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characteristics

By Anne Ward,2014-05-21 07:13
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characteristics

    A Role-Playing Game Based on the Cult Television Series

    by: Hector Rene’ Segovia

    POWERED BY FUZION? 1.0 Forward (About the Fuzion? System)

     This game uses a unique rules system called Fuzion?, a unified set of roleplating rules combining the best of the Hero System? (Champions) and Interlock? (Cyberpunk?, Mekton Z?). Not only can Fuzion? be adapted to cover nearly every

    time, place, or setting, but it also has the ability to utilize existing Hero? and Interlock?

    rules and materials if marked Fuzion? Capable, it can be used as part of the Fuzion? system.

     Fuzion? is the FUZION Labs Group? trademark for its multigenre game system.

    All rights reserved under International Copyright. All situations, incidents, and persons

    portrayed within are fictional and any similarity without satric intent to individuals living

    or dead is strictly coincidential.

Visit the Fuzion? website at http://www.herogames.com/fuzion/index.phtml

1.1 Induction

    “I! I! I!”

    Open your mail… what do you see? You see a number for your home, a number

    for your phone, for your social security, credit card, debt accounts, memberships… other

    than your family, have you ever been able to get anything from anyone based solely on a

    name? I challenge you to open a bank account without any numbers. No matter where

    you go, your sense of identity is lost in the sea of information and you become, simply, a

    number. There is no more individuality, only clusters of numbers.

    The Television series was a mockery of civilization and its

    attempt to remain civilized. Though an extreme point of view, we

    have reached a point that is not far off since its publication and

    television release. When George Orwell wrote 1984, people

    thought him to be crazy to think the government would go to such

    extremes. By the year 1984, they had. Big Brother is an element

    also used in The Prisoner.

    Ok, so what is it all about? First, I will explain the series… then I will hand you

    the RPG. Patrick McGoohan (author and star of The Prisoner) plays a gentleman of a

    highly classified position. Out of the blue… he resigns. In an attempt to understand his

    motive, the government removes his identity and freedom by kidnapping him and making

    him a permanent resident of “The Village”. Though not immediately clear, the Village is

somewhat of a prison, where people are studied and rehabilitated. Rehabilitation,

    however, is not the answer. Nobody leaves the village.

    Upon arrival, he is assigned a number.

    Known only as Number 6, he finds that identity is

    somewhat of a sin on the village. Nobody is to have

    or refer to anyone as a name. In addition, the town

    is in a state of “insanity” where happiness and fear

    run together. Everyone seems to be in a state of

    utopia, but carry a sense of oppression. Number 6

    then discovers the hierarchy of The Village. The

    lower your number, the more important you are.

    Number two is the liaison between the inhabitants of

    The Village, and its head, Number 1. Number 1,

    however, never makes himself known. Who is it?

    What does he do? He has no name, no voice, no face. Number 1 is the ultimate

    habilitated resident. You ONLY know his number, and nothing else.

    Now the reason for the sense of

    fear becomes clear. The Village is the

    Government’s vision of the perfect

    world. But you cannot have a perfect

    world without the perfect laws. It is

    our sense of identity (according to the

    government) that gets us in trouble and

    keeps us from working together

    towards a common goal. So strict laws

    have been placed to keep the people in

    line. Hidden “eyes” both mechanical and flesh watch every move you make in your home and out in the open. There is no

    hiding from them.

    And to enforce the laws, a strange entity that chases you down, swallows you, and

    takes you away to an unknown place. Oddly enough, he is the only thing in the entire

    Village with a name. Known to the Villagers as “Rover”, this weather-balloon-looking

    entity cannot be destroyed or evaded… just obeyed.

    Number 6: What was that?

    Number 2: "Rover".

    Number 6: "Rover" what?

    Number 2: Just "Rover".

    Number 6: Who drives it?

    Number 2: (with a puzzled look) Drives it?

    Number 6: Yes. Who?

    Number 2: (laughs pleasantly) That would be telling.

    “Welcome to the Village”

1.2 Playing the Roll of a Villager or Number 2

    “I am not a number! I am a free man!”

     Believe it or don’t, this game does fit in a genre already in circulation. The Psychosurreal genre is beginning to grow, but would not be complete without The

    Prisoner. This game is explained in a fashion that should be clear to experienced gamers.

    If you do not understand the terminology used, then a psychosurreal game is not for you.

