero is able to 
  increase his Speed stat. The Hero will receive 
  1 additional point of Speed per Power Level. 
   
  Variant Cost: +2 PP per Power Level 
   
  Stun: This modifier will add points to the 
  Hero’s existing Stun stat. The Hero will receive 
  5 additional Stun per Power Level. 
   
  Variant Cost: +1 PP per Power Level 
   
  Recovery: This modifier will add points to the 
  Hero’s existing Recovery stat. The Hero will 
  receive 1 additional Recovery per Power 
  Level. 
   
  Variant Cost: +2 PP per Power Level 
   
  Resistance: This modifier will add points to 
  the Hero’s existing Resistance. The Hero will 
  receive 3 additional Resistance per Power 
  Level. 
   
  Variant Cost: +1 PP per Power Level 
   
  Stun Defense (SDf): This modifier will add 
  points to the Hero’s existing SDf stat. The 
  Hero will receive 2 additional SDf per Power 
  Level. 
   
  Variant Cost: +1 PP per Power Level 
  Eidetic Memory 
  Range: No 
  Visible: No 
  Description: Heroes with this power have an 
  incredible power of recall. 
   
  System: The Player may write anything on paper 
  or take notes at any time even if his Hero is in a 
  straight jacket and blindfolded. Anything the Player 
  has written on the paper may be used at his leisure 
  for game play. Furthermore, if the Director passes 
  out any handouts, the Player may keep any page 
  that he has looked at for further gaming. Directors 
  do not have to remind the Player of anything he 
  has not written down. Nor does he have to remind 
  him to check his notes. 
   
  Power Cost: +3 PP per Power Level 
   
   
  Immortality 
  Range: No 
  Visible: No 
  Description: With this power the Hero is able to 
  extend his living potential incredibly.  
   
  System: There are two levels of Immortality. The 
  Hero will age to adulthood as normal and at some 
  point in his adult life the effects of his power will 
  kick in. 
   
  Power Cost: See Variants 
   
  Choose one of the following Variants: 
   
  Immortal: The Hero will live until he is killed by 
  something, thus he is still able to die from 
  disease, poison and injury. 
   
  Variant Cost: +5 PP 
   
  Long Lived: A long-lived Hero will quadruple 
  his normal life span (about 300-400 years). 
   
  Variant Cost: +3 PP 
   
   
  The following Mod may be added to either 
  Variant: 
   
  Parasite: This Mod is intended to simulate 
  beings that must feed on the living such as 
  Vampires, Windego, Zombies and Revenants 
  to maintain their immortality. This usually 
  involves such things as blood, flesh and souls. 
  
   
   
  STUDiO187 
  Statistic 
  Page: 9-3
   
   
   
  It should involve something out of the ordinary 
  and completely socially unacceptable. 
   
  Mod Cost: -2 PP 
   
  Sorry, you can’t use Steak as your parasitic 
  feeding, although you could specify fresh cow 
  blood. 
   
   
  Perfect Timing 
  Range: No 
  Visible: No 
  Description: Heroes with this ability have an 
  incredible sense of timing.  
   
  System: There are many facets of what this power 
  is capable of. The biggest advantages will be seen 
  whenever movement is involved. 
   
  The Hero has an uncanny ability to hit moving 
  Targets with stunning accuracy. He can negate 1 
  point of modifier per Power Level when trying to hit 
  moving Targets. This is only going to negate 
  moving Target modifiers. 
   
  If he makes a successful Area Knowledge roll 
  (difficulty to be determined by the task) he can 
  precisely predict the time it will take to cross town 
  at any given time of the day. 
   
  For every Power Level, the Hero will subtract 1 
  from any personnel movement modifier (but only 
  the modifier) or 1 level of difficulty for any 
  maneuver involving a moving base or landing.  
   
  Power Cost: +2 PP per Power Level 
   
   
  Tuff Bone 
  Range: No 
  Visible: No 
   
  This power only works if you are using the Hit ‘Im 
  Where it Counts section from Fists of Fuzion. 
   
  Description: This power will make the Hero’s 
  bones incredibly strong and very resistant to 
  breaking. 
   
  System: Normally a Hero who takes 2x his Body 
  in Hits to a limb has a broken bone. With Tuff 
  Bone, it becomes nearly impossible to break 
  bones. The Hero can take 4x his Body to a bone 
  before it breaks. This means that a Target will 
  nearly have to kill the Hero to break one of his 
  bones. The Hero will still only take 2x his Body in 
  hits to that limb as the limb still only has that much 
  to offer. 
   
  Power Cost: +4 PP 
   
   
  
   
  Page: 9-4 
  Statistic 
  STUDiO187
   
  
   
   
  STUDiO187 
  Sense 
  Page: 10-1
   
   
   
   
  These are powers based on the senses. Some of 
  them aid the current senses while others give the 
  Heroes extra senses to perceive the world around 
  them. In the real world we work with five senses. 
  For the purpose of game play, we are only working 
  with four. The senses of Smell and Taste are so 
  closely related that we are going to treat it as one 
  as far as powers are concerned. 
   
   
  Enhanced Perception 
  Range: Yes 
  Visible: No 
  Description: The Hero has a sense or sense 
  group that is exceptionally keen.  
   
  System: This is a Power that can be used for any 
  Sense or Sense Group. It can even modify the 
  senses in the Other group. For every Power Level 
  the Hero will get +2 to any Perception roll made 
  while this power is in effect for any Sense or Sense 
  Group it is attached to. 
   
  If a Player wants to redeem points for his Hero he 
  can reverse points and bonuses per Power Level. 
   
  Power Cost: 
  • 
  +1 PP per Power Level for One Sense. 
  • 
  +2 PP per Power Level for Each Sense 
  Group 
  • 
  +2 PP per Power Level for All Senses 
  • 
  +4 PP per Power Level for All Sense Groups 
   
  While not Variants, each group below has 
  particular rules that will aid Directors and the Cast 
  to use these powers most efficiently. 
   
  Sight: Enhanced Sight would mostly be for 
  long distance and would improve the Hero’s 
  vision rating. Perhaps the Player would add 10 
  to the 20/20 equation per Power Level. Thus, a 
  Power Level 2 would give a Hero 40/20 sight. 
  He would be able to see at 40 feet what a 
  normal person sees at 20 feet; thus, he would 
  have x2 vision. 
   
  Ratings are usually subtracted from the 
  second number in the real world but for a 
  superhero setting we need a broader range of 
  numbers, hence the system we propose. 
   
   
   
  Hearing: Enhanced Hearing would help the 
  Hero to focus on particular sounds amidst 
  other noise. Thus, it would help him filter out 
  background noises and concentrate on one 
  particular set of sounds. Additionally, it will aid 
  him in hearing faint or distant sounds. This 
  ability does not allow the Hero to hear 
  frequencies that a normal human cannot, that 
  is a different enhancement. To put this to a 
  science would require going into decibels and 
  frequency bandwidths along with variables for 
  distortion. Thus, to keep game play fun and 
  exciting this is going to be a Directors call for 
  difficulty. One option might be, to treat it the 
  same as vision. Thus, a Hero with 60/20 
  hearing could hear something at 60 feet that 
  he would normally need to be 20 feet to hear. 
   
  Don’t you hear it! It sounds just like Cobra 
  scales scraping across rock! Oh, Shit!!!! I hate 
  snakes man! I reeeaaally fuckin’ hate snakes! 
   
  Touch: This is a tough enhancement to use 
  and explain. It will basically allow a Hero to 
  decipher more minute differences in texture. 
  He will be able to determine things like grain, 
  etching, scratches, impurities on a surface, 
  bullet rifling, residual finger prints and so on. 
  Again we would be forced use a great deal of 
  scientific data to put this to real numbers. In 
  order to keep game play fun and exciting this 
  is going to be a Directors call for difficulty. 
   
  Smell & Taste: The Hero will be able to 
  determine 
  the 
  different 
  composites 
  (ingredients) of a particular mixture. With 
  practice he could taste or smell a soup and 
  recite the ingredients and portions with 
  amazing accuracy (use the skill Cooking or UP 
  – Enhanced Taste in addition to Perception). 
  He could even smell or taste chemicals or 
  poisons to determine what they are (Chemistry 
  and or Pharmacology). This will also allow him 
  to distinguish different scents that each 
  individual carries with him. For purposes of 
  tracking, add the bonus to all Tracking rolls as 
  well. 
   
  Everyone could smell the faint cigar scent but 
  only Logan knew the brand. It was the fat 
  man’s favorite and he knew just where to find 
  him. 
   
  Hmmmm....this smells like........oil! Mazola to 
  be exact. This can only mean one thing! 
  NAKED TWISTER!!! 
  
   
  Page: 10-2 
  Sense 
  STUDiO187
   
  Lock-On 
  Range: Yes 
  Visible: No 
  Description: This power can be used with any 
  Targeting sense and allows the Hero to tag a 
  Target with an invisible tracer. 
   
  System: See Variants for the system rules. 
   
  Power Cost: See Variants 
  Endurance Cost: 2 per phase 
   
  The following Variants may be purchased for 
  Lock-On: 
   
  Target: The Hero must spend 1 phase to 
  establish a lock on his Target. To do this, he 
  must be able to observe his Target with a 
  Targeting sense and may not perform an 
  aggressive action during that phase. After he 
  establishes the lock-on, he will receive +1 to 
  his AV per Power Level on all actions with that 
  Target. He must observe the Target at all 
  times or the lock will be broken. The lock is, 
  however, strong enough to go through heavy 
  but not total cover. If the Hero has a power like 
  Infrared Vision or N-Ray Vision this power will 
  work hand-in-hand with that sense. 
   
  Variant Cost: +1 PP per Power Level 
   
  Tracer: The Hero spends a phase to establish 
  a lock on his Target. Once this is done, he will 
  be able to know exactly where the Target is in 
  relation to himself at all times during the 
  scene. It gives no bonus to-hit but will make it 
  impossible for the Target to hide from him or 
  to sneak up on him during the incident. He 
  may purchase more than one Target at a time 
  but must lock on each Target separately. The 
  Hero may have an established Lock-On to one 
  Target per Power Level at any given time. 
   
  Variant Cost: +1 PP per Power Level 
   
   
   
   
   
   
   
   
   
   
  Remote 
  Range: Yes 
  Visible: No 
  Description: Buy purchasing this power for a 
  sense, the Hero is able to leave one or more of his 
  senses behind in a certain location. 
   
  System: If a Target is being spied on with this 
  power then he can make a Perception roll to detect 
  it. Start at a legendary difficulty. “Ever get the 
  feeling someone’s watching you?” If the Target 
  has Detection – X, whereas X is a power FX 
  (psionic, magic, technology), and it so happens 
  that it is the same FX the Hero is using then the 
  Target will be able to subtract one difficulty level 
  per Power Level of Detection. 
   
  The Hero must close out the sense(s) in his 
  current location to use the one(s) he has left 
  behind. 
   
  Power Cost: 
  • 
  +2 PP per sense 
  • 
  +4 PP per sense group 
  Endurance Cost: 2 per phase  
   
   
  Spatial Awareness 
  Range: Yes 
  Visible: No 
  Description: The Hero is able to determine the 
  exact distance between himself and all objects 
  within his sensory perception. 
   
  System: The Hero is able to distinguish exact 
  distances using a Targeting Sense. He could look 
  at a circle and determine the circumference and 
  area of the circle. In addition, he could determine 
  the volume of a space he was occupying (but only 
  within enclosed areas). The Director may place 
  restrictions on this as he feels the necessity to do 
  so. 
   
  Power Cost: +3 PP 
   
  Most Directors would agree that the Hero couldn’t 
  look through a telescope and give you the 
  circumference of a planet he was viewing. 
   
  Additionally, the Hero could not look up at the sky 
  and determine the distance to outer space. 
   
   
   
   
  
   
   
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  Targeting Sense 
  Range: Yes 
  Visible: No 
  Description: The Hero can use a non-Targeting 
  sense (like smell or hearing) as a Targeting sense 
  to locate Targets. 
   
  System: Targeting Sense can be bought with any 
  normal or special sense and will allow the Hero to 
  use that sense to exactly locate a Target. 
   
  Power Cost: 
  • 
  +2 PP per sense 
  • 
  +3 PP per sense group 
   
  Daredummy has his hearing as a Targeting Sense. 
  The bad guys turn the lights out on him leaving 
  everyone is in the dark. Daredummy can use his 
  hearing to locate and beat up the baddies. 
   
   
  Range 
  Range: Yes (Duh) 
  Visible: No 
  Description: This power allows a Hero to use a 
  non-ranged sense at a range. 
   
  System: For the most part this power will only be 
  used for touch being that sight, hearing and smell 
  are already ranged and that taste has been linked 
  to smell. This could possibly be added to some of 
  the Other senses. 
   
  Power Cost: +1 PP per sense 
   
  A Hero that has this for his sense of touch would 
  be able to feel objects at range. 
   
   
  Sense Groups 
  The following powers fall under their sensory 
  groups and are dependant upon that sensory 
  organ to function to be of use. 
   
   
  Sight 
  Range: Yes 
  Visible: No 
  Description: These are special powers based on 
  Sight Group. 
   
  System: If a Hero looses his sight (someone cuts 
  out his eyes or something) then he will also loose 
  any power gained within this group. Additionally, 
  any power within this group could be used in a 
  cyber optic. See the individual Variants for a more 
  in depth description of how the powers work. 
   
  Power Cost: See Variants 
   
  Choose from the following Variants for Sight: 
   
  360-Degree Vision: The Hero can make a 
  Perception check against any point around him 
  and has the ability to see in all directions. 
   
  Variant Cost: +2 PP 
   
  Broadcast Sight: The Hero is able to pick up 
  video signals sent through the airwaves. Like 
  wireless videophones and television signals. 
   
   
  Variant Cost: +1 PP 
   
  COT: The Hero is able to see around corners 
  without actually exposing any vital portions of 
  the body. The sense must have a permanent 
  location (hand is a good place, or foot for 
  looking up dresses) and it will work as though 
  there is another eye on that part of the body 
  (there can be but it is not necessary). 
   
  Variant Cost: +1 PP 
   
  Dark Vision: The Hero can see in total 
  darkness as though it were normal daylight. 
  This is a supernatural power and anyone 
  taking this power will have to have a 
  supernatural FX (like Magic). 
   
  Variant Cost: +2 PP 
   
  Infrared Vision: The Hero can see heat 
  patterns and traces and will have normal 
  Perception checks while in the dark. However, 
  he can only perceive differences in heat. If the 
  temperature was 98.6 degrees then the Hero 
  might have a hell of a time determining where 
  people were. Cold objects will be very dark 
  while hot things may be blindingly bright. 
   
  Variant Cost: +1 PP 
   
  Low Light Vision: The Hero can use smaller 
  amounts of light to see. A star filled sky would 
  allow the Hero to see as if it were daytime, 
  while a full moon would be like a cloudless day 
  at noon. A penlight or glow stick would work 
  like a 150-watt bulb. The LCD lights from all 
  the equipment in an entertainment stand would 
  
   
  Page: 10-4 
  Sense 
  STUDiO187
   
  be enough to remove all vision penalties in a 
  standard size room. This power does come 
  with one side effect built-in. A bright light will 
  blind the Hero for one turn while he turns off 
  the power and adjusts. All Muting attacks that 
  are based on a bright flash will work at double 
  strength. 
   
  Variant Cost: +1 PP 
   
  Damper: This Mod will keep the Hero from 
  being blinded by a sudden burst of light, 
  and will remove the x2 effect of muting 
  attacks. Add cost for OCP calculation. 
   
  Mod Cost: +1 PP 
   
  Microscopic/Telescopic Vision: The Hero 
  can view objects at 10Power Level x magnification. 
  This is far too much of a magnification for 
  everyday or combat use. Players buying this 
  power should research to find out what they 
  could see at different magnifications. 
   
  Variant Cost: +1 PP per Power Level 
   
  A Power Level of 4 would give the Hero 
  x10,000 magnification. 
   
  Motion Sight: The Hero is able to view things 
  by motion rather than visible light. In the 
  darkest night he could see people moving 
  about. If they stop moving, however, they 
  disappear. The Hero will only be able to make 
  out their rough size and shape so determining 
  identity could be a problem. 
   
  Variant Cost: +2 PP 
   
  Penetrating Vision: The Hero can make 
  normal sight Perception checks through 
  opaque materials. This power is purchased in 
  Power Levels. For every Power Level, your 
  Hero will receive two Penetration Points for 
  seeing through objects. Penetration Points will 
  be divided into two categories, Depth and 
  Density. The division is dynamic so it works 
  like real life. The less dense something is, the 
  further your Hero will be able to see through it. 
  For Depth, 1 Penetration Point equals up to 
  one inch. For Density use the Material Chart 
  provided. 
   
   
   
  Density 
  Material 
  1 
  Loose Debris 
  2 
  Drywall / Dirt / Flesh / Cloth 
  3 
  Wood / Plastic / Ceramic 
  4 
  Stone / Metal 
  5+ 
  Abnormally created materials 
   
  Variant Cost: +1 PP per Power Level 
   
  The Hero has Penetrating Vision at a Power 
  Level of 4. This means that he could see 
  through 4 inches of loose debris or 1 inch of 
  granite without penalty. 
   
  Range Finder: The Hero is able to determine 
  the exact distance objects are from him. He 
  can also adjust for range much better. Halve 
  any range modifiers when using this power. 
   
  Variant Cost: +1 PP 
   
  Scanner Vision: The Hero is a living 
  spectrometer. He sends out different types of 
  waves (radio, micro, light, etc). These signals 
  will either be absorbed or reflected by the 
  material at differing rates depending on their 
  molecular structure. The rate at which and 
  amount of each is measured and the Hero 
  perceives the world as defined materials rather 
  than just colors. He can tell what things are 
  hot, what is emitting radiation, densities of 
  materials and so on. He should be required to 
  make skill rolls to accurately determine some 
  substances (chemistry, biology, etc.). 
   
  Variant Cost: +5 PP 
   
  A prime example is Jordi for all you Star Trek 
  fans. 
   
  This would also include any deep space 
  telescope used to look at stars and search for 
  other planets. 
   
  True Sight: This is the ability to see one’s true 
  form. If the Target is a type of undead then the 
  Hero will see a corpse. Should the Target be a 
  shape shifter the Hero would see both the 
  animal form and human form. An elemental 
  will appear as his true element and an 
  immortal will appear as a highlighted being. 
  This appearance is in addition to what 
  everyone else is seeing. The Hero will lower 
  the difficulty 1 level per Power Level when 
  encountering illusions and the Power Modifier 
  
   
   
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  Sense 
  Page: 10-5
   
   
   
  Masking. True Sight will not help see invisible 
  object or traps. 
   
  Variant Cost: +3 PP per Power Level 
   
  Ultraviolet Vision: The Hero sees at night as 
  well as he does during the day (no night 
  penalties are taken). This assumes there is 
  some UV light coming from the stars. If there 
  is no UV light (such as in cave) then the Hero 
  gains no advantage. 
   
  Variant Cost: +1 PP 
   
   
  Hearing 
  Range: Yes 
  Visible: No 
  Description: These are special powers based on 
  the Hearing Group. 
   
  System: If a Hero looses his hearing (someone 
  blows out his eardrums or something) then he will 
  also loose any power gained within this group. 
  Additionally, any power within this group could be 
  used in a cyber audio. See the individual Variants 
  for a more in depth description on how the powers 
  work. 
   
  Power Cost: See Variants 
  Endurance Cost: See Variants 
   
  Choose 
  from 
  the 
  following 
  Variants 
  for 
  Hearing: 
   
  Active 
  Sonar: 
  The 
  Hero 
  emits 
  a 
  high-frequency sound that bounces off nearby 
  objects and returns to him. This allows the 
  Hero to sense these objects, and can 
  compensate for normal blindness. However, 
  the Hero cannot "see" fine detail, like print on 
  paper or colors, and the high-frequency "pings" 
  can be heard by anyone with Ultrasonic 
  Hearing. Active Sonar is a Targeting sense. 
   
  Variant Cost: +3 PP 
  Endurance Cost: 3 per phase 
   
  Broadcast Hearing: The Hero can hear up 
  and down AM, FM, Wireless Telephone, 
  Police 
  Band 
  and 
  television 
  audio 
  communications bands (see Broadcasting for 
  a more intricate version of this power). 
   
  Variant Cost: +2 PP 
  Isolate: The Hero is able to Target one source 
  of sound and isolate it from the surrounding 
  sounds. This sound will be heard as though 
  there was no other sound being made. The 
  Hero will lower the difficulty one level per 
  Power Level for this purpose and this power 
  works best when combined with Enhanced 
  Perception (Hearing). 
   
  Variant Cost: +1 PP per Power Level 
   
  Enhanced Hearing will allow you to do the 
  same thing but this add-on will give your Hero 
  an unbelievable ability to hear one sound over 
  another. 
   
  Trembler: With this Mod the Hero can hear 
  vibrations on an object as sound. This is useful 
  for listening to a conversation on the other side 
  of a pain glass by targeting the glass rather 
  than the air it’s self. Or by placing his ear to the 
  ground, the Hero could hear a conversation in 
  another room as the sound in the other room 
  struck the floor. 
   
  Variant Cost: +1 PP 
   
  Ultrasonic Hearing: The Hero can hear very 
  high and very low frequency sounds (including 
  Active sonar). 
   
  Variant Cost: +1 PP 
   
   
  Smell / Taste 
  Range: Yes 
  Visible: No 
  Description: These are special powers based on 
  the Smell/Taste Group. 
   
  System: If a Hero looses his Smell or Taste 
  (someone blows his nose off or chops out his 
  tongue) then he will also loose any power gained 
  within this group. Different than the other groups, 
  Smell and Taste have been linked together; mainly 
  because without one the other is not much good. 
  See the individual Variants for a more in depth 
  description how the powers work. 
   
  Power Cost: See Variants 
   
  Choose from the following Variants for Smell / 
  Taste: 
   
   
  
   
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  Sense 
  STUDiO187
   
  Pheromone: The Hero is able to sense a 
  Target’s emotional state by inhaling his 
  pheromones. The only difficulty would be for 
  things like abundant numbers of people, 
  excessive fumes or strong winds. This power 
  will not allow your Hero to detect lies. Lying is 
  not an emotion. He could detect nervousness 
  and could maybe detect spikes in his 
  nervousness but that could mean a lot of 
  things. Additionally, a Hero could begin to 
  decipher individuals by their pheromone 
  signature. 
   
  Variant Cost: +2 PP 
   
  Tracking: The Hero can track someone or 
  something 
  by 
  scent 
  with 
  a 
  successful 
  smell/taste Perception check and the skill 
  Tracking. This Variant works hand in hand with 
  Enhanced Perception (Smell/Taste) and will 
  lower the difficulty for scent tracking by one 
  level per Power Level. 
   
  Variant Cost: +1 PP per Power Level 
   
   
  Other 
  These powers are not derived from or related to 
  the five (four) basic senses and will not be 
  considered as part of any sense group. They will 
  be treated as individual powers in and of their 
  selves. They are still sense powers and can still be 
  Muted. To Mute these powers out, the Hero would 
  need to specify the Power in particular. 
   
   
  Detection 
  Range: Yes 
  Visible: No 
  Description: The Hero is able detect a certain 
  type of effect, material or situation. 
   
  System: Awareness AV + d10 vs. Difficulty 
  The Director needs to apply a difficulty number to 
  this effect, material or situation based on its Power 
  Level, abundance or pureness and the Hero will 
  have to beat this number with a Perception roll. 
  This is not based on any sense in particular and 
  can work with any one of them. It can also work all 
  by it’s self allowing the Hero to “feel” it’s presence. 
  The Hero can detect one effect, material or 
  situation per power level. 
   
  Power Cost: +2 PP per Power Level 
  Endurance Cost: 2 per Phase 
  Things that could be detected are as follows but 
  not limited to: Sin, Virtue, traps, spirits, gold, water, 
  and magic. 
   
  Danger, enemies, clues and Invisible Targets are 
  not in this power's realm. 
   
   
  Sense Power 
  Range: Yes 
  Visible: No 
  Description: The Hero can tell what type of power 
  a Target has (Wounding, Teleport, etc) and what 
  type of FX it uses (Cyber, Magic, Elemental). 
   
  System: Awareness AV + d10 vs. Difficulty 
  The TCP of the Target’s Power will determine the 
  difficulty. The more powerful the Target, the lower 
  the difficulty. Start with a Legendary Difficulty and 
  subtract 1 point (not level) for every TCP of the 
  Target Power. If the Target has a very common 
  FX, such as Psionic, then subtract 1 Difficulty 
  Level in addition to any other modifiers. If the 
  Target has an exceptionally rare form of FX, such 
  as Elemental then add 1 Difficulty Level in addition 
  to any other modifiers. 
   
  Power Cost: +4 PP 
  Endurance Cost: 4 per phase 
   
   
  Visions 
  Range: No 
  Visible: No 
  Description: With this power the Hero is able to 
  see events from the past. 
   
  System: Willpower + Power Level + d10 vs. 
  difficulty 
  When emotional events happen there are always 
  resonant traces left behind. They are not always 
  clear and quite often reflect what the Target 
  perceived rather than what really happened. The 
  amount of time that has past verses the drama of 
  the incident will determine what the Hero is able to 
  get from the images. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 Point / Power Level / phase 
   
  The following rules will be used to determine 
  difficulty: 
   
  Item: The Hero can read images left behind by 
  the Target and gain information about him and 
  his personality. The amount of time the Target 
  
   
   
  STUDiO187 
  Sense 
  Page: 10-7
   
   
   
  possessed the item and his affinity for it will 
  influence the amount of information the Hero is 
  able to receive. 
   
  Difficulty 
  Time Possessed / Intimacy 
  Competent 
  Years to lifetime / Obsessed 
  Heroic 
  Several Years / Fond of 
  Incredible 
  Several Months / Liked 
  Legendary 
  A few days / Ambiguous 
  Super Heroic 
  Picked up / Disliked 
   
  Place: This is a broader reading and will 
  generally reveal information of memorable 
  events in a given location rather than personal 
  information. 
   
  Difficulty 
  Time Passed 
  Competent 
  Today 
  Heroic 
  Several Days ago 
  Incredible 
  Several Months 
  Legendary 
  Several Years 
  Super Heroic 
  Hundreds of Years 
  Comp. Heroic 
  Thousands of Years Ago 
  Excp. Heroic 
  Millions of Years Ago 
  Incr. Heroic 
  Billions of Years Ago 
   
  Difficulty 
  Event 
  -3 Levels 
  World Event (The Deluge) 
  -2 Levels 
  Large Scale Event (War) 
  -1 Level 
  Massive Emotional Event 
  none 
  Emotional Event 
  +1 Level 
  Completely Uneventful 
   
   
  
   
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  STUDiO187 
  Manipulation 
  Page: 11-1
   
   
   
   
  These are powers that are often associated with 
  either changing, controlling, altering or manifesting 
  objects or events. 
   
   
  Animation 
  Range: No 
  Visible: No 
  Description: This is the ability to jam stats, 
  powers and skills into inanimate objects and give 
  them life and/or abilities.  
   
  System: UP - Animate Control + Presence + d10 
  vs. Difficulty 
  The Hero must take a full phase to allocate the 
  Animation points to his Animate. He may have 
  more than one Animate at a time but must animate 
  them in separate phases (he can make one 
  Animate per phase). The Director might allow the 
  Hero to attach Area Effect so that the Hero may 
  animate several objects at a time (one phase). 
  Otherwise Area Effect has no other bonus to this 
  power. 
   
  A Hero with only 10 Animation points could not put 
  10 points into each object in his Area Effect, that 
  would be way too powerful. 
   
  When animating more than one object at a time, 
  each object should have at least 1 point of 
  Willpower. Otherwise the Hero will need to control 
  them directly. This is where a skill roll becomes 
  necessary. Every action the Animate makes will 
  require a UP-Animate Control roll by the Hero. The 
  difficulty will be Competent. For every additional 
  Animate he is trying to control, raise the Difficulty 
  Level by 1 for all Animates acting that phase. 
   
  Grondex has three Animates under his control. He 
  did not allocate Willpower to any of them. He has 
  all of them attack the Emerald Knight. Grondex will 
  need to first make a UP – Animate Control roll. 
  This will be against a Legendary Difficulty 
  (Competent + 2 Difficulty Levels). If he fails the roll 
  then his Animates will not be able to attack that 
  phase. If he succeeds then he will need to roll 
  each Animates attack. 
   
  The Animate is under the Hero’s absolute control 
  as long as the Hero is active and the Animate is 
  given only a few Will and Intelligence points. If the 
  Animate has a significant amount of Willpower 
  (equal to or higher than the Hero’s) it may, with 
  some convincing, turn on its master or try to 
  escape. This power has no duration and so long 
  as the Hero leaves the Animation Points allocated, 
  the Animate will remain active. The Hero will not 
  be allowed to use the allocated Animation Points 
  for any other animations. The Player will purchase 
  a number of Animation Points that his Hero can 
  allocate into animated objects. These points leave 
  the Hero and enter the Animate and will return at 
  the Player’s whim (unanimating the object) or 
  when it is reduced to zero hits, whichever comes 
  first. One advantage that Animates gain over living 
  beings is that they do not suffer Pain Modifiers. 
   
  If a Target also has Animation and wishes to take 
  control then things get sticky. Here’s where 
  Willpower really comes into play. The Target must 
  allocate more Willpower than the Player has. The 
  Target must beat the Hero in allocated Willpower 
  to gain control of the Animate. The Animate will 
  now obey the Target and act with a Willpower of 1. 
  This process can go back and forth. 
   
  It should be decided before the purchase of the 
  power whether the Animate becomes inactive 
  upon the Hero’s death. It is ultimately up to the 
  Director but makes no difference either way. For 
  every Power Level, the Hero is able to allocate 5 
  Animation Points. 
   
  The following stat descriptions are given as they 
  apply to Animates. 
   
  • 
  Intelligence - The ability to reason, solve 
  problems and use skills. 
   
  • 
  Willpower - The ability to act without direct 
  control from the Hero. A high Willpower can 
  make the Animate dangerous because it will 
  begin to gain self-awareness. 
   
  • 
  Technique - Allows the Animate to make 
  articulate movements like holding a weapon or 
  turning a door handle. 
   
  • 
  Reflexes – Allows the Animate to make use of 
  hand-eye coordination. 
   
  • 
  Dexterity - Allows the Animate to perform 
  articulated movements of the body. To include 
  any skill with Dexterity as the base stat. 
   
  • 
  Constitution - For structural integrity. While 
  Animates are generally immune to Poisons 
  and Disease, giving an Animate Constitution 
  will provide it with SDf and Endurance. Any 
  
   
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  Manipulation 
  STUDiO187
   
  Animate that has articulate movement needs 
  to have at least 1 point of Constitution because 
  it must also keep track of Endurance. 
   
  • 
  Body - What keeps the Animate active. 1 point 
  is required for any Animate that is given 
  movement. The amount of Hits and Stun 
  reflect the strength of the animation, not the 
  material. 
   
  A solid metal statue is extremely durable. It would 
  take a block of C4 to destroy it. Giving a statue 
  Movement would be very nasty indeed. To nasty 
  for balanced game play. Thus, the Hero will need 
  to give the Animate the Body Stat. The Animate’s 
  Hits and Stun will be derived from the Body score 
  and this will be the damage needed to stop it. The 
  same statue with a 1 Body would only be able to 
  take 5 Hits before it lost its animation. The statue 
  would be barely scuffed but would stop moving.  
   
  • 
  Move - Grants the Animate movement. 
   
  • 
  Skills - 1 point per 3 levels for any skill the 
  Hero knows but not above his level. 
   
  • 
  Power - 1 Animation Point per Power Point. 
  The Director may require the Hero to already 
  have the power in question but it is not 
  necessary (depends on the Player’s merit). 
   
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 1 per OCP 
   
  Choose from the following Mods to enhance 
  the variety of the Hero’s animations: 
   
  Endue: This is a limiting Mod that will cause 
  the Hero to be unable to allocate points to 
  Movement, Intelligence and Willpower. The 
  item will have to remain stationary or gain 
  movement from an outside source. 
   
  Variant Cost: -1:4 
   
  Why? It allows Heroes to allocate powers and 
  stats into items without having the Fantasia 
  aspect. It’s great for making temporary magic 
  items. 
   
  Phantom: With this Mod, the Hero will be able 
  to animate Illusions with stat points. He will be 
  able to give them solidity by adding Strength 
  and Body. This will allow the illusion to become 
  more real than ever and will raise the difficulty 
  of the detection by one level. The Hero must 
  make provisions for the Phantoms realness by 
  allocating enough points. 
   
  A bridge better be strong enough to hold the 
  Targets or they will still fall in the water. 
   
  The down side of making Phantoms is that 
  they have both weaknesses as well. If the 
  Target 
  disbelieves 
  the 
  Phantom, 
  it 
  will 
  dissipate. If the Target destroys the Hits of the 
  Phantom, it will dissipate. 
   
  Being that the Hero knows the bridge is an 
  Illusion he will not be able to cross it. 
   
  Heroes must have the power Illusions and 
  make a successful play with the Illusion in 
  addition to the allocation of the Animation 
  Points. 
   
  Variant Cost: +1:4 
   
   
  Control 
  Range: No 
  Visible: No 
  Description: The Hero will be able to animate 
  volumes of a substance to bide his will. 
   
  System: UP Control AV + d10 vs. Difficulty 
  The Hero is able to move and form substances in 
  any direction or simple shape he desires. Complex 
  shapes could be accomplished at a much harder 
  Difficulty Level (or by purchasing Fine Control) to 
  be set by the Director. The Player must choose the 
  substance his Hero has control over (earth, water, 
  sand…). For every Power Level, the Hero can 
  move 1 Cargo Point worth of that material. 
   
  Power Cost: +2 PP per Power Level 
  Endurance Cost: 2 per Power Level 
   
  There are several effects that can be achieved 
  when using this power. Below are a few rules on 
  how to handle these effects. 
   
  Engulfing: This is the act of burring a Target 
  with the material in question. Assume that the 
  Target would have to deliver 6 SDm per Power 
  Level to escape. To increase this effectiveness 
  the Player should link Entangle to reflect the 
  re-solidification of the material (and to keep 
  things fair). 
   
  
   
   
  STUDiO187 
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  A level 6 Earth Wave, 634 pounds of earth, 
  would only trap the Target for 36 points of 
  SDm. The substance will have no form of 
  natural protection and every point of SDm 
  delivered will subtract from it’s holding value. 
   
  Pounding: By slamming the substance into a 
  Target, the Hero is able to deliver damage as 
  per a Wounding Attack. Treat the number of 
  Cargo Points as Strength for the substance. 
  This can either be SDm or KDm depending on 
  the shape and material of the substance. KDm 
  will of course be equal to half of the Cargo 
  Points being used. It should be noted that this 
  power is not Ranged by default. 
   
