TEXT:     
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  ""IItt''ss  ddaa  BBoom
  mbb!!""  
  Written By:  Mark Chase (mchase@meta-earth.com) 
   
  Playtesters: Mathias Gunn Russ 
                        Bradley Altizer 
   
   
   
  All material within, Copyright 2000, all rights reserved 
   
   
  Home Base 
  Meta-Earth 
  http://www.meta-earth.com 
   
   
   
   
  Mekton Zeta
  , Cyperpunk 2030
  , Champions
  , and Fuzion
   are all trademarks of R.Talsorian and Hero Games.  All rights reserved. 
   
  
   
                               Setting Up the Match 
   
  eathmatch 2000 
  Atomik Deathmatch is a "proving ground" 
  for Atomik WAR 3.0, the cutting-edge, 
  suped-up combat rules for the Fuzion™ 
  RPG system.  Atomik Deathmatch is not a 
  gameworld, but simply a set of rules for laying out a 
  quick and dirty "Quake-style" shoot-em-up combat 
  session.  Deathmatch has everything you would come 
  to expect from a Quake-style computer game including 
  Generic Character Types, Frag Counts, Objective 
  Points (for buying new stuff), Respawns when you die, 
  and various game modes such as Teamplay, Capture 
  the Flag, Team Fortress, and the ever popular 
  Deathmatch Free For All. 
   
  So why play Atomik Deathmatch at all when 
  you can just play the latest greatest 3D shoot-em-up?  
  First, Deathmatch is a great way to demonstrate the 
  combat action potential of the Fuzion system.  It will 
  stress test Fuzion to the max (just like 3D shooters 
  stress test your PC to the max).  If there are bugs in 
  the rules, the game will break (and break hard) in 
  Atomik Deathmatch.  Second, this game is free, and 
  does not require you to have expensive state-of-the-art 
  PCs networked to a LAN with many other computers, 
  all of which you have to upgrade every 3 weeks to 
  keep playing the latest games.  Third, you can do just 
  about anything you can possibly imagine with this 
  game and not have to worry about spending hours 
  programming.  Just do it.  It's as simple as that.  
  Finally, if you want to introduce someone to Fuzion, 
  Atomik Deathmatch can be the avenue of choice.  It 
  will demonstrate all the rules necessary to play any 
  Fuzion base game quickly and with an excessive 
  amount of fun. 
   
  Recommended Materials 
  You must have some version of the Fuzion™  
  core 
  rules 
  (available 
  on 
  the 
  internet 
  at: 
  www.herogames.com/fuzion/ ), and Atomik WAR 3.0 
  (get it at www.meta-earth.com/fuzion ).  You will also 
  need a bag of dice (six siders), print outs of various 
  character types (later in this text), and maps for 
  wherever your match is taking place. You made need 
  the following music as well: anything by White 
  Zombies, Metallica, KMFDM, (and so on), or even from 
  your favorite action movie! 
  Atomik Deathmatch is good for 4 or more 
  players, plus the GM.  The more the merrier.  Even 
  numbers are best for Teamplay style games. 
   
   
   
  ules of the Game 
  Atomik 
  Deathmatch 
  uses 
  the 
  rules 
  presented in the Fuzion™ Core Rules 
  version 5.02, available at the download site 
  presented earlier.  You may use an alternate (newer or 
  older) rules set if you wish, Atomik Deathmatch is in 
  Instant Fuzion (which can be found in other Fuzion 
  games, but I will explain later).  Deathmatch also uses 
  the expanded combat rules presented in Atomik WAR 
  3.0.  The GM may pick and chose what options he 
  wants active from Atomik WAR, but the Default 
  Settings will be shown shortly. 
   
  There 
  are 
  no 
  new 
  rules 
  in 
  Atomik 
  Deathmatch (though it uses Instant Fuzion) and there 
  are "environmental settings" which can alter how the 
  game works.  These will be presented below. 
   
  nstant Fuzion 
  Why does Deathmatch use Instant Fuzion 
  rather than Total Fuzion?  First, Instant Fuzion 
  is fast, simply, and easy to learn.  Second, 
  greater character detail is unnecessary and 
  cumbersome in a Deathmatch type game.  For these 
  reasons, Atomik Deathmatch has been written for 
  Instant Fuzion.  Characters can be converted to Total 
  Fuzion with little difficulty. 
   
  Characteristics 
   
  There are only four Primary Characteristics in 
  Instant Fuzion -- Mental, Physical, Combat, and 
  Movement.  Each of these is rated from 0 to 10, 3 
  being "Human Average", but 5 being heroic average. 
   
  Mental (MEN) - Tells how smart, cunning, and 
  charismatic the character is. 
  Physical (PHY) - The character's over all body size, 
  strength, and physical well-being. 
  Combat (COM) - How fast, skillful, and dexterous the 
  character is.  Not wholly related to combat, but shows 
  its greatest mark in combative activities. 
  Movement (MOV) - Measure's the character's physical 
  ability to move around, jump, swim, and run. 
   
  Derived Characteristics 
   
  Derived Characteristics are based off the 
  Primary Characteristics. 
   
  HITS: PHY x 5.  How much damage the character can 
  take.  When you reach 0, you are dying.  At -PHYx2, 
  you are totally dead. 
  Stunning Defense (SD): PHY / 2.  Protects only from 
  Stunning Damage (not Lethal Damage), and works like 
  armor against such attacks.  Any Stunning Damage 
  D
  R
  I
  
  that penetrates is applied as normal (see Instant Stun). 
  Speed (SPD): COM / 2 (half your COM).  Speed tells 
  how many actions your character can take in a round 
  (COM 6 gives SPD 3, COM 7 gives SPD 3 \ 4).  See 
  the rules for "Speed 2" in Atomik War. 
  Resistance(RES): MEN x 3.  How resistance (or 
  susceptible) you are to mentally overpowering or 
  stressful situation.  RES roles are often made to keep 
  from panicking, being seduced, or mentally controlled. 
  Run: MOVE x 2.  How fast your character can run. 
  Sprint: MOVE x 3.  The fastes you an move in an all 
  out sprint. 
  Leap: MOVE.  The max a character can jump, given a 
  good running start (half this if doing a standing jump) 
   
  Other Characteristics? 
   
  There are other derived characteristics in 
  Instant Fuzion, namely Recovery (REC is PHY x 2) 
  and Endurance (END is PHYx10), but these do not 
  have a significant effect in Deathmatch. 
   
  Instant Fuzion to Total Fuzion  
   
  Mental x 3 = points to divide between Intelligence 
  (INT), Presence(PRE), and Willpower (WILL). 
  Physical x 3 = points to divide between 
  Strength(STR), Constitution(CON), and Body (BOD). 
  Combat x 3 = points to divide between Reflexes 
  (REF), Dexterity (DEX), and Technique (TECH). 
  Move = MOVE. 
   
  Recalculate all Derived Characteristics. 
   
  Total Fuzion to Instant Fuzion 
   
  Mental(Men) = (Intelligence + Willpower + Presence)/3 
  Physical(PHY) = (Strength + Constitution + Body ) / 3 
  Combat(COM) = (Reflexes + Dexterity + Technique) /3 
  Move = MOVE 
   
  Recalculate all Derived Characteristics. 
   
  Playing with Instant Fuzion 
   
  The basic game-play rules of Instant Fuzion 
  are still 99% the same as Total Fuzion, there's just 
  less of them to mess with.  The most important thing to 
  adjust are modifiers that effect Characteristics and 
  Stun Damage.  Atomik War was written for Total 
  Fuzion, not Instant Fuzion.  Here are just a few things 
  to keep in mind: 
   
  Characteristic Modifiers 
   
  Anything that affects INT, WILL, or PRE affects 
  Mental instead. Anything that affects STR, CON, or 
  BOD affects Physical.  Anything that affects REF, DEX, 
  or TECH affects Combat.  Move is Move (that one is 
  easy).   If two or three modifiers affect the same Instant 
  Fuzion Characteristic simultaneously, just apply them 
  as an average (or GM's call).  This is a lose 
  conversion, so don't let it worry you too much. 
  Instant Stun 
   
  I have chosen do to Stun differently in the 
  Atomik Deathmatch version of Instant Fuzion.  An 
  attack that does Stun damage (a punch, kick, blunt 
  object), inflicts DCs of Stunning Damage (brusing), just 
  as a gun inflicts DCs of Lethal Damage (Killing 
  Damage).  However, in Instant Fuzion you have only 
  HITS to deal with (rather than both Hits and Stun 
  points). 
  In Total Fuzion, 5 Stun equals 1 Lethal Hit.  
  With Instant Stun there is no xD6 roll to determine the 
  total Stunning damage inflicted.  Instead, if the attack 
  does 5DC of Stun, the character simply takes 5 Hits.  
   
  Stunning Defense (SD) now equals PHY / 2 
  (for Instant Stun ), so if a character had a PHY of 5, 
  and an SD of 3, he would always take 3DCs less 
  damage from Stunning damage.  Every 5 points of 
  armor protects from 1DC of Stun, but enough Armor 
  will pretty much negate Stunning Damage all together. 
   
  Dazed 
  When a character takes damage there is a 
  chance that he will be physically "dazed" (stunned, 
  knocked out, etc.).  When damage is taken, make a 
  Resistance roll vs. DCs + 10 (if the character took 5 
  Hits, roll verses 15).   A Dazed character will lose his 
  next Action. 
   
  For example, Mike punches Bob for 5DCs of 
  Stun Damage.  Bob has an SD of 3 (and has no 
  armor), so he takes 2 Hits.  He must pass a Resistance 
  roll verses 12 (10 + the 2 Hits), or he will lose his next 
  Action from being "dazed". 
   
  Other Rules 
   
  All other Fuzion rules can be applied pretty 
  much as normal.  Initiative, attacks, defense, martial 
  arts maneuvers, damage, healing and recovery, 
  strength feats, and so forth, all work with Instant 
  Fuzion, just using different characteristics.  AV and DV 
  is still Characteristic + Skill + die roll.  If there is ever a 
  question, it is always the GM's call. 
   
  efault Settings 
  These are various settings which must be 
  applied to any Deathmatch game, all based 
  on existing rules from either basic Fuzion™ 
  or from Atomik WAR.  Defaults are suggested, but the 
  GM can set it up however he wishes. 
   
  Reality Level 
   
  Reality level is all-important.  It will define how 
  realistic (or not) the game happens to be.  There are a 
  number of other settings which are based on the reality 
  level, not the least of which are the Auto-Fire rules -- 
  the more realistic, the more bullets hit.  It should be 
  noted at for Atomik WAR you can set two different 
  Auto-Fire ratios (one for PCs, one for NPCs).  For 
  Deathmatch it is best to just have one Auto-Fire ratio 
  D
  
  based on the Reality Level.  Reality Level also effects 
  other things, such as Knockback. 
   
  What Dice to Use? 
   
  Atomik WAR 3.0 presents optional rules to 
  use different types and numbers of dice to make Task 
  Rolls.  Basic Fuzion is Char + Skill + 3D6, the 
  Interlock/Fuzion system is Char + Skill + 1D10.  
  Atomik WAR expands this by adding options for 1D6, 
  2D6, 2D10, 1D20, or no dice at all, in addition to the 
  common ones.  Adjusted DV tables are also described 
  for all systems.  I find that the 1D10 or 1D20 option is 
  best for Deathmatch (depending on the level of 
  variation you might want).  Diceless Deathmatch is 
  very fast, but lacks on random variance.  If you are 
  happy with the standard 3D6 system, use it, but it is 
  significantly slower.  1D20 is a good alternative to 3D6. 
   
  Initiative 
   
  At the beginning of every Round all Character 
  (PCs and combat NPC) must make an initiative roll (at 
  least those in combative situations).  There are two 
  options for this -- Static or Random.  Static is faster, 
  but only compares the COMBAT value to determine 
  the winner.  Random compares COM + a dice roll (as 
  set by the GM).  For Atomik Deathmatch, COM + 
  (whatever dice you chose) is preferred.  The winner of 
  the initiative can then select Tactical or Strategic 
  Initiative, as per Atomik WAR expanded rules. 
   
  Speed 2 (Nevermind) 
   
  Atomik WAR 3.0 introduces a new way to 
  handle SPD.  For simplicity, Speed2 should not be 
  used for Atomik Deathmatch. Instead, all characters 
  should get 4 Actions per Round as under the standard 
  rules. The Characterss in this text were built using the 
  Speed2 (with COM instead of REF), but SPD should 
  be ignored unless you really want to use it. 
   
  Difficulty Rolls 
   
  Finding have shown that 1D10 (Interlock 
  option) or 1D20 (sustitue for 3D6) are the best as far 
  as the speed of the game is concerned.  Static defense 
  DVs (see Atomik War) are best for By-Standers and 
  NPCs, whereas PCs will roll Dynamic DVs. 
   
  Martial Arts and Gun Fu 
   
  Some Character Types have a few Martial Arts 
  abilities, most of which can be found in various Martial 
  Arts Plug-ins or other Fuzion Games.  There are also 
  a number of Martial Arts Plug-ins available on the 
  Internet.  The Gun Fu style Martial Arts abilities can be 
  found in Atomik WAR.   All Martial Arts abilities cost 2 
  OP apiece and work exactly as described for that 
  ability. 
   
