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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


Without SKILL
2d6 drop the High die + Attribute

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

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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