GIJoe RPG Core
GIJoe RPG Core
Welcome to the Fuzion Blok’s FREE G.I. Joe the Role‐Playing Game. Fuzion is a trademark of Fuzion Labs. Fuzion Bloks
is a creation of Jay Libby.
This is a free RPG. All properties of GI Joe are trademarked by HASBRO. I would like to thank YoJoe.com for their amaz‐
ing resources and help in trimming this game down a bit.
You will need some pencils, paper and if you want, customized Joe or actual Joe action figures to represent your char‐
acter.
This game can be played two ways: Cartoon style and Comic Book style.
In the cartoon style all shooting weapons do STUN Damage, because bullets now turn to lasers. No one dies. This is
great for kids who want to play.
In the Comic Book version all weapons play as presented in this PDF. This is more for those die hard military gamers
and collectors.
Support Material:
This PDF is a work in progress. I will be adding art as I finish it and there will be PDFs for both GI Joe support staff and
COBRA. The vehicles will be coming soon.
So what is GI Joe?
As it says in the song: GI Joe is the codename for American's daring, highly
trained special mission force. It's purpose, to defend human freedom against
Cobra, a ruthless, terrorist organization determined to rule the world. In the
old days, GI Joe was a massive military force that fought COBRA on every front. They had all the funding
they needed and didn’t worry much about gear. In the recent comics, GI Joe is this small operation of Special
Forces operatives who are fighting COBRA with a smaller budget. In the Chuck Dixon series, we get a re‐
launch. Some things have been consistent. General Hawk leads the GI Joe program. Duke runs the troops.
The Joes have a headquarters that includes “The Pit,” a secret underground complex where the Joes keep all
their guarded secrets.
So what is COBRA?
COBRA is a terrorist organization with a lot of money and not much explanation behind it. All we know is
that they want to rule the world and they have a lot better technology than the Joes. There are two histories
to COBRA. The cartoon version gives us Cobra Commander, sent out by an ancient race/society known as
Cobra‐La. He builds a mighty army with the help of Destroy and COBRA is formed. But Cobra Commander’s
cowardly demeanor bring about the creation of Serpentor, a genetically engineered human using the DNA is
the vilest military leaders to ever walk the Earth. The power struggle leads to Cobra Commander getting
turned into a snake and then back to a human where he dethrones Serpentor.
The comic books bring about the creation of COBRA after a car accident kills Cobra Commander’s brother.
He is so bent on revenge that he forms COBRA. There are so many plot twists to the comics it’s hard to keep
track. This version of COBRA has much more legal power and plays games using the law to their advantage.
In Chuck Dixon’s relaunch, COBRA is this shadow organization that works in the shadows, so far.
COBRA has several bases across the globe. That is consistent with all versions.
Character Types
The Character Type is used to start generating Characteristics and so on.
Each Character Type comes with its own bonuses. Character Types are NOT
stackable.
Civilian
This is your average level human, the typical person off the street.
Character Type Bonus:
All Characteristics start at 1.
May choose 1 additional skill outside of Common Skills at +2
Above Average
This is the next step up. Athletes come to mind with this type. The above average character type is much
more active than the usual crowd or much smarter.
Character Type Bonus:
All Characteristics start at 2.
May choose 3 additional skills outside of Common Skills at +2
Combat Oriented
A combat oriented character is well trained. They include military, pirates and other combat oriented
types.
Character Type Bonus:
All Characteristics start at 3.
May choose 4 Combat related skills at +2
May choose 3 Combat Related items.
Boot
The Boot is new to the game. They have enough skill to hold their own to some degree, but not enough to
make them instant heroes. Boots tend to fall victim to bad decisions in their first few years. Then they
move up in the world.
Boots Gain:
4 Tiers
30 Fuzion Points
+1 to Characteristics in their Character Focus
+1 to all Player’s skills.
Experienced
The Experienced character is one that has been out there and knows the difference between a good deci‐
sion and a bad one. This character can see the signs and knows how to schmooze with the best of them.
This doesn’t make you well known; it just means you can become a viable target to the enemy.
Experienced Gain:
6 Tiers
60 Fuzion Points
+2 to Characteristics in their Character Focus
+2 to all Player’s skills
Icon
The Icon has made her or his name extremely well known. They are defined champions or the people and
war heroes. The Icon is feared by his weaker enemies and respected by his equals. When the Icon character
hits the scene people cheer (or sneer). The best of the best are Icons.
Icons Gain:
8 Tiers
90 Fuzion Points
+3 to Characteristics in their Character Focus
+3 to all Player’s skills
TIER ONE
Basic Civilian
This is where everyone starts. The Basic Civilian works five days a week and dreams big dreams. All players
gain this for FREE.
