Studio187: Fists of Fusion Page-8 as much damage as it has to offer. If you think this is to nasty, then you've never had the pleasure of being the Grand Master of Eagle Claw's demonstration dummy. Choking: If you place a hold on the targets neck and your strength is greater then half of the targets constitution then the target will lose 1 point of body and have a -1 AV every other phase until the player releases or is forced to release the target. If the target goes below the inverse of his constitution he is dead. Otherwise, he will regain 1 point of body and AV every other phase after being released. If he goes to or below a 0 body he will become unconscious and will half the recovery rate (unless it's a Mook). This is not power drain so power defense will not help the target. If, by chance, the target does not need to breathe or has rigid armor around the neck, this can not be done to him. Wrestling: Things get tricky when two individuals try to grapple each other. Just remember that you must always keep track of all modifiers. If the player has the target in a Hold II and is trying to knee the target while the target has the player in a Hold I then you must account for all of the modifiers. Thus the player will be at a -2 against the target and the target will be at a -4 to defend against the player. Basic Requirements: Grapple Killing This modifier creates a deadly maneuver. It must be targeted at a specific area like the throat or the elbow. It does not necessarily deliver a killing blow but is generally used to disable an opponent. Like breaking an arm or busting ribs. The player will thus suffer an aim penalty. If the player builds an Area into the maneuver he must always strike that area but if he does not add that modifier he may aim at any area. Remember that when attacking a limb, the target can never take more killing damage then a limb has to offer. He will, however, still take all the stun that the original KD would have done. See Hit 'Im Where it Counts in the In Addition section for more info on killing attacks. Basic Requirements: Strike Knock Back (KB) Using this modifier the player channels more force into shoving instead of damage to increase the distance of knock back. Or, the modifier can be used to deliver only force causing no knock back. Basically you can cause no KB or x2 KB. If the target is in a hold no knock back occurs unless the player lets the target go. Can not be added to a power or ranged weapon. Basic Requirements: Strike Multiple By adding this modifier the player may play the modified Basic Maneuver and all of its advanced attachments against more than one target without suffering any other modifiers. You can only add up to two extra targets per basic maneuver. If you are building a dual Basic Maneuver and wish to use both Basic sections on more then one target, you must buy multiple for each basic section. To have a defense that would protect against two people along with a strike that would ground them you would build it in this fashion [Defense: Multiple +1 / Strike: Grounding / Multiple +1]. See Which Multiple is Multiple in the In Addition section for more detail on multiple maneuvers. Basic Requirements: Strike or Defense Off-Hand This modifier allows a player to perform a maneuver with his offhand without a modifier. This is mainly used for weapon maneuvers being that a GM doesn't generally enforce offhand modifiers with punching. This modifier is automatically optional. Basic Requirements: Any Prop This modifier would require that the player have a certain object to perform his maneuver. The Prop will not cause the effect but will allow the player to pull off the maneuver. Vaulting Staff Kick (Strike: +3 St + Prop - Staff). The player uses his staff to vault himself at the target to deliver damage. Basic Requirements: Any Studio187: Fists of Fusion Page-9 Re-Route Used against weapons, this modifier causes an attacking target to strike himself or another target in an adjacent hex with his attack. Basic Requirements: Defense (Block or Parry) or Grapple verses a weapon attack. Specific This modifier causes the player to rely on the target's maneuver to use his. The player must specify which body part the target must use or at which height the attack must come from for the player to get his modifier. If the player is correct he will receive +2 to his AV. If he is wrong he will receive –2 to his AV and will lose the second half of the maneuver if there is one. This modifier can be used against grapples but cannot be used to escape from an established grapple. This is another modifier that will require honesty from the players. A duck will only work well if the target swings high. A kick reversal [Defense: Specific - Kick / Strike: Throw] used against a punch would receive a -2 for the block and the player would lose the Strike: Throw portion of the maneuver. Basic Requirements: Defense or Grapple Stance By