TEXT: 1 
  CyberFuzion 
  A Fuzion Plug-In 
  by Christian Conkle  
  (conkle@mecha.com,http://www.mecha.com/~conkle)  
  Introduction 
  Cyberpunk by R.Talsorian Games has been around since 
  1988. Cyberpunk used a variation of the Interlock system 
  introduced for R.Talsorian's other game, Mekton II. In 
  1990, the second edition of Cyberpunk, called Cyberpunk 
  2020, made several changes to its version of Interlock. 
  Almost all of the rules were completely redone and 
  retooled.  
  R.Talsorian has promised a third edition of Cyberpunk, and 
  with it further changes to the rules. This time around, the 
  rules have also changed names. The Interlock system is 
  now called the Fuzion system, so-named because it 
  introduces elements from another popular game system, 
  the HERO system, and "fuses" the two together. Fuzion, 
  itself, has undergone several variations, similar to its 
  previous Interlock incarnation. Each Fuzion variant is as 
  similar to, and as different from, each other as the 
  Interlock-based as Cyberpunk, Mekton, and 
  Cybergeneration variations of Interlock were. Fuzion offers 
  a lot of customizable options. Using a system of "switches", 
  allowing certain rules to be "on" or "off"; "dials", allowing 
  settings to be changed from genre to genre; and "plug-ins", 
  entire rules-sets that may be used in a game at a GM's 
  discretion.  
  This built-in customization allows Fuzion to be molded, 
  adapted, and modified to fit any genre. The "Core" Fuzion 
  rules, without customization, can do a good job of 
  approximating the feel of most genres, but not very well. 
  Therefore, each Fuzion game must be customized to fit its 
  genre and setting.  
  CyberFuzion is my attempt to provide a sneak preview of 
  the kinds of changes, modifications, and customizations to 
  expect from the upcoming new edition. This is in an 
  attempt to assuage the fears a lot of Cyberpunk fans have 
  that the next edition will be ruined, and to dispel a lot of 
  misconceptions some have about Fuzion based on rash 
  judgments and plain old stubbornness.  
  What's Different About Fuzion? 
  The changes are actually quite minor in respect to the 
  previous changes from first to second edition. What's 
  different includes:  
  • Role-less point-based character generation system 
  instead of random die-rolls  
  • Optional character advantage-disadvantage system  
  • Built-in customizability through switches, dials, and plug-
  ins  
  • Simple Hits/Stun points-based damage system  
  • New combat actions  
  • Less deadly and more detailed hand-to-hand combat 
  rules  
  What I changed from both 
  A lso, I have taken some minor editorial liberties with both 
  Fuzion and Cyberpunk 2020 rules. These include 
  specifying the 3d6 dice-rolling mechanic from Bubblegum 
  Crisis: RPG instead of giving the option of 1d10 or 3d6 as 
  provided in other Fuzion games, this was to reduce 
  confusion.  
  In addition, I have decided to keep the original Cyberpunk 
  weapons damage instead of using the Fuzion flat DC 
  system. This was in an attempt to reduce conversion 
  between systems.  
  I have also made some minor changes to the skill system, 
  importing some skills from Cyberpunk 2020, again to 
  reduce conversion.  
  I also imported the Cyberpunk 2020 shooting mechanic of 
  firing against a range difficulty instead of the 
  Fuzion/Mekton opposed roll difficulty.  
  I have also imported and changed several of the shooting 
  difficulty modifiers.  
  Lastly, I have made some minor changes to the combat 
  actions such as autofire.  
  Wherever possible, I have indicated these changes with 
  blue text.  
  Disclaimer 
  CyberFuzion is NOT a replacement for Cyberpunk 2020 or 
  the upcoming 3rd edition. These are simply rules 
  variations. Granted, within you'll find all the necessary rules 
  to create a character and run a challenging and fun game 
  of CyberFuzion, but you'll be missing out on the rich 
  setting, background, and details of the Cyberpunk role-
  playing game.  
  This is NOT an official rules set. This is only an idealized 
  version of what I, as a game-master, player, and game 
  designer feel the Fuzion edition of Cyberpunk should 
  resemble. The actual edition may be vastly different from 
  my postulation.  
  Cyberpunk, Cyberpunk 2020, Bubblegum Crisis:The RPG, 
  Mekton, Mekton Zeta and Mekton Zeta Plus are 
  trademarks of R. Talsorian Games, Inc. Fuzion is a 
  trademark of The Fuzion Labs Group. Fuzion is a copyright 
  1998 by The Fuzion Labs Group. All trademarks and 
  copyrights used without expressed permission. 
  This document is by no means a challenge to any 
  copyright, trademark, or authorship.  
  I have the utmost respect for the creators of the original 
  Cyberpunk and Cyberpunk 2020 and only wish to improve 
  upon their outstanding work. 
  
  CyberFuzion 
  by Christian Conkle 
  2 
  Creating a CyberFuzion Character 
  Character Creation Summary 
  • 
  Assign 50 CP to Primary Characteristics. 
  • 
  Figure Derived Characteristics. 
  • 
  Assign 50 OP to Skills, Talents, Martial Arts, and 
  Perks. With the GM’s permission, up to an additional 
  50 OP can be earned from Complications. 
  • 
  Spend 5000 Euro on Equipment, Cybernetics, Armor, 
  and Weapons. 
  Character Creation Points 
  Players receive two pools of points to create their 
  Lightspeed characters: Characteristic Points (CP) and 
  Option Points (OP). Characteristic Points are used to 
  purchase Primary Characteristics. Option Points are used 
  to purchase skills. With the GM’s permission, Option 
  Points can also be used to purchase Talents, Perks, and 
  Complications.   
  CyberFuzion characters are created with 50 CP and 50 
  OP. With the GM’s permission, the characters can receive 
  up to an additional 50 OP from Complications. 
  Primary Characterisitcs 
  Each character is quantified by 10 Primary Characteristics, 
  which are classed in four categories. Each Primary 
  Characteristic is rated from 1-10. No beginning character 
  may start with a Primary Characteristic over 8. 
  CyberFuzion characters start with 50 Characteristics Points  
  (CP) to divide amongst the 10 Primary Characteristics. 
  less - 0 
  Challenged 
  1 - 2  
  Everyday 
  3 - 4  
  Competent  
  5 - 6  
  Heroic 
  7 - 8  
  Incredible 
  9 - 10  
  Legendary 
  10 - up  
  Superheroic 
   
   
  Mental 
  Intelligence 
  Willpower 
  Presence 
  Combat 
  Reflexes 
  Dexterity 
  Technique 
  Physical 
  Strength 
  Body 
  Constitution 
  Move 
  Move 
   
  Intelligence (INT): How generally bright the character is. 
  As a rule, this is more than sheer intelligence, but also 
  cleverness, awareness, perception, and ability to learn; 
  mental deficiencies don't become apparent until you hit 
  1. 
  Willpower (WILL): Determination and ability to face 
  danger and/or stress. This Characteristic represents a 
  character’s courage and cool. 
  Presence (PRE): The ability to impress and influence 
  people through character and charisma; how well a 
  character can get along with others; how they interact 
  in social situations. 
  Technique (TECH): The ability to manipulate tools or 
  instruments. This is not the same as reflexes, 
  inasmuch as this covers the knack of using tools. One 
  might have a high Technique, but might not be able to 
  fence or juggle. On the other hand, another might have 
  high Reflexes, but only a fair level of Technique. 
  Reflexes (REF): Response time and coordination, as used 
  in aiming, throwing, juggling. A stage magician, for 
  example, would have a high Reflex Characteristic. 
  Most importantly, this is the Characteristic that shows 
  your chance to hit things. 
  Dexterity (DEX): Overall physical competence, as pertains 
  to balancing, leaping, jumping, combat and other 
  athletic activities. A gymnast would have a high 
  Dexterity. Most importantly, this Characteristic is used 
  to avoid being hit. 
  Constitution (CON): How healthy the character is. Their 
  resistance to shock effects, poisons and disease. One 
  can be a really big, tough, strong guy and still get 
  floored by a head cold!  
  Strength (STR): Muscle mass and how effective it is for 
  exerting force. The higher the one’s strength, the more 
  one can lift, drag, etc., and the more powerful the 
  blows from their fists and other body parts. 
  Body (BODY): Size, toughness, and ability to stay alive 
  and conscious due to physical mass, sheer bloody-
  mindedness and structure or other qualities. How 
  much damage one can take is derived from this 
  Movement (MOVE): Speed of movement; running, 
  leaping, swimming, etc. 
  
  CyberFuzion 
  by Christian Conkle 
  3 
  Derived Characteristics 
  Each character is further characterized by Derived 
  Characteristics that are determined from the Primary 
  Characteristics. 
  Stun [BODYx 5]: How much stunning/brawling damage 
  the character can take before you are battered into 
  unconsciousness, calculated as points. Important: At the 
  start, the player may elect to move points from STUN into 
  HITS or vice versa, as long as the total moved is limited to 
  1/2 of the starting STUN value. Example: with 35 STUN 
  and 35 HITS, I could move up to 17 points from STUN into 
  my HITS or up to 17 points from HITS into my STUN. 
  Hits [BODY x 5]: How much killing damage the character 
  can take before you are dying. Any Armor you have 
  may be subtracted from any Killing Damage you take. 
  You may move points from HITS into STUN and vice 
  versa (see above). 
  Stun Defense (aka SD) [CON x 2]: How resistant the 
  character is to Stun damage; their SD is subtracted 
  from any Stun damage they take. 
  Recovery (REC) [STR+CON]: How fast the character 
  recovers from damage. This many lost STUN are 
  returned each Round when the character rests, and 
  this many HITS back for each day of medical attention. 
  Punch [STR x d6]: How much damage the character 
  delivers with a punch. 
  Kick [STR+1 x d6]: How much damage the character 
  delivers with a kick. 
  Run (aka Combat Move) [MOVE x 2m ]: How far the 
  character runs at a rate allowing dodges and evasions 
  in 3 seconds. 
  Sprint (aka Non-combat Move) [Move x 3m]: How far 
  the character sprints in a flat-out run in 3 seconds. 
  Swim [MOVE x 1m]: How far the character may swim in 3 
  seconds.  
  Leap [MOVE x 1m]: How far the character may leap. 
  Luck [CHARACTERISTIC AVERAGEx2]: Fate acting on 
  the character’s behalf. Each game session a player 
  may spend points from this Derived Characteristic to 
  modify dice rolls, up to the maximum allowed by the 
  dice roll. For example, a 1d6 dice roll may be modified 
  by Luck to increase its result up to a 6 or a 3d6 dice 
  roll may be modified by Luck to increase its result up to 
  an 18. The use of Luck must be declared before the 
  dice are rolled. Luck can be transferred from one 
  character to another by touch or through a totem or 
  “Lucky Charm”. When the player has used up all of 
  these points, they are gone until the next game 
  session or next game “day”. The character has "run 
  out of Luck."  
  Resistance (RES) [WILLx3]: Your ability to resist mental 
  or psychological attacks or stress; basically your 
  mental "Hits". Once your Resistance is reduced to 
  Zero, you lack will and are susceptible to suggestion, 
  coercion, or command. 
  Humanity (HUM) [WILL x10]: Your basic morality and 
  humanity. Used often in games where the character 
  faces dehumanization, extreme horror or the unearthly. 
  This Derived Characteristic loses points by receiving 
  "humanity" damage; seeing horrible events, removing 
  body parts and replacing them with other objects, 
  gaining unearthly powers that separate him from the 
  rest of mankind, etc. For every 10 points lost from this 
  Derived Characteristic, the character suffers a –1 AV 
  penalty to all tasks involving interpersonal perception; 
  when it is reduced to 0, the character has lost all sense 
  of his own humanity and his actions are taken over by 
  the GM to reflect this. 
   
  
  CyberFuzion 
  by Christian Conkle 
  4 
  Options 
  Options help further define and differentiate the character 
  by outlining their training, merits, and flaws. Each character 
  usually has 50 Option Points (OP) to spend on Skills, 
  Perks, Talents, and/or Martial Arts. With the GM’s 
  permission, a character can earn up to 50 additional OP by 
  taking Complications. 
  Skills 
  Skills are things you learn how to do. Each skill has a 
  number that shows you how well your character knows that 
  skill rated from 1(beginner) to 10(master). Each skill is 
  used with a Primary Characteristic to determine if the 
  character succeeds at a task. 
  Everyman Skills 
  Everyman Skills represent areas of knowledge or ability 
  common to all members of society. Everyman Skills are 
  automatically known at Level 2 and cost no Option Points, 
  but can be increased like ordinary skills for additional OP. 
  The following skills are classified as Everyman Skills: 
  Athletics 
  Choose One (Education or Streetwise) 
  Computers 
  Local Expert 
  Perception 
  Persuasion 
  System Knowledge 
  The following skills are common to CyberFuzion: 
  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. (DEX)  
  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)  
  ANIMAL HANDLER The skills of animal handling, training, 
  and care as applicable. (INT)  
  ATHLETICS Basic Athletics skills; dodging, escaping, 
  throwing, swimming. (DEX)  
  AV TECH* The ability to identify and repair vectored thrust 
  vehicles. (TECH) 
  AVIATION TECH* The ability to repair and design fixed-
  wing and rotor-winged aircraft and helicopters. (TECH) 
  BASIC TECH The skill of building and repairing simple 
  non-electronic mechanical devices.(TECH) 
  BRIBERY A character with this skill knows when to bribe 
  someone, how to approach him, and how much to offer. 
  (PRE)  
  BUREAUCRACY 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. (INT)  
  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)  
  COMPUTERS The ability to legally program and operate 
  computers. (Technique)  
  COMPUTER TECH* The ability to repair, build and modify 
  computers and cyberdecks. (TECH) 
  CONCEALMENT You can hide things and find things that 
  other people have hidden - like important papers, 
  weapons, jewels, artifacts, drugs, and so forth. (INT)  
  CONCENTRATION The abilities of focus and mental 
  control. This would encompass feats of memory, recall, 
  physiological control, and Mental Powers. Was Resist 
  Torture/Drugs.(WILL)  
  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. (DEX)  
  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)  
  CRIMINOLOGY You know how to look for clues, dust for 
  fingerprints, examine evidence, do ballistic tests, examine 
  records, search through files, and so on. (TECH)  
  CRYPTOGRAPHY The ability to solve simple ciphers and 
  encrypt or decode messages. (INT) 
  CYBERNETIC TECH* The ability to identify and repair 
  cybernetic equipment. (TECH) 
  DEDUCTION This is the art of taking several facts and 
  leaping to an unobvious conclusion. This skill should be 
  used sparingly. (INT)  
  DEMOLITIONS The ability to properly use, handle, set, 
  and defuse explosives (TECH) 
  DISGUISE The ability to change a character's appearance 
  through makeup, costumes, body language, and facial 
  expression. (TECH)  
  DRIVING Driving cars, motorcycles, jeeps, trucks, tanks, 
  hovercraft, and other ground vehicles. Generally, this skill 
  must be purchased for one class of vehicles. (REF)  
  EDUCATION General knowledge, such as math, history, 
  science, trivia, or current events. (INT)  
  ELECTRONIC TECH The ability to identify, understand, 
  repair, and rewire electronic devices. (TECH)  
  
