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Bubblegum Crisis RPG/Fuzion System Cheat Sheet by

Skill Checks: 3d6 + stat + skill rating (as modifiers) vs 3d6 + Difficulty Rating

CharGen

 
Stat points
Campaign points
Competent
30
20
Elite
40
30
Heroic
50
40
Legenday
60
50
Superh­eroic
70
60
Cosmic
80
70

Challenges and Skill Checks

Roll:

With SKILL
3d6 + Skill STAT as Modifier (not a die) + Attribute
Note - you can use 1d110 instead of 3d6, but stick to that option for the whole campaign


Without SKILL
2d6 drop the High die + Attribute
If using 1d10 instead of d6s, roll 1d10 + Attribute + any luck you want to spend. But you do not add Skills, since you don't have them for the task.

Damage

Damage Overview
Weapons do Dice of Damage per their rating. So a weapon with DC 5 does 5d6.

* Most weapons do HITS/kills of Damage, plus 1 point of STUN per point of HIT
* Unarmed Combat does STUNS

** If you take 1/2 your total STUN in one hit, you are STUNNED and lose your next round along with being -5 to all stats that round.

* Fists do your STR as d6 of STUN (ex. STR 3 = 3d6)
* Kicks do STR+1 d6 of STUN, but are -1 to ACCURACY

Armor soaks DAMAGE

Target Diffic­ulties

Difficulty
Rating
Challenged
10
 

Stat Ratings

0 challenged by everyday things
1-2 everyday level
3-4 competent
5-6 excpet­ional
7-8 heroic
9-10 legendary
more than 10 superh­eroic

Target Diffic­ulties

Difficulty
Rating
Challenged
10
Everyday
14
Competent
18
Heroic
22
Incredible
26
Legendary
30
Superh­eroic
34

Critical Rolls

Roll Nat 18 on 3d6
Roll 2d6 to add to the roll
Roll Nat 3 on 3d6
Roll 2d6 and subtract from total

Actions

One action per round
Actions include:
* move
* Block (make a second Defense roll vs incoming attack0
* Dodge +3 to your DEFENSE roll
* Stand up
* Throw
* Attack
* Grab (opposed MELEE roll, attacker is at -2)

* You can use 1/2 your movement and still have another action in one round

Knockb­ack

 
On a hit:
(Incoming DC of Attack) - (BODY STAT + 1d6) = # of units knocked back

In Competent PC setting, they would be knocked back 1/2 of a meter for each "­uni­t"

Ex. Incoming DC is a 17, body stat is a 7. d6 roll is a 4. Total units knocked back is

17 - (7+4) = 6 then divide 6 by 2, so knocked back 3 meters
 

Free Starting Skills (all at Level 2)

Athletics
Concen­tration
Education
Local Knowledge
Perception
Persuasion
Social
Teacher

Ranged & Melee Combat

Initiative goes in REF order

Attacker Rolls:
3d6+ REF+WA (Weapon Accuracy)+ Relevant Combat Skill

vs

Defender Rolls
3d6+DEX+ Athletics Skill

* Skills are Modifier values, not extra dice
As with skill checks, you can use 1d10 instead of 3d6 if you prefer, but everyone must agree to it and stick to it

Statuses

Condition
Status Effect
if STUN < 0
KNOCKED OUT
if HITS in one round > RESIST
KNOCKED OUT
Current HITS <= 1/2 Max HITS
-1 to all
Current HITS <= 1/4 Max HITS
-2 to all

Dying

 
0 HITS = dying

Begin taking 1 hit automa­tically per phase while at 0 or less HITS.

When total loss is = 2 * BODY stat, you are DEAD

Healing

Healing Rates
STUN point recovery
- Restore 1 point/­point of recovery stat per phase you rest

HIT point recovery
- Restore 1 point/­point of recovery per 24 hours rested

STABILIZE
- Physician skill can roll to stop the death spiral.
- Difficulty target is 2* Current HITS below 0 (ex. you are at -4, so the target is 8)
 

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