Fuzion Statistics

Primary Statistics

What do the Numbers Mean?

Less than 1 Point: Challenged. This value is most often found in children, elderly people, or those weakened by illness or infirmity. Everyday tasks at this level are difficult.

1-2 Points: Everyday. This is reality on the mundane side. People here are generally out of shape, unremarkable, and not super bright, but they get along in everyday life just fine. Many ordinary people around the world are likely to have some Characteristics at this value. Itís enough to get by on and to do most things (though not very unusual or stressful tasks).

3-4 Points: Competent. This a reality many of us live in; the closest thing to a hero is a good cop, fireman, soldier, or other dedicated citizen. Most healthy adults have some Characteristics that fall into this range.

5-6 Points: Heroic. This is the reality that only a few of us live inóGreen Beret combat specialists, SWAT team members, FBI agents and spies. Most people in this kind of campaign are much better than ordinary -- equivalent to TV heroes; better looking, more competent (and with stuntmen).

7-8 Points: Incredible. This is the level of Olympic athletes, gorgeous super-models, top sports stars, world leaders, and Nobel Prize winners. Characters in this range are among the very best in the world. This is also the realm of low budget action films, where the heroes battle international gangsters and invading aliens.

9-10 Points: Legendary. This is the realm of Hollywood blockbusters, of super martial artists like Jackie Chan, geniuses like Einstein, or action movie stars with a big effects budget and a lot of stunt men. This is a level that only a few ever reach; itís simply the best a human can possibly be.

More than 10 Points: Superheroic. At this point, you have crossed into the realm of the superhuman. Your capability in this area is unbelievable to normal humans.

Fuzion Characters are described using a set of statistics (or characteristics). When two characters are competing in some way, statistics are used to determine who has the better chance of winning.

Statistics are generally rated by a number between 1 and 10. In general, in the Empire of the Thirteen campaign, the maximum value of a statistic is 7 (although a statistic might be higher for certain aliens, or characters with cybernetics).

Mental Group

Intelligence (INT)

INT indicates your cleverness, awareness, perception, ability to learn, and sheer intelligence.

Willpower (WILL)

Your determination and ability to face danger and/or stress. This Characteristic represents your courage and cool.

Presence (PRE)

Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.

Combat Group

Technique (TECH)

Your ability to manipulate tools or instruments. This is not the same as reflexes, inasmuch as this covers the knack of using tools. One character 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)

Your response time and coordination, as used in aiming, throwing, juggling. A western gun slinger, for example, would have a high reflex Characteristic. Most importantly, this statistic determines your chance to hit things.

Dexterity (DEX)

Your 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.

Physical Group

Constitution (CON)

How healthy you are. How resistant to shock effects, poisons and disease. You can be a really big, tough, strong guy and still get floored by a head cold!

Strength (STR)

Your muscle mass and how effective it is for exerting force. The higher your strength, the more you can lift, drag, etc., and the more powerful the blows from your fists and other body parts.

Body (BODY)

BODY indicates your size, toughness, and ability to stay alive and conscious due to physical mass, sheer bloody-mindedness, or other qualities. This statistic also determines how much damage you can take in a fight.

Movement Group

Movement (MOVE)

Your speed of movement; running, leaping, swimming, etc.

Psionics Group

Psionics (PSI)

Your ability to use psionic powers. For most characters, this statistic is zero. GMs might also want to set (relatively low) limits for the PSI of starting characters.

Derived Statistics

Derived Statistics are calculated from Primary Statistics.

Mental Group

Resistance (RES)

[WILLx3]: Your ability to resist mental or psychological attacks or stress; basically your mental "Hits".

Luck (LUCK)

[INT+REF]: Fate acting on your behalf. Each game session you may take points from this Derived Characteristic and use them in other places; to add to important die rolls or subtract from damage. When you have used up all of these points, they are gone until the next game session. Youíve "run out of Luck".

Physical Group


[BODYx5] How much stunning/brawling damage you can take before you are battered into unconsciousness, calculated as points.


[BODY x 5]:How much killing damage you can take before you are dying. Any Armor you have may be subtracted from any Killing damage you take.

Stun Defence (SD)

[CONx2]: How resistant you are to Stun damage; your SD is subtracted from any Stun damage you take.

Recovery (REC)

[STR+CON]: This Characteristic determines how fast the character recovers from damage. You get back this many Stun points each turn when you rest, and this many Hits back for each day of medical attention.

Endurance (END)

[CON x 10]: This statistic represents how long the character can expend energy, whether in physical endurance or in the use of a special ability (like psionics). It is spent in the same way as Hits or Stun points. When it runs out, you are exhausted and cannot do anything more except rest and recover. END returns whenever you take a Recover Action, which restores as much END as your REC (see above).

Movement Group


[MOVEx2]: This statistic indicates how fast a character can move while still taking the effort to avoid being hit in combat.


[MOVEx3]: This statistic indicates the maximum speed of a character who ignores any combat that might be going on.





Other Derived Statistics

The Empire of the Thirteen does not use the following Fuzion statistics: Speed (SPD), Energy Defence (ED), and Humanity (HUM).

Copyright © 1999 by B.C. Holmes. Last updated October 16th, 1999.
Fuzion copyright © the Fuzion Group, 1997. All rights are reserved.
Star Hero and Hero Games are registered trademarks of Hero Games. All rights reserved.

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