‐All Common Skills at Level 2
‐Pick Two Non‐Combat Skills at Level 2
Pilot Path
Any player who wants to fly aircraft must take this Path. Player’s with the Pilot Path must pick an aircraft they
wish to pilot. This path may be taken multiple times, but it counts as a Tier taken.
‐Concentration WILL 2
‐Communication SM 2
‐Pilot <Pick One> SM/HEC
‐Navigation SM 2
‐Perception SM 2
‐Engineering <Aircraft of Choice, must match Pilot skill> SM 2
‐Increase to Membership +2
College (Basic)
Some players may have come from a college background or maybe the military sent them to special school‐
ing. This training focuses on NON‐COMBAT skills. This ranges from Law to Paramedic.
‐Choose a major, you gain all the skills under that major at level 2 <Equivalent to a Associate’s Degree>
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Specialty
Prerequisite: Pick One Military Career Path
Some military personnel have specialty training for specific weapons or skill. To represent this, the player
may choose a Specialty. This counts as ½ a TIER and may be taken TWICE, but they must be split between
Combat and Non‐Combat Skills. Example: Roadblock has a Specialty of Heavy Weapon: Machinegun and
also has the Specialty of Cooking. Players may also take small skill packages like Marksman: Small Arms,
Marksman: NATO Small Arms and Marksman: Warsaw Pact.
‐Pick 1 Combat or Non‐Combat Skill at Level 4
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Linguist
Prerequisite: College (Basic)
This person is speaks this language almost like they are a native of that land. Great for global missions.
‐Choose one Language SM 2
This TIER counts as ¼ of a TIER per language.
TIER FOUR
G.I. Joe
Prerequisite: Pick One Military Career Path, Two Tiers of College/Specialty
or Linguist, Pick One Tier Three Military Tier
Highly trained to deal with the worst of the worst, the Joe is a hero above all.
The reputation of GI Joe is legendary. Kids want to be them, women want to marry them and the govern‐
ment wants to control them. The Joes rely on funding from the Pentagon and tend to have to play the
game to keep the money flowing. When COBRA arrived on the scene, the Joes found themselves fighting an
enemy that practically lived next door. If you are a Joe, you are truly a hero.
‐Athletics: Climbing STR 2
‐Athletics: Running MOVE 2
‐Athletics: Swimming STR 2
‐Hand to Hand REF 2
‐Evasion REF 2
‐Communication SM 2
‐Demolitions SM/HEC 2
‐Pilot <Pick Two G.I. Joe Aircraft> SM/HEC 2
‐Gunnery <Pick Two G.I. Joe related> HEC 2
‐Drive <Pick Two G.I. Joe Vehicles> SM/HEC 2
‐Tactics SM 2
‐Navigation SM 2
‐Perception SM 2
‐First Aid SM/HEC 2
‐Marksman: Rifle HEC 2
‐Marksman: Pistol HEC 2
‐Marksman <Pick Two> HEC 2
‐Heavy Weapon <Pick Two> HEC 2
‐Melee: Knife REF 2
‐Stealth REF 2
‐Survival SM2
‐Increase to Membership +1
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Mental Focus
+2 to Smarts
+1 to Willpower
+1 to Hand‐Eye Coordination
‐1 to Reflexes
‐1 to Body
‐1 to Constitution
‐1 to Strength
‐1 to Movement
Professional Type
Players usually have jobs. This helps determine their Resource Points which may
be used to buy items of need. It also covers overhead for room and board. Resource
Points presented here are just the BASE line. The BASE increases by adding your Basic Education to the Resource
Point BASE. Example: You work Part time so your BASE is 30 Resource Points per week. Your Basic Education is 6. Add
that to your base. Now your Resources per week are 36 points. Players who take Skill Headers in a specific field also
gain Resource Points equal to their Skill Level per week as long as they are working in that profession. If not there is
no increase.
Per‐Deum
You work here and there when needed. Sometimes it can be steady and sometimes it can be extremely dead. Re‐
source Points: 15 Per Week.
Part Time
About three days a week you work. This job could be a stepping stone or just extra cash to have on hand. Resource
Points: 30 Per Week.
Full Time
This is your career job, or at least one that holds you over. You must dedicate at least five days a week, doing 8 hour
shifts. You get paid time off at the rate of 2 weeks a year. Resource Points: 40 Per Week.