    Try something of the Fantasy, Horror or Cyberpunk genre.

    The series is only a basis for the game. If you ever followed it, then you realize that each episode was a stand-alone event with the same setting as the others. With this,

    it should be easy to realize that there is no background necessary to run a story that

    “Follows the Movie Plot”. There is, however, a few basic rules you should know about

    the village in order to maintain its basic essence:

1) You have no identity, including name, family or previous life. Therefore, a

    character history beyond the village is not only unnecessary, but also unlawful.

    2) Referring to anyone else by anything other than their number is unlawful.

    3) There are no secrets. Any activity that may be construed as an attempt to avoid

    surveillance is considered secret activity, and is therefore unlawful.

     4) Social and Civil disturbances ripple the pond. Anything that may be damaging to

    the village in its wake is unlawful.

    5) The Village is not without mercy. Some may be given chances, then again, some

    may not. Do not risk it.

     If you notice, the rules are pretty open-ended. This leaves much for interpretation

    to Number 2 (the GM). And that’s how it should be. Everyone should live in fear of

    how Number 2 interprets your actions. All other aspects of the game are up to you,

    Number 2. Who would have known such open-ended rules could be so strict?

2.0 Creating a Villager

    “We want information. Information. Information.”

    “Who are you”

    “The new Number 2.”

    “Who is Number 1?”

    “(avoiding the question) …You are Number 6” “I am not a number! I am a free man!” “(laughing)”

    The Fuzion? system is very simple,

    especially if you have already played one of the

    games mentioned in the FORWARD. If you are not

    familiar with it, it is suggested (but not required) that

    you read it. This game is a stand-alone game and

    contains all the information needed to play it.

    This section assumes you are playing the role

    of a Villager. It, however, contains information

    important to those who will be the game’s Number 2.

    All information about your villager is recorded on

    your character sheet.

    The first thing to be recorded will be your number. Roll 1d20 and add 20 to the

    result. “Isn’t this kind of high compared to Numbers 1 & 2?” Yes, we planned it that

    way. To become number 2 is to practically become the Prime Minister of England. You

    are simple residents of a rehabilitation center known as the Village.

    This number determines many things. It determines what you eat, what you get,

    where you are allowed, and if you are respected. Record the number in its place on your

    character sheet.

2.1 Characteristics

     Now we must create your characteristics. What’s a good number? Characteristics are the basic essences that create a person. 1-2: Everyday How smart are you? How strong are you? There are nine characteristics: Intelligence, Willpower, Presence, Technique, 3-4: Competent Reflexes, Dexterity, Constitution, Strength, & Body. You 5-6: Heroic have 36 points to spread among these characteristics. You 7-8: Incredible must have at least 1 point in each characteristic, and none of them may be above 6. When a characteristic reaches 7, it 9-10: Legendary

    becomes less realistic and more “superheroic”. These also

    have a proper place on the character sheet.

MENTAL GROUP

    Intelligence (INT): This is your character’s ability to be clever, aware, learn, and perceive the world around him.

    Willpower (WILL): Determination & courage rolled into one. Presence (PRE): Your ability to portray competence. It also effects how

    others perceive you and if they are impressed or not. COMBAT GROUP

    Technique (TECH): This is your technical ability to use objects around from tools

    to computers.

    Reflexes (REF): Most combat-based skills fall under this category. This is

    how fast you react to situations and the world around you. Dexterity (DEX): This is your ability to use your body. Acrobatics, Jumping,

    Dodging…. all fit under Dexterity.

    PHYSICAL GROUP

    Constitution (CON): Your body’s ability to endure the wear-and-tear of life is measured under Constitution. Drug resistance, endurance, and disease resistance fall under this.

    Strength (STR): Endurance and Strength are Apples and Oranges. They are

    two completely different fields. A strong man can still be susceptible to drugs more

    than a 92lb heroin addict. This is your characters overall burliness. Body (BODY): Beyond constitution, your body can only take so much

    damage before it fails. Body determines how much damage you can absorb before

    it begins to hurt you; and how much you can get hurt before you die.

    With these, we can fill un the variables. Under Save (SAVE), place the number

    you have in your Body Characteristic. Under Body Type Modifier (BTM), compare your

    BODY with the chart below and place the result in the box.