  Six Cargo points of an Earth Wave would do 6 
  DC SDm if it hit the Target. The same number 
  of Cargo points of an Earth Spike would do 3 
  DC KDm. 
   
  Sliding: The material can cover up to 1 hex 
  per Power Level per phase and the Hero can 
  use this as a form of travel if he desires. The 
  material can only travel as per its normal 
  setting. Thus, only air can fly around without a 
  tether but for air to go under water or 
  underground it would need the tether. Earth 
  would need a tether to rise into the air as 
  would water. A tether is a column at least half 
  the diameter of the head of the material that 
  touches its source. This is great for using 
  water and sand columns or earth waves.  
   
  The same Power Level 6 Earth Wave would 
  allow the Hero to surf along the ground with a 
  Move of 6. 
   
  Think, Iceman! 
   
  Structures: In some cases the Hero would be 
  able to erect makeshift structures, such as, 
  walls, stairs, ramps or even bridges. These 
  structures would have the same strength as 
  noted for Engulfing. 
   
  Toughness: Should the Hero wish to use a 
  material that is very tough, like a building wall, 
  he needs to make the substance a suspended 
  solid (small floating pieces). To do this he is 
  going to have to account for material 
  toughness. The Director should require the 
  Player to link Wounding to his Control. Thus, 
  he will destroy the substance’s rigidity allowing 
  it to be manipulated. 
   
  Change Environment 
  Range: Yes 
  Visible: No 
  Description: With this power the Hero can make 
  changes to the surrounding environment. The 
  Hero could make it rain, snow, sleet or even raise 
  or lower the wind speed, the temperature or 
  visibility due to fog or rain. 
   
  System: For every Power Level, the Hero can 
  affect a Target’s appropriate power for 1 PP and 
  impair or unimpair by 1 point of Modifier. The 
  power only affects one Target by default and Area 
  Effect is a very common modifier. This power is 
  very flexible and will need some creativity to be 
  used to its full effect. Abilities such as flight could 
  be possible but very difficult to control. For every 
  Power Level award the Hero 1 Cargo Point. All 
  flying people, including the Hero, will be treated as 
  though they were in a Sprint for dodging  
   
  By making it rain the Hero could impair all Targets 
  by 1 per Power Level due to sight and slipperiness. 
  He would also lower a Wall of Fire's power by 1 
  PP. 
   
  With gusts of wind the Hero could lower a Target's 
  Move by 1 (per Power Level) or increase another 
  Target's Move by 1 (per Power Level). 
   
  This is yet another power that Players and 
  Directors will have to be creative with and tolerant 
  with each other. The Director may require the 
  Player to make a Multipower Pool to gain any extra 
  abilities (such as flight) and this is a reasonable 
  request. 
   
  Power Cost: +1 PP per Power Level of effect 
  Endurance Cost: 2 per PP 
   
   
  Density Shift 
  Range: No 
  Visible: No 
  Description: The Hero is able to shift the density 
  of inanimate objects to increase or decrease the 
  hardness of objects. This will allow him to cause 
  things to be easier or harder to break. 
   
  System: For every Power Level, the Hero can shift 
  1 Cargo Point of material 1 Power Level of Armor 
  or Hits. The volume and the level of shift are not 
  interchangeable. Just because the Hero has a tiny 
  diamond does not mean he gets to shift its density 
  way down. 
   
  
   
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  Manipulation 
  STUDiO187
   
  If the Hero has 3 levels of Density Shift he may 
  only shift the density (KDf or Hits) of an object 3 
  levels no mater how much or how little of the 
  object there is. 
   
  Hardened (as in the Power Modifier) objects 
  require the Hero to use two levels per level of shift. 
   
  Organics are not really intended for this power. 
  This power is intended to be used on objects 
  rather than people. The Director should decide this 
  before the power is purchased. 
   
  Power Cost: +1 PP Power Level 
  Endurance Cost: 2 per Power Level 
   
   
  Fortune 
  Range: No 
  Visible: No 
  Description: The Hero is able to affect probability. 
  This can be on him or others and can be beneficial 
  or detrimental. 
   
  System: For every Power Level there will be a +1 
  or -1 to every roll made by the Target for the 
  phase. 
   
  There are only two known defense for Fortune. 
  The first is to counter it with the opposite type of 
  Fortune and the other is to use the power Dampen 
  (Adjustment Powers). The Player must purchase 
  the pluses and minuses separately. The same 
  points cannot be used to subtract and add. 
   
  Power Cost: See Variants 
  Endurance Cost: 1 per PP 
   
  Mr. 13 has the ability to bring bad luck to anyone 
  who comes to close to him. He has Fortune at 
  Power Level 6 but can only use it as a negative 
  modifier on others. 
   
  Talisman, 13’s archrival has the same power but 
  he gains the modifier as a bonus to his actions.  
   
   
  Choose from the following Variants: 
   
  Self: The Hero Targets himself and will gain 
  the effect on every roll he makes. This can be 
  used without an additional action penalty. 
   
  Variant Cost: +2 PP per Power Level 
   
  Other: The Hero chooses a Target other than 
  himself and he will gain the effect on every roll 
  he makes that phase. The Player must 
  account for initiative but there is no to-hit roll 
  and this is considered a primary action. The 
  Hero will have to assume a secondary action 
  penalty (-3) for any additional actions that 
  phase. 
   
  Variant Cost: +3 PP per Power Level 
   
   
  Gravity Manipulation 
  Range: No 
  Visible: No 
  Description: This is a very specific power used 
  solely for affecting gravity. The Hero gains the 
  ability to modify gravity for short periods of time. 
   
  System: All of these powers are measured in 
  Power Levels and each Power Level represents 1 
  Cargo Point. See the Cargo Point Chart in the first 
  chapter of this guide. 
   
  Power Cost: See Variants 
  Endurance Cost: 1 per PP 
   
  Choose from the following Variants: 
   
  Bend: The Hero is able to warp gravity like a 
  wave of water. It allows him to move gravity in 
  any direction as it affects him. This would allow 
  him to run along walls and ceilings as he would 
  on the ground. The Hero could literally run up 
  the side of a building. 
   
  Variant Cost: +1 PP per Power Level 
   
  Trinity uses bend to run along walls during 
  combat to disorient her opponents and to gain 
  a better fighting position. 
   
  Decrease: The Hero is able to lower the 
  effects of gravity on him. For every Power 
  Level the Hero can diminish the effects of 
  gravity for one Cargo Point. If the Hero is able 
  to completely remove the effects of gravity he 
  will begin to levitate (this is not flight). The only 
  direction the Hero can go is away from the 
  greatest effective gravity source. For every 
  Power Level above his weight he can move a 
  rate of 1 hex per phase. Also, if the Hero 
  reduces half of his gravity he can double his 
  jump distance. As for falling damage, reduce 
  the damage by the Hero's relative weight. For 
  
   
   
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  damage, see Terminal Velocity in Hell’s 
  Cookbook. Remember to calculate this in if 
  you use it in conjunction with flight and are 
  trying to reach escape velocity. 
   
  Variant Cost: +1 PP per Power Level 
   
  Thus, if a falling Hero could reduce 90% of his 
  weight through Gravity Manipulation, then he 
  would only take 10% of the damage. 
   
  Increase: By purchasing this Variant the Hero 
  is able to increase his relative weight by 
  boosting his relative gravity. The result is that 
  he will receive +1 KB resistance per level. He 
  will also increase 1 Cargo Point of relative 
  weight per level. 
   
  Variant Cost: +1 PP per Power Level 
   
   
  Healing 
  Range: No 
  Visible: No 
  Description: The Hero will be able to heal various 
  ailments to the body. This power can be used to 
  rapidly heal just about any kind of damage or 
  malfunction to the body. 
   
  System: See the following Variants for their 
  system descriptions. 
   
  Power Cost: See Variants 
  Endurance Cost: See Variants 
   
  Choose from the following Variants: 
   
  Mend: The Hero is able to heal broken bones, 
  repair torn and crushed tissue, seal and 
  disinfect wounds, repair burns, etc. With this 
  Variant the Hero is able to heal Hits rapidly but 
  cannot replace lost parts. Granted, if a Hero 
  losses a chunk of flesh from his side, that will 
  be replaced but a hand will not be re-grown. 
  Any part that would naturally grow back, will 
  and any part that would not, will seal up as it 
  naturally would. This type of healing is for Hits 
  only. Upon activation the Target will heal his 
  recovery in Hits in one day. This rate can be 
  increased for additional points. The Player 
  must decide whether this power is going to be 
  used on others or his Hero. If he whishes to 
  use the power for both then he must pay the 
  initial cost twice (8 PP) but only has to pay the 
  time table cost once. The Endurance cost is to 
  be paid by the Target (which can be the Hero). 
  Additionally, the Hero must reapply the power 
  upon the next opportunity or the Target will not 
  receive any additional Recoveries until his next 
  normal period. 
   
  For the first Power Level the Hero will heal his 
  Recovery in one day (as opposed to one 
  week). The Hero can speed the Recovery 
  Rate one step up the Time Table per 
  additional Power Level 
   
  Variant Cost:  
  • 
  +4 PP for initial power 
  • 
  +2 PP per Power Level  
  Endurance Cost: 1 per OCP 
   
  Killverine has a super-healing factor. He 
  represents this by buying Mend with six steps 
  up the timetable. Every round (12 seconds) he 
  will regain his Recovery in Hits. But it will cost 
  him 16 points of Endurance every time he 
  recovers these hits. 
   
  The Missionary has Mend with two steps up 
  the Time Table. He can heal others and him 
  self. This cost him a total of 12 points. Four 
  points for him self, four points for others and 
  four points for the two steps up the Time 
  Table. He may heal himself or the Target 
  every hour. 
   
  Purge: The Hero is able to stop the effects of 
  poisons and to purge them from the body. This 
  is to include any drug, chemical or radiation. 
  The Hero can counteract the Power Toxin on a 
  Power Level vs. Toxin Strength task. For every 
  Power Level, lower the Toxin Strength by two 
  points 
   
  Variant Cost: +1PP per 2 Power Levels 
  Endurance Cost: 1 per OCP 
   
   
  The Cobra has injected The Mongoose with a 
  Strength 10 Toxin. The Mongoose has 4 
  Power Levels of Purge. He activates the 
  Purge. He will only suffer a Strength 6 Toxin 
  effect. 
   
  Resurrection: The Hero is able to allow 
  healing to occur even after the Target is dead. 
  This Variant can work with regular Healing or 
  any of the Healing Power Variants. 
   
  
   
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  This can be very tricky because if the soul has 
  moved on and the body becomes living then 
  any free soul could jump into the body and you 
  don't know what your going to get. Treat the 
  healing the same but triple the time. And of 
  course the dead body does not pay the 
  Endurance until he comes to life. 
   
  Variant Cost: +6PP 
   
  The Missionary is a Knight of the Sentinel 
  Order and has the ability to resurrect the dead. 
  He is also able to communicate with and see 
  spirits. He finds the dead body of his comrade 
  Long Bow. He activates his Spirit Vision and 
  sees that Long Bow’s spirit is still present. 
  Using his Spirit Talk, he lets him know to stick 
  around and performs the Resurrection. The 
  Target will now begin to heal at one third the 
  rate. The Missionary may heal him every three 
  hours (see the example above for Mend) until 
  he reaches the negative value of his Hits. At 
  this point his body will spring back to life and 
  will begin to heal at a normal rate. 
   
  Regeneration: The Hero is able to heal lost 
  tissue that he would normally not be able to re-
  grow. Things like eyes, hands, arms and legs. 
  Use the chart below to figure out the amount of 
  time it will take to recover these parts. Multiple 
  levels of time modification can be bought. 
  Additionally, the regeneration of multiple parts 
  can be done simultaneously. The Player must 
  decide whether this power is going to be used 
  on others or his Hero. If he whishes to use the 
  power for both then he must pay the initial cost 
  twice (6 PP) but only has to pay the time 
  increase cost once. 
   
  Time 
  Body Part 
  2 Weeks 
  Arm, Leg or Head 
  1 Week 
  Vital Organ (kidney, lung, etc.) 
  2 Days 
  Hand, Foot or Severed Spine 
  1 Day 
  Eye, Ear, Nose, Penis, Finger 
   
  Variant Cost:  
  • 
  +3 PP for initial power 
  • 
  +1 PP to halve time (per step) 
   
   
  Seamless: This Variant allows the Hero to 
  heal damage without scaring or disfigurement. 
   
  Variant Cost: +2 PP 
   
  Treatment: This power will allow the Hero to 
  heal diseases. This can include any form of 
  disease from AIDS to Leprosy to Cancer to the 
  Common Rhino Virus. The amount of time it 
  takes is relative to the stage of the disease. It 
  will only take a few days for someone in the 
  early development stages but could take 
  weeks for someone at the brink of death or at 
  the most advanced stages of the disease. A 
  full recovery means that the Target will no 
  longer have the disease nor any sign that he 
  ever had it in the first place. Even signs of 
  Elephantitus would shrink up and disappear. 
  Regeneration would have to be used to 
  replace any lost body parts though. As with all 
  other Healing powers, the Hero must purchase 
  the power for him self and for others 
  separately. There are three variations to 
  choose from and the Player must purchase 
  each separately. 
   
   
  Variant Cost: See Variations 
  Endurance Cost: 20 per treatment 
   
  Mystical: The Hero is able to treat for 
  Magical conditions such as curses. There 
  are a few mystical diseases and parasites 
  that a Hero could catch that this power 
  would also cover. 
   
  Variant Cost: +2 PP 
   
  Natural: The Hero is able to treat for 
  Natural conditions; basically anything on 
  earth today. It could even cover alien 
  diseases, bacteria and parasites so long 
  as they were natural conditions (non-
  mystical). 
   
  Variant Cost: +2 PP 
   
  Psionic:  The Hero is able to treat for 
  Psionic 
  conditions. 
  Mostly 
  for 
  counteracting the effects of Mind Control / 
  Kill. This power cannot be used to wipe out 
  reprogramming or restore any lost/erased 
  memories. 
   
  Variant Cost: +2 PP 
   
   
   
   
  
   
   
  STUDiO187 
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  Illusions 
  Range: Yes 
  Visible: No* 
  *The Illusions are visible but the caster is not apparent. 
  Description: This power allows the Hero to 
  generate non-existent entities, situations and 
  environments that appear to be real. The purpose 
  of an illusion is to mislead those who witness it. 
   
  System: UP – Illusions + Power Level + Difficulty 
  vs. Target’s Perception + d10 
  Illusions generally only effect one Target and one 
  sense but can be bought to affect more. The size 
  of an illusion is not a set thing but the Director may 
  wish to base the maximum size on the Power 
  Level of the Hero playing it. Illusions work so long 
  as the Target fails his Perception roll. An Illusion is 
  vicious in that it works off of believability.  The 
  more believable the Illusion the harder the chance 
  the Target will have of perceiving it as such. The 
  Director will assign the difficulty rating based on 
  this concept and then add the Hero’s Power Level 
  and Skill Level to it. A Competent Roll (12) would 
  become 18 if a Hero with 3 Power Levels and 3 
  Skill Levels played it. 
   
  Illusions cannot do any harm and have no physical 
  reality. An illusionary bridge will only get you into 
  the river no matter how hard you believe in it. If 
  Players wish illusions to have physical ability then 
  see the power Animation - Phantom for rules to 
  this effect. 
   
  Power Cost: See Variants 
  Endurance Cost: See Variants 
   
  Doug is expecting Anna to show up for a late night 
  rendezvous at his apartment. James intercepts 
  Anna and sends an Illusion - AI - Relative - 4 
  Senses of Anna to meet Doug. Only Doug can see 
  her and so long as believes that it is Anna she will 
  continue to entertain Doug. He will see what he 
  wants to see and she will interact with him the way 
  he expects her to. So if he expects them to have a 
  fight she will fight with him and even leave if he 
  expects her to. His mind will actually fight to 
  believe that she is real. Let's face it, we naturally 
  expect realism and we will even make excuses to 
  explain how unnatural things could be real. 
  However, the illusion has real world obstacles that 
  it must overcome. If Doug believes that Anna 
  would walk out after a fight without shutting the 
  door then when James went to go through the 
  open door that's not really open, he would bust his 
  head on the closed door. This would lower the 
  difficulty quite a bit. Illusions also don't kick in until 
  the Target sees the Illusion. James couldn't send 
  the Illusion across town in a cab and the Illusion 
  can't ring the doorbell, but if James threw a rock at 
  the window and then hid when Doug looked out 
  the window he would see Anna. This might raise 
  his suspicions (why didn't see just ring the 
  doorbell?) but she might just be trying to be cute. 
   
  At any rate, illusions can be complicated and this is 
  going to mean some work for the Director and the 
  Player 
  alike, 
  so 
  be 
  prepared 
  for 
  some 
  disagreements. Illusions can be worth the trouble 
  as you can well imagine. 
   
  Choose from the following Variants for your 
  Hero’s Illusions: 
   
  AI: The Illusion can work on it's own and 
  needs no control by the Hero. The Hero simply 
  declares his intent with the Illusion and sends it 
  on its way. There are two types of AI's, Direct 
  and Relative. The Player can use either type 
  and doesn't have to buy them separately. The 
  Hero must be within sight of the Target to 
  activate the Illusion but once in play, the Hero 
  can simply forget about it (fire and forget). 
  Even if the Hero is killed or goes to sleep. The 
  Illusion is in the Target's mind and will stay as 
  long as he expects it to. So, if it attacks him 
  and he shoots it in the head and the Target 
  thinks that that would kill it (the Illusion), it dies. 
  The Hero can't even turn it off. However, if the 
  Target goes to sleep, the Illusion will dissipate.  
   
  Direct: This type has a purpose implanted 
  within it and is less believable. It will still 
  feed off of the Target's belief but will have 
  it's own agenda as well. Thus, the Difficulty 
  Level will be 1 level lower for the Target to 
  detect this type Illusion. If the Hero is 
  present he can change the agenda of the 
  Illusion should he need to do so but will 
  pay Endurance for every change. 
   
  Relative: This is a subtler version of the 
  Illusion. It will have no agenda of its own 
  and will do and say whatever the Target 
  expects it to do. Remember that the 
  Illusion will do what the Target expects it to 
  do not what the Target whishes it would 
  do. There is a big difference. 
   
  If the Target believes that the Illusion of 
  the beautiful girl will blow him in the back 
  of the cab, then she will. But, if he really 
  thinks that she'll just sit and talk with him 
  
   
  Page: 11-8 
  Manipulation 
  STUDiO187
   
  then no matter how much he whishes it to 
  be so all he'll get is some imaginary 
  conversation and probably a ride to an 
  institution by the cab driver who can't see 
  his female companion. 
   
  Variant Cost: +3 PP per Power Level 
  End Cost: 3 per Power Level to activate 
   
  Puppet: The Hero must be present of the 
  Illusion's surroundings and must concentrate 
  on controlling the Illusion or it will dissipate. It 
  will not be obvious that the Hero is controlling 
  the Illusion but he will seem quite occupied. 
  The Illusion will only react if the Hero is able to 
  react for it. Thus, if the Target talks to the 
  Illusion and the Hero does not hear him, the 
  Illusion will not respond. 
   
  Variant Cost: +1 PP per Power Level 
  End Cost: 3 per Power Level to activate 
   
  The following Mods will come in handy during 
  game play: 
   
  Landscape: This form of Illusion is designed 
  to work on a larger scale. Determining difficulty 
  is the same but the scale of the Illusion is 
  much larger. The complexity of a creature is 
  replaced 
  with 
  the 
  complexity 
  of 
  the 
  environment. A house would be as difficult as 
  a person but a full-blown field with mountains, 
  trees and butterflies would very tough. If it 
  were a landscape that the Hero already knew it 
  would be a lot simpler then one he has never 
  seen. 
  Suggesting 
  that 
  the 
  Target 
  is 
  somewhere that he knows would be a minor 
  task. Whereas, a suggestion that he is in a 
  field of paisley with a moon of green cheese 
  floating in the sky would be another story 
  altogether. 
   
  Easy - Swapping the Target’s apartment with 
  his neighbors. He would walk into the wrong 
  building. This would be a very tough Illusion to 
  see through. 
   
  Hard - Putting Central Park in his back yard. 
  The Target knows that Central Park is not 
  supposed to be there but it is at least a real 
  landscape and might confuse him. 
   
  Yeah Right! - Putting his house at the top of 
  the beanstalk. There's not a chance in hell that 
  that could even begin to be real. Anyone with 
  any kind of Perception would see through this 
  with there eyes closed. But a really high level 
  could offset that fact so don't rule it out. 
   
  Mod Cost: +1:4 
   
  Open: This modifier allows an Illusion to 
  interact with anyone in the area. Anyone who 
  would normally be able to interact with the 
  Illusion is affected. That means that each 
  person gets a Perception roll and anyone 
  succeeding the roll will be able to inform the 
  others that it is an Illusion. This will greatly 
  lower the difficulty for a Perception check by 
  the other Targets. For each person who sees 
  through the Illusion and makes it known to the 
  others, lower the Difficulty Level by 1 for the 
  rest of the group. Even a Super Heroic level 
  Illusion noticed by 5 people would only require 
  an Everyday roll by the other members of the 
  Cast upon being given notice. 
   
  Mod Cost: +1:2 
   
  Senses: This modifier will allow the Hero to 
  add extra senses to be effected by the Illusion. 
  Each sense must be purchased to be used but 
  the Hero only has to use the senses he 
  whishes. This is dynamic and the Hero can 
  choose any sense at the given time. Thus, he 
  could specify Smell/Taste one time and 
  Hearing another. Being that this is in his mind, 
  the Hero will always affect the entire sense 
  group rather than individual senses. 
   
  Mod Cost: 
  ••  
  +1:4 for one extra 
  ••  
  -1 MA for each additional 
   
   
  Manifest 
  Range: No 
  Visible: No 
  Description: This is the ability to generate items 
  or objects from thin air. 
   
  System: The Hero either pulls them from another 
  dimension, alters reality (it was always there) or 
  perhaps he simply poofs it into existence. Any item 
  or substance the Hero wishes to generate must be 
  one that he is familiar with. 
   
  Power Cost: See Variants 
  Endurance Cost: 3 per PP 
   
  
   
   
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  Unless he has used or at least held a light saber 
  he can't just make one poof into his hands. 
   
  Choose from the following Variants: 
   
  Non-Physical: This includes but is not limited 
  to such things as light, heat or cold. This is 
  merely for comfort. The Hero could generate 
  enough heat to warm the hex. Light would be 
  bright enough to startle and to see the 
  dimensions of a small room but not enough to 
  blind. This is a 1 Hex Area Effect (see Power 
  Modifiers) of coverage. To increase this the 
  Hero may purchase more Area Effect from the 
  Power Modifiers. 
   
  Variant Cost: +1 PP per FX 
   
  If The Tinkerer wanted to construct a giant 
  spot light to light up an entire mile of area he 
  could add Landscape to the Manifest. 
   
  Physical: This would be used for such things 
  as food, water, clothing, and tools. The power 
  is based on Cargo Points. Directors should 
  require Heroes to have this Variant whenever 
  Manifesting any item (powered or not). 
   
  Variant Cost: +1 PP per Cargo Point 
   
  Powered: To give the item the ability to 
  perform a power the Hero must allocate 
  powers into it. For every Power Level he puts 
  into the item it will gain a Power Point to 
  purchase powers.  
   
  Variant Cost: +2 PP per Power Level 
   
  This keeps the playing field fair. It is not 
  required for regular items like remote controls 
  or rope. But if the Hero had someone's 
  magical hammer in his possession for a few 
  phases, he could conceivably manifest it at a 
  latter date (you can imagine how unbalancing 
  this could make things). With this modifier he 
  still could so long as he had the points to do it. 
   
  The following Mods may be purchased for 
  Manifest: 
   
  Xerox: The Hero is able to duplicate a 
  specific existing item. This item must be 
  before him in plain sight. The Hero needs 
  to be able to grasp the item for 2 full 
  phases to establish resonance. If the Hero 
  has enough available points to generate 
  the item then it is done. The item will be an 
  exact duplicate down to the sub-atomic 
  particles. 
   
  Mod Cost: +1:4 
   
  “Key Card? No problem luv, I’ll just whip 
  one out thin air and we’ll be on our way.” 
   
  “When did you get your hands on one of 
  those?” 
   
  “While he was looking at your ass, and 
  probably shagging the bloody hell out of 
  you in his dirty little melon.” 
   
  “Oh, you are quite the quick thinker luv. 
  Remind me to show you my appreciation 
  tonight. My ass could use a shagging.” 
   
  Summon: The Hero actually manifests the 
  exact item. The items will basically teleport 
  from their location to the Hero’s location. 
  The Hero will have to have enough points 
  to generate the item and the Hero must 
  have established the resonance. Range is 
  not a factor for this power. The item could 
  literally be in another dimension. 
   
  Mod Cost: +1:2 
   
   
  Mimic 
  Range: No 
  Visible: Yes 
  Description: The Hero is able to spore a clone 
  from a Target. 
   
  System: This clone is a Spore Zombie (see Spore 
  – Zombie) but is under the control of the Hero with 
  the Mimic power. The Hero must have enough PP 
  in the power to generate the host or the power will 
  not work. He will receive 5 PP worth of pool per 
  Power Level. This is an all or nothing power and 
  the Hero cannot make more powerful versions of 
  his Targets. Thus, he must have enough points to 
  create a Zombie of equal level but he cannot put 
  extra points into that Zombie. It will take one full 
  round for the creation to occur and the Target 
  must remain relatively motionless. It will take 
  another full round for the Zombie to become 
  oriented and actually useable. During this time (2 
  full rounds) the Hero must concentrate on the task 
  at hand. He is the control for the process. If his 
  concentration is compromised at any point during 
  
   
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  Manipulation 
  STUDiO187
   
  these two rounds, the Zombie will die. 
   
  Power Cost: +1 PP Power Level 
  Endurance Cost: 2 per Power Level 
   
  If the Hero wants to mimic a Target that cost 60 PP 
  to make, he will have to have at least 12 Power 
  Levels invested in Mimic. This will allow him to 
  make one clone of the Target. If the Target was 
  generated with 30 PP, the Hero (with the same 60 
  points) could make two clones of the Target at a 
  time. 
   
   
  Repulsion 
  Range: Yes* 
  Visible: Yes 
  * Any Target within visual range. 
  Description: This is the ability to cause all 
  effected Targets to retreat from the Hero. 
   
  System: Power Level +d10 vs. Willpower + d10 
  This effect is radiant and any Target that perceives 
  the Hero and is subject to the FX must make a 
  Willpower check to even perceive the Hero. Every 
  phase the power is in effect, all Targets must 
  compare their Willpower + d10 to the Hero’s 
  Power Level +d10. For every point over the 
  Target's Willpower, the Target(s) must retreat 1 
  hex from the Hero and cannot even look upon his 
  image as it will cause them pain and discomfort. If 
  the Hero has more than 10 hexes of effect then 
  the Targets must retreat from him completely. The 
  Hero can do nothing else while he is activating this 
  power for it takes his full concentration. The 
  effected Targets only have to move 1 hex per 
  phase in retreat. 
   
  Power Cost: +1 PP Power Level 
  Endurance Cost: 3 per Power Level 
   
  The following Mod may be added to Repulsion: 
   
  Exorcism: This modifier allows the Hero push 
  unwanted souls from a host body or a location 
  (haunting). It is a grueling task and can take 
  days of pounding at the soul. If the Hero can 
  beat the Target’s Willpower (invading soul not 
  the hosts) then it is only a matter of time. The 
  host will lose 1 Willpower per day (or less, see 
  below) for every point the Hero beats him by. 
  When the Target runs out of Willpower, it must 
  leave the body. The Hero cannot stop for more 
  than a few minutes at a time or the Target will 
  regain his Willpower point for the day. More 
  than 1 Exorcist can work at the Target but they 
  generally team up to relieve each other, as this 
  is a relentless task. If this becomes a team 
  effort then take the average of the Power 
  Levels for the entire time. 
   
  The Hero can increase the speed of an 
  exorcism by dialing up the Time Chart. For 
  every –1 MA, lower the time intervals by one 
  step. 
   
  Mod Cost: 
  ••  
  +1:3 
  ••  
  -1 MA per Time Step 
  Endurance Cost: All of it, every day 
   
   
  Father Diago is famous for his incredible ability 
  to rid areas and people of unwanted spirits. He 
  is Power Level 10 in Repulsion. He also has 
  Exorcism with 2 Time Steps. If he encounters 
  a Spirit with a 5 Will Power, he could cast him 
  out in 2 hours. Amazing! 
   
   
  Soul Capture 
  Range: No 
  Visible: Yes 
  Description: The Hero is able to trap recently 
  released souls. These souls can later be used for 
  powering items and are a great bartering currency 
  when dealing with Daemons and other outer 
  worldly beings (see Sons of Fuzion: Crossover 
  for more on bartering and using souls). 
   
  System: UP – Soul Capture AV + Power Level vs. 
  Difficulty 
  The Target must be dead and the soul must still be 
  in the body. This usually means within a few 
  minutes of death. The Hero declares his intent and 
  one full round later the soul is his. Many beings 
  make allegiances with supernatural entities and 
  their guardians are generally there to ensure 
  passage to the next world. They can make it hard 
  for the Hero to complete his task, so the Director 
  may impose a difficulty to the Capture. This will 
  require a UP – Soul Capture skill check (based on 
  Presence). The difficulty of the roll to be set by the 
  Director based on the power of the allegiance. 
   
  Power Cost: 
  • 
  +2 PP for the initial power 
  • 
  +1 PP per Power Level 
  Endurance Cost:  
  • 
  4 to initiate power 
  • 
  +2 per Power Level 
   
  
   
   
  STUDiO187 
  Manipulation 
  Page: 11-11
   
   
   
  A good little Christian who goes to church every 
  Sunday and prays before every meal has a free 
  pass to Heaven. There is an Angel sent to him 
  when his time is up and this Angel will escort him 
  to the great beyond. He will also make it difficult for 
  someone else trying to snag this soul for his own 
  uses. This level of dedication (the recently dead 
  guy) would grant him a difficulty of Incredible. 
  That’s a high level but this poor schmo did 
  dedicate his life and promised his soul to an 
  exceptionally powerful god. 
   
  Someone like myself is doomed. There wouldn’t 
  even need to be a roll. Not even Satan wants me. 
   
  As for someone like the Pope, forget it. God 
  himself is coming down to pick him up. You don’t 
  stand a fucking chance of getting your grubby little 
  hands on that one. 
   
  The following Mod can come in quite handy: 
   
  Storage: Any Hero with the power Soul 
  Capture can store one soul. This can be 
  increased at a rate of 2 per Power Level. Add 
  to power cost for OCP calculation. 
   
  Mod Cost: +1 PP per Power Level of Mod 
   
  Lord Golgotha has Soul Capture with the Mod 
  Storage. The Mod’s Power Level is 6. This 
  means that he can store 12 souls. 
   
   
  Telekinesis 
  Range: Yes 
  Visible: No 
  Description: A Hero with this power can 
  manipulate objects at a distance and exert 
  Strength at range. 
   
  System: UP – Telekinesis AV vs. Difficulty or 
  Target’s DV. 
  This will be measured in Cargo Points and can be 
  used to lift and move physical objects. This motion 
  is very crude and to perform articulated tasks like 
  turning a handle or pulling a trigger, the Hero 
  needs to purchase the Power Modifier, Control Dial 
  - Fine Control. There is no action/reaction with this 
  power so a Hero could not use his Telekinesis to 
  grab a moving train and be dragged along. 
   
  Damage: The Hero may strike a person with a 
  Telekinetic force. The damage will be the 
  same as the equivalent level of Strength. 
  Throwing objects at Targets is also quite 
  useful. Use Fists of Fuzion to build telekinetic 
  combat maneuvers. 
   
  So, Telekinesis can be used to move objects, but 
  at what speed? Use the official Fuzion rules to 
  determine the speed at which an equivalent level 
  of Strength could hurl something. As always, 1 
  Cargo Point is equivalent to 1 point of Strength. 
   
  Power Cost: +2 PP per Power Level 
  Endurance Cost: 2 per Power Level 
   
  The 
  following 
  Mod 
  may 
  be 
  added 
  to 
  Telekinesis: 
   
  Reactive: This will allow the power to be 
  reactive with its environment. The Hero could 
  grab onto a moving train and be drug along. 
  He could also grab onto an overhang and pull 
  himself up. 
   
  Mod Cost: +1:3 
   
   
  Note: 
  Despite the belief amongst many Gamers, the 
  term Telekinesis does inherently pertain to 
  Psionics. It is very commonly associated with 
  Psionics for good reason, but should never be 
  considered a Psionic power. This would be a gross 
  misnomer, as the very word has no tie to Psionics 
  in any way. Tele is a prefix meaning “at or to a 
  distance” and kinesis means “movement”. So the 
  word Telekinesis means, “Movment of objects at a 
  distance”. A person with Psionic Telekinesis could 
  be said to have the ability Psycho-Telekinesis. A 
  person with magical Telekinesis would be said to 
  have the ability Magi-Telekinesis. Furthermore, a 
  person with a tractor beam might be said to have 
  Techno-Telekinesis. 
   
   
  Transmute 
  Range: No 
  Visible: No 
  Description: This power allows the Hero to turn 
  one substance into another. 
   
  System: UP – Transmute AV vs. Target’s DV or 
  Difficulty 
  The Hero must decide the FROM and the TO 
  elements upon purchasing the power. For effecting 
  non-living Targets every Power Level will affect 
  one Cargo Point of material. For effecting living 
  
   
  Page: 11-12 
  Manipulation 
  STUDiO187
   
  Targets the Hero must have a level higher then the 
  Target’s Body. The duration will be 1 step on the 
  time chart for every point above the Target 
  number. 
   
  Power Cost: +1 PP per Power Level 
  Endurance Cost: 2 per Power Level 
   
  Six Power Levels could transmute 6 Cargo Points 
  (800 lbs) of nonliving material for 1 round (12 
  seconds) or 1 Cargo Point (100 lbs) of material for 
  20 minutes. The same level of effect could 
  transmute a person with a 3 Body (a mook) into 
  another material (like stone) for 1 minute. 
   
  This power is great for simulating Flesh to Stone or 
  Rock to Mud. 
   
  Pasta Man can turn flesh into wet noodles. He 
  takes one look at Godzilla and realizes that even if 
  he could convert the Big G into several thousand 
  tons of noodles, he would need a hundred Mighty 
  Mouths to eat it all. All joking aside, he would need 
  to have a PL of at least 35 to affect something that 
  size. 
  
   
   
  STUDiO187 
  Grouping 
  Page: 12-1
   
   
   
   
  These are not powers in and of themselves but 
  ways to group powers together or ways to enhance 
  or configure powers with a common denominator. 
  These types of powers would include pools of 
  energy which a group of powers draws from or 
  different power stunts based on the same power. 
   