adding this modifier to a maneuver, the player gains a point to increase the effectiveness of the maneuver. The stance must be obtained 1 phase before the maneuver can be performed and the player can only do a standard evade while assuming a stance. The player can automatically reassume the stance again at the end of the maneuver. For a cost of 1 point this can be attached to a maneuver to allow the player to assume a stance while performing a maneuver. This will be indicated with a (+) following stance. If Ground is attached to a stance then only ground maneuvers can be performed from that stance and only Ground maneuvers can be made for that stance. Basic Requirements: Any Standing By adding this modifier the maneuver can be performed from the grounded position without a grounded modifier and at the end of the maneuver the player will be standing. Basic Requirements: Any Statistic Modifier For every point you put into or take out of the maneuver you will gain or lose 1 point to a statistic or derived statistic. The maximum modifier for a single stat in a maneuver is 3. These include initiative (In), action value (AV), evasion (Ev) and strength (St). Secondly, if a stat is not used during a certain maneuver, it may not be calculated in the cost. Initiative (In): Adding this as a bonus will assume that the maneuver is easy to pull off, a long-range effect or that it is very fast. Initiative usually takes a dive in complicated or close range maneuvers. Action Value (AV): Is a measure of two things, dexterity and reflexes. They both calculate into the equation because each player makes only one roll and the winner gets the desired effect. Evasion (Ev): This is a measure of the complexity of the player's movements during the maneuver compared to that of collateral targets. This number will be added to the player's standard evade verses targets that are not part of his maneuver effect. Strength (St): This modifier is to simulate the different levels of power that different maneuvers will deliver. It can also be used to simulate multiple strikes to a single target. This can only be added to restraining or damaging maneuvers. Basic Requirements: Stat must effect maneuver. Stunning This is an attack that delivers stunning damage to a target with a weapon that would normally do killing damage. This could be a pommel strike or a sweep or even a butt stroke from a gun. Damage to be determined by the GM. For ease of play +2 dice is usually a good rule of thumb or you could use the extra killing damage of the weapon as extra stun dice. Thus, if a sword was +3 dice to KD you could give the player St +3 in damage dice. Basic Requirements: Strike Studio187: Fists of Fusion Page-10 Throw The player causes the target to be launched in a desired direction. See official FUZION rules for distance. If assigned to a strike and the target hits an obstacle along the way he will take strength dice in damage. Killing damage can not be added to a throw. The player could, however, toss the target into a light pole which might do killing damage (GM's call). Don't forget to halve SD if it is converted into killing by an object. The end result is that the target goes flying and ends up in the grounded position. As a defense a throw will also send the target flying but the target's strength and momentum will determine the distance. If the target is attempting a grab or a strike then use his strength (use the modified strength if applicable). If the target is moving then add his current momentum to his strength distance. Thus, you would calculate the distance as if he were throwing himself while adding any momentum he may have as a straight add-on. Knock back cannot be added to throwing maneuvers. Lastly, throw is not designed for great accuracy so to hit a percise (another person, small or moving) target the player must make a secondary Improvised Weapon - Thrown Blunt roll. This is unless he already has it fused into the art. In which case no additional rolls will need to be made. Landing: If a player is thrown and has acrobatics then he may average his martial arts level with his acrobatics. He will then add this number to his dexterity verses the original throw number. If he is successful then he will land in a non-grounded position, probably on his hands and feet. If he strikes a target along the way he may subtract 1 die of damage per success over the acrobatic roll. If Suk Bong throws Bung Hol and rolls an 11 verses Bung Hol's 9 then Bung Hol goes flying. If Bung Hol is about to hit a tree along the way he can make an Acrobatic/Martial Arts roll to lessen the damage. He must roll against an 11 difficulty. He rolls a 13 and will now take two less dice of damage from that tree. Basic Requirements: Strike or Defense Vital This is a very specialized form of attack. The player will attempt to strike a vital point on a target. The body is covered with these vital points and upon a