  CyberFuzion 
  by Christian Conkle 
  5 
  EXPERT A Catch-all skill for any field of expertise not 
  covered by another skill. (INT)  
  FORENSICS This skill lets the character make inferences 
  from a corpse about the cause of death, how long the 
  corpse has been dead, and so forth. (TECH)  
  FORGERY The ability to create false documents, 
  identification, currency, and so forth. (TECH)  
  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. 
  (TECH)  
  GUNNERY Firing vehicle-mounted weapons, mecha 
  weapons, ship-mounted weapons and artillery. (REF)  
  HACKING Skills of electronic intrusion into computer 
  systems, including illegal entry and virus code writing. 
  Hacking also includes knowledge of how to counter and 
  defeat such activity. Was Interface.(TECH)  
  HAND TO HAND Basic skill at fighting with your hands. 
  Adding Martial Arts  allows the character to use Martial Arts 
  maneuvers and actions. Was Brawling.(REF)  
  HANDGUN Training in the use and care of pistols. (REF) 
  HEAVY WEAPONS Use of military weapons such as 
  RPGs, mortars, rockets, hand-held missiles, etc. (REF)  
  HIGH SOCIETY The knowledge of upper-class culture: 
  what clothes to wear, what are considered sophisticated 
  drinks, and how to mingle with royalty and other VIPs. Was 
  Social. (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)  
  LANGUAGES Must specify one particular language group 
  (or dialect, computer code, type of sign language or hand 
  signals). Must specify primary language (see chart) in the 
  family; all others in that group are at 1/2 of primary. (INT)  
  Some (loose) Language Families 
  Latin-based: French, Spanish, Italian, 
  Portuguese 
  Chinese: Mandarin, Cantonese, Hakka, Thai 
  North Asian: Japanese, Korean 
  South Asian: Thai, Burmese 
  Slavic: Russian, Polish, Czech 
  Germanic: German, Dutch, English, Afrikaans, 
  Yiddish, Swiss 
  Scandinavian: Danish, Norwegian, Swedish. 
  Mid-Eastern: Arabic, Persian. Hebrew, Berber. 
  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. 
  (INT)   
  LOCAL EXPERT Knowledge of an area; who's who, where 
  things are, general customs, schedules, and peculiarities 
  of the environment. (INT)  
  LOCKSMITH This skill allows the character to install and 
  disable key and combination locks. Was Pick Lock.(TECH)  
  MECHANICAL TECH Skill with mechanical devices and 
  the knowledge of how to repair, replace, and build them. 
  (TECH)  
  MEDICINE The skill of diagnosing and treating illness. 
  Does not include treatment of trauma or injury (see 
  Paramedic/First Aid) (INT) 
  MELEE WEAPONS Using all different types of melee 
  weapons, such as knives, clubs, axes, swords, spears, etc. 
  (REF)  
  MIMICRY The ability to perfectly imitate someone else's 
  voice. (PRE)  
  NAVIGATION Knowing how to take sightings, use maps 
  and charts, plot courses, work from wind, weather, and 
  other guides. (INT)  
  ORATORY The ability to speak to an audience and to 
  deliver a convincing presentation. (PRE)  
  PARAMEDIC This skill enables the character to stop 
  bleeding, repair damage, and generally keep someone 
  alive. (TECH)  
  PERCEPTION The skill of observation, perception and 
  spotting hidden things (like clues), detecting lies and 
  emotions.  Was Awareness/Notice. (INT) 
  PERFORM* The ability to sing in front of an audience. 
  (PRE) 
  PERSONAL GROOMING Proper grooming and hairstyling. 
  (PRE) 
  PERSUASION The ability to convince, persuade, or 
  influence individuals. (PRE)  
  PHARMACEUTICALS* The knowledge of the composition 
  and application of drugs and pharmaceuticals either for 
  medicinal or recreational purposes. (INT) 
  PILOT DIRIGIBLE* The knowledge and ability to pilot 
  lighter-than-air vehicles such as blimps and balloons. 
  (DEX) 
  PILOT FIXED WING* The knowledge and ability to pilot 
  fixed-wing aircraft and jets. (DEX) 
  PILOT GRYO* The knowledge and ability to pilot 
  helicopters and tit-rotor aircraft. (DEX) 
  
  CyberFuzion 
  by Christian Conkle 
  6 
  PILOT VECTORED THRUST* The knowledge and ability 
  to pilot AV’s, Harriers, and other Vectored Thrust aircraft. 
  (DEX) 
  PLAY INSTRUMENT* The ability to play an instrument in 
  front of an audience. One type of instrument should be 
  chosen per application of the skill. For example: Guitars, 
  Horns, Keyboards, etc. (TECH) 
  PROFESSIONAL The ability to perform a certain 
  profession (such as artist, actor, doctor, hockey player, 
  mason, secretary, taxi driving, etc.) Obviously, certain 
  other skills will greatly enhance the character's ability to 
  practice his profession. (INT)  
  RESEARCH Skills in using libraries, databases, records, 
  as well as uncovering information from obscure or 
  uncommon sources. Was Library Search. (INT)  
  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. (DEX)  
  RIFLE Training in the use and care of shoulder-fired rifles, 
  shotguns, and assault rifles. (REF) 
  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. 
  (INT)  
  SECURITY TECH The character knows how to design, 
  install, and maintain, as well as bypass or disable, 
  electronic security systems of various types. Was 
  Electronic Security. (TECH; x2) 
  SEDUCTION The ability to gain others' trust by offering 
  companionship or favors. (PRE)  
  SHADOWING The ability to subtly follow someone. Also 
  the ability to spot and lose a tail. Was Shadow/Track. (INT) 
  SLEIGHT OF HAND The ability to palm items, fool the eye, 
  perform magic tricks, etc. Was Pick Pockets. (REF)  
  STEALTH The ability to hide in shadows, move silently or 
  avoid detection in combat situations. (DEX) (x2) 
  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)  
  SUB-MACHINEGUN Training in the use and care of sub-
  machineguns. (REF) 
  SURVEILLANCE The ability to set up a static surveillance 
  of a subject without having it detected. (INT)  
  SURVIVAL This skill enables the character to live off the 
  land, find food and water, identify dangerous plants and 
  animals, and so on. (INT)  
  SYSTEM KNOWLEDGE Knowledge of the resources 
  available in the Net. (INT) 
  SYSTEMS OPERATIONS This skill allows the character to 
  operate sensing and communications devices. The 
  character should choose what type of system he knows 
  how to operate (such as Radar, microwave transmitters, 
  LANs, Computers, etc.) (TECH)  
  TACTICS The ability to fight effectively and efficiently. A 
  character with this skill is an expert at combat, and usually 
  knows what must be done to win a battle. (INT)  
  TEACHING The ability to impart information or skills to 
  other. (PRE)  
  TRACKING The ability to follow a trail by observing tracks, 
  marks, broken twigs, and so forth. (INT) 
  TRADING The ability to strike a good bargain with a 
  merchant or customer. (PRE)  
  VENTRILOQUIST The character can make his voice 
  sound as if it's coming from somewhere other than himself. 
  (PRE)  
  WARDROBE AND 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)  
  WEAPONS TECH The character knows how to build, 
  maintain and repair weapons of various types. The class of 
  weapon 
  (muscle-powered, firearms, energy weapons, other) must 
  be specified when this skill is purchased. (TECH) 
  * Indicates a new Fuzion skill (usually carried over 
  from Cyberpunk 2020)
    
  
  CyberFuzion 
  by Christian Conkle 
  7 
   
  Skill Categories 
  Note: Everyman Skills are underlined 
  Awareness Skills 
  � Concealment  
  � Lip Reading 
  � Perception 
  � Shadowing 
  � Surveillance 
   
  Business skills 
  � Bribery 
  � Bureaucracy 
  � Business 
  � Trading 
   
  Computer Skills  
  � Computers 
  � Computer Programming 
  � Hacking 
  � System Knowledge 
   
  Daily Skills 
  � Personal Grooming 
  � Wardrobe and Style 
  � Local Expert 
   
  Expert Skills 
  � Animal Handler 
  � Criminology 
  � Cryptography 
  � Education 
  � Expert 
  � Forgery 
  � Gambling 
  � Language 
  � Profession 
  � Science 
  � Tactics 
   
  Martial Skills 
  � Hand to Hand  
   
  Medical Skills 
  � Forensics 
  � Medicine 
  � Paramedic 
  � Pharmaceuticals  
   
  Mental Skills 
  � Concentration 
  � Deduction 
  � Research 
  � Teaching 
   
  Outdoor Skills 
  � Navigation 
  � Survival 
  � Tracking 
   
  Performance Skills 
  � Acting 
  � Disguise 
  � Mimicry 
  � Oratory 
  � Perform*  
  � Play Instrument*  
  � Ventriloquist 
   
  Physical Skills 
  � Acrobatics 
  � Athletics 
  � Climbing 
  � Contortionist 
  � Sleight of Hand 
  � Stealth 
   
  Social Skills 
  � Conversation 
  � High Society 
  � Interrogation 
  � Persuasion 
  � Seduction 
  � Streetwise 
   
  Technical Skills 
  � AV Tech*  
  � Aviation Tech*  
  � Basic Tech  
  � Computer Tech*  
  � Cyber Tech 
  � Electronic Tech 
  � Locksmith 
  � Mechanical Tech 
  � Security Tech 
  � Systems Operation 
   
  Vehicle Operation Skills 
  � Driving 
  � Pilot Dirigible* 
  � Pilot Fixed Wing*   
  � Pilot Gyro* 
  � Pilot AV*   
  � Riding 
   
  Weapons Skills 
  � Demolitions 
  � Gunnery 
  � Handgun 
  � Heavy Weapons 
  � Melee Weapons 
  � Rifle 
  � Submachine Gun
   
  
  CyberFuzion 
  by Christian Conkle 
  8 
  Talents  
  (Optional, Subject to GM approval) 
  Talents are innate special abilities possessed by the 
  character that cannot be adequately expressed as a 
  learned skill. Talents cost 3 OP each.  
  Talents that can be purchased in cumulative levels are 
  indicated by [ X ]. These Talents provide some bonus to 
  skills or characteristics. Each additional level costs 3 OP 
  per level, up to level 5. 
  Acute Sense [ X ]: One of the character’s senses is 
  particularly sensitive. The character receives a +1 bonus 
  per level to Perception skill tests when using that sense. 
  For example, Acute Smell provides +1 to Perception skill 
  tests to notice particular odors, while Acute Hearing 
  provides +1 to Perception skill tests to notice sounds.  
  Ambidexterity: The character can use either hand with no 
  penalty. 
  Animal Empathy: The character has a natural affinity with 
  animals. Animals will never harm or attack the character 
  unless severely provoked. 
  Beautiful/ Handsome [ X ]: The character is especially 
  good looking, receiving a +1 bonus per level to all skill tests 
  involving social interaction where the character’s 
  appearance is important. 
  Blind Fighting : The character may counter-attack in 
  hand-to-hand combat in total darkness or blindness without 
  suffering the normal –4 AV penalty.  
  Combat Sense  [ X ]: The character’s senses and reflexes 
  are sensitive to subtle clues of possible danger. The 
  character receives a +1 bonus per level to their Initiative. 
  Conditioned [ X ]: The character is in great shape! They 
  receive +10 per level to their ENDURANCE. 
  Cyber Sense [ X ]: The character has an intuitive 
  connection to and affinity for the digital world of 
  Cyberspace. The character receives a +1 bonus per level 
  to their initiative during Cyberspace combat. 
  Direction Sense: The character never gets lost and is 
  always properly oriented. 
  Double Jointed: The character may fit into tight spaces or 
  escape bonds. 
  Eidetic Memory: The character never forgets anything he 
  has seen or heard. 
  Empathy [ X ]: The character loves and respects life and 
  mankind. Each level adds +10 to the character’s 
  HUMANITY. 
  Fast Draw: The character may draw their weapon and 
  attack as one action with no penalty.  
  Hard to Kill [ X ]: Each level adds +5 to the character’s 
  HITS. 
  High Pain Threshold [ X ]: The character is especially 
  tough or resilient. He receives a +2 bonus per level to his 
  STUN DEFENSE. 
  Immunity: The character is immune to a specific poison or 
  disease. 
  Lightning Calculator: The character can perform 
  complicated math instantly without a computer or 
  calculator. 
  Light Sleeper: The character is woken by the slightest 
  stimuli. 
  Longevity: The character has lived or will live a 
  remarkably long time with little detriment. 
  Lucky [ X ]: The character is unusually lucky. Each level of 
  this Talent adds +1 to the character’s LUCK.  
  Night Vision: The character can see in all but total 
  darkness. 
  Perfect Pitch: The character receives a +3 AV bonus to 
  any Music related skill test. 
  Rapid Healing: The character’s receives a +3 AV bonus to 
  his Recovery. 
  Resilient [ X ]: Each level adds +1 to the character’s 
  RECOVERY, allowing her to recuperate from damage 
  more quickly. 
  Simulate Death: The character can simulate his own 
  death. Those trying to determine the validity of the 
  character’s death must pass a DV30 skill test to tell he’s 
  faking it. 
  Speed Reader: The character can read 1 page of normal 
  text in 3 minutes. 
  Strong Willed [ X ]: The character is incredibly difficult to 
  rattle or frighten. Each level adds +3 to the character’s 
  RESISTANCE. 
  Thick Skin [ X ]: For whatever reason, the character can 
  shake off more damage than normal. Each level of this 
  Talent adds +2 to the character’s STUN DEFENSE and 
  ENERGY DEFENSE. 
  Time Sense: The character always knows the correct time 
  and how much has elapsed since a specific moment. 
  Tough [ X ]: The character is just plain tougher than 
  normal. Each level adds +5 to the character’s STUN.
   
