Character Creation

December 29th, 2007

CP:50 (character points); OP:50 (option points; skills, talents, perks); complications:30All characters are graduates of Emory, Georgia Tech, or any of the other universities that have since been vaporizedby the Andromeda Contingency. The PCs were freshmen on a camping trip togeather during the contingency. At somepoint after the disaster they had to return to the Atlanta for some purpose. Since than the characters should feelfree to have moved about the country but agreed to return to wherever they had their vacationed (up to the players)for a remembrance of their old school.

All characters should be physically and mentally capable. Don’t forget you managed to graduate from collegethis entails some amount of career oriented skills. Don’t worry about the symbiotes that will figured in-game.As far as your character is concerned they aren’t symbiote bonded. Feel free to add the +1 to all stats from beingbeta bonded to your character’s stats.

Stats

Primary Stats have an unmodified human maximum of 7. All the primary stats from Fuzion 5.02 will be used aswell the End, Luck, and Humanity. Humanity is based off of Will and should probably be called Stress more properly.

DSE (Derived Stat Enhancers) are allowed. A DSE cost 3 OP per level and is limited to 2 levels in any particularderived stat.

+5 Stun
+5 Hits
+2 Stun Defense
+1 Recovery
+2 Run, +3 Sprint, +1 swim and +1 leap
+1 Luck
+5 Endurance
+10 Humanity

Skills

Skills have a human cap of 7, and a starting character cap of 5. All skills are identical to the Fuzion rules5.02 with the following exceptions.

The following skills are deleted.

  • Mecha Pilot
  • Conspiracy

The following skills are are altered or redacted.

  • Athletics includes Acrobatics and climbing
  • Surveillance includes bugging
  • Computers is renamed Programming
  • Systems Ops includes computer operation

The following skills have been added.

  • Hacking
  • Occult
  • Science: Symbiology
  • Use Symbiote (Class); Anima, Elemental, Fairie, Flux, or Ley.

Talents

Most of the talents from Fuzion 5.02 will be used. Only 2 levels of Combat Sense, Acute Senses, or Beautiful/Handsomemay be taken. Blind Reaction requires an unusual justification. If you want High Pain Threshold, or Rapidhealing get the appropriate DSE instead. Nightvision’s effectiveness will be reduced to halving penalties due todarkness. Schticks are forbidden. If you want talents from some of the other source books let me know and I’lllook at it.

Knacks are modified so that a player can never gain more from the knack than they have in actual skill. Ifa character has the scientist knack at level 3, and biology at level 1 the knack can only confer a +1 to a biologyroll. Knacks are limited to level 3 or below.

Perks

Wealth has been slightly modified in the Fuzion 5.02 rules discretionary wealth is figured at wealth level x$1000per week. For our purposes we are changing that to wealth level x$1000 per month. At zero wealth the charactersincome equals the characters required outlays so any discretionary money has to come from in game windfalls. Negativewealth is possible, at -1 the character owes his creditors $100/month. Failure to pay this will result in repomen, lawsuits and maybe broken knee caps. The amount owed the creditors is doubled for every level of wealth. Atlevel 10 this represents owing creditors $51,200/month and is unlikely to be worth the 30 pt complication. To saveyou from these hard decisions wealth is limited to between level -2 and level 2 (inclusive) at most and is a x3multiple.

Memberships, licenses, contacts and favors are recommended but talk to me about the desired organization/peopleso I can come up with an appropriate price below is a sampling.

Organization

Mult

Organization

Mult

Organization

Mult

FBI

3

Church of Joining

2

Americans for Justice

3

CIA

3

Knights of Symb

3

Unions

1

NSA

4

Children of the Ancient Astronaut

3

Symb Freedom Army

3

Symb Health Service

3

Symb Civil Liberties Advocates

3

Symb Anti-Defamation League

3

Symb Crime Division

4

Osod Nazier Society

4

Giovanni, other family

3

Div of Special Prisons

3

Church

1

Militia

2

Rumored Black Op Team

4

KoC, DAR, etc.

2

Local Police

2

SFSCOM

3

Society for Human Purity

2

Army of the Pure Human

3

SRTLAB

4

Neo-Nazi, KKK

2

In Adam’s Name

3

Virtual Intelligence

3

Nostradamus Inc.