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Arrogant
The Arrogant player thinks that they are all that and more. They have killer gear, powers or more that make
them so formidable that the player thinks they might very well be unstoppable. People with money tend to
have this problem. They think that their money makes them Gods. The Arrogant player is also one that falls
into deep depression and drug abuse if they get their butts kicked. They also are more likely to engage in
acts of vengeance against the people who defeat or embarrass them.
Arrogants Gain:
+1 to PRE
+10 Fuzion Points
Cold Blooded
This type of person is just cold. They don’t feel for others and are likely to kill an innocent just to complete
a mission. The Cold Blooded player tends to live for themselves and don’t like working with a team. The
only time a Cold Blooded player works with others is if there is a fat paycheck or an ulterior motive like ac‐
cess to kick‐butt weapons and gear. Some Cold Blooded characters are on big corporate payrolls these
days.
Cold Blooded Gain:
+1 to WILL
+1 to PRE
+5 to Fuzion Points
Compassionate
The Compassionate player cares about those around them. They help those in need and are very quick to
come to the rescue of the weak. A Compassionate player will prevent other players from doing harm to in‐
nocents. The downside is if the player causes harm to anyone who doesn’t deserve it they tend to fall into
depression and question themselves. If this happens the character is likely to pause or hesitate on other
missions.
Compassionates Gain:
+1 to PRE
+10 Fuzion Points
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Hero
The Hero dedicates their life to saving the world even when the world might not want saving. They get in‐
volved in things that are above the human range. A Hero is supposed to be selfless, but if they look good in
the process they don’t mind the press. Heroes mix it up with the worst of them and half the time end up
being killed.
Heroes Gain:
+1 PRE
+1 Body
+5 Fuzion Points
Sinister
When it comes to being evil, this is the one that does it. They will kill an innocent, blow up whole villages
and turn teammates against one another, all while smiling a devil’s grin. A Sinister character can plot and
outwit the general public. They will murder anyone who crosses their path or looks at them funny. Behind
any scene of the macabre there is likely a Sinister person lurking. The Sinister player if defeated will work
feverishly to exact revenge.
Sinisters Gain:
+1 to Smarts
+1 to PRE
+5 to Fuzion Points
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Characteristics
Smarts (SM): How intelligent you are.
Willpower (WILL): How you face danger and how cool you can be.
Presence (PRE): How well you impress other people. Charisma in other
words.
Reflexes (REF): The characteristic you use to dodge and be fancy with your moves.
Hand‐Eye Coordination (HEC): How well you can pilot, shoot, and throw.
Strength (STR): Just like it says.
Constitution (CON): How long the human body can function before needing a rest.
Body (BDY): Your overall size and body type.
Movement (MOV): How fast you can run, swim, and such.
Derived
STUN: This is how much non‐lethal damage a player can take. Examples of stun damage include blunt ob‐
ject impact, falls, energy based damage and power damage. STUN is determined by multiplying Body times
10.
HITS: When your STUN is gone or when you get hit with lethal damage you lose HITS. Examples of lethal
damage include edged damage and piercing damage. HITS are determined by multiplying Body times 10.
Healing: This is how much the player heals per day. Each day the player gains back HITS equal to their Body.
After all HITS are healed the player then starts healing STUN damage.
Natural Mental Resistance: This is how much psychic damage a person may soak before they take actual
damage. A human may resist psychic damage equal to their Willpower.
Natural Physical Resistance: This is how much physical damage a person my soak before losing STUN. A
player may resist physical damage equal to their Body. This ONLY applies to STUN damage and not LETHAL
damage.
Run: This is how fast your player moves when running. Run is determined by Movement times two.
Initiative: To determine who goes first during combat the player adds their Smarts+Reflexes+1d10. The
highest numbers wins and gets the first action during combat.
Actions: This is how many actions you may do during your turn. Actions are equal to the player’s Reflexes +
Movement/2: These are the total Actions you are allotted per turn. This includes your Attack and Dodge.
Popularity: Popularity is important when you are helping wage war. Your base Popularity is determined by
your PRE. Your base PRE equals your Popularity. For every 15 points of Popularity you earn, your PRE goes
up by one. For every 15 points you lose, your PRE goes down by 1.
Resources: This is how much money you have. Each 22 Profession has so many Resource Points. Players may
convert FP into Resource Points (5 FP=1 Resource Point)
Hand to Hand
This is your raw fighting ability in unarmed combat. Everyone can scrap when they need to.
Uses: REF
Evasion
This is the ability to get out of the way when someone or something is about to hit you.
Uses: REF
Perception
This skill helps you notice the obvious and not so obvious. Use this skill for spot, listen and other checks.