  Knockback 
   
  Knockback rules are optional.  They add to the 
  gritty realism (and are cool for effect) but do take a little 
  time to compute.  More often than not, the GM can 
  "guesstimate" the Knockback effect and just describe 
  it.  But if you really want to if your character was blow 
  out the window of the twelve story building by a 
  shotgun blast at point-blank, you can figure it out with 
  these rules.  Knockback is also based on the chosen 
  Reality Level.  We also noticed that no matter the 
  Reality Level, Knockback rarely effect characters with 
  a high PHYs (at least, with firearms). 
   
  Quick Combat Resolution 
   
  Quick Combat Resolution is not recommended 
  for Atomik Deathmatch.  Though it is much faster, it 
  lacks the completeness and descriptive detail of the full 
  system.  Alternatively, you could reserve Quick 
  Combat Resolution to hitting minor NPCs, such as By-
  Standers (especially if you "accidentally" mow down a 
  large crowd).  If you want to test out Quick Combat 
  Resolution (just to see how it works) it does make for 
  an extremely fast match.  With the Diceless Task 
  Resolution option and Quick Combat, you have no 
  need for any dice, at all! 
   
  Gunshot Wounds 
   
  It is recommended to use all the Gunshot 
  Wound options.  Unlike a normal RPG where 
  characters should be kept alive, the point of 
  Deathmatch is to kill them all.  The Wound Effects 
  Table is extremely gruesome, but adds such detail to 
  any firefight that you just have to give it at shot.  With 
  this option, most characters will die from their wounds 
  and not the direct effect of the damage. 
   
  ame Environment 
   Where the game is played is just as 
  important as how it is played.  The Game 
  Environment is the location setting, the 
  "stage" where all the action takes place.  Possibilities 
  are endless, so let your imagination go wild. 
   
  Setting Ideas 
   
  Play any multiplayer 3D game and you will get 
  some ideas.  Typical matches will take place a building 
  or other interior type environment.  Corporate HQs, 
  Malls, a factory, a restaurant, the interior of a ship 
  (liner, battleship, freighter), airport hub, and so forth, all 
  make perfect Deathmatch locations and should be 
  fairly easy to map out.   City maps (even if limited to a 
  block) are usually too large, but can be very, very fun, 
  especially with lots of By-Standers running around.  A 
  confined courtyard between buildings (with access to 
  those buildings) can be almost perfect.  Military bases 
  are also quite good. Outdoor settings can be just as 
  exciting, and can range from Vietnam jungles to the 
  Iraqi desert.  You can even come up with some very 
  exotic locations, such as the inside of a 747, the 
  sewers beneath NYC, racing down a highway on 
  motorcycles, or whatever you want. 
  G
  
   
  Maps and Miniatures 
   
  Once you have decided on where you want the 
  match, the GM needs to map it out.  Typical hex-based 
  gaming maps should be used, but it is not required.  
  He could use an existing map from some other RPG, 
  or draw his own.  Having blueprints to a building and 
  converting them over to a hex map could take quiet a 
  bit of time, but will really add to the realism.  For multi-
  level games (such as in a building or ship), a separate 
  map should be provided for each level of each building, 
  with designation to indicate its height (or stories) from 
  ground level.  You can use anything for character 
  markers, from coins to those little green plastic 
  soldiers. 
   
  What I have found to be best is to use simple 
  hex map printouts (proved at the end of this document) 
  or graph paper (each square is a "hex"), Styrofoam (or 
  some flat board) to put the map on, and colored 
  needles for markers (the ones with red, green, blue 
  heads).  You can also tape little flags to the needles to 
  show who they are, and such flags could indicate 
  facing.  The GM can draw the maps on the hex paper, 
  taping multiple sheets together if he needs too, then 
  tapes the sheets to the Styrofoam (or cardboard).   The 
  needle markers can then be easily inserted and moved 
  around as the game progresses, and take up negligible 
  space on the tiny hexes. 
   
  If you are a miniature enthusiast you may 
  already have everything you need.  Most miniature 
  terrain sets lack hexes (though some have them), but it 
  is easy to simple measure out the equivalent distances 
  and ranges in inches or cms, as per typical miniature 
  rules. 
   
  It is not recommended to play Atomik 
  Deathmatch "freestyle", that is, with the GM only 
  describing the environment around the PCs.  This is 
  because all PCs are in different areas and usually 
  against each other. 
   
  Live Action Deathmatch 
   
  No.  Don't.  And not at school. 
   
  Respawn Locations 
   
  Every map must have a number of Starting 
  points where the characters "materialize" into the 
  game.  These are also the Respawn locations where 
  they reappear after they die.  There should be at least 
  twice as many Respawn locations as there are players, 
  but this is only a recommendation.  You should number 
  them so that you can randomly roll where the character 
  spawns from (and use the appropriate type and 
  number of dice).  For example, if you need ten 
  Respawn points, number them 1 to 10 and use a 1D10 
  to randomly select one.  At the start of the game, roll 
  1D10 for each character to select his start point (re-roll 
  any duplicates), and then for whenever they respawn.  
  If you need 15 Respawn points, label them 3 to 18, and 
  use a 3D6 roll. 
   
  Weapon/Power-up Stay 
   
  On maps where the GM has added weapons 
  and power-up on the map he can set various options 
  for weapon/power-up stay.  "Always Stay" means that 
  when a character grabs a weapon or power-up it will 
  not go away.  It will instantly and magically reappear 
  where it was.  This is unrealistic, but is typical for 3D 
  shooters.  The character will be limited in that he 
  cannot pick the item up again, but others will still be 
  able to.  Alternatively, there is "Delay Stay" which the 
  GM sets to be a number or Rounds.  For example, if 
  Delay Stay is 5 Rounds, then the item or weapon will 
  reappear after 5 Rounds (the character who took it still 
  cannot take it again).  The GM can also select "Death 
  Stay", which means the item or weapon will reappear 
  after the character who took it dies (assuming 
  Body/Equipment Stay is also off).  Until Respawn 
  means the item will reappear after the character who 
  had them respawns, at which point it vanishes from 
  wherever it was (unless someone else had taken it).  
  Finally, there is No Stay, which obviously means that 
  the item or weapon will never reappear.  This is good 
  only if Body/Equipment Stay is Always On (so that the 
  item or weapon does not disappear permanently). 
   
  Weapons/Items and Power-up Stay can be set 
  independently, and can coincide with Body/Equipment 
  stay.  Make sure you don't set it up so that a weapon 
  replication factory is created.  That is to say, if you set 
  Always Stay and leave Body/Equipment to Always 
  Stay then you could end up with hundreds of guns 
  laying around (which might not be half-bad, really).  
  Also be careful not to set it up so that the items 
  disappear forever, unless that is what you want. 
   
  The default setting for Atomik Deathmatch is 
  Weapon/Item set to Until Respawn, Power-up Delay 
  Stay 10 Rounds, and Body/Equipment Stay set to Until 
  Respawn. 
   
  Various settings for Weapon/Item and Power-
  up (independently) are: No Stay, Always Stay, Delay 
  Stay X, Death Stay, and Stay until Respawn. 
   
  Body/Equipment Stay 
   
  When you die (or an NPC dies) your body and 
  equipment can remain where it fell, disappear after a 
  while, or vanish instantly.  NPCs (By-Standers, cops, 
  and so forth) should have Body/Equipment stay set to 
  Always Stay, since they never respawn.  For PCs they 
  can have their Body Stay and Equipment Stay set 
  independently at various settings.  There is, of course, 
  Always Stay, which means when you die your body 
  and equipment remains right where it was.  Anyone 
  (even your own Respawn) can come buy and grab 
  your guns, ammo, armor, or items (Power-ups usually 
  die with you).  The problem with this is that many 
  bodies will start to pile up and you can have a lot of 
  excess equipment.  Stay For X is a setting where the 
  GM sets a number of Rounds which your body, or 
  
  equipment will remain, and then vanish.  If someone 
  picks up a weapon before this time expires, he keeps it 
  and it will not vanish.  Next there is Util Respawn, 
  which means your body and or equipment will remain 
  until you Respawn, which is fairly logical and playable.  
  Lastly, there is Vanish instantly, which means your 
  body and equipment vanish right as you die, 
  eliminating the possibility that anyone can grab your 
  stuff.  These rules apply also for anything which you 
  drop.  NPCs can be set separately from PCs. 
   
  The default for Atomik Deathmatch is Body 
  Stay Until Respawn, Equipment Stay Until Respawn.  
  For NPCs is it Always Stay. 
   
  By-Standers and Extras 
   
  A map can have NPCs, called By-Standers or 
  Extras, depending on their roles.  By-Standers are 
  innocent civilians, pedestrians, workers, scientist, 
  hostages, and, in general, any non-combat person.  
  Maps can be filled with By-Standers (such as in a mall) 
  or totally devoid of them (as in a military base).  By-
  Standers have no weapons and low stats.  Rescuing 
  By-Standers (hostages) can be a good objective for 
  Teamplay games.  The GM may set an option where 
  the PCs loose points for killing By-Standers (-1OP per 
  kill), or gain a point for killing them (1 OP per kill), or 
  nothing at all (By-Standers have no value).  This 
  penalty can be much higher if the By-Stander is a 
  hostage the PC is trying to rescue.  Several By-
  Stander characters are presented later, for your 
  convenience. 
   
  Hostages are a special type of By-Stander for 
  Teamplay hostage rescue games.   Hostages can 
  actually be used in any sort of Good Guy vs. Bad Guy 
  game, even if it's not a supposed to be a rescue game.  
  Hostages must be guarded by one or more PCs, and 
  will be submissive to them (they will not try to runaway 
  on their own, unless they are unmonitored).  The GM 
  can penalize PCs for killing hostages (good guys 
  especially, but bad guys as well), and reward the good 
  guys for rescuing them. 
   
  Extras, on the other hand, are potential combat 
  units (cops, soldiers, etc.), or interactive NPC 
  (bartender, weapons broker, mafia don, etc.).  Extras 
  will usually have weapons, equipment, and combat 
  skills, and can kill a PC if he isn't careful (and you can 
  pick up their stuff when they perish).  Typical Extras 
  are Rent-a-Cops, Police, Advanced Police (SWAT, 
  supercops, heroic cops), grunt soldiers, mobsters, and 
  street punks.  Many of these are presented later, at the 
  end of this text.  There are actually two types of Extras 
  - Important NPCs and standard Extras.  Important 
  NPCs are more powerful (heros, big shots, etc.), but 
  standard Extras will be much more common (cops). 
   
  All 
  By-Standers 
  and 
  Extras 
  should 
  be 
  controlled by the GM (most By-Standers will just run 
  around screaming).   
   
  eathmatch Settings 
  Deathmatch settings are special settings and 
  options unique to Deathmatch games.  
  These allow for more customization and 
  control over the game itself, and must be established 
  by the GM and explained to the players. 
   
  Type of Games 
   
  The type of game you play is all-important.  
  The Deathmatch game is default. 
   
  Deathmatch (Default) 
   
  Deathmatch is the Free For All shoot-em up 
  default for Atomik Deathmatch.  In a true deathmatch, 
  every PC is against every other PC.  Extras (such as 
  cops) will be trying to kill or subdue all the PCs.  This 
  type of game is utter anarchy and total chaos, but clip-
  loads of fun. 
   
  Teamplay (Generic) 
   
  Generic Teamplay is just that.  The PCs 
  should get together an select teams (Team A and 
  Team B), though you can have more than just two 
  teams if you have a lot of players.  They will then fight 
  each other cooperatively.  Starting points maybe 
  random for each character, or just random for each 
  team (everyone in a team appears at the same place), 
  or there could be a static start location for each team.  
  How Extras react to the teams varies from game to 
  game, but usually there will be different type of Extras 
  allied to each team.  With Generic Teamplay the two 
  teams just run around fighting each other, with no true 
  objective, other than to win.  Most other game styles 
  are derivatives of Teamplay.   
   
  With all Teamplay games Respawn can be set 
  to Team Respawn.  This means no one will Respawn 
  until one side wins the round (by achieving all goals or 
  wiping out one side) and the game "restarts".  
  Respawn can, of course, be set as normal. 
   
  Killing teammates and allied Extras should be 
  penalized, and Good Guy teams should be penalized 
  for killing By-Standers.   
   
  Total War 
   
  Total War is a close derivative of generic 
  Teamplay.  The only difference is that the setting is 
  specifically a military war or campaign.  There will 
  usually be two opposing teams (Allies vs. Nazis, for 
  example), and their objective is to fight.  Extras can be 
  non-combat personal, technicians, medics, resistance 
  fighters, and so forth, and By-Standers are civilians 
  caught up in the middle.  Quartermasters are the 
  equivalent of Weapon Brokers.  Respawn can sort of 
  be explained via the "Reinforcements" theory. 
   