   
  Cosmic Pool 
  Range: See Power 
  Visible: See Power 
  Description: The Cosmic Pool is the ultimate in 
  raw, godlike power. The Player simply purchases a 
  Power Level and then his Hero can use the points 
  for any power he sees fit. 
   
  System: For every Power Level, the Hero will have 
  1 PP worth of any power in Power Core. The 
  Player can literally sit with this plug-in in his lap and 
  pluck any power from it for his Hero’s use. The 
  Hero must, of course, have the skill(s) required to 
  use the power(s) or he may find it hard to make 
  any successful rolls. He may not purchase other 
  Pools with these points and he has to pay any 
  Endurance as well. 
   
  The Hero can also tack on modifiers to the pool 
  that will affect every power that comes from the 
  pool. 
   
  No powers from my ring will work on yellow 
  objects. 
   
  The pool only works at nighttime, daytime or during 
  a thunderstorm. 
   
  Pool Cost: See Variants 
  Endurance Cost: Based on power 
   
  Choose from the following Variants: 
   
  Freeflow: The Hero may choose any power 
  indiscriminately 
  from 
  Power 
  Core. 
  This 
  includes any Mod and Modifier as well. It’s as if 
  his points were never allocated to anything 
  specific. It takes 1 phase to allocate points and 
  once the points are allocated he may use that 
  (those) power(s) freely until he changes his 
  points.  
   
  Variant Cost: +4 PP per Power Level 
   
  Theme: For a reduced cost, the Player can 
  pick a theme for his Hero’s pool to revolve 
  around. This theme should be somewhat 
  limited for him to get the reduced cost. 
   
  Variant Cost: +3 PP per Power Level 
   
   
  Endurance Battery 
  Range: No 
  Visible: No 
  Description: As the name implies, this power 
  group will allow the Hero to store Endurance for a 
  specific use. This is great for simulating a separate 
  power source, like Psi Points, Mana Points or a 
  Techno Power Pack. 
   
  System: When the Endurance Battery runs out, all 
  powers associated with it cease to work. Much like 
  the batteries in a flashlight. The benefit to an 
  Endurance Battery is that it gives the Hero a 
  shitload of Endurance to use at a low cost.  Any 
  number of powers can work from one Endurance 
  Battery. 
   
  This is an Endurance Pool not a Power Pool. It 
  should be designed to reflect a power or group of 
  powers that use a separate and common source of 
  Endurance (energy, power). This pool can be (and 
  frequently is) used in conjunction with Power 
  Pools. This is especially true in the case of magic. 
   
  Naturally, powers that fall under this pool must 
  expend Endurance to be included. This can 
  include powers with an Endurance Dial attached to 
  them. The Dial can never be switched to zero 
  however. 
   
  Choose from the following Sectors to build 
  your Endurance Battery: 
   
  Amount: This is the amount of Endurance 
  points the power has to work from. When 
  these points run out the power will stop 
  working. The Hero will receive 15 points of 
  Endurance per Power Level. 
   
  Sector Cost: +1 PP per Power Level 
   
  Recharge: Eventually the power source is 
  going to need to be replenished. To do so it 
  will require one of the following Variants. 
   
  Sector Cost: See Variants 
   
  
   
  Page: 12-2 
  Grouping 
  STUDiO187
   
  Self: Just like a Hero, the power will 
  recover the points on it’s own. Every four 
  phases the Battery will get it’s recovery. If 
  the Battery is not used for a phase it will 
  also gain its recovery. For every Power 
  Level the Battery will recover 6 points of 
  Endurance. Add cost for OCP calculation. 
   
  Variant Cost: +1 PP per Power Level 
   
  Material: In this type of recovery the Hero 
  needs to obtain a material to refuel his 
  Battery. The Player must decide on a type 
  of material his Hero will need to refuel. It 
  can be anything he wants except maybe 
  for Air (unless it’s huge amounts). Once 
  exposed to the substance the Hero will 
  gain 18 points of Endurance per phase per 
  Power 
  Level. 
  Add 
  cost 
  for 
  OCP 
  calculation. 
   
  The types of substances are broken down 
  into three groups. These groups are as 
  follows: 
   
  Rare: This is for rare or socially 
  unacceptable power sources (Blood, 
  Souls, Flesh, etc.) 
   
  Variant Cost: +1 PP per PL 
   
  Uncommon: This is for uncommon or 
  expensive materials (Animal Blood or 
  Souls, Gold, Diamonds, Etc.) 
   
  Variant Cost: +2 PP per PL 
   
  Common: 
  This 
  is 
  for 
  common 
  everyday materials (Sunlight, Water, 
  Darkness, Etc.) 
   
  Variant Cost: +3 PP per PL 
   
  In the case of Vampires their power 
  source could be blood. They need blood to 
  refuel. The Director could allow 1 Pint to 
  supply 18 Endurance points. 
   
  “The Windego gain power from eating the 
  flesh of men. They eat the dead, boy…. 
  They’ll eat you too if your not careful.” In 
  the case of Windego, they must consume 
  human flesh to gain their power. The 
  Director should allow 4 ounces of human 
  flesh to provide a gain of 18 Endurance. 
  Morphing Pool 
  Range: See Power 
  Visible: See Power 
  Description: The Player will purchase a group of 
  powers and form a package. He will choose a form 
  and when he shifts into that form, he will gain 
  those powers. 
   
  System: The Player must first determine what the 
  Hero morphs into. He will then purchase package 
  of powers he will get in that form. He must choose 
  a theme and stick to it when purchasing his 
  powers (werewolves don’t generally fly). If it 
  becomes impossible to transition into this altered 
  state then the Hero will not be able to access his 
  powers. 
   
  The Player may also form several packages to 
  gain differing effects and may develop a Base Pool 
  that the Hero will gain if he shifts into any of the 
  forms. The power, Shift is not required. It is 
  assumed that the Hero gains the shift as part of 
  the setup (a free point, whoohoo!). 
   
  As stated earlier, the Player may establish as 
  many shifting pools as he wishes and may even 
  set up a Base pool. Total the point cost spent on 
  any of the pools and the Hero will receive points 
  back for the package based on the type. 
   
  This is probably the most common and useful pool 
  you will find. In the long run it makes powers very 
  cost effective. If your Hero is going to have any of 
  the Morphing Powers then a Morphing Pool is 
  highly suggested. 
   
  Pool Cost: See Variants 
  Endurance Cost: Based on power 
   
  Standard 
  Pool: 
  The 
  Player 
  chooses 
  something like a Werewolf, Dragon Form or 
  Super Dude shape that his Hero will take. 
  Purchase the powers for that pool and modify 
  the cost. 
    
  Mod Cost: -1:3 TCP for Package 
   
  Base Pool: The Hero must have more than 
  one Standard Morphing Pool to purchase a 
  Base Pool. The powers that are placed in the 
  Base Pool will be accessible in any of the other 
  Standard Morphing Pools that the Hero has. 
   
  Mod Cost: -1:4 TCP for Package 
   
  
   
   
  STUDiO187 
  Grouping 
  Page: 12-3
   
   
   
  Restrictive Pool: The Hero must have powers 
  in his standard form. The required amount 
  must be at least a third of the Restrictive Pool. 
  He also cannot have a Base Pool. He may 
  only use the powers in the package he shifts 
  into. 
   
  Mod Cost: -1:2 TCP for Package 
   
  Buddy Black is a werewolf. As such he has several 
  forms; his Near Form, Half Form and Full Form. To 
  save a few points and to tie it all together he 
  purchases the following 
   
  Base Pool: -1:4 TCP 
   
  • 
  Claws: +2 PP: Melee Wounding (Power 
  Level 1) + Mod / Killing for +1 DC KDm 
  • 
  Bite: +2 PP: Melee Wounding (Power 
  Level 1) + Mod / Killing for +1 DC KDm 
  • 
  Fur: +4 PP of Armor (+8 KDf) 
  • 
  Regeneration: +6 PP of Healing / Mend / 
  Self (one step up the time table) 
  • 
  +2 PP of Strength (+1 Point of Strength) 
  • 
  +2 PP of Reflexes (+1 Point of Reflexes) 
  The TCP is 21 PP but he gets back 6 PP. 
   
  Near Form (Standard Pool #1): -1:3 TCP 
   
  • 
  +2 PP of Strength (+1 Point of Strength) 
  • 
  +4 PP of Reflexes (+2 Points of Reflexes) 
  The TCP is 6 PP but he gets back 2 PP. 
   
  Half Form (Standard Pool #2): -1:3 TCP 
   
  • 
  Bite: +2 PP: Melee Wounding (Power 
  Level 1) + Mod / Killing for +1 DC KDm 
  • 
  Fur: +4 PP of Armor (+8 KDf) 
  • 
  +6 PP of Strength (+3 Points of Strength) 
  The TCP is 12 PP but he gets back 4 PP. 
   
  Full Form (Standard Pool #3): -1:3 TCP 
   
  • 
  Bite: +4 PP: Melee Wounding (Power 
  Level 2) + Mod / Killing for +2 DC KDm 
  • 
  Regeneration: +2 PP of Healing – Mend - 
  Self (1 additional step up time table) 
  • 
  +6 PP of Move (+3 Points of Move) 
  The TCP is 12 PP but he gets back 4 PP. 
   
  The total cost for Buddy is (21+6+12+12) – 
  (6+2+4+4) or (51) – (16) = 35 PP. 
   
  This is what he gets: 
   
  Near Form: 
  Claws: Melee Wounding + Killing (+1 KDm) 
  Bite: Melee Wounding + Killing (+1 KDm) 
  Fur: Armor (+8 KDf) 
  Regeneration: Mend / Self (one step) 
  +2 Strength 
  +3 Reflexes 
   
  Half Form: 
  Claws: Melee Wounding + Killing (+1 KDm) 
  Bite: Melee Wounding + Killing (+2 KDm) 
  Fur: Armor (+16 KDf) 
  Regeneration: Mend / Self (one step) 
  +2 Strength 
  +1 Reflexes 
   
  Full Form: 
  Claws: Melee Wounding + Killing (+1 KDm) 
  Bite: Melee Wounding + Killing (+3 KDm) 
  Fur: Armor (+8 KDf) 
  Regeneration: Mend / Self (2 steps) 
  +2 Strength 
  +1 Reflexes 
  +3 Move 
   
  It takes one phase per 2 TCP (same as morphing) 
  to shift into the form and if the Hero is knocked out 
  he will revert to his natural form. For an extra point 
  the Player can specify that the Hero will not to shift 
  back upon KO. Additionally, the Player can choose 
  for his Hero to have altered DNA upon shift. Thus, 
  if the Hero shifts into a wolf he will be a wolf by all 
  medical means. 
   
   
   
  A Cyberwolf strikes terror in the night. 
   
   
   
   
   
   
  
   
  Page: 12-4 
  Grouping 
  STUDiO187
   
  Multipower Pool 
  Range: See Power 
  Visible: See Power 
  Description: The Hero will have a pool of points 
  that he may draw from at any given time. He will 
  also allocate powers into the pool that he may 
  spend those points on. 
   
  System: The Player must choose a Power Core 
  that his powers stem from. He must also purchase 
  a maximum number of points he can use at a time 
  with those powers. All of the powers in the Core 
  work from the same power source but can deliver 
  different results. If the Core is compromised in 
  anyway (Adjustment powers, perhaps) the power 
  is drawn from the core points that are available to 
  the Hero. If the Core is immobilized by any means 
  the Hero will loose all powers within the pool. On 
  the “up side”, powers come a hell of a lot cheaper. 
   
  When purchasing a Multipower Pool the Player 
  must determine what his Hero’s Power Core is 
  going to be. Is it Elemental Fire, Magic, Psionic, 
  Sin, Virtue, the Force or perhaps Martial Arts (Chi, 
  Ki, Prana)? Whatever, just remember that the 
  Hero can only use the amount of available points 
  and they will be divided into all powers being used 
  that phase. 
    
  Next, the Player must purchase the Core Strength. 
  This number will reflect the maximum number of 
  points the Hero can allocate to any power within 
  the Grouping. For every Power Level the Hero will 
  have 1 PP to use for the powers within the pool. 
   
  Each power will cost +2 PP to add. The Hero may 
  allocate up to the Core Strength into the power at 
  any given time. He may add any modifiers he 
  wishes and they will affect the point usage. In 
  addition, any modifier that affects the cost of the 
  initial multi-power will affect every power within the 
  power group. 
   
  Multipower combinations are very common and it 
  only makes sense. The Player saves a fortune in 
  points and it's very logical that several different 
  effects could come from one Power Core. 
  Remember that the Player must buy an individual 
  skill for every sub power in the Multipower. A Hero 
  can't have the skill Use Multipower. 
   
  Pool Cost: 
  • 
  +1 PP per Power Level 
  • 
  +2 PP per additional Power 
  Endurance Cost: Based on power 
   
  Mr. Gray has a Psycho-Telekinetic Multipower 
  Pool with a Core Strength of 10. He can develop 
  any power that was telekinetic in nature within the 
  pool for +2 PP a piece. Thus, if he were to 
  purchase Wounding, it would cost him +2 PP but 
  he could get up to a 10 DC SDm Wounding Attack. 
  He could then spend 2 more PP and get a Super 
  Leap with up to a Power Level of 10. He could then 
  spend 2 more PP and get another Wounding effect 
  but put on the modifier Area Effect – Cone. This is 
  where it gets tricky. He can get up to 10 PP worth 
  of Wounding but he has to account for the Power 
  Modifier cost. The total cannot go over 10 PP. 
  Cone is a +1:2 cost modifier so if you look on the 
  Power Calculator chart you will see that the most 
  Wounding DC he can get is 6 with a modified cost 
  of 3. This will leave him with 1 PP that he could 
  use for Super Leap that phase. So what did he 
  get? He spent 16 PP and got 29 PP worth of 
  powers. Now that’s a blue light special if I ever saw 
  one. 
   
  Mr. Frost has a 9 PP Cold Multipower. This means 
  that he can assign any power that can be 
  explained by cold generating means into this multi-
  power for 2 additional PP and it will have up to a 
  strength of a 9 PP effect. So, he purchases 
  Wounding (9 DC SDm) for 2 PP, another 
  Wounding with Area Effect - Cone (up to 6 DC and 
  3 PP for the Cone Effect) for 2 PP and Muting 
  Sight Blizzard Wind (up to a -9 impairment) also for 
  2 PP. This group of powers would normally have 
  cost him a whopping 27 PP. But, by combining 
  them into a multi-power group he only spent 15 
  PP. A savings of 12 PP, whatta’ bargain. 
   
  
   
   
  STUDiO187 
  Power Modifiers 
  Page: 13-1
   
   
   
   
  These modifiers can be purchased for any 
  appropriate power to modify its effect so as to 
  vastly broaden the types of powers and strategies 
  available to the Players. 
   
   
  Auto-Fire 
  Description: Auto-fire causes a power to fire more 
  than once during an attack.  
   
  System: See Modifiers for system rules. 
   
  Burst: With burst the Player can choose from 
  two different strategies for delivering his Hero’s 
  onslaught, Multi or Spray. 
   
  Multi: This is a short burst of fire intended 
  for one Target. The Player will purchase 
  the Power Level of this modifier. For every 
  Power Level beyond 1 he will receive a –1 
  to his AV or +1 to difficulty. On a 
  successful ‘hit’ the Target will be nailed the 
  Power Level number of times. Every 
  power is considered to be Power Level 1 
  initially, so PL 1 is free for every power. 
  This might sound nasty but remember the 
  Target gets his armor against each hit 
  separately, and if the Hero misses then all 
  shots miss. Additionally, all rounds go into 
  one area (it matters if you are using Fists 
  of Fuzion). 
   
  Modifier Cost: 
  • 
  +1:4 base cost 
  • 
  -1 MA per Power Level 
  Endurance Cost: Normal x Power Level 
   
  This is great for simulating a three round 
  burst, a flurry of fists or blades or adding it 
  to Shotgun for the double barrel effect. 
   
  Tesla has an electric Wounding blast that 
  does 8 DC SDm and this will initially cost 
  him +8 PP. He purchases 2 Power Levels 
  of Auto-fire Multi (this gives him Power 
  Level 3 because PL 1 is always free). This 
  will cost him an extra +4 PP (+1:4 , -2 MA 
  = +1:2). When he shoots at a Target he 
  will be at –2 AV but if he hits he will strike 
  with 3 Hits to the same area. 
   
   
  Spray: For hosing down a whole group of 
  people this is a must. This is the classic 
  machinegun 
  attack. 
  The 
  Hero 
  will 
  purchase a Power Level to determine the 
  number of possible hits. For every Power 
  Level, the Hero will receive 3 possible hits. 
  This will give the maximum number of 
  possible hits he can score (and the 
  number of shots fired). 
   
  When attacking, the Hero must declare 
  how many degrees his attack is going to 
  encompass. For every 60 degrees (one 
  full hex) he will be at a –2 but for every 
  Power Level he will be at a +1. The Player 
  rolls his Hero’s attack vs. the Target’s 
  DV(s). The Player divides the number of 
  shots fired by the number of Targets, +1 
  for every 60 degrees of arc. This number 
  will determine the maximum number 
  possible hits each Target can take. Each 
  Target that did not make his defense roll, 
  is hit by a number of shots equal to the 
  difference of his defense and the Hero’s 
  Roll. This number cannot exceed the 
  maximum number of hits allotted to each 
  Target. The areas that the Heroes must 
  account for in regards to the arc (the +1) 
  will be rounds that miss Targets and hit 
  other things like lamps, bottles and 
  electronic panels or any thing else that 
  puts off a crash, splash, sparks or fire. 
   
  Auto-fire jumps all over the place so 
  Heroes cannot aim for specific areas and 
  cannot selectively choose certain Targets 
  within their firing area. If the Hero fires into 
  a group of 15 people then every one will 
  be accounted for. The Director may have 
  to make rulings regarding cover and 
  people standing behind other people. 
   
  Automatic damage (A Good Hit is a 
  Good Hit – Fists of Fuzion) will not be 
  used for this form of Auto-fire. The Hero’s 
  good hit will already be accounted for by 
  the number of rounds that strike the target. 
   
  Modifier Cost: 
  ••  
  +1:5 for Power Level 1 
  ••  
  -1 MA for each additional PL 
  Endurance Cost: Normal x Shots Fired 
   
  Mark Stone has an H&K G11. This 
  weapon has a 15 round burst value 
  (Power Level 5) and does 5 DC KDm. It 
  
   
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  Power Modifiers 
  STUDiO187
   
  cost him +15 PP, +5 PP for the Wounding 
  Power Level, +5 PP for the Mod Killing and 
  +5 PP for the burst value (5 Power Levels 
  is +1:1 to the OCP). This cost is then 
  modified for being a focus (or built with the 
  Item Generator). This is of course only if 
  you make the guy spend points on a gun 
  he could have bought on the black market. 
   
  Mark Stone now has to kill a bunch of 
  people (as he usually does). There are 6 
  Targets within a 120-degree arc (same as 
  a 2 hex starting point for a cone effect). 
  Mark decides to try to hit them all as they 
  run for cover. He has a Reflex of 5, an 
  Auto-fire Skill level of 8 and a weapon 
  accuracy of +1. This gives him an AV of 
  14. Now he’s firing through 120 degrees of 
  turf so he will be at a –4 to his AV. He is 
  also firing 15 rounds, which will give him a 
  +5. So, his starting AV is 15. He rolls a 5, 
  which gives him a total of 20. There are 6 
  Targets and 120 degrees of spread. This 
  gives Mark Stone a possible two hits per 
  Target (we rounded) for each person who 
  does not make his evade roll. This sounds 
  very complicated and it is, but it is very 
  realistic. If you want to keep things easy 
  cheesy then simulate a multi-fire attack 
  with Area Effect - Cone. 
   
   
   
   
   
  Shotgun: The Player rolls his attack. Any and 
  all who are caught by the attack must roll to 
  evade. Compare the scores. Each person who 
  is hit shall be struck once per success. This is 
  best used with ranged powers and is 
  exceptional with an Area Effect. 
   
  Automatic damage (A Good Hit is a Good Hit 
  – Fists of Fuzion) will not be used for this 
  form of Auto-fire because the Hero’s good hit 
  will already be accounted for. 
   
  Modifier Cost: +1:1 
  Endurance Cost: Add 
   
  P is an inventor for the British Secret Service. 
  He is designing a cigarette pack that will 
  deliver a Wounding Attack of 4 DC KDm (+4 
  PP for Wounding, +4 PP for Killing Mod). It will 
  also have Area Effect – Cone (+2 PP) and 
  Shotgun (+4 PP). The Total is +14 PP. Very 
  expensive but he can hit any number of 
  Targets in a Cone Effect and for every point he 
  hits each one by he will deliver 4d6 KDm. 
   
   
  Affects Desolid 
  Description: This is a power modifier that allows a 
  power to affect Targets that are desolid (see 
  Morphing Powers). It can also be bought to affect 
  solids for Hero’s that are desolidified when using a 
  certain power. 
   
  System: The power will now affect desolids. 
  Powers that do not affect a Target physically 
  should never be considered for this modifier (like 
  Muting). Additionally, desolids can pass through 
  Force Walls and Force Fields. Placing this Modifier 
  on those powers would stop such a thing. 
   
  Modifier Cost: 
  • 
  +1:4 for half effect. 
  • 
  -2 MA for full effect. 
  Endurance Cost: Add 
   
   
  Affects Teleporters 
  Description: Allows a power to affect Teleporters 
  with their power to stop their transit. 
   
  System: Teleportation can be done through Force 
  Walls and Force Fields as well as just about any 
  kind of barrier. By adding this Modifier, the power 
  will stop this from happening. The Teleporter will 
  
   
   
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  Power Modifiers 
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  either land just out side of the structure or will not 
  leave his location (Directors call). This may be 
  added to any appropriate power (Entangle is 
  another good one). 
   
  Modifier Cost: +1:4 
   
   
  Area Requirement 
  Description: The Hero must be in a certain area 
  to invoke and use his power. 
   
  System: If the Hero or power effect leaves the 
  area the power will immediately cease to work. 
   
  Common: This would reflect very common 
  areas. Areas like: on land, in the woods, under 
  water, in a city. 
   
  Modifier Cost: -1:5 
   
  General: This Modifier is slightly more 
  restrictive and would include such things as: in 
  a tree, in Miami, on rock. 
   
  Modifier Cost: -1:4 
   
  Specific: This is a bit more restrictive and 
  would require the Hero to choose a certain 
  geographical location (1 acre). 
   
  Modifier Cost: -1:3 
   
  Rare: This is the most restrictive version and 
  will require the Hero to be in such locations as: 
  in a vacuum, North Pole, the Oval Office, 
  inside an active volcano. Generally, anywhere 
  it is very difficult for him to get to and has 
  hostile conditions that he cannot easily deal 
  with. 
   
  Modifier Cost: -1:2 
   
   
  Area Effect 
  Description: This is a Power Modifier that allows a 
  power to affect an entire area or group of areas. 
   
  System: When using this Modifier for combat 
  powers, remember to consult the official rules for 
  Area Attack.  However, unless Targets have 
  something to hide behind/under or can travel 
  enough hexes to get out of the blast radius, they 
  will get no dive for cover roll. As with every Mod or 
  Power Modifier, once the Player purchases this 
  Modifier for a Hero’s power, it always happens this 
  way. So, he may wish to consider using it in a 
  Multi-power Pool or attach the Optional Modifier.  
  Player’s may also wish to check out the Power - 
  Immunity, because if their Hero gets caught in his 
  own power it will affect him just the same. For 
  effects that are of continuing range like Line or 
  Cone, remember to downgrade the effect by 1 PP 
  (the original power’s PP) for every hex in distance 
  from the Hero it travels. If the Modifier - Range is 
  also in use with Area Effect then the origin of the 
  Area Effect with start at the first point of contact. 
   
  Gee Willy Overkill has a wounding attack that does 
  10 DC KDm (grenade launcher). It has Explosion 
  attached to it and Range. He fires the grenade 
  through the window and into the basement. The 
  explosion effect will start in the basement. 
   
  Remember that the power downgrades 1 PP per 
  hex not 1 Power Level per hex. Thus, a 5 DC KDm 
  explosion will have the same radius as a 10 DC 
  SDm explosion. 
   
  Choose from the following Modifiers: 
   
  Cone: Much like Line, this modifier will allow 
  the power to venture away from the Hero in a 
  linear direction; however, it also grows in width 
  as it does in length. The Player may purchase 
  more than one hex as his starting point. See 
  the diagram below for clarification. 
   
   
  The numbers in the diagram represent PP. 
   
  Modifier Cost: 
  • 
  +1:2 for single hex starting point 
  • 
  -1 MA for each additional hex 
  Endurance Cost: Add 
   
   
   
   
   
  
   
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  Power Modifiers 
  STUDiO187
   
  Explosion: With this Modifier the effect starts 
  at full power in one hex and radiates out in all 
  directions, continuing outward and engulfing 
  everything within the sphere. The effect will 
  travel 1 hex per Power Level and affects 
  everything indiscriminately within its path. 
   
   
  The numbers in the diagram represent PP. 
   
  Modifier Cost: +1:1 
  Endurance Cost: Add 
   
  Hole: 
  This 
  Modifier 
  will 
  cause 
  an 
  explosion to have a safe zone or a hole in 
  the center where the Power has no effect 
  (where the Hero is standing). The hole will 
  move with the Hero if the affected area 
  also moves with the Hero. 
   
  Static: This hole is a certain size and 
  will always be that size every time the 
  power is used. 
   
  Modifier Cost: -1 MA 
  Endurance Cost: Add 
   
  Dynamic: This is a hole that can be 
  made any size and shape within the 
  effect. If the effect is continuous then 
  the hole size and shape can change 
  every phase. 
   
  Modifier Cost: -2 MA 
  Endurance Cost: Add 
   
   
   
   
   
   
   
   
   
   
   
  Line: The power will affect every Target within 
  a straight line. If the Line is obstructed by a 
  wall or surface feature (like a hill) and the 
  power cannot penetrate the object, it will go 
  along the path of least resistance. Like maybe 
  up the wall or over the hill. People do not count 
  as obstacles. 
   
   
  The numbers in the diagram represent PP. 
   
  Modifier Cost: +1:3 
  Endurance Cost: Add 
   
  Path: The Hero must be moving to have this 
  effect occur. The effect will follow the Hero and 
  will encompass the entire hex of each hex he 
  passes through. 
   
  Modifier Cost: +1:5 
  Endurance Cost: Add 
   
  Tron cycles come to mind. 
   
  Ring: This causes the power to form a ring (or 
  sphere) around the Hero with the power effect. 
  No objects within the ring (or sphere) will be 
  affected. Only those passing through the ring 
  (or sphere) or those caught along it's 
  circumference will feel the effect. Range is 
  determined by the effect to be applied just as 
  you would for an explosion. There must always 
  be a minimum radius of 1. The further the 
  ring’s edge is from the Hero, the weaker it will 
  be. Downgrade the power’s effective PP by 
  one point per hex from the Hero starting at the 
  first Hex (do not count the Hero’s hex). There 
  is no difference in cost for ring or sphere but 
  the Player must decide when the power is 
  purchased. The ring will be 1 hex high. 
  Additionally, by default the rings radius must 
  be determined upon purchase. A ring effect 
  with a 3 hex radius will always have a 3 hex 
  radius (unless the Player purchases Mobile) 
  and the effect will be 2 PP lower. 
   
  
   
   
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  The numbers in the diagram represent PP. 
   
  Modifier Cost: 
  • 
  +1:4 for standard ring 
  Endurance Cost: Add 
   
  Mobile: Normally a power with the ring 
  effect will always have the same radius but 
  with this Mod the radius can be any 
  distance up to the powers OCP and can 
  vary each time the power is used. 
   
  Mod Cost: 
  • 
  -1 MA 
  Endurance Cost: Add 
   
   
  Single: The Power will effect 1 entire hex. The 
  Player may buy multiple hexes but these 
  hexes must be adjacent to one another. The 
  Hero will get 1 hex initially (Power Level 1) and 
  1 additional Hex per Power Level. 
   
   
  The numbers in the diagram represent PP. 
   
  Modifier Cost: 
  • 
  +1:5 for Power Level 1 
  • 
  -1 MA per additional Power Level 
  Endurance Cost: Add 
   
   
   
   
   
   
  The following Mods can be attached to any 
  Area Effect. 
   
  Landscape: This is an area affect whose 
  dimensions are large scale. It causes a power 
  to change the dimensions used for hexes. 
  Choose any other form of Area Effect and 
  modify it with this cost and then exchange the 
  3 foot Hex with the modified size for hex. 
   
  Local: The effect will now cover one Acre 
  per hex. 
   
  Mod Cost: -1 MA 
  Endurance Cost: Add 
   
  Regional: The effect will now cover one 
  Mile per hex. 
   
  Mod Cost: -2 MA 
  Endurance Cost: Add 
   
  Epic: The effect will now cover 100 Miles 
  per hex. 
   
  Mod Cost: -3 MA 
  Endurance Cost: Add 
   
  System: The effect will now cover one 
  Astronomical Unit  (93,000,000 miles or 
  the distance from the Earth to the Sun) per 
  hex. 
   
  Mod Cost: -4 MA 
  Endurance Cost: Add 
   
  Stellar: The effect will now cover Light 
  Years (about 6 trillion miles) for purposes 
  of hexes. 
   
  Mod Cost: -5 MA 
  Endurance Cost: Add 
   
  Too powerful? Let’s look at it like this: 
   
  Ra is about unload a whole can of “I’ll fuck 
  your ass up” on an army of Set’s undead. 
  Ra uses his Sphere of Purification a 
  Wounding Attack of 10 SDm (+10 PP) with 
  the Mod Killing. It has a Range 1000 
  hexes (+3 PP). It has Area Effect / 
  Explosion (+10 PP this will change so 
  don’t add it yet). It also has Area Effect / 
  Landscape / Local (-1 MA changes the 
  
   
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  Explosion cost to +20). This blast can be 
  fired from up to 3000 ft away and will 
  deliver an explosion doing 10 DC KDm. 
  This damage will drop 1 DC for every 2 
  acres it travels through and will travel 20 
  acres in all directions. This is a diameter of 
  about 8000 feet. Wow, that’s something 
  else!! The reality of the situation though is 
  that only someone like Ra can spend 
  those kinds of points indiscriminately. Let’s 
  face it, that one power cost him 33 PP and 
  I don’t even want to think about the 
  Endurance expenditure. 
   
  Why have the power then? 
  We have included this modifier because it 
  keeps the door open to using Gods, 
  atomic bombs and interstellar vessels. Not 
  to mention weapons like Mass Drivers. 
  The Director should strongly consider 
  allowing Players to even purchase this as 
  a modifier. Perhaps he could force the 
  Hero to purchase additional restrictive 
  modifiers to offset its potency. 
   
  Static: This modifier does not change the 
  range but when applied, the modified effect will 
  not diminish its delivery with distance. Thus, an 
  explosion would do the same damage right to 
  the edge of its blast radius. 
   
   
  The numbers in the diagram represent PP. 
   
  Mod Cost: -1 MA 
  Endurance Cost: Add 
   
  Step: For any Area Effect that has a range 
  based on Power Level (like explosion) this 
  modifier increases it’s effective range. The 
  effect will travel 1 additional hex for every 
  Power Level. 
   
   
  The numbers in the diagram represent PP. 
   
  Mod Cost: -1 MA per Power Level 
  Endurance Cost: Add 
   
   
  Bane 
  Description: This is a particularly nasty modifier. 
  Every time the power encounters some type of 
  defense it will modify to pierce that defense in the 
  next phase. 
   
  System: Whenever the attack strikes a Targets 
  defenses it will take one phase to adjust. The next 
  attack will cut into the Target’s defenses more 
  efficiently. If the Target has defenses vs. this type 
  of attack then it will get to work on them next. This 
  Modifier will also cause the power to adapt to 
  defenses such as Desolidification, Dampening - 
  Shielding and Absorption - Defense. Bane will 
  even dig into natural SDf and reduce it to zero as 
  well. The power will be in effect for the duration of 
  one scene (fight scene). This is a structured 
  progression that works as such: 
   
  Hardened – one phase for adjustment - Normal 
  Value – one phase for adjustment - Half Value – 
  one phase for adjustment - No Value 
   
  X Tolerant – one phase for adjustment - Normal 
  Value – one phase for adjustment - Half Value – 
  one phase for adjustment - No Value 
   
  Immune – one phase for adjustment - Half Value – 
  one phase for adjustment - No Value 
   
  Modifier Cost: +2:1 
  Endurance Cost: Add 
   
   
   
   
   
   
   
  
   
   
  STUDiO187 
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  Bounce 
  Description: This Modifier grants a power the 
  ability to bounce off of a surface without effect 
  before striking its Target. 
   
  System: The Hero will be able to bounce his 
  power around corners, off ceilings, floors and just 
  about any object. For every Power Level the Hero 
  will be able to make one bounce with his power. 
  Add one Difficulty Level per bounce to the Hero’s 
  difficulty (or Target’s DV). This is a dynamite way 
  to hit Targets in the back (-3 to DV) while standing 
  in front of them. It is also good for getting attacks 
  around dangerous corners and into foxholes. The 
  number of bounces a power can deliver is virtually 
  unlimited. The number of bounces required to pull 
  off an effect is up to the Director.  
   
  Modifier Cost: +1:3 
  Endurance Cost: Add 
   
   
  Cargo 
  Description: This Modifier will allow the Hero to 
  use his power with additional Cargo. 
   
  System: For every Power Level the Hero will be 
  able to include 1 Cargo Point worth of material with 
  his power. Add the cost of this modifier when 
  calculating for OCP. 
   
  Modifier Cost: +1 PP per Cargo Point 
  Endurance Cost: Add 
   
   
  Chain 
  Description: This adder is kind of cool. It causes 
  a power to jump from one Target to another. 
   
  System: There are several factors involved in 
  making a power Chain. By default, the leaping 
  power will not affect a Target more than once, is 
  indiscriminant as to who it will strike and will only 
  leap to adjacent hexes. The effect will diminish one 
  Power Point (not Power Level) per transition and 
  will continue to leap until it runs out of Targets or 
  out of power, (which ever comes first). 
   
  Modifier Cost: +1:3 
  Endurance Cost: Add 
   
   
  The numbers in the diagram represent PP. 
   
  Distance: This is the amount of hexes the 
  power will leap to strike a new Target. The 
  power will jump one hex per Power Level to hit 
  a new Target. 
   
  Mod Cost: -1 MA per Power Level 
  Endurance Cost: Add 
   
  Discriminate: The power will only affect 
  Targets of the Hero's choice. There are two 
  levels of this Mod. The first will keep the power 
  from affecting the Hero. The second will keep 
  the power from affecting anyone the Hero 
  does not wish to be affected. 
   
  Mod Cost: 
  • 
  -1 MA for Hero only 
  • 
  -2 MA for anyone 
  Endurance Cost: Add 
   
  Multi-Pass: The power will continue to leap 
  until it runs out of juice. It will strike Targets 
  regardless of whether they have been struck 
  already or not. It will also strike the closest 
  Target first. It could even bounce between two 
  Targets over and over again, until it ran its 
  course. 
   
