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I know you just want to see the powers, so go right ahead, but when you're done please come and read this page so you know what an AEC is.
Fuzion has a number of power systems, Heroic Abilities being my favorite, but none of these systems seem appropriate to instant fuzion. If you come from a hero background they seem simple and work fine for instant fuzion. But if you don't come from that mindset they become an impediment for two reasons.
First you are likely to buy claws without getting the killing mod and then be shocked that claws don't do killing damage, after all you bought claws of course they're killing. The second problem is the kid in the candy store effect. Things like penetrating get bought for powers because the player likes the effect without justification for why the power has that effect.
A third issue I have with the existing power system is advancement. In my games everything has an exponential cost. Stats are the new level times 5 OP, skills cost the new level times one OP, and talents/perks are the new level times 3 OP. This breaks down when it comes to powers, any system to apply this to existing power systems ends up being difficult and thus error prone.
With those criteria in mind I created the Fuzion Instant Power System or FIPS for short. FIPS is a collection of common powers, it merges special effect and effect so that if you buy claws they will act like you'd imagine claws to act without having to know which mods to apply to the power. While there will be a list of adders and limiters I expect them to be used only very rarely when applying a power in an unusual way.
Lastly each power will have a level cost that will easily allow exponential increase in costs as power gets higher in level.
Power Description
Name - The name of the power. Hopefully it's descriptive enough to be clear what the power is.
Level Cost - This is the cost per level of this power. After character creation the cost of buying or increasing powers turns exponential like stats and skills. Each new level costs OP equal to the level cost times the new level.
Duration - Describes how long powers last. Instant powers go off immediately the effects of these powers are usually permanent damage, summoned creatures, etc. but there are no continued power manifestations. Instant powers cost End for each usage.
Constant powers last a number of phases equal to the level of power. The power ends if the character becomes unconscious. Unless stated otherwise constant powers cost End each time they are renewed.
Adjustment Effects last a variable number of phases depending on how effective the use of the power was. See Adjustment effects below for details. Adjustment Effects cost endurance each time they are used.
Persistent powers are always active even if the character is knocked out. Persistant powers do not cost End.
To activate a non-persistant power the character must power it in some way in most campaigns that will be through expending End. A power uses End equal to its Level Cost divided by 5 for each Level of the power (Level Cost / 5 * Level). Constant powers of standard duration require the character to spend End every Level phases or the power ends. Instant powers require End expenditure every time the power is used. Adjustment Effects cost the same end as Instant powers.
Range - How far the power can reach. A number indicates a range in meters. 'Standard' range is equal to 10 times the level of the power in meters. 'Melee' range powers affect people you are engaging in Melee combat with. 'Touch' range powers need physical contact. Touching someone is much easier than trying to hit them to do damage. If you are just trying to touch someone apply a +3 bonus to hit. 'Self' Powers only work on the possessor of the power.
Assumptions
This plug-in is written in the context of instant fuzion and makes some assumption about which stats and rules are used. If these stats or rules aren't used some adjustments may be needed.
|
Stats: Combat (Cbt) Physical (Phys) Mental (Men) Spirit (Spi) | |
| Derived Stat | |
| Resistance (Res) | 2 * Spi + Men |
| Defense (Def) | 2 * Phy |
| Mental Defense (MD) | Men |
| Spirit Defense (SpD) | Spi |
| Move (Move) | Cbt |
| Hits (Hits) | Phys * 5 |
| Stun (Stun) | Phys * 5 |
If you are not playing with the Spirt stat, substitute Mental and MD anywhere that calls for Spirit or SpD. If you choose not to use MD or SpD, you are increasing the effectiveness of those powers that MD and SpD would normally provide armor against.
I assume that the speed chart is not being used and all players get 4 phases per turn.
Physical Powers
Physical powers are powers that have a primarily physical effect. They are claws, lightening bolts, armor, and force fields. Physical powers generally grant the character PEC or PAC.