  
  CyberFuzion 
  by Christian Conkle 
  9 
  Martial Arts 
  (Optional, Subject to GM approval) 
  Each Martial Art maneuver is purchased separately for 2 
  OP per maneuver, or a complete style of pre-selected 
  maneuvers can be purchased for a package price.  All 
  attacks use the Hand-to-Hand skill to determine AV. 
  Characters may increase the damage of any maneuver by 
  +1d6 for an additional 2 OP cost per increase. 
  Maneuvers 
  Basic Strike: +1D6 damage, +2 DV. 
  Breakfall: Take 1/2 normal falling damage, regain feet as 
  a Free Action. 
  Defensive Strike: Strike. Adds +1 to AV, +3 DV. 
  Footsweep: Target knocked down, -2 DV.  
  Ki Strike: Ranged HTH attack at -2 AV. - 1D6 for each 
  successive m/yd of distance from target. 
  Killing Strike : -2d6 killing damage,  -2 AV.  
  Martial Block: Blocks all but bladed weapons, +2 DV, +2 
  AV next Phase. 
  Martial Disarm: Disarm, +2 STR during the maneuver. 
  Martial Dodge:  +5 DV. 
  Martial Escape: +3 STR for escape purposes. 
  Martial Grab: +2 STR for purposes of the Grab. 
  Martial Throw: Target knocked prone, takes damage, 
  must spend 1 Action to get back up again. 
  Nerve Strike: 2D6 damage, no Stun Defense; -2 AV. 
  Offensive Strike: +2D6 damage, -2 AV, +1 DV. 
  Sacrifice Throw:  +2 AV, Target and Attacker both 
  knocked prone. 
  Weapon: May substitute Hand-to-Hand skill for Weapon 
  skill. 
   
   
  Styles 
  Aikido (Total: 16 OP): Breakfall, Defensive Strike, Martial 
  Block, Martial Disarm, Martial Dodge, Martial Escape, 
  Martial Grab, Martial Throw. 
  Kung Fu (Total: 16 OP): Basic Strike, Killing Strike, 
  Martial Block, Martial Disarm, Martial Dodge, Martial 
  Throw, Nerve Strike, Weapons. 
  Karate (Total: 12 OP): Basic Strike: Killing Strike, Martial 
  Block, Martial Disarm, Martial Dodge, Offensive Strike. 
  Judo (Total: 12 OP): Breakfall, Martial Disarm, Martial 
  Escape, Martial Grab, Martial Throw, Sacrifice Throw. 
  Savate (Total: 12 OP): Basic Strike, Defensive Strike, 
  Footsweep, Martial Block, Martial Escape, Offensive 
  Strike. 
  Wrestling (Total: 12 OP): Breakfall, Ki Strike, Martial 
  Block, Martial Grab, Martial Throw, Sacrifice Throw. 
  Streetfighting (Total: 16 OP): Basic Strike, Breakfall, 
  Footsweep, Martial Block, Martial Dodge, Martial Throw, 
  Offensive Strike.  
  
  CyberFuzion 
  by Christian Conkle 
  10 
  Perks  
  (Optional, Subject to GM approval) 
  Perks provide some benefit to the character in the form of 
  aid, information, authorization, or assistance. Perks are 
  purchased by level like skills, 1 OP per level. The cost of a 
  Perk is modified by its impact on the story or the scope of 
  the benefit.  
  Impact or Scope 
  Multiply Perk Cost By 
  Low Impact or Local Scope ...........................................x1 
  Moderate Impact or Regional Scope .............................x2  
  High Impact or National Scope ......................................x3 
  Very High Impact or Global Scope.................................x4 
   Contact: 1 per level The character knows someone who 
  can (and generally will) help you through money, power or 
  sheer skill, and this help is usually "off the record." A 
  mercenary who'll occasionally back the character up in a 
  fight costs 3, a local Yakuza Boss costs 6, the head of the 
  LEDiv costs 9.  
  False Identity: 1 per level The character has access to 
  one manufactured identity complete with birth records, 
  educational records, and identity documents. The higher 
  the level of the identity, the harder it is to detect the forgery. 
  The DV to detect the forgery is 12 + (level of identity x 2).  
  Alternatively, a False Identity can be used to cover a real 
  identity or to represent the rare character with no official 
  record or documentation at all. 
  Favor: 0.5 per level A one shot Contact; the character can 
  make use of this contact only once, but they MUST do 
  what they ask (as long as its appropriate). Note: that it's 
  often useful to have favors from a lot of people in different 
  areas rather than one contact who does everything. 
  Followers: 1 per level The character has a coterie of loyal 
  followers who will obey the character’s commands. A 
  character might have a bumbling assistant at level 1, a 
  small team at level 3, a group of loyal followers at level 6, 
  and a cult of fanatical acolytes at level 9. Whereas 
  Membership may place personnel under the character’s 
  command, they are ultimately loyal to the group. Followers, 
  on the other hand, are loyal to the character above all else. 
  License: 1 per level The character has a legally 
  sanctioned right to do things that would normally be 
  considered illegal (license to kill, to collect taxes, hunt 
  criminals, etc). By example: a license to sell arms might 
  cost 2; A Private Investigator's license 4; a Bounty Hunter's 
  license might cost 6; a CIA or secret service agent's 
  license 8, a Federal Marshal's license costs about 9, and 
  having an unconditional license to kill might cost 10. 
  Membership: 1 per level The character can call upon the 
  resources of an organization, person, government, or 
  group-but they also have responsibilities. The level of 
  Membership represents the character's status in the 
  organization, not the influence of the group (that's what the 
  multipliers above are for). For example: A Membership of 1 
  at in LEDiv would make the character a janitor, but at 10 
  they’re the Director's right-hand man. A version of this is 
  Authority, in which the character is an agent of the law and 
  has the power to arrest, detain and use deadly force. 
  Membership also represents employment. As such, levels 
  of membership provide the character with income. Basic 
  living expenses are assumed to be paid for and need not 
  be kept track of. Finally, Membership also provides the 
  character with a budget. The character is ultimately 
  accountable to the group for the budget and will have to 
  answer for any inappropriate spending. 
  Renown: 1 per level The character’s reputation, usually in 
  a favorable light. People go out of their way to curry favor 
  with the character, or to at least avoid getting on their bad 
  side. At 3, most local people know them; at 6 they’re 
  nationally known; at 9 they’re an international figure. 
  Wealth: 1 per level Characters are assumed to be lower 
  middle class, with no income other than what they earn. 
  The Wealth Perk provides additional income earned 
  through investments, inheritance, or good luck. Basic living 
  expenses are assumed to be paid for and need not be kept 
  track of.  
  Wealth Table 
  Wealth 
  Disposable Cash 
  0................................................................... 0 euro/month 
  1............................................................... 100 euro/month 
  2............................................................... 200 euro/month 
  3............................................................... 500 euro/month 
  4............................................................. 1000 euro/month 
  5............................................................. 1500 euro/month 
  6............................................................. 2500 euro/month 
  7............................................................. 5000 euro/month 
  8.......................................................... 10,000 euro/month 
  9.......................................................... 25,000 euro/month 
  10........................................................ 50,000 euro/month 
   
  
  CyberFuzion 
  by Christian Conkle 
  11 
  Membership Scope Multiplier Table 
  Scope 
  Cost 
  Resources 
  Local  
  (city) 
  X1 
  Dozens of members with several 
  hundred thousand euro in 
  resources. Character has 
  immediate access to 1 associate 
  per level. Pay and discretionary 
  budget x1. 
  Regional 
  (state) 
  X2 
  Hundreds of members with 
  several million euro in resources. 
  Character has immediate access 
  to 10 associates per level. Pay 
  and discretionary budget x2. 
  National 
  (country) 
  X3 
  Thousands of members with 
  several billion euro in resources. 
  Character has immediate access 
  to 100 associates per level. Pay 
  and discretionary budget x3. 
  International 
  (world) 
  X4 
  Tens of thousands of members 
  with several trillion euro in 
  resources. Character has 
  immediate access to 1000 
  associates per level. Pay and 
  discretionary budget x4. 
   
  Membership Pay Table 
  Level 
  Net Pay* 
  Discretionary Budget 
  1 
  50 euro/month 
  250 euro/month 
  2 
  100 euro/month 
  500 euro/month 
  3 
  200 euro/month 
  1000 euro/month 
  4 
  500 euro/month 
  2500 euro/month 
  5 
  1000 euro/month 
  5000 euro/month  
  6 
  1500 euro/month 
  10,000 euro/month 
  7 
  2500 euro/month 
  15,000 euro/month  
  8 
  5000 euro/month 
  25,000 euro/month 
  9 
  10,000 euro/month 
  50,000 euro/month 
  10 
  25,000 euro/month 
  100,000 euro/month 
   
  Membership Title/Rank Table 
  Level 
  Corporate Title 
  Criminal Rank 
  Police Rank* 
  Nomad Rank* 
  Military Rank* 
  1 
  Assistant Staff 
  Low-ranking soldier, 
  ”Button man” 
  Officer 
  Low-ranking 
  clanmember 
  Private/ 
  Crewman 
  2 
  Staff 
   
   
  Detective 
   
  Corporal/ 
  Petty Officer 
  3 
  Specialist 
   
  Soldier, “Made 
  Man”, “Wiseguy” 
  Sergeant 
  Clanmember 
  Sergeant/ 
  Chief Petty Officer  
  4 
  Assistant Manager 
   
   
   
   
  2nd Lieutenant/ 
  Ensign  
  5 
  Manager, 
  Administrator 
  Lieutenant, cell 
  leader, “capo” 
  Lieutenant 
   
  1st Lieutenant/ 
  Lieutenant JG  
  6 
  Assistant Director, 
  Senior Manager 
   
  Captain 
  Warrior 
  Captain/ 
  Lieutenant 
  7 
  Director 
  Counselor 
  Commander 
  Household Head 
  Major/ 
  Lt. Commander 
  8 
  Assistant Vice 
  President (AVP), 
   
   
  Scout 
  Lt. Colonel/ 
  Commander 
  9 
  Chief Officer, Vice 
  President  
  Underboss 
  Deputy Chief 
  Clan Senior 
  Colonel/ 
  Captain 
  10 
  Chief Executive 
  Officer (CEO), 
  President 
   
  Boss, Kingpin, 
  Oyabun,  
  Chief 
  Family Head 
  General/ 
  Admiral 
   
  *Police, Nomad, and Military Pay and Budget are divided by 5, but may call upon 5 times as many associates. 
  
  CyberFuzion 
  by Christian Conkle 
  12 
  Complications  
  (Optional, Subject to GM approval) 
  Complications hinder the character in some way and are 
  therefore provide additional OP to any character that takes 
  them. A Complication’s value is based on it’s (Frequency 
  + Intensity) x Importance. A Character may acquire up to 
  50 additional OP from Complications. 
   
  Frequency 
  Value 
  Guideline 
  Infrequently 
  5 
  Once every other gaming 
  session 
  Frequently 
  10 
  Once every gaming session 
  Constantly 
  15 
  More than once per gaming 
  session 
   
   
   
  Intensity 
  Value 
  Guideline 
  Mild 
  5 
  WILL + Concentration vs. 14 to 
  overcome 
  Strong 
  10 
  WILL + Concentration vs. 22 to 
  overcome 
  Severe 
  15 
  WILL + Concentration vs. 26 to 
  overcome  
  Extreme 
  20 
  WILL + Concentration vs. 30 to 
  overcome  
   
   
   
  Importance 
  Value 
  Guideline 
  Minor 
  divide 
  by 5 
  No effect on combat or damage, 
  with minor  
  (-1) effect on skills or world 
  reaction. 
  Major 
  divide 
  by 2 
  Major (-3) effect on combat or 
  damage(x1.5), serious(-3) effect 
  on skills or world reaction, or 
  puts character in danger. 
  Extreme 
  X1 
  Extreme (-5) effect on combat or 
  damage (x2), extreme(-5) effect 
  on skills or world reaction, or 
  puts character into extreme 
  danger. 
   
  The following list contains pre-made complications for 
  which the Intensities have already been computed. The 
  player need only apply the complication’s Frequency and 
  Importance to the cost.  
  PSYCHOLOGICAL COMPLICATIONS  
  These involve your Mental Problems and flaws: 
  Absent Minded 
  You have strange lapses of memory. You often: Forget 
  generally known facts (5). Forget friends, family (10). 
  Forget your own identity (15). 
  Bipolar 
  You are a classic manic/depressive, prone to fits of erratic 
  elation punctuated with severe depressions. You are often: 
  Moody (5). Liable to lie around and mope (10). Liable to 
  run around frenetically risking life and limb or sink into a 
  miserable stupor (15). Suicidal (20). 
  Delusions 
  You believe things that are not real. You may hear voices, 
  think aliens are after you, or that you are God. You will: 
  Risk ostracism, embarrassment (5). Risk hospitalization, 
  bodily harm or financial/social ruin (10). Risk life & limb 
  (15) . 
   Masochist 
   You hate yourself, and will go out of your way to injure 
  yourself. To do this, you may: Seek verbal abuse (5). Seek 
  minor physical abuse (10), Seek major physical abuse 
  (15). Seek life threatening abuse (20). 
   Phobia 
   You have a phobia; and unreasoning fear of some 
  common thing, such as dogs, heights, sounds or color. 
  When faced with your phobia, you feel: Discomfort (5). 
  Paralyzing Fear (10). Berserk Terror (15). Catatonic (20). 
   Paranoia 
   (just because you think they're after you...). You think you 
  have enemies, everywhere. Sometimes you are focused 
  on one foe, other times there may be legions. You react to 
  your paranoia by: Incoherently ranting (5). Compulsively 
  working on defenses against Them (10). Risking 
  incarceration, bodily harm, social or financial ruin to stop 
  Them (15). Risking life & limb (20). 
  Split Personality 
  You're two, two, TWO people in one! [GM controls this 
  personality, has character sheet for it, etc.]. Your other self: 
  Likes you (5). Is neutral to you (10). Hostile to you (15). 
  Dangerous to you in actions (20). 
  