  Mod Cost: -1 MA 
  Endurance Cost: Add 
   
   
  Chorus 
  Description: This modifier allows a Hero to ban 
  together with others to perform a more potent 
  result. 
   
  System: There are two variants to Chorus, Cult 
  and Team. Their system descriptions are listed 
  below. 
   
  Choose from the following Variants: 
   
  Cult: This version does not require the 
  followers to have any powers. The Hero (lead) 
  has to have the power and the followers 
  
   
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  Power Modifiers 
  STUDiO187
   
  merely have to concentrate on the Hero. The 
  level of concentration must be absolute and 
  the followers must be dedicated to the Hero’s 
  intent. The Hero will gain +1 PP equal to the 
  square root (round down) of the number of 
  followers. The Hero will need the skill Power 
  Conductor and will roll his Power Conductor 
  level + his Will against a Competent Difficulty 
  (12). For every point he rolls over the difficulty 
  he will be able to gain 1 point from the Cast. 
  This is of course limited to the number of 
  points the Cast can give him. When adding the 
  gained points to the power, the Hero has to 
  factor in every modifier except Chorus. 
   
  Modifier Cost: +1:1 
  Endurance Cost: Add 
   
  Lord D’nkhi is high priest of the Uk’lani cult. 
  They wish to bring about a meteor strike on 
  the town of Salem. Lord D’nkhi has Ranged 
  Wounding at Power Level 7 (+7 PP) with the 
  Mod Killing (+7 PP) and the modifiers Chorus / 
  Cult (+7 PP) and Area Effect – Single - 1 hex 
  and Landscape / Regional (+1:3 or +3 PP). 
  This will allow him to deliver 7 DC KDm to 
  everything within a 1-mile hex (this cost him a 
  total of +24 PP). This is pretty devastating but 
  most buildings should be able to survive with 
  minor damage and anyone inside should be 
  fine. This is where the chorus comes in. Lord 
  D’nkhi is level 8 in Power Conductor. He has 
  managed to suck in 72 followers. This gives 
  him a maximum of 8 extra PP to use. His Will 
  is a 6, his Power Conductor skill level is 8 and 
  he rolls an 8. This gives him a total of 21. This 
  roll will give him a potential of 9 extra points. 
  The number of followers he has will only allow 
  him to get 8 extra points so that is what he 
  gets. 
   
  So, what is the end result of all this chanting 
  and casting? He pumps 3 PP into the DC and 
  3 PP into Killing, giving him 10 DC KDm. He 
  also has to allocate 2 more points to cover the 
  Area Effect. He exacts his revenge on the 
  town of Salem by delivering a blanket of death 
  and destruction across a one-mile radius.  
   
  Everything within a one-mile radius will suffer 
  10 DC KDm. This is enough to destroy most of 
  downtown and kill a great deal of its 
  inhabitants.  
   
   
   
  Team: One Hero must play the “lead” while 
  the others take the supporting roles. The lead 
  will make the UP – Skill roll and will generally 
  be the highest level. All of the supporting Cast 
  must also have the same power, same FX and 
  same modifiers, especially this one. They do 
  not have to be the same Power Level however 
  nor is there any requirement or limitation to the 
  number of people who can participate. The 
  Power Level used will be equal to the total of 
  all whom are participating. The lead will make 
  his skill roll at a minus equal to the number of 
  supporting Heroes. Additionally, all members 
  of the chorus must use this as their action for 
  the phase. 
   
  Modifier Cost: +1:1 
  Endurance Cost: Add 
   
   
  Charges 
  Description: This is a limiter that allows a power 
  to only be used a certain number of times. 
   
  System: Charges may represent a gun with a 
  limited number of shots, a magic spell that can 
  only be cast a few times a day, and so forth. Each 
  Charge only lasts one phase (or one use). Thus, 
  charges of powers such as Force Field or Armor 
  are of very limited usefulness. 
   
  Amount: This is the number of times the 
  power can be used before it needs to be 
  refueled or recharged. This is generally 
  accomplished one of several ways. 
   
  Modifier Cost: 
  • 
  -1:2 for 1 
  • 
  +1 MA for up to 6 
  • 
  +2 MA for 7-20 
  • 
  +3 MA for 21-50 
  • 
  +4 MA for over 50 
  Endurance Cost: Same 
   
  The number of charges represented in the 
  cost is approximate and can be less. This will 
  be between the Player and the Director. Most 
  players will go for the maximum but in some 
  cases the Director may rule it a smaller 
  number. He could give a bonus to the creation 
  roll if the player is designing a weapon for a 
  few less charges (the Amount from above). 
   
   
   
  
   
   
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  Recovery: There are several different ways to 
  recover the charges so that they may be used 
  again. 
   
  Activity: The Hero must perform an action 
  that will replenish his charges. This action 
  must be defined and needs to take a 
  significant amount of time. Not as long as 
  sleep but it could be if the number of 
  charges is high. This might include 
  meditation or study. Assume 1 charge per 
  10 minutes as a baseline. 
   
  Modifier Cost: No Extra 
   
  Clips: Each clip holds the number of 
  charges (the Amount from above). The 
  Hero should be allowed to carry as many 
  clips as is logical. A soldier usually carries 
  6 clips for his rifle. If he were not traveling 
  through the jungle and didn't have to carry 
  all that shit, he might carry as many as 20. 
  The Clips option is purchased to represent 
  that the Hero can carry extra ammo with 
  him. It takes 1 full phase to reload a clip or 
  one charge in a non-clipped weapon (like 
  a bolt action rifle or a double barrel breach 
  loader).  
   
  Modifier Cost: +1 MA 
   
  A pistol might have a clip limit of 20 but 
  only holds 12. The Hero might be able to 
  get an extended clip at a later time that 
  could give him a few more rounds. The 
  main reason the designer engineered the 
  gun this way was to give him a break on 
  the difficulty roll needed to get the gun built 
  or because he missed his design roll by a 
  few points. 
   
  Rest: The Hero needs to get 1 full cycle of 
  sleep to regain his charges. But will gain 
  them all upon awakening. 
   
  Modifier Cost: No Extra 
   
  Torper: The same as rest except the 
  Hero only receives 1 charge per sleep 
  cycle. 
   
  Modifier Cost: -1 MA 
   
   
   
  Retrievable: This ammo can be picked up 
  and used again. 
   
  Modifier Cost: +1 MA 
   
  Arrows, bolts, synth-web lines, caltrops 
  and 
  throwing 
  knives 
  are 
  all 
  good 
  examples. 
   
   
  Components 
  Description: Components are physical objects 
  that the Hero must have to use his power. 
   
  System: This generally means that the Hero is 
  going to need one handful of a common material. 
  This material must be on the Hero at the time of 
  use and he must be physically able to access it. 
   
  Modifier Cost: -1:5 
   
  The following Variants may be used to 
  enhance the Modifier: 
   
  Expendable: These types of components are 
  destroyed upon using the power. They 
  generally crumble and turn to dust or dissipate 
  into smoke.  In some cases they will just loose 
  their special properties. 
   
  Modifier Cost: -1 MA 
   
  Internal: This type of component is either 
  injected into or consumed by the Hero. The 
  components effects will last for the entire 
  scene. The component is naturally destroyed 
  during its use and cannot be combined with 
  Expendable. It’s important to realize that the 
  component doesn’t help anyone other than the 
  Hero. He couldn’t give it to someone else and 
  see the same results. His power is triggered by 
  this component. 
   
  This is a great way to simulate the Under Dog 
  Power pill or even Marine Boy’s water 
  breathing gum. 
   
  Modifier Cost: +1 MA 
   
  Quantity: This causes the Hero to provide a 
  larger amount of the component as fuel for the 
  power. The amount is measured in Cargo 
  Points. If the Hero wants it to be more then he 
  may, but it will only be for flavor (not points). If 
  
   
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  Power Modifiers 
  STUDiO187
   
  the Hero specifies a living being then he must 
  kill that being just before invoking the power. If 
  the Hero specifies something larger than a car 
  then it is up to the Director to allow 
  Expendable as an additional modifier. The 
  Hero may not use more than one component 
  (per power) if he adds this modifier. Any 
  additional components will be considered part 
  of the Cargo Points. The maximum amount of 
  Cargo Points that may be used for this 
  modifier is 6. 
   
  Modifier Cost: -1 MA per 2 Cargo Points 
   
  Value: The Hero may increase the value of the 
  required components. 
   
  Slightly 
  Valuable: 
  Examples 
  would 
  include: 
  Ivory, 
  gold, 
  Semi-Precious 
  Stones, An animal – lamb, dove or specific 
  insect like a black widow. 
   
  Modifier Cost: -1 MA 
   
  Very Valuable: Examples would include: 
  A human sacrifice, Precious Stones, Rare 
  or 
  Dangerous 
  Animal, 
  Specifically 
  ornamented object. 
   
  Modifier Cost: -2 MA 
   
  Exceptionally Valuable: Examples would 
  include: One of a kind artifact, Power 
  Core, 
  a 
  nearly 
  extinct 
  animal, 
  an 
  exceptionally expensive item. 
   
  Modifier Cost: -3 MA 
   
  Range: This allows the Hero to be within the 
  vicinity of the material rather than having it in 
  his possession. If the Player chooses a 
  component that has a value then the Director 
  will 
  decide 
  whether 
  he 
  can 
  purchase 
  Expendable. The Hero should not be allowed 
  to just destroy other people’s stuff by invoking 
  his 
  power. 
  It 
  would 
  make 
  the 
  game 
  unbalanced. 
   
  Modifier Cost: +1 MA per hex of range 
   
   
   
   
   
  Control 
  Description: These modifiers affect the control of 
  the power. They can make it better, worse or even 
  uncontrollable. A Player who wishes to make a 
  colorful Hero concept is going to find it hard to stay 
  away from these little gems. 
   
  System: Beat the CV on 2d10 
  For powers that are only used when challenged 
  (Armor, Entangle, Super Stat) the Player will only 
  make the Control Roll when the power is 
  challenged. Thus, Armor would be tested every 
  time it was struck, not every phase it was on. If a 
  power requires a Control Roll, then the Player will 
  roll 2d10. He will be trying to beat a Control Value 
  (CV). The CV for the following modifiers start at 8.  
   
  Use the cost below as the Base Cost for the 
  Variants. Most of them will have modifiers to this 
  cost. 
   
  Modifier Cost: -1:4 
   
  Ablative: Ablative Powers work fine the first 
  time, but then receive a Control Roll that must 
  be beaten every phase the power is used for 
  the Power to work. With each use of the 
  Ablative Power, the CV increases by 1. 
  Endurance costs are paid whether the Power 
  works or not. If the power fails, the CV still 
  goes up by 1 and the Hero may still try to use 
  it. Ablative Powers return to their starting state 
  by the next scene or under circumstances 
  defined by the Director. The first use will not 
  require a roll. The CV starts at 8 for its second 
  use. The CV will increase to a 9 for the third 
  use. This process will continue until the Player 
  can no longer beat the CV (20). The Player 
  can decrease this effect by raising the usage 
  level. For every extra usage level the Player 
  will stay at each level an extra phase. Thus, for 
  a cost of +1 MA, the first two uses would be 
  without a roll. The next two would be at a CV 
  of 8 and so on. 
   
  Modifier Cost: 
  • 
  -1 MA for Ablative 
  • 
  -1 MA for every +2 CV base 
  • 
  +1 MA for rarely used powers 
  • 
  +1 MA per extra usage level 
   
  Activation: A Power with Activation is less 
  reliable 
  than 
  normal, 
  and 
  only 
  works 
  sometimes. The Player makes a Control Roll 
  trying to defeat the power's CV. Control Rolls 
  
   
   
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  must be made every phase the power is in use 
  or tested (see Ablative above), after paying the 
  Endurance cost for the Power. If the Control 
  Roll fails, then the Power doesn't work. This 
  resembles Ablative but the CV never goes up. 
   
  Modifier Cost: 
  • 
  Base Cost 
  • 
  -1 MA for every +2 CV base 
  • 
  +1 MA for rarely used powers 
   
  The Blink can Teleport but it requires him to 
  make a Control Roll every time he tries. His 
  Base CV is 12. He will have to roll a 13 or 
  better on 2d10 every time he uses his power. If 
  he rolls a 13 or less the power will not work. 
  He has to pay the Endurance cost whether it 
  works or not. 
   
  Always On: With this modifier the Hero’s 
  power is always on by default. The power 
  stays on even if the Hero goes unconscious 
  and Powers with this Modifier cannot be 
  pushed. But, a Player can buy the power again 
  without this modifier and add the two together 
  by activating the second power. There is no 
  Endurance spent on powers that are always 
  on. 
   
  Some powers are not fitting to this modifier 
  and it will be a Directors call whether the 
  Player may purchase the Modifier for the 
  power or not. The cost for Always On powers 
  is subjective. If it truly benefits the Hero to 
  have the power on all the time then it will cost 
  extra (+1:4 for the base cost) but if it is going 
  to be a hardship for the Hero then he will gain 
  retribution for the Modifier (-1:4 for the base 
  cost). 
   
  Modifier Cost: 
  • 
  - for powers of hardship  
  • 
  + for beneficial powers 
  • 
  -1 MA for great hardship 
   
  Scott has a Ranged Wounding attack that is 
  always on. He has to wear a special type of 
  lenses that are immune to the blast. This blast 
  has an incredible range and does a shitload of 
  damage. The Director allows him to take the 
  Great Hardship bonus. The retribution for this 
  modifier is –1:3 (-1:4 base retribution plus an 
  addition –1 MA for Great Hardship). 
   
   
  Reversible: This option allows the Hero to 
  turn the power off. When doing so, the 
  Hero must pay the Endurance cost the 
  entire time the power is off (even powers 
  like armor) and it requires a slight level of 
  concentration. Falling asleep or being 
  startled could reactivate the power. Use 
  the Endurance Dial modifier to determine 
  the Endurance cost for powers that don’t 
  normally have one. 
   
  Modifier Cost: +1 MA 
   
  Burnout: This modifier requires a Control Roll 
  after the power is used. If the roll fails, then the 
  Power is burned out and is unavailable for use 
  until recovered. The recovery will happen after 
  the end of the scene or can be up to the 
  Director. 
   
  Modifier Cost: 
  • 
  -1 MA for every +2 CV base 
  • 
  +1 MA for rarely used powers 
   
  Tin Man has a prototype cyber arm with a 
  plasma blaster built into it. The weapon has a 
  problem with heat dispersal. Every time Tin 
  Man fires the weapon it has a chance of 
  shutting down. The weapon will not reactivate 
  until it has had a significant amount of time to 
  cool off. 
   
  Concentrate: A Power with a Concentrate 
  Modifier requires the Hero to concentrate 
  partially or totally on the task of turning on and 
  using the Power. As a result of the 
  concentration, the Hero will be at either half 
  their normal Defense Value (Evasion), or at a 
  DV (Ev) of zero. Once the Hero begins using 
  this Power, they are aware of little to nothing 
  around them. Thus, if their concentration is 
  broken either voluntarily, or by a successful 
  attack against them, the Power turns off and 
  any necessary preparations must be made 
  again. 
   
  Modifier Cost: 
  • 
  -1 MA for ½ DV and Ev 
  • 
  -2 MA for 0 DV and Ev 
   
  Fine Control: A Power with Fine Control can 
  be used like a tool. Wounding could be used to 
  carve or shape, heat or cool objects and weld 
  metals. Telekinesis could be used to open 
  doors, tie shoelaces or write a letter. All Fine 
  
   
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  Power Modifiers 
  STUDiO187
   
  Control usage will require a Use Power (UP) 
  roll versus a Difficulty set by the Director. This 
  is unless it is being used against a Target, in 
  which case the Target gets to resist per norm. 
  Complex uses may require the Hero to have 
  an appropriate professional skill as well. Fine 
  Control could even be used to pull off really 
  amazing stunts such as carefully burning all 
  the oxygen out of the room, shooting a hole in 
  a gas tank without igniting the gas, or other 
  dramatically 
  heroic 
  deeds, 
  all 
  with 
  the 
  appropriate 
  Difficulties 
  assigned 
  by 
  the 
  Director. Use the Base Control cost as an 
  adder rather than a minus (+1:4 rather than –
  1:4). 
   
  Modifier Cost: + the Base Control Cost 
   
  Jamming: Jamming works much the same 
  way as Burnout, except the Jamming Roll is 
  made before the use and Endurance costs for 
  the Power are still paid. 
   
  Modifier Cost: 
  • 
  -1 MA for Jamming 
  • 
  -1 MA for every +2 CV base 
  • 
  +1 MA for rarely used powers 
   
  Side Effects: Side Effects cause bad things to 
  happen to the Hero when he uses his Power. 
  The Hero suffers the Side Effects every time 
  the Power is used.  
   
  Caustic: The Hero will take 1 Hit and 5 
  Stun per Power Level of the modifier every 
  time he uses the power. He will have no 
  defense from this damage. 
   
  Modifier Cost: 
  • 
  Base Cost for Power Level 1 
  • 
  -1 MA per additional Power Level 
  • 
  +1 MA for rarely used powers 
   
  Damage: The Hero will deliver several 
  spots of damage wherever he uses the 
  power. This damage, while superficial 
  leaves behind a serious clue as to who 
  was there. The type of damage should 
  reflect the modified power. 
   
  Modifier Cost: 
  • 
  Base Cost 
  • 
  -1 MA for serious damage 
   
  Hot Foot has a Fire Blast Wounding Attack 
  but it has flames that fly off of it and land 
  nearby causing secondary burns wherever 
  he goes. This is not a problem on the 
  street, as they will harmlessly burn 
  themselves out. But in a house he could 
  cause the whole building to burn down. 
   
  The Stranger's dimensional doors warp 
  whatever material they come in contact 
  with. This may not cause him a load of 
  trouble but it will let any enemy of his know 
  where he's been and nobody wants him 
  using those damn things from their house. 
   
  Resilient: Resilient Powers do not turn off 
  when the Hero is stunned or unconscious. 
  These powers are not Always On, but the Hero 
  must actively turn the power off. Watch out 
  when using heavy Endurance powers with this 
  modifier, a Hero could go unconscious for 
  quite 
  a 
  long 
  time 
  given 
  the 
  right 
  circumstances. Use the Base Control cost as 
  an adder rather than a minus (+1:4 rather than 
  –1:4). 
   
  Modifier Cost: + the Base Control Cost 
   
  Force Fields, Force Walls and Teleport – 
  Portal are all great examples of when to apply 
  the Power Modifier. 
   
  Uncontrollable: Powers with this Modifier are 
  not under the Hero's control. Although the 
  Hero possesses the Power, he cannot 
  consciously turn it on. The Power only works 
  whenever and however the Director chooses. 
  The Director will choose whether he believes 
  this modifier is appropriate to his campaign 
  and whether he feels like dealing with this. 
   
  Modifier Cost: -2 MA 
   
   
  Crossover 
  Description: This modifier will allow a power to 
  cross The Membrane and affect Targets in other 
  dimensions. 
   
  System: The Hero will have to be able to observe 
  his Target with a Targeting sense and must specify 
  the dimension he wishes to be able to do this (or 
  may specify any for an additional cost). If the Hero 
  specifies The Membrane, he will be able to affect 
  Targets within The Membrane to include ethereal 
  
   
   
  STUDiO187 
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  Targets (such as Ghosts). See Crossover in the 
  Sons of Fuzion section for more detail on The 
  Membrane, Ethereal beings and other dimensional 
  matters. 
   
  Modifier Cost: 
  • 
  +1:5 for 1 dimension 
  • 
  -1 MA for 5 dimensions 
  • 
  -2 MA for any dimension 
   
   
  Draining 
  Description: The use of this power causes 
  another power or stat to be lowered. 
   
  System: It is a PP per PP exchange and works the 
  same way Adjustment Powers work. The Player 
  specifies which power or stat is to be affected. For 
  every Power Level of Draining that is purchased 
  the Hero will drop his affected power or stat 1 PP. 
  This is of course with no defense. The affected 
  power or stat will return at 1 PP per phase. 
   
  Modifier Cost: 
  • 
  -1:5 for 1 Power Level 
  • 
  -1 MA each additional Power Level 
  • 
  +1 MA for rarely used powers 
   
   
  Durable 
  Description: This modification causes a power to 
  be extremely tough when it comes to adjustments 
  from a Target. 
   
  System: This modification is bought for an 
  individual power rather than the entire Hero (as 
  opposed 
  to 
  Power 
  Defense). 
  Subtract 
  the 
  Durability from the Adjustment before applying the 
  Adjustment to the power. The power will have 3 
  points of defense per Power Level 
   
  Modifier Cost: +1 PP per Power Level 
   
   
  Duration 
  Description: This modifier allows the Player to 
  add a duration effect to a given power. 
   
  System: When attached to Attack Powers the 
  Hero will need to score a hit. Once the hit is made, 
  the Hero does not need to roll for the continuing 
  effect on the following phases. All duration effects 
  must have a way to dispel or cancel the effects 
  that is reasonably common and should be 
  somewhat obvious. This power is not limited to 
  Attack Powers and Players are encouraged to be 
  creative. 
   
  For a continuing Fire Blast, the Player would roll to 
  hit. If successful, the Target would take normal 
  damage that phase and would continue to take 
  damage as specified by the type of duration or until 
  the Player could stop, drop and roll to put himself 
  out. 
   
  Boost: This modifier will give the power a 
  longer duration. For every Power Level of 
  Boost, the powers duration will be increased 
  by that multiple. 
   
  Modifier Cost: 
  • 
  +1:4 for Power Level 1 
  • 
  -1 MA each additional Power Level 
  Endurance Modifier: Add 
   
  3 Levels of Boost will increase the duration by 
  x4. 
   
   
  Hazard has a caustic touch. This is a 
  Wounding Attack that has 2 phases of 
  Duration attached to it. This was a +1:2 cost 
  modifier. When his attack lands, the damage 
  will be delivered for two additional phases. So, 
  if his scored 12 points of damage on his hit, it 
  would continue to do 12 points of damage for 
  two more phases. 
   
  Continuous: This is a tricky Modifier to work 
  with and will not be the idea choice for many 
  powers. It allows a power to be in effect for 
  longer than usual. In this version, the time is 
  measured on the Time Table. The power will 
  step down once for the first Power Level and 
  will continue to step down once more for every 
  additional Power Level allocated to the 
  Modifier. The Director should take time to 
  consider the ramifications of allowing this 
  Modifier to be attached to any given power and 
  he can make special conditions as he sees fit. 
   
  Modifier Cost: 
  • 
  +1:5 for Power Level 1 
  • 
  -1 MA each additional Power Level 
   
  A perfect use of this power would be Entangle. 
  Normally, the Entangling will stick around until 
  it is removed, destroyed or dissipates through 
  natural causes (like ice). By placing a Duration 
  
   
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  Power Modifiers 
  STUDiO187
   
  on it, the substance will disintegrate on it’s 
  own, leaving little to no trace. 
   
  By attaching this to Spore Zombies, the Hero 
  could increase their life span. With two Power 
  Levels, his Zombies would deteriorate at rate 
  of 5 PP a day to 5 PP per month. 
   
  Wounding is a good example of a power not 
  truly suited for this Modifier. If the wounding 
  attack did 60 points of damage and had a 
  Duration of 1 hour then it would deliver 60 
  points of damage over that hour. Thus, a 
  Target hit with it would take 1 point of damage 
  every minute. 
   
  Interactive: With this version, the Hero has 
  direct control over the powers duration. It turns 
  off when he turns it off. Apply all effects each 
  phase at the same intensity. If the Target 
  dispels the power then the Hero will need to 
  reactivate it to affect the Target any further. 
  Additionally, the Hero needs to pay the 
  Endurance cost each phase. 
    
  Modifier Cost: +1:1 
   
  Tapering: This modifier will cause a power to 
  continue its effects at a diminishing rate. The 
  power in question will diminish 1 Power Level 
  per phase. In the case of Attack Powers a 
  Target’s defenses may or may not help the 
  Target deal with the power each phase. It will 
  depend on the situation and the Director’s 
  decision.  
   
  Modifier Cost: +1:1 
   
  A 6 DC SDm Wounding Attack would do 6 DC 
  on the initial attack. The Hero could then focus 
  on another action the next phase and the 
  Target would take 5 DC the next phase. The 
  Target could kill the Hero in the next phase 
  and would still take 4 DC. And unless he 
  manages to dispel the effect, he will take 3 DC 
  the next phase, then 2 DC and finally 1 DC. 
   
   
   
  Effect Group 
  Description: This limitation causes the Hero’s 
  power to only effect certain subjects. 
   
  System: It's an extremely logical modifier for many 
  powers. A good example would be an EMP burst 
  that would only affect Technology. If the power is 
  used on any group other than the ones specified, 
  there would be no effect. If the Player purchases 
  more than one group per power, add the MAs to 
  get the modified cost. Thus, if the Player were to 
  purchase Magic and Undead it would cost him -
  1:5. 
   
  Undead: Only affects creatures that are 
  soulless or have their soul detached from The 
  Gaia or once living creatures that have been 
  animated. 
   
  Modifier Cost: -1:3 
   
  Magic: Only affects beings, powers or items 
  using Mana as a power source. As for magic 
  using people this requirement is not to include 
  Spell Casters (Witches and Warlocks) only 
  True Mages (See the Magic Skin). 
   
  Modifier Cost: -1:3 
   
  Technology: Only affects objects that rely on 
  machinery or electronic equipment. Like 
  robots, cybernetics, computers, vehicles and 
  the like. 
   
  Modifier Cost: -1:4 
   
  Inorganics: Only affects non-living tissue. The 
  only thing this power will not work on is living 
  tissue. These materials will also include those 
  that were once alive. 
   
  An Oak table would not be affected, as would 
  an ivory necklace. Even a sheet of paper could 
  not be affected. 
   
  Modifier Cost: -1:4 
   
  Elementals: Only affects the race of creatures 
  known as elementals or items using elemental 
  essence. See Hell’s Cookbook and Sons of 
  Fuzion for explanations of Elementals. 
   
  Modifier Cost: -1:2 
   
  Psionics: Only works on powers, creatures 
  and items of a psionic nature. 
   
  Modifier Cost: -1:3 
   
  Sin: Only works on powers, creatures and 
  items that use Sin as their power source. See 
  
   
   
  STUDiO187 
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  Hell’s Cookbook for explanations of Sin (you 
  can use the term evil in a pinch). 
   
  Modifier Cost: -1:2 
   
  Specific: Used to get more specific with the 
  other Effect Groups. The player must be even 
  more specific then the group requires. 
   
  Modifier Cost: -1 MA 
   
  Damian has a zombie slaying sword that does 
  extra damage against zombies. This is a 
  second Wounding attack linked to the original 
  Wounding Attack of the blade. However the 
  secondary Wounding attack only affects 
  undead and more specifically, only zombies. 
  He will receive a –1:2 retribution for the 
  second Wounding Attack. 
   
  Virtue: Only works on powers, creatures and 
  items that use Virtue as their power source. 
  See Hell’s Cookbook for explanations of 
  Virtue (you can use the term good in a pinch). 
   
  Modifier Cost: -1:2 
   
  Directors may feel free to modify these costs 
  based on the frequency of their appearance in their 
  campaigns. If the Cast is going to be fighting 
  undead on a regular basis then the Director may 
  reduce the retribution the Hero gets from the 
  Modifier. Additionally, you may use this as a guide 
  to add more Variants to your list. This may be 
  necessary to incorporate creatures or items not 
  found in Dark Millennium. 
   
   
  Endurance Dial 
  Description: This modifier covers all types of 
  Endurance adjustments. 
   
  System: Adjust Endurance expenditure as per 
  Variant description. 
   
  On: This modifier causes the power to use 
  Endurance. It is also allows the Endurance 
  cost to be escalated. Adding this to a power 
  with no Endurance cost will cause it to use 1 
  Endurance point per 2 OCP of the power. If 
  the Power Level of this Modifier is increased, 
  then multiply it by the Endurance Cost. Thus, a 
  Power Level 3 will cause the Power to use 3 
  Endurance points per 2 OCP. 
   
  For powers with an Endurance Cost already, 
  you should assume they inherently have the 
  Endurance Dial built into them. The Player will 
  get the base cost back at Power Level 2 and 
  additional points as he progresses up Power 
  Levels. 
   
  Modifier Cost: 
  ••  
  -1:3 
  ••  
  -1 MA per Power Level 
   
  Grondex is casting his new Fire Ball spell. It 
  uses 4x the normal Endurance. The Player 
  (Mike) chooses to increase the Endurance 
  usage for Wounding. As you know, Wounding 
  uses 1 Endurance per 2 OCP normally. This 
  means 
  that 
  Wounding 
  inherently 
  has 
  Endurance Dial – On at Power Level 1 (it’s sort 
  of an invisible modifier until turned up). Mike 
  cranks the dial up 3 more Power Levels to 
  Power Level 4 or 4x Endurance cost. This will 
  give him back –1:1. He gets nothing back for 
  Power Level 1 because the power costs 
  Endurance naturally. So his first retribution is 
  at Power Level 2 and he gets –1:3. By pushing 
  it two more Power Levels he brings it to –1:1. 
   
  Off: This modifier causes the power to use no 
  Endurance. 
   
  Modifier Cost: +1:3 
   
  Half Cost: This modifier causes the power to 
  use 1/2 the normal Endurance. 
   
  Modifier Cost: +1:4 
   
   
  Extension 
  Description: The Hero is able to extend his power 
  to others. 
   
  System: This Modifier allows the Hero to extend 
  his powers to another individual. How this occurs 
  depends on the Variant. He may only affect as 
  many Targets as the modified power allows. You 
  should assume that most items already posses 
  this modifier inherently and should not require or 
  allow this modifier to be added to them. 
    
  Assimilate: The Hero is able to cause a 
  power that normally only affects him to affect a 
  Target. The Hero pays the Endurance and has 
  full control over the power. If the Extension is 
  
   
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  Power Modifiers 
  STUDiO187
   
  an attack then the Target must be allowed to 
  evade even if he wouldn't really see it (like 
  Shifting). 
   
  Modifier Cost: +1:3 
  Endurance: x2 
   
  Lend: The Hero is able to lend the power to a 
  Target to use. The Target has full control of 
  the power and must pay the Endurance cost. 
  The Hero cannot use the Power Points lent to 
  the Target but he may take it back whenever 
  he wishes. Additionally, he still may use 
  whatever power points he has left in the 
  power. 
   
  Modifier Cost: +1:4 
   
  Dog Fight gives Killverine the power of Flight. 
  Killverine will have to pay the Endurance cost 
  and will be able to fly so long as Dog Fight 
  does not take his power back. Every point that 
  Dog Fight has given Killverine to use for Flight 
  is a point he cannot use for himself. 
   
  Share: The Hero is able to allow others to 
  share his power at the same Power Level he is 
  able to use it. He will also retain the power for 
  his own use. All those using the power will pay 
  their own Endurance cost. 
   
  Modifier Cost: +1:2 
   
   
   
  Focus 
  Description: When making a focus, the Player 
  creates an empowered item. 
   
  System: This is used to generate powered items 
  for Heroes to use. If the Hero looses the item he 
  also looses those powers until the item is regained 
  or replaced. Foci are divided into two types: 
   
  Attached: An Attached Focus may be 
  removed 
  from 
  a 
  non-resisting 
  Player 
  (unconscious, cooperating, etc.) in one Round. 
  If removing the Focus would cause the Player 
  any Damage (a cybernetic eye, metal skeleton, 
  etc.), then the Focus Modifier should not be 
  taken and the Player needs to purchase the 
  item as a power. 
   
  Modifier Cost: -1:2 
   
  Grabbable: A Grabbable Focus may be taken 
  away from the Player with a disarm maneuver 
  or a grapple – item maneuver. It can basically 
  be removed in one Phase. 
   
  Modifier Cost: Same cost in OP (1/5) 
   
  Do not use this in conjunction Item Designer. It is 
  the quick and dirty way to make Focused items 
  and is not compatible with the item designer. 
   
   
  Gestures 
  Description: This modifier causes the Hero to 
  have to perform a task of some sort to cause the 
  power to work. 
   
  System: A Gesture could be hand motions, 
  spoken phrases, stomping his foot on the ground, 
  spinning around, whatever. The gestures must be 
  performed before the power kicks in. If the Hero is 
  struck and damaged before the power goes off 
  then it will be disrupted and will not occur. The 
  Hero may also option to require that the gesture be 
  maintained during the duration of the power. This 
  may only be added if the power has an extended 
  duration (longer than 1 phase). If the Hero is 
  unable to perform the gesture then he will not be 
  able to use the power. 
   
  For Fists of Fuzion fans: You can use the 
  Gestures and specify Martial Art Maneuver. Then 
  generate maneuvers that have the Advanced 
  Modifier – Power (use the Powers name). Every 
  Maneuver with this power attached to it may use 
  the power whenever the maneuver is performed. 
   
  Modifier Cost: 
  • 
  -1:3 
  • 
  -1 MA for duration option 
   
  Ling Chi has the power Teleport. He attaches 
  Gestures to it and specifies Martial Art Maneuver. 
  Now he builds two Maneuvers. 
   
  Long Step Kick: This Maneuver allows him to 
  teleport across the room and land with a kick 
  to the Target. 
   
  Shadow Step: This Maneuver allows him to 
  dodge by teleporting to another part of the 
  room. 
   
   
  
   
   
  STUDiO187 
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  Hardened 
  Description: This is a counter measure for 
  Defense Piercing attacks. 
   
  System: If the Hero's Defense is hardened and he 
  is struck by a Defense Piercing attack, he will 
  totally ignore the Piercing modifier. If it is an 
  Ignoring attack, the Player may be able to gain half 
  defense value, depending on the type of attack. 
  This is a Director's call. 
   
  Modifier Cost: +1:3 
   
   
  Humanity 
  Description: This modifier causes the power to 
  cost the Hero Humanity to use. 
   
  System: Every time the Hero uses the power he 
  will lose Humanity. The Hero will lose 1 point of 
  Humanity per OCP. This Humanity is recovered at 
  the rate equal to the Hero’s Will Power per day. 
   
  Modifier Cost: -1:3 
   
   
  Indirect 
  Description: This Modifier allows a power to strike 
  from a source other then the Target. 
   
  System: Indirect allows a Power to ignore 
  intervening barriers between the Hero and the 
  Target. This is unless of course there is no 
  opening for the power access to the Target. A 
  lightning bolt from the sky would not have to go 
  through a Force wall between the Hero and the 
  Target. If the same force wall went over the 
  Target’s Head, then that would be another story all 
  together. Range penalties apply to the use of an 
  Indirect Power, and are calculated from the Hero 
  to the Target. The Target will get his normal DV 
  against this attack but will suffer an ambush 
  penalty if he is unaware that the Hero can perform 
  this trick. Generally, Indirect Powers always 
  originate in a certain location in relation to the Hero 
  (like the sky, the ground or perhaps electrical 
  wires), and must always Target away from the 
  Hero. For additional cost, the location of this point 
  of origin may vary. 
   