Uses: SM
Basic Education
This covers basic math, science, English, and artistic skills. Stuff you learn from common knowledge and well
as slight formal schooling.
Uses: SM
HAND TO HAND
Basic skill at fighting with your hands and other body parts. REF
MELEE WEAPONS
Using different types of melee weapons, such as knives, clubs, axes, swords, spears, etc. REF
HEAVY WEAPONS
Use of military weapons such as RPGs, mortars, rockets, missiles, etc. HEC
MARKSMANSHIP
Skills of using personal projectile weapons; guns, SMGs, rifles, beam rifles, etc. HEC
AWARENESS SKILLS
CONCEALMENT
You can hide things and find things that other people have hidden — like important papers, weapons, jewels, artifacts, drugs, and so forth. SM
CONCENTRATION
The abilities of focus and mental control. This would encompass feats of memory, recall, physiological control, and Mental Powers. WILL
DEDUCTION
This is the art of taking several facts and leaping to an inobvious conclusion. This skill should be used sparingly. SM
LIP READING
This skill enables the character to read someone’s lips in order to tell what he is saying. The character must be able to see his target’s mouth
clearly. SM
Perception
The skill of observation, perception and spotting hidden things (like clues), detecting lies and emotions. SM
PSIONICS
The ability to use mental powers to alter the physical world or to mentally communicate/influence others. WILL
SHADOWING
The ability to subtly follow someone. Also the ability to spot and lose a tail. SM
SURVEILLANCE
The ability to set up a static surveillance of a subject without having it detected. SM
TRACKING
The ability to follow a trail by observing tracks, marks, broken twigs, and so forth. SM
CONTROL SKILLS
ANIMAL HANDLER
The skills of animal handling, training, and care as applicable. SM
DRIVING
Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground vehicles. Generally, this skill must be purchased for one class of
vehicles. HEC
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RIDING
This skill enables a character to ride a living creature under difficult circumstances. The type of
animal (usually horse) must be specified when this skill is purchased. REF
BODY SKILLS
ACROBATICS
The ability to perform flips, jumps, and rolls like a circus acrobat. You can also jump and flip over an obstacle, landing on your feet, ready to
fight. REF
ATHLETICS
Basic Athletics skills; flipping, leaping, escaping, throwing, swimming. REF
CLIMBING
Ability to climb unusually difficult walls, trees, and buildings, as long as there are handholds. The basic climbing speed is 2 m/y per phase. STR
CONTORTIONIST
The ability to manipulate your body to get out of ropes and similar bonds. You may also contort your body to fit into generally inaccessible
places or spaces. REF
STEALTH
The ability to hide in shadows, move silently or avoid detection in combat situations. REF
SOCIAL SKILLS
BRIBERY
A character with this skill knows when to bribe someone, how to approach him, and how much to offer. PRE
CONSPIRACY
Knowledge of how to influence individuals and organizations secretly, and how to plan and orchestrate such plans. SM
CONVERSATION
This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the
subject realizes he is being pumped for information. PRE
INTERROGATION
The ability to forcibly extract information from people. The character knows how to avoid leaving marks, can judge how close a victim is to
death or breaking, and is an expert at manipulating subjects into revealing desired information. PRE
LEADERSHIP
The skill of leading and convincing people to follow you. PRE
PERSUASION
The ability to convince, persuade, or influence individuals. PRE
SEDUCTION
The ability to gain others’ trust by offering companionship or favors. PRE
STREETWISE
This skill gives the character knowledge of the seamy side of civilization: he knows how to find the black market, talk to thugs, gain information,
and so on. PRE
TRADING
The ability to strike a good bargain with a merchant or customer. PRE
WARDROBE &/STYLE
A grasp of fashion, wardrobe, and personal grooming. A character with this skill knows how to show off clothes and look his best. PRE
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DEMOLITIONS
The ability to properly use, handle, set, and defuse explosives SM/HEC
ELECTRONICS
The ability to identify, understand, repair, and rewire electronic devices. SM
FORGERY
The ability to create false documents, identification, currency, and so forth. SM/HEC
GAMBLING
The ability to win gambling games that require some skill, such as blackjack, poker, and more exotic games. A character may also use this skill to
cheat. SM/HEC
LOCKPICKING
This skill allows the character to open key, combination, electronic, and magnetic locks. SM/HEC
MECHANICS
Skill with mechanical devices and the knowledge of how to repair, replace, and build them. SM/HEC
PARAMEDIC
This skill enables the character to stop bleeding, repair damage, and generally keep someone alive. SM
SECURITY SYSTEMS
The ability to recognize and evade various types of alarms and traps. The character also knows how to set up alarms and traps, given the proper
