BoxCar Attributes are quite different from Fuzion on the surface but are in actuality the same thing, just reorganized. The table below shows the Attribute layout for BoxCar. Even though it looks very different, you could still use a Cyberpunk Character as-is in a Mythic Steel campaign (inter-dimensional adventuring anyone?).

Fuzion Attributes Trans-Fuzion BoxCar Attributes

Attribute Type

Strength Direct Strength Primary
Constitution Name Change Health Primary
Body Direct Body Derived: Average of Strength & Health
Dexterity Name Change Agility Primary
Reflexes Name Change Sync Primary
Technique Name Change Craft Derived: Average of Sync & Wits
Intelligence Name Change Wits Primary
Willpower Name Change Mettle Primary
Cool Name Change Presence Derived: Average of Wits & Mettle
Move Direct Move Derived: Average of Strength & Agility


Why so much change? My system was imagined many years ago [1994-ish] and this was the only way to layer it over Fuzion. I believe these changes are for the better and it is my hope that you will agree. The best part is that if you don't, you can still use the standard Fuzion names and mechanics to reach the same end. You will have to use different numbers for character generation and we will include those variables in a download at this web site once the book is released.

Conversion from Fuzion to BoxCar is easy. The chart below shows exactly how its done. It is pretty much a name change or direct conversion. For permanent conversion of the Hero you will want to actually transfer points over from BoxCar derived stats but that is simple as well. That will be detailed in a downloadable file or you can use the Excel file we developed that does it for you automatically.


I had to revamp the skills to reflect a fantasy world and some of the unique aspects that Mythic Steel brings to the table. For the most part skills work the same but there is one major change that, as with everything else, can be seamlessly substituted using standard Fuzion rules. Skills are now broken down into Primary and Secondary categories. Basically you will purchase a primary skill (like Melee) and then purchase Secondary Skills under it (like Swords or Hafted). Both of these skill levels are added to the Attribute to determine AV. Secondary skills cannot be higher than the level of the Primary Skill. Thus if the Hero has a Melee Skill at level 3, none of his Secondary skills can go above 3.

Why? This creates a more realistic approach to skill design. It acknowledges the fact that someone who is an expert at one skill will be able to use some of his training in a related skill.

Example: Shark is Level 4 in the Primary Skill - Melee. He is also Level 3 in the Secondary Skill - Sword. This effectively makes him Level 7 (Primary 4 + Secondary 3) when using a Sword. If he were to learn the Secondary Skill - Hafted, upon reaching level 1 he would effectively be level 5 (Primary 4 + Secondary 1) when determining his AV.

This makes sense because someone who already knows how to move in combat does not have to relearn these things just because he changes weapons. He does need to do some relearning and that is reflected in the fact that he has to buy levels for the secondary skill. Their are safeguards built into the system to avoid abuse, such as difficulty modifiers for not having any level in the Secondary Skill.

Let me repeat, just for complete clarity, you can still use standard Fuzion skills if you like. You will have to do some tweaking to make them work with the skill packages but it's not that big of a deal.


If you don't know what Merits and Flaws are then you probably haven't play many RPGs. They are basically neat little extra abilities or flaws to further set your Hero apart from everyone else. There are so many of these gems (tons!) you're going to go bonkers, in a good way. I do them a little differently but they should be easy to port over to Cyberpunk or any Fuzion campaign.


Disciplines differ from Merits and Flaws in that they are trained abilities or conditioning. Thus, the Hero can purchase them after the game has started. They differ from skills in that they are not something that is rolled. They give the Hero an ability to do something but it is not a skilled task. A classic example would be Combat Sense.


These are neat little tricks that the Hero learns to modify his skills. They are purchased per skill and give him cool new tricks to add to his arsenal. For example, the Stunt - Quick Draw, could be added to the Skill - Sword. Or, the Stunt - Throw could be added to the Skill - HTH. They generally offset some requirement or difficulty for a very specified task.


Traits channel the Hero to perform certain actions. The Director can dictate at any time that the Player rolls to see if a Trait is to be activated. For example, if the Hero has the Trait - Greedy and the party comes across a treasure, the Director might make the Player roll to see if the Greedy Trait gets activated. These are rated in levels and the higher the level, the more likely the trait will be activated. The level can also be modified given the circumstance. In the previous example, the Director could have made the Player roll his Trait activation at +3 because it was a huge treasure.


I have included some Archetypes to spice the game up a bit. These are essentially package deals that give the Hero extra points for certain Attributes, Skills, and Disciplines. This will help to define the Hero from the outset. You do not have to use them but you probably will because they give the Hero more points to spend. This only makes sense anyway, because it reflects the specific, channeled training one gets from choosing a certain profession.