  Modifier Cost: 
  ••  
  +1:4 for a fixed point of origin 
  ••  
  -1 MA for variable distance 
  Knockback Dial 
  Description: This dial modifies a Wounding 
  attacks knockback effect. 
   
  System: See each Modifier for the system rules. 
   
  On: This is for high impact powers that do 
  damage with a wholop of a punch. When 
  delivering knockback, multiply the DC by the 
  Power Level for purposes of calculation. The 
  initial cost should be assumed to be Power 
  Level 1. 
   
  Wounding should be assumed to already be 
  Power Level 1 and the Player will not begin to 
  pay the cost until he reaches Power Level 2. 
   
  Johnny Robo fires a concussion grenade into 
  the room. It does 8 DC SDm. He has also 
  attached Knockback Dial at Power Level 2. 
  Everyone who is hit with this blast will take 
  knockback as if it were from a 16 DC blast. 
   
  Sonic attacks, explosions, accelerated kinetic 
  punches would all be good examples. 
   
  Modifier Cost: 
  • 
  +1:4 for Power Level 1 
  • 
  -1 MA per additional Power Level 
   
  Half: This is for low impact powers that do 
  damage that have little punch. Halve the 
  knockback effect. 
   
  Lasers, light sabers, or slasher rounds are 
  both good examples for this Modifier.   
   
  Modifier Cost: -1:4 
   
  Zero: This is for powers that do non-impact 
  damage. There will be no knockback effect for 
  the attack. 
   
  Acid, Microwave Laser, Phasers or a Ghost 
  Blade would all be good examples for this 
  Modifier 
   
  Modifier Cost: -1:3 
   
   
   
   
   
  
   
  Page: 13-18 
  Power Modifiers 
  STUDiO187
   
  Link 
  Description: This Modifier allows Heroes to join 
  two powers together. 
   
  System: There are two ways to do this. The Player 
  can fuse two powers together or assign a 
  secondary effect to another power. 
   
  Fuse: By using this option you can cause two 
  separate powers to activate at once. In 
  addition, the Hero will not be penalized for 
  using two maneuvers, as they will be treated 
  as one power. If it's an attack, only one to-hit 
  roll will be needed. If one power is ranged, the 
  other may ride on the carrier power but the 
  Director should be careful not to allow 
  munchkins to use this as a cheaper way to get 
  ranged for another power. These powers are 
  permanently linked together and can never be 
  used separately. Apply the Modifier Cost to the 
  Sum of both powers OCP. 
   
  Modifier Cost: +1:3 
   
  Carl has the ability to teleport but whenever he 
  does so, he leaves behind a deadly explosion. 
  He has Teleport / Combat: Power Level 2 (+4 
  PP). He also has Wounding / Power Level 6 
  (+6 PP) to which he attaches Area Effect / 
  Explosion (+6 PP). He adds the OCPs 
  together (4 + 6 = 10) and applies the Fuse 
  Modifier (+4 PP). The total cost is 20 PP. Now 
  whenever he teleports he leaves an explosion 
  at his point of origin. In this case, the Player 
  could have specified that he wanted the 
  explosion to be at his point of destination 
  (either or). 
   
  Secondary Effect: With this modifier, the 
  Hero may link a second power effect to an 
  existing power. These must be two separate 
  powers that have already been purchased. In 
  this process the first effect must succeed for 
  the second effect to occur. This means, 
  penetrating any defenses against the first 
  effect. No roll to hit will be necessary for the 
  second effect to occur and any defenses 
  penetrated by the first effect will not be used 
  against the second effect. The Player can use 
  any two effects, but the effect of the modified 
  power always goes second. Apply the modifier 
  to the linked (secondary) power. 
   
  Modifier Cost: +1:4 
   
  Location 
  Description: This Modifier causes a power to 
  come from a specific area. 
   
  System: The power originates from a specific 
  location on the Hero’s body. If that body part 
  becomes detached, lost or incapacitated then the 
  power will cease to work until that part has been 
  restored. 
   
  By default, this is restricted to an individual part 
  and is limited to that part (like the left arm or left 
  eye). For a lower retribution the Player can specify 
  additional parts (like the other arm or eye) and he 
  will be able to use the power so long as any one of 
  the parts is intact. 
   
  Modifier Cost: 
  ••  
  -1:3 
  ••  
  +1 MA per additional part 
   
   
  Natural 
  Description: This adder causes a power to 
  become part of the Hero’s natural makeup. 
   
  System: The power is no longer treated as a 
  power but as a natural ability. This is important for 
  Adjustment purposes. Anyone trying to adjust the 
  Hero's power will have a difficult time. If the Target 
  has "stats" or if he has "all powers and stats” for 
  his adjustment he might be able to affect the 
  power but this is up to the Director. This modifier 
  should only be used for certain powers. Psionic 
  powers cannot receive this modifier due to the way 
  in which they work. Magic powers are also quite 
  hard to explain as natural (except for some races, 
  like the Fey). It is mostly for powers that are 
  physical in nature. Add this cost for OCP 
  calculation. 
   
  Modifier Cost: +1 PP per power 
   
  Claws would be kind of hard to transfer from a 
  tiger, as would wings from a bird. Even a dragon’s 
  fire breath is natural to him. 
   
  Powers like Mind Control and Teleport are a little 
  difficult to image as Natural. 
   
   
   
   
  
   
   
  STUDiO187 
  Power Modifiers 
  Page: 13-19
   
   
   
  Optional 
  Description: This is a Modifier’s Modifier. It allows 
  a Mod or Power Modifier to be optionally used. 
   
  System: This of course may only be used on 
  Modifiers that cost at least one point. The Player 
  simply puts an (O) next to any Modifier to indicate 
  that it’s optional. The –1 MA is for modifier costs 
  that are linear (as in Modifiers bought per Power 
  Level). The +1 PP is for modifier costs that are 
  static. 
   
  Modifier Cost: -1 MA or +1 PP 
   
   
  Permanent 
  Description: By placing this modifier on a power, 
  the Hero is able to cause the effects of his power 
  to last until a certain condition is met. 
   
  Directors should approve the use of this 
  modifier before the Player even thinks about 
  buying it because it can be abused readily. 
   
  System: Choose from the Mods below to 
  determine the condition and cost of this modifier. 
  The Target cannot begin to recover from the effect 
  until 
  the 
  situation 
  occurs. 
  Directors 
  should 
  remember that the Target would not necessarily 
  know how to undo the effects and the use of a 
  healer with Diagnose might be necessary. The 
  power Healing can undo the effects regardless of 
  the needed material or situation but the difficulty 
  goes up by 4 points per level of commonness. 
   
  Very Common: This would be a very common 
  situation that could happen anywhere or 
  anytime. 
   
  Modifier Cost: +1:1 
   
  Examples would include: water, sunshine, 
  normal healing only, shadows, dirt, fire, and 
  common over the counter drugs. 
   
  Rare: 
  These 
  situations 
  are 
  not 
  as 
  commonplace but are also not too hard to 
  come by with a little effort. 
   
  Modifier Cost: +2:1 
   
  Examples would include: magical healing, 
  exposure to radiation, illegal or prescription 
  drug and expensive or rare material like 
  diamonds or uranium. 
   
  Unique: This is the most devastating form of 
  permanency and is the hardest to cure. The 
  Player will specify a very specific ritual, 
  material or condition that needs to occur 
  before the effects will be lifted. These can be 
  very difficult but not impossible to come by. If it 
  is an event then it must be one that can occur 
  relatively soon (within the next few months) or 
  this modifier will become too unbalancing. 
   
  Modifier Cost: +3:1 
   
  Examples would include: A ritual that can only 
  be found in an ancient book, sprinkling moon 
  (Luna) rock on the effected area, the willing 
  nuptials of a virgin, kiss from a princess. 
   
   
   
  Persistent 
  Description: This modifier will cause a power to 
  attack a certain number of times before fizzling 
  out. 
   
  System: The Hero only needs to make the initial 
  attack. If this initial attack is missed then every 
  phase afterward the power will continue to attack 
  the Target until it hits or fizzles out. This will 
  continue until the number of purchased attacks is 
  reached. Once the attack hits it will then cease to 
  attack again (it only hits once). The Hero will not 
  need to pay any attention to the power nor will he 
  spend 
  any 
  additional 
  Endurance 
  for 
  the 
  subsequent rounds. 
   
  The power is not smart and it will have to make 
  slightly wide turns, so, should the Target shut a 
  door behind him or turn down a tight corridor then 
  the power will crash into the obstacle. Imagine a 
  heat-seeking missile. 
   
  The base cost is for one additional attack. The 
  Player may purchase as many additional attacks 
  as he wishes. Assume the initial cost is Power 
  Level 1. 
   
  Modifier Cost: 
  • 
  +1:3 for Power Level 1 
  • 
  -1 MA per additional Power Level 
   
  Homing: A more deadly version of Persistent. 
  The power in question not only attacks the 
  same Target every phase but it improves its 
  chances of hitting each subsequent phase. 
  
   
  Page: 13-20 
  Power Modifiers 
  STUDiO187
   
  Every time it misses it will add 1 to the next roll 
  and this is a cumulative effect. 
   
  Modifier Cost: -1 MA 
   
  Raw Dog's Murder Balls do 3 DC KDm and are 
  Persistent for 3 additional attacks. The total 
  cost for the power is +12 PP. The Wounding is 
  Power Level 3 (+3 PP). He also adds the 
  Killing Mod (+3 PP). Persistent at Power Level 
  3 (+1:3, -2 MA or +1:1 but don’t add yet). Now 
  he adds Homing, which further modifies his 
  Persistent cost (+2:1 or +6 PP). 
   
  This may sound expensive but the ball will 
  attack for 4 phases (unless it hits sooner) and 
  will get a +1 the next phase every time it 
  misses. So, by the 4th phase the ball will be at 
  +4 to hit. 
   
   
  Piercing 
  Description: This is a modifier that allows a power 
  effect to cut through the Target's defenses. There 
  are many different forms of piercing effects and 
  they include all forms of defense. 
   
  System: The type of piercing is based on the type 
  of effect. Thus, for a Wounding attack, the Piercing 
  would be anti-armor (KDf) and or anti-stun defense 
  (SDf). But for a Muting attack it would be Mute 
  Defense. See the Variants below to better 
  understand how this all works. 
   
  Armor Piercing: By adding this modifier, the 
  Player is able to halve the Targets KDf with his 
  attack. This type of Piercing may be attached 
  to any attack that does SDm or KDm. 
   
  Modifier Cost: +1:2 
   
  This type of effect is for things like Teflon 
  bullets, plasma rounds, master craftsman 
  arrowheads or a master blade. 
   
  Armor Ignoring: This is a very rare form of 
  attack. It frequently occurs with supernatural 
  FX but could also be the result of chemical or 
  biological weaponry. The Player must devise a 
  plausible attack FX to justify this form of 
  modifier and one common form of defense 
  that the attack will have no effect against. Zero 
  Knockback goes well with this modifier. 
   
  Modifier Cost: +1:1 
   
  Lord Paradox is a time manipulator who has a 
  temporal attack blast. The only defense is 
  Longevity (and of course Immortality). 
   
  The Wraith has the Hand of Death (a sole 
  sucking touch). He must, however, touch bare 
  skin to bare skin. A thin piece of cloth will stop 
  his attack, but if the Hero’s armor is really his 
  skin (even organic steel) he’ll be in for a big 
  surprise. 
   
  The Human Dynamo use electricity and his 
  Wounding attack is stopped by any non-
  conductive material, like ceramic, rubber or 
  Plaston (ballistic plastic). 
   
  A gas attack is of course stopped by a gas 
  mask or not needing to breathe. 
   
  Stun Piercing: This Modifier halves SDf. 
  Often found modifying martial art maneuvers, 
  stun pistols, police quality stun batons, maybe 
  a sonic attack blast or perhaps a crushing 
  telekinesis effect. 
   
  Modifier Cost: +1:4 
   
  Stun Ignoring: This attack ignores SDf. Just 
  as rare as Armor Ignoring, Stun Ignoring 
  attacks must be well thought out and must 
  have a common defense that will stop it all 
  together. 
   
  For Fists of Fuzion fans, this works about the 
  same way as striking a Vital area. The 
  difference is that the Hero doesn’t have to hit a 
  specific spot to gain the effect. He can strike 
  his Target anywhere. 
   
  Modifier Cost: +1:2 
   
  Touch mastery (exotic martial arts maneuvers 
  often involving Chi) whose defense could be 
  any type of armor. 
   
  Knockout gas whose defense would be, not 
  having to breathe or self contained breathing.  
   
  Again, a sonic attack whose defense would be 
  any form of sound defense like cyber audio 
  level dampers. 
   
  Defense Piercing: This is a more powerful 
  version of the modified power. For Mute it may 
  
   
   
  STUDiO187 
  Power Modifiers 
  Page: 13-21
   
   
   
  be that the Hero is using a radioactive burst of 
  light. If he is doing a Mind Control, perhaps his 
  psionic signature is advanced. At any rate, the 
  type of defense it affects is based on the type 
  of attack it's modifying. This modifier can be 
  attached to any attack that has a Defense 
  power for it other than SDf or KDf and will cut 
  that defense value in half. 
   
  Modifier Cost: +1:2 
   
  Defense Ignoring: Just like Defense Piercing 
  except the Target will receive no defense 
  value verses the attack. Again, any form of 
  ignoring attack must have a common defense 
  type. 
   
  Modifier Cost: +1:2 
   
  For a Muting Ignoring attack, a pair of 
  reflective sunglasses might do the trick. 
   
  For power drain, skin-to-skin might be the way 
  to go. 
   
   
  Power Requirement 
  Description: This Modifier requires the presence 
  of another power for it to work. 
   
  System: The power in question can be required to 
  be used the previous phase, the same phase or 
  during it’s duration. It doesn’t matter cost wise. If 
  the parental power is neutralized in some fashion 
  then the dependant power will not work. 
   
  Modifier Cost: -1:3 
   
  The Bullet has a Force Field that is dependant 
  upon his Flight power. He cannot activate his force 
  field unless he is using his Flight power. 
   
   
  Range Dial 
  Description: This modifier will cover all forms of 
  range modifications for powers. 
   
  System: See Modifiers for system descriptions. 
   
  Add: This allows the power to affect Targets at 
  a distance. The Base Distance is 10 hexes. 
  This can be modified at an exponential rate. 
  Assume that the Hero is getting 101 for the 
  Base Distance. For every additional Power 
  Level his range will raise the exponent by one. 
   
  Powers that are naturally Ranged start at 
  Power Level 1 for no cost. 
   
  Mod Cost:  
  • 
  +1:5 for Power Level 1 
  • 
  -1 MA per additional Power Level 
   
  The Long Ranger (Ha!) has a Wounding 
  Attack that is exceptionally, well, long ranged. 
  He purchases his Ranged Wounding attack at 
  10 DC SDm. This will cost him 10 PP and will 
  establish this as his OCP and give him a 
  starting range of 10 Hexes. He now purchases 
  Range Dial / Add for his Wounding attack. 
  Currently he has a Range of 10 Hexes (free 
  with his type of Wounding). He decides that 10 
  Hexes is crap for range so he pumps it up 4 
  more Power Levels (total of 5 Power Levels). 
  This changes the cost to +1:2 or an additional 
  +5 PP. But this will change his range from 101 
  Hexes (30 feet) to 104 Hexes (300,000ft or 
  about 57 miles). His blast will now travel 
  further than he can possibly see, so he needs 
  to get enhanced vision to take full advantage 
  of his power. 
   
  Degenerative: This causes ranged powers 
  that do not normally degenerate over ranged 
  distances to drop by 1 Power Level per Range 
  Class (Power Level not PP). See official 
  Fuzion rules to determine Range Class. 
   
  Modifier Cost: -1:3 
   
  Double Modifier: The Power doubles all 
  range modifiers to the Hero’s AV. Thus, long 
  range has twice the penalty to-hit as it normally 
  would. 
   
  Modifier Cost: -1:4 
   
  No Modifier: The Power will have no range 
  modifier to the Hero’s AV. 
   
  Modifier Cost: +1:4 
   
  No Range: This Modifier causes powers with 
  innate Range to become innately non-ranged. 
   
  Modifier Cost: -1:3 
   
   
  
   
  Page: 13-22 
  Power Modifiers 
  STUDiO187
   
  Refresh 
  Description: This Modifier will require the Hero to 
  perform a task each time he wishes to use the 
  power. 
   
  System: This task shall take at lease 1 Phase (3 
  seconds) and must be performed uninterrupted. 
  Once the task has been performed he may use the 
  power at any time but once used he must perform 
  the task to use the power again. He cannot save 
  up additional uses for a later time. The Player may 
  increase the time required for the task at one step 
  down the timetable per Power Level. At Power 
  Level 1 it will take 1 phase, at Power Level 2 it will 
  take 1 round and so on. 
    
  Modifier Cost: 
  ••  
  -1:4 for Power Level 1 
  ••  
  -1 MA per additional Power Level 
   
   
  Selective 
  Description: The Hero will be able to choose who 
  is affected by the modified power. It becomes a 
  smart power. 
   
  System: The power will only affect those the hero 
  wants it to. This is especially good when attached 
  to area effect and auto fire. The Hero can choose 
  as many exempt Targets as he wishes. 
   
  Modifier Cost: +1:3 
   
   
  Situation 
  Description: This Modifier will cause the power to 
  work better, worse or even not at all when in the 
  presence of certain conditions. 
   
  System: Each of these situations must be very 
  specific, somewhat rare and only one situation per 
  power. This modifier is provided to cover just about 
  anything the other requirement modifiers left out so 
  if there is another modifier that fits the bill better, 
  use that one. 
   
  Some examples would include: During a powerful 
  storm, Temperature over 1000 F or below 00 F, 
  Hero under extreme stress, Hero at death's door, 
  etc. Not stuff like, when the wind blows, after a 
  meal or in the presence of music. 
   
   
   
  Double: The power works at twice the Power 
  Level during the situation. 
   
  Modifier Cost: +1:4 
   
  Half: The power will work at half the Power 
  Level during the situation. 
   
  Modifier Cost: -1:4 
   
  Null: The power will not work during these 
  conditions. 
   
  Modifier Cost: -1:3 
   
  Only: The power will only work during these 
  conditions. 
   
  Modifier Cost: -1:2 
   
   
  Sticky 
  Description: Allows a duration power to affect 
  additional Targets who come in contact with the 
  FX. 
   
  System: This addition can be added to any power 
  with a duration. Anyone who comes into contact 
  with the power effect will suffer the effects as well 
  for the rest of the duration as though they had 
  been targeted. 
   
  Modifier Cost: +1:4 
   
  Aggressive: The power is exceptionally mean 
  because it will jump out and strike at anyone 
  who comes within its reach. Any Target that 
  comes within the reach of the effect must 
  evade vs. the original AV of the attack. For 
  every Power Level, the FX may leap one hex 
  to strike at a Target. 
   
  Modifier Cost: -1 MA per Power Level 
   
  Dark Lord Golgotha has a Living Fire elixir. He 
  hurls it at the center of the room. It explodes 
  for an area effect of 4 DC KDm in one hex. It 
  has 
  a 
  Tapering 
  Duration, 
  Sticky 
  and 
  Aggressive Power Level 2. This means that if 
  anyone comes within 2 hexes of the hex the 
  fire occupies, the fire will reach out and set him 
  ablaze. The Target must dodge an AV equal to 
  the original die throw to avoid a roasting. 
   
  
   
   
  STUDiO187 
  Power Modifiers 
  Page: 13-23
   
   
   
   
  Switch 
  Description: This Modifier is only to be used with 
  other Modifiers. It will only allow certain Modifiers 
  to work at one time. 
   
  System: By purchasing Switch the Hero elects to 
  only allow certain modifiers to work in conjunction 
  with one another. It allows the Hero to have 
  multiple Modifiers with a power but will not allow 
  the tagged ones to work at the same time. The 
  Player should indicate all of the Modifiers he 
  wishes to work independently of one another with 
  an (S). Any Modifier with an (S) next to it cannot be 
  used with any other Modifier with an (S) next to it. 
  As such, this Modifier must be applied to at least 
  two Modifiers for a single power. Apply the MA 
  cost to each Modifier Cost. 
   
  Modifier Cost: +1 MA 
   
   
  Temporary 
  Description: This modifier causes powers that 
  normally have a duration to become non-constant. 
   
  System: The Hero needs to activate the power 
  each phase. 
   
  Modifier Cost: -1:3 
   
   
  Time Dial 
  Description: These modifiers affect the time 
  aspect of powers. It can be anything from causing 
  powers to take longer then usual to being able to 
  delay their effects. 
   
  System: See Modifiers for system rules. 
   
  Required: This Modifier will cause the power 
  to only work at a certain time. If that time 
  should pass then the power will instantly shut 
  down. 
   
  Common: The power will only work during 
  such events as: Day or Night, Months with 
  an R, Even or Odd Years. 
   
  Modifier Cost: -1:4 
   
   
   
   
  Restricted: The power will only work 
  during such events as: Certain Hour, Dusk 
  and Dawn, Certain Season. 
   
  Modifier Cost: -1:3 
   
  Specific: The power will only work during 
  such events as: During Solstice, During a 
  Solar or Lunar Eclipse. 
   
  Modifier Cost: -1:2 
   
  Restrictive: This Modifier will cause the power 
  to not work at a certain time. If that time should 
  come then the power will instantly shut down. 
   
  Common: The power will not work during 
  such events as: Day or Night, Months with 
  an R, Even or Odd Years. 
   
  Modifier Cost: -1:2 
   
  Restricted: The power will not work during 
  such events as: Certain Hour, Dusk and 
  Dawn, Certain Season. 
   
  Modifier Cost: -1:4 
   
  Specific: The power will not work during 
  such events as: During the Solstice or 
  During Solar or Lunar Eclipse. 
   
  Modifier Cost: -1:6 
   
  Trigger: Trigger allows the Hero to set up a 
  Power that will go off when a given 
  circumstance occurs. The trigger could be a 
  switch or a tripwire or even at a certain time. 
  Endurance costs are paid when the Hero sets 
  the Power. The Trigger may be spotted with 
  Perception rolls, unless the Power also has the 
  Invisible Modifier. 
   
  Fixed: The Hero must decide on the 
  trigger 
  effect 
  when 
  this 
  modifier 
  is 
  purchased and cannot change it later. 
   
  Modifier Cost: +1:5 
   
  Flexible: The Hero may choose a different 
  triggering effect every time he uses it. 
   
  Modifier Cost: +1:3 
   
  
   
  Page: 13-24 
  Power Modifiers 
  STUDiO187
   
  Warm-Up: This modifier causes a power to 
  have to warm-up before it can be used. This 
  can either be per scene or per use. In the case 
  of per scene, the Hero should be required to 
  use the power at least once per round. The 
  retributions are based on per use.  
   
  Constant: There is no “switch on” phase 
  but the Hero must warm the power up 
  each time he wishes to use it. 
   
  Modifier Cost: 
  • 
  -1:5 one phase warm up 
  • 
  -1 MA per step down Time Chart 
  • 
  +1 MA per scene 
   
  Switch: The power has to be switched on 
  and requires a warm-up period before it 
  can be used. It takes one phase to turn the 
  power on. The amount of time it takes to 
  warm up is based on the Time Chart and 
  is determined by the Player. 
   
  Modifier Cost: 
  • 
  -1:4 one phase warm up 
  • 
  -1 MA per step down Time Chart 
  • 
  +1 MA per scene 
   
   
  Visibility Dial 
  Description: Some powers have a normally visible 
  effect while others have a normally invisible effect. 
  This modifier will allow the Player to adjust several 
  variables along this theme. 
   
  System: If a power is Visible then it can be 
  detected by at least one (usually three) sense. 
   
  Exuberant: This causes a power to be extra 
  powerful when it comes to its appearance. 
  Whether it's really loud or very bright or has a 
  powerful smell associated with it. 
   
  Modifier Cost: -1:4 
   
  Invisible: This modifier causes a power that 
  would normally have a visible effect to not 
  have that effect and in essence is Invisible. 
   
  Modifier Cost: +1:4 
   
   
   
   
   
  Masking: Any power that is Invisible can still 
  be detected by the use of some powers. 
  Additionally, some detection powers can detect 
  inactive powers. This Modifier will increase the 
  difficulty to detect the modified power. For 
  every Power Level add 1 level of difficulty to 
  the detection check. This Modifier is also very 
  good for Morphing Powers. 
   
  Modifier Cost: +1 PP per Power Level 
   
  Visible: This modifier causes a power that is 
  normally invisible to become visible. This must 
  be to at least one sense. 
   
  Modifier Cost: -1:4 
  
   
   
  STUDiO187 
  Item Designer 
  Page: 14-1
   
   
   
   
   
  Introduction 
  This Skin will help Players design items more 
  realistically. It will reflect the cost and properties of 
  items of power with a much better degree of 
  accuracy. This is an additional plug-in and by no 
  means needs to be used for creating powered 
  items. If the campaign is lightning fast Kung-Fu 
  action thriller style then this option may cause the 
  game to become too heavy. Players should 
  however experiment with it before making that 
  decision because the item designer has been 
  developed to give a true feel to the items. 
   
  It should be noted that we do not intend for you to 
  use this designer for every item the Heroes run 
  into. That would be just plain stupid and completely 
  cumbersome. We only design items that we intend 
  to use again and again or items that need to be 
  clearly defined. For most items, the Director should 
  just wing it. If a Player decides that his Hero is 
  going to pick the dead clean for booty and finds 
  something that he really likes, then the Director 
  might think about generating it with the Item 
  Designer. 
  Getting Started 
  First of all, items are paid with using option points 
  instead of Power Points. This is for two reasons. 
  The first is that it helps separate super beings from 
  those who wield super items. The second reason 
  is that it gives us more room to play with the 
  numbers. 
   
  The term CR will make its appearance in this 
  section and will only be used for items designed 
  with the Item Generator. CR stands for Conversion 
  Rate. Each item is different depending on the 
  decisions you make while building it. Thus, not all 
  items will convert at a 1:5, Power Point to Option 
  Point Ratio (1 Power Point per 5 Option Points). 
  An item might convert as 10 Option Points per 
  Power Point, making it vastly cheaper. At any rate, 
  every power starts with a CR of 1. This means 
  that, in the beginning, every item translates at an 
  exchange rate of 1:1. As the item is designed the 
  CR is bound to go up, the higher the CR, the 
  cheaper the item. 
   
  Confused? Don’t worry this is explained in much 
  greater detail in the Convert section. This was just 
  to introduce you to the term and its general 
  implications. The key thing to grab from that 
  paragraph was “the higher the CR, the cheaper the 
  item”. 
   
  There are several key decisions that the Player 
  or Director has to make before designing the 
  item: 
   
  Basis: What is it exactly? Is it scientific, magic 
  or organic? Is it a weapon, ammunition, a 
  scroll, a potion, armor or perhaps a tool? 
   
  Origin: Where did it come from? Did an old 
  man with a white beard hand it to you, did you 
  build it yourself or perhaps you stole it? 
   
  Facilities: How can you get another if you 
  loose or break this one? Did you build it in your 
  shop, steal it from someone else’s or find it in 
  an old thrift shore? 
   
  So, the first step (obviously) is to determine what 
  your Designing. The next step is to decide where it 
  came from and how to get another one if that one 
  disappears or is destroyed. 
   
  The item must be something that can be taken 
  away from the Hero (or Target). Even if you have 
  to knock him out to do it. But it should not involve 
  any skill nor should it take longer then a few 
  
   
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  Item Designer 
  STUDiO187
   
  minuets. If the item does not fit these criteria then 
  it is a power not an item. 
   
  Cybernetics, for the most part, are powers. 
   
  If a Player is making an item that already exists 
  then he should just buy it. In the long run it’s 
  generally a lot cheaper. Factories, crew and teams 
  of engineers backed by millions of dollars are 
  generally more efficient and produce items at quite 
  a considerable discount. 
   
  If the Hero is making a modification to existing 
  items then that’s different all together. The Player 
  can fuse extra stuff into them with the Item 
  Designer. See the section Retrofitting for more in-
  depth information on how this is done. 
   
  If Players whish to use this system for designing 
  mecha it will work with some tweaking but it is not 
  the ideal choice. Bubble Gum Crisis, Mekton and 
  the hoards of Plug-in on the net should provide you 
  with a more efficient system. This engine is mostly 
  for Psionic, magic, techno, organic and Super tech 
  items. 
   
  A Hero cannot just make an item because he has 
  the points. If he has the skills necessary, the time 
  to invest and the resources available then by all 
  means go to it. But if he does not have these three 
  elements then he is going to have to find someone 
  who does. 
   
  Players should only use this engine for designing 
  their own specialized weapons or for modifying 
  their existing ones. If it is an item that they can buy 
  then they should buy it. If it gets lost, they can just 
  buy another one. 
   
  Magic 
  Everybody loves magic items. And hey, why not? 
  You can give them as rewards for services and 
  they make great treasure. Plus, it looks cool when 
  you whip out your flaming sword and wade through 
  a sea of zombies. There's nothing better then a 
  promise of good magic items to get a party of 
  people to risk life and limb to complete your 
  adventure. As for Directors, it is double reward to 
  have an item generator. Not only can you entice 
  Players with magic items you have made up but 
  using this plug-in you can convert modules much 
  more easily. 
   
   
   
   
  Technology 
  Technological items are the most common form of 
  powered 
  items 
  that 
  can 
  be 
  found. 
  Slight 
  advancements in technology are all over the place. 
  With corporations being able to field-test their new 
  toys without much fallout from the police and 
  corporations they are able to advance much more 
  quickly then ever before. So, killing an Arasaka 
  agent who has wandered into the wrong section of 
  the combat zone could easily explain where you 
  got that cool rifle that fires balls of plasma. This will 
  also give the Director the ability to explain why the 
  cops and military aren't just rolled over by the 
  SPBs. If Players want to make their own 
  cybernetics then they can refer to the Cybernetic 
  Skin for rules on how this is done. Mecha and 
  Road Strikes fit this category and you can make 
  them using this system but it is not designed to 
  that end. They do exist in the Dark Millennium 
  (hell, they're all over the place) but this is not the 
  best designer to develop them. See Hell’s 
  Cookbook for more in-depth information on how 
  Mecha play a part in the world. 
   
  Additionally, all weapons and ammunition designed 
  for Dark Millennium will be using Mark Chase’s 
  Atomik A.K.E. as a guideline for development. 
  Thus, all of the damage values, AV modifiers and 
  Strength Requirements will match Atomik A.K.E. 
   
  Organic 
  This is the most rare form of item that a Hero can 
  acquire but it does exist. Many corporations have 
  been working on new life forms genetically created 
  to fit specific needs. In addition, many of the 
  "powered" life forms have been summoned from 
  other dimensions and some have been animated 
  by sorcerers. Whether the organic is technological, 
  alien or magical in nature it will still be considered 
  organic for purposes of effect. Thus, if it is 
  destroyed, it is dead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  STUDiO187 
  Item Designer 
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  Make It 
  Once the Player has chosen what the item is, he 
  must choose what it can do. He will create the item 
  as he would a power. He can choose any power or 
  modifier except Focus (that will be handled during 
  the conversion stage). Focus is for people who do 
  not wish to use the Item Generator for their item. 
  The Player will just spend normally and then total 
  up the points. 
   
  Powers: Use the powers from Power Core to 
  develop the items abilities. Treat them as 
  normal for function, Endurance Cost, Power 
  Point Cost and Visibility. It’s all the same. 
   
  Specific: In certain cases, the Player can 
  define that the power only affects the item 
  or the Hero. This Modifier is not going to 
  be used in every case but has its 
  purposes. For a reduced cost the Player 
  can specify that the power will only work 
  on the item or the Hero. This does not 
  always carry the same level of burden so 
  there are versions of this Modifier. Apply 
  the Modifier to the power in question. 
   
  Base Modifier Cost: -1:3  
   
  Major: 
  Sometimes 
  the 
  Specific 
  Modifier will carry a major burden on 
  the Hero. The retribution for this type 
  is the greatest. 
   
  Modifier Cost: Base 
   
  Take for example a teleport device 
  that only transports the Hero not the 
  device. This will present a one-way trip 
  and the Hero would have to find his 
  own way back. 
   
  Minor: 
  Sometimes 
  the 
  Specific 
  Modifier will not carry much burden on 
  the Hero so the retribution is less. 
   
  Modifier Cost: +1 MA  
   
  None: Should the modifier pose no 
  burden whatsoever then there is no 
  retribution to the power cost. 
   
   
  Modifier Cost: None 
   
   
  Statistics: Remember to take into account 
  stat requirements and additions. While there is 
  no maximum, the Director must (as always) 
  approve these levels so that they will fit within 
  his campaign.  
   
  Statistic modifiers can go either way. If the 
  Item raises a Stat, then anyone who operates 
  the item will gain those Stat Levels. However, 
  an item can also reduce Stat Levels. This is 
  most commonly used to retrieve points back 
  and to simulate the weight or shape of an item. 
  See Statistic Powers for the official rules for 
  usage and cost. 
   
  Base Cost: See Power 
   
  A prime example of where this already occurs 
  is in melee weapons. It is known as Strength 
  Requirement. 
   
  Skills: Items can also have skills built into 
  them. Skills will increase 1 Skill Level per 
  Power Level allocated. The skills and their 
  level must be predefined. 
   
  Base Cost: +1 PP per Power Level 
   
  This sounds expensive but this level will add to 
  the wielders level no matter how high it goes. 
   
  Endurance/Ammo: 
  Some 
  items 
  use 
  Endurance while others do not. If an item has 
  charges and uses no Endurance then it is 
  assumed that the charges are also the items 
  Endurance. 
  If 
  the 
  Player 
  is 
  designing 
  Ammunition then he does not need to worry 
  about Endurance costs being that the weapon 
  will take that into effect. 
   
  Ammunition has several special conditions. 
  Endurance and Range are paid for during the 
  weapon 
  construction 
  not 
  the 
  ammo 
  construction. This is unless of course the 
  ammunition affects either of those variables. If 
  this is the case then apply the Modifier cost 
  based on the power cost of the weapon. 
  Furthermore, the ammunition needs to be 
  given some sort of designation like a caliber, 
  gauge 
  or 
  barrel 
  diameter. 
  Thus, 
  other 
  weapons that use the same ammo will be also 
  be able to make use of it. 
   
   
   
  
   
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  Item Designer 
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  Hero: The item feeds off of the Hero’s 
  Endurance when used. Whatever power is 
  utilized each phase the Hero must pay that 
  power END cost from his own Endurance 
  supply. This is perfectly suited for Melee 
  Weapons. 
   
  Ammo: If the item uses ammo for it’s 
  power source than use the Modifier Power 
  – Charges. 
   
  Battery: 
  Use 
  the 
  Grouping 
  Power 
  Endurance Battery to determine the items 
  power supply. 
   