Body Type Modifier

    1-2 -- +1 5-6 -- -1 3-4 -- 0 7 -- -2

2.2 Skills

     Every character starts with a set of skills called Everyman Skills. Everyman

    Skills are those skills that are basically innate abilities. Record them on your sheet:

    Perception, Concentration, Persuasion, Athletics, Teaching, Local Expert, Hand-to-Hand,

    and Evasion. Each of these skills start at 2. You now have 18 points to add among them.

    No skill may start above 5.

     Now add your values under INT and REF. The result is the number of points you

    have to purchase skills

    .

     FIGHTING SKILLS

    Evade DEX TECHNIQUE SKILLS Hand-to-Hand REF Bugging TECH Melee Weapons REF Demolitions TECH

     Electronics TECH

    Forgery TECH RANGED WEAPON SKILLS

    Gunnery REF Gambling TECH Heavy Weapons REF Jack of All Trades TECH

     Lockpicking TECH

    Mechanics TECH AWARENESS SKILLS

    Concealment INT Paramedic TECH Concentration WILL Security Systems TECH Deduction INT Weaponsmith TECH Lip Reading INT Perception PER PERFORMANCE SKILLS Shadowing INT Acting PRE Surveillance INT Disguise TECH Tracking INT Mimicry PRE

     Oratory PRE

    Performance PRE CONTROL SKILLS

    Animal Handler INT Singing PRE Driving REF Slight of Hand PRE Pilot DEX Ventriloquist PRE Riding DEX

     EDUCATION SKILLS

    Bureaucratic PRE BODY SKILLS

    Acrobatics DEX Business INT Athletics DEX Computers TECH Climbing STR Criminology TECH Contortionist DEX Cryptography INT Stealth DEX Education INT

     Espionage INT

    Expert INT SOCIAL SKILLS

    Bribery PRE Languages INT Conspiracy INT Local Expert INT Conversation PRE Navigation INT Interrogation PRE Professional INT Leadership PRE Research INT Persuasion PRE Science INT Seduction PRE Survival INT Streetwise PRE System Ops TECH Trading PRE Tactics INT Wardrobe & Style PRE Teaching PRE

2.3 Gear

     Life in The Village is both primitive and modern. Technology is up to date, but its uses and availability are lacking. Hidden cameras and electronic surveillance systems constantly monitor a world where cell phones are no where in sight. Vehicles are also a mix of modern and primitive. They require no fuel because they use solar cells. When not in use, the cells charge a battery that is used during the night. However, these vehicles can’t go over 25 miles per hour. This limitation in speed is by choice to prevent

    any attempts to escape. (Not that there is a place go. Some theorize that this place isn’t even on Earth. One thing is for sure, if anyone has escaped, nobody ever found out.).

     Your access to gear depends on your number. If you are capable of having access to such an item, chances are, you can have it. The following items are available in the village. Items marked with a “*” are immediately available for characters (provided they have the proper number). If there is not a “*” next to it, then it requires an application detailing the purpose. You may obtain items of a number higher or equal to your range. Lower numbers are reserved for more important residence. Anyone above 50 usually are pretty useless and considered insane.

50-30

    Binoculars* Lantern*

    Camp Stove* Lighter*

    Canteen* Meal*

    Clock* Home*

    Flashlight* Minor Home Utilities (i.e. Broom, Mop, Dishes (No Knives)*

29-20

    Drink in a bar* Mechanic’s Tool Kit

    Dried Food Rope*

    Electrician’s Tool Kit Phone*

    First Aid Kit Swiss Army Knife

20-10

    Audio Recorder Electric Powered Car

    Camera

    Personal Computer

    Two-Way Radio

    Video Camera

10-5

    “Bug”

    IR Goggles and Flash

5-3

     “Bug” Detector

    “Bug” Jammer

3.0 The System

    SKILL TEST

    Number 2 Number 2 assigns a skill and difficulty

     EX. To turn a tight corner

     Driving REF Difficulty 15

Villager Combines the skill with the Characteristic and rolls a d10.

     Driving REF d10

     2 6 7

Result Difficulty Total Result

     15 15 Success!

CRITICAL SUCCESSES/FAILURES

    When a player rolls a 10 on a d10, the act is considered an Open-Ended Roll.

    This means he/she may keep their current result and roll again, adding to the total. This

    continues until a number other than 10 is rolled. This gives players to perform tasks that

    normally could not be possible due to “lucky shots”.