  There are other, less military forms of War.  
  Gang War is (obviously) between rival street gangs or 
  Mafia vs. Yakuza type games.  Corporate War (best for 
  cyberpunk 
  settings) 
  is 
  between 
  street 
  samurai 
  operatives of rival corporations. 
  D
  
  Team Fortress 
   
  Team Fortress is War taken one step further.  
  One or more teams may have their own Fortress 
  (which the GM must map).  Between the Fortresses is 
  the War Zone, which can be any sort of setting -- a city, 
  a battlefield, maze of trenches, whatever.  Team 
  Fortress can remain an all out War (as above), but may 
  add objectives.  In a Raid type game, there is one 
  Fortress held by one Team and the opposing Team 
  must raid the fortress to achieve their goal.  This is 
  most often a SWAT team vs. Terrorist holding 
  hostages sort of game.  Hostage games can include 
  both sides, especially if both sides are bad guys.  An 
  example of this would be two rival gangs, each holding 
  hostages important to their rival gang in their fortress 
  warehouse.  Alternatively, it could be two rival 
  corporations holding important scientists. 
   
  Other goal based Team Fortress games could 
  be similar to this, but most end up like derivatives of 
  Capture the Flag.  Fortresses can have large weapons 
  emplacements (Heavy Weapon) such as mini-guns, 
  chainguns, and the like, and nice sniping points such 
  as guard towers.  These are all placed there by the GM 
  for his map. 
   
  Capture the Flag 
   
  Ever popular for 3D shooters is Capture the 
  Flag.  This is a type of Team Fortress where a goal, 
  called a "Flag" is kept in a certain spot in each 
  Fortress.  The objective of the other team is to capture 
  the Flag and bring it back to a certain spot in their base 
  (but not necessarily where their own flag is).  Doing 
  this gains both the flag-bearer, and the whole team, 
  extra points (it is a Team Goal).   
   
  The Flag could be anything depending on the 
  setting,  even a physical flag.  But more often, such 
  games have a different sort of goal.  Hostages are one 
  type of goal, though that falls under Team Fortress for 
  the most part.  Other goals could be "a data disk" of 
  vital information, a secret serum or formula, a top-
  secret weapon (which may be usable!), or anything 
  else valuable which fits into your setting. 
   
  Objective Points (+OP) 
   
  Objective Points (OP, also called Option 
  Points), are awarded for success.  Every successful 
  task roll, every kill, and every objective obtained count 
  for more OP.  The GM can set this however he likes, 
  but below are the defaults: 
  Action 
  Penalty 
  At Start 
  5 OP (+ Character's Start OP) 
  At Respawn 
  0 OP (+ Character's Start OP) 
  Successful Task Roll 
  1 OP (only when the roll is opposed) 
  Killed an Opponent 
  5 OP (+1 Frags) 
  Killed an enemy NPC 
  3 OP (does not count for Frags) 
  Killed an enemy Extra 
  2 OP (does not count for Frags) 
  Killed a By-Stander 
  0.2 OP (maybe more or less) 
  Achieve a Goal 
  1-5 OP (set by GM for his game) 
  Achieve a Team Goal 
  1-5 OP(and Teammates get 1 to 2 OP) 
   
  Do not include your character's starting OP 
  with the OP you have earned.  Each time you respawn 
  you will receive your character's starting OP (picking a 
  different character may change this).  You will have 
  your starting OP + any earned OP.  Once spent, the 
  OP is gone (until you respawn again). 
   
  Penalties (-OP) 
   
  Penalties count off of your accumulated OP 
  (and you can end up with negative OP), and are given 
  for doing things wrong.  Shooting teammates is the 
  biggest no-no. 
  Action 
  Penalty 
  Killed a Teammate 
  -5 OP 
  Killed an Allied NPC 
  -3 OP 
  Killed an Allied Extra 
  -2 OP 
  Killed a By-Stander 
  -1 OP if you are a Good Guy 
  Killed a Hostage 
  -3 OP if Good Guy, -1 if Terrorist 
  Botched Your Goal 
  -5 OP (it could happen in some cases) 
  Killed Yourself 
  -5 OP (counts as a team kill) 
   
  Frag Count / Death Count 
   
  Put simply, Frag Count is the tally of how many 
  Frags (Opposing Player Kills) you have, and Death 
  Count is how many times you died.  Frag count can 
  also be Kills minus Deaths, but this does not show the 
  whole story.  Frag Count, together with Death Count, 
  will be used to help determine the victor.  If you change 
  character sheets (pick a new PC to play) you must 
  transfer all your Frags, Deaths, and current earned OP 
  to the new character. 
   
  Respawn 
   
  When you die you will eventually Respawn. 
  This is unrealistic, but necessary to maintain the action 
  of the game (think of it as a reinforcement, if you want).  
  Where you respawn was discussed earlier, under the 
  section Respawn Location.  After your character is 
  killed, he can respawn  at the end of the following 
  Round.  Alternatively, in some Teamplay games you 
  may not be able to Respawn until one side wins at 
  which point your entire team (or both teams) respawn. 
   
  Before you Respawn you can do several 
  things.  If you wish you may select a new Character to 
  play.  This will allow you to test out each character and 
  add a bit of diversity.  Second you can (and should) 
  buy weapons, armor, and equipment with whatever OP 
  you have.  Every character type starts out with a 
  certain number of Starting OP, which is given in 
  addition to whatever OP you have earned.  If you still 
  have zero or negative total OP, you can buy nothing, 
  and must rely on your basic hand-to-hand fighting or 
  Martial Arts.  The GM may give free starting weapons 
  (such as a knife, crowbar, or brass knuckles). 
   
  You may also upgrade your character (buy or 
  improve skills, and so forth) or buy one or more 
  Sidekicks to come with you. 
   
   
  
  Weapons 
   
  Naturally, 
  weapons 
  are 
  very 
  important.  
  However, it can get a little ridiculous.  This is why the 
  GM should list what weapons he disallows (or allows) 
  for the Deathmatch game.  Most standard weapons 
  and equipment should be allowed.  Heavy weapons, 
  perhapse, depending on the GM's preference.  Most 
  rockets are expensive and one shot deals, which is 
  generally restrictive enough, and thus rarely a problem.  
  Experimental Weapons are by default unavailable.   
  However, if they are appropriate to the setting (such as 
  fighting in a secret research base) they can be found 
  as Power-Ups.  In a Capture the Flag where the Flag is 
  an experimental weapon, the PC carrying it can use it! 
   
  You can buy weapons and equipment before 
  you start or respawn using OP, or from a Weapon 
  Broker during the game, also using OP. 
   
  Some maps may have weapons laying around 
  on the board in certain places.  These can be placed in 
  armories, found in trashcans, in hidden places, or 
  wherever.  Such weapons respawn as per the Weapon 
  Stay option, unless the GM conciders them to be 
  Power-Ups. 
   
  Power-Ups 
   
  Power-up are very optional and only suitable 
  for a Superheroic setting (though you could have it in 
  others).  In a game which really tries to replicate a 3D 
  shooter, Power-ups will be common.  Power-ups are 
  "magic items" such as Invulnerability, Invisibility, 
  Healing Packs, Double and Quad Damage, OP 
  Tokens, Armor Patches, and so forth.  Power-up 
  respawn is set by the Power-up Stay setting (Always 
  Stay, Delay Stay, Never Stay, and so forth).  Special 
  Weapons, such as Experimental Weapons, are 
  considered Power-Ups as well.  It takes 1 Action to 
  pick up and use a Power-Up.  It may be difficult to keep 
  track of when a Power-up should reappear if it has 
  Delay Stay.  The best thing to do is use a die (a 10 
  sider, for example) to place on the map where the item 
  was taken, and decrement it every Round until the 
  power-up respawns.  Power-ups should be uncommon. 
   
  Invulnerability: 
  This 
  should 
  be 
  very 
  rare. 
   
  With 
  Invulnerability the character can take no Stun or Lethal 
  Damage, 
  though 
  his 
  armor 
  will 
  still 
  be 
  damage.  
  Invulnerability lasts 3 Rounds. 
  Invisibility: With Invisibility the character is nearly 
  completely invisible.  It is a -5 Perception Check to detected 
  (or +5 to Stealth).  Invisibility lasts 4 Rounds. 
  Healing Packs: Each Healing Pack restores 1D6 Hits. 
  Heal All: Restores all Hits. 
  Armor Patches:  Each patch repairs 1 KD of armor. 
  Double Damage: All damage you do is at x2. Lasts 2D6 
  Round. 
  Quad Damage: All damage you do is at x4. Lasts 1D6 
  Round. 
  OP Tokens: Each token gives 1 OP. 
   
   
  Adding Hazards 
   
  Hazards can be fun and deadly (in this game 
  the two are synonymous).  Hazards are map specific 
  items which go boom or can otherwise do harm.  
  Exploding barrels or boxes, vats of acid, toxic 
  chemicals and lava are all considered environmental 
  hazards.  All exploding items use the standard area 
  effect rules.  Some equipment (like NBC suits) can 
  protect against some of these. 
   
  Fire Extinguisher: If hit for more than 5 damage, it will 
  explode doing 3D6 damage.  It can actually be used to put 
  out fires, too.  They weigh 5 kgs. 
  Exploding Barrel:  No one knows why they explode, but the 
  do when hit for more than 5 damage doing 5D6 damage.  
  Maybe they have weird chemicals inside.  Each weighs 20 
  kgs. 
  Crates of Explosives: Firecrackers, ammo, plastique, 
  whatever.  When hit for more than 10 damage they explode 
  doing 10D6 of damage (blast radius 10)!  You cannot actually 
  use the contents. Each weighs 100 kgs. 
  Acid or Toxic Chemical: Could be a pool, vat, or river of 
  toxic sludge.  When in contact with it, you take 3D6 damage 
  per Phase of contact.  Armor protects at 1/2, but an NBC suit 
  will protect completely (cost 5 OP instead of 50). 
  Nuclear Hazard:  Could be nuclear material or an irradiated 
  area.  When in contact you take 1D6 Stun and 1 Hit per 
  Phase, and continue to take 1D6 Stun and 1 Hit every Round 
  even after exiting the area (and you glow too!) for 5 more 
  Rounds.  Armor does not protect, but an NBC suit will (cost 5 
  OP instead of 50). 
  Lava or Molten Metal:  Could be real lava or molten metal (if 
  in an iron refinery).  When in contact with it you take 8D6 
  damage per Phase of contact. Armor protects at half. 
  Vacuum: In a vacuum (could happen in an outer space 
  setting) you will take 1D6 hits per Phase of exposure. Armor 
  does not protect. 
   
  Limits / Next Level 
   
  A game map can end any time the player get 
  tired of it and want to move on (assuming the GM has 
  other maps).  The GM can also set Limits which must 
  be reached in order to progress to the next map.  
  These can be a max number of Frags (when someone 
  makes 20 Frags, the map will progress to the next 
  level), a max number of victories (when one team wins 
  10 times), a max number of Rounds (after 50 Rounds), 
  and so forth. 
   
  And the Winner Is... 
   
  Finally, at the end, you may wish to determine 
  the absolute victor.  To do this, take everyone's 
  remaining OP and divide it by 5.  Add this to their total 
  Frags minus total Deaths.  The winner should then be 
  apparent.  All OP, Frags, and Deaths should be 
  cleared before moving on to the next map. 
   
   
  
  hat to Buy? 
  What do you use all the OP for?  Buying 
  guns, armor, and equipment for one thing.  
  Not only that, you can buy character improvements 
  and Sidekicks.  Most of the time you will buys these 
  things before you Respawn, but if there is a Weapon 
  Broker on the map you can get them during play. 
   
  Weapons 
   
  Naturally, you will need guns.  Lots of guns.  
  You can buy as many as you want, but don't forget to 
  buy ammo as well!  GMs should be extremely critical if 
  a player forgets to buy ammo, even though ammo is 
  dirt-cheap.  Grenades are nice too.  Weapon's cost is 
  listed in Atomik WAR (OP Cost). 
   
  Ammo 
   
  In Atomik WAR, the price of ammo was set to 
  reflect the actual real-world cost of ammo.  If the cost 
  of ammo seems to cheep, setting the cost of all 
  ammunition of x4 OP seems to work great. 
   
  Armor 
   
  Armor is also listed in Atomik WAR.  You 
  should always try to get some armor, it really does 
  help.  Of course, most AP ammo can make short work 
  of armor, but that's the point of AP ammo.  Don't forget 
  to take into consideration the armor's Penalty.  
   
  Equipment 
   
  Not necessary, but some equipment can be 
  helpful.  Take a look at what is listed in Atomik WAR.  
  If you see something useful, buy it. 
   
  Sidekick 
   
  It's always nice to have friends.  Sidekicks are 
  secondary PC characters which you can start out with 
  and control.  Your starting character is still your main 
  character, but you can buy Sidekicks (of any character 
  type) for 10 OP apiece for PCs, 7 OP for NPCs, and 5 
  OP for Extras (1 OP if you just want a By-Stander!).  
  You do not get their Starting OP and you must use 
  your own OP to arm and armor them.  You will have 
  full control over them, just as you do with your main 
  character.  However, when your main character dies 
  the remaining Sidekick(s) revert to NPCs or Extras 
  under the GM's control.  Your Respawn cannot regain 
  control over them, but in a Teamplay situation they 
  may still remain Allies (in a typical Deathmatch they will 
  be opponents).  Of course they could just run away. 
   