  CyberFuzion 
  by Christian Conkle 
  13 
  PERSONALITY TRAITS  
  It's the little things that count; your good & bad habits, 
  basic traits and characteristics. 
  Airhead 
  Oh Wow! You're just naturally spacy. In general, you: 
  Misplace minor, trivial things (5). Misplace or forget to do 
  important things (10). Misplace or forget to deal with 
  dangerous things (15). Dangerously oblivious to 
  everything; the GM never asks you to make a perception 
  roll unless you request it (20). 
  Bad Tempered 
  You're just irritable, all the time. When your temper flares: 
  You'll risk embarrassment, or financial loss (5). You'll risk 
  incarceration, bodily harm or financial/social ruin (10). 
  You'll risk life & limb (15). 
  Coward 
  You lack nerve, especially in combat. When faced with 
  danger: You tremble at anything you imagine as danger 
  (5). You freeze up and can't react (10). You try to run as far 
  away as possible (15). 
  Lazy 
  Some days you just can’t get up. You don’t like manual 
  labor as a rule(1), Given a choice, you’d rather sit around 
  and relax than do anything strenuous (5), It takes a serious 
  threat to get you motivated to work (10), You won’t work 
  unless faced with death (15). 
  Obsessed 
  You just can't get that special (to you) person or thing out 
  of your mind. You: Talk about it all the time and will risk 
  embarrassment, or financial loss over it (5). You'll risk 
  incarceration, bodily harm or financial/social ruin over it 
  (10). You'll risk life & limb over it (15). 
  Shy 
  You hate dealing with others. You: Refuse to speak to new 
  people (5). Avoid all interactions with new people (10). Will 
  physically remove self from situations involving new people 
  (15). 
  Stubborn 
  You just hate to give in-to anyone. To prove you're right: 
  You'll risk embarrassment, or financial loss (5). You'll risk 
  incarceration, bodily harm or financial/social ruin (10). 
  You'll risk life & limb (15). 
  Berserker 
   You can't control your fighting rage- you rabidly: Attack 
  whatever set you off (5). Attack anyone within range except 
  friends (10). Attack anyone in range (15). Attack anyone in 
  range and won't stop until subdued forcibly or 
  exhausted/stunned (20). 
  Unlucky 
  Things never go your way; you have constant disasters. 
  Travel and adventure only hold for you: Inconvenient 
  misfortunes (5). Costly or dangerous misfortunes (10). 
  Very costly or dangerous misfortunes (15). Deadly, life 
  threatening dangers (20). Note, Unlucky does not affect 
  the character’s LUCK Derived Characteristic. 
  PHYSIOLOGICAL LIMITATIONS  
  These are Physical  problems you must cope with: 
  Age 
  You are either younger than usual or older; this is reflected 
  in your characteristics: Very old/young: Reduce any 2 
  Characteristics (except Mental Group) by 2 (10). Extremely 
  old/young: Reduce any 3 Characteristics (except Mental 
  Group) by 3 (15). 
  Dyslexia 
  You see letters and numbers as a jumble, or reversed. 
  This means you: Read very slowly (5). Cannot read or write 
  (10). 
  Epilepsy 
  You fall into convulsive fits that incapacitate you. What sets 
  off the fit (as determined by the GM) is: Uncommon (5). 
  Common (10). Very Common (15). 
  Missing Limb 
  Ouch! That hurt! You're missing: 1 or more fingers (5). A 
  hand (10 each). An arm (15 each). A note on Cybernetics. 
  If the character is planning on replacing lost limbs with 
  Cybernetics, the Importance of this Complication is 
  automatically Minor. 
  Reduced Hearing 
  You are hard of hearing. Generally, to make a hearing 
  based Perception check, you will need: To beat a Target 
  Number 4 points higher than everyone else's (5). A 
  Hearing aid just to hear at all (10). New ears; you're totally 
  deaf (15). A note on Cybernetics. If the character is 
  planning on replacing lost hearing with Cybernetics, the 
  Importance of this Complication is automatically Minor. 
  Reduced Mobility 
  You are unable to get around normally. Your Movement: Is 
  reduced by quarter (5). Is reduced by half (10). Is reduced 
  to dragging by arms at a MOVE of 1 (15). Nonexistent; 
  you're a total quadraplegic, unable to move below the neck 
  (20). A note on Cybernetics. If the character is planning on 
  replacing lost mobility with Cybernetics, the Importance of 
  this Complication is automatically Minor. 
  
  CyberFuzion 
  by Christian Conkle 
  14 
  Reduced sight 
  your eyesight is impaired in some way. You: Are color blind 
  (5). Need glasses (10). Are nearly blind or one-eyed (15). 
  Are totally blind (20). A note on Cybernetics. If the 
  character is planning on replacing lost vision with 
  Cybernetics, the Importance of this Complication is 
  automatically Minor. 
  Uncontrollable Change 
   You are prone to uncontrollable changes; these may be 
  physical or mental (depending on what you negotiate with 
  the GM). What sets off the change is: Uncommon (5). 
  Common (10). Very Common (15). 
  Vocal Impairment 
   Your voice is somehow damaged. When you speak, you 
  can: Only whisper, stammer or stutter (5). Only make 
  sounds, but cannot speak (10). Cannot make a sound (15). 
  A note on Cybernetics. If the character is planning on 
  replacing lost vocal ability with Cybernetics, the Importance 
  of this Complication is automatically Minor. 
  Vulnerability 
   You're susceptible to a certain situation or substance and 
  take extra damage when exposed to it. The substance or 
  situation is: Uncommon (5). Common (10). Very Common 
  (15). 
  Susceptibility 
  You are harmed or take damage from a certain situation or 
  substance that is harmless to most people. The substance 
  or situation is: Uncommon (5). Common (10). Very 
  Common (15) 
  SOCIAL COMPLICATIONS  
  These are things with serious Social and Societal 
  consequences for you. 
  Public Figure 
  You are a figure in the media limelight; you can't make a 
  move without getting attention: You are newsworthy and 
  your activities rate an article if a reporter is nearby (5). You 
  frequently make headlines and people always notice your 
  actions on the street (10). Your every action makes news 
  and you have reporters following you everywhere (15). 
  Bad Rep 
  People "know" about you. At least, everyone's heard a 
  story or two, even if untrue. When you are mentioned or 
  seen, you are: Frequently recognized (5). Always 
  recognized (10). 
  Secret Identity 
  You are trying to hide your activities under a secret identity 
  or other smokescreen. You currently are: Living a normal 
  life, unnoticed by anyone (5). Are bothered by a single 
  person trying to uncover your real identity (10). Everyone's 
  trying to uncover your real identity (15). 
  Poverty 
  Money is hard to come by for you, harder than for most. 
  You are, financially- wise: Poor, with just enough for a bed 
  and a few meager meals (5). Dead Broke and probably on 
  the street with barely enough to eat (10). In debt, with 
  others actively seeking to collect what little you have (15). 
  Personal Habits 
  People just can't stand you. Maybe it's the bad breath or 
  the nose picking, but they find you: Annoying (5). 
  Disgusting (10). Horrible (15). 
  Oppressed 
  You are part of an oppressed or otherwise downtrodden 
  group. In your society, you are: Snubbed; others ignore or 
  refuse to deal with you (5). Oppressed; there are laws 
  controlling where you live, work or can travel (10). Outcast; 
  you're a total non-person (15). Enslaved; you're treated as 
  property and can be sold or mistreated at will (20). 
  Distinctive Features 
   You stand out and are noticed in any crowd, with features 
  that are: Easily concealed (5). Concealable with Disguise 
  or Performance skills (10). Not concealable (15). 
  Outsider 
  You're not a local, and stand out like a sore thumb, 
  attracting attention both unwelcome and possibly 
  dangerous. You are obviously: From distant place (5). 
  From very distant place (10). Never before seen in these 
  parts (15). 
  ENEMIES: Hunted and Watched  
  These are forces that are actively working against you. 
  Three things determine your Enemy’s value: their 
  Capabilities, their Extent, and their Intensity of enmity 
  against you: 
  Capabilities 
  What can they do to you? Are they: Less powerful than 
  you? (5). As powerful as you? (10). More powerful than 
  you? (15). Have access to powerful weapons, powers or 
  hardware? (20). 
  Extent 
  How far can they reach? Are they: Limited to single town or 
  area? (5). Limited to a single country or continent? (10) 
  World-wide? (15) Interplanetary? (20) 
  Note: Instead of using the normal Importance table, use 
  the following scale: 
  Importance 
  What do they want from you?  
  Are you: Being watched?  
  Divide by 5 
  Being hunted for capture 
  or imprisonment?  
  Divide by 2 
  Marked for death?  
  Divide by 1 
   
  
  CyberFuzion 
  by Christian Conkle 
  15 
  RESPONSIBILITIES  
  These are things you have chosen to deal with, no matter 
  how much trouble they cause. Codes of Honor, Family 
  Matters; these are all Responsibilities: 
  Code of Honor 
  These are the personal rules you will not break, no matter 
  what. A Code of Honor might be a code against killing, 
  never attacking from behind, or never suffering an insult 
  without an answer in blood. To keep your Code, you will: 
  Risk expulsion or embarrassment (5). Risk bodily harm or 
  financial ruin (10). Risk life & limb (15). 
  Sense of Duty 
  You always do the Right Thing, and follow a higher Moral 
  Code towards those you feel responsible for. You will do 
  this: For your friends (5). For a special group/organization 
  (10). For all Humanity (15). For all Life Itself (20). 
  Vow 
  This is a promise you must keep, no matter what. It could 
  be to protect someone, follow an ideal, or just get that 
  stupid Ring into that distant volcano. To fulfill this promise, 
  you'll: Risk Expulsion or embarrassment (5). Risk bodily 
  harm or financial ruin (10). Risk life & limb (15). 
  Dependents 
  These are those who need your protection and help. They 
  could include children, family, or friends. Generally, they 
  are: Equal to you in abilities (5). Challenged, or otherwise 
  weaker than you (10). Have special problems, 
  requirements or dangers associated with them (15). 
  Obligation 
  The character is obligated to do something or be 
  somewhere. This could mean the character has to report 
  to work in order to get a paycheck, or it could also mean 
  family ties or friendship keep them from moving away. If 
  you do not meet this obligation, you will: Risk expulsion or 
  embarrassment (5). Risk bodily harm or financial ruin (10). 
  Risk life & limb (15).  
  COMPULSIVE BEHAVIORS  
  These are behaviors you must act upon; you just can't help 
  yourself: 
  Addiction/dependence 
  You must have a particular substance or situation or you 
  will suffer severe mental or physical duress. The 
  substance/situation you need is: Common (5). Uncommon 
  (10). Rare (15). Very Rare (20). 
  Honesty 
  You always tell the truth, even if it hurts. To be honest, 
  you'll even: Risk expulsion, embarrassment, or financial 
  loss (5). Risk bodily harm or financial/social ruin (10). Risk 
  life & limb (15). 
  Impulsiveness 
  You just can't help yourself; you always jump into things 
  without thinking. To follow a whim, you'll: Risk expulsion or 
  embarrassment (5). Risk bodily harm, social or financial 
  ruin (10). Risk life & limb (15). 
  Intolerance 
   You're bigoted and intolerant of those who are different 
  from you. When you encounter them, you are: Civil but 
  distant (5). Rude and verbally abusive (10). Violently 
  abusive (15). Abusive even at risk of life and limb (20). 
  Jealousy 
   You are jealous to the extreme. Towards the one you 
  "love", you are: Obsessed and watchful (5). Confrontational 
  and accusatory (10). Physically violent (15). 
  Kleptomania 
   You steal things compulsively. You can't help it; you'll 
  even: Risk arrest or embarrassment (5). Risk bodily harm 
  or financial/social ruin (10). Risk life & limb (15). 
  Lecherous 
  You can't resist grabbing or pawing someone you find 
  attractive, or at least making lewd comments. You'll even: 
  Risk expulsion, embarrassment, or financial loss (5). Risk 
  bodily harm or financial or social ruin (10). Risk life & limb 
  (15). 
   
  
  CyberFuzion 
  by Christian Conkle 
  16 
  Templates 
  Players may opt to choose one of the pre-generated 
  character templates to speed character creation. The 
  following templates represent common archetypes found in 
  the Cyberpunk future (adapted from the Bubblegum Crisis 
  RPG by Benjamin Wright). 
  Corporate Espionage Agent 
  An independent covert operative going to the highest 
  bidder or well-paid corporate spy infiltrating the 
  competition. 
  Skills: Persuasion, Perception, Stealth, Disguise, 
  Espionage, Driving, Research, Handgun. 
  Options: Membership or License, Night Vision, Acute 
  Senses, Wealth 2 (Modest Lifestyle), Martial Arts. 
  Equipment: Heavy Autopistol with silencer, Sedan, 
  Scrambled Mastoid Commo, Espionage Tools (bugs, 
  forensics, Breaking and Entering, Electronics), Mid-Town 
  Apartment. 
  CSWAT Officer (Cop) 
  A fearless and dedicated elite officer, or an out-of-control 
  adrenaline junkie with a death-wish. 
  Skills: Athletics, Autofire weapons, Driving, Firearms, 
  Hand-to-Hand, Heavy Weapons, Melee Weapons. 
  Options: Combat Sense, Membership (Police), Martial 
  Arts. 
  Equipment: Metal Gear Armor, Fatigues, Heavy 
  Autopistol, Assault Rifle, Handheld Commo, Gasmask, 
  Police Baton, Residential Apartment.  
  Entertainer (Rockerboy) 
  A struggling performer speaking out against the system, or 
  a puppet of the corporate-controlled media. 
  Skills: Performance (or Artistry or Dance), Persuasion, 
  Perception, Wardrobe & Style. 
  Options: Perfect Pitch, Renown, Wealth 1 (Modest 
  Lifestyle) 
  Equipment: High Fashion, Light Autopistol, Motorcycle or 
  Sportscar, musical and stereo equipment with CDs and 
  stage props, Downtown apartment. 
  Executive (Corporate) 
  A frustrated wage-slave fighting the system from within or 
  a ruthless opportunist willing to do whatever it takes to get 
  to the top. 
  Skills: Business, Perception, Persuasion, Espionage, 
  Wardrobe & Style. 
  Options: Lightning Calculator, Eidetic Memory, 
  Membership (Corporation), Wealth 4 (Well-Off). 
  Equipment: Businesswear, Light Autopistol, Medium 
  Sedan or Luxury Sedan, Cellphone, Laptop Computer, 
  Downtown Apartment. 
  Hacker (Netrunner) 
  A digital pirate looting from the Corporations, or a 
  corporate lackey spying on the competition. 
  Skills: Hacking, Persuasion, Research, Perception, 
  Computers, Stealth. 
  Options: Time Sense, Contacts (other Hackers). 
  Equipment: Liesureware clothes, Scooter, Pocket 
  Computer, Personal Workstation, Slum apartment. 
  Mercenary (Solo) 
  A mercenary that fights the system with guns and bombs 
  or a well-equipped corporate soldier defending the 
  company’s interests. 
  Skills: Handgun, Submachinegun, Rifle, Athletics, 
  Perception, Rifle, Hand-to-Hand, Heavy Weapons (or 
  Gunnery), Driving (or Pilot). 
  Options: Combat Sense, Blind Reaction, Ambidexterity, 
  Martial Arts. 
  Equipment: Fatigues, Metalgear Armor, Assault Rifle, 
  Slum Apartment. 
  Nomad (Nomad) 
  An outlaw biker gang-member or a scout for a tribal nomad 
  clan. 
  Skills: Basic Tech, Driving (Motorcycle), Hand-to-Hand, 
  Melee Weapons, Survival 
  Options: Membership (Nomad Pack), Contact (Street 
  Tech), Rapid Healing 
  Equipment: Motorcycle, Riding Leathers (KD 10), Knife, 
  Medium Autopistol. 
  Police Detective (Cop) 
  A plainsclothed police officer that investigates corporate 
  crime. 
  Skills: Detective, Perception, Persuasion, Handgun, 
  Driving, Hand-to-Hand, Athletics. 
  Options: Membership (Police), Contacts, Combat Sense, 
  Wealth 2 (Modest Lifestyle). 
  Equipment: Generic Fashion, Kevlar Vest, Medium 
  Autopistol, Medium Sedan or Sports, Pocket Commo, 
  Police Pocket Computer, Downtown apartment. 
  Reporter (Media) 
  A dedicated journalist trying to expose the truth or a highly 
  paid spokesperson for the Corporate Machine. 
  Skills: Perception, Photo & Film, Persuasion, Writing, Area 
  Knowledge, Research, Athletics. 
  Options: Acute Senses, Intuition, Wealth 3 (Good 
  Lifestyle). 
  Equipment:  High Fashion, Citycar, Digital Video Camera, 
  Laptop Computer, Downtown Apartment. 
  