time and equipment. SM/HEC
WEAPONSMITH
The character knows how to build, maintain and repair weapons of various types. The class of weapon (muscle‐powered, firearms, energy weap‐
ons, other) must be specified when this skill is purchased. SM
PERFORMANCE SKILLS
ACTING
The ability to act; to assume a role or character. Someone who is skilled in this can fake moods or emotions, or hide his true identity. PRE
DISGUISE
The ability to change a character’s appearance through makeup, costumes, body language, and facial expression. SM
MIMICRY
The ability to perfectly imitate someone else’s voice. PRE
ORATORY
The ability to speak to an audience and to deliver a convincing presentation. PRE
PERFORMANCE
The skills of acting, some stagecraft, singing and musicianship. PRE
SINGING
The skill of using your voice for performance and entertainment. PRE
SLEIGHT OF HAND
The ability to palm items, fool the eye, perform magic tricks, etc. HEC
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EDUCATION SKILLS
BUREAUCRATICS
You know how to deal with bureaucrats, cut out red tape, who to talk to, how to reach them, and how
to extract information from bureaucracies. PRE
BUSINESS
Knowledge of basic business practices, laws of supply and demand, employee management, accounting, procurement, sales, marketing. SM
COMPUTERS
The ability to program and operate computers. SM
CRIMINOLOGY
You know how to look for clues, dust for fingerprints, examine evidence, do ballistic tests, examine records, search through files, and so on. SM
CRYPTOGRAPHY
The ability to solve simple ciphers and encrypt or decode messages. SM
EDUCATION
General knowledge, such as math, history, science, trivia, or current events. SM
ESPIONAGE
Gathering and assessing intelligence and orchestrating spy operations. SM
*EXPERT
Any one field of knowledge: stamps, gardening, local lore, anime trivia, and so forth. This can be a hobby, or an in‐depth knowledge of a spe‐
cific field or area. This may be bought once per expertise. This counts as a single bonus of +5 to all rolls regarding that Skill. SM
LANGUAGES
Must specify one particular language group (or dialect, computer code, type of sign language or hand signals). Must specify primary language in
the family; all others in that group are at 1/2 of primary. SM
LOCAL EXPERT
Knowledge of an area; who’s who, where things are, general customs, schedules, and peculiarities of the environment. SM
NAVIGATION
Knowing how to take sightings, use maps and charts, plot courses, work from wind, weather, and other guides. SM
PROFESSIONAL
The ability to perform a certain profession (such as artist, actor, doctor, hockey player, scientist, taxi driving, etc.) Obviously, certain other skills
will greatly enhance the character’s ability to practice his profession. SM
RESEARCH
Skills in using libraries, databases, records, as well as uncovering information from obscure or uncommon sources. SM
SCIENCE
Knowledge of lab techniques, how to design experiments, how to write scientific papers, test hypotheses, etc. for your appropriate field of
science. Must specify your area of study when this skill is purchased. SM
SURVIVAL
This skill enables the character to live off the land, find food and water, identify dangerous plants and animals, and so on. SM
SYSTEMS OPS
This skill allows the character to operate sensing and communications devices. The character should choose what type of system he knows how
to operate. SM
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TEACHING
The ability to impart information or skills to other. PRE
Talents
Talents are those abilities that people were just born with. Each Talent
costs 5 FP. If the Talent can have levels then each level costs an addition 5 FP.
Here is a list of Talents:
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Ambidexterity:
You can use tools and weapons with either hand at no penalty (normally ‐3 for using off‐hand).
Animal Empathy:
Animals like you; they will never harm or attack you unless severely provoked. You always seem to attract whatever animals are
common to the area, and they will immediately gravitate to your side, although they may not necessarily do what you ask them
to.
Beautiful/Handsome [X]:
You are extremely good looking; people will automatically stop and stare at you when you pass, and you are generally sur‐
rounded by admirers. In addition, you automatically have a +1 bonus to your Persuasion, Performance, and Wardrobe/Style skills
for each level taken.
Blind Reaction:
You can counterattack (in hand to hand only) with no negative modifiers for darkness or being obscured (‐4), even if you can't
see or hear your opponent.
Common Sense:
You always look before you leap; the GM must give you warning whenever you’re about to do something particularly foolish,
even if there are no perceptible clues present. He doesn’t have to specify the danger, just that "this might not be a smart idea..."
Direction Sense:
You are never lost, always know where North is and can orient yourself easily without any external cues.