successful strike, the target will not be able use SD (PD) as a defense. The player does not need to make an aimed attack but will have to name the strike location just for flavor. Some of the vital points are behind the ear, the solar plexus, the center of the wrist, the temples, the armpit, center of the triceps and the groin. There are no knock back effects delivered from a vital strike and cannot be modified to do so. This is because most vital attacks are done with a small surface attack like finger tip or phoenix eye fist and concentrate all their damage to a very small location. This is technical move not a power move. Basic Requirements: Strike Weapon / Power When applying this modifier to a maneuver the player replaces his body parts with a weapon or power for the maneuver effect. So, with a Strike the player will deliver the attack with a weapon or power rather then a hand or a foot. The amount and type of damage is based on the weapon or power being used. See the main rules for weapon stats and the powers plug-in for power effects. When putting a weapon or a power into a maneuver, you must specify which weapon or power you are using. Also, you must use your weapon (if the weapon is not fused into your martial art) or power AV when performing this maneuver. Sword level (or martial arts)+ reflexes or dex / or UP-Power + ref or dex). The +1 cost is for a melee or thrown weapon and the +2 is for a firearm or a power. Adding a power or a ranged weapon to a maneuver is up to the game master. Basic Requirements: Any Jujitsu In Action Studio187: Fists of Fusion Page-11 Weapons of War What is a weapon anyway? A weapon is merely an extension of the body. Thus, I have incorporated weapons into martial arts. For simple stuff like swinging, stabbing, parries and blocks you can use a standard weapon skill roll. But for stuff like Spinning Staff take down, you are going to need Fists of Fuzion . For each maneuver, you will use your weapon skill AV for the roll unless you fuse the weapon into your form. By fusing it the weapon becomes an integral part of the martial art. To fuse a weapon class into your martial art, add 1 OP to the cost of your martial art for every level of that art for each weapon that is infused. Thus, a player with a level 4 in Martial Arts who wishes to go to level 5 would normally pay 5 OP to go to that level. If he had staff and rope dart fused into his martial art it would cost him 7 OP. But, when he attacks with Martial Arts, Staff or Rope Dart his level will be 5. To infuse a new weapon, it will cost 1 OP per level of the existing Martial Art level. To add Sword to an existing Martial Art level 4, it would cost 4 OP. Existing weapon levels will only transfer over half of their cost. The player will literally be retraining himself to use the weapon but already has a feel for it. Martial Arts don't always support weapon usage in their forms. Consult the different forms for their incorporation. Don't forget, any maneuver that specifies a weapon, cannot be used if the player does not have that weapon. We have also divided the weapon list up a little differently. It's a little more realistic for considering mechanics. While there are differences in using a long sword and a scimitar as there are differences between a spear and a staff, these differences are less then more (and this is a super hero game) so I have grouped the following lists as I see fit. Feel free to divide them differently if you disagree (Won't keep me up at night). The bold name is the skill name and the names in parentheses are examples. Club (Escrima Stick, Cane, Tonfa, Club and Pipe) This is the most primal of all weapons. It can be any object at least 1 foot long, at least 2 lbs. in weight and of somewhat straight length. If one end weighs at least twice the weight of the other then this weapon should be used as a 1H Hafted. Blade (Knife, Short Sword, Gladius, Dagger, Dirk, Main Gouache, Wakasashi, Shurikan and Spike) This is for weapons that have a hilt (one hand) and a blade under 30”. The blade must be rigid and should be able to slash and stab. Flex (Scarf, Rope and Sash) These weapons are flexible throughout the entirety of their length. They are used two handed in grappling attacks by ensnaring body parts. The player can then break those parts, send the target flying or even kill by choking or snapping the neck. These weapons gain an extra +1 to AV for any form of entangling attack. 