  CyberFuzion 
  by Christian Conkle 
  17 
  Scientist 
  An underpaid academic searching for the truth or a well-
  financed corporate researcher looking for the next great 
  product. 
  Skills: Science (specify), Education, Tech (specify), 
  Research, Persuasion. 
  Options: Lightning Calculator, Eidetic Memory. 
  Equipment: Casual Clothes, Citycar, Micro-tools, Access 
  Card to Research Facility, Laptop Computer, Midtown 
  Apartment. 
   Street Cop (Cop) 
  An idealistic cop waging war against crime on his beat or a 
  corrupt cop on the make willing to make a dangerous job 
  worth it. 
  Skills: Athletics, Rifle, Submachinegun, Driving, Handgun, 
  Hand-to-Hand, Heavy Weapons, Melee Weapons. 
  Options: Combat Sense, Membership (Police), Martial 
  Arts. 
  Equipment: Metal Gear Armor, Fatigues, Heavy 
  Autopistol, Assault Rifle, Handheld Commo, Gasmask, 
  Police Baton, Residential Apartment.  
  Street Operative (Fixer) 
  A wily independent businessman doing whatever it takes to 
  make a profit or a cold-hearted gangster taking advantage 
  of the weak. 
  Skills: Athletics, Hand-to-Hand, Perception, Persuasion, 
  Melee, Handgun, Social (Street). 
  Options: Blind Reaction, Membership (gang). 
  Equipment: Urban Flash Fashion, Medium Autopistol, 
  Brass Knuckles, Motorcycle, Breaking and Entering Tools, 
  Slum Apartment. 
  Tech (Tech) 
  A skilled technician providing support to the masses or a 
  highly paid corporate engineer providing tools for the 
  Machine. 
  Skills: Tech (specify), Basic Tech, Persuasion, Area 
  Knowledge, Perception, Handgun. 
  Options: Speed Reader. 
  Equipment: Grimy coveralls, Light Autopistol, Assorted 
  Tools, Citycar or Motorcycle, Pocket Computer, Garage or 
  Warehouse as your combined lab/workshop/home/nest. 
  Experience Points 
  The Gamemaster awards Experience Points either for 
  performing great feats, ingenious thinking or planning, or 
  entertaining role-playing. Typically, the GM should award 1-
  5 XP per session. 
  Experience Points can be spent to increase Primary or 
  Derived Statistics at a cost of 5 XP times the next level. 
  For example, to raise Body from 4 to 5 would cost (5 x 5) 
  25 XP. Experience Points can be spent to increase Skills 
  at a cost of 1 XP times the next level. For example, to raise 
  a skill from 3 to 4 would cost 4 XP. A new skill costs 1 XP 
  but must be taught by another character.  
   
   
   
  
  CyberFuzion 
  by Christian Conkle 
  18 
  Equipment 
  All characters begin the game with 5000 Euro to purchase 
  equipment, weapons, and cybernetics.  
  In addition, the character receives the first month’s pay of 
  whatever level of Membership or Wealth they purchased. 
  They may trade OP for extra credits to purchase 
  equipment at a rate of 1 OP per 1000 Euro. They must 
  work for whatever cash they require after that.  
  Some common Cyberpunk Gear includes: 
  Fashion  
  Euro 
  Pants ......................................................................20 
  Top .........................................................................15 
  Jacket .....................................................................35 
  Footwear.................................................................25 
  Jewelry.............................................................10-100 
  Mirrorshades........................................................5-50 
  Contacts................................................................100 
  Glasses  .................................................................50 
  Generic ........................................................ price x 1 
  Leisurewear ................................................. price x 2 
  Urban Flash ................................................. price x 2 
  Businesswear ............................................... price x 3 
  High Fasion .................................................. price x 4 
  Surveillance  
  Euro 
  Binoglasses  .........................................................200 
  Binoculars ..............................................................20 
  Light Boosters  .....................................................200 
  IR Goggles............................................................250 
  IR Flash ..................................................................50 
  Medical  
  Euro 
  First Aid Kit  ............................................................10 
  Surgical Kit  ..........................................................400 
  Medscanner .........................................................300 
  Tools  
  Euro 
  Techscanner .........................................................600 
  Tech Toolkit ..........................................................100 
  Breaking and Entering Toolkit...............................120 
  Electronics Toolkit.................................................100 
  Transportation  
  Euro 
  Scooter** (15 SDP, 100kph, -3 AV/DV) ................500 
  Motorcycle** (20 SDP, 160kph, -2 AV/DV) .........1500 
  Citycar** (30 SDP, 100kph, -5 AV/DV) ...............2000 
  Subcompact ** (40 SDP, 125kph, -5 AV/DV) .....6000 
  Sedan** (50 SDP, 160kph, -4 AV/DV) .............10,000 
  Sports car** (50 SDP, 235kph, -3 AV/DV) .......20,000 
  Luxury Sedan** (80 SDP, 160kph, -3 AV/DV) .40,000 
  Cyber/Neural Interface (+2 AV) .................... price x 2 
  Public Transportation 
  Euro 
  Air ......................................................................5/min 
  Mag Lev Chit ........................................... 0.25/station 
  Taxi ................................................................... 3/mile 
  AV-Taxi ........................................................... 10/mile 
   
  Cyberdecks  
  Euro 
  Basic (Speed 0, MU 10)......................................1000 
  Portable (Speed 0, MU 10) .................................2000 
  Cellular (Speed 0, MU 10) ..................................4000 
  Cyberlimb (Speed 0, MU 10) ..............................3000 
  Combat (Speed 0, MU 10, KD 20)......................3000 
  Sealed Combat (Speed 0, MU 10)......................6000 
  Cyberdeck Upgrades  
  Euro 
  Cellular Net Access ..........................................+1200 
  +1 Memory (up to x2 original).............................+100 
  +1 Speed (up to +5)..........................................+2000 
  Personal Computers 
  Euro 
  Pocket (POW 1, MU 10, Datawall 1) ....................100 
  Portable (POW 1, MU 20, Datawall 2)..................600 
  Laptop (POW 4, MU 20, Datawall 2) ....................750 
  Desktop (POW 6, MU 30, Datawall 3)................1000  
  Dataservers 
  Euro 
  Mainframe (POW 1, MU 30, Datawall 1) .........10,000 
  Upgrade (+1 POW, +30 MU, +1 Datawall) ....+10,000 
  Computer Upgrades  
  Euro 
  Cyber/Neural Interface (+2 AV) .................... price x 2 
  Cellular Net Access ..........................................+1200 
  +1 Memory (up to x2 original).............................+100 
  Level 4 Skill (as many skills as POW) ..................200 
  +1 Skill Level (up to Level 10).............................+100 
  +1 POW (Buy a new computer).............................NA 
  Software  
  Euro 
  Utility Package (10 MU) ......................................1000 
  Hacker Package (10 MU) ...................................2570 
  Mundane Datafortress (5 MU) ..............................720 
  Grey Datafortress (7 MU) ...................................1290 
  Black Datafortress (11 MU) ................................8040 
  Firewall upgrade (+1 Datawall, +1 MU) ............+1000 
  Communication 
  Euro 
  Pocket Commo ......................................................50 
  Mastoid Commo ...................................................100 
  Cellular Phone ......................................................400 
  Mini Cell Phone ....................................................800 
  Cyber/Neural Interface.................................. price x 2 
  Lifestyle 
  Euro 
  Cell Phone Service ...................................100/month 
  Std Phone Service .......................................30/month 
  Pay Phone Call  ...........................................0.50/min  
  Data Term Use  ................................................1/min  
  CredChip Account .......................................20/month 
  Health Plan .............................................1000/month 
  Trauma Team Acct.  .................................500/month  
  Food 
  Euro 
  Kibble............................................................ 50/week 
  Generic Prepack......................................... 150/week 
  Good Prepack............................................. 200/week 
  Fresh Food ................................................. 300/week 
  
  CyberFuzion 
  by Christian Conkle 
  19 
  Body Armor 
  BODY ARMOR 
  COVERS 
  KD 
  EV 
  Euro 
  Cloth/Leather 
  Arms, Torso, (Legs) 0 
  +0 
  Varies 
  Heavy Leather 
  Arms, Torso, (Legs) 4 
  +0 
  50 
  Kevlar T-Shirt/Vest Torso 
  10 
  +0 
  90 
  Steel Helmet 
  Head 
  14 
  +0 
  20 
  Lt. Armor Jacket 
  Torso, Arms 
  14 
  +0 
  150 
  Md. Armor Jacket 
  Torso, Arms 
  18 
  +1 
  200 
  Flack Vest 
  Torso 
  20 
  +1 
  200 
  Flack Pants 
  Legs 
  20 
  +1 
  200 
  Nylon Helmet 
  Head 
  20 
  +0 
  100 
  Hvy Armor Jacket 
  Torso, Arms 
  20 
  +2 
  250 
  Door Gunner's Vest Torso 
  25 
  +3 
  250 
  MetalGear 
  Whole Body 
  25 
  +2 
  600 
   
  Melee Weapons 
  MELEE 
  WEAPONS 
  WA DC 
  Min 
  STR 
  Notes 
  Euro 
  Kendachi 
  Monoknife 
  +1 
  2d6 
  1 
  1h, AP 
  200 
  Kendachi 
  MonoKatana 
  +1 
  4d6 
  2 
  1h, AP 
  600 
  SPM-1 
  Battleglove 
  -2 
  3d6 punch/ 
  2d6 crush 
  4 
  1h 
  900 
  Club 
  0 
  1d6 
  1 
  1h 
  Free 
  Knife 
  0 
  1d6 
  1 
  1h, AP 
  1-20 
  Sword 
  0 
  2d6+2 
  5 
  2h, AP 
  20-200 
  Axe 
  -1 
  2d6+3 
  5 
  2h, 
  20 
  Nunchaku/Tonfa 
  0 
  3d6 
  1 
  2h 
  15 
  Naginata 
  0 
  3d6 
  2 
  2h, AP 
  100 
  Shiriken 
  0 
  1d6/3 
  1 
  1h, 
  20 
  Switchblade 
  0 
  1d6/2 
  1 
  1h, AP 
  15 
  Brass Knuckles 
  0 
  1d6+2 
  1 
  1h 
  10 
  Sledgehammer 
  -1 
  4d6 
  4 
  2h 
  20 
  Chainsaw 
  -3 
  4d6 
  2 
  2h, AP 
  80 
   
  Ranged Weapons 
  LT.  AUTOPISTOLS 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  BudgetArms C-13 
  -1 
  1d6 
  8 
  2 
  50m 
  75 
  Dia Lung Cybermag 15 
  -1 
  1d6+1 
  10 2 
  50m 
  50 
  Federated Arms X-22 
  0 
  1d6+1 
  10 2 
  50m 
  150 
  MED. AUTOPISTOLS 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Militech Arms Avenger 
  0 
  2d6+1 
  10 2 
  50m 
  250 
  Dai Lung Streetmaster 
  0 
  2d6+3 
  12 2 
  50m 
  250 
  Federated Arms X-9 
  0 
  2d6+1 
  12 2 
  50m 
  300 
  HVY. AUTOPISTOLS 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  BudgetArms Auto 3 
  -1 
  3d6 
  8 
  2 
  50m 
  350 
  Sternmeyer Type 35 
  0 
  3d6 
  8 
  2 
  50m 
  400 
  V.HVY. AUTOPISTOLS 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Armalite 44 
  0 
  4d6+1 
  8 
  1 
  50m 
  450 
  Colt AMT Model 2000 
  0 
  4d6+1 
  8 
  1 
  50m 
  500 
  LT.  SMG 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Uzi Miniauto 9 
  +1 
  2d6+1 
  30 35  
  150m 
  475 
  H&K MP-2013 
  +1 
  2d6+3 
  35 32  
  150m 
  450 
  Fed. Arms Tech Assult 
  II 
  +1 
  1d6+1 
  50 25  
  150m 
  400 
  MED. SMG 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Arasaka Minami 10 
  0 
  2d6+3 
  40 20  
  200m 
  500 
  H&K MPK-9 
  +1 
  2d6+1 
  35 25  
  200m 
  520 
  HVY. SMG 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Sternmeyer SMG 21 
  -1 
  3d6 
  30 15  
  200m 
  500 
  H&K MPK-11 
  0 
  4d6+1 
  30 20  
  200m 
  700 
  Ingram MAC 14 
  -2 
  4d6+1 
  20 10  
  200m 
  650 
  ASSAULT RIFLES 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Militech Ronin Light 
  Assault  
  +1 
  5d6 
  35 30  
  400m 
  450 
  AKR-20 Medium Assault - 
  5d6 
  30 30  
  400m 
  500 
  FN-RAL Heavy Assault  
  -1 
  6d6+2 
  30 30  
  400m 
  600 
  Kalishnikov A-80 Hvy 
  Rifle 
  -1 
  6d6+2 
  35 25  
  400m 
  550 
  SHOTGUNS 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Arasaka Rapid Assault 
  12 
  -1 
  4d6 
  20 10 
  50m 
  900 
  Sternmeyer Stakeout 10 -2 
  4d6 
  10 2 
  50m 
  450 
  HEAVY WEAPONS 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Barret-Arasaka Light 
  20mm 
  0 
  4d10 
  10 1 
  450m 
  2000 
  Scorpion 16 Missile 
  Launcher 
  -1 
  7d10 
  1 
  1 
  1km 
  3000 
  Militech Arms RPG-A 
  -2 
  6d10 
  1 
  1  
  1000m 
  1500 
  Frag Grenade (1-5m) 
  Frag Grenade (6-10m) 
  0 
  7d6 
  3d6 
  1 
  1 
  Throw 
  (10m) 
  30 
  Flash-Bang (Flash) 
  Flash-Bang (Bang) 
  0 
  DV22 
  10d6* 
  1 
  1 
  Throw 
  (5m) 
  30 
  C-6 Plastic Explosive 
  0 
  8d10/kg 1 
  1 
  NA 
  100/kg 
  Mine (all types) 
  0 
  4d10 
  1 
  1 
  NA 
  350 
  KA F-253 Flamethrower 
  -2 
  2d10 
  10 1 
  50m 
  1500 
  EXOTICS 
  WA DC 
  #S  ROF 
  RANGE 
  EURO* 
  Techtronica 15 
  Microwaver 
  0 
  1d6 
  10 2 
  20m 
  400 
  Militech Elect. 
  LaserCannon  
  0 
  1-5d6 
  10 2 
  200m 
  8000 
  Avante P-1135 
  Needlegun 
  0 
  10d6* 
  15 2 
  40m 
  200 
  Enertex AKM Power 
  Squirt 
  -2 
  None 
  50 1 
  10m 
  15 
  Nelspot "Wombat" 
  -1 
  None 
  20 2 
  40m 
  200 
  Miltech Electronics 
  Taser 
  -1 
  10d6* 
  10 1 
  10m 
  60 
  EagleTech "Tomcat" 
  Compund-Bow 
  0 
  4d6 
  12 1 
  150m 
  150 
  EagleTech "Stryker" 
  Cross-Bow 
  -1 
  3d6+3 
  12 1 
  50m 
  220 
  Note: x2 for Smartgun Adaptor 
  *Stun Damage Only
  