Double Jointed:
You can bend your limbs and joints in impossible ways. You can fit into any space equal to half your height and width and it is
impossible to tie you up or entangle you with a single rope; you can only be restrained using restraints like cuffs, shackles, or
nets.
Eidetic Memory:
You never forget anything you have read, seen, heard, smelled, or touched.
Immunity:
You are immune to the effects of one specific poison or disease group (must specify).
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Lightning Calculator:
You can automatically do complex mathematical operations in your head without using any aids.
Light Sleeper:
You wake instantly from even the lightest touch or smallest sound (no Perception check required).
Longevity:
You are extremely long lived, but do not show any appreciable signs of aging. No matter how old you are, you always look and
feel as a person half your age.
Night Vision:
You can see in all but absolute darkness.
Perfect Pitch:
You always know if something's in tune, and automatically gain at +3 bonus in any musically related task (singing, playing instru‐
ments, etc).
Rapid Healing:
You heal extremely fast, recovering an extra 3 Hits per time unit in addition to your normal healing rate.
Schtick:
A schtick is a special habit or personal affectation that has little or no actual effect on skills or combat abilities. Examples might
be: always having a wind wafting your hair or cape dramatically, always having dramatic lighting striking your face, being able to
toss your hat on a hook when you walk in; always having a cigar hidden somewhere on your person, etc. Schticks must be okayed
by the GM and should never have an important combat or skill application—always shooting the gun out of the bad guy’s hand
would be a very dangerous schtick to allow.
Simulate Death:
You can lower your heart rate and breathing to such a low level that it is a Legendary Difficulty to tell whether you are dead or
not.
Speed Reader:
You can read one page of any normal text that you are familiar with in three seconds (you can read a 200 page book in 10 min‐
utes).
Time Sense:
You always know what time it is, always know how much time has elapsed between the present and the last time you checked.
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Allies [1 per level] Yakuza Boss costs 6, the head of the FBI costs 9. Remember that the
Everyone needs friends who will come to help you. In a world where level of the contact is based on several factors: a student’s not much,
there is danger around every corner, it’s good to have allies. For every but a student who’s willing to die for you…
2 FP the player gains one ally.
Favor [0.5 per level]
Followers [1 per level] A one shot Contact; you can make use of this contact only once, but
Everyone needs followers. For each level in this Perk the player may they MUST do what you ask (as long as its appropriate). Note that it’s
have that number times 10! These followers are not equal to the per‐ often useful to have favors from a lot of people in different areas
son with this. Instead they are lesser of them. rather than one contact who does everything.
Weapons
Weapons are bought with Fuzion Points too. These are your basic tools to inflict pain upon others. The
There are some basic rules to weapons. Some weapons do STUN damage and others do LETHAL damage.
LETHAL Damage: Any weapons that does sharp or edged damage. Includes lasers.
STUN: Any weapon that does blunt damage or energy style weapons.
Melee: Damage: As it says. Add your STR to your damage. So if you have a STR of 3, then you’d gain a +3 to
the final damage.
Number of hands: How many hands it takes to use this weapon
Shooting:
‐Damage: As it says.
‐Range: How far the weapon can shoot.
‐Ammo: How much ammunition the weapon has in a clip and such.
‐Firing Rate (FR): How many rounds can be fired in one turn. When firing more than one round players roll
the damage times the number of rounds fired.
‐Number of hands: How many hands it takes to use the weapon.
Vehicles
Vehicles too are bought with Fuzion Points. Damage from a vehicle is equal to their SDP+MOVE in STUN
damage. If a person hits an object with a higher SDP, the player’s vehicle takes the difference between the
two. Be reminded that the target still takes damage equal to the speed of the vehicle. Example: Bob is go‐
ing 50 MPH in his Sedan and hits a truck, his car will take 10 points of damage from the impact with the
truck and 50 more points for the 50 mph. The truck he hits will also take 50 points of damage.
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Popularity Materials
+30 Save the planet! In a lot of games you see where
+20 Defeat a major villain or save a city. certain weapons cannot punch through cer‐
+10 Defeat minor villain. tain types of armor. For each 6 points of KD,
+5 Stopping a common criminal. a single DC cannot penetrate. So if someone
+5 Public appearance for charity has 12 KD and they were being hit with a 2
+3 Helping an old lady across the street DC weapon, there would be no damage or
+3 Preventing damage to public property penetration. If the attacker has 3 DC, then
‐3 Damaging public property of minimal value yes it would penetrate. Below is a chart to
‐3 Bullying an old lady show how much DC is needed to penetrate
‐5 Public rudeness and being disruptive armor. Any weapon that can penetrate ig‐
‐5 Committing a minor crime (break in or assault) nores the damage reduction provided by the
‐10 Committing major crime (robbery) armor. The only time this doesn’t apply is
‐20 Causing major destruction with civilian casualties. with Armor Piercing Weapons.
