TASK RESOLUTION


 


Time Movement and Actions

Now that you've created a character, its time to use him or her in the gaming environment. This means learning how Time (and Turn Order), Facing, Distance and Movement work in the Fuzion system.

It's FUZION TIME!
Fuzion uses two ways of measuring time. The first, Roleplaying Time, works just like it does in real life; dividing reality into seconds, minutes, hours, days, weeks, etc.

The Time Table

1 phase = 3 seconds

1 Round=12 seconds

5 Rounds= 1 minute

5 minutes

20 minutes

1 hour

6 hours

1 day

The second way, Combat Time, is far more exacting. In Combat, time is divided into 3 second combat PHASES. Anything that takes longer than a phase is considered to be a long action, and will take at least 12 seconds to complete. In extreme cases, you may even want to use minutes or hours to describe especially long actions.

Who Goes First?
Each Phase, every player(who isn't unconscious or otherwise out of the fight) gets to do something during the phase. But who goes first? This is decided by determining initiative.  At the beginning of each phase, each character rolls 3 dice and adds their REFLEX Characteristic. The character with the highest total acts first for that phase (they are also allowed to hold their action and act later in the phase.) The character with the next highest total acts next and so on. Roll an additional die to break ties; high number goes first.

Once the phase order has been determined, each character takes their TURN. Then the next character gets a chance to do their action, until all characters have had their chance to act. Then the sequence begins again with a new phase.

 

So It's My Turn. Now What?
Once your turn comes up in the phase, you can start taking ACTIONS. Actions are basically things you can do within the span of a few seconds, like use a weapon, dodge, or even start an Action that may stretch over several phases (like picking a lock).

What Can I Do As An Action During My Turn?
You can do one thing each Phase. This could include:

ATTACK MOVE DODGE NON-COMBAT ACTION

Each one of these things would be considered an Action.

Free Actions
These are things you can do automatically, without spending any of your Actions. An example would be standing up, using Breakfall. To be sure, ask the GM of your campaign what Actions are free in his game.


DISTANCE & MOVEMENT

Facing
Facing is the direction you are pointing. Since many Fuzion games are played "in head" (without maps), the rule is that you can face anything positioned forward of your shoulders.
When using a standard gaming hex map, characters can normally "face" through any three adjacent sides (not corners) of the hex they are standing in.

Line of Sight and Firing Arc
Facing is only part of the story. The other part is whether or not you can actually see (and attack) your intended target. This is called Line of sight.

Shooting Blind
When something is between you and your target, it blocks your line of sight. You may still shoot at it (assuming your weapon can penetrate the obstacle), but will have to attack blind (making a Perception Roll with a Difficulty Value determined by the GM. A successful roll allows you to shoot at a -2 to your REF; an unsuccessful roll increases this to -4.)

Partial Cover
An obstacle may also only partially block your line of sight, allowing you to try and shoot around it. Determine how much of your target is exposed, then reduce your Attack roll as below:

DISTANCE & MOVEMENT

Distance in Fuzion can be measured in either meters or yards (we admit to fudging the numbers a bit to allow us to use the same values for each; in reality a meter is slightly longer). Measurements will always be listed in both, usually with the abbreviation "m/yds". Either way, you should pick one unit of measure and stick with it.
Movement is the distance a character can move in a phase-this value is always determined by your MOVE characteristic. As a rule, there are two scales of Movement used in Fuzion. The first scale is Figurative Movement; the raw MOVE score compared to another MOVE to see which is faster overall. This is best for simple speed decisions.
The other is Literal movement; a measurement of actual distance. This is best for realistic distances. As a general rule:

Movement Rules
A few basic rules govern how you move during a phase:

In Fuzion, objects accelerate or decelerate at a rate of 10 MOVE per phase.
You may not move (or shoot) through any solid person, object or thing.
Your movement will be slowed by the type of terrain you cross over. Terrain is rated as Easy, Rough and Very Rough and reduces your overall MOVE characteristic in the following manner:

Note: that the roughness of the terrain doesn't mean that it's full of rocks; just that it's hard to cross. Rough terrain could include choppy waves, turbulent air, or light brush. Very rough might be mud, snow, ice or thick brush. Easy would be grass, sidewalks and open skies.

The terrain type is decided on by the GM, and is based on the majority of terrain you will be crossing over that phase. For example, if you ran over 4 m/yds of Easy terrain and 6 m/yds of Rough, the GM would probably rule that you were moving through Rough Terrain that phase.

TAKING ACTION
Whenever your character tries to do something(called taking an Action), there's always the question of whether he'll succeed or fail. Sometimes the task is so easy that it's obvious; for instance, taking a step forward without falling down. In those cases you'll just tell the GM what you're doing, and no die roll is needed.