  CyberFuzion 
  by Christian Conkle 
  20 
  Cybernetics 
  Cybernetic Modifications can be purchased for the character. Cybernetics have three costs, the cost for parts in 
  Euro, the cost for Surgery in Euro, and the Humanity Cost, which is subtracted from the character’s Humanity 
  Derived Characteristic.  The Surgery Cost depends on the level of the surgery required to implant the part. 
  Cyberware 
  Surg Euro 
  HC 
   
  Processor (Required) 
  M 
  1000  
  1D6 
  Required to run all Neuralware. 
  - Boosterware 
  N 
  500  
  1D6/2D6 AKA Kerenzikov.  +1 Reflexes per level bought, up to +2.  
  - Speedware 
  N 
   1600  
  1D6/2 
  AKA Sandevistan.  +3 Dexterity for 5 turns, must wait 2 turns after use. 
  - Pain Editor 
  N 
  200  
  2D6 
  +4 SD. 
  - Interface Plugs 
  M 
  200  
  1D6/pr 
  Required for all Links. 
  - Cybermodem Link 
  N 
  100 
  1 
  Required for Netrunning. 
  - Vehicle Link 
  N 
  100 
  3 
  +2 AV when driving smartvehicle (x2 normal cost). 
  - Smartgun Link  
  N 
  100 
  2 
  +2 AV when using a smartgun (x2 normal cost). 
  - Machine/Tech Link 
  N 
  100 
  2 
  Used to interface with miscellaneous equipment. 
  - DataTerm Link 
  N 
  100 
  2 
  Allows Dataterm access even if one isn’t available. 
  - Reflex Chips 
  - 
  Varies 
  0 
  Up to Level 3 Physical Skill. Requires 2 days practice to use. 
  - Memory Chips 
  - 
  Varies 
  0 
  Up to Level 3 Mental Skill. 
  - Chipware Socket 
  N 
  200  
  1D6/2 
  May use up to 10 chips. 
  Adrenal Boost 
  M 
  400 
  2D6 
  +1 REF and DEX for 1d6+2 turns. Requires 8 hours to recharge. 
  Grafted Muscle 
  MA 
  1000  
  2D6 
  +1 to Strength, up to +2 
  Muscle/Bone Lace 
  N 
  1500  
  1D6/2 
  +2 Strength, Body. 
  Skin Weave 
  N 
  2000  
  2D6 
  KD 12 . 
  Scratchers 
  N 
  100 
  2D6 
  1d6/2 Melee Weapon 
  Rippers 
  M 
  400 
  3D6 
  1d6+3 AP Melee Weapon 
  Wolvers 
  M 
  600  
  3D6+1 
  3d6 AP Melee Weapon. 
  Slice N’ Dice 
  M 
  700  
  3D6 
  2d6 Melee Weapon. 
  Basic Eye Module 
  MA 
  500/ea  2D6/ea 
   
  -Image Enhancement N 
  300 
  1 
  +2 Perception. 
  -Targeting Scope 
  N 
  400 
  2 
  +1 when using a smartgun and a smartgun link. 
  -Infrared 
  N 
  200 
  1 
  See in near-total darkness. 
  Basic Hearing Module 
  M 
  500  
  2D6 
   
  -Amplified Hearing 
  N 
  200 
  1 
  +1 Perception. 
  -Radio Link 
  N 
  100 
  1 
  1 mile range. 
  -Phone Splice 
  N 
  150 
  1 
  Communicates with Cell-phone. 
  Arm Replacement 
  CR 
  3000  
  2D6 
  2d6 crushing, 1d6 Killing Damage punching, 20 SDP disabled, 30 destroyed. 
  Leg Replacement 
  CR 
  2000 
  2D6 
  2d6 Killing Damage kicking, 20 SDP disabled, 30 SDP destroyed. 
  -Thickened Myomar 
  N 
  250 
  2 
  x2 damage, +5 SDP. 
  -Armor 
  N 
  200 
  0 
  KD 20. 
  Cowl 
  MA 
  200  
  1D6 
  KD 25 head but not face. 
  Faceplate 
  CR 
   400  
  4D6 
  KD 25 face but not head. 
  Torso Plate 
  MA 
  2000  
  3D6 
  KD 25 torso. 
  Sigma Linear Frame 
  MA 
  6000 
  2D6 
  Strength = 12 
  Gamma Linear Frame 
  MA 
  8000 
  2D6 
  Strength = 14 
  Omega Linear Frame 
  MA 
  10,000 3D6 
  Strength = 16 
  Surgery Costs 
  Neglible Surgery Costs: Included with installation; time: 1 hr; damage: 1; DIFF= 15 
  Minor Surgery Costs: 500 Euro; time: 2 hrs; damage: 1d6+1; DIFF= 20 
  MAjor Surgery Costs: 1,500 Euro; time: 4 hrs; damage: 2d6+1; DIFF = 25 
  CRitical Surgery Costs: 2,500 Euro; time: 6 hrs; damage: 3d6+1; DIFF = 30 
   
  
  CyberFuzion 
  by Christian Conkle 
  21 
  Action 
  Basic Actions 
  Attack (Autofire) Autofire attacks can be spread 
  between several targets, -1 AV per 10 rounds fired, 
  cumulative. A skill check is made for every 10 rounds 
  fired. The targets are hit by as many bullets as the 
  difference between the attacker’s AV and the 
  defender’s DV. If an Autofire  attack roll exceeds the 
  target DV by 10 or more, a number of rounds equal to 
  the difference of the roll and the target DV+10 ignore 
  armor. 
  Attack (Hand to Hand or Melee) Attacks count as 
  one Action. The DV for hand-to-hand and melee 
  attacks equals the target’s DEX + Athletics (or 
  Weapon skill) + 3d6. If an attack roll exceeds the 
  target DV by 10 or more, the attack ignores any armor 
  KD when determining damage. 
  Attack (Ranged) The DV for ranged attacks is based 
  on the range of the weapon + 3d6. If an attack roll 
  exceeds the target DV by 10 or more, the attack 
  ignores any armor KD when determining damage.   
  Block Stops any one successful hand-to-hand or 
  melee attack with a successful Defensive Roll vs the 
  Attacker's Attack roll. The blocker automatically wins 
  initiative next phase. Abort Maneuver. 
  Dodge In melee combat,adds +3 to the attacker’s DV 
  (Defender’s Dexterity + Evade + 10). Against gunfire, 
  adds the target’s DEX to the attacker’s DV. Defender 
  may move at half, but cannot attack. Character may 
  re-roll their Initiative Score at the beginning of the next 
  Phase. Abort maneuver. 
  Get Up Get up from being prone 
  Grab -2 AV to perform; grab target or gadget; -3 DV 
  for both 
  Move Character may move up half their MOVE in 
  meters and perform one other action. 
  Recover -5 DV, get Recovery back in Stun. 
  Run Move up to MOVEx2 meters. 
  Sprint Move up to MOVEx3 meters at 1/2 DEX, 0 REF 
  Use Skill Use a non-combat related skill, such as jump 
  or roll or use a piece of equipment. DV’s are usually 
  set by the GM. 
  Wait Wait for a chance to take your action or hold an 
  action until later in the Phase. Character may re-roll 
  their Initiative Score at the beginning of the next 
  Phase. 
  Advanced Actions 
  Abort Interrupt opponent's turn to use a Defense 
  (Dodge, Block, Dive for Cover), at cost of your 
  upcoming action this phase. 
  Aim Each phase taken Aiming adds +1 AV.  A 
  character may aim a weapon for as many phases as 
  their skill in that weapon, for each additional phase the 
  character gains a +1 AV on a roll of 1-3 and loses a –1 
  AV on a roll of 4-6. Character may re-roll their Initiative 
  Score at the beginning of the next Phase. No other 
  Actions are possible while aiming. 
  Choke Hold A Grab at -4 REF. 2D6 Killing Attack. And 
  you can't talk while being choked. 
  Disarm Knock opponent's weapon from hand. 
  Dive for Cover Fall to the ground and lay prone to 
  minimize injury from explosions and area effect 
  attacks.  Diving for cover requires the defender pass a 
  skill test using DEX + Evasion + 3d6 against a DV 
  equal to 8 + 1 per 1m of area of effect. For example, 
  avoiding the effects of a frag grenade with a 15m 
  radius area of effect has a DV of 23. Character may re-
  roll their Initiative Score at the beginning of the next 
  Phase. Abort maneuver. 
  Draw & Attack Draw weapon and attack in one Action. 
  -3 AV. 
  Entangle Immobilize opponent until he can make a 
  Escape. 
  Escape Escape from Grabs or Entangles, using 
  STR+Athletics (or combat) skill vs opponent's 
  STR+Athletics (or combat) skill. 
  Haymaker +3 DC damage, with -3 AV. 
  Move By Full Move and HTH attack during movement 
  with a -2 penalty to REF and DEX. Damage = half of 
  STR + 1 die for every 10m/yds moved. You will also 
  take one third of that damage yourself. 
  Move Thru Full Move and HTH attack at end of move 
  with a -1 penalty for every 10m.yds moved and a DEX 
  penalty of -3 total. Damage = STR + 1 die for every 
  5m/yds moved; you will also take one half of that 
  damage yourself. 
  Other Action Any single action not otherwise 
  specified, such as reloading, mounting a vehicle, 
  changing weapons, etc. 
  Sweep/Trip Opponent falls; takes -2 penalty to all AVs 
  next phase, must spend an Action to get back up. 
  Throw Throw one object (-4 AV if not made for 
  throwing).  
   
  
  CyberFuzion 
  by Christian Conkle 
  22 
  Using Skills 
  When your character tries to use a skill, you roll dice to 
  see if the character succeeds or not: 
   
  Action Value (AV) 
   
  Difficulty Value (DV) 
  Opposed: 
  Stat + Skill + 3d6 
  vs. 
  Stat + Skill + 10 
  Unopposed: 
  Stat + Skill + 3d6 
  vs, 
  Difficulty set by GM 
  If the Action Value (AV) meets or beats the Difficulty 
  Value (DV), the character succeeds. 
  Opposed Difficulty Values are determined by the 
  opponent’s statistics. Gamemasters may choose 
  Unopposed Difficulty Values from the following chart: 
  Difficulty 
  Range 
  DV 
   Challenged 
   
   10 
   Everyday  
  Point Blank 
   14 
   Competent  
  One quarter 
   18 
   Heroic  
  One half 
   22 
   Incredible  
  Full 
   26 
   Legendary  
  Double 
   30 
   Superheroic 
   
   34 
  If, when attempting a skill, the player rolls 18, the 
  player may roll an additional 2d6 and add the result to 
  the total AV. Conversely, if the player rolls a 3, the 
  player must then roll an additional 2d6 and subtract the 
  result from the total AV. 
  Combat 
  Combat occurs in 3-second Phases. Each character 
  gets one action per Phase. When every character has 
  acted, the current Phase ends and a new Phase 
  begins. Four Phases equals a 12-second Round.  
  Combat Summary 
  1. Determine Initiative Scores (REF + 3d6) 
  2. Perform attacks in order of descending Initiative Scores. 
  Characters may act out of order by declaring an Abort Action.  
  Attacker’s AV = REF + Weapon Skill + 3d6 
  3. Hand-to-Hand DV =DEX + Evasion Skill + 10 
  Melee DV = DEX + Weapon or Evasion Skill + 10 
  4. Ranged DV = Value (14-30) appropriate to range. 
  5. Determine Damage, if any. Stunning Damage subtracted from 
  Stun, every 5 Stun = 1 Hit. Killing Damage subtracted from Hits 
  and Stun.  
  • Half their current Stun in 1 attack = dizzied 1 Phase.  
  • Half Total Hits or Stun = -2 AV.  
  • Quarter Total Hits or Stun = -4 AV.  
  • Zero Stun = Character unconscious. 
  • Zero Hits = Character dying, -1 Hit per Round. 
  • Negative x2 BOD = Character death. 
   