1H Hafted (Axe, Mace, Hammer, Kama and Sickle) These weapons must have a haft longer then the damaging end. It must be designed to deliver its primary damage by swinging in one-handed use. It could have a stabbing purpose as a secondary form of attack but a modifier might be applied to damage and AV. Studio187: Fists of Fusion Page-12 2H Hafted ( Battle Axe, Glaive, War Hammer, Grate Mace, Halberd and Naganata) These weapons must have a haft much longer then the damaging end. It must be designed to deliver its primary damage by swinging in two-handed use. It could have a stabbing purpose as a secondary form of attack but a modifier might be applied to damage and AV. Improvised Weapons These are weapon groups that cover items not designed to be weapons or could not be considered one of the other groups. A pool stick is a staff as a traffic sign is a 2H hafted. I divided them into four categories that are common to one another. Large (Table, Arcade Video Game, Heavy Chair, Ladder, Human body and TV) This will cover all objects that are over four square feet in size or are over ten pounds in weight. Small (Lamp, Book, Rock, Pool Ball, Severed Head, Stapler and Vase) This will cover all objects fewer than four square feet in size or are less than ten pounds in weight. Thrown - Blunt (Lamp, Severed Head, Rock, Chair, Manhole Cover, Human Body and Vase) This category will cover any object that was not intended to be thrown and has a flat or rounded surface. These objects are not going to have that great of a range. Thrown - Sharp (Ice Pick, Glass Shard and Circular Saw Blade) This category will cover any object that was not intended to be thrown and has a flat or rounded surface. These objects are not going to have that great of a range. Shaft (Staff, Spear and Trident) These weapons are designed to be most or all haft, sometimes with a small bladed end. Without a tip they are generally used as a swinging weapon can deliver damage by stabbing. When a tip is added, the use is reversed. The weapon becomes a primarily stabbing weapon with an occasional slash or swing. Sword (Long Sword, Broad Sword, Katana, Scimitar, Cutlass, Khopesh and Saber) This will cover all bladed weapons that have a hilt (one or two hands) and a blade of at least 30”. The blade must be able to slash and/or stab. Whip (Whip, Chain, Chain Whip, Rope Dart, Cat O' Nine Tails and Gama) This category is for weapons that are flexible throughout most of their length. They sometimes have a sharp or a small hard object at the end. The flexible end is flung at the person and pulled taught at the moment of impact. This generally leaves a slash on the target. In the case of the chain whip and the rope dart, a small blade or spike is placed at the tip. This blade can also be plunged into the target leaving a puncture wound. These weapons gain an extra +1 to AV for any form of entangling attack. Unique Weapons These are weapons that must be learned individually due to their unique design. These weapons are generally harder to learn but this is offset by the fact that they only have one or two weapons in their category (thus, there is no need to raise the cost). Flail: This is a weapon that has a handle (not necessarily in the case of a ball and chain) attached to a chain with either an elongated weight or a ball at the end. The end weight often has small spikes. Hook Sword: This is an odd weapon. It has the shape of a sword but the end hooks around like a cane. The hilt has a crescent shaped blade in front of it and the bottom of the hilt comes to a point. Every surface of the weapon is sharp with the exception of the hilt. This weapon is made from on piece of metal and only the hilt portion is left dull. This piece is then wrapped for grip. This weapon is usually used in pares. Kusari-Gama: This is basically a Kama with a Gama attached to it. The Kama is a short handle with a curved blade at one end. This blade protrudes at a 90° angle from the handle. A Gama is a 3 to 4 foot chain with a weight at one end. The Gama is attached at the bottom of the handle. Iron Fan: Other then keeping you cool, the iron fan can be a deadly weapon. It is designed like a traditional Chinese hand fan but the wooden veins are made of metal. These weapons can be used much like a knife and can even be thrown. Studio187: Fists of Fusion Page-13 Nunchaku: This weapon started out as a rice picking tool and has become one of martial arts most popular weapons. This weapon (for those of you who don't know) consists of two small handles attached together by a short chain. The nunchaku is a very versatile weapon. It can be used to block weapons, ensnare limbs and weapons, strike opponents with deadly force and it looks really cool when you use it. Sai: This weapon is used much like a dagger but can only be used as a stab on an attack. It has two curved portions that travel about two inches from the main shaft on either side. They continue about two inches the distance as the main shaft. These curved portions can be used to ensnare weapons and break them but are mostly used for blocking. Some artists are even proficient at throwing them The Jutte is a Sai with only one curved portion that is closer to the main shaft. Shield: Generally used as a defensive devise, the shield can also make a formidable weapon in the right hands. It can be used to bash an opponent or push him over. Some shields have been designed