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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.
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