  The Weapon Broker 
   
  Who is the Weapon Broker, that man with the 
  dark shades, black trench coat, and bad aftershave?  
  In short, the Weapon Broker is The Mantm.  There can 
  be one or more on a given map, or none if the GM so 
  chooses.  At the beginning their shop is usually hidden 
  (after all, they are criminals), except in certain games, 
  such as Total War or Team Fortress, where they are 
  simply the Quartermasters of the armory.  The Broker's 
  store is stocked with weapons, armor, ammo, and 
  equipment, and he even has mercenaries he can sell 
  to you as Sidekicks.  You must of course pay for 
  everything using OP.  The only thing you can't get from 
  a Broker is Character Improvements. 
   
  You may be tempted to shoot the Broker and 
  rob his store.  Don't.  All Brokers have a dead-man 
  switch wired to a huge bomb located in the back of 
  their store.  If they die the entire store explodes, 
  probably taking you with it.  Quartermaster type 
  Brokers do not have dead-man switches, but if you 
  shoot him your character becomes Traitor, and your 
  teammates can kill you as if you were an adversary 
  (and you also lose 10 OP for this, in Teamplay setting). 
   
  Character Improvements 
   
  OP can also buy Character improvements, 
  such as new skills, improving skills, new Talents, new 
  Martial Arts abilities (at 2 OP per), and so forth.  These 
  cost OP as normal (1 OP for +1 to a skill, 3 OP for a 
  Talent, etc.).  I recommend a limit of allowing only 10 
  OP max for character improvements, but be careful, 
  they may still max out the skills (you might cap skills at 
  +3 max per skill, or a total value of +5).  I would not 
  allow them to buy up Characteristics (which would be 5 
  OP for +1 Char), though I would allow them to buy up 
  Derived Characteristics (at the cost listed in the core 
  Fuzion rules). Rearranging Characteristics, Skills, 
  Talents, etc., is akin to making a totally new character, 
  which is fine.  See below.  When you die all 
  improvements are lost when you respawn, as that 
  character who had the improvements has perished 
  (treat improvements like permanently lost equipment). 
   
  Making New Characters 
  There are a number of character types 
  presented later in this text.  Feel free to develop your 
  own.  Below are the rules for Deathmatch characters. 
  Points: PC characters were built with 20 CP (for the four 
  Instant Fuzion Characteristics) and 30 OP for skills.  
  NPCs were built with 18 CP and 25 OP.  Extras were built 
  with 15 CP and 20 OP.  By-Standers were built with 12 
  CP and 15 OP. 
  Everyman Skills: (given to all characters, PC, NPC, even 
  By-Standers), were Perception, Hand to Hand, and Melee 
  Evade (for Melee or Hand to Hand), all starting at Level 2.  
  The total OP from Everyman Skills was 6 OP (given for 
  free). 
  Other Skills:  In general, just the important ones (like 
  weapons, defense, etc.).  See sample characters.  The 
  Max Skill Level should be 5. 
  Talents: Bought as normal at 3 OP per Talent/Level.  
  Martial Arts and Gun Fu abilities cost 2 OP per. 
  Complications: All Complications were given at -4 OP, 
  Constant [10], Strong [10] but of Minor importance (divide 
  by 5), is -4 OP.  Only 2 Complications (of -4) are allowed. 
   
  W
  
   
                                 Playing the Match 
  tarting Off 
  Now it is time to begin the game.  Buckle 
  your flak vest, grab your SPAS-12, clip on 
  your ammo, and Lock 'N Load! 
   
  Knowledge Paradox 
   
  There is one obvious and paradoxical 
  problem with a map based, player opponent game.  
  That is, you can clearly see where everyone else is.  
  There are a number of ways around this, but not 
  many.  The best piece of advice?  Live with it. 
   
  The GM can, and should, declare that a PC 
  cannot act like he knows were the other characters 
  are unless he really knows, even though all players 
  can clearly see where everyone is.  Perception 
  checks should be down to spot hidden sniper, hear 
  footfalls and guns shots, and so forth, for the PC to 
  perceive where the other characters are.  This is not 
  realistic, however.  Most players will still act based on 
  *their* knowledge, rather than their character's. 
   
  The Excuses 
   
  The best way to deal with this is the Excuse.  
  Why do you know where everyone is?  Simple -- 
  everyone has a built-in motion/heartbeat sensor 
  which can detect and protect everyone's location on 
  the character's special GPS mapping watch.  Or 
  something like that.  This is of course a lame excuse, 
  if you (the GM) can think of a better one, use it. 
   
  Hidden Players 
   
  Players can declare themselves as hidden 
  and have their counter removed from the map.  Doing 
  this they must whisper to the GM their every move.  
  Other characters who can potentially see him must 
  make a successful perception check.  If he is spotted 
  his counter must be placed back on the map. 
   
  Bombs and Traps 
   
  Setting a bomb or trap is useless if your 
  opponent player can see where it is.  Even though his 
  character is unaware, he would just be plain stupid to 
  make him walk over such a trap (unfair as it is, this is 
  just true).  The solution is for the player to whisper to 
  the GM to tell him when (or where) he is setting a 
  trap, and make the task roll to do so.  He should tell 
  the GM "I will set a hidden a trip mine in the next 
  room, across the doorframe", then go into the next 
  room to do it and then walk around a bit more.  Even 
  though the other players will know something is up, 
  this will still keep some mystery as to what and 
  where. 
   
  Hostages 
   
  Hostages can be invisible on the map.  
  Where they are at the start is up to the GM and 
  players of the team who is holding the hostages.  
  There should be one or more players guarding the 
  hostages, and these players can be hidden too.  
  Hostages and hidden players can be moved around 
  "invisiblely" on the map by whispering their 
  movements to the GM, until discovered. 
   
  Other Secrets 
   
  They can be other secret or hidden items on 
  a map.  All Power-ups should be hidden until found.  
  Most Weapon Brokers have their stores hidden.  
  Other things such as hidden rooms and secret 
  passages should also be hidden off the map. 
   
  Communication 
   
  Communication between characters should 
  be confined to their logical limits (players can laugh 
  and chat all they want).  In Teamplay, every team 
  member 
  should 
  have 
  a 
  radio 
  headset 
  to 
  communicate with their other teammates.  These 
  radios can be given by default, but the GM, at no 
  cost.  Using such communication may be one way to 
  explain how you know where all (more most) of the 
  characters are. 
   
  Cheating 
   
  It is easy to cheat.  You can see where other 
  players are and you can often see or know where 
  traps, special items, and other such items exist.  
  Camping and sniping (huge problems with 3D 
  shooters) is more difficult, but knowing the location of 
  a camping sniper is in itself cheating.  Players can 
  also fudge on their own OP if they keep track of it 
  instead of the GM, and rules (such as range, stun 
  damage, knock back, impact damage, etc.) are often 
  overlooked.  Some of these can't be helped, but the 
  GM should do his best to keep these things in mind in 
  order to keep abuse to a minimum. 
   
  By-Standers and Extras 
   
  What can be more fun than holding a 
  Deathmatch game in a crowded mall?  A Deathmatch 
  game in a Disney Theme Park, of course!  By-
  Standers can often add a lot of color (and I do mean 
  red) to any Deathmatch or Teamplay game.  
  Pedestrians in a city, shoppers in a mall, moviegoers 
  in a theater, or whatever.  You can bet when the 
  bullet's start flying they'll be running and screaming in 
  blind panic.  By-Standers cannot harm PCs (except 
  S
  
  maybe by accident), and have little or no value if 
  killed.  Good Guys (in Teamplay) will be penalized for 
  killing By-Standers.  All By-Standers are controlled by 
  the GM, but they'll be running around at random or 
  cowering in fear for the most part.  Killing By-
  Standers can be done with the Quick Combat 
  Resolution in order to save time (this is especially 
  useful if you "accidentally" strafe a crowd with a 
  machinegun at full auto). 
   
  NCPs and Extras, however, are a different 
  story.  They are similar to PCs, but less powerful.  
  Most Extras are cops (guards, rent-a-cops, police 
  officers), and will try to stop rampaging PCs.  NPCs 
  include Advanced Police (SWAT, heroic cops, etc.), 
  grunt soldiers, vigilantes, and so forth.  NPCs are 
  typically more powerful and more important than just 
  Extras, but Extras will be more common.  Some 
  NPCs and Extras are presented later in this text.  In 
  Team Play there will be Allied NPCs and Extras, in 
  general the grunt soldiers in your fortress or on your 
  side.  They could also be resistance fighters or police 
  allied to your side.  Shooting Allied NPCs or Extras 
  imposes penalties, shooting Enemy ones can give a 
  little OP.  In Deathmatch, shooting any NPC or Extra 
  will usually give a little OP (most Extras are enemies 
  in Deathmatch).  You can get weapons and 
  equipment from dead NPCs or Extras and they will 
  not respawn. 
   
  Playing Sidekicks 
   
  Buying Sidekicks was described earlier, and 
  you can get as many as you want or can afford.  You 
  can play your Sidekick(s) just like your main 
  character.  If you plan to separate them out over 
  some distance, your main character should still be 
  able to communicate with them, probably by way of 
  radio.  In a teamplay setting, radios are usually given 
  for free.  In Deathmatch you must buy radios for your 
  main character and sidekicks from the equipment 
  section of Atomik WAR if you want to remain in 
  contact with them.  Your Sidekicks must be armed 
  and armored by your main character.  You will 
  receive all OP they earn (or lose!) but will not be 
  credited for any of their Frags or Deaths.  When your 
  main character dies the remaining Sidekick(s) revert 
  to NPC Extras under the GM's control.  Your 
  Respawn cannot regain control over them, but in a 
  Teamplay situation they may still remain Allies (in a 
  typical Deathmatch they will become opponet NPC 
  Extras). 
   
  unning the Match 
  Having run a lot of Deathmatchs, I have 
  found things that work, and things that 
  don't.  If you need help running (or 
  controlling) a Deathmatch game, read on.  Some of 
  this may also be applicable to any game where you 
  might encounter mass combat situations. 
   
  The GM's Role 
   
  Basically, the GM is there to keep things 
  running smooth.  Like the GM of any tabletop 
  wargame, the GM is there to explain the rules (to new 
  or novice players), consult the rules, resolve 
  disputes, make rulings when something outside the 
  normal rules comes up, and finally to make sure no 
  one is cheating.  Having a few other people in the 
  game who know Fuzion helps a lot, and the more 
  rulebooks are lying around all the better.  For Atomik 
  Deathmatch, it is also usually the GM's responsibility 
  to plan the scenario and make up the maps. 
   
  Pre-Game Planning 
   
  The good thing about Deathmatch is that it 
  requires minimal planning.  I have a notebook holding 
  the basic rules I need, character sheets, a dozen 
  hex-maps, and some counters.  If my friends call up 
  and want to game, I'm ready to go.  But there is 
  something to be said for "Added Features". 
   
  Having good maps is probably the foremost 
  necessity.  There are maps provided on the Atomik 
  Fuzion site (under the Atomik War sub-page), which 
  should get you started.  Feel free to use the blank 
  map sheets to make up your own. 
   
  Second, print out at least two or three copies 
  of all the PC characters (Tequila and K.O. Bombshell 
  are often very popular), these can be printed and cut 
  out to individual half-sheets.  You need only print one 
  sheets for each By-Standers and NPC type you plan 
  to have on the map -- you may use one sheet for 
  several individual NPCs. 
   
  And of course, have some sort of maker for 
  PCs and NPCs (I actually use long pins with flags on 
  them, they work great!), and of course, lots of dice 
  and snacks. 
   
  Speed 
   
  We have taken up to an hour to get through 
  one Round.  This is ridiculous.  Here are some 
  suggestions to speed up play. 
  • 
  Use 1D10 or 1D20s, rather than lots of dice for 
  success roles.  It is much faster. 
  • 
  Use Static DVs for all NPC's defenses.  Write 
  down the overall DV to hit them on their sheet. 
  • 
  Role only one Defense Roll for a PCs per Phase.  
  This saves a lot of time. 
  • 
  Use a "hex ruler" to count range, cut out from the 
  hex sheet itself and number. This is great to have. 
  • 
  Throw out Stun, End, and any time consuming 
  optional rules which get in the way of fun. 
  • 
  Finally, keep the game moving.  It's okay to have 
  two people taking actions at once if they are not in 
  direct combat with each other.  Faster is better! 
   
  The Scenario 
   
  Having a Scenario is more than just declaring 
  "Deathmatch", "Team War", or "Team Fortress".  A 
  few sample Scenarios are shown below: 
  R
  
  Deathmatch Scenario One 
  "Diamonds are Forever" 
   
  Game Type: Deathmatch, but it could be adapted to Teamplay. 
   
  The Theme: Diamonds Are Forever Deathmatch has one primary goal:  The town's Weapon Broker wants the 
  Vargas Diamond, which is being held in one of the bank vaults under heavy guard (is due to be transferred out in a 
  few days). 
   
  The Setup: Need to make a nice city grid of four to six buildings, some being multiple stories if possible.  There 
  must be two banks, a club or restaurant (for the Don), and a bar, gunshop, or other place for the Weapon Broker to 
  have his shop.  The Clinic is optional. 
   
  The Weapon Broker: The Weapon Broker's shop is in the back of a bar.  He wants the Vargas Diamond. 
   
  The Vargas Diamond:  In the vault of a Bank Number 1 is the Vargas Diamond.  The Weapon Broker will pay 
  15OP to anyone who brings it to him, or the equivalent in weapons and equipment.  It is worth much more, but that 
  is all he will pay.  Bargaining with him will grant 1D6 more, or the difference in the success roll, whichever is 
  greater.  The Diamond is under heavy guard, and one of the guards has the key to the safe. 
   
  Safety Deposit Boxes:  Everyone (except for the PCs) has on their person a safety deposit box key.  In the vault 
  of the Bank Number 2 (not the diamond bank), are many deposit boxes (the key is foolishly labeled with the box 
  that it goes with).  Each time a box is opened, roll randomly on the chart at the bottom of this page. 
   
  The Defunct ATM: There is a defunct ATM spitting out 1OP ($100 bill) every round at one of the bank holding the 
  diamond.  It drops 1OP every Round, to a max of 4OP.  When any amount is taken, it will not begin spitting out 
  more OP until after the following Round.  There is a security guard (Rent-a-Cop) watching over the ATM and a 
  mechanic (By-Standar) trying to fix it. 
   
  The Clinic:  (Optional) There is a medical clinic in the area as well.  Using the supplies here, a character can heal 
  himself of all Stun and 1D6 Hits (taking two Actions to do so).  He cannot perform this action again. 
   
  The Don:  The Mafia Don (Gangster) has his office in the Linguini Italiano restaurant (or club).  He has a number of 
  heavy armed goons (Soldiers) working with him, and these goons may also be going after the Vargas Diamond.  In 
  the Don's office is a safe (the Don has the key). 
   
  The Don's Safe:  In the safe is 10OP ($1000), a Desert Eagle .50 and two clips, and a gold Rolex (which the 
  Broker will exchange for 8OP, if asked). 
   
  Police:  There are police around -- guards at the two banks for the most part.  A few rounds after the shoot starts, a 
  SWAT team (Advanced Police) may come in totting the heavier weaponry to counter the PCs. 
   
   1D20 roll   --- What you find in the deposit box is.... 
  1 
  2D6 of OP 
  2 
  Desert Eagle .44 with barrel extension mod, +1 WA (+2 total WA) 
  3 
  A motion sensor and a cell phone. 
  4 
  Glock 18C and two clips. 
  5 
  1D6 of OP 
  6 
  HK SOCom pistol and two clips.  Nice. 
  7 
  Birth Certificate for some guy.  Next time you respawn, you will have an NPC Extra Sidekick! 
  8 
  2D6 of OP 
  9 
  Box of 100 9mm Rhino rounds. 
  10 
  A pair of nice vanbraces 
  11 
  Birth Certificate for some guy.  Next time you respawn, you will have an Important NPC! 
  12 
  1D6+2 of OP 
  13 
  A pair of nice shin greaves 
  14 
  A silencer/suppressor combo 
  15 
  1D6+3 OP 
  16 
  A laser sight 
  17 
  "My Hero Fan Club Card".  Next time you respawn, you will have 1D6 by-stander followers. 
  18 
  2 M68 grenades. 
  19 
  A box of 10, 12guage Flechette shells. 
  20 
  Jackpot!  1D20 OP! 
  
  Deathmatch Scenario Two 
  "Battle Arena Earth -- the Unreal Quake of Ultimate Doom" 
   
  Game Type: Deathmatch 
   
  The Theme: Unbeknownst to mankind, a terrifying alien force has already begun its invasion of Earth in 
  preparation to enslave humanity.  Having made thousands of clones of the twelve greatest warriors on Earth (the 
  PC characters), the aliens have formed an army of mindless human war machines.  It is now time for them to put 
  the clones through their trial runs to determine which are the best of the best.  But before they begin their all-out 
  invasion the aliens decide to have a little fun.  As they are energy-based non-corporeal beings, the aliens 
  themselves are able to posses the bodies of the clone-warriors.  Teleporting down from the cloning tanks of their 
  mothership orbiting safely around the Moon, these clone-warriors materialize into the heart of a major city.  Earth-
  made weapons in hand, the "spawns" duke it out, each against the other, in a fight to death.  The clone which 
  stands dominate will be their Chosen One.  And the mortal human's haven't a prayer. 
   
  The Setup: A map of a few city blocks (4x6 hex sheets works well), mostly of bars, banks, and so forth.  This is a 
  total deathmatch, so anything goes.  There should not be a Weapon Broker, but weapons will spawn in from time to 
  time (see below).  When the game begins, there will be plenty of By-Standers and few cops (one or two in the 
  street, and rent-a-cops at the bank, and so forth).  A few Rounds into the game, more cops and SWAT teams may 
  start to arrive. 
   
  The Characters:  The characters are clones of one the twelve PCs listed in the back.  They should not be modified 
  from their existing stats for this Deathmatch -- the alien invaders want to test their clones "as is".  Clones are armed 
  and armored as normal (5 + start OP at the beginning), but no supertech weapons are given.  They aliens want to 
  use human weapons, primarily to determine the effectiveness of human weapons.  The objective is for the alien-
  controlled clones to fight each other and put themselves to the test (if cops get in the way, that's their own sorry 
  fault).  When a clone is killed (by another clone or by a human cop somehow) his body is instantly teleported away 
  (Body Stay 0), but his weapons and armor will remain 2 more Rounds (a glitch in their teleporter).  The entity which 
  controlled the clone (the Player) can then select a new clone (character) or keep the same one.  The Alien Regent 
  awards his warriors for the more kills they get, both of other players (5 OP for killing another clone), and 2 or 3 OP 
  for killing a powerful human (as per standard Deathmatch rules).  With these points, and his starting OP, the Player 
  may rearm his new character with armor and weapons and teleport back down the following Round (respawn). 
   
  Weapon Spawn: The Alien Regent (GM) has decided to teleport random weapons into battle.  But knowing very 
  little about human weapons, the Regent has made a table to randomly select the weapon (on a die roll), which is 
  then teleported to a spot on the map of his own whim, along with a few clips of random ammo since the only thing 
  he knows about 'ammo' is that 'guns' need some to work, similar to the way their Kathorks need ten Burthols. 
   
  Power-Up Spawn:  Under the advice of His Most Malevolence General Splatgorr, the Regent has also declared a 
  number of Power-Up Spawn points.  Some of these are set (that is, on a certain hex there will always be a Healing 
  Pack), others are Random (you never know what might spawn there).  The Regent sets what and where the power-
  up points are, and Power-Ups should respawn after 1 to 3 Rounds (1 for small things, 3 for big ones like 
  Invulnerability).   Mortal humans cannot use the Power-Ups, as they are protected by an invisible force field until a 
  PC arrives to pick it up. 
   
  Those Pesky Humans: There are still lots of humans to deal with, though most are just By-Standers and of no 
  concern.  Cops, and later SWAT, soldiers, and so forth, will come to be more of a nuisance.  It is fine for the PC 
  clones to engage the humans -- this will test how pitifully ineffective they are against the awesome power of the 
  unstoppable alien war-machine. 
   
  Final Note:  The aliens may end up enjoying this so much that they just decide to use the Earth as their battle 
  arena for centuries to come, and never actually invade at all.  Just spawn battle of spawn battle, through city after 
  devastated city.  Forever and Ever.  Battle Arena Earth... 
   
  
  Deathmatch Scenario Three 
  "Strike Force Team is Go! Go! Go!" 
   
  Game Type: Team Fortress Raid 
   
  The Theme: A typical SWAT or Special Force verse a terrorist origination.  One team is the Strike Forces (they can 
  decide what they are, SWAT, Special ops, whatever), the other team is the Terrorist Origination (who must chose a 
  name for their radical, militant, separatist group).  The Terrorist have holed up in a building and have a number of 
  hostages (and can place them anywhere).  The Strike Force must storm the Terrorist's fortress and take as many 
  hostages as they can back to one of their spawn points for pick up.  The Terrorist must repel the Strike Force 
  successfully. 
   
  The Setup: Obviously, a large building for the terrorists is required.  This could be in the middle of a field with forest 
  and field terrain, but could also be in a city or small town with other buildings scattered around.  By-Standers will be 
  minimal, but there may be other supporting NPCs for each team as well.  The Terrorists will have their respawn 
  points in their building.  The Strike Force's spawn points will be clustered together (at, for instance, a APC or landed 
  helicopter) on the other side of the map.  There should not be any Weapon Broker type characters in this game. 
   
  The Terrorists' Fortress:  The Terrorists' Fortress should be a multi-story building with a few guarded (or booby-
  trapped) entrances.  The Terrorists do have an advantage over the Strike Force.  Not only are they holed up, but 
  they also get free supplies (given by the GM).  This can include several kilograms of high explosives, plastique, or 
  other explosives, mines (claymore mines), tripwires, and walkie-talkies.  He may also designate a supply room 
  holding crates of weapons and/or armor. 
   
  The Hostages: The Terrorists have taken a number of hostages.  There is one hostage for every PC (Terrorist or 
  Strike Force), so if eight people are playing the game, there are eight hostages.  The Terrorists may place the 
  hostages anywhere, and may put them in one room together or in many rooms.  The Terrorists can also control the 
  hostages indirectly, by forcing them to move at gunpoint.  Hostages will automatically follow Strike Force players if 
  they see them, unless told to "wait" or "hide" (hostages will follow all orders of Strike Force players, but will not 
  jeopardize their survival to do so).   
  • 
  If a Terrorist murders a hostage outright, he loses 1 OP.  
  • 
  If a Strike Force player kills a hostage, he loses 3 OP. 
  • 
  If a Strike Force player leads a hostage out of the terrorist building he gains 2 OP. 
  • 
  If a Strike Force player gets a hostage back to the Strike Force spawn point he gets 5 OP, and everyone in 
  his team gets 2 OP. 
  • 
  A Terrorist can kill a hostage once he has left the building at no penalty. 
  • 
  A Terrorist can use a hostage as a human shield. 
  • 
  A Strike Force player cannot use a hostage as a human shield. 
   
  The Terrorists' Supply Room: Somewhere in the Terrorists' building is their weapon's cache.  This room is filled 
  with crates of weapons and armor, but it is only big enough for one Torrorist to be inside at a time.  Furthermore, a 
  Terrorist can only open one crate and take one item at a time (he must then wait two rounds before returning).  The 
  GM should make up a table listing the weapons, armor, and equipment in the supply room, and roll randomly when 
  a crate is open to determine what the player has found.  If any gunfire goes off in the supply room it will blow up the 
  entire building, doing 16D6 damage to everyone inside, and having blast radius of 16 meters from the building's 
  outer walls. 
   
  The Strike Force:  The Strike Force also has its advantages.  To even the odds with the Terrorist, Strike Force 
  players gain an extra +10 OP (total of 15 OP + starting OP), as government funding supports them.  At respawn, 
  they get 5 OP + starting OP + earned OP (in other words, 5 extra OP). 
   
  Goal:  If all hostages are rescued, the Strike Force wins.  If all the hostages are killed the game is stalemated, and 
  should end in an all out slugfest.  The Terrorists win automatically if the game ends unresolved, with the terrorist 
  still holding at least one hostage. 
  
  Deathmatch Scenario Four 
  "Super-Science Shoot-Out" 
   
  Game Type: Team Fortress (any number of teams allowed, but two is best) 
   
  The Theme: Two (or more) advanced military technology corporations are vying for critical government contracts 
  and whoever has the highest tech wins the big billions.  Strangely, these companies are located only a few city 
  blocks from each other and actively engage in corporate espionage.  But now that it is down to the last few weeks 
  of development, both companies want the other's super-tech devices.  There is only one way to get it.  You can 
  guess the rest. 
   
  The Setup: A map of four to six hex sheets should suffice, these can be placed long ways (rather than as a block) 
  to allow for a much longer run between the competing corporations.  The GM may want to draw the Corporate HQs 
  (the Team Forts) himself, and they should have two or three stories, rather than use pre-fab maps.  Alternatively, 
  the corporate office map (one of the Atomik Fuzion DM maps) could work in a pinch.  Between the two HQs is the 
  city sprawl -- simply a collection of streets, bars, banks, and so forth.  There should not be a straight shot between 
  the two HQs; try to jumble it up a bit. 
   
  The Corporate HQs:  These are the fortresses.  Each should be several stories tall and be somewhat office like.  
  In one area (top floor, probably) is the R&D division, where the advanced weapons and special tech is stored.  
  NPCs will guard these areas, but PCs can as well (though that is less fun).  By-Standers (Corporate Execs and 
  Scientist) will be prominent throughout the HQs, as will NPC guards under the GM's control.  NPCs will only be 
  under the control of players if they bought them as Sidekicks, and they can pick an existing, already armed and 
  armored NPC to fall under their control when they buy them.  All NPCs and By-Standars in the HQ are considered 
  teammates off the PCs on that team, and those of the other team are adversaries.  All respawn points are in 
  various places in each team's fortress.  Each HQ may also have a Quartermaster who acts as the Weapon Broker. 
   
  The Tech:  Atomik War has several experimental devices, including advanced assault rifles, lasers, railguns, 
  automatic rocket launchers, and so forth.  Also in Atomik War are super-tech scopes, such the Digital Imaging 
  Scope and the Ultrascope.  The G11K2 can also be considered experimental, though it is currently available.  Each 
  HQ can have several different experimental devices, and probably will, as lasers weapons also require the 
  advanced power systems.  It is up to the GM what devices and how many he wishes to put in each HQ, but they 
  should be placed in guardable locations on the upper floors.  PCs may take and use the weapons of their team, but 
  doing such places full responsibility of the weapon's safety in their hands.  Should they lose the weapon to the 
  enemy, they lose 5OP for their failure.  If a weapon is stolen from a lab there is no penalty given to the PCs 
  guarding it, as long as they were not holding or using the weapon.  PCs who steal an enemies weapon can use it 
  (assuming it has ammo or power), and gain points if they get it back to their HQ (at which point it is considered their 
  weapon), and they can then bring it to their labs or keep holding on to it. 
   
  Initial OP:  The GM may wish to give out more starting OP, 15 to 20 OP plus the character's start OP is good.  The 
  GM may also give +5 OP as a respawn bonus so out-of-luck players do not fall behind.   This is because they are 
  formally supported by a corporation and thus have access to much better equipment.  Even at that, it is still 15OP 
  to get a G11K2, so they GM could give these weapons (and other like them) to the NPC guards. 
   
  Goals: The goal is to grab as much of the enemy's experimental super-tech as possible and get it back to your HQ, 
  without losing your super-tech (or super-tech you have stolen).  Getting your hands on an enemy's super-tech 
  device automatically earns you 2 OP.  Getting to your base with the device(s) earns you 5 more OP (per device), 
  plus everyone on your teams gains 2 OP (per device).  The stolen device then becomes your team's, and the other 
  team can then try to steal it back.  If you are carrying one of your team's devices and lose it to the enemy, you lose 
  5 OP for your failure.  Guarding a device does not count as carrying. 
   
  The Winner Is: Whenever the game is declared to be over, the winning team is the one with the most super-tech 
  devices in their position (stolen devices still in transited do not count for either team).  If it is a tie, tally the OP, 
  Frags, and Kills of all team members -- the team with the highest overall score wins. 
   
   
   
   
  
  Frontliner 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Linebacker 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Strike Soldier 
  Character Class: PC 
  Starting OP: 4 OP 
  PRIMARY 
  3 
  MEN 
  6 
  PHY 
  6 
  COM 
  5 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  30 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  9 
  RES 
  10 
  Run 
  15 
  Sprnt 
  5 
  Leap 
   
  Descpt: The Frontliner is a rounded soldier, good at everything, but not a pro. 
  Cliché Quotes: "Eat this!", "Bring it on!", "Who want's some!", "You like that?" 
  Last Words: "Fraggit!", "Game Over, man!", "Ghughuh", <thump> 
                  SKILLS         OP +Char 
  Ranged Evade 
  2 
  8 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  3 
  9 
  Perception 
  4 
  7 
  Melee Weapons 
  2 
  8 
  Firearms (Pistol) 
  3 
  9 
  Firearms (SMG) 
  3 
  9 
  Firearms (Rifle/SG) 
  4 
  10 
  Firearms (Heavy)  
  2 
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +2 
  6 
  High Pain Threshold 
  3 
  Basic Strike (KungFu) 
  2 
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Habit (Just Rude) 
  -4 
   
   
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Battle Soldier 
  Character Class: PC 
  Starting OP: 7 OP 
  PRIMARY 
  4 
  MEN 
  5 
  PHY 
  6 
  COM 
  5 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  25 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  12 
  RES 
  10 
  Run 
  15 
  Sprnt 
  5 
  Leap 
   
  Descpt: The Linebacker is heavier than the Frontliner, and is particularly suited 
  for positions where both speed and strength may be needed. 
  Cliché Quotes: "You're go'n down!", "Lock 'n load", "This is my boom-stick!" 
  Last Words: "I'm take'n you with me!", "So, this is death...", "Ahhgggh...." 
                  SKILLS       OP +Char 
  Ranged Evade 
  3 
  9 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  3 
  9 
  Perception 
  4 
  8 
  Melee Weapons  
  2 
  8 
  Firearms (Pistol) 
  2 
  8 
  Firearms (SMG) 
  3 
  9 
  Firearms (Rifle/SG) 
  4 
  10 
  Firearms (Heavy) 
  3 
  9 
  Demolitions 
  1 
  5 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +1 
  3 
  Basic Strike (KungFu) 
  2 
  No Recoil (Gun Fu) 
  2 
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Overconfidence 
  -4 
   
   
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Sergeant Bludd 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gunter Bruno 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Leader 
  Character Class: PC 
  Starting OP: 6 OP 
  PRIMARY 
  4 
  MEN 
  6 
  PHY 
  6 
  COM 
  4 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  30 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  12 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: Sergent Bludd is a Linebacker, older, more seasoned, who eventually 
  became a leader.  He is not nessessarily better, but he's a little smarter. 
  Cliché Quotes: "Follow me!", "Move it!", "Open fire!", "Take this!" 
  Last Words: "I'll see you in hell!", "It's over...", "Huyyah-uggh..." 
           TALENTS       OP 
  Combat Sense +1 
  3 
  Basic Strike (KungFu) 
  2 
  Master Shot (Gun Fu) 
  2 
  No Recoil (Gun Fu) 
  2 
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Stubborn 
  -4 
  Intolerance 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Heavy 
  Character Class: PC 
  Starting OP: 4 OP 
  PRIMARY 
  2 
  MEN 
  10 
  PHY 
  4 
  COM 
  4 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  55 
  HITS 
   
  taken 
  5 
  SD 
  2 
  SPD 
  6 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: From the days of Wolfenstein 3D... Yes, Bruno is back!  Gunter Bruno 
  is a hulk'n, gun-toting war machine.  Just stay out of his way. 
  Cliché Quotes: "Heheheh!", "Bye!", "Die!", "Take it like a man!", "Gütten Tag!" 
  Last Words: "Vhat vas that?", "Ist dat my blood?", "Medic!", "Uhhhhhhh...." 
                   SKILLS       OP +Char 
  Ranged Evade 
  3 
  7 
  Melee Evade 
  2 
  6 
  Hand to Hand 
  4 
  8 
  Perception 
  3 
  5 
  Melee Weapons 
  2 
  6 
  Firearms (Pistol) 
  3 
  7 
  Firearms (SMG) 
  4 
  8 
  Firearms (Rifle/SG) 
  4 
  8 
  Firearms (Heavy)  
  5 
  9 
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  High Pain Threshold 
  3 
  Killing Strike(Kung Fu) 
  2 
     (^^^ 8D6 Kill punch!) 
   
  +5 Hit Points 
  5 
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Impulsive 
  -4 
  Bad Tempered 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  8 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  4 
  10 
  Perception 
  4 
  8 
  Melee Weapons 
  2 
  8 
  Firearms (Pistol)  
  3 
  9 
  Firearms (SMG)  
  3 
  9 
  Firearms (Rifle/SG) 
  4 
  10 
  Firearms (Heavy)  
  3 
  9 
  Tactics 
  2 
  6 
   
   
   
   
   
   
   
   
   
   
  
   
  Trooper Elite 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wild Fuze 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Special Op. 
  Character Class: PC 
  Starting OP: 4 OP 
  PRIMARY 
  4 
  MEN 
  5 
  PHY 
  6 
  COM 
  5 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  25 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  12 
  RES 
  10 
  Run 
  15 
  Sprnt 
  5 
  Leap 
   
  Descpt: The Trooper Elite is highly trained solider, an ex-Green Berretta, 
  SEAL, Black Ops solider.  He's tough, mean, and keeps his cool. 
  Cliché Quotes: "Right between the eyes...", "Say hello to my little friend!" 
  Last Words: "Impossible!", "You mother f...!", "Phuulth-coughhhh..." <thump> 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  8 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  2 
  8 
  Perception 
  4 
  8 
  Melee Weapons 
  2 
  8 
  Firearms (Pistol) 
  3 
  9 
  Firearms (SMG) 
  3 
  9 
  Firearms (Rifle/SG)  
  3 
  9 
  Firearms (Heavy) 
  2 
  8 
  Demolitions 
  2 
  5 
  Stealth 
  1 
  5 
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +2 
  6 
  Basic Strike (KungFu) 
  2 
  Master Shot (Gun Fu) 
  2 
  Jump Shoot (Gun Fu) 
  2 
  No Recoil (Gun Fu) 
  2 
   
   
   
   
   
   
  COMPLICATIONS 
  Overconfidence 
  -4 
  Duty (to Allies) 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Demolition Man
  Character Class: PC 
  Starting OP: 4 OP 
  PRIMARY 
  4 
  MEN 
  6 
  PHY 
  6 
  COM 
  4 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  30 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  12 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: Wild Fuze is the demolitions expert.  He can make, set, arm, and 
  disarm nearly every type of bomb known to man, and then some. 
  Cliché Quotes: "Hehehehe!", "BOOM!", "Ooh... Wow!", "Pretty fire!", "Burn!" 
  Last Words: "Let's try the red wire...", "Is this charge live?", "I hope this works." 
                  SKILLS         OP +Char 
  Ranged Evade 
  3 
  9 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  2 
  8 
  Perception 
  4 
  8 
  Melee Weapons 
  2 
  8 
  Firearms (Pistol) 
  2 
  8 
  Firearms (SMG) 
  3 
  9 
  Firearms (Rifle/SG) 
  3 
  9 
  Firearms (Heavy) 
  2 
  8 
  Demolitions 
  6 
  10 
  Electronics 
  2 
  6 
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +1 
  3 
  Intuition 
  3 
  Timing Sense 
  3 
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Pyromaniac 
  -4 
  Habit (Giggles) 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Agent X 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kagemusha 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Secret Agent 
  Character Class: PC 
  Starting OP: 6 OP 
  PRIMARY 
  5 
  MEN 
  4 
  PHY 
  7 
  COM 
  4 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  20 
  HITS 
   
  taken 
  2 
  SD 
  3 \ 4 
  SPD 
  15 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: Agent X is the James Bond type character.  He is cunning, skilled, and 
  fast, but not as strong or powerful as some of the other characters.   
  Cliché Quotes: "X.  Agent X.", "Shaken, not stirred.", "So, we meet again." 
  Last Words: "Dear me!", "That's a dreadful hole...", "I've had worse..." 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  9 
  Melee Evade 
  2 
  9 
  Hand to Hand 
  2 
  9 
  Perception 
  5 
  10 
  Melee Weapons  
  2 
  9 
  Firearms (Pistol) 
  3 
  10 
  Firearms (SMG) 
  1 
  8 
  Firearms (Rifle/SG)  
  3 
  10 
  Stealth 
  1 
  8 
  Acrobatics 
  2 
  9 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +1 
  3 
  Blind Reflexes  
  3 
  Ambidextrous 
  3 
  Basic Strike (KungFu) 
  2 
  Master Shot (Gun Fu) 
  2 
  Spin Shoot (Gun Fu) 
  2 
   
   
   
   
  COMPLICATIONS 
  Overconfidence 
  -4 
  Habit (Punchy lines) 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Assassin 
  Character Class: PC 
  Starting OP: 4 OP 
  PRIMARY 
  3 
  MEN 
  4 
  PHY 
  6 
  COM 
  7 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  20 
  HITS 
   
  taken 
  2 
  SD 
  3 
  SPD 
  9 
  RES 
  14 
  Run 
  21 
  Sprnt 
  7 
  Leap 
   
  Descpt: Kagemusha (Shadow Warrior) can be a silently Ninja, or any sort of 
  deadly killer who lurks in the shadows, waiting to strike.   
  Cliché Quotes: "Sayonara!", "You missed!", "I am Death!", "I move as the wind."
  Last Words: "Kuso!", "You will pay for this!", "You have no honor!" 
                  SKILLS         OP +Char 
  Ranged Evade 
  4 
  10 
  Melee Evade 
  3 
  9 
  Hand to Hand 
  3 
  9 
  Perception 
  4 
  7 
  Melee Weapons 
  3 
  9 
  Firearms (Pistol) 
  3 
  9 
  Firearms (SMG) 
  2 
  8 
  Firearms (Rifle/SG) 
  3 
  9 
  Stealth 
  4 
  10 
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Blind Reflexes  
  3 
  Martial Disarm 
  2 
  Basic Strike (KungFu) 
  2 
  Killing Strike(Kung Fu) 
  2 
     (^^^ 2D6 Kill punch) 
   
  Bullet Dodge(Gun Fu) 
  2 
   
   
   
   
  COMPLICATIONS 
  Habit(Sneeks about) 
  -4 
  Only whispers 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Tequila 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Max Hollywood 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: HK Action Hero 
  Character Class: PC 
  Starting OP: 5 OP 
  PRIMARY 
  3 
  MEN 
  5 
  PHY 
  7 
  COM 
  5 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  25 
  HITS 
   
  taken 
  3 
  SD 
  3 \ 4 
  SPD 
  9 
  RES 
  10 
  Run 
  15 
  Sprnt 
  5 
  Leap 
   
  Descpt: Tequila is a Hong Kong "Action Hero", ala Chow Yun-Fat.  He knows 
  some martial arts, but is better with guns, making him an all around bad-a**.   
  Cliché Quotes: Hong Kong Action Hero doesn't talk while fighting! 
  Last Words: Hong Kong Action Hero doesn't talk while dying! 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  9 
  Melee Evade 
  2 
  9 
  Hand to Hand 
  2 
  9 
  Perception 
  4 
  7 
  Melee Weapons 
  1 
  8 
  Firearms (Pistol) 
  3 
  10 
  Firearms (SMG) 
  2 
  9 
  Firearms (Rifle/SG) 
  2 
  9 
  Acrobatics 
  1 
  8 
  Athletics 
  1 
  8 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +2 
  6 
  Ambidextrous 
  3 
  Basic Strike (KungFu) 
  2 
  Spin Shoot (Gun Fu) 
  2 
  Jump Shoot (Gun Fu) 
  2 
  Action Shoot (Gun Fu) 
  2 
  Bullet Dodge(Gun Fu) 
  2 
   
   
  COMPLICATIONS 
  Obsessed (Revenge) 
  -4 
  Habit(ChewsToothpick) 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: HW Action Hero 
  Character Class: PC 
  Starting OP: 4 OP 
  PRIMARY 
  3 
  MEN 
  6 
  PHY 
  7 
  COM 
  4 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  30 
  HITS 
   
  taken 
  3 
  SD 
  3 \ 4 
  SPD 
  9 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: Max is the typical Hollywood Action Hero.  He looks great and has 
  cheezy lines.  But in a firefight you'd better watch out. 
  Cliché Quotes: "Smile!", "Do you feel lucky?", "I'll rip ya a new one!" 
  Last Words: "I'm... alright...", "I'll be back...", "My beautiful face!", "Ghluugh..." 
                  SKILLS         OP +Char 
  Ranged Evade 
  2 
  9 
  Melee Evade 
  2 
  9 
  Hand to Hand 
  3 
  10 
  Perception 
  4 
  7 
  Melee Weapons 
  1 
  8 
  Firearms (Pistol) 
  3 
  10 
  Firearms (SMG) 
  2 
  9 
  Firearms (Rifle/SG) 
  2 
  9 
  Firearms (Heavy)  
  2 
  9 
  Wardrobe and Style 
  1 
  4 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +3 
  9 
  Handsome +1  
  3 
  Basic Strike (KungFu) 
  2 
  Quick-Draw (Gun Fu) 
  2 
  Hit Weapon (Gun Fu) 
  2 
   
   
   
   
   
   
  COMPLICATIONS 
  Impulsiveness 
  -4 
  Overconfidence 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Victor, the Cleaner 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  K.O. Bombshell 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Cold Killer 
  Character Class: PC 
  Starting OP: 3 OP 
  PRIMARY 
  2 
  MEN 
  8 
  PHY 
  7 
  COM 
  3 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  40 
  HITS 
   
  taken 
  4 
  SD 
  3 \ 4 
  SPD 
  6 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: Two words - Jean Reno (La Femme Nikita, The Professional). The 
  original French hitman his here and there is just no stoping him.  
  Cliché Quotes: "I am the Cleaner", "I am a professional", "I will kill you." 
  Last Words: "Merde vous!", "I must go on...", "I will still kill you." 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  9 
  Melee Evade  
  2 
  9 
  Hand to Hand 
  2 
  9 
  Perception 
  6 
  8 
  Melee Weapons  
  1 
  8 
  Firearms (Pistol) 
  4 
  11 
  Firearms (SMG) 
  4 
  11 
  Firearms (Rifle/SG)  
  5 
  12 
  Firearms (Heavy)  
  1 
  8 
  Stealth 
  1 
  8 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +1 
  3 
  Blind Reflexes  
  3 
  High Pain Threshold 
  3 
  Basic Strike (KungFu) 
  2 
  Master Shot (Gun Fu) 
  2 
   
   
   
   
   
   
  COMPLICATIONS 
  Vow (Relentless) 
  -4 
  Bad Temper 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Femme Fatale 
  Character Class: PC 
  Starting OP: 4 OP 
  PRIMARY 
  3 
  MEN 
  3 
  PHY 
  9 
  COM 
  5 
  MOVE 
   
   
   
  OP 
   
  FRAGs 
   
  Deaths 
   
  DERIVED 
  15 
  HITS 
   
  taken 
  2 
  SD 
  4 \ 5 
  SPD 
  12 
  RES 
  10 
  Run 
  15 
  Sprn 
  5 
  Leap 
   
  Descpt: K.O. (Knock Out) Bombshell is even more deadly than she is beautiful. 
  She holds no regard for life and will kill anyone in her way, so watch it. 
  Cliché Quotes: "What did you call me?", "I'm real hitgirl!", "I like men... Dead!" 
  Last Words: "My life...", "How could you?", "You bastard!", "Ayyyyh!" 
                  SKILLS       OP +Char 
  Ranged Evade  
  2 
  11 
  Melee Evade  
  2 
  11 
  Hand to Hand 
  2 
  11 
  Perception 
  4 
  7 
  Melee Weapons  
  1 
  10 
  Firearms (Pistol) 
  2 
  11 
  Firearms (SMG) 
  3 
  12 
  Firearms (Rifle/SG)  
  2 
  11 
  Stealth 
  1 
  10 
  Acrobatics 
  1 
  10 
  Athletics  
  2 
  11 
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +2 
  6 
  Ambidextrous 
  3 
  Beautiful +1 
  3 
  Basic Strike (KungFu) 
  2 
  Action Shoot (Gun Fu) 
  2 
  Jump Shoot (Gun Fu) 
  2 
   
   
   
   
  COMPLICATIONS 
  Jealousy 
  -4 
  Impulsiveness 
  -4 
   
   
  EQUIPMENT 
   
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Weapon Broker - Important NPC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gangster - Important NPC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type:Weapon Broker 
  Character Class: NPC 
  PRIMARY 
  4 
  MEN 
  5 
  PHY 
  5 
  COM 
  4 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  25 
  HITS 
   
  taken 
  3 
  SD 
  2 \ 3 
  SPD 
  12 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: The Weapon Broker is the most important NPC.  If he has a store on 
  the map, he can supply weapons.  He's the Man.  Don't kill him. 
  Cliché Quotes: "Yep, we've go it.", "It'll cost ya.", "Watch it buddy." 
  Last Words: "You'll regreat that!", <click>....  <BOOM!> 
                  SKILLS       OP +Char 
  Ranged Evade 
  3 
  8 
  Melee Evade 
  2 
  7 
  Hand to Hand 
  2 
  7 
  Perception 
  3 
  7 
  Buisness 
  4 
  8 
  Trading 
  4 
  8 
  Melee Weapons 
  2 
  7 
  Firearms (Pistol) 
  3 
  8 
  Firearms (SMG) 
  2 
  7 
  Firearms (Rifle/SG) 
  2 
  7 
  Demolitions 
  3 
  7 
   
   
   
   
   
   
   
           TALENTS       OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Weapon's Broker may own a 
  shop somewhere on the map.  He 
  will sell anything at normal OP 
  cost.  Don't try to kill him.  He has a 
  deadman switch. 
   Character Type: Gangster 
  Character Class: NPC 
  PRIMARY 
  3 
  MEN 
  6 
  PHY 
  5 
  COM 
  4 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  30 
  HITS 
   
  taken 
  3 
  SD 
  2 \ 3 
  SPD 
  9 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: The Gangster can be any number of criminal scum lurking about -- a 
  hitman, a mafia don, a gansta soldier, or even a drug dealer. 
  Cliché Quotes: "Yeah, like'a what'z yer beef?", "I donno what you'z talking about." 
  Last Words: "My boys'll gets you'z for this!", "Ye got me!", "I'm a die'n here!" 
                  SKILLS       OP +Char 
  Ranged Evade 
  3 
  8 
  Melee Evade  
  2 
  7 
  Hand to Hand 
  3 
  8 
  Perception 
  3 
  6 
  Streetwise 
  3 
  6 
  Local Expert 
  2 
  5 
  Bribery 
  3 
  6 
  Melee Weapons  
  2 
  7 
  Firearms (Pistol) 
  3 
  8 
  Firearms (SMG) 
  4 
  9 
  Firearms (Rifle/SG) 
  3 
  8 
   
   
   
   
   
   
   
           TALENTS       OP 
  Contact (Underworld) 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Bad Temper 
  -4 
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Gangers has friends.  Lots of 
  friends.  Other gangsters, street 
  punks, and even cops.  Kill him 
  and more will come after you! 
  
   
  Advanced Police - Important NPC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Grunt Soldier - Important NPC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Advanced Cop 
  Character Class: NPC 
  PRIMARY 
  3 
  MEN 
  5 
  PHY 
  6 
  COM 
  4 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  25 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  9 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: Advanced Police are SWAT, DEA or ATF agents, or even "supercops" 
  like in the movies.  They are fearless and always shoot to kill. 
  Cliché Quotes: "Down on the floor!", "Get down, get down!", "Drop him! " 
  Last Words: "I'm hit!", "He's armed! He's armed!", "Cover me! I'll draw fire!" 
                  SKILLS       OP +Char 
  Ranged Evade 
  4 
  10 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  2 
  8 
  Perception 
  5 
  8 
  Melee Weapons 
  2 
  8 
  Firearms (Pistol) 
  4 
  10 
  Firearms (SMG) 
  4 
  10 
  Firearms (Rifle/SG) 
  3 
  9 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +2 
  6 
  High Pain Threshold 
  3 
  Action Shoot (Gun Fu) 
  2 
  Quick-Draw (Gun Fu) 
  2 
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Sense of Duty 
  -4 
  Overconfidence 
  -4 
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Don't be fooled, Advanced Police 
  are trained soldiers.  They are 
  usually heavily armed and will 
  most likely have body armor. 
   Character Type: Soldier 
  Character Class: NPC 
  PRIMARY 
  2 
  MEN 
  6 
  PHY 
  6 
  COM 
  4 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  30 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  6 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: The Soldier may be a National Guardsman or a soldier from the army 
  itself.  They are called in on situations the police can't handle (like Deathmatch).
  Cliché Quotes: "Go, go, go, go!", "Ready for action!", "Open fire!", "Kill 'em all!"
  Last Words: "We need reinfor...", "Use the nukes!", "Ghaaaagh!" 
                  SKILLS       OP +Char 
  Ranged Evade 
  4 
  10 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  3 
  9 
  Perception 
  5 
  7 
  Melee Weapons  
  2 
  8 
  Firearms (Pistol) 
  3 
  9 
  Firearms (SMG) 
  4 
  10 
  Firearms (Rifle/SG)  
  4 
  10 
  Firearms (Heavy)  
  2 
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +1 
  3 
  High Pain Threshold 
  3 
  Killing Strike(Kung Fu) 
  2 
     (^^^ 4D6 Kill punch) 
   
  Action Shoot (Gun Fu) 
  2 
   
   
   
   
   
   
  COMPLICATIONS 
  Bad Temper 
  -4 
  Sense of Duty 
  -4 
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Soldiers are only called into action 
  (usually) when the police fail or are 
  wipped 
  out. 
  Soldiers 
  are 
  professional killers, and can match 
  nearly any foe. 
  
   
  Vigilante - Important NPC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bartender - Standard Extra 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Vigilante 
  Character Class: NPC 
  PRIMARY 
  3 
  MEN 
  5 
  PHY 
  6 
  COM 
  4 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  25 
  HITS 
   
  taken 
  3 
  SD 
  3 
  SPD 
  9 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: Sometime By-Standers aren't as standard as they appear.  The 
  vigilante is a civilian out to despence his own form of justice.  He is dangerous. 
  Cliché Quotes: "You, Scum-bag!", "Let's take it outside!", "Let justice be done!"
  Last Words: "You can't win!", "I'll... show... you...", "Oh God...<cough>" <thud> 
                  SKILLS       OP +Char 
  Ranged Evade 
  4 
  10 
  Melee Evade 
  2 
  8 
  Hand to Hand 
  2 
  8 
  Perception 
  3 
  6 
  Profession (day job) 
  3 
  6 
  Melee Weapons 
  2 
  8 
  Firearms (Pistol) 
  4 
  10 
  Firearms (SMG) 
  3 
  9 
  Firearms (Rifle/SG) 
  3 
  9 
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +3 
  9 
  Bullet Dodge (Gun Fu) 
  2 
  Action Shoot (Gun Fu) 
  2 
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Vow (Justice!) 
  -4 
  Overconfidence 
  -4 
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vigilante at first appears as a 
  typical By-Stander. At any moment 
  they may whip out their gun and 
  start blasting away at criminals or 
  (you) the PC. 
   Character Type: Bartender 
  Character Class: NPC Extra 
  PRIMARY 
  3 
  MEN 
  4 
  PHY 
  5 
  COM 
  3 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  20 
  HITS 
   
  taken 
  3 
  SD 
  2 \ 3 
  SPD 
  9 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: The Bartender (or any sort of seedy shop owner) is a typical "grey-
  world" By-Stander.  He keeps a gun (usually a shotgun) under his bar. 
  Cliché Quotes: "What'll ya have?", "You just watch yourself.", "Don't be stupid."
  Last Words: "The bartender never get's shot." <crack!> 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  7 
  Melee Evade 
  2 
  7 
  Hand to Hand 
  2 
  7 
  Perception 
  3 
  6 
  Expert - Drinks 
  3 
  6 
  Conversation 
  2 
  5 
  Melee Weapons 
  2 
  7 
  Firearms (Pistol) 
  2 
  7 
  Firearms (SMG) 
  1 
  6 
  Firearms (Rifle/SG) 
  4 
  9 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Ambidexterity 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The bartender doesn't like gun's in 
  his bar, it's bad for buisness.  He 
  won't bother you if you don't bother 
  him.  And he's mean with that 
  double-barrel sawed-off of his. 
  
   
  Street Punk - Standard Extra 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Police Officer - Standard Extra 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Street Punk 
  Character Class: NPC Extra 
  PRIMARY 
  2 
  MEN 
  4 
  PHY 
  5 
  COM 
  4 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  20 
  HITS 
   
  taken 
  2 
  SD 
  2 \ 3 
  SPD 
  6 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: He's just a kid, but he grew up on the wrong side of the tracks.  A 
  ganster-wannabe, this punk is looking for his first kill... 
  Cliché Quotes: "Sure... I killed before.", "Lay off, man!", "Come on, pretty boy!" 
  Last Words: "No way, man!", "My jacket!", "What was that for?", "Uhhhggg!" 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  7 
  Melee Evade  
  3 
  8 
  Hand to Hand 
  6 
  11 
  Perception 
  4 
  6 
  Streetwise 
  2 
  4 
  Melee Weapons 
  5 
  10 
  Firearms (Pistol) 
  3 
  8 
  Firearms (SMG) 
  1 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Contact (Gangs) 
  4 
  BasicStrike(Streetfight) 
  2 
  Martial Disarm(Karate) 
  2 
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Overconfindent 
  -4 
  Bad Temper 
  -4 
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The punk is a streetfighter, and 
  dispite his lack at ranged weapon 
  skills, can tear you up in hand to 
  hand, so be careful. 
   Character Type: Policeman 
  Character Class: NPC Extra 
  PRIMARY 
  3 
  MEN 
  4 
  PHY 
  4 
  COM 
  4 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  20 
  HITS 
   
  taken 
  2 
  SD 
  2 
  SPD 
  9 
  RES 
  8 
  Run 
  12 
  Sprnt 
  4 
  Leap 
   
  Descpt: The Police Officer is a typical, run of the mill street cop.  He's 
  experenced and goes by the book.  He has a gun and knows how to use it. 
  Cliché Quotes: "Freeze!", "Hands in the air!", "Drop the piece!", "Don't move!" 
  Last Words: "Officer down...", "Ahhhh!", "I was two days from retirement..." 
                  SKILLS       OP +Char 
  Ranged Evade 
  4 
  8 
  Melee Evade 
  3 
  7 
  Hand to Hand 
  2 
  6 
  Perception 
  5 
  8 
  Melee Weapons 
  2 
  6 
  Firearms (Pistol) 
  5 
  9 
  Firearms (SMG) 
  2 
  6 
  Firearms (Rifle/SG) 
  4 
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Combat Sense +1 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Sense of Duty 
  -4 
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Police Officer is always on 
  call, and responds quickly when 
  there is trouble.  1D6 cops may 
  show up at any given time, and 
  they will often call for backup. 
  
   
  Rent-a-Cop - Standard Extra 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thief - Standard Extra 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Rent-a-Cop 
  Character Class: NPC Extra 
  PRIMARY 
  3 
  MEN 
  5 
  PHY 
  4 
  COM 
  3 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  25 
  HITS 
   
  taken 
  3 
  SD 
  2 
  SPD 
  9 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: The Rent-a-Cop is a less threating law enforcer than the standard 
  street cop.  He is typical of mall police, but still packs a firearm (often a .357) 
  Cliché Quotes: "Take it easy, son.", "Now hold it...", "I can call for backup." 
  Last Words: "Why on my shift?", "Oh my... Oh my...", "I need backup!" 
                  SKILLS       OP +Char 
  Ranged Evade 
  3 
  7 
  Melee Evade 
  3 
  7 
  Hand to Hand 
  3 
  7 
  Perception 
  5 
  8 
  Local Expert 
  2 
  5 
  Melee Weapons 
  2 
  6 
  Firearms (Pistol) 
  4 
  8 
  Firearms (SMG) 
  3 
  7 
  Firearms (Rifle/SG) 
  2 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Common Sense 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Honesty 
  -4 
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Rent-a-Cop is a typcal security 
  guard, night watchman, or similar 
  individual.  He is not as dangerous 
  as police officers, but he is skilled 
  enough to pose a threat. 
   Character Type: Thief 
  Character Class: NPC Extra 
  PRIMARY 
  2 
  MEN 
  3 
  PHY 
  5 
  COM 
  5 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  15 
  HITS 
   
  taken 
  2 
  SD 
  2 \ 3 
  SPD 
  6 
  RES 
  10 
  Run 
  15 
  Sprnt 
  5 
  Leap 
   
  Descpt: You never see them coming, but they are always there.  The thief is an 
  opportunist, and is out to steal your money (OP). 
  Cliché Quotes: "I didn't do it!", "You think I'm that dumb?", "Prove it!" 
  Last Words: "I said I didn't do it!", "You'll never find where I hide it..." 
                  SKILLS       OP +Char 
  Ranged Evade 
  3 
  8 
  Melee Evade 
  2 
  7 
  Hand to Hand 
  2 
  7 
  Perception 
  6 
  8 
  Slight of Hand 
  5 
  10 
  Stealth 
  3 
  8 
  Melee Weapons  
  2 
  7 
  Firearms (Pistol) 
  2 
  7 
  Firearms (SMG) 
  1 
  6 
  Firearms (Rifle/SG)  
  1 
  6 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
  Ambidexterity 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
  Kleptomania 
  -4 
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Thief appears as a typical By-
  Stander, but will try to pick-pocket 
  1D6 OP from a character and run.  
  But if killed and search, the lost OP 
  cannot be found! 
  
   
  Joe (Jane) Average - By-Stander 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  I'm a VIP! - By-Stander 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Pathetic Fool 
  Character Class: By-Stander 
  PRIMARY 
  3 
  MEN 
  3 
  PHY 
  3 
  COM 
  3 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  15 
  HITS 
   
  taken 
  2 
  SD 
  1 \ 2 
  SPD 
  9 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: This is the average person.  He or she can be anyone from any walk of 
  life (store clerk, shopper, waiter, begger, manager).  Just the average joe. 
  Cliché Quotes: "Hi!", "Nice day!", "Howdee!", "I-is that a gun?", "Don't kill me!" 
  Last Words: "I don't wanna die!", "Oh jeez!  Oh jeez!", "Why...", "Uhhhggghh..."
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  5 
  Melee Evade 
  2 
  5 
  Hand to Hand 
  2 
  5 
  Perception  
  4 
  7 
  Education 
  2 
  5 
  Professional (day job) 
  3 
  6 
  Expert (who cares) 
  3 
  6 
  Driving (car) 
  2 
  5 
  Business 
  1 
  4 
  Local Expert 
  1 
  4 
  Conversation 
  1 
  4 
   
   
   
   
   
   
   
           TALENTS       OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Arrogant Fool 
  Character Class: NPC 
  PRIMARY 
  3 
  MEN 
  3 
  PHY 
  3 
  COM 
  3 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  15 
  HITS 
   
  taken 
  3 
  SD 
  1 \ 2 
  SPD 
  9 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: The typical corporate executive.  He's dressed all fancy, has a fancy 
  car, fancy shoes, fancy pants...  Nice tie, though. 
  Cliché Quotes: "And you are...?", "Do you know who I am?", "Humph!" 
  Last Words: "You wouldn't shoot me.", "Would you?", "I'll pay you anything!" 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  5 
  Melee Evade 
  2 
  5 
  Hand to Hand 
  2 
  5 
  Perception 
  4 
  7 
  Education 
  2 
  5 
  Professional (office) 
  3 
  6 
  Expert (who cares) 
  2 
  5 
  Driving (car) 
  1 
  4 
  Business  
  3 
  6 
  Persuasion 
  2 
  5 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Pro Athlete - By-Stander 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elderly Person - By-Stander 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Big Ugly Fool 
  Character Class: By-Stander 
  PRIMARY 
  2 
  MEN 
  4 
  PHY 
  3 
  COM 
  3 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  20 
  HITS 
   
  taken 
  2 
  SD 
  1 \ 2 
  SPD 
  6 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: The Pro Athlete can be any sort of athlete - a runner, football player, 
  weight-lifter...  It does really matter.  He thinks he's tough.  Too bad. 
  Cliché Quotes: "Hey, check it out!", "Oo, yeah!", "Let's go!", "You wanna fight?"
  Last Words: "2 Point Penalty...!", "No fair!", "Hey, time out!", "Hgggghhh..." 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  5 
  Melee Evade 
  3 
  6 
  Hand to Hand 
  3 
  5 
  Perception 
  5 
  7 
  Education 
  1 
  3 
  Athletics (some sport) 
  3 
  6 
  Athletics (another) 
  3 
  6 
  Acrobatics 
  2 
  5 
  Professional (sports) 
  1 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Only in Atomik Deathmatch can a 
  Bartender kick a Pro Athlete's ass... 
  (compaire for yourself). 
   Character Type: Old Fool 
  Character Class: By-Standar 
  PRIMARY 
  4 
  MEN 
  2 
  PHY 
  3 
  COM 
  3 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  10 
  HITS 
   
  taken 
  3 
  SD 
  1 \ 2 
  SPD 
  12 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: With life-expectancy so agonizingly long (80 years) there are more old 
  people around.  Only a sadistic GM would put them on a Deathmatch map... 
  Cliché Quotes: "Oh, hello there!", "Ehhh?", "Things sure have changed..." 
  Last Words: "Learn some respect!", "My heart...!", "Oohhhhh...." 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  5 
  Melee Evade 
  2 
  5 
  Hand to Hand 
  2 
  5 
  Perception 
  3 
  7 
  Education 
  3 
  7 
  Local Expert 
  2 
  6 
  Expert (History) 
  3 
  7 
  Professional (old job) 
  1 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Paramedic - By-Stander 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scientest - By-Stander 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Helpful Fool 
  Character Class: By-Standar 
  PRIMARY 
  3 
  MEN 
  3 
  PHY 
  3 
  COM 
  3 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  15 
  HITS 
   
  taken 
  2 
  SD 
  2 
  SPD 
  9 
  RES 
  6 
  Run 
  9 
  Sprnt 
  3 
  Leap 
   
  Descpt: Soon after a Deathmatch begins these guys will be everywhere, 
  braving the bullets to tend to the wounded By-Standers.  Too bad. 
  Cliché Quotes: "Where does it hurt?", "Does this hurt?", "Well, how about this?" 
  Last Words: "He's dead, Jim.", "Put that gun down!", "Are you people crazy?" 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  5 
  Melee Evade 
  2 
  5 
  Hand to Hand 
  2 
  5 
  Perception 
  3 
  6 
  Education 
  3 
  6 
  Paramedic 
  5 
  8 
  Expert (Medical) 
  3 
  6 
  Professional (Doctor) 
  1 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Character Type: Brilliant Fool 
  Character Class: NPC 
  PRIMARY 
  5 
  MEN 
  2 
  PHY 
  2 
  COM 
  2 
  MOVE 
   
   
   
   
   
   
   
   
   
  DERIVED 
  10 
  HITS 
   
  taken 
  1 
  SD 
  1 
  SPD 
  15 
  RES 
  4 
  Run 
  6 
  Sprnt 
  2 
  Leap 
   
  Descpt: Scientest won't be found on all Deathmatch boards, but might be on 
  some specialized ones (such as in labs).  They could be hostages. 
  Cliché Quotes: "E=MC squared.", "Let's see... Hmmm.", "Yakyakyak-blaah-blaah" 
  Last Words: "My God!", "You're insane!", "I think we can talk this over!" 
                  SKILLS       OP +Char 
  Ranged Evade 
  2 
  4 
  Melee Evade 
  2 
  4 
  Hand to Hand 
  2 
  4 
  Perception 
  3 
  8 
  Education 
  4 
  9 
  Science 
  4 
  9 
  Expert (their field) 
  3 
  8 
  Research 
  1 
  6 
  Electronics 
  1 
  6 
  Computers 
  1 
  6 
   
   
   
   
   
   
   
   
   
   
           TALENTS       OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  COMPLICATIONS 
   
   
   
   
   
   
  EQUIPMENT 
  GM Assigns 
   
   
   
   
   
  ARMOR 
  LOC. 
  KD 
  Head 
  ___/___ 
  Chest 
  ___/___ 
  Stmch 
  ___/___ 
  R.Shldr 
  ___/___ 
  L.Shldr 
  ___/___ 
  R.Arm 
  ___/___ 
  L.Arm 
  ___/___ 
  R.Hand 
  ___/___ 
  L.Hand 
  ___/___ 
  Thighs 
  ___/___ 
  R.Leg 
  ___/___ 
  L.Leg 
  ___/___ 
  R. Foot 
  ___/___ 
  L. Foot 
  ___/___ 
   
  Weapon 
  WA 
  DC 
  RoF 
  Ammo 
  Range 
  Wt. 
  OP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Atomik Fuzion (Atomik Deathmatch).pdf