  Initiative 
  Initiative is determined whenever a character attempts 
  a violent action against another character.  It is 
  determined for each character at the beginning of the 
  fight and is assigned to each combatant in the form of 
  an Initiative Score. Each Phase, the character with the 
  highest Initiative Score declares and resolves their 
  action first.  If two characters have the same Initiative 
  Score, the character with the highest Reflexes 
  Characteristic goes first. If they are still tied, both act at 
  the same time. 
  To determine each character’s Initiative Score, add the 
  character’s Reflexes to a roll of 3d6. The result is that 
  character’s Initiative Score for that fight. If the 
  character’s player is unhappy with the result, they will 
  have other opportunities to determine a different, 
  possibly higher (or possibly lower!) Initiative Score 
  during the fight. 
  Abort Actions 
  A character can act out of Initiative Score order by 
  declaring an Abort Action (see Actions).  An Abort 
  Maneuver is a panicked defensive action such as 
  Block or Dodge. A character can perform an Abort 
  Maneuver at any time during the Phase, even 
  interrupting other characters’ actions. By performing an 
  Abort Maneuver, the character is forfeiting their 
  upcoming action from either later that Phase or from 
  the next Phase. 
  Re-determining Initiative 
  A character can attempt to achieve a higher Initiative 
  Score if they took the time to Aim, Block, Dodge, 
  Recover, or Wait, on the previous Phase (see 
  Actions).  At the beginning of the next Phase, before 
  anyone has acted, these characters may re-roll their 
  Initiative Score and hope to achieve a higher result. 
  Once a player is finished declaring and resolving his 
  character’s action, the player with the next lower 
  Initiative Score is able to declare and resolve his 
  character’s action in turn until all the characters 
  involved in the combat have had a chance to act. Once 
  all the characters have had a chance to act, the next 
  Phase is begun with the character with the highest 
  Initiative Score is able to act again. 
  Hand-to-Hand and Melee Combat 
  Attacking a target in hand-to-hand or melee combat is 
  resolved as an Opposed task, using the target’s 
  Dexterity + Evasion or Weapon skill (whichever is 
  higher) + 10. 
  Ranged Combat 
  Shooting a target is resolved as an Unopposed task, 
  using the DV appropriate for the range. Living targets 
  may opt to attempt to abort to a Dodge action, thus 
  adding their Dexterity to the attacker’s DV.  
  
  CyberFuzion 
  by Christian Conkle 
  23 
  Taking Damage 
  Punches and Kicks always do Stunning Damage only. 
  Weapons do Killing Damage. Melee Weapons do +1d6 
  damage for every point of STR over the Minimum 
  Strength of the Weapon, up to twice the DC of the 
  weapon.  
  Stunning Damage 
  Stunning Damage is always subtracted from the 
  character's pool of STUN points, after being reduced 
  by the character's SD. When his STUN points are at 0, 
  the body will react by shutting off the pain-and passing 
  out.  For every 5 STUN taken, the character also 
  suffers 1 HIT of damage. If a character loses half their 
  stun in one attack, they are dizzied for one round and 
  suffer -5 to all AVs. 
  Killing Damage 
  Killing damage is always subtracted from the 
  character's pool of HITS and STUN after being 
  reduced by the character’s Armor KD. When the 
  character’s HITS are reduced to zero, the character is 
  dying.  The character will continue to lose 1 HIT per 
  Round until First Aid is successfully applied (see 
  Recovering From Damage below). When the 
  character has lost their Body x 2 HITS below Zero, the 
  character is dead beyond recovery. 
  Impairment 
  At Half total HITS or STUN, all AVs are at –2.  
  At one Quarter total HITS or STUN, all AVs are at -4. 
  Recovering From Damage 
  Characters who are wounded will heal naturally as long 
  as they are able to rest and recuperate. Medical 
  attention will help speed the process.  
  Natural Healing without Rest or Recuperation 
  Wounded characters that do not get rest or time to 
  heal will reduce any Stunning Damage by an amount 
  equal to her Recovery per Round (4 Phases) but will 
  suffer an additional Hit per week unless treated with 
  First Aid again. Mortally wounded characters who have 
  been stabilized, but not allowed to get rest or time to 
  heal will suffer an additional Hit of damage per day 
  unless treated with First Aid again. 
  Natural Healing through Rest and Recovery 
  Natural healing will reduce any Stunning Damage by 
  an amount equal to the character’s Recovery per 
  Phase. It will also reduce Lethal Damage by an amount 
  equal to the character’s Recovery per week. No other 
  actions can be performed while healing. A character 
  that is healing must by lying down and comfortable, 
  has access to plenty of water, and not subjected to 
  stress.  
  First Aid 
  Medical attention and First Aid will allow the character 
  to heal at a rate of an amount equal to the character’s 
  Recovery per day. In fact, immediate treatment of 
  wounds with a First Aid Kit will provide the first day’s 
  healing immediately. The DV for applying First Aid to 
  receive the first day’s recovery depends on the severity 
  of the wound: 
  Difficulty 
  Current Hits 
  DV 
   Everyday  
  80% 
   14 
   Competent  
  60% 
   18 
   Heroic  
  40% 
   22 
   Incredible  
  20% 
   26 
   Legendary  
  0% 
   30 
   Superheroic 
  Dying 
   34 
   
  Stabilizing a Dying Character 
  The DV to stabilize a dying character is equal to the 
  amount of negative Hits times 2. Therefore, a dying 
  character with –4 Hits would require a First Aid skill 
  test vs. a DV of 8 to stabilize. If successfully treated, 
  the dying character will lose 1 HIT per Minute until 
  Medicine is successfully applied.  
  Damaging Items 
  Non-living items, such as walls, lampposts, and 
  equipment, measure their durability and structure with 
  Structural Damage Points (SDP). Each SDP is 
  equivalent to a Hit or point of damage. Non-living items 
  might also have a Killing Defense (KD) rating which, 
  like armor, subtracts damage prior to being applied to 
  it’s SDP. If an item’s SDP is reduced to 0, it is 
  destroyed. 
  Use the following values as a guideline for determining 
  Killing Defense and Structural Damage Points of 
  various common items: 
  Object 
  KD 
  SDP 
  Normal Door/Table  
  7  
  5 
  Heavy Door/Table  
  9  
  12 
  Wall (2m by 2m)  
  7  
  15 
  Metal Grate  
  20  
  20 
  Metal Door  
  20  
  30 
  Concrete Wall (1 Hex by 1 Hex)  
  30  
  50 
  Car 
  10 
  50 
  AV-4 
  50 
  250 
  Tank  
  150 
  350 
  Small Ship, Skyscraper  
  250 
  2500 
  Medium Ship, Several Skyscrapers  
  350 
  5000 
  Large Ship, Several City Blocks  
  500 
  10,000 
  Carrier, Typical Town  
  500 
  15,000 
  
  CyberFuzion 
  by Christian Conkle 
  24 
  Lifting and Throwing 
  To lift, bending, break, or throw an object, the 
  character's AV is equal to his Strength plus any 
  appropriate skill. Appropriate skills include Feat of 
  Strength for lifting and Athletics or Thrown Weapons 
  for throwing.  Check the result against the 
  Lifting/Bending/Breaking/Throwing DV Table 
  below. The result indicates whether the character lifts, 
  bends, or breaks the object as well as how far a 
  baseball-sized object will be thrown. 
  For thrown objects, the table also lists how long the 
  item will remain airborne before it hits its target. This is 
  especially useful for throwing grenades.  
  For example, a character with a Strength of 4 tries to 
  lift a prisoner into the shuttle. The character would 
  have to roll a 12, in order to score a total of 16 
  necessary to lift an adult male.  
  Likewise, a character with a Strength of 9 tries to break 
  free of the steel handcuffs placed on him. He’s pretty 
  strong, but she still has to roll 17 in order to score a 
  total of 26 necessary to break steel. 
  Similarly, a character with a Strength of 6 wants to 
  throw a Stun Grenade. The dice roll result is 10 for a 
  total of 16. The character can throw that grenade up to 
  80 meters away, it will land in the next Phase. 
  Lifting/Bending/Breaking/Throwing DV Table 
  DV Lift 
  Bend/Break 
  Meters Aloft 
  4 
  Groceries 
  Balsa Wood 
  5 
  0 Phases 
  8 
  Child 
  Plastic 
  10 
  1 Phase 
  12 Adult Female 
  Wood 
  40 
  1 Phase 
  16 Adult Male 
  Aluminum 
  80 
  1 Phase 
  18 Lion, 2 Men 
  Iron 
  100 
  2 Phases 
  22 Grav Cycle 
   
  500 
  3 Phases 
  26 Small Car 
  Steel 
  1000 
  5 Phases 
  30 Elephant 
   
  5000 
  10 Phases 
   
  Presence Attacks 
  The Presence Attacker performs an Opposed Action 
  against the target. Use the attacker’s Presence + 
  Oratory, Performance, or other appropriate skill (such 
  as Ranged Weapon skill if threatening with a weapon) 
  + 3d6 for the AT and the target’s Willpower + 
  Concentration + 3d6 for the DV. 
  If the attack is successful, roll 1d6 for every 1 point of 
  the attacker’s Presence; adding or subtracting dice 
  depending on the situation based on the GM’s 
  judgment (see the Presence Attack Modifiers table for 
  suggested modifiers). Total the dice and compare the 
  total against each target’s Resistance value to find the 
  effect.  
  Presence Attack Outcome Table 
  PRE Attack Total Is  
  Possible Effects of PRE Attack 
  ≥ Target Resistance  
  Target is impressed; hesitates, acts 
  last this phase. 
  ≥ Target Resistance + 10  
  Target is very impressed; hesitates, 
  acts last this phase and only gets one 
  Action, even if using the Run Action. 
  May follow commands that the target 
  is already inclined to do. 
  ≥ Target Resistance + 20  
  Target is awed; may not take any 
  Action next phase and is -5 Dexterity. 
  May do what attacker commands.  
  ≥ Target Resistance + 30  
  Target is cowed; may surrender, run 
  away, or faint. Target is Dexterity 0, 
  and will nearly always follow attacker‘s 
  commands.  
  Presence Attack Modifier Table 
  # OF DICE  
  MODIFIER 
  -1 to -2  
  Inappropriate setting 
  -1  
  In combat 
  -1  
  At a disadvantage 
  -1 to -2  
  Wrong reputation 
  -1 to -3  
  Presence Attack runs against current mood 
  -1 to -2  
  Repeated Presence Attacks 
  +1 to +2  
  Right reputation 
  +1  
  Surprise 
  +1  
  Exhibiting a power or superior technology 
  +1 to +3  
  Violent action 
  +1 to +3  
  Good soliloquy 
  +1 to +2  
  Appropriate setting 
  +2  
  Targets in partial retreat 
  +4  
  Targets in full retreat 
  
  CyberFuzion 
  by Christian Conkle 
  25 
   Non-Player Characters 
  Corporate Executive 
  Mental: 6, Combat: 3, Physical: 3, Move: 4,  
  RES 18, Hits 15, Stun 15, SD 6, REC 9, INIT 3, 
  Punch 3d6 (AV 6), Walk 2m, Run 4m, Sprint 8m 
  Skills: Business +7, Computers +5, Firearms +3, 
  Hand-to-Hand +2, Perception +6, Social +6, Wardrobe 
  and Style +6 
  Options: Lightning Calculator, Eidetic Memory, 
  Membership 6 (Corporation), Wealth 4 (Well-Off). 
  Gear: Laptop (POW 3), cellphone, business suit (KD 
  10), Sternmeyer 35 (AV 6, Dam: 3d6, Ammo/ROF: 
  8/2). 
  Cyber: Processor (Interface Plugs, Cybermodem 
  Link), Audio (phone link). 
  Corporate Guard 
  Mental: 2, Combat: 4/3*, Physical: 4, Move: 4,  
  RES 6, Hits 20, Stun 20, SD 8, REC 12, INIT 3, 
  Punch 4d6 (AV 7/6), Walk 2m, Run 4m, Sprint 8m 
  Skills: Athletics +2, Hand to hand +3, Handguns +4, 
  Melee +3, Perception +2 
  Options: Membership 1(Corporation), Contacts, 
  Combat Sense, Wealth 1 (Modest Lifestyle). 
  Gear: Uniform (10 KD, +1 EV*), sunglasses, corporate 
  ID, submachinegun, Sternmeyer 35 (AV 10, Dam: 3d6, 
  Ammo/ROF: 8/2, smartgunned, security chipped), Flak 
  Vest (20 KD, +1 EV). 
  Cyber: Cyberoptic (Targeting Scope, Image 
  Enhancement), Pain Editor, Cyberaudio (Level 
  Dampener, Radio Link), Processor (Interface Plugs, 
  Smartgun Link). 
  Corporate Salariman 
  Mental: 4, Combat: 3, Physical: 3, Move: 4,  
  RES 12, Hits 15, Stun 15, SD 6, REC 9, INIT 3, 
  Punch 3d6 (AV 3), Walk 2m, Run 4m, Sprint 8m 
  Skills: Business +5, Computers +3, Firearms +1, 
  Perception +3, Social +3, Wardrobe and Style +3 
  Options: Membership 2 (Corporation), Wealth 2 
  (Modest Lifestyle). 
  Gear: Laptop (POW 3), cellphone, business suit (KD 
  10), Sternmeyer 35 (AV 5, Dam: 3d6, Ammo/ROF: 
  8/2). 
  Cyber: Processor (Interface Plugs, Cybermodem 
  Link), Audio (phone link). 
  Corporate Technician 
  Mental: 3, Combat: 4, Physical: 2, Move: 4, 
  RES 9, Hits 10, Stun 10, SD 4, REC 6, INIT 4,  
  Punch 2d6 (AV 4), Walk 2m, Run 4m, Sprint 8m 
  Skills: Basic Tech +5, High Tech +4 
  Options: Speed Reader. 
  Gear: Corporate Lab w/ POW 6 Computer, lab smock, 
  corporate ID. 
  Cyber: Processor (Interface Plugs, Machine Link, 
  Cybermodem Link), Audio (phone link). 
  Fixer 
  Mental: 3, Combat: 4, Physical: 4, Move: 4 
  RES 9, Hits 20, Stun 20, SD 8, REC 12, INIT 4, 
  Punch 4d6 (AV 7), Walk 2m, Run 4m, Sprint 8m 
  Skills: Athletics +2, Hand-to-Hand +3, Handgun +2, 
  Melee +2, Perception +2, Persuasion +4, Social 
  (Street) +4 
  Options: Blind Reaction, Membership 2 (gang). 
  Gear: Urban Flash Fashion, Dai Lung Streetmaster 
  (AV6, Dam: 2d6+3, Ammo/ROF: 12/2), Brass 
  Knuckles (AV 6, Dam: 2d6+2), Motorcycle, Breaking 
  and Entering Tools 
  Cyber: Processor (Cybermodem Link, Interface 
  Plugs). 
  