with bladed ends for slashing, while others have been designed with spikes for stabbing at opponents. One goof ball even designed a shield for throwing. See Raising Shields Captn' , in the In Addition section. Three Sectional Staff: This weapon looks like a nunchaku with another section. It's not as flashy as the nunchaku but gets the job done just the same. This is a hard weapon to master and not very many martial artists are proficient with it. Ranged Weapons It's up to the GM if he will allow ranged weapons to be included in maneuvers. Ancient weapons should not be a problem. Kyodo is a Japanese martial art based around the use of the bow. Throwing weapons are also very common among martial art schools. The knife, shurikan and spike are amongst the most common. Thrown X should be a separate skill, whereas X defines a weapon group. If the GM is not opposed to firearms being included into maneuvers (Gun Fu) then it will be easy to create the mystical gun fighter. Area, disarm, draw, stat modifiers, multiple and aerial are all good modifiers. Some examples of Ranged Maneuvers: Quick Draw (Strike + Weapon - Pistol + Draw = 6) The gunslinger can now draw and fire his pistol at no minus to initiative or AV. Glancing Blow (+2 St + Strike + Power - Killing Attack Blast + Stun = 2) The player can now glance the target with his disintegration ray causing only superficial wounds. Double Arrow (Strike + Weapon - Bow + Multiple (+1) = 5) The player notches 2 arrows at once and strikes two adjacent targets Crouching Stance (+2 AV + Strike + Weapon - Pistol + Stance = 3) This is the typical 2-Hand cop pistol stance that you see on every TV show. It is, however, a very effective stance. Jumping Woo (+3 Ev + Strike + Weapon - Pistol + Grounding = 3) If you've seen a John Woo film, then you've seen this maneuver. The guy dives into the air firing and lands on his belly. Fanning (-3 AV + Strike + Weapon - Pistol + Multiple (+2) = 5) This is the old gunslinger trick where he holds the trigger down and repeatedly slaps the hammer down, throwing an entire cylinder of rounds at a group of targets. Eagle Eye (Strike + Weapon - Power + Disarm = 5) The player fires at the weapon sending it flying out of the target's hand.
Studio187: Fists of Fusion Page-14 These are additional rules for you to use for combat along with more in-depth information on key issues. They mostly apply for martial art maneuvers but can carry over to other combat as well. They are of course optional but can be very handy. Which Multiple is Multiple What's the difference? Well it gets very complicated when designing maneuvers. You must remember to think logically when using a free flowing system. Its main weakness is interpretation. Below are two descriptions that should explain the differences between the two modifiers. Multiple Modifier: Allows one maneuver to be used against more then one target. For every level of multiple, the player gets to include an extra target. Targets must be in adjacent hexes to the player and each other because the effect happens to all targets from the hex it is initiated. In addition, only one roll is made. The result is compared against each targets individual defense. Wide Swing [Strike: Multiple (+1)] Allows player to strike two targets who are standing next to each other with one single swing of the weapon. 180 Kick [Strike: Multiple (+2)] Allows player to hit three targets standing next to each other. One foot sweeps across each target. Full Sweep [Strike: Multiple (+1) + Grounding] The player sweeps two targets within the 2 adjacent hexes. Multiple Basic Modifiers: Allows the player to add an extra portion to the maneuver. The two portions must effect the same target by default but can be purchased to effect different targets. Movement can only occur between basic maneuvers if Aerial is applied to one of the basic modifiers and if the second Basic Modifier is able to strike a secondary target (indicated with an (M)). Being that each Advanced Modifier is assigned to a specific Basic Modifier they will only effect the target that their Basic Modifier is attached to. In the figure below (Strike / Strike (M): Aerial) the player attacks the target in front of him and then flips behind him and strikes the second target. It is not important in the description the order in which the maneuver plays only that the concept is the same. Thus, in the previous example, the player could attack target 1 move and attack target 2 but at a later time he may attack target 1 twice and then move. Below are some examples of how it works. Maximum Cost for Maneuvers Well, that is up to the game master. There does not have to be a maximum number but if you have a munchkin in your midst then you may have to institute a cap on price. Points are points are points are points and after a while you get so sick of points you could slam your head into the wall. I usually don't care so much about