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Generate your character based on the following figures:
CHARACTER POINTS: 50
OPTION POINTS: 60
You may buy up to 10 pts. of Perks and Talents combined (1, 3 or 5 pts.)
You may have up to 5 pts. of Complications (1, 3 or 5 pts.)
WEIRD is the pulp special effect, equal to (INT+CON) / 2
Power Points are based on a multiplier to your Weird according to your character background and degree of familiarity with the realities of Weird Powers. This modifier is set by the GM based on your character background and has a value from 1 to 3.
If your WEIRD is 4 or 5, you may have one Weird Power. You are not required to take a Weird Power.
If your WEIRD is 6 or 7, you may have two Weird powers. At this level you are required to take one Weird Power.
You may use your Weird Power to the extent of your Power points. You deduct Power points equal to the number of points over the target number forthe roll. When you have no more Power points, you may not use the power.
Power points regenerate over one week of game time.
AVAILABLE WEIRD POWERS
The following skills are the only Weird Powers available in this game.
Astral - Can leave the body for reconnissaince or exploration for 5 seconds of every point of success in the roll. May use normal rolls of Sight or Hearing to observe. At the end of the period, the astral body returns to the physical body. Roll Skill with WILL.
Aura Vision - Can see otherwise invisible halo of light around a sentient being and determine the natural or momentary state of mind, mood or abilities. Roll Skill with PERCEPTION. Reference Aura chart in Justice, Inc. main rule book.
Blast - The ability to create a wall of force that can push a target away. Roll Skill with STRENGTH. Damage as Punch.
Bolt - Can mainfest of bolt of energy that strikes with the both Bludgeon and Burn damage. Damage 3d6. Roll Skill with WILL.
Clairaudiance - The ability to gain the sound of a distant place or event. Roll Skill with WILL.
Clairvoyance - The ability to gain a vision of a distant place or event. Roll Skill with WILL.
Commune - Character may communicate with non-human intelligence in animals to send or receive impressions from the animals senses or memories. Limited to animal in line of sight. Roll Skill with PRESENCE.
Control - A target may be temporarily controlled by the character, limited to Weird-times-yards, for 1 second of each point of success in the roll. May be resisted by similar power or Will. Roll Skill with WILL.
Dowsing - Can use a "witch rod," pendulum or dowsing stick to locate a specific type of time that is hidden from view. This is type specific and must be identified before the ame begins - metal, water, living beings, etc. Roll Skill with PERCEPTION.
Empathy - The harmonic ability to sense another persons emotion or physicla condition. Roll Skill with PRESENCE.
Enhanced Sense (one specific) - One of the five physical senses with a bonus of x number of points, at a cost of two Weird points for each point of bonus. Roll Skill with SENSE + PERCEPTION with Bonus.
Heal - Can heal a person or animal at the rate of 1d6 per hour for up to three hours, one roll per hour. On a unmodified 18 roll, the roll is 2d6 for the given hour. Roll Skill with WILL.
Hypnosis - The ability to ease a human target into a state of suggestibility and to plant post-hypnotic suggestions to change their thinking or behavior at a predetermined point in the future (elapsed time or triggered). Roll Skill with WILL. May be resisted with target’s WILL.
Melt - The character can melt into shadows to become invisible to an opponent or escape detection. The invisibility will last for 1 minute for every point of success in the roll. Roll Skill with WILL.
Missile Deflection - A psychic physical effect which and redirect missles (bullets, arrows, thrown objects) up to 45° away from the character. Roll Skill with STRENGTH.
Precognition - The ability to see "echoes" from the future and know events that have not yet occurred. Roll Skill with PRESENCE.
Project - Can create an image of the character's choosing for 1 second of every point of success. Limited to line of sight. Roll Skill with WILL.
Psychometry - A harmonic ability to receive information about people, places and things by coming into physical contact with an object that was formerly physcially held by or located in the target of the knowledge. Roll Skill with PRESENCE.
Retrocognition - The ability to know events that have passed outside the character's experience. Unlike psychometry, this does not require a physical object for focus, but does require being in the location where the ovents occurred. Rolle Skill with PRESENCE.
Sensitive - The ability to pick up clues that are not available to other people in the same situation - may be considered as a psychic or hyper-vigilent function. Roll Skill with PRESENCE.
Telekinesis - The ability to use the mind to move up to 1 pound for every point of Rank in Strength. Limited to line of sight. Roll Skill with WILL.
Telepathy - The ability to plant or receive specific words or images from a specific individual without physical communication. May communicate 1 word for each point of the successful rollLimited to 1/4 mile for every point of the ability. May also be used to fight being the target of another character using Telepathy against the character. Roll Skill with WILL.
Trance Medium - The ability to receive information from dead spirits. The character will have no direct memory of what is said and must depend on other characters to explain the information that was learned. Roll Skill with PRESENCE.
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