  None: This is for items that require no 
  Endurance to use. The action may still 
  cost Endurance (like swinging a sword) 
  but the items powers will not cost any 
  Endurance to use. Use the Power Modifier 
  - Endurance Dial / None. Do not buy this 
  for ammunition. 
   
   
  Durability 
  Every item has a level of damage it can take and 
  some items are armored. 
   
  Armor: If the item is armor then don't buy an 
  Armor Value for it because it already has one. As 
  for Hits, unless it’s powered armor or has other 
  functions there is no need for Hits. Should the 
  armor have other powers (or abilities) then Hits 
  should be purchased. If those Hits are reduced to 
  zero then the other powers will not work until they 
  are repaired. However, the armor will still protect 
  any area that has not been penetrated. 
   
  Armor Value: For items that are not armor the 
  Player can purchase an armor value for them. 
  Purchase the Defense Power - Armor as one of 
  the items abilities. The Director may reduce or 
  enhance the cost based on the size of the item. 
  Shields will have 1 to 3 areas (see Fists of Fuzion 
  for more information) and a weapon should have 1 
  or 2, depending on its size. There can (of course) 
  never be less then 1 area. 
   
  Body: Every item starts with a Body of 1 giving the 
  item 5 Hits. By default, the Item will not have a 
  Stun value and will in essence be immune to SDm 
  but will still suffer 1 Hit per 5 Stun it suffers. 
  Players may raise the number of Hits a weapon 
  can take by purchasing the Statistic Power – Hits. 
   
  Stun: Simple items generally don’t have a 
  Stun value. Items with a Stun Value are, for 
  the most part, very complex and have many 
  moving parts. If the item is “Stunned” then it 
  means that some of the parts have been jarred 
  loose and need to be repositioned for the item 
  to 
  work 
  properly. 
  This 
  will 
  require 
  no 
  replacement parts or any foreign material other 
  than tools. There are very few items that will 
  bring themselves on-line again and unless the 
  item has some sort of healing ability, it will 
  require the Hero to make a repair roll. 
  Repairing Stun is very simple and can usually 
  be done very quickly. 
   
  Much like living beings, an item with Stun can 
  be Stunned for a single phase if it takes 40% 
  of it total Stun in one strike. If the Stun is 
  reduced to zero then the object will stop 
  working and needs to be repaired before it will 
  operate again. 
   
  As you may already have guessed, Stun will 
  actually make the item weaker in the long run. 
  However, we cannot deny the fact that it exists 
  and is present in everyday items. Here’s the 
  deal, if the item has stun, then the Player will 
  pay half the cost for the Hits and the Stun 
  value will be equal to the Hits. 
   
  Players should go to the Repair section before 
  going on to Preliminary Cost. Read that section 
  and return when you understand how items are 
  repaired. You may want to purchase another thing 
  or two before calculating Preliminary Cost. 
   
   
   
  
   
   
  STUDiO187 
  Item Designer 
  Page: 14-5
   
   
   
   
  Preliminary Cost 
  Now it’s time to tally up the cost of the item. Add 
  everything so far to get the Items Preliminary Cost. 
  The Conversion Rate (CR) will further modify this 
  cost. The CR is a measure of the items 
  vulnerabilities. 
  These 
  facets 
  are 
  the 
  key 
  ingredients that differentiate items from innate 
  powers. Besides, they can massively reduce the 
  Final Cost. 
   
   
  Retrofitting and Modules 
  In some cases, the Hero may be making 
  modifications to an existing item or connecting two 
  items together. This is a bit tricky so you may want 
  to design a few items without Retrofits or Modules 
  before tackling this aspect. Once you are confident 
  that you completely understand the Item Designer, 
  take a whack at it. This could be one of the most 
  flexible and can be the most time consuming and 
  confusing features of the Item Designer but it will 
  allow Players to do some really neat stuff. 
   
  The Player will assign Retrofit Ports to both items 
  (the original item and the new item). The term 
  Retrofit Port refers to place on an item that another 
  item can plug into. The Player needs to indicate 
  this in the description because it becomes an 
  integral part of the item. 
   
  Mod Ports: These are places on the item that 
  will plug into or will be plugged into by another 
  item. These ports need to be identified in 
  some fashion and will dictate what it can 
  combine with. This is important because if an 
  item has three different ports, with three 
  different designations, then three other items 
  can be combined with it at a time but each 
  item has its own place. The cost for Mod Ports 
  will only be paid if the item needs the port to be 
  filled to work. If the item can work without the 
  port being filled then the Player needs to pay 
  for it. 
   
  The Ronin Powered Armor Suit has three Mod 
  Ports. Each port has its own designation and 
  purpose. None of the other modules can be 
  plugged into any of the other ports. 
   
  The first is a Weapon Port located on the arm. 
  There are many different weapon modules 
  created for the Ronin Armor and they can only 
  be plugged into the Weapon Port. Thus, the 
  armor can only be outfitted with one mounted 
  weapon at a time. Neither of these can be 
  used separately from the suit. 
   
  The second is an Interface Port located in the 
  helmet. Currently only two modules have been 
  created for this port. There are several others 
  in development. This module needs to be 
  attached to the suit to work. 
   
  The third is a Utility Port located on the back. 
  There are two modules currently developed for 
  the Ronin. Neither of these can be used 
  separately from the suit. 
   
  The Hero had to build the suit and apply 3 Mod 
  Ports on it. He also had to design all of the 
  plug-in modules and assign one Mod Port on 
  each of them. The three ports on the Armor 
  will cost him .5 CR apiece because the armor 
  will work without the ports being used (empty). 
  However, he will not have to pay any points for 
  the ports on the modules because they will not 
  work without being plugged into the suit.  
   
  This may sound like a flaw because the Hero 
  had to build several different items, some at an 
  increased rate, and cannot use them all at 
  once. It does, however, significantly bring 
  down the skill roll needed to build each item 
  and allows him the flexibility to switch out 
  options. 
   
  The Player does not need to pay for Mod Ports 
  that have to be filled for the item to work. If the 
  item can work without a port being filled then 
  he needs to pay for it. 
   
  Conversion Rate: -.5 for each Port 
   
  Retrofitting: Sometimes the Hero will want to 
  modify an existing item. He will need to figure 
  out the original cost of the item. Then he needs 
  to apply his changes and recalculate the cost. 
  Subtract the old cost from the new cost and 
  that is what he must pay. 
   
  If the new cost is lower (he makes the item 
  lower powered) then there is no cost. He will 
  not get any points back but will also not have to 
  pay any points, just time and effort. He may 
  need to change the Replacement variable. The 
  repair and the skill roll will be based on the 
  new Total Cost. This way, a Player can’t turn a 
  normal rifle into a kick ass rifle if he doesn’t 
  have the skill to pull it off. 
   
  
   
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  Item Designer 
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  Furthermore, failing the skill roll will render the 
  item useless (or the modified portion) and the 
  Hero will have to make a repair roll to get it 
  working again. The difficulty for the task should 
  be determined by the Director and is based on 
  the amount the Player missed the design roll. 
   
  “I want to enhance the damage of my rifle”. 
   
  The Player needs to determine the original 
  cost of the rifle. He will make his changes (add 
  to the Wounding DC). He will then need to 
  recalculate the cost of the weapon and will pay 
  the difference of the cost. If this was a store 
  purchased weapon then his Replacement is 
  probably going to change as will his Repair 
  cost. Additionally, he will have to make the skill 
  roll based on the new Total Cost of the item. If 
  he fails the roll then the item becomes useless. 
  He will then need to make a repair roll based 
  on a difficulty set by the Director. 
   
   
  Abundance 
  The Player has already decided what type of item 
  he is making and has defined what its capabilities 
  are but there is another important factor involved. 
  It breaks down into two categories Constant and 
  Consumable. 
   
  Constant: These are items that can be used 
  over and over as they do not expire with use. 
  They 
  still 
  have 
  to 
  rely 
  on 
  their 
  Endurance/Ammo and they can still be taken 
  away, broken or stolen. 
   
  Conversion Rate: +5 
   
  Consumable: These are items that are 
  destroyed or consumed upon use. The item in 
  question will become unusable after the power 
  is activated. 
   
  Conversion Rate: +10 
   
  Batch: Whenever the Hero uses a 
  consumable item it’s destroyed and he has 
  to make a new one. As you may already 
  guess, this could get quite expensive. The 
  answer to that is this little ditty. Every time 
  the Replacement requirement is met, the 
  Hero will gain a batch of the item as the 
  replacement 
  rather 
  then 
  just 
  one. 
  Furthermore, when he first makes the item 
  he will get as many as his Batch specifies. 
   
  Amount 
  Conversion Rate 
  1 
  +1 
  3 
  0 
  10 
  -1 
  50 
  -2 
  100 
  -3 
  500 
  -4 
  1000 
  -5 
   
  This is how Heroes can make things like 
  bombs, potions, arrows, scrolls, bullets and so 
  on. Once the item is used, it becomes 
  unusable or destroyed. 
   
  This is not intended for such things as 
  throwing knives unless they explode or shatter 
  upon contact. 
   
   
  Accessibility 
  How easy it for the Hero’s toy to be taken, lost or 
  dropped? The Accessibility will reflect the situation 
  that is required to remove the Item from the Hero’s 
  possession. 
   
  Grabbable: The item is not attached to the 
  body in a way that it cannot be taken in one 
  phase by a Target. In extreme circumstances 
  the item can be jarred loose from the Hero and 
  in the case of a weapon, a Target could 
  disarm the Hero. 
   
  Conversion Rate: +0 
   
  Attached: The item is attached to the Player 
  and must be removed by a series of actions. 
   
  Conversion Rate: -1 
   
  Locked: The item must be removed with a 
  cryptic series of actions, like a lock, 
  electronic code or chemical combination. 
   
  Conversion Rate: Another -1 
   
  Inconspicuous: The item in question does 
  not lead Targets to believe that the item is 
  source of the Players powers. The item will 
  also not appear to have any powers of it's own. 
  This is not a defense against True Sight or 
  Detect. 
   
  Conversion Rate: -2 
  
   
   
  STUDiO187 
  Item Designer 
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  Repair 
  When an item has been damaged it will cease to 
  function when it’s Hits reach zero. The item will not 
  be considered destroyed (beyond any form of 
  repair) until it takes twice its Hits in damage. 
  Armor, on the other hand, will no longer protect the 
  penetrated area (see Hell's Cookbook for a new 
  hit location chart). The damage adds up until the 
  item is fixed. 
   
   
  Hits: Repairing Hits almost always requires 
  replacing parts and/or material. The amount of 
  damage done should be a reflection of this. 
  Multiply cost to replace the item with 
  percentage 
  of 
  damage 
  done 
  (Hits 
  or 
  Penetrations) to calculate the cost of repairs. 
   
  Stun: If the item has Stun damage, then it 
  should only need a small amount of time, the 
  right tools and a half decent mechanic (or 
  whatever). 
   
  Self-Healing: 
  Purchase 
  the 
  Manipulation 
  Power – Mend (Item).  By placing the word 
  Item in parentheses next to the power, you 
  indicate that the power will only work on the 
  item and cannot be used to heal anything else. 
  This adds a category of healable Targets (Self, 
  Others and now Item). Thus, the Hero could 
  also buy Mend for himself and the item would 
  be able to heal him as well. 
   
   
  Replacement 
  The Player must decide how the item can be 
  replaced if it is lost, stolen or destroyed. 
   
  Irreplaceable: Cannot be replaced. If it is 
  destroyed it is gone forever. If it is lost or taken 
  it must be retrieved to regain it. 
   
  Directors can also use this variable when 
  generating items to simulate an item that the 
  Heroes will probably never see again. 
   
  This could be a prototype, a magical artifact, 
  long lost technology or an object from a foreign 
  time or dimension. 
   
  Conversion Rate: +3 
   
  Time / Money: $100 x PC2 / 1 day x PC 
  The Player can use time and or money to 
  replace the item. This is to simulate that he 
  has to build a new one. The amount of money 
  is $100 x the square of the Preliminary Cost 
  for materials. He must also allocate 1 day per 
  point of Preliminary Cost. The Player can 
  option to convert more of the points from one 
  variable to the other. This is permanent 
  though; once the Player builds the item it will 
  always take the same amount of time and 
  money to build another one. The Player must 
  have the ability to build the item himself. In 
  most cases, it means that he built the first one. 
  These numbers are based on Power Points, 
  not option points. 
   
  If the Player wants it to take longer and cost 
  less he can convert some (or all) of the cost 
  points into time. So, if John's magic sword 
  normally cost 10 Preliminary Points to make, it 
  would cost him $10,000 for materials and 10 
  days to manufacturer. But, he shifts 8 of the 
  money points to time points. Now it will only 
  cost $400 for materials and will take him 18 
  days of work. 
   
  In some cases, the Player will get a break 
  because of environment. If the Hero traveled 
  to another dimension where magic swords 
  where commonplace then the Director might 
  give him a break on prices. If the Hero is able 
  to recruit proper help, the Director might be 
  compelled to lower the amount of time need to 
  replace the item.  
   
  The Player does not have to be the one re-
  building the item. It can reflect that he has a 
  friend or an organization that will do it for him. 
  He does not need to buy a contact and this 
  person or organization will always do it. The 
  Player can also stock up on the items by 
  spending the money and or time. The Player 
  can halve the amount of time and money 
  variables by doubling the CR cost. 
   
  The Player still needs to make one more 
  choice. Whether he or someone else needs to 
  be the one to replace the item. If the Player 
  builds the first one then it should be pretty self-
  evident. Neither is anymore beneficial then the 
  other. Look at it like this: 
   
  Self: The Player can replace the item any 
  time he needs to, so long as he has the 
  time and resources. This means that he 
  can do nothing else (more then a few 
  hours) while he is replacing his item. 
   
  
   
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  Item Designer 
  STUDiO187
   
  Other: The player still needs to supply the 
  money and has to wait the allotted time but 
  he can do other things while his item is 
  being made. The other guy could still be 
  killed and can get busy with other things. 
   
  Finally, this variable assumes that the Hero 
  has access to the proper tools and machinery 
  to complete the task. If he built the first one he 
  should still have all the necessary equipment. 
  Should the Hero be without this equipment 
  then the Director may assign a 2 or 3 point 
  multiplier against either or both Time and 
  Money variables. 
   
  Conversion Rate: +0 
   
  Task: The Player has to choose a task that the 
  Hero must perform to gain a new item. This is 
  a much more vague cost basis and Directors 
  may wish to consider the repercussions of 
  allowing their Players to choose this type of 
  replacement. It breaks down into three 
  categories: Simple, Hard and Extreme. The 
  Player needs to develop this task before game 
  play. The Player knows exactly where the item 
  is, it will be the same exact type of item and he 
  will have full knowledge of the dangers and will 
  know most of the obstacles before him. 
   
  Extreme: The Player must complete a 
  task that should take no less then 2 days 
  of time per point of Preliminary Cost. The 
  Hero must perform the task himself and 
  the task should involve danger and or 
  complexity. 
   
  Player has to journey to the underworld 
  and pick from the tree of swords, a long 
  and dangerous trek. 
   
  The Player must break into Militech 
  laboratories or their secret armory and 
  steal a new one. 
   
  Conversion Rate: +3 
   
  Hard: The Player must complete a task of 
  difficulty. This should require that he 
  perform 
  an 
  expensive, 
  lengthy 
  or 
  dangerous (a human sacrifice) task. It 
  should involve about 1 day per point of 
  Preliminary Cost of his time and should 
  have an element of danger or complexity. 
   
  Conversion Rate: +1 
   
  Simple: The Player has to perform a 
  relatively easy task to replace the item. 
  Perhaps he works for an organization that 
  issues them. The cost is only to reputation 
  or hassling. 
   
  Conversion Rate: -1 
   
   
  YOU LOST ANOTHER ONE! I hope you 
  know these things don't grow on trees! I 
  want a full report on how you lost it. THEN, 
  I want you to tell the commissioner how 
  your additional overtime efforts will help to 
  repay the costs to the corporation! 
   
  If the Hero is put in a position or place 
  where he will not have access to the 
  materials to replace the item then he is shit 
  out of luck. 
   
  If the cast gets sent back to the Paleozoic 
  Era then rebuilding a laser gun is going to 
  be a little tough and this is exactly why 
  items are cheaper. 
   
   
  Convert 
  Now add all of the Conversion Rate values 
  together. Divide the Preliminary Cost by the total 
  Conversion Rate. That’s it! The value that you are 
  left with is referred to as Total Cost. 
   
  If the math works out easier for you, you may 
  convert to Option Points before dividing. 
   
   
  Build It 
  To build the item the Hero must now spend money 
  and time along with using the proper facilities and 
  skills. If this is an item for a starting Hero then skip 
  this process. It is assumed that he already did all 
  of this or acquired it from someone who did. 
   
  Construction: The Hero must have the skills 
  necessary to adequately build the item. This 
  will be up to the Director it will usually require 
  at least two skills but can be as many as the 
  Director feels is necessary. The Difficulty will 
  be a Competent Difficulty + Total Cost (in PP). 
  The Hero needs to make every roll or the item 
  will not work. Directors may allow the Hero to 
  
   
   
  STUDiO187 
  Item Designer 
  Page: 14-9
   
   
   
  keep the rolls that he made and allow him to 
  figure out the rest at another time. In this way, 
  the Hero would not have to make every roll 
  that he was already successful with. 
   
  If more then one-person works on a given item 
  then take the highest level of the group. For 
  each person who is equal to or within 1 level of 
  that person add 2 to the roll. For each person 
  who is at least half the level you may add 1. 
  Below half the level will not help at all in large 
  groups. In a small group (say 2-4 total) even 
  those who have no level may add 1 each but 
  only for small groups. This will keep Players 
  from hiring 200 retards to add to his roll. The 
  Director may also lower the time required. For 
  the extra people, maybe he could divide the 
  total time by the total number of people 
  working on the project if a really good success 
  is rolled. This system works best if the highest 
  level is at least a four. If the highest level is 
  below four then the most any help could ever 
  add is 1 point apiece. 
   
  Cost: If the Hero is building a new item then 
  he 
  should 
  specify 
  Time/Money 
  for 
  his 
  replacement being that it will not logically fit 
  into any of the other groups. However, he has 
  to do the original design, purchase the proper 
  tools and machinery. The Director should 
  assign a multiplier of 1-5 to the Replacement 
  costs for time and money. A one would 
  represent 
  that 
  the 
  Hero 
  was 
  building 
  something that has already been developed 
  and he has all of the tools and machinery 
  necessary to complete the task. A multiplier of 
  five would indicate that the Hero was making 
  something brand spanking new and that he 
  didn’t have the necessary tools or machinery 
  at his disposal to complete the task. Thus, he 
  had to make or purchase them, justifying the 
  advanced cost. 
   
  Help: If this is for a large project, then the 
  Hero may need to hire help to get it finished. 
  As discussed earlier, an item can cost up to 
  five times its original value if it’s the prototype. 
  The monetary cost and time reflect the Hero’s 
  efforts alone. It will cover the facilities and 
  materials necessary to build the item. But it 
  does not cover hiring help. Few Heroes will 
  have all the skills necessary to build very 
  complex items. A powered armor suit will have 
  a difficulty value of at least 20 and will 
  generally require 10 professional level skills. If 
  the Hero wants to hire some engineers, 
  electricians and welders, then he has to pay 
  extra for them. The Hero should also hire a 
  foreman to handle the help in his absence. A 
  foreman will make sure the men are doing 
  their jobs, getting paid on time and will handle 
  any disputes and schedule changes that come 
  along. If he intends to sell his product he will 
  want to hire a lawyer, marketing expert and a 
  publicist. He may even want to hire an artist at 
  the beginning of the project to help make the 
  design more appetizing. The costs for help are 
  up to the Director and should be a reflection of 
  the helps abilities. 
   
  C l a s s  
  Skill 
  Level 
  Laborer 
  Tech 
  Professional 
  Manager 
  1 
  6 
  - 
  - 
  - 
  2 
  7 
  8 
  - 
  - 
  3 
  8 
  10 
  - 
  - 
  4 
  9 
  11 
  13 
  - 
  5 
  - 
  13 
  15 
  - 
  6 
  - 
  15 
  20 
  30 
  7 
  - 
  20 
  30 
  60 
  8 
  - 
  30 
  60 
  100 
  9 
  - 
  60 
  100 
  200 
  10 
  - 
  100 
  200 
  500 
   
  This is a quick and dirty chart to give you an 
  idea of cost structure. The numbers represent 
  dollars per hour in today’s economy. If you are 
  using a society with a higher level of inflation 
  (the average rate of increase is 4% per year) 
  then you may want to adjust these numbers. In 
  the year 2020, it is estimated that $100.00 
  today (2001) will be worth about $46.00. 
   
  The classes are structured pretty logically. 
  Notice that only laborers can be level1 in the 
  skill they will be using. These prices are very 
  close to modern engineering rates. This is of 
  course rough because each discipline makes 
  a different salary range. 
   
  Anyway, this is not meant to be taken 100% 
  literally as it could never be this simple. Just 
  use the chart as your guide and wing it as best 
  you can because a few bucks here and there 
  isn’t really going to make a big difference. 
   
   
  Wrap Up 
  Well, there it is! Now your Hero has his item and 
  you know what it can and cannot do and what it's 
  going to take to replace it if it ever gets lost or 
  destroyed. 
   
  
   
  Page: 14-10 
  Item Designer 
  STUDiO187
   
  If this was way too difficult please write us and let 
  us know. We tried to make it as flexible, realistic 
  and sensible as possible. 
   
   
  Stuff 
  Now that your head is pounding and you still don’t 
  have a clue as to how this is done we are providing 
  a few items to get you started and to give you 
  some examples of how this works. 
   
  Magic Items 
  As all good Directors know, magic items are what 
  make the dice go round and round. Everybody 
  loves a good magic item for his troubles. Here are 
  a few to get you started. 
   
  Hell Blade 
  This is weapon used by the Deamonites of Skrem. 
  Skrem is a powerful Demon Lord and equips all of 
  his warriors with his weapon of honor. It has also 
  been known to take other forms as well, such as 
  axes and maces.  
   
   
   
  Name 
  Hell Blade 
  FX 
  Magic 
  Description Demonic Flaming Sword 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor 
  20 KDf 
  4 
  Hits 
  20 
  4 
  Stun 
   
  0 
  Endurance 
  Hero 
  0 
  Wounding - Blade 
  PL 4 (4 DC) 
  4 
    Killing 
  +1:1 
  4 
  Wounding - Flame 
  PL 3 (3 DC) 
  3 
    Gestures - Word 
  -1:3 
  1 
    Killing 
  +1:1 
  3 
    Link - Secondary Effect 
  +1:4 
  -1 
  Strength Requirement 
  -4 
  -8 
  Preliminary Cost (PP) 
  14 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Grabbable 
  0 
  Replacement 
  Irreplaceable 
  3 
  Total Conversion Rate 
  8 
  15 Construction Difficulty 
  Total Cost (OP) 
  9 
   
   
   
   
  Healing Potion 
  These are indispensable for the cast on a 
  particularly nasty adventure. The Hero simply 
  drinks a dose of the potion (or it can be directly 
  poured on a wound) and he will begin to heal at a 
  rapid rate. A dose is usually enough to fill a shot 
  glass. 
   
  Name 
  Healing Potion 
  FX 
  Magic 
  Description Rapid Healing Elixir 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Mend 
  PL 5 (5 minutes) 
  12 
  Seamless 
   
  2 
  Purge 
  PL 3 (6 PL) 
  3 
  Preliminary Cost (PP) 
  17 
  Conversion Variables 
  Consumable 
  10 
  Abundance 
  Batch 
  10 
  -1 
  Accessibility Grabbable – Inconspicuous 
  -2 
  Replacement Time / Money 
  0 
  Total Conversion Rate 
  7 
  14 Construction Difficulty 
  Total Cost (OP) 
  12 
   
   
  Scroll Of Teleportation 
  This is an extremely handy item to keep in ones 
  possession. The Hero reads from the scroll and 
  places it upon the ground. The scroll will then 
  transform into a dimensional door that will lead to a 
  desired location (within the range of the spell). This 
  door will remain open until the Hero closes it and 
  anyone who can fit may pass through it. The scroll 
  will not reappear once the door shuts. 
   
  Name 
  Teleportation Scroll 
  FX Magic 
  Description Rapid Healing Elixir 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Teleportation  
   
  4 
    Standard 
  PL 4 (125mi.) 
  4 
    Density Shift 
  +1:4 
  2 
    Gate 
  +1:4 
  2 
  Control - Caustic 
  PL 3 (3 Hits) –1:2 
  -4 
  Control - Damage 
  -1:4 
  -2 
  Preliminary Cost (PP) 
  6 
  Conversion Variables 
  Consumable 
  10 
  Abundance 
  Batch 
  1 
  1 
  Accessibility Grabbable 
  0 
  Replacement Time / Money 
  0 
  Total Conversion Rate 
  11 
  13 Construction Difficulty 
  Total Cost (OP) 
  3 
   
   
   
  
   
   
  STUDiO187 
  Item Designer 
  Page: 14-11
   
   
   
  Drugs 
  Just to show you that Power Core and the Item 
  Designer are as flexible as a porn star, we decided 
  to include a popular drug from Cyber Punk. 
   
  Black Lace 
  This is a powerful combat drug used by many 
  mercenaries, corporate enforcers, gang bangers 
  and military personnel (off the records of course). 
   
  It comes in small tabs that are equipped with their 
  own small hypo. The Hero simply breaks off the tip 
  and stabs himself in an artery or vein (usually the 
  Aorta or the Jugular). The effects begin to happen 
  immediately. He will gain 3 Stat points each in 
  Strength, Constitution and Body along with all of 
  the Secondary Stats that they are associated with. 
  He will begin to lose 1 Stat point every minute in 
  each Stat. This gives him 3 mad minutes to wreak 
  havoc. 
   
  Black Lace does, however, have a side effect. It 
  blocks the neurotransmitters for a short period of 
  time. In the first 2 minutes the Hero will lose 1 
  point of Reflexes and 2 minutes after that he will 
  lose 1 point of Dexterity. This will continue for a 
  total of 8 minutes and the Hero will lose a total of 2 
  points of Reflexes and 2 points of Dexterity. After 
  the drugs side effects wear off he will begin to 
  recover at a rate of 1 point of Stat every 20 
  minutes in the same order he lost them. He will be 
  fully recovered after 160 minutes. 
   
  Name 
  Black Lace 
  FX 
  Drug 
  Description Liquid Combat Drug 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Aid 
  PL 6 
  6 
    Statistic - Secondary 
  +3 to stats (+1:2) 
  3 
    Group – Physique Group 
  +1:2 
  3 
    Prolong – 2 Steps 
  PL 2 (min) (+1:2) 
  -3 
  Toxin – Sub-dermal 
   
  0 
    Strength 
  PL 4 
  -3 
    Intensity 
  PL 1 
  -1 
    Ferocity 
  PL 2 (min) (+1:4) 
  2 
    Recovery 
  PL 2 (20 min) (-1:4) 
  -2 
    Neurotoxin 
  Ref & Dex (+1:3) 
  -2 
  Preliminary Cost (PP) 
  3 
  Conversion Variables 
  Consumable 
  10 
  Abundance 
  Batch 
  50 
  -2 
  Accessibility Grabbable – Inconspicuous 
  -2 
  Replacement Time / Money 
  0 
  Total Conversion Rate 
  6 
  13 Construction Difficulty 
  Total Cost (OP) 
  3 
   
   
  Notice that the Toxin’s costs are at an opposite 
  value. This is because the Hero suffers from the 
  use of the item. 
   
  If you calculate the cost for replacement, you will 
  find that it will take $900 and 3 days time to make 
  a batch of 50 vials. This breaks down to $18 a 
  piece. The street value is roughly twice the cost, so 
  most lace pushers sell a dose anywhere from $30-
  $40 depending on his familiarity with the client, the 
  pureness of his supply and how much he’s sitting 
  on at the time. 
   
  Ammo 
  Here is an example of how you can use the Item 
  Designer to make new ammunition. Remember 
  that the ammunition does not use the weapons 
  delivery damage as it’s own. Ammo can do more 
  or less but the designer should use the weapons 
  damage as his guide. You should also use Atomik 
  A.X.E. as an additional guideline for ammo 
  construction. 
   
  9mm Depleted Uranium Rounds 
  A devastating little round, designed to stop armor 
  and full borgs. While 9mm rounds are normally 
  completely ineffective against such threats, the 
  Depleted Uranium makes all the difference. 
   
  This is a heavy round and requires special 
  propellants to deliver it to the target with the same 
  velocity. As such, it packs one hell of a punch in 
  the same small round. While there is not much 
  change in the initial effects on flesh, the effects on 
  armor can be seen instantly. It tears through armor 
  like a hot knife through butter. 
   
  These are most effectively used in weapons with a 
  decent rate of fire. If a Hero hoses down a target 
  with a clip of these, he’ll be lucky to remain 
  standing (and in one piece). 
   
  The round will do 3 DC KDm and will halve KDf 
  values. Additionally, any round that does not fully 
  penetrate the armor will still crater it and will lower 
  the Armor Value. 
   
   
   
   
   
   
   
   
   
  
   
  Page: 14-12 
  Item Designer 
  STUDiO187
   
  Name 
  9mm DpU Rounds FX Ammunition 
  Description 9mm Depleted Uranium Rounds 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Wounding - Ranged 
  3 DC 
  3 
    Killing 
  KDm (+1:1) 
  3 
    Armor Piercing 
  +1:2 
  2 
    Acidic 
  +1:1 
  3 
  Strength Requirement 
  +2 
  -4 
  Preliminary Cost (PP) 
  7 
  Conversion Variables 
  Consumable 
  10 
  Abundance 
  Batch 
  50 
  -2 
  Accessibility Grabbable – Inconspicuous 
  -2 
  Replacement Time / Money 
  0 
  Total Conversion Rate 
  6 
  13 Construction Difficulty 
  Total Cost (OP) 
  6 
   
   
   
   
  There are three additional things to consider with 
  DpU ammunition: 
   
  T Its radioactive and long-term exposure can 
  cause cancer and sickness. While the rules do 
  not cover this, it should be a consideration but 
  not a big one (only if the Hero is stirring his 
  coffee with a round or something of that 
  nature).  
   
  T DpU has never been used in an application 
  this small before and is kinda’ far-fetched but 
  within reason in a near future setting. 
   
  T It a very heavy round in comparison with 
  normal rounds. The Strength Requirement 
  should reflect this. Modify the weapons normal 
  Strength Requirement with this number (see 
  Hell’s Cookbook). 
   
   
  Powered Armor 
  To show the versatility and sheer power of the Item 
  Designer, we decided to build a suit of powered 
  armor that was modular. This is not a mecha or 
  even a road strike and would more properly be 
  referred to as an exoskeleton. Power Core does 
  not cover every aspect of a Powered Armor suits 
  needs but it come so damn close that I think you 
  can improvise when necessary. 
   
   
   
   
   
   
   
  Ronin Powered Armor 
  This is the brainchild of Kyushu Soga of Soga 
  Industries. 
  This 
  is 
  a 
  powered 
  armor 
  suit 
  (exoskeleton) that is extremely flexible in it’s ability 
  to adapt to the clients needs. 
   
  The suit is worn like a regular suit of armor but is 
  extremely bulky and heavy. It has powered servos 
  at every joint which gives the wearer incredible 
  boosted Strength. These are reactive kinetic 
  servos and will aid the users Strength rather then 
  replace it (stronger user equals stronger suit). 
   
  On the back of the suit is a micro power plant that 
  feeds the suit with a constant supply of power. This 
  is one of the smallest cold fusion reactors in use in 
  the world. It will also produce all of the power 
  required by each module as well. 
   
  This is the base model and there are several 
  others already available. These include an outer 
  space, deep sea, chemical/biological catastrophe 
  and heavy assault model. Soga Industries is a 
  company dedicated to this singular product. They 
  hold all rights and patents and do not subcontract. 
  They can quickly modify the suits parameters to fit 
  a clients needs so long as they are minor changes 
  to the suits structure. Thus, the Armor Value, Hits, 
  Reactor and Mod Ports must remain as they are. 
  Soga is also very quick to make new Modules. 
  
   
   
  STUDiO187 
  Item Designer 
  Page: 14-13
   
   
   
  Name 
  Standard Ronin Power Armor  FX Tech 
  Description Powered Armor Suit 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (5 areas) 
  PL 15  - KDf 30 
  15 
  Hits 
  50 
  10 
  Endurance Bat. (Fusion ) 
  PL 10 (150) 
  10 
  Endurance Recovery PL3 (18 points Rec) 
  3 
  Strength Bonus 
  +8 
  16 
  Strength Requirement 
  -4 
  -8 
  Impaired Dexterity* 
  -2 
  -4 
  Impaired Reflexes* 
  -1 
  -2 
  Hardpoints (2) 
  on the rear torso 
  2 
  Life Support 
  Breathing (PL 1) hr 
  1 
  360 Degree Vision 
   
  2 
  Broadcast 
  EM Bandwidth 
  3 
    Range Dial - Add 
  PL 5(+1:2) 5.6 mi 
  2 
  Preliminary Cost (PP) 
  50 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Weapon Port 
  Right Forearm 
  -0.5 
  Interface Port Helmet 
  -0.5 
  Utility Port 
  Upper Center Back 
  -0.5 
  Total Conversion Rate 
  2.5 
  32 Construction Difficulty 
  Total Cost (OP) 
  100 
   
  The suit protects the entire body with 30 KDf. 
  While there are no rules governing how the 
  damage is divvied up between the suit and the 
  Hero once the armor is penetrated, we suggest 
  that you decide this before you use this thing. I 
  would suggest that you keep it simple and state 
  that all of the suit’s Hits are in the torso and the 
  suit must be reduced to zero before the Hero takes 
  any damage in that area. If you are not using Fists 
  of Fuzion for hit locations then you could say that 
  the suit takes damage before the hero does and it 
  doesn’t matter where the suit gets hit. 
   
  The micro power plant is a cold fusion generator 
  that puts out 6 points of Endurance per phase and 
  the battery pack can hold a maximum of 90 points 
  of Endurance at any given time. 
   
  The 
  Strength 
  Requirement, 
  in 
  this 
  case, 
  represents the weight of the suit. If the power 
  supply is disabled or the suit suffers 50 Hits, the 
  Hero must assume the –4 to his Strength will 
  wearing the suit. The +8 Strength is before the 
  Strength Requirement, so the Hero will only get +4 
  to his Strength will in the suit.  
  The impaired Dexterity and Reflexes can be 
  removed at an additional cost in the deluxe model. 
   
  The Hardpoints are made to accommodate 
  additional robotic limbs that can be removed and 
  interchanged depending on the job at hand. 
   
  The unit carries a 1-hour air supply that is fed 
  through the helmet. This can be instantly accessed 
  in case of emergency. 
   