3

Vatican

3

Major Corporation

3

Minor Corporation

2

Large Research University

3

Small Research University

2

Media Outlet

2

U.S. Military

2

Underworld

2

       

Symbiote Powers

Regardless of it’s generation each symbiote is classified one of five aspects. It is either an Anima, Elemental,Fairie, Flux or Ley type symbiote. Depending on which way the symbiote is aligned determines what type of powersthe symbiote has primary access to. Each symbiote also has access to the powers granted by manipulating the actualphysical component of the symbiote. Extremely experienced hosts can also use their symbiotes to perform tasks thatare governed by a symbiote of a different aspect than the one bound to them.

Heroic Abilities is used to purchase powers. Different powers are constructed using slightly different conventionsand limitations. With the exception of the innate powers all powers cost at least full end. Powers that normallywould be 0 end persistent would have half their PP charged in end every four phases. This cost increases by1PP every slot on the time chart that passes (+1 at 1 min, +2 at 5 min, +3 at 1 hour, etc.)

All costs are modified by generation. An alpha host would only pay half the listed price,a beta would pay the listed price. A gamma pays twice the listed price, and a delta would pay thrice the listedprice. Epsilons or higher generation hosts usually can’t spend PP or have access to powers so it’s fairly irrelevantbut if it ever comes up epsilon hosts would have to pay four times the listed cost.

Any non innate power comes with a requires skill roll to invoke limiter. This limiter is a built in part ofthe power and provides no benefit to the character. The character must roll a Will + Use Symbiote vs. PP invoked+ 15 to invoke a power. For the purposes of invocation use the PP listed in HA not modified for generation.For every phase the character spends voluntarily concentrating (vs. 15) the character gets a +1 (max. 4) to thisroll.

Symbiote Manipulation

The Symbiote manipulation is the art of getting the actual symbiote to form structures and complex forms.This manipulation can be used to form gliding wings or cling to a wall. It can also be used more subtlety to alterthe eye to see into the IR spectrum or form gills to breath underwater. The main restriction on the symbiote manipulationis that it can not alter the silhouette of the body. The body can not become shorter or thinner than the host normallyis. A host must first learn to create gross structures (wings, tentacles, etc.) After learning at least one grossstructure the host can learn to create subtle structures (change appearance, skin color, etc.) Finally after learningat least one subtle structure the host can create functional structures (gills, IR vision, etc.).

The Symbiote manipulation is odd in that there are Innate powers that are derived from being bonded that arepart of the symbiote manipulations. Innate powers are always on. They aren’t generally under control of the host,but are more the symbiote’s way of protecting itself. They cost no end to use and have no range.

  • Radiation Resistance - Since radiation is one of the food energies it is sucked from the surrounding areas without harming the host in any way. This resistance only effects relatively low powered radiation. This ability would likely be overwhelmed by a strong burst if it took place quickly, but it would still afford some protection.
  • Poison Resistance - Most poisons can be counteracted by the symbiote which it does out of a sense of self preservation. Certain virulent or custom built poisons can be considered to be AP or penetrating and bypass this resistance.
  • Disease Resistance - Just like poison resistance.
  • Longevity - Symbiotes fine tune and maintain the host counteracting entropy in a number of ways. This has the effect of greatly extending the lifespan of the host (how long is unknown at this point) and keeping the host younger and healthier in general.
  • Increased Healing - A normal human normally recovers at a rate of rec hits/week. A symbiote accelerates this process to rec hits/day.
  • Armor - Probably the most famous and useful power granted by the symbiote (delta or lower generation only) is the symbiotes tendency to extrude a chitinous armor over the host’s body. If the host is hurt, damaged or suspects that it is in mortal danger the armor will automatically extrude. The armor can also be consciously extruded or retracted. However in surprise situations unless the character extended the armor it will not offer any protection. Armor can be increased at a rate of 2 KD/PP (modified for generation).
  • Stats - The symbiote optimizes and enhances the hosts capabilities. This is more manifest in the more powerful symbiotes, but physical and mental performance changes are detectable in every host bonded to a symbiote with a delta or lower generation.