But if you're trying to take a step on the deck of a ship pitching wildly in a driving rainstorm, walking might be very difficult indeed. That's where TASK RESOLUTION comes in. All tasks in Fuzion are resolved with the same formula: take the relevant CHARACTERISTIC and add to it the relevant SKILL, resulting in an ACTION VALUE [AV] Then add a die roll to your AV to create an ACTION TOTAL [AT]. Compare the resulting AT to a Difficulty Value. If you equal or exceed the Difficulty Value, you succeed!

The formula is:

Your AV (CHARACTERISTIC+SKILL) + a DIE ROLL

vs. the DV (DIFFICULTY VALUE) + 10 (or a DIE ROLL)

WHICH CHARACTERISTIC DO I USE?


Usually common sense will tell you what Characteristic to use:
INTELLIGENCE Memory, problem solving
WILLPOWER Ability to face danger, fear, stress
PRESENCE Interactions with others.
TECHNIQUE Manipulating tools, instruments
REFLEXES Fighting and driving/control skills
DEXTERITY Physical Abilities. Dodging, athletics
CONSTITUTION Resistance to pain, disease, shock
STRENGTH Muscle mass and physical power
MOVEMENT Running, swimming feats
...or the GM can decide if it's in dispute.

WHICH SKILL DO I USE?
The GM will usually decide which Skill fits the task best. Example: when attacking with a weapon, use the Weapon Skill for that weapon or Hand to Hand if you're using your fists. If Driving a car, use your Driving Skill instead, and so on.

WHAT'S THE DIFFICULTY VALUE [DV]?
The DIFFICULTY VALUE [DV] is a number you must roll equal or higher than with your combined ACTION VALUE and a DIE ROLL. DIFFICULTY VALUES come in two flavors: OPPOSED and UNOPPOSED:

Opposed:
When attempting a task against another character, such as attacking someone, the DIFFICULTY VALUE (aka DEFENSIVE VALUE)is determined by the CHARACTERISTIC+ SKILL of the character opposing you.

Unopposed:
When attempting a task involving non-living objects or an ability, the DIFFICULTY VALUE is given to you by the GM, based on how tough he thinks the task is. These DVs do not add die rolls or a value of 10. They are determined by using the Universal Difficulty Value Table below:
Description DV Description DV

 Challenged  10  Exceptionally superheroic  42
 Everyday  14  Incredibly superheroic  46
 Competent  18  Legendarily superheroic  50
 Heroic  22  Cosmic  54
 Incredible  26  Competently cosmic  58
 Legendary  30  Exceptionally cosmic  62
 Superheroic  34  Incredibly cosmic  66
 Competently superheroic  38  Legendarily cosmic  70

In general, if a character has a Heroic Characteristic and an Heroic Skill, he has about an even chance to succeed at a Heroic task. GMs should use these values as guidelines; feel free to use Modifiers to make it more or less difficult.

Difficulty Values, The Easy Way
If the GM doesn't have the Universal Difficulty Value Table handy, there's an easy way to get the right Difficulty Value: Ask the player for their Action Total, then assign a Difficulty Value in relation to that total: A really easy task adds -4 or -3 to the DV, an easy task adds -2 or -1, a tough task adds +1 or +3, and a really tough task adds+5 or +6.

Or Do You Even Need to Roll at All?
The GM can also choose to automatically count as a success any task where the player's Characteristic+Skill total already meets or beats the Difficulty Value.

USING YOUR SKILLS
Using your Skills is the most common kind of Action outside of Combat. The first step in using a skill is determining what Characteristic you're going to use and what Skill to pair it up with when you do something:

WHAT CHARACTERISTIC DO I USE?
In general, common sense should tell you which Characteristic to use for a particular task, or the GM of your campaign can decide if there's a dispute. However, the following guidelines will usually apply in almost any case:
The most important thing is to look at the type of task you're trying to perform first. This will determine the most applicable Characteristic upon which to base your Skill. One side effect of this method is that you may often find the same Skill being combined with different Characteristics, depending on circumstances and the way in which you want to use that Skill. For example, if you're playing a piece of music and trying to make it technically perfect, you might use your Technique characteristic in combination with your Performance Skill. But if you were trying to sway an audience to tears with the beauty of your playing, you could use your Personality Characteristic in combination with your Performance Skill instead. Each uses the same Skill, but each choice stresses very different aspects of using that skill!

WHAT SKILL DO I USE?
The overriding rule here is that the GM will always be the final arbiter of what Skill should be used to make an attempt at a task. Beyond that, common sense is the best guideline. If you're using a weapon, your Skill choice may be pretty simple; use the Skill that describes the weapon best. But if it's an interpersonal issue, you may be able to convince your GM to give you a lot more leeway; maybe your