  The helmet has virtual screens built into it and is a 
  fully functional multimedia center, complete with 3d 
  surround sound and unlimited digital virtual 
  screens. The standard unit comes with a sensor 
  band around the entire helmet, which allows the 
  Hero to see in any direction at anytime without the 
  need to move and any view may be displayed on a 
  virtual screen for full time monitoring. Additionally, 
  the sensor band is equipped to handle just about 
  any form electromagnetic wave. This was very 
  forward thinking by Soga because it allows for just 
  about any form of sensory upgrade. 
   
  The Weapon Mod Port is located on the right 
  forearm. The Utility Mod Port is located in the 
  upper middle of the back just above the power 
  plant. The Interface Mod Port is located inside the 
  helmet and interfaces directly with the multimedia 
  center. 
   
  
   
  Page: 14-14 
  Item Designer 
  STUDiO187
   
  Ronin Weapon Modules 
  While there are a shitload of other weapon 
  modules available, here are the four most 
  commonly ordered. 
   
  Mini-Gat: This is a tri-barrel gatling gun that 
  makes full use of the armors fusion plant by using 
  laser rather then standard ammunition. The beam 
  is low powered but is an excellent choice for use 
  against infantry. 
   
  Name 
  Ronin Mini-Gat 
  FX Technology 
  Description Powered Armor Suit Weapon Module 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 15  - KDf 30 
  3 
  Hits 
  20 
  4 
  Endurance 
  Ronin Reactor 
  0 
  Strength Requirement 
  -2 
  -4 
  Wounding - Ranged 
  PL 6 
  6 
    Killing 
  +1:1 
  6 
    Range Dial - Add 
  PL 3 (3,000’) +1:4 
  2 
    Auto-Fire – Spray (O) (S) PL 5 (15 shots) +1:1 
  6 
    Auto-Fire – Multi (O) (S) 
  PL 2 (3 Shots) +1:2 
  3 
  Preliminary Cost (PP) 
  26 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Weapon Port 
  Right Forearm 
  0 
  Total Conversion Rate 
  4 
  19 Construction Difficulty 
  Total Cost (OP) 
  33 
   
  The Strength Requirement is only used for the 
  right arm while the Weapon Module is attached. 
   
  The laser has three modes of fire. It can fire a 
  normal rate of one per phase. It also has two 
  forms of Burst fire that the Hero can switch 
  between. 
   
  The first is a spray that is able to fire 15 shots a 
  round. This rate will deplete the power reserve in 2 
  phases so use it sparingly. This is an excellent 
  choice for suppressive fire, clearing out a zone and 
  chewing up crowds of people quickly. 
   
  The second form is a three round burst. It is an 
  excellent choice for taking out a single target. 
   
  The (O) indicates that the Power Modifier is 
  Optional while the (S) indicates that the power is 
  Switched (see the power modifiers Switch and 
  Optional for more clarification). Since both Auto-
  Fire Modifiers are Optional, the weapon may also 
  be fired in a normal mode.  Thus, the weapon can 
  be fired on a single shot mode as well. 
  Rocket Pack: Following the “enough is enough” 
  trend of weapon design, Soga decided to go with 
  20mm rather than 40mm when designing the 
  Rocket Pack. 20mm is quite adequate for the 
  desired effect, as 40mm tends to be a bit much on 
  overkill. Why carry all that extra weight? While the 
  Rocket Pack only fires one at a time, it has a 
  substantial clip that can be quickly reloaded. Soga 
  uses an industry standard 20mm rocket size to 
  make this weapon even more universal. 
   
  Name 
  Ronin Rocket Pack 
  FX Technology 
  Description Ronin Weapon Module – 20mm Rockets 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 15  - KDf 30 
  3 
  Hits 
  20 
  4 
  Endurance 
  Charges  
  0 
  Strength Requirement 
  -2 
  -4 
  Wounding - Ranged 
  PL 6 
  6 
    Range Dial - Add 
  PL 3 (3,000’) +1:4 
  2 
    Charges 
  20 - Clips (–1:5) 
  -2 
  Preliminary Cost (PP) 
  9 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Weapon Port 
  Right Forearm 
  0 
  Total Conversion Rate 
  4 
  19 Construction Difficulty 
  Total Cost (OP) 
  33 
   
  Even though the Rocket Pack will use any industry 
  standard 20mm rocket, here are few designed by 
  Soga Industries. 
   
  HEP Rockets: This deadly rocket packs quite a 
  punch. It uses a High Explosive Penetrating round 
  (HEP). This is a shaped charge that craters armor 
  even if it doesn’t penetrate it and is an excellent 
  choice for larger targets, like Tanks, Jeeps and 
  other Powered Armor suits. 
   
  Name 
  Ronin HEP Rocket 
  FX Ammo 
  Description 20mm Rocket 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Wounding - Ranged 
  PL 6 
  6 
    Acidic 
  +1:1 
  6 
    Killing 
  +1:1 
  6 
  Preliminary Cost (PP) 
  18 
  Conversion Variables 
  Abundance 
  Consumable 
  10 
  Accessibility 
  Grabbable 
  0 
  Replacement 
  Time / Money – Batch 50 
  -2 
  Total Conversion Rate 
  8 
  14 Construction Difficulty 
  Total Cost (OP) 
  11 
   
  
   
   
  STUDiO187 
  Item Designer 
  Page: 14-15
   
   
   
  Shredder 
  Rockets: 
  Designed 
  for 
  large 
  numbers of lightly armored Targets, this round 
  excels at decimating small groups of men in a 
  flash. It is a highly explosive round filled with 
  razor sharp bits of Titanium that fly out in all 
  directions. 
   
  Name 
  Ronin Shredder Rocket 
  FX Ammo 
  Description 20mm Rocket 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Wounding - Ranged 
  PL 5 
  5 
    Armor Piercing 
  +1:2 
  3 
    Killing 
  +1:1 
  5 
    Area Effect - Explosion 
  +1:1 
  5 
    Auto-Fire - Shotgun 
  +1:1 
  5 
  Preliminary Cost (PP) 
  23 
  Conversion Variables 
  Abundance 
  Consumable 
  10 
  Accessibility 
  Grabbable 
  0 
  Replacement 
  Time / Money – Batch 50 
  -2 
  Total Conversion Rate 
  8 
  15 Construction Difficulty 
  Total Cost (OP) 
  14 
   
   
  Shotgun: This is a standard 10ga. Shotgun that 
  has been designed to fit the Ronin Weapon Port. It 
  can use any industry standard 10ga. shell. The 
  clips, however, are proprietary. Therefore, the 
  Ronin Shotgun must use these clips and they 
  cannot be used in any other weapon. 
   
  Name 
  Ronin Shotgun 
  FX Technology 
  Description Ronin Weapon Module – 10ga. Shotgun 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 15  - KDf 30 
  3 
  Hits 
  20 
  4 
  Endurance 
  Charges  
  0 
  Strength Requirement 
  -2 
  -4 
  Wounding - Ranged 
  PL 5 
  5 
    Range Dial - Add 
  PL 2 (300’) +1:5 
  1 
    Charges 
  20 Clips (–1:5) 
  -1 
  Preliminary Cost (PP) 
  8 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Weapon Port 
  Right Forearm 
  0 
  Total Conversion Rate 
  4 
  14 Construction Difficulty 
  Total Cost (OP) 
  10 
   
  Even though the Ronin Shotgun will use any 
  industry standard 10ga. round, here are few 
  designed by Soga Industries. 
   
   
  Riot Stoppers: Police around the world love 
  this round. It fires a blast of rubber pellets in a 
  cone away from the Ronin. These little 
  bastards sting like hell and will squelch any 
  mob by the second or third volley. 
   
  Name 
  Riot Stopper 10ga. Shells 
  FX Ammo 
  Description Soga 10ga. Shotgun Shells 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Wounding - Ranged 
  PL 5 
  5 
    Auto-fire - Shotgun 
  +1:1 
  5 
    Area Effect - Cone 
  +1:2 
  3 
  Preliminary Cost (PP) 
  13 
  Conversion Variables 
  Abundance 
  Consumable 
  10 
  Accessibility 
  Grabbable 
  0 
  Replacement 
  Time / Money – Batch 50 
  -2 
  Total Conversion Rate 
  8 
  14 Construction Difficulty 
  Total Cost (OP) 
  8 
   
  Heat Wave: In the worst of situations this little 
  round can come in quite handy. This turns any 
  10ga. into a flamethrower. The shell uses a 
  propane canister and a small battery to 
  generate the flame. The strike of the hammer 
  pushes the canister forward causing it to 
  rupture on a sharp needle at the end of the 
  shell. At that very same moment a contact is 
  made and the battery depletes its reserve 
  causing a spark. One blast and anyone in the 
  room or barricade is on fire. By not using a 
  liquid propellant, you can still save the 
  structure should you decide to. 
   
  Name 
  Heat Wave 10ga. Shells 
  FX Ammo 
  Description Soga 10ga. Shotgun Shells 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Wounding - Ranged 
  PL 6 
  6 
    Killing 
  +1:1 
  6 
    Area Effect - Cone 
  +1:2 
  3 
  Preliminary Cost (PP) 
  15 
  Conversion Variables 
  Abundance 
  Consumable 
  10 
  Accessibility 
  Grabbable 
  0 
  Replacement 
  Time / Money – Batch 50 
  -2 
  Total Conversion Rate 
  8 
  14 Construction Difficulty 
  Total Cost (OP) 
  9 
   
   
   
   
   
   
   
   
  
   
  Page: 14-16 
  Item Designer 
  STUDiO187
   
  Flame Out Cannon: Most popular amongst fire 
  fighters, the Flame Out Cannon is a great piece of 
  technology. It combines ingenuity with advanced 
  chemical engineering. The weapon fires an 80mm 
  shell into an area and explodes on contact. The 
  explosion literally blows the flame out and releases 
  a fire retardant powder over everything. This 
  powder is non-toxic and biodegradable. This 
  device can be used to make a room safe for 
  several minutes allowing for a temporary escape 
  route. It can also be used to instantly kill a budding 
  fire that would other wise encompass a large area 
  quickly. 
   
  Name 
  Flame Out Cannon 
  FX Technology 
  Description Ronin Weapon Module 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 10  - KDf 20 
  2 
  Hits 
  10 
  2 
  Endurance 
  Charges  
  0 
  Strength Requirement 
  -2 
  -4 
  Wounding - Ranged 
  PL 3 
  3 
    Area Effect - Explosion 
  +1:1 
  3 
    Charges 
  1 Clips (–1:3) 
  -1 
  Dampen - Fire 
  PL 4 (8 PP) 
  4 
   Area Effect - Explosion 
  +1:1 
  4 
   Prolong 
  PL 3 (minutes) +1:1 
  4 
  Link: Dampen & Wounding 
  +1:3 (7) 
  3 
  Preliminary Cost (PP) 
  20 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Weapon Port 
  Right Forearm 
  0 
  Total Conversion Rate 
  4 
  17 Construction Difficulty 
  Total Cost (OP) 
  25 
   
  Ronin Utility Modules 
  Soga has developed Utility Modules to fit just about 
  every need imaginable. These range from belt 
  ammo 
  packs 
  to 
  jet 
  packs 
  to 
  storage 
  compartments. The mod port readily accesses 
  most of the suits internal systems and is the most 
  versatile of all of the Ronin’s interchangeable 
  parts. 
   
  Basic Storage Compartment: This is a storage 
  compartment that snaps into the utility port. 
   
  Name 
  Storage Compartment 
  FX Technology 
  Description Ronin Utility Module 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 20  - KDf 40 
  4 
  Hits 
  10 
  2 
  Endurance 
  Charges  
  0 
  Strength Requirement 
  -1 
  -2 
  Displacement 
  1 Pocket 
  1 
    Cargo 
  PL 2 (150 lbs) 
  2 
    Portal 
  PL1 (4’ sq) 
  1 
  Preliminary Cost (PP) 
  8 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Utility Port 
  Upper Middle Back 
  0 
  Total Conversion Rate 
  4 
  14 Construction Difficulty 
  Total Cost (OP) 
  10 
   
  Jet Pack: This module snaps into place and uses 
  the Ronin Power Plant to generate Antigravity and 
  Kinetic Wave propulsion. This is the most state of 
  the art piece of commercial equipment in the 
  world. While gravity drives have been around for a 
  couple of years, Kinetic Wave Technology is brand 
  spanking new. Soga Industries is the first company 
  to 
  make 
  use 
  of 
  KinWaT 
  Systems 
  new 
  technological advancements. 
   
  This is state of the art so Directors may jack the 
  monetary value by up to 500%. 
   
  Name 
  Ronin Jet Pack 
  FX Technology 
  Description Ronin Utility Module 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 15  - KDf 30 
  3 
  Hits 
  20 
  4 
  Endurance 
  Ronin Reactor 
  0 
  Strength Requirement 
  -1 
  -2 
  Flight - Propulsion 
  PL 6 (Move 12) 
  6 
   Endurance Dial - Double 
  x2 (-1:2) 
  -3 
   Cargo 
  PL 5 (500 lbs) 
  5 
    Wide Turns 
  -1:3 
  -2 
  Preliminary Cost (PP) 
  11 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Utility Port 
  Upper Middle Back 
  0 
  Total Conversion Rate 
  4 
  15 Construction Difficulty 
  Total Cost (OP) 
  14 
   
  
   
   
  STUDiO187 
  Item Designer 
  Page: 14-17
   
   
   
  Ronin Interface Modules 
  These modules are inserted within the helmet of 
  the suit. They are quite often very small (no bigger 
  then a pager). 
   
  Cyber Deck: This module hooks directly into the 
  multimedia system and allows the Hero to net-run 
  from the safety of his shell. 
   
  Use the Cyber Punk 2020 rules for net running 
  when using this module. 
   
  Name 
  Ronin Cyber Deck 
  FX Technology 
  Description Ronin Interface Module 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor 
   
   
  Hits 
  5 
  0 
  Endurance 
  Ronin Reactor 
  0 
  Interface 
   
   
    Data Walls 
  PL 8 (+8) 
  8 
    Memory 
  PL 2 (20 MU) 
  2 
    Programs 
  PL 2 
  2 
    Speed 
  PL 4 
  4 
  Link Broadcasting & Interface 
   
   
  Preliminary Cost (PP) 
  16 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Utility Port 
  Inside Helmet 
  0 
  Total Conversion Rate 
  4 
  16 Construction Difficulty 
  Total Cost (OP) 
  20 
   
  Sensor Pack 
  Communication and reconnaissance are the most 
  key elements in any hostile (or potentially hostile) 
  situation. The Sensor Pack hooks into the 
  multimedia center and sensor band. The module 
  uses a dynamic wave emitter and can channel 
  hundreds of different frequencies at short range. 
  By bouncing the signals off of objects it can 
  measure the amount of time it takes for the signal 
  to come back. By comparing the time with the 
  strength of the signal, the module can reconstruct 
  the environment in a 360 field around the Hero. 
  This information will not only be transmitted on his 
  virtual screens as visual information but he will 
  also know what materials are present, levels of 
  radiation, presence of toxins and so on. 
   
   
   
   
   
  Name 
  Ronin Sensor Pack 
  FX Technology 
  Description Ronin Interface Module 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor 
   
   
  Hits 
  5 
  0 
  Endurance 
  Ronin Reactor 
  0 
  Spatial Awareness 
   
  3 
  Enhanced Perception 
  Sight Group (PL 4) 
  8 
    Motion Sight 
  Sight Group 
  2 
    Scanner Vision 
  Sight Group 
  5 
  Enhanced Perception 
  Hearing Group (PL 2) 
  4 
    Isolate 
  Hearing Group 
  2 
    Ultrasonic Hearing 
  Hearing Group 
  1 
  Preliminary Cost (PP) 
  25 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Utility Port 
  Inside Helmet 
  0 
  Total Conversion Rate 
  4 
  18 Construction Difficulty 
  Total Cost (OP) 
  31 
   
   
  
   
  Page: 14-18 
  Item Designer 
  STUDiO187
   
  Ronin Quick-Change Arms 
  There are several quick-change arms available but 
  none are more popular then the Arc Hand, the 
  Ripper Hand and the Gripper Hand. These arms 
  just pop on and off through the Harpoints located 
  on the Ronin’s torso. 
   
  Arc Hand 
  This is a professional good quality arc welder and 
  is equipped to handle any type of welding need. 
  Just about everyone purchases one of these, as its 
  uses always seem to come about. It can be used 
  to repair damaged armor, build temporary shelter, 
  shore up unstable structures or excavations and 
  the list goes on and on. The power comes directly 
  from the Ronin Reactor. 
   
  Name 
  Ronin Arc Hand 
  FX Technology 
  Description Ronin Quick Change Arm 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 10 - KDf 20 
  2 
  Hits 
  20 
  4 
  Endurance 
  Ronin Reactor 
  0 
  Extra Limb - Appendage 
  Socket 
  2 
  Bonding 
  Molecular 
  3 
  Preliminary Cost (PP) 
  11 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Utility Port 
  Inside Helmet 
  0 
  Total Conversion Rate 
  4 
  15 Construction Difficulty 
  Total Cost (OP) 
  14 
   
  Ripper Hand 
  The second most popular quick-change arm, the 
  Ripper Hand is not only useful but is fun. It has a 
  massively powerful 10” chainsaw blade at the 
  business end. This blade is made of a titanium 
  carbon fiber alloy and is laced with industrial grade 
  diamond chips (it can chew through just about 
  anything). All this durability backed the Ronin’s 
  Reactor makes for a cutting tool that can blaze 
  through just about anything. Some clients want it 
  purely for construction purposes, while others use 
  it as defense mechanism and some even use it as 
  a close range melee weapon. 
   
   
   
   
   
   
   
  Name 
  Ronin Ripper Hand 
  FX Technology 
  Description Ronin Quick Change Arm 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 10 - KDf 20 
  2 
  Hits 
  20 
  4 
  Endurance 
  Ronin Reactor 
  0 
  Extra Limb - Appendage 
  Socket 
  2 
  Wounding - Melee 
  PL 4 
  4 
    Killing 
  +1:1 
  4 
    Acidic 
  +1:1 
  4 
  Preliminary Cost (PP) 
  20 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Utility Port 
  Inside Helmet 
  0 
  Total Conversion Rate 
  4 
  17 Construction Difficulty 
  Total Cost (OP) 
  25 
   
  Gripper Hand 
  Nothing beats a third hand when it comes to 
  usefulness. This is an arm with a three fingered 
  hand that the Hero can use for just about anything 
  a normal hand would be used for. 
   
  Name 
  Ronin Gripper Hand 
  FX Technology 
  Description Ronin Quick Change Arm 
  Powers/Skills/Stats 
  Effect 
  Cost 
  Armor (1 area) 
  PL 10 - KDf 20 
  2 
  Hits 
  20 
  4 
  Endurance 
  Ronin Reactor 
  0 
  Extra Limb - Arm 
  Socket 
  3 
  Preliminary Cost (PP) 
  9 
  Conversion Variables 
  Abundance 
  Constant 
  5 
  Accessibility 
  Attached 
  -1 
  Replacement 
  Time / Money 
  0 
  Utility Port 
  Inside Helmet 
  0 
  Total Conversion Rate 
  4 
  14 Construction Difficulty 
  Total Cost (OP) 
  11 
   
   
  Again, Soga has many other modules and quick-
  change arms available, interested parties are 
  urged to call 1-800-555-SOGA for your free 
  catalogue. Or visit www.studio187.com for more 
  information on Soga Industries. 
   
  Automated Item Generator 
  There will be many more items to come in Sons of 
  Fuzion. We will also have an item generator 
  available at the home site that will do all your 
  calculations for you. It will look like the one seen in 
  the examples above. 
  
   
   
  STUDiO187 
  Magic Skin 
  Page: 15-1
   
   
   
   
   
  Introduction 
  There are several ways to use Power Core to 
  generate magic and we have included three 
  sections that will explain how we intended it to fulfill 
  these roles. 
   
  Mana: The term Mana is used with great 
  frequency when discussing magic and refers 
  to the mystical energy that exists between 
  dimensions. This energy helps form The 
  Membrane that separates all dimensions from 
  one another. It is widely known that other 
  dimensions can have different physics. It is 
  written that Mana is what separates these 
  dimensions and laws. It is also written that 
  those who can control Mana can control these 
  laws as well. 
   
   
  True Magic 
  There are some individuals who are direct sources 
  of Mana. They are literally a conduit for the stuff 
  and can use it readily to suit their needs. There are 
  many ways to simulate this with Power Core 
   
  Agents: Some beings gain magical powers 
  from other beings. Quite often by championing 
  their causes. This is seen most abundantly 
  through religious practices. Both Virtue and 
  Sin are predominantly used as carriers in this 
  process (see Hell’s Cookbook). Many times 
  Demons will grant power in exchange for 
  souls. 
   
  Battery: Some creatures (races) along with a 
  few humans actually produce Mana from 
  within their bodies.  Purchase powers as 
  normal but attach one Endurance Battery to all 
  of these powers. Players can refer to it, as 
  their Mana Pool (or Mana Battery) but it will 
  work exactly the same. This way, they will 
  have charges or uses that they will have to 
  restore. 
   
  These Batteries need to be cautious. There 
  are several cases of captured Batteries 
  becoming slaves. Living only to power another 
  being. 
   
  Conduit: These beings are able to channel 
  Mana directly through their bodies. They need 
  only expend Endurance to perform their 
  powers. Players may simply purchase powers 
  as is, stating Mana as their FX. 
   
  Spells: Some beings are able to utilize Mana 
  through rituals. Mana exists in residual 
  amounts in just about everything and even 
  patterns of language and movement can 
  invoke this Mana from the surrounding 
  environment. Beings who use this form of 
  magic are not considered magical themselves 
  but have learned the science behind Mana 
  manifestation. Through carefully practiced 
  rituals these beings are able to summon Mana 
  from the environment and use it to introduce 
  foreign laws of nature. 
   
  We have included several pages on spell 
  creation and usage. See Spell Design below 
  for more detail. 
   
   
  Magical Items 
  These are items that either work as a battery for 
  storing Mana or as conduits for accessing Mana 
  directly from the membrane or an outer worldly 
  being. 
   
  Use the item designer to create these items. Thus, 
  one could use the Endurance (Mana) Battery or 
  simply let the item work as a conduit, tapping right 
  from the source. See the Item Designer for ideas 
  on how to do this. Also, feel free to combine the 
  Magic Skin with the Cybernetic Skin to make 
  magical cybernetics. 
   
  
   
  Page: 15-2 
  Magic Skin 
  STUDiO187
   
  Holy water and blessed crosses are a great way to 
  simulate items that can only harm creatures of Sin. 
  This would be Mana granted from an outer worldly 
  being. With that being the FX, one could say that 
  faith in that being completed the contract and 
  would grant the user the powers while in 
  possession of that item. 
   
  Most of all use your imagination. If you want to do 
  things differently then go right ahead. If you think 
  of a better way of doing things then by all means 
  go for it. Just drop us a line and let us know about 
  your cool idea. Power Core was designed to be 
  ultra flexible so there may be tons of other ways to 
  do things and that’s sort of the point isn’t it? 
   
   
  Spell Design 
  This section is for Players who wish to play Heroes 
  who are not magical beings but have the ability to 
  harness Mana for their use. They rely on ancient 
  words, potions, rituals and components to gain 
  their effect. Unlike traditional powers, spells do not 
  cost any Power Points and the Hero must learn a 
  skill for each spell he intends to cast. The skill roll 
  to learn the spell will be based on a difficulty set by 
  the OCP of the spell. The beauty of this option is 
  that the Hero really has no inherent powers of his 
  own but can access them through his rituals. This 
  keeps power adjusters from fucking with him and 
  most corporations and government organizations 
  are not that interested in exploiting spell casters. 
  They would prefer the True Mages. 
   
  Anyone who wishes to cast or design spells must 
  have the Talent Magic Theory. This Talent will 
  allow the Hero to grasp the concept of how words, 
  gestures and components can warp reality. It 
  allows the Hero to visualize how imagination can 
  overcome reality and all that jazz. Basically, it 
  keeps any smuck from picking up a magic book 
  and blowing up the world! For every level in Magic 
  Theory the Hero can design and cast spells up to 3 
  OCP. 
   
  There are a few items that need to be discussed 
  before we get ahead of ourselves. 
   
  OCP: This is equal to the Power Points the 
  spell would cost before any modifiers (same 
  OCP used for Mods and Modifiers). However, 
  spells quite frequently have more than one 
  power attached to them. You must add all of 
  the power OCPs together to get the spell’s 
  OCP. 
  Grondex is going to design Fire Web. This is 
  an Entangle that also has Wounding attached 
  to it. He buys Ranged Wounding for 6 DC (+6 
  PP) and attaches the Mod Damage Field (+1:3 
  not counted in the OCP). He also buys 
  Entangle for 20 Hits (+4 PP) and attaches 2 
  points of Armor (+1 PP). He must also 
  purchase Link - Fuze (+1:3 PP not counted in 
  the OCP). His OCP is 6+4+1=11. He must be 
  at least level 4 in Magic Theory to cast or 
  design this spell and he also needs to bring 
  the total cost down to zero by adding 
  retributive modifiers. 
   
  Intensity (I): This number is double the OCP 
  and will be used frequently when dealing with 
  spells. 
   
  Magic Theory: Before the Hero can learn or 
  cast spells he needs to have the Talent, Magic 
  Theory. It’s a Talent rather than a skill because 
  it cannot be learned without a Teacher (well, 
  maybe, but only by one person in a million). 
  Once the Hero has obtained level one, he may 
  go on by himself with great difficulty. The 
  Director should only allow the Hero to advance 
  once in a while if he is without a Mentor. If 
  there is a Mentor then the Director should 
  allow the Hero to advance as fast as he has 
  the points to spend. This can continue until he 
  reaches the same level of the Mentor. At that 
  point the Mentor can no longer help him and 
  he must find a new Mentor or strike out on his 
  own.  
   
  Skills: The Hero needs to have the Spell in 
  question as a skill. Each spell will be a skill roll 
  to perform. Keep things as close to the original 
  rules for powers as you can. 
   
  Grondex would need the skill Fire Web. To 
  cast it, he would only roll to see if he hit with 
  his Fire Web. There wouldn’t need to be any 
  additional rolls (ie – He wouldn’t have to roll 
  just to activate the spell). 
   
  For Heroes that want to create their own 
  spells, they need the skill Research Magic. 
  This will allow them to figure out what would be 
  needed to activate enough Mana to cast that 
  particular spell. It would also let them know 
  how to manipulate the Mana successfully to 
  obtain their desired effect. Additionally, it will 
  let them properly document the spell in 
  question (spell book). 
   
  
   
   
  STUDiO187 
  Magic Skin 
  Page: 15-3
   
   
   
  Spell Construction 
  There are several steps a Player has to follow 
  when creating a spell. The very first step is 
  deciding what the spell is going to do and how 
  powerful it’s going to be. The OCP is very 
  important because it is going to determine just 
  about everything about the spell. The Player then 
  needs to modify the spell so that it will cost zero or 
  less points. This can be a tough experience, being 
  that it may take a lot of tweaking to get it to zero or 
  less cost. The more spells a Player makes, the 
  easer it gets. At the end of this section there are 
  several pre-made spells to provide examples and 
  there will be an automated spell design sheet on 
  the home page soon. 
   
  Once the Hero has designed the spell, he must 
  make a Research Magic roll with a Difficulty to be 
  determined by the Intensity multiplied by the 
  Environment the Hero has to work in (see below). 
  It will also take 1 day per point of Intensity 
  multiplied by the Environment to research and 
  generate the spell. The Hero can rush it by 1 day 
  per +1 to the Intensity for Difficulty calculation. 
  There is no roll necessary to actually write the 
  spell. If the Hero makes the research roll then he 
  has found all the knowledge to correctly perform 
  the task. The Director should make the Difficulty 
  Roll in secrecy because the Player’s Hero will not 
  know the result of his hard work until he 
  successfully casts the spell. The Hero is assumed 
  to be level 1 in the spell upon completion. 
   
  Difficulty: Intensity x Environment 
   
  Spell Design: Research Magic AV + d10 vs. 
  Difficulty 
   
  Time: 1 day per point of Difficulty 
   
  Environment 
  There are many factors that determine the 
  Environment. The sections below handle the 
  different situations that will modify the difficulty. 
  The Judge will determine the environment and if 
  the Hero does not fit in any of these categories 
  then he should put him into the closest one. There 
  are also a few additional modifiers that will help the 
  mage to create his masterpieces. 
   
  Impossible: This is the absolute worst 
  condition imaginable. The Hero is constantly 
  distracted with people bugging him or he has 
  to work a day job. Maybe he is married and 
  has a nagging wife (or she has an overbearing 
  or needy husband) along with a few brats. Or 
  perhaps the Hero is out of his environment 
  (like jail, another country or dimension). He 
  has to develop the spell during the few 
  minutes he gets to steal for himself in the 
  evening or whenever. 
   
  Environment Modifier: +2 
   
  Normal: The majority of his time can be spent 
  constructing the spell and he has little in the 
  way of distractions. 
   
  Environment Modifier: +1.5 
   
  Optimal: His distractions are none as he is the 
  master of his time and those who oppose this 
  are quickly remove from the equation. 
   
  Environment Modifier: +1 
   
  Assistants: For each person who is equal to 
  or within 1 level of the Hero add 2 to his AV. 
  For each person who is at least half the level 
  he may add 1 to the AV. Below half the level 
  will not help at all in large groups. In a small 
  group (say 2-4 total) even those who have no 
  level may add 1 each but only for small 
  groups. This will keep Players from hiring 200 
  water head retards to add to his Hero’s roll. 
  The Director may also lower the time required. 
  For the extra people, maybe he could divide 
  the total time by the total number of people 
  working on the project if a really good success 
  is rolled. Add the Assistant Rating to the 
  Hero’s AV and subtract it from the Time 
  Required. 
   
  Assistant Rating: 
  • 
  +2 per Assistant within 1 level 
  • 
  +1 per Assistant of half level 
  • 
  +1 per Assistant in small groups 
   
  Lab: If the Hero has access to a Mage’s lab it 
  will help things along. First off, he will have a 
  shit load of components to play with and he will 
  have materials to test theories with.  
   
  Wow, what type of materials and what kind of 
  tests? Hey what about those cool components, 
  what kind would he have?  Look, I don’t have a 
  fucking clue but let’s suffice it to say that there 
  is a lot of neat shit lying around. Maybe some 
  antigravity juice, some eye of newt and a few 
  dragon nuts. 
  
   
  Page: 15-4 
  Magic Skin 
  STUDiO187
   
  At any rate the lab helps a whole lot. The 
  Director should rate the lab from 1-5 (Lab 
  Rating). A one being a garage with a bunch of 
  occult books the Hero snagged from the library 
  (Magic for Dummies) along with a few reprints 
  of actual magic books or maybe even one 
  really good one. A three being an entire floor of 
  a good sized house with some gizmos on 
  tables and a bunch of zappy things along with 
  a bunch of nasty things in jars. A five would be 
  a mansion dedicated to being a lab. It would 
  have more of those zappy things and a few 
  rooms of jars with nasty stuff along with a 
  dedicated library of occult books and would 
  probably have a few creatures not found any 
  where on earth skulking around. 
   
  Lab Rating: subtract the Lab Rating from the 
  Intensity and Time Required. 
   
  Mentor: A Mentor is anyone who is at least 
  two levels above the student in Magic 
  Research and is at least his equal in Magic 
  Theory. The mentor must be available and 
  willing to devote a great deal of time during the 
  development of the spell. The Hero will add +2 
  to his AV with a Mentor. 
   
  Mentor: +2 to the Hero’s AV 
   
   
   
   
  Formula 
  Now we put it all together into the formula. As 
  stated we earlier D=IE (Difficulty = Intensity x 
  Environment) and that is the simple abridged 
  version. 
   
  That, however, is not the whole story. Intensity can 
  be modified the Lab Rating so a more accurate 
  formula would be Difficulty = (Intensity – Lab 
  Rating) x (Environment). The result is the Hero’s 
  Difficulty rating. The Player should now calculate 
  his AV. AV for generating spells is Stat + Research 
  Magic Skill Level + Assistants Rating + Lab Rating 
  + Mentor (+2). Add this number to a d10 and 
  compare it to the Difficulty. If the Player’s total 
  score is equal to the spells Difficulty then he has 
  made the spell with no problems. The Time 
  Required will be the Intensity – (Lab Rating + 
  Assistant Rating). 
   
   
  Example 
  Totally confused? Okay let’s run through one: 
   
  Mike is playing Grondex. Grondex needs a new 
  attack spell. He’s in a real good position right now 
  for doing this so he decides to make it a slightly 
  powerful one. Grondex has Magic Theory at level 5 
  which will let him make and cast spells with an 
  OCP of up to 15. He also has a Magic Research 
  level of 5 and his Intellect is also 5. This gives him 
  an AV of 10. Grondex also has a Mentor available 
  and is willing to devote his time to help him 
  develop his spell. 
   
  Step 1 – Decide what the spell does: 
   
  Grondex wants to make the spell Fire Ball. This is 
  a simple one. He purchases a 10 DC Ranged 
  Wounding Attack (+10 PP). He decides to increase 
  the base range and attaches Range Dial / Add at a 
  Power Level 2 (+1:4 = 3). To make it like real fire, 
  Mike adds Killing (+1:1 = 10). He now attaches 
  Area Effect / Explosion (+1:1 = 10). This spell has 
  an OCP of 10 and would normally cost 33 PP so 
  far. 
   
  Step 2 – Bring the Cost to Zero: 
   
  Now we have to get the spell to zero cost. The 
  best way to do this is to group them together. 
   
  The Range Dial added +1:4 (+3 PP) so Mike 
  chooses Visibility Dial – Exuberant for a -1:4 (-3 
  PP). 
   
  The Killing added +1:1 (+10 PP) and this is going 
  to take several modifiers to cancel out. Mike 
  specifies that the spell must come from the right 
  hand, -1:3 (-4 PP). He also specifies that a motion 
  Gesture will have to take place to use the required 
  components –1:3 (-4 PP). Mike specifies his first 
  component “any feather” –1:3 (-4 PP). 
   
  
   
   
  STUDiO187 
  Magic Skin 
  Page: 15-5
   
   
   
  Area Effect raises the power up by +1:1 (10 PP). 
  Again Mike chooses to specify several modifiers to 
  counteract this. The first one is a verbal gesture 
  (the words Incendium Globus; Latin for Globe of 
  Fire or Incinerating Globe). This is a –1:3 Power 
  Modifier (-4 PP). Mike decides to have this power 
  be very hostile to the surrounding environment and 
  takes Control – Side Effects (-1:4) and adds 
  serious damage to it for a –1MA to bring it to –1:3 
  (-4 PP). He then decides to add another 
  component “a small stone” –1:5 (-2 PP). 
   