Normal Symbiote manipulation powers are purchased just as stated in HA. The only limitations are that they costat least full end, and the player has to convince the GM that the effect can be generated simply by manipulatingthe physical substance of the symbiote. The cost is as listed in HA modified for generation.

Aspect Manipulations

Each aspect of symbiotes have primary access to a one of five aspects of powers. For the purposes of game mechanicsconsider each to be its own multipower. There are limits to how fast the pool can be grown depending on usage.This MP is as written in fuzion except multiple powers may be used if the pool is large enough and each slot costs1PP. Also the price to increase the pool is exponential. If you have a 5 point pool it will cost 6PP to raise itsix not 1. 1/10th of the end used for MP powers in PIPs represent the maximum that the pool can be raised by. Acharacter who has access to a MP can always raise it to 1 for 1PP. All “aspect” powers have an activationroll dependent on how many PP are being used. All costs are modified by generation

Anima Symbiotes

Anima symbiotes are subtle. Anima control aspects of spirit, essence, emotion and symbiote powers. The mostbasic Anima power is the ability the view the Aura. Much is gleaned from this ability, the targets strength ofwill, emotional state, bonded symbiote, etc. Once the aura is firmly in mind the links to the symbiote can temporarilybe hampered, the aura can be dislocated from the body either temporarily causing great pain or permanently causingdeath. Emotions can be read and manipulated via the aura as well.

Elemental Symbiotes

Elemental symbiotes are not subtle. They embody the ideals of dynamic energy. Fire, electricity, gravity, light,wind, heat, etc. are the hallmarks of the elemental symbiotes. Conspicuously absent from their set of tools iskinetic energy. KE creation and nullification is controlled by the Flux spirits. Elemental powers tend to be directand straight forward. Using the elemental symbiote to accomplish subtle thing is possible but it generally requiresthe host to have advanced knowledge of the the thing (computer, nervous system, etc.) being manipulated.

Fairie Symbiotes

Fairie symbiote powers concern living things. The Fairie symbiote can directly manipulate living things. Mostliving things use their resistance as armor. Willing targets can reduce their resistance by half but can not eliminateit completely. A host can effectively reduce his resistance to 0 (subject to change if this is unbalanced). Complexmanipulations are usually only temporary. An experienced host (7+ point MP pool) can make permanent changes. Fairiesymbiotes can both manipulate the hosts body as well as willing and unwilling targets.

Flux Symbiotes

Flux symbiotes involve the manipulation of space, time and kinetic energy. Scrying, teleporting, seeing intothe past and future and manipulation of speed are common effects for the flux symbiote. Teleporting an unwillingtarget must overcome their resistance and NCM can not be used. An advanced flux host comes to see the world asmore and more compressed. Flux is odd in that its legacy effects are the only ones that aren’t anchored, meaningthey move around freely, while other legacy effects are locked to either a location or an item.

Ley Symbiotes

These symbiotes effect the physical material world. Holes can be opened in walls and spikes thrust from theground. Sabotage and repairing are easy if the host has the needed skills. Ley effects are often virtually permanentin the sense that inanimate objects don’t heal back to their original shape. If a power is dropped while the matteris left in an unnatural state (incomplete arch, etc.) once the power is dropped the structure will collapse.

“Out Of Aspect Powers”

Once a symbiote achieves a MP of 6+ a host can buy powers from a different aspect. The character can chooseto purchase a MP from a different aspect symbiote. This new MP is purchased as if the symbiote was generation higher.i.e. an anima beta buying an elemental MP would pay twice the listed costs for everything. These powers take endas if modified by generation. The activation roll is based on the increased PP (as ifmodified by generation) value except in locations with large numbers of related legacyeffects. The cost and end don’t change but the activation roll may drop. After gaining access to one differentaspect MP the host can learn others but they will be one generation higher than the highest generation MP. Extremeexample if Osod Nazier is an anima alpha. He has ten points in his anima alpha MP so he decides to learn elementalism,The elemental MP is effectively a beta MP. Still later he learns a ley MP, this MP would would be a gamma MP. Andlastly he learns a fairie MP. The fairie MP is effectively a delta MP. Since Epsilons don’t have access to MPsNazier can’t finish out the set by learning a flux MP.