  CyberFuzion 
  by Christian Conkle 
  26 
  Hooker 
  Mental: 2, Combat: 3, Physical: 2, Move: 3,  
  RES 6, Hits 10, Stun 10, SD 4, REC 6, INIT 3,  
  Punch 2d6 (AV 4), Walk 3m, Run 6m, Sprint 9m 
  Skills: Acting +1, Business +1, Conversation +2, 
  Firearms +1, Hand-to-Hand +1, Local Expert +5, 
  Perception +3, Seduction +4, Social +3, Wardrobe and 
  Style +4 
  Options: Contacts. 
  Gear: Cellphone, Mini-skirt, Tube-top, Leather Jacket 
  (KD 2), Budgetarms C-13 (AV 3, Dam: 1d6, 
  Ammo/ROF: 8/2). 
  Cyber: Midnight Lady Sexual Implant, Audio (level 
  dampener). 
  Police Officer 
  Mental: 4, Combat: 5/4*, Physical: 5, Move: 5, 
  RES 12, Hits 25, Stun 25, SD 10, REC 15, INIT 7/6, 
  Punch 5d6 (AV 8/7), Walk 2m, Run 5m, Sprint 10m 
  Skills: Athletics +2, Detective +2, Driving +2, Hand to 
  Hand +3, Melee +3, Handguns +3, Perception +3  
  Options: Combat Sense 2, Membership (Police), 
  Martial Arts (Judo). 
  Gear: Uniform (10 KD), Radio, Armalite 44 (AV 10, 
  Dam: 4d6+1, Ammo/ROF: 8/1, smartgunned, security 
  chipped), Palm Computer (POW 1), Flak Vest (20 KD, 
  +1 EV). 
  Cyber: Cyberoptic (Targeting Scope, Image 
  Enhancement, Infrared), Processor (Interface Plugs, 
  Smartgun Link, Vehicle Link),  Boosterware (+1), 
  Cyberaudio (Amplified Hearing, Radio Link, Level 
  Dampener). 
  Punk/Ganger 
  Mental: 3, Combat: 4, Physical: 3, Move: 4, 
  RES 9, Hits 15, Stun 15, SD 6, REC 9, INIT 5,  
  Punch 3d6 (AV 7), Walk 2m, Run 4m, Sprint 8m 
  Skills: Athletics +3, Hand to Hand +3, Handguns +3, 
  Melee +4, Perception +3 
  Options: Membership (Gang), Contact (Street Tech), 
  Rapid Healing  
  Gear: Street Clothes, cellphone, Uzi Miniauto 9 (AV 8, 
  Dam: 2d6+1, Ammo/ROF: 30/35), Dai Lung 
  Streetmaster (AV 7, Dam: 2d6+3, Ammo/ROF: 12/2). 
  Cyber: Cyberoptics, Processor (Interface Plugs, 
  Smartgun Link), Wolvers (AV 8, Dam: 3d6), 
  Boosterware, Subdermal Armor (25 KD). 
  Street Samurai/CSWAT Trooper 
  Mental: 2, Combat:  6/4*, Physical: 4, Move: 3, 
  RES 6, Hits 20, Stun 20, SD 8, REC 12, INIT 9/7*,  
  Punch 3d6 (AV 10/9), Walk 2m, Run 4m, Sprint 8m 
  Skills: Handgun +4, Submachinegun +4, Rifle +3, 
  Athletics +4, Perception +4, Hand-to-Hand +5, Heavy 
  Weapons +2, Melee +4, Driving (or Pilot) +3. 
  Options: Combat Sense +3, Blind Reaction, 
  Ambidexterity, Martial Arts (Kung Fu).  
  Gear: Fatigues, Metalgear Armor (KD 25, + 2 EV)*, 
  AKR-20 Medium Assault (AV 11/10*, Dam: 5d6, 
  Ammo/ROF: 30/30) 
  Cyber: Cyberoptics (Targeting Scope, Image 
  Enhancement, Infrared), Processor (Interface Plugs, 
  Smartgun Link, Vehicle Link), Boosterware (+2), 
  Cyberaudio (Amplified Hearing, Radio Link, Level 
  Dampener), Wolvers (AV 8, Dam: 3d6),. 
  Street Tech 
  Mental: 3, Combat:  4, Physical: 3, Move: 4, 
  RES 9, Hits 15, Stun 15, SD 6, REC 9, INIT 4,  
  Punch 3d6 (AV 4), Walk 2m, Run 4m, Sprint 8m 
  Skills: Computers +3, Perception +2, Basic Tech +4, 
  High Tech +3, Firearms +2 
  Options: Speed Reader. 
  Gear: Coveralls, Portable Toolkit, workshop with POW 
  4 computer, assorted technojunk, Budgetarms Auto 3 
  (AV 5, Dam: 3d6, Ammo/ROF: 8/2), cellphone. 
  Cyber: Cyberoptics (Microvideo), Processor (Interface 
  Plugs, Machine Link, Cybermodem Link), Cyberarm 
  (Toolhand). 
  *Figure after “/” represents reduction due to armor 
  Encumbrance Value. 
  
  CyberFuzion 
  by Christian Conkle 
  27 
   
  Difficulty 
  DV 
  Range 
  Pistol 
  SMG 
  Rifle 
   Challenged 
   10 
   
   
   
   
   Everyday  
   14 
  Point Blank 
  2m 
  2m 
  2m 
   Competent  
   18 
  One quarter 
  12m 
  50m 
  100m 
   Heroic  
   22 
  One half 
  25m 
  100m 
  200m 
   Incredible  
   26 
  Full 
  50m 
  200m 
  400m 
   Legendary  
   30 
  Double 
  100m 
  400m 
  800m 
   Superheroic 
   34 
   
   
   
   
   
  Other Combat Modifiers 
  AV 
  Moving target (per 3 MOVE used last round) 
  -1 
  Target silhouetted  
  +2 
  Vehicle mounted, no turret  
  -4 
  Firing shoulder arm from hip  
  -2 
  Aiming (per phase, up to level, +/- 1 thereafter) 
  +1 
  Braced  
  +2 
  Target Prone  
  -2 
  Tiny Target (bullseye, eye, vital area)  
  -6 
  Small Target (less than 1m/yd, head, limb)  
  -4 
  Large Target (trees, cars, large animals, etc.) 
  +2 
  Very Large Target (trucks, planes, walls, side of barn)  
  +4 
  Surprise Attack (successful Stealth roll)  
  +5 
  Off-Hand (Ambidexterity negates off-hand penalty) 
  -3 
  Firing two handed (Ambidexterity negates off-hand penalty) 
  -3/-6 
  Autofire (per 10 round burst, cumulative) 
  -1 
  Target Dodging 
  -1 per DEX 
   
  BODY ARMOR 
  COVERS 
  KD 
  EV 
  Cloth/Leather 
  Arms, Torso, (Legs) 
  0 
  +0 
  Heavy Leather 
  Arms, Torso, (Legs) 
  4 
  +0 
  Kevlar T-Shirt/Vest 
  Torso 
  10 
  +0 
  Steel Helmet 
  Head 
  14 
  +0 
  Lt. Armor Jacket 
  Torso, Arms 
  14 
  +0 
  Md. Armor Jacket 
  Torso, Arms 
  18 
  +1 
  Flack Vest 
  Torso 
  20 
  +1 
  Flack Pants 
  Legs 
  20 
  +1 
  Nylon Helmet 
  Head 
  20 
  +0 
  Hvy Armor Jacket 
  Torso, Arms 
  20 
  +2 
  Door Gunner's Vest 
  Torso 
  25 
  +3 
  MetalGear 
  Whole Body 
  25 
  +2 
   
  Hit Location Chart 
  Roll3D6  
  Location  
  Hit Effect   
  AV  
  3-5  
  head  
  double damage  
  -6 
  6  
  hands/forepaws*  
  1/2 damage  
  -4 
  7-8  
  arms/forelimb*  
  1/2 damage  
  -3 
  9  
  shoulders*  
  1x damage  
  -3 
  10-11  
  chest  
  1x damage  
  -1 
  12  
  stomach  
  1.5 x damage  
  -5 
  13  
  vitals  
  1.5x damage - 
  -6 
  14  
  thighs*  
  1x damage  
  -3 
  15-16  
  legs/hindlimb*  
  1/2 damage  
  -4 
  17-18  
  feet/hindpaws*  
  1/2 damage  
  -4 
  * if it isn't obvious, roll 1die: even=right, odd=left 
   
  ROLL Ground Vehicle 
  Aircraft 
  Boat 
  Effect  
  (after armor) AV 
  3-6  
  Front Wheels 
  (5%)  
  Flaps  
  (5%)  
  Bow  
  1x damage  
  -6 
  7  
  Controls  
  (5%)  
  Controls  
  (5%)  
  Controls  
  (5%)  
  1x damage  
  -4 
  8  
  Engine  
  (10%)  
  Engine  
  (10%)  
  Engine  
  (10%)  
  2x damage  
  -3 
  9-  
  Body  
  Fuselage (20%)  Hull  
  (20%)  
  1x damage  
  -3 
  10  
  Body  
   
  Cargo  
  Cargo  
  1/2damage  
  -1 
  11  
  Fuel  
   
  Fuel  
  Fuel  
  2 x damage**  -5 
  12  
  Weapon  
   
  Weapon  
  Weapon  
  1/2 damage  
  -6 
  13  
  Crew***  
  Crew***  
  Crew***  
  Damage to 
  pilot only  
  -3 
  14  
  Cargo  
  Propeller  
  (5%)  
  Rudder  
  (5%)  
  1x damage  
  X 
  15-18  Rear Wheels (5%)  Rudder  
  (5%)  
  Prop/jets  
  (5%)  
  1/2 damage  
  -4 
  * if it isn't obvious, roll 1die: even=right, odd=left If location not there, roll again. 
  ** if Fuel is flammable, this is 3x damage  
  ***if shot penetrates armor 
  CyberFuzion Charts and Tables 
   
  LT.  AUTOPISTOLS 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  BudgetArms C-13 
  -1 
  1d6 
  8 
  2 
  50m 
  Dia Lung Cybermag 15 
  -1 
  1d6+1 
  10 
  2 
  50m 
  Federated Arms X-22 
  0 
  1d6+1 
  10 
  2 
  50m 
  MED. AUTOPISTOLS 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Militech Arms Avenger 
  0 
  2d6+1 
  10 
  2 
  50m 
  Dai Lung Streetmaster 
  0 
  2d6+3 
  12 
  2 
  50m 
  Federated Arms X-9 
  0 
  2d6+1 
  12 
  2 
  50m 
  HVY. AUTOPISTOLS 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  BudgetArms Auto 3 
  -1 
  3d6 
  8 
  2 
  50m 
  Sternmeyer Type 35 
  0 
  3d6 
  8 
  2 
  50m 
  V.HVY. AUTOPISTOLS 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Armalite 44 
  0 
  4d6+1 
  8 
  1 
  50m 
  Colt AMT Model 2000 
  0 
  4d6+1 
  8 
  1 
  50m 
  LT.  SMG 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Uzi Miniauto 9 
  +1 
  2d6+1 
  30 
  35  
  150m 
  H&K MP-2013 
  +1 
  2d6+3 
  35 
  32  
  150m 
  Fed. Arms Tech Assult II 
  +1 
  1d6+1 
  50 
  25  
  150m 
  MED. SMG 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Arasaka Minami 10 
  0 
  2d6+3 
  40 
  20  
  200m 
  H&K MPK-9 
  +1 
  2d6+1 
  35 
  25  
  200m 
  HVY. SMG 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Sternmeyer SMG 21 
  -1 
  3d6 
  30 
  15  
  200m 
  H&K MPK-11 
  0 
  4d6+1 
  30 
  20  
  200m 
  Ingram MAC 14 
  -2 
  4d6+1 
  20 
  10  
  200m 
  ASSAULT RIFLES 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Militech Ronin Light Assault  
  +1 
  5d6 
  35 
  30  
  400m 
  AKR-20 Medium Assault 
  - 
  5d6 
  30 
  30  
  400m 
  FN-RAL Heavy Assault  
  -1 
  6d6+2 
  30 
  30  
  400m 
  Kalishnikov A-80 Hvy Rifle 
  -1 
  6d6+2 
  35 
  25  
  400m 
  SHOTGUNS 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Arasaka Rapid Assault 12 
  -1 
  4d6 
  20 
  10 
  50m 
  Sternmeyer Stakeout 10 
  -2 
  4d6 
  10 
  2 
  50m 
  HEAVY WEAPONS 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Barret-Arasaka Light 20mm 
  0 
  4d10 
  10 
  1 
  450m 
  Scorpion 16 Missile Launcher 
  -1 
  7d10 
  1 
  1 
  1km 
  Militech Arms RPG-A 
  -2 
  6d10 
  1 
  1  
  1000m 
  Frag Grenade (1-5m) 
  Frag Grenade (6-10m) 
  0 
  7d6 
  3d6 
  1 
  1 
  Throw 
  (10m) 
  Flash-Bang (Flash) 
  Flash-Bang (Bang) 
  0 
  DV22 
  10d6* 
  1 
  1 
  Throw 
  (5m) 
  C-6 Plastic Explosive 
  0 
  8d10/kg 
  1 
  1 
  NA 
  Mine (all types) 
  0 
  4d10 
  1 
  1 
  NA 
  KA F-253 Flamethrower 
  -2 
  2d10 
  10 
  1 
  50m 
  EXOTICS 
  WA 
  DC 
  #S  
  ROF 
  RANGE 
  Techtronica 15 Microwaver 
  0 
  1d6 
  10 
  2 
  20m 
  Militech Elect. LaserCannon  
  0 
  1-5d6 
  10 
  2 
  200m 
  Avante P-1135 Needlegun 
  0 
  10d6* 
  15 
  2 
  40m 
  Enertex AKM Power Squirt 
  -2 
  None 
  50 
  1 
  10m 
  Nelspot "Wombat" 
  -1 
  None 
  20 
  2 
  40m 
  Miltech Electronics Taser 
  -1 
  10d6* 
  10 
  1 
  10m 
  EagleTech "Tomcat" Compund-Bow 0 
  4d6 
  12 
  1 
  150m 
  *Stun only 
  MELEE WEAPONS 
  WA 
  DC 
  Min STR 
  Notes 
  Kendachi Monoknife 
  +1 
  2d6 
  1 
  1h, AP 
  Kendachi MonoKatana 
  +1 
  4d6 
  2 
  1h, AP 
  SPM-1 Battleglove 
  -2 
  3d6 punch 
  2d6 crush 
  4 
  1h 
  Club 
  0 
  1d6 
  1 
  1h 
  Knife 
  0 
  1d6 
  1 
  1h, AP 
  Sword 
  0 
  2d6+2 
  5 
  2h, AP 
  Axe 
  -1 
  2d6+3 
  5 
  2h, 
  Nunchaku/Tonfa 
  0 
  3d6 
  1 
  2h 
  Naginata 
  0 
  3d6 
  2 
  2h, AP 
  Shiriken 
  0 
  1d6/3 
  1 
  1h, 
  Switchblade 
  0 
  1d6/2 
  1 
  1h, AP 
  Brass Knuckles 
  0 
  1d6+2 
  1 
  1h 
  Sledgehammer 
  -1 
  4d6 
  4 
  2h 
  Chainsaw 
  -3 
  4d6 
  2 
  2h, AP 
   
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Cyberfuzion(1).pdf