the points, so long as the player's and I have fun and they don't get carried away with things. Just keep it reasonable and don't get silly. If you must assign a maximum number then make it twice the level. Thus, a player with level 3 Martial Arts could buy or built any maneuver for 6 points or less. More on Stances A stance is just a way of standing that allows maneuvers to work better. It takes the player 1 phase to get into a stance. The player can only move his walk while in the stance (unless aerial is attached) but it will give him points to simulate the efficiency of his positioning. What kind of stances is there? Well, I think there are about a hundred or so give or take ten to fifty. Okay, so I don't have a clue but there are a lot of stances. Call it what ever you want; front, low, high, rear, horse, snake, chicken, space monkey. Well, Studio187: Fists of Fusion Page-15 maybe not space monkey but you get the idea. Stances are very common in martial arts and are a great way to get points back. Adjusting Stats for Maneuvers How do you come up with the proper stat adjustments for maneuvers? It depends on the type of attack. Here are a few examples to help you decide on how to make realistic maneuvers. Elbows and Knees do a lot of damage and are pretty quick but they are very close range attacks so they suffer on Initiative but get Strength. Chops and Palm Strikes will do extra damage and generally come in at hard angles to defend, so they will enhance AV and Strength. A Double Strike can also be simulated as a bonus to strength. Like a one-two punch or a low high roundhouse. A Front Kick can be simulated as strike with a bonus to AV. Front Kicks are generally used to shove away incoming targets. Jumping and spinning maneuvers often land at the end of the phase because of the time involved pulling the maneuver off, so they usually suffer heavily on initiative. They are, however, powerful as hell so pile on the strength. Additionally a jumping or spinning maneuver will make the player a hard target to hit by collateral targets so it's safe to pump up the Evasion. Roundhouses and Push (or Side) Kicks are the most damaging standard attacks. This is not including spinning or jumping roundhouse. So, strength is a definite but they are fairly easy to block and take time to pull off so AV generally take a hit on this one. Defenses do not get very many adjustments to their stats because initiative is not usually a factor, strength doesn't usually come into play but AV and Evasion are almost always a plus. Throws can take time to pull off and can be fairly easy to see coming (but not necessarily) so initiative usually takes the hit. Also, the player leaves a non-moving back exposed so Evasion can take a bit of a dive. At any rate, these are some of the basic guidelines to adjusting stats for maneuvers but it is not the last word. Some martial artists have unbelievable speed with maneuvers that are normally slow. They have just practiced it for hours on end to build up the speed. You too can improve a stat in a maneuver without having to purchase a new one. Thus, if you have a maneuver with a +1 Initiative and you want to improve it later on; you can spend 1 OP and increase the Initiative to +2. You may only increase 1 stat point on each maneuver per new Martial Arts level. The GM should feel free to allow the player to make adjustments to his stats in maneuvers. The players must be realistic about the approach. If a maneuver is complex at least one stat should take a hit. Lastly, when adding stats the players should realize that a straight add system is the easiest. Fuzion is based on an add system and for seamless integration you may wish to stick with it. But, if you feel the need for closer realism then here is an optional rule for your use. As the system is, you can just add points to stats in a given maneuver. Thus, a +1 is just that, a +1. And this works great so long as we stay within the 3-7 range of stats. What if your character has a 10 strength? Is it really fair that a guy with a 3 gets boosted to a 6 and you go from a 10 to a measly 13 for the same number of points? Think about it. He doubled his damage yours only went up by 30%. If this is a concern to you then consult the chart below to determine your actual stat modifier based upon the comparison of your existing stat verses the applied bonus. The new number will be your stat acting value for that maneuver. This is an optional addition and is by no means required to use this system. Adjustment Values Original Stat Value +1 +2 +3 1-2 +1 +1 +2 3-7 +1 +2 +3 8-10 +2 +3 +4 11-13 +3 +4 +5 13-15 +4 +5 +6 16+ Get Real! A stat of 16 or higher is getting out the Dark Millennium range. It could happen though, in extreme cases but does a guy like that really need to be using advanced martial arts techniques? Who the hell is he sparring against? If you should happen to need modifiers for numbers that