‐30 Murder, killing a villain
‐50 Murder, killing innocent bystanders
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Damage Effects
People are going to get shot and electrocuted. That is a given. When players suffer massive damage there is
a risk of dying. Presented here are Stun damage and Lethal damage charts to help GMs play out effects of
injury.
Stun Effects
Stun Effects
1‐2 Nothing Happens
3‐4 Character shaken.
5‐6 Stunned 1 turn
7‐8 Stunned 2 turns
9‐10 Stunned 3 turns
Lethal Effects
Hits Effects
1‐2 Painful wound, no effect
3‐5 Light Bleeding, no effect
6‐10 Steady Bleeding, Lose 1 Hit per turn until stopped
11‐15 Heavy Bleeding, Lose 2 Hits per turn until stopped
16‐20 Massive Trauma. Player will die in number of turns equal to CON
*A Cockpit hit is pretty much an instant death scenario. If you can eject,
cool. If not, bye‐bye.
Vehicle Damage
Damage Effects
1‐2 Dented material, no effect
3‐5 Ruptured material, no effect
6‐10 Sparking, Roll 1d10. On a roll 1‐2 Area ceases to function.
11‐15 Heavy Sparking, On a roll 1‐5 Area ceases to function. On a roll of 10 it explodes!
16‐20 Devastation! Roll 1d10: 1‐8 Area blows off! 9 it still works (‐4). 10 Massive feedback, vehicle
immobilized.
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Parabolic Microphone This large listening device can pick up the slightest sounds. It has a range of 1,000 6
yards. Any background noise can make it almost impossible to hear.
Plunger Detonator This is your classic explosive detonating device. You attach wires to the two connec‐ 3
tors and push.
Radiation Homing Capsule This small pill has a small dose of plutonium that gives off a non‐lethal dose of radia‐ 8
tion traceable with a Geiger counter.
Ring Camera This small micro camera is fitted into a ring. It uses an extremely small microfilm. It 8
looks like an ordinary ring except when the shudder clicks. It can take up to ten pic‐
tures.
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Radio Detonator This remote detonator can set off explosives set for up to ten miles away. 3
Radioactive Trace Pow‐ Used to deter bank robbers, this fine powder gives off a small radiation signature 10
der traceable for up to 1,000 yards.
Steel Rimmed Hat This is a standard top hat with a thin steel rim that can be used as a throwing 5
weapon. It causes 3 DC and has a range equal to the thrower’s STR times 5.
Safe Cracking Device This small sensor is the size of a cell phone. To use it, place it by the locking mecha‐ 10
nism of the safe. When activated it scans the lock and brings up the combination.
For electronic locks there is a small linking cord that is attached to the lock. It takes
about 1d6 turns per Tech Level of the lock.
Smoke Bomb Lipstick This small lipstick case has a micro canister with stun gas inside. To activate it, just 8
Case remove the cap and twist. CON save DV 25
Shaving Kit Transmitter This three piece shaving kit, when put together makes a signal transmitter with a 5
range of two miles.
Sleeping Gas Cigarettes This cigarette has a small sleeping gas tube concealed inside. By biting the filter, it 8
activates the spray device with a range of three feet. CON save DV 25
Silencer This tool attaches to the end of a firearm silencing the usual “bang” sound it 8
makes.
Telephone Oscillograph When attached to a tapped phone it can determine any umbers being dialed by 10
listening to the clicks or tones. It is the size of an average dictionary.
Telephone Scrambler When worried about having a tapped phone, just have this device attached to your 10
mouth piece and ear piece. Incoming and outgoing sounds are scrambled and reas‐
sembled at the other end.
Telephone Tap Attached to the phone, this quarter sized device can listen in to conversations. It 8
can transmit up to one mile away and has a battery life of two weeks.
Tap Detector The size of a cigar box, it can be attached to a telephone and blinks whenever a tap 8
is activated.
Tracer Bug The size of a silver dollar, it can be attached to any metal. It will function for up to 8
two weeks before failing. The range is 15 miles.
Telescopic Sight Increases range of view times 10 and times 100. Mostly used on high powered ri‐ 3
fles.
Truth Serum This drug causes the victim to lose half their WILL while being questioned. It re‐ 10
quires a WILL save DV 25 to resist.
Voice Mask Slipped over a telephone mouthpiece and makes the voice unrecognizable, but the 6
speech clear and understandable.