Symbiote Mechanics

Alpha Symbiote

Radiation Res: Life Supp, Safe Env: Radiation

1

  • 30 KD Armor, only vs. radiation attacks (-4)

11

Disease/Poison Res: Life Supp, Imm: Diseases, Poison

1

Longevity: Life Supp, Imm: aging

1

Regeneration: Rec/day

1

20 KD Armor

10

20 CP in Stats

20

Total

45

Beta Symbiote

Radiation Res: Life Supp, Safe Env: Radiation

1

  • 20 KD Armor, only vs. radiation attacks (-4)

6

Disease/Poison Res: Life Supp, Imm: Diseases, Poison

1

Longevity: Life Supp, Imm: aging

1

Regeneration: Rec/day

1

10 KD Armor

5

10 CP in Stats

10

Total

25

Gamma Symbiote

Radiation Res: Life Supp, Safe Env: Radiation

1

  • 10 KD Armor, only vs. radiation attacks (-4)

1

Disease/Poison Res: Life Supp, Imm: Diseases, Poison

1

Longevity: Life Supp, Imm: aging

1

Regeneration: Rec/day

1

6 KD Armor

3

5 CP in Stats

5

Total

13

Delta Symbiote

Radiation Res: Life Supp, Safe Env: Radiation

1

  • 6 KD Armor, only vs. radiation attacks (-4)

1

Disease/Poison Res: Life Supp, Imm: Diseases, Poison

1

Longevity: Life Supp, Imm: aging

1

Regeneration: Rec/day

1

2 KD Armor

1

3 CP in Stats

3

Total

9

Epsilon Symbiote

Radiation Res: Life Supp, Safe Env: Radiation

1

  • 2 KD Armor, only vs. radiation attacks (-4)

1

Disease/Poison Res: Life Supp, Imm: Diseases, Poison

1

Longevity: Life Supp, Imm: aging

1

Regeneration: Rec/day

1

Total

5

These charts represent the abilities and costs (in PP) of buying a symbiote of various generations. It is highly recommended that all PCs have the same generation symbiote as they represent significant changes is power and possible power.

Tailoring Powers

Effects can be modified on the fly in limited ways. Any (non-inherent) limiter or adder may be added or bypassed.Take the total number of changed modifiers and apply this as a penalty to the activation roll for the power. Itis also important to recalculate the PP cost and activation roll based on the new PP cost. Example: EB, Extra time1 phase (-2) normally costs 3 PP (18 activation) to invoke a 5 DC effect. The character is in a jam and wants tobypass the extra time limitation and add an AoE hex adder. That’s a -2 to bypass extra time, and a -2 for the AoEadder plus a -2 for changing two modifiers. This creates an EB, AoE: hex (+2) which costs 7 PP (24 activation)to invoke a 5 DC effect. The author can see no reason to allow adding limiters but if a situation arises that theGM feels is justified it can be allowed at his discretion, however there should be an added activation penalty.

Experience

In addition to normal exp.(OP) you’ll also be given PIPs (Power Improvement Points). A PIP is equal to 1/5 ofa PP and is used to purchase powers. Normal exp./OP can’t be shifted to PPs or PIPs.

Skills: Current skill level +1 in OP.

Stats: Five time as much as a comperable skill in OPs.

Multi-Powers: Five times as much as a comperable skill in PIPs. Characters can spend a maximum of 1/10thof the END spent during a session in PIPs to increase their MPs so players are encouraged to keep track of theirEND expenditure carefully. This fraction is subject to change as play testing progresses. Superfelous use of powerdoes not count.

Stats cost x5 the cost of a comparable skill to raise.

Switches and Dials

Characteristic Points(CP): 50
Option Points(OP): 50
Complications: 30
Max. Primary Stat: 7
Max. Starting Skill: 5
Tech Level: 6
Dice: 3D6
Defensive Value: Char + Skill + 10
Cultural Familiarity: Education/3
Autofire Ratio: Superheroic/4
Impairing Wounds: yes
Knockback: Knockdown
RuleofX: Will only be invoked if deemed necessary
Speed: off (assumed 4)

Possible Rules

Amazing Hits:

if AV-DV=6+ treat damage as AP, or if already AP, doubly AP
if AV-DV=10+ Armor is bypassed.

Hit Locations

Standard hit location rules, do we want to use them?