high, then use the chart as an example and continue where I left off. Studio187: Fists of Fusion Page-16 Hit ‘Im Where it Counts Fuzion does not provide rules for breaking and taking off limbs. In addition I don't care for the process of damage multipliers based on area hit. I have replaced that system for the following one. A limb can only take 2x Body in hits before it's broken and thus can only take 2x the player's Body in hits total. All additional hits will not count. At which point it is broken or there is a big hole in it and it is useless. If delivered to the head it will simulate a broken jaw, skull or cheekbone. If specifically aimed at the neck the target will a broken neck and that will mean paralysis (temporary or permanent). If an attack is delivered with a sharp object or a large caliber round and does 3x the target's body it can take the limb (or head) off. Should the player be using a chopping weapon like an axe or a sword and specifies an inward chop, he could, at the GM's desecration continue his damage into the body. Additionally, a roll of 18 (3d6) or 10 (d10) might indicate an allowance of damage continuing into the body. 3x KD to the torso or head will kill the player. It's up to the GM how long it will be. A shot to the stomach usually takes hours or even days. But without medical attention the player is dead in that amount of time. If 3x Body in KD is delivered to a critical area the target is dead. The critical areas are as follows: Solar Plexus, Temple, Medulla, Nose Bone and the entire Neck. For Melee weapons additional areas could be the Heart, the Eye or even the Aorta. Vital areas differ from critical areas because vital areas will include non-fatal spots as well, like the side of the knee. For critical areas we are assuming that a deathblow can be delivered. Again if a player rolls maximum on the dice and was not aiming at a particular spot, the GM might allow the hit to land in a critical spot. Critical: A critical area is an area that a deathblow could be delivered to. An example would be an upward blow to the nose bone would drive it into the brain. Another example would be a punch to the throat crushing the Esophagus. Vital: A vital area is an area that can not be protected by SD. These are pressure points that no matter how much you work out you cannot build muscle around them to build your defenses. A good example would be behind the ear or the balls. Both: Some areas are both a critical and a vital area. These are vital areas that could result in a deathblow. A good example would be the Temple or the Solar Plexus. 2x Body in stun from to the head or a vital area will stun the target. 3x Body in stun from a single attack to the head or vital area will knock him out. He will recover in one phase per stun over the 3x amount. A player with a 5 Body will be stunned if he takes 10 Stun from one attack from a single attack. If he takes 15 Stun to the head from a single attack he will be cold cocked and will wake up next phase in a grounded position. If he takes 18 points of stun to the head he will be out for 3 phases before waking up. If a Mook is knocked out he will not wake up until the end of the scene. This system effectively replaces the x2, x1? and xo areas in Fuzion. With HTH and Melee Weapons aiming at a limb you will be at –1 to AV with an additional –2 for aiming at the head. There is no minus to aim at the Torso. Critical or Vital areas are -6 to hit. Area AV Modifier Limb -1 Head -3 Critical / Vital -6 Ranged or thrown weapons will get a -1 for aiming at the torso. Gun Slinging and Power Tricks This is a totally optional addition to Fists of Fuzion . It does add a gun-slinging attribute to the game. Initiative, Action Value and Evasion bonuses are all quite common. As for Advanced Modifiers you could add the following modifiers: Aerial, Area, Damage, Disarm, Draw, Feint, Follow, Ground, Grounding, Grounded, Multiple, Off-Hand, Rear, Stance, Vital (Stunning Weapons) and Weapon / Power (required). Studio187: Fists of Fusion Page-17 The Hand is Quicker Than The Eye Although a person cannot dodge a bullet he can dodge someone shooting at him. To simulate this a player can use a dodge maneuver or an athletic skill roll against ranged weapons. In the same token pulling a trigger is much faster than disarming a guy. However, if the player wins the initiative he will be fully capable of removing a gun from a target's hand before the target can react. The time it takes for the target to realize the martial artist is going for the gun is enough time for the martial artist to pull off the maneuver. What do I do if I grapple the goon and he still has his gun? So long as you have his gun hand under control your O.K.; he can't shoot you with it. But, if you only have his hand in a Hold 1 then you've got problems. The two fighters will make strength + Martial Arts verses strength + Martial Arts roll. The winner has control