    EX. A player is trying to throw a stone through a window 100 feet away and hit a

    television screen inside. The difficulty (for this unorthodox situation) would be near

    impossible (probably around 25).

    Skill Characteristic Roll on a Total Difficulty Result

    Athletics DEX d10

    4 7 10 + + Rolled again 6

    = Die Total 16 27 25 Success!

     Relative Difficulties

     5 A monkey could do it

     10 Easy

     15 Average

     20 Difficult

     25 Near Impossible

    3.1 Damage and Dying

    Unlike most games, this one does not have

    hit points. Instead, all players have the same

    Stun Stun -Stun -Stun -amount of “Life” left in them. This is recorded in 1 2 3 the damage chart. When a player takes damage,

    they mark the boxes off, starting with the upper left.

    Stun -Mortal Mort -Mort -Once a player runs out of boxes, they can no longer 4 1 2 take damage (but may still live). Don’t forget to apply the Body Type Modifier. A

    negative modifier will remove that much damage, where a positive one will add damage.

    Typical hand-to-hand damage does 1d4+inversed BTM.

    EX. The inverse of a BTM of 1 is +1. So a roll of a 3 on a d4 (+1) =4.

    Every time a player takes damage, they must make a stun check. This is done by

    rolling a d10. The desired result is to roll equal or below your SAVE. There are

    modifiers though. The more damage one has taken, the more susceptible a player is to

    death. A stunned player may not act for 1d4 rounds. Once a player reaches the “Mortal”

    stage, the must make 2 checks. The first is a Stun check, which will remain at SAVE-4.

    The second is a Mortal check. Failure on a mortal check is death. Lets look at a worst-

    case-scenario:

    EX. This player has suffered quite a bit of Stun Stun -Stun -Stun -damage. Currently, they are at Stun-4 and Mortal. 1 2 3 Let’s assume he has a body of 6 (which means his

    SAVE is also at 6). Then currently he must make 2 Stun -Mortal Mort -Mort -rolls. 4 1 2

The Stun Check

    With a SAVE of 6 and damage worth Stun-4, he must subtract 4 from his save

    (not permanently, so don’t make any changes to your SAVE) and roll equal or below to

    the result. In this case, he must Roll 2 or less on a d10. This guy is incredibly lucky and

    has rolled a 2.

    The Mortal Check

     Currently, there are no modifiers to his SAVE in a mortal check, so he must roll

    equal or below his SAVE in order to live. With a body of 6, he must roll a 6 or below.

    Unfortunately, he rolled a 4. Our player has died.

    With this, you should be able to play a game of The Prisoner without any trouble.

    This game strays slightly from the Fuzion? system and moves more towards the

    Interlock? system. But it works well.

    4.0 Notes for Number 2

     The Village is entirely self-contained. All supplies and facilities are there. When

    running a game, nothing should be straight forward. The game should not be so surreal

    that you are watching Yellow Submarine all over again. In fact, it should be just like any

    other, but without any campaignable purpose. The moral (or underlined meaning) of the

    Adventure should be hidden.

    4.1 Experience and Advancement

     A player may also receive TMP’s,

    or “Trouble-Maker Points”. Failure to

    comply with Village regulations will result

    in such points. After 10, the “Rover” will

    come looking for you. And it never fails.

     There are also Plea-Counters, or

    PC’s. Each player gains 3, and may be used

    as such:

     When a player reaches 10 TMP’s or

    attempts to escape, the Rover is soon to

    follow. However, A player may attempt to “Plea” his way out of death. This is simply a

    50/50 chance. The player rolls a d10. On a 1-5, the Rover returns him to the Village (or

    leaves the player alone if they are already located there), and reduces their TMP’s to 9 (if

    TMP’s were the reason for the Rover’s appearance). If escape is the reason, then he will

    receive 3 TMP’s.

    Contrary to TMP’s, Experience (known as

    Rehabilitation Points, or -RP-) should be given for creative

    visualizations and understanding. If the players understand

    the underlined meaning, then they should get experience.

    Solving puzzles should earn experience as well. Experience

    can be used to lower your number and move higher among

    the ranks. Nobody may reach Number 2 (as it is reserved for

    the GM.) A player moves 1 Number lower for every 20 RP.

    They may only move one Number at a time (per game) provided that the Number is not in use. If it is, then there are only two solutions. Get

    him promoted, or secretly kill him to make way for your promotion.

So… Who IS Number 1?

    That would be telling. Watch the film!

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