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Blowgun Longbow
Cost: 6 FP Cost: 8 FP
Hollow tube that fires tiny darts (10). More powerful bow designed for penetra‐ Spear
DC=1 Damage tion. Requires a fair amount of space (firer Cost: 7 FP
must be standing) to use. 12 arrows. DC=3 Heavier weight throwing weapon, which
Bola Damage. can also be used to stab at an opponent.
Cost: 4 FP DC=4 Damage.
Two heavy metal balls joined by a cord or Naginata
twine. Primarily an entangling weapon Cost: 5 FP Throwing Axe (Tomahawk)
(the result of a successful hit), it can also A Japanese style halberd, with a curved Cost: 4 FP
do DC=1 Damage if swung as a club. sword blade instead of an axe head. DC=4 A light, one‐handed axe, good for throw‐
Damage. Martial Arts Weapon Skill re‐ ing as well as hacking. DC=2 Damage.
Broadsword quired.
Cost: 5 FP Throwing Knife
Heavy two‐handed, crushing sword, de‐ Nunchaku Cost: 3 FP
signed to penetrate armor. DC=5 Dam‐ Cost: 4 FP Small throwing dagger. DC=1 Damage.
age. Two short, heavy wooden sticks joined by
a cord or chain. Delivers tremendous club‐ Tonfa
Crossbow bing power over a short range. DC=3 Cost: 3 FP
Cost: 6 FP Damage. Martial Arts Weapon Skill re‐ Short, L‐shaped clubs which can be used
Pistol‐like, mechanically cranked bow quired. for blows, parries or blocks (adds +1 on
(takes 2 turns to recrank). Fires small these actions). DC=2 Damage. Martial
bolts (12 shots). DC=3 Damage. Quarterstaff Arts Weapon Skill required.
Cost: 4 FP
Dagger Heavy wooden stick, usually about 6 feet Whip
Cost: 1 FP long. Usually capped with metal. DC=3 Cost: 2 FP
Small double‐edged weapon. Can be Damage. Primarily an entangling weapon, the whip
thrown but at a 2 penalty. DC=1 Damage. can also cause DC=2 Damage.
Shiriken (3)
Halberd Cost: 6 FP Historical [TL: 3‐4]
Cost: 5 FP Small throwing “stars”. 3 total. Close Arquebus
A two‐handed polearm, topped with an Range weapon. DC=1 Damage. Cost: 7 FP
axe/spear point combination. DC=4 Dam‐ Very primitive (1400’s) form of shoulder
age. Short Sword arm, using a matchcord/flashpan arrange‐
Cost: 3 FP ment. Takes 3 turns to reload. DC=4 Dam‐
Javelin Double‐edged weapon about 24‐30 age.
Cost: 6 FP inches long. DC=2 Damage.
Small throwing spear, designed for long Bayonet
ranges. Some variants use a sling to hurl Short‐bow Cost: 1 FP
the javelin further. DC=3 Damage. Cost: 6 FP Stabbing blade attached to rifles of the
Lightweight bow, designed for horseback, period. DC=1 Damage.
Katana close‐in work. 12 arrows. DC=3 Damage.
Cost: 6 FP Bowie Knife
Two‐handed sword, used exclusively in Sling Cost: 3 FP
Japan by samurai warriors. Incredibly Cost: 2 FP Lightweight, drop‐point knife about a foot
sharp and lethal. DC=4 Damage. Strip of hide used to hurl small rocks or long. Can also include any fighting knife of
balls. Comes with 10 shots, but any small the period. Can be thrown at a 2 penalty.
Longsword object can be hurled. DC=1 Damage. DC=2 Damage.
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Leather Jacket 3 0 1
Leather Pants 3 0 1
Leather Boots 4 0 1
Bullet Proof Vest 8 0 3
Flak Vest 11 0 4
Flak Pants 10 ‐1 4
M1 Helmet 12 0 1
PASGT Vest 22 0 4
L. Kevlar Vest 12 0 2
M. Kevlar Vest 16 0 4
H. Kevlar Vest 20 0 4
Kevlar Lined 12 ‐1 6
Trench coat
Kevlar Shin 5 0 2
Guards
SWAT Helmet 15 0 2
Combat Boot 6 0 1
Kevlar Uniform 12 0 10
Armor Upgrades 5 n/a 10 FP per 5
KD
Light Concealed 10 0 10 FP per
Armor location
Medium Con‐ 15 0 12 FP per
cealed Armor location
Heavy Con‐ 20 0 15 FP per
cealed Armor location
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