  Mike has wiped out all of the modifiers but still has 
  to deal with the powers original cost of 10 PP. He 
  chooses to add Endurance Dial – On. He then 
  pushes it to Power Level 4 and will get back –1:1 (-
  10 PP). This will cause the spell to use 4x the 
  normal Endurance (40) every time it is cast. See 
  Endurance Dial for an example on this very 
  situation if you need more clarification. 
   
  The Spell now costs zero points. 
   
  Step 3 – Make the Spell: 
   
  The spell’s OCP is 10. This means that the Base 
  Intensity is 20. Grondex has no other pending 
  tasks or loose ends and instructs everyone to 
  leave him alone until further notice. So, his 
  conditions are Optimal (+1 to Environment). 
   
  Basic 
  Formula: 
  Difficulty 
  = 
  Intensity 
  x 
  Environment (D=IE).  
   
  Modified Formula: Difficulty = (Intensity – Lab) x 
  (Environment) vs. Magic Research Skill + Stat + 
  Assistants Rating + Lab Rating + Mentor (+2). 
   
  His Intensity is 20 and his Environment is a 1. So 
  far Grondex’s Difficulty is 20 (D=IE). His AV is 10. 
  He needs to roll a 10 or he will not be able to make 
  this spell. This is not acceptable odds but, we said 
  he was in a good position… 
   
  He is fortunate at this time because he has a fairly 
  competent Mentor. His Mentor is level 8 in Magic 
  Theory as well as Teaching so +2 to his AV. 
   
  He has two fourth level assistants to help him with 
  the research. This will give him +4 to his AV. 
   
  He has a level 3 Lab to work in so –3 from the 
  Intensity. 
   
  His new Difficulty is 17 (20-3 for Lab x 1 for 
  Environment). His AV is 16 (Skill AV of 10 with +4 
  for Assistants and +2 for Mentor). He cannot fail 
  even if he rolls a one. 
   
  This spell took him 13 days (20 Intensity - Lab 
  Rating 3 + Assistant Rating 4) to research and 
  document. 
   
  What does this give Him? 
   
  He can cast a 10 DC KDm ball of fire that can 
  travel 300 hexes and explodes on impact 
  delivering its damage for 10 hexes in all directions.  
   
  Whenever he casts the spell, you’ll be sure not to 
  miss it, as the Exuberant quality will make it bright 
  as hell. At night you could see the effects for miles. 
   
  Grondex must spend 1 minute in meditation to 
  prepare the spell each time he wishes to cast it. 
   
  He must use a small stone and a feather when 
  casting the spell. When he motions with his hand 
  and says Incendium Globus, flames leap from his 
  right hand in the form of a small ball and will ignite 
  an area with a 10 hex radius. 
   
  Upon leaving his hand, the spell will drain 4x the 
  normal Endurance of 10 points. This is a whopping 
  40 Endurance points. 
   
  When the Fire Ball hits, it will ignite everything that 
  is flammable in the area and has the potential of 
  starting a major fire. 
   
  He is also level 1 in the skill Fire Ball. 
   
   
  See the following page for the spell write-up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page: 15-6 
  Magic Skin 
  STUDiO187
   
  Fireball 
  Power 
  Effect 
  Cost 
  Wounding – Ranged 
  PL 10 
  10 
  OCP 10 
  Adjustments 
  Modifier 
  Effect 
  Mod Cost 
  Range Dial - Add 
  PL 3 (1000 Hexes) 
  +1:4 
  3 
  Visibility Dial 
  Exuberant 
  -1:4 
  -3 
  Killing 
  KDf 
  +1:1 
  10 
  Location 
  Right Hand 
  -1:3 
  -4 
  Gesture - Motion 
  Use Components 
  -1:3 
  -4 
  Component “Feather” 
   
  -1:5 
  -2 
  Area Effect 
  Explosion 
  +1:1 
  10 
  Gesture – Vocal 
  Incendium Globus 
  -1:3 
  -4 
  Side Effects 
  Serious Damage 
  -1:3 
  -4 
  Component “Stone” 
   
  -1:5 
  -2 
  Endurance Dial 
  On – PL 4 (x4 End) 
  -1:1 -10 
  Spell Design Notes 
  20 Intensity 
  Hero Av 10 
  1 Environment 
  Assistants 
  4 
  3 Lab 
  Difficulty 17 
  2 Mentor 
  Roll 
  1 
   
   
  Learning Spells 
  Once the Hero has created his spell he must learn 
  how to use it. As stated earlier, the Hero will 
  automatically gain level 1 in any spell he has 
  developed for no additional OP cost.  
   
  Learning a new spell is far easier than making a 
  new one. The Hero merely needs to be the 
  appropriate level in Magic Theory and learn the 
  skill for casing the spell. This is provided of course 
  he is able to read it and it is a real spell, not some 
  bullshit book of incantations from the library or 
  local trendy wicken store. 
   
   
  Casting Spells 
  Casting spells is done in the same manner as any 
  skill roll. If it is a Targeting spell and the Hero 
  misses on an attack roll he will affect something 
  else. A missed fire ball might hit a group of 
  bystanders (Ribs anyone!?) or it could  light up the 
  entire hallway, setting the structure on fire and 
  quite possibly ruining the adventure. In some 
  cases a failed roll will indicate a non-happening. 
  The Director should make this decision. 
   
  Fumble/Backlash: Some games like to cause 
  magical backlashes whenever a Hero fumbles 
  his roll. Fuck that. These are the Heroes and 
  that shit doesn’t happen to them. BUT, if a 
  Player is being abusive or stupid or perhaps he 
  screwed up the spell construction, he might fall 
  pray to a backlash defined by the Director. 
   
  Dispelling: If a Hero has a similar spell to the 
  Target (or the Target’s FX) then he may 
  attempt to dispel it. The Hero rolls against the 
  casters original success roll. If he beats the roll 
  then ‘poof’ it is dispelled. This can also be 
  done as a defense but a failure will indicate an 
  automatic hit. The spells must be very close in 
  nature. Differences in Powers Levels do not 
  make them different and modifiers usually 
  don’t make enough difference. If the Hero has 
  the lower Power Level he should be at a –1 to 
  his AV per PP to dispel the FX. If he is at a 
  higher level then he should be at a +1 AV per 
  PP to dispel the FX. FX makes all the 
  difference in the world, as do differing powers 
  all together. Again, Directors, this is your call. 
  Dispelling will not work against anything that 
  cost the Player or Target Power Points (real 
  powers).  
   
   
  What’s Available 
  Whatever your group decides upon. This is 
  completely up to you. We would suggest that you 
  use the unlimited RPG resources in stores 
  everywhere and across the Web. There are 
  several links at TheFuze to free sites with entire 
  books of spells. We especially like Atomik Magik. 
   
  Fists of Fuzion 
  Feel free to use the Magic Skin in combination with 
  Fists of Fuzion to create martial art styles based 
  on 
  magic. 
  A 
  Player 
  could 
  even 
  generate 
  Maneuvers with spells built into them. Use the 
  Advanced Modifier – Power, to provide for this. 
  You should use the name of the Spell in place of 
  the word Power to help you remember. 
   
  Cybernetics 
  Magical cybernetics are not out of the question 
  either. 
  Combine 
  the 
  Magic 
  Skin 
  with 
  the 
  Cybernetic Skin to create some really neat stuff. 
   
   
  A Few for the Road 
  We decided to include a few spells to enhance 
  clarity. These spells, along with their explanations 
  should help to answer any questions you may 
  have. Not to mention, give you a few to play with. 
   
  
   
   
  STUDiO187 
  Magic Skin 
  Page: 15-7
   
   
   
  Blood Magic 
  This is a particularly rare and disturbing form of 
  magic. Just about every spell requires the spilling 
  of blood, which is quite often required of the host. 
  As one may already guess, slinging spells round 
  after round would quickly kill the caster. This form 
  of magic, however, can be quite deadly on the 
  receiving end and does not need to be used too 
  often to achieve victory over a given situation. 
   
  Blood Burn: One of the deadliest of the 
  bunch, this spell will quickly reduce a normal 
  man to a smoking husk in no time. The Hero 
  spews forth a stream of blood from his mouth 
  to strike the Target from up to 10 hexes away. 
  This is his own blood and he will suffer a 
  whopping 6 Hits and 30 points of Stun from the 
  attack. The power also drains four times the 
  normal Endurance but the effect is quite 
  devastating. Upon contact the Target will take 
  5 DC KDm. The following phase he will take 4 
  DC KDm and 3 DC KDm the following phase. 
  This continues for a total of 5 phases. This 
  damage is also Acidic and will eat through 
  armor. If this wasn’t bad enough, anyone who 
  comes within a Hex of the tainted blood will 
  need to evade as the blood lashes out. If an 
  additional Target is struck he will begin to take 
  damage as well (same as the Target). 
   
   
  Blood Burn 
  Power 
  Effect 
  Cost 
  Wounding - Ranged 
  PL 5 
  5 
  OCP 5 
  Adjustments 
  Modifier 
  Effect 
  Mod Cost 
  Killing 
  KDm 
  +1:1 
  5 
  Acidic 
    
  +1:1 
  5 
  Duration 
  Tapering 
  +1:1 
  5 
  Sticky 
  Aggressive PL 1 
  +1:3 
  2 
  Location 
  Mouth 
  -1:3 
  -2 
  Control 
  Caustic (6 Hits & 30 Stun) 
  -3:1 -15 
  Endurance Dial 
  On - PL 4 (x4 Endurance) 
  -1:1 
  -5 
  Final Cost 0 
   
  Clerical Rituals 
  These are basic rituals taught to selected 
  members of the church. They are to use these 
  rituals sparingly beyond the sight of civilians. Often 
  cloaked in chanting, prayer and religious symbols 
  these rituals are not granted by a deity but stem 
  from the use of Mana. Most clerics do not know 
  that they are using magic and believe this to be the 
  work of God, when in truth it is the same rituals 
  used by the Pagans throughout history. 
   
  Hands of Light: This is a basic healing spell. 
  The Hero chants and pours holy water on the 
  wound and the Target begins to heal very 
  rapidly. The Target will heal his recovery in 
  Hits and Stun over the next twenty minutes. 
  This spell may be repeated on the same 
  Target every 20 minutes. Between castings, 
  the Hero must recite a prayer for 10 seconds 
  before he is able to use the spell again. This 
  spell works at double speed on holy ground 
  and will not work at all on desecrated ground. 
   
  Hands of Light 
  Power 
  Effect 
  Cost 
  Healing 
  Mend (Others) PL 4 (Every 20 mins) 
  12 
  OCP 12 
  Adjustments 
  Modifier 
  Effect 
  Mod Cost 
  Situation 
  Double - On Holy Ground 
  +1:4 
  3 
  Situation 
  Null - Desecrated Ground 
  -1:3 
  -4 
  Component Holy Water - Slight Value - Exp 
  -1:3 
  -4 
  Gestures 
  Chant 
  -1:3 
  -4 
  Refresh 
  Prayer 
  -1:4 
  -3 
  Final Cost
  0 
   
  Druidic Charms: Some of the oldest lasting magic 
  is that of the Druids. They use the Earth’s life force 
  to work their charms and are at one with nature. 
   
  Forest Spirit: This charm allows the Hero to 
  become intangible to wood. He is able to run 
  through trees and bushes as though they were 
  not there. This makes them nearly impossible 
  to follow through dense growth without quickly 
  falling behind. The Hero must be in the woods 
  and have water on him. He must also recite a 
  phrase (roughly translated – I am like the rain 
  through the tree tops). 
   
  Forest Spirit 
  Power 
  Effect 
  Cost 
  Desolidification 
  Substance - Wood 
  4 
  OCP 
  4 
  Adjustments 
  Modifier 
  Effect 
  Mod 
  Cost 
  Area Requirement 
  Woods 
  -1:5 
  -1 
  Components 
  Water 
  -1:5 
  -1 
  Gesture 
  Verbal 
  -1:3 
  -2 
  Final Cost 
  0 
  
   
  Page: 15-8 
  Magic Skin 
  STUDiO187
   
   
  Martial 
  Topping the charts for the oddest form of magic, 
  martial spells can be found in several South 
  American locations. Left over from the Incas and 
  the Mayans some traditions still exist. These are 
  spells that work in hand to hand combat and are 
  incorporated in Martial Art maneuvers. 
   
  Lightning Step: This spell was developed to 
  help warriors to keep from being cut down by 
  arrows, thrown objects and mystical bolts of 
  energy. The Hero will be able to use any 
  Defense Maneuver with the Advanced Modifier 
  – Spell (see Fists of Fuzion) against any form 
  of missile attack. He will also be able make 
  contact (block, catch and reroute) with these 
  items. This contact will be at no damage to the 
  Hero (unless his screws up his roll) and the 
  only requirement is a high level of Endurance 
  usage. 
   
  Lighting Step 
  Power 
  Effect 
  Cost 
  Missile Defense Low and High Velocity & Contact (both) 
  6 
  OCP 6 
  Adjustments 
  Modifier 
  Effect 
  Mod Cost 
  Endurance Dial PL 3 (x3 Endurance usage) 
  -1:1 
  -6 
  Final Cost 0 
   
   
  Spell Calculator 
  There will be many more spells to come in Sons 
  of Fuzion. We will also have a spell calculator 
  available at the home site that will do all your 
  calculations for you. It will look like the one seen in 
  the Fireball example. 
   
  
   
   
  STUDiO187 
  Psionic Skin 
  Page: 16-1 
   
   
   
  Introduction 
  This section is dedicated to rules regarding 
  psionics as powers, the implications there of and 
  what else the Players and Director should know. 
   
  From the Get-go! 
  In the Dark Millennium setting, Psionics are one of 
  the most common forms of power. Every SPB and 
  his brother is a psionic. Well, maybe not that many 
  but it is very common. Most cops are trained to 
  deal with psionics and have special equipment to 
  handle these freaks. It is quite common for people 
  to fear these individuals and corporations love to 
  exploit their abilities, so exposure is dangerous. 
  Players must be careful not to wind up on the 
  cutting table. Finding a job, however, is never a 
  problem. 
    
  What makes it Psionic? 
  Psionics are paranormal abilities that get their juice 
  from the Hero’s brain. The unit of power has many 
  names and none of which is incorrect. The 
  Chinese call it Chi, while the Japanese call it Ki. 
  The Asian Indians call it Prana and the Jedi’s call it 
  The Force. For Power Core we are going to call it 
  Flux. Dr. Chan Lee has pioneered the study of 
  psionic subjects for the past ten years and is the 
  fore most authority on the subject. In Dark 
  Millennium he was the scientist who proved that 
  this power existed. He also went on to develop 
  instruments and drugs to enhance, dampen and 
  control psionic abilities. 
   
  Flux is an energy that flows throughout all living 
  sentient beings entire bodies. The brain, in the 
  form of thought, controls the flow of Flux. The early 
  brain wave machines were actually measuring the 
  manifestation of Flux. Flux travels in very complex 
  patterns and is even more unique to a person then 
  DNA. All thinking creatures have Flux but few are 
  able to access it in the form of ‘powers’. Where do 
  you draw the line? The Director will be the judge of 
  that. He may wish to require Players to purchase 
  all psionics in a psionic power pool but it is not 
  necessary or required. He may also require the 
  Talent - Psionic Potential or the stat Psi. That is 
  also not a requirement but a possibility. If the 
  Director and the Players wish to go this route then 
  allow Heroes to have a maximum of 3 PP per level 
  of Psi or Psionic Potential per power. A dial can 
  modify this if you wish; it all depends on how 
  predominant Psionics are to your campaign. 
   
   
  Attacking 
  Attacks come in all shapes and sizes. See the 
  individual powers for the rules on how to use the 
  psionic in question on a Target. As for Wounding, 
  a Player does not have to purchase the Mod 
  Mental to have a psionic attack. This will just mean 
  that the Hero manifests the Flux into energy before 
  striking the Target. The Target will use normal 
  defenses rather than Resistance. 
   
  As for a base stat, there can be several. If the 
  Hero is doing a classical, stare at the guy, type 
  attack then use Presence. If it’s a, point your 
  finger, type of attack then use Reflexes. 
   
   
  Defending 
  To avoid being hit the Hero will use the proper DV 
  vs. the attack. If the attack is delivered through a 
  touch then he should use his Martial Arts DV (or 
  HTH Evade if you are not using Fists of Fuzion). 
  If the Target used a, point your finger, type of 
  attack then use your Ranged DV (Ranged Evade if 
  you are not using Fists of Fuzion). If this it is a 
  classical, stare at the guy, type of attack then use 
  the skill Mental Block. It should all be spelled out in 
  the power’s system description. 
   
  As for taking damage, most psionic attacks are 
  defended with the derived stat Resistance. The 
  
   
  Page: 16-2 
  Psionic Skin 
  STUDiO187
   
  power Mental Defense in the original rules is 
  whacked out. If a Player wants his Hero to be able 
  to resist mental powers better, then he needs to 
  purchase a higher Will or boost his Resistance. 
  Subtract the resistance directly from the Delivery. 
  For psionic attacks that forms of converted energy 
  (like pyro-kinesis) then use SDf or KDf as normal. 
   
   
  Assigning 
  As with magic, almost any power can be a psionic 
  ability. If a Player is playing a psionic then he 
  opens the door to almost any power but he should 
  stay consistent with a theme. There are several 
  types of psionic pathways to choose from and 
  Players should be encouraged but not forced to 
  choose one upon the generation of his Hero. 
   
  Bio-kinetics: 
  This 
  group 
  trains 
  in 
  modifications of the body. On a basic level, 
  Heroes will be able to modify stats, increase 
  healing 
  and 
  improve 
  their 
  bodies’ 
  performance. At the upper end of the 
  spectrum, Heroes will be able to learn how to 
  morph their form, adjust a Target’s stats, form 
  armor and the like. 
   
  This is Dark Millenniums official way to explain 
  Chi, Ki and Prana. Combined with Fists of 
  Fuzion a Player can make a deadly martial 
  artist. 
   
  Converts: This is a culmination of smaller 
  groups that concentrate their Flux into other 
  forms of energy. Here are a few examples. 
   
  Cryo-Kinetics: These psionics use Flux to 
  remove or displace heat in a given location 
  causing the temperature to drop (Cold 
  FX). 
   
  Pyro-Kinetics: These psionics use Flux to 
  induce heat into a given location raising 
  the temperature (Heat FX). 
   
  Electro-Kinetics: These psionics use Flux 
  to generate electricity and introduce it into 
  an area. 
   
  Espers: This group is based on using Flux to 
  enhance the Hero’s perception. It will include 
  cognitive and perception powers. 
   
  Teeks: This group of training involves the 
  many uses of psycho-telekinesis. It can 
  include ranged manipulation, flying, ranged 
  punches, knockback, force fields, force walls 
  and any other power that works with Kinetic 
  energy. 
   
  Telepaths: This group of training involves 
  learning how to manipulate mental patterns 
  and includes telepathic communication, mind 
  control powers, illusions and any power that 
  involves manipulating mental patterns. 
   
   
  Psionic Items 
  Psionic items are fairly commonplace in Dark 
  Millennium. Several corporations have jumped 
  onto this technology and most government 
  agencies have found it necessary to develop 
  psionic items for national security. 
   
  Flux Scramblers 
  Flux Scramblers scramble patterns above normal 
  levels. This will knock out super powered psionic 
  abilities but allow the Target normal life function. 
  Anyone 
  who 
  has 
  Top 
  Secret 
  clearance 
  (government or corporation) will undoubtedly have 
  a Flux Scrambler either as a cybernetic or a worn 
  item. Any agent or officer who might have to detain 
  a Psionic will be equipped with a Flux Scrambler 
  built into their cuffs. 
   
  Use the Adjustment Power, Dampen to achieve 
  this result. Tag on the modifier Effect Group – 
  Psionics. 
   
  Flux Boosters 
  Psionic energy at this point in time is not very 
  efficient. Mankind has yet to fine-tune the pattern 
  to eliminate waste. Boosters are used to filter and 
  condense the pattern so that the psionic has more 
  juice to work with. More advanced boosters 
  actually manipulate the pattern for the Hero 
  granting him abilities that he does not possess 
  otherwise. Powers that would require a skill roll will 
  still require that skill for use with any form of 
  efficiency. 
   
  Use the Adjustment Power Aid for these items. 
   
  Cortex Probes 
  This is the darkest path psionic technology has 
  taken. These hideous devices have just recently 
  been outlawed due to public outcry and the 
  government’s inability to keep up with corporate 
  advancements (if you can’t control it, outlaw it). 
  The sentence for using such a devise is extremely 
  severe. 
  
   
   
  STUDiO187 
  Psionic Skin 
  Page: 16-3 
   
  These devices are generally used to pry sensitive 
  information from individuals and are often used to 
  implant 
  and/or 
  wipe 
  out 
  memories 
  from 
  unfortunate victims. For a short period of time 
  courts were using these devices to try and convict 
  individuals without having to have due process. 
  Criminals stop giving up and would often fight to 
  the death knowing that if they were caught they 
  would be convicted for any and all crimes they 
  committed without any chance of beating the rap. 
  Riots 
  became 
  extremely 
  severe 
  with 
  the 
  reprogramming efforts began in 2018 and the 
  prison system eliminated this procedure as part of 
  it’s mandatory treatment in 2033. It is, however, a 
  good option for inmates who wish to get out 
  sooner.  
   
  Drugs 
  Drugs can be used to scramble and boost psionic 
  abilities as well. Drugs cannot be used to give a 
  Hero a certain power but can open the door for any 
  psionic power to develop. This is a way to explain 
  a Hero buying a psionic power with the 
  Components Power Modifier / Internal. 
   
  Batch 747: Strain 747 is a mind-expanding 
  wonder drug. It opens up the mind to 
  telepathic abilities. 
   
  Lil 7: A very mild version adopted by the 
  youth and especially predominant in the 
  club scene. It grants the users extremely 
  mild telepathic abilities and allows them to 
  hear whispers of surface thoughts. 
   
  Lucky 7: Very popular among heavy 
  users, this version combines Lil 7 with 
  LSD to create the most potent 
  hallucinogenic known to man. Groups 
  of users are known to band together 
  and share hallucinations with each 
  user effecting each others experience. 
   
  Batch 21: Before 747 was developed, Batch 
  21 was found to be necessary on lab subjects. 
  It’s 
  a 
  sedative 
  combined 
  with 
  Psionic 
  inhibitors. It blocks receivers in the brain 
  responsible for psionic activity. It is commonly 
  found in hospitals to treat “juice heads” that 
  O.D. 
  on 
  psionic 
  enhancing 
  drugs 
  and 
  penitentiaries to subdue powered inmates. 
   
  Cybernetics 
  Cybernetic implants have also been used to 
  stimulate the brain, allowing the Hero to access 
  powers he previously did not have. Combine the 
  Cybernetic Skin with the Psionic Skin, the Item 
  Generator Skin and the Powers from Power Core 
  to make some really kickass stuff. 
   
   
  
   
  Page: 16-4 
  Psionic Skin 
  STUDiO187
   
  
   
   
  STUDiO187 
  Cybernetic Skin 
  Page: 17-1 
   
   
   
  Introduction 
  This section will guide you through the process of 
  using Power Core to design and use Cybernetics. 
  It will detail the concepts of design, use and 
  complications that cybernetics bring to the gaming 
  table. 
   
  Cybernetics as powers? 
  Yes. Cybernetics can still be purchased with 
  money without having to use of Power Points. This 
  may sound unbalancing but there is a catch. As 
  stated earlier in the Using Power Core chapter 
  under Instant Gratification the Hero will lose a 
  number of Humanity points equal to the number of 
  Power Points the cyberware cost him. He can then 
  lower the Humanity loss by allocating Power Points 
  as he earns them. 
   
   
  Getting Cyberware 
  First and foremost, available cyberware is based 
  on the campaign. There will be all kinds of 
  variations depending the time or genre the group 
  has decided upon. The follow text should be taken 
  as a basis and not as hard lined rules. Please feel 
  free to tweak at will. 
   
  The beginnings of cyberware have already been 
  integrated into society. Artificial hips and knees, 
  pacemakers 
  and 
  full 
  prosthetics 
  are 
  the 
  forerunners of the things to come. By the 2020’s 
  cybernetics should be quite commonplace as 
  many people will have them as replacements or as 
  upgrades. In a cyberpunk campaign this will be 
  even more evident. Just about everyone has a little 
  something extra. The hardcore motherfuckers will 
  be more metal and plastic than flesh and bone. As 
  for Dark Millennium, cybernetics are actually on 
  the decline in favor of massive advancements in 
  genetic engineering and new social revolutions. 
   
  Starting Heroes who use Power Points to gain 
  cybernetics should not be required to pay any 
  money for them. Just like the other types of SPBs, 
  they get their PP for free. Starting Heroes could 
  conceivably purchase extra cyberware with their 
  starting money but it is not a good idea. All the 
  Heroes should start on an even playing field. If the 
  Director chooses to allow this as an option 
  (perhaps it’s the only way to get powers) then the 
  Hero still needs to pay for his Humanity loss. 
   
  Gaining cybernetics after game play begins will 
  require three things. 
   
  Availability 
  The particular cybernetic must be available and for 
  sale. Some powers are not going to be available, 
  as the technology does not yet exist, while others 
  may be considered Black Market. This will depend 
  greatly on what genre the group has decided upon. 
  Ultimately, the Director will have to make the calls 
  on what powers will be available and at what level 
  they can go to. To this end, Cyber Punk is the best 
  resource to find ideas to develop cybernetics from. 
  Beyond that we highly suggest Atomik Cybertek as 
  a great resource for ideas and the use of 
  cybernetics. GURPS Cyber Punk and Shadowrun 
  are also pretty good as well. 
   
  Money $100 x Power Level2 
  The cost of cybernetics is going to vary greatly as 
  well. The formula above is for a cyberpunk or 
  steampunk level campaign. A setting which 
  specifies that cybernetics are readily available and 
  reasonably priced. There are many genres that will 
  allow cybernetics but regard them as super 
  science (6 Million Dollar Man). To raise or lower 
  the cost the Director may either adjust the dollar 
  amount (say $200 x Power Level2) or he may 
  increase the exponent value ($100 x Power 
  Level3). The later alteration should be used to 
  simulate very low tech or depressed areas. The 
  cost is the total amount for the item and surgery. 
  The Hero will not have to pay any other expenses. 
   
  Time 
  This is a variable that cannot be measured by the 
  cybernetic’s cost. A relatively small and easy to 
  install item could carry a considerable amount of 
  
   
  Page: 17-2 
  Cybernetic Skin 
  STUDiO187
   
  power. Such an item might only require a few days 
  to fully recover from the installment. The Director is 
  going to have to wing it. Use the Power, Mend –
  Regeneration to gage the amount of time it will 
  take to for healing to occur. Beyond that we 
  suggest that you use Cyber Punk, Atomik 
  Cybertek, GURPS Cyber Punk or Shadowrun. 
   
   
  What’s Available 
  Good question. For the most part this is going to 
  depend on the genre your using. If you’re 
  interested in using cybernetics, then you’re 
  probably using a cyber punk type setting. So, just 
  about anything goes except powers like Force 
  Field and Teleport and they are pretty much out of 
  the question. For Dark Millennium, however, super 
  science is a factor. Force fields, anti-gravity, 
  plasma weapons and cold fusion are on the cutting 
  edge of science and are therefore conceivable for 
  use in cyberware (but your going to pay for it). 
  Ultimately, it is yet another decision that our 
  beloved Director will have to make. He should get 
  together with his Players before making his final 
  decisions on what’s available and what’s not, 
  because their input is just as important as his. 
   
  You can use the previously described materials 
  (like Atomik Cybertek) to determine what’s 
  available. It’s up to you how strict you want to stick 
  to the guidelines. You can assume that the 
  publishers have outlined and thought of everything 
  that could possibly exist. Or, you can be more 
  realistic and assume that there would be 
  unbelievable amounts of variations that no game 
  designer could possibly commit enough time to 
  design them all. Enter Power Core. By using your 
  imagination and the previously described material 
  you can use Power Core to generate any 
  cybernetic with the countless variations that would 
  exist. 
   
  Magic 
  Even magic is not out of the question. Combine 
  the Cybernetic Skin with the Magic Skin and the 
  Powers from Power Core for an awesome effect. 
   
  Psionics 
  Psionic cyberware is not only cool as hell but also 
  very possible. Combine the Cybernetic Skin with 
  the Psionic Skin and the Powers from Power Core 
  to create some dynamite diversity. 
   
   
  Building Cyberware 
  Okay, so the Director has decided that the 
  particular cybernetic does not currently exist or that 
  if it does, you do not have access to it. Fair 
  enough, build it your damn self. 
   
  Use the Item Designer to actually build the item. 
  Then have a surgeon implant it into your body. 
  Wow, that was easy. Or was it? 
   
  Using the Item Designer will be a little tricky when 
  it comes to designing cybernetics. You cannot use 
  Final Cost as a basis for what the actual person 
  must pay to have it installed. You must use the 
  Preliminary Cost for calculating Humanity loss. To 
  regain Humanity loss, use the same formula as 
  described earlier. It’s expensive but that’s the price 
  for individuality. 
   
  The person or people who build the cyberware 
  must have the necessary skills to complete the 
  task successfully and will require medical and 
  mechanical knowledge. This can be split among all 
  those working on it. A doctor and a cybertekie can 
  work together on a piece of cyberware to insure 
  that everything goes as planned. As for skills 
  required you should require these skills as a 
  minimum: Anatomy, Cyber Medicine or Nano 
  Medicine, Inventor, Mechanical Engineering, Basic 
  Tech, Cyber Tech and Construction. Each 
  cybernetic will be different and may require even 
  more skills such as Optics, Electrical Engineering 
  and Computer Tech. If your group is not using the 
  skills outlined in Hell’s Cookbook then you should 
  find the skills that best represent them in your 
  campaign. 
   
   
   
   
  
   
   
  STUDiO187 
  Credits 
  Page: 18-1 
   
  Final Words 
  We hope you enjoy this plug-in to the fullest extent 
  and get ready because the Sons of Fuzion are 
  just over the horizon. These are going to be pre-
  made NPCs that you will actually want to 
  download! Every Player will have a picture, a 
  history and will be laid out on a character sheet. 
  Any organizations that they belong to will be 
  mapped out with two map sizes. One size will be 
  8½x11 the other will be on large format for figure 
  use. All equipment and vehicles will also be laid 
  out in full detail to include stats and as many 
  pictures as possible. 
   
   
  Thanks 
  Gary Gygax for be so God Damn inventive in the 
  first place and giving us so much fun over the 
  years. 
   
  Hero Games and R Talsorian Games for the 
  Fuzion system. Bruce Harlick for giving us 
  permission to produce this material for you. 
   
  TheFuze network for supporting Fuzion so well 
  and helping to provide us with so much traffic. 
   
  Special thanks to Bill Bean for standing in our 
  corner in our time of need. You da man! 
   
  Mark Chase for his very cool Atomik plug-ins. We 
  use some of them alongside of our material and 
  encourage you to do so as well. 
   
  Dustin Evermore, Bob Greenwade, Jason A. Dour 
  and Christian Conkel for making some other damn 
  fine stuff. 
   
  All of the 3D modelers and artists at Renderosity, 
  Poser Forum, 3D Comic Collective, Renderotica, 
  the Props Guild, Chemical Studios, the 3D Café, 
  Morph World and the 3D Commune. We have 
  made use of their ideas and free models in the 
  development of our artwork along with our own 
  creations. The lit of individual artists would be far 
  too long and we would probably miss a few. You 
  know who you are and we thank you! 
   
  Image, Verotic, Marvel, DC and our favorite - 
  Heavy Metal comics for super influence over the 
  years. 
   
  Casey Burge and Doyle Erin West for contributions 
  to the Core. 
   
  All you pricks and pains in the asses for doubting 
  us and making us work that much harder! 
   
  A special thanks to our fans and supporters, this is 
  all for you! 
   
  Credits 
  Senior Director – Otto Blix 
  Assistant Director – Lynx 
  Illustrations and Grafix – Otto Blix 
  Guest Artist - Gigertube 
  Edited – Otto Blix, Lynx, Randy Ray Parsley 
   
  Created By: STUDiO187 
  For: Fuzion – Dark Millennium 
  Written By: Otto Blix 
   
   
  Play Testing 
  Otto Blix 
  Lynx 
  Corey Scott 
  Felix 
   
   
  Copyright 
  Champions, Hero System, Fantasy Hero, and 
  Champions: The New Millennium are registered 
  trademarks of Hero Games. Fuzion is a trademark 
  of Hero Games and R. Talsorian Games, Inc. 
  Fuzion is a copyright 1998 by Hero Games and R. 
  Talsorian 
  Games, 
  Inc. 
  All 
  trademarks 
  and 
  copyrights (other then those expressed in the 
  following 
  paragraph) 
  used 
  with 
  expressed 
  permission. 
   
  STUDiO187 is a trademark and all materials of 
  original art contained within these files belong to 
  and are copy written 1998-2001 by STUDiO187. 
  No part of book or file pertaining to information 
  developed by STUDiO187 may be reproduced or 
  transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, 
  recording, or information storage and retrieval 
  systems, for any purpose other than personal use, 
  without 
  the 
  express 
  written 
  permission 
  of 
  STUDiO187. 
   
   
   
   
   
   
   
  
   
  Page: 18-2 
  Credits 
  STUDiO187
   
  Disclaimer 
  While there are no means to keep this content 
  from children under the age of 17 it should be 
  noted that STUDiO187 does not market to minors. 
  If this material is found in the hands of child please 
  remove it from his possession. Additionally, please 
  do not use this material within a child’s presence 
  and for Pete’s sake PLEASE do not distribute it to 
  any children. 
   
  We do not support censorship but there is a line 
  that one must draw with our youth. STUDiO187 
  has gone beyond that line and created material for 
  an adult market. It is not our intent, nor our desire 
  to offend or corrupt anyone. Our intent is to 
  entertain very corrupt and disturbed individuals as 
  much as possible. 
   
   
  Contact 
  If like our stuff then please let us know. If you want 
  to use Power Core for web material, please 
  contact us. We will give you a link or provide you 
  with web space for your material. Anyone wanting 
  to collaborate on future projects should contact 
  Otto Blix to discuss this potential. 
   
  Remember, we are publishing our own system in 
  the near future so if STUDiO187 is to your liking, 
  you aint seen nuthin’ yet! 
   
  As for you pussies who think that we demoralize 
  RPGs and wish to take issue with us then your can 
  contact my ass and kiss it. We don’t give a crap 
  what you think and your little speeches are falling 
  upon def ears. We are so sick and tired of mamby 
  pamby games that are afraid to show a little skin or 
  utter a bad word. Role playing games are being 
  taken to a new level. Not a better or a worse level, 
  just a new one. You can’t stop it! Move aside or get 
  in line, STUDiO187 is coming through. 
   
  You can contact us at: 
  lynx@studio187.com 
  blix@studio187.com 
   
  Or better yet visit us at: 
  www.studio187.com 
   
  ENJOY IT ya' dirty bastards!  
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Power Core.pdf