of the guns messy end. If you beat him by 5 or more you can point the messy end at him if you wish. What about making him shoot other people? This would be a grapple with Re-Route attached to it. The shooter would have to declare his shot, loose initiative and loose the attack roll to the player. Then to keep on firing you would have to have established a Hold 2 or 3 during the Re-Route stage. Now you will use your Gun skill level to attack with it. Or you can grapple the target's gun hand and then stun the target (elbow works nice). Now so long as the target is stunned, you can fire away with your hand over his. The Law of Mook Mooks are enemies that don't mean dick in the long run. A mook is like a common thug, corporate thug or a beat cop. When a player hits a mook by a certain amount the mook goes down and will be either dead or out cold for the scene, depending on what kind of damage you are doing (KD or SD). This number is known as the MoKON (Mook Knock Out Number). A +3 mook with a DCV of 12 [3 Dex + 4 Martial Arts + Average roll of 5 (d10 base)] would have a MoKON of 15. If the player scores 15 or better OCV the mook eats dirt. But, if the player rolls between a twelve and a fifteen then the attack will only do superficial damage. The GM can lower the MoKON during combat if the player hits the target 2 or three times without taking him out, especially if the player is using a high damage yielding attack. The amount over is dependent upon the GM. If the GM wants to make the player roll through a bunch of guys then make the MoKON a 1+DCV. If the GM wants to express a somewhat trained mook or a “head” mook then he can raise the number for the MoKON a few points. The main bad guy(s) is never a Mook. Mooks will be the agents or the beat cops. SWAT police and Sergeants are usually high level mooks and the detectives are usually named characters. Mooks do full damage to players. Let's face it, they are going to have a hard enough time hitting the players much less doing any damage. As for special maneuvers, mooks should only have 1 or 2 per (X)+DCV. A +3 Mook will have 3 maneuvers Finally, we got the idea for mooks from the Feng Shui RPG. It's an excellent game as well, so check it out when you get a chance. Fightin' Dirty Fighting dirty is not a trained or a structured thing. That is exactly why it works so well. It's unexpected and quite often frowned upon by martial artists. Some forms, however, embrace it as part of the “what ever works” philosophy. You are usually considered fighting dirty when you take a cheep shot or use elements around you to take the advantage. The first type of dirty fighting we will explore is the old sand in the face trick. The player will need to fit a few specifications first. He must have a working limb that is free. He must be able reach loose debris that he can hurl at a target with that limb. The player will roll Martial Arts + Reflex. If the player can do this as a surprise, the target will need to make a perception roll to see it coming. If he fails his perception, he will not be able perform a defense maneuver and will make a standard evade roll. If he fails he will fall under the sight flash effect for 1d6 phases. The second type of dirty fighting is a pain grab. Should the player find himself in a hold and is being held by a wounded target, he may grab the wound to aid himself in escaping the restriction. The wound must be equal to the player's body in hits. The grab is the player's action. If the target tries to stop him the two will make a Martial Arts + stat roll to determine the result. If the player is able to pull this off then the target will be at –2 to all actions next phase. This could also be a grab to the balls or jabbing the target in the eye. This cannot be Studio187: Fists of Fusion Page-18 done from a Hold 3. If the target beats the player by 3 or more, it means that the target may not try again until he escapes this hold. A player who is not being held could also apply this maneuver to a strike. In this case, he must make a –6 aimed attack at the wound. A Good Hit is a Good Hit I hate nailing a guy with a great hit and rolling shit damage. With this optional rule you will be able to do damage that is reflective of the accuracy of your hit. For stun damage, you will assume an automatic 6 for every point over the target number. Sir Bryant has a 6d punch with a target number of 12 and he rolls a 14. He will receive two automatic sixes on the damage roll. Thus, he would start with a 12 and roll four dice to determine the remainder of the damage. For killing damage you will assume an automatic 6 for every two points over the target number. Sir Bryant follows though with a slash from his short sword. In his hands the sword does 5d6 KD. His target is again a 12 and he rolls a 16. He will again receive a starting damage value of 12 and will add the remaining three dice for the remainder of the damage.