PEC is a Physical Effect Class. Most often a PEC is equal to a Damage Class (DC) and represents how much damage is done by the character. DC usually come in 'normal' doing stun, or 'killing' that do hits. Unless stated otherwise powers do normal damage. Generally a DC represents 1D6 of damage but the GM can adjust this to fit his game. A PEC can also represtent other physical effects (i.e. SDP in a wall)
PAC is physical armor class and represents ability to resist physical damage. PAC protects against both stun and killing physical damage. In most games each PAC represents 2 KD of defense. The KD is subtracted from the damage rolled by incoming attacks. For normal attacks the KD is added to the characters derived stat Def. Def does not protect against killing attacks.
For physical attack powers to do damage they must hit the target. For ranged attacks this is usually an opposed roll Cbt + Use Power + 3D6 vs Cbt + Evade + 10. Certain powers without range use either Melee, Brawl, or Martial Arts instead of Use Power. Individual powers will indicate if this is the case.
Mental Powers
Mental powers have primarily mental effects. mind blast, mind control, and mental fortress are examples of these powers. Generally mental powers will grant the characters MEC or MAC.
MEC represents Mental Effect Class. A MEC will give a character dice to roll usually 1D6 but the GM may alter. The exact effect of the dice rolled will vary by power. For mind blast it represents stunning damage, for mind control it represents degree of success or failure. Often this roll is going up against a targets Resistance. Individual powers describe the needed numbers and effect if the number rolled exceeds the target number.
MAC is mental armor class. It acts just like PAC but protects against mental damage. Each MAC adds 5 to MD when defending against mental powers.
Most mental attack powers require an attack roll. In most cases the roll is Men + use power + 3D6 vs Men + concentration + 10. If the power has a range of touch a touch attack is required instead.
Spiritual Powers
Spiritual powers generally operate just like mental powers but the source and metaphysics of the power are magical or spiritual instead of mental. These powers provide SEC or SAC. Which are just the spiritual versions of MEC and MAC. Depending on the metaphysics of the game world spiritual powers can be altered to provide MEC/MAC or mental powers can provide SEC/SAC. Make sure you use the correct defense stat SD against spiritual powers and MD against Mental powers.
Most spiritual attack powers require an attack roll. In most cases the roll is Spi + use power + 3D6 vs Spi + concentration + 10. If the power has a range of touch a touch attack is required instead.
Adjustment Effects
Certain powers can manipulate stats or powers. No matter what sort of power causes this it is said to be an adjustment effect. The relevant type of power indicates whether Def, MD or SD is used to defend against these powers. Adrenaline surge and healing are examples of adjustment effect powers.
Adjustment effect powers grant the user AEC. Like the rest of the effect classes this gives the character a roll of the dice usually 1D6 per AEC. The total rolled is divided by the level cost of the power or stat to be effected (round down). The stat or power is adjusted by this many levels. Level costs for stats or provided below.
| Stat | Level Cost |
| Primary stats | 5 |
| Move | 5 |
| Res | 3 |
| Def(MD, SD) | 2 |
| Hits | 1 |
This modification generally returns to normal at a rate 1 level per turn (4 phases). For example if your Cbt has been adjusted to higher than its normal value, every turn is will drop by one until it reaches normal. The same applies to stats or powers that have been adjusted down except the stat or power increases by one each turn until it is at it's starting value.
Option:
Alternately, if you want to do more book keeping every turn
subtract 5 from whatever the roll was and re-compute the effect of the power.
This method is more technically correct but may not be worth the effort.
The above assumes a return rate of 1 turn. The return rate can slowed by adding extra level cost to the power. See time chart below for cost to adjust fade rate. For example you could buy adrenal surge with a level cost of 16 (+2 level cost) and Phys and Cbt would return to normal at a rate of one point every 5 minutes instead of every turn.
| Return Rate | Level Cost |
| 1 turn | +0 |
| 1 minute | +1 |
| 5 minutes | +2 |
| 20 minutes | +3 |
| 1 hour | +4 |
| 5 hours | +5 |
| 1 day | +6 |
| 1 week | +7 |
| 1 month | +8 |
| 1 season | +9 |
| 1 year | +10 |
Adjustment effects can't cause an adjustment greater than the maximum that could be rolled on the dice at any given time. For example if a character is using an adjustment effect to add to his Phys and his level of power grants him 5 AEC then the most he could roll would be 30 (assuming 1D6 per AEC; 5 * 6 ) and since primary stats have a level cost of 5, no matter how many times he used the power he couldn't add more than 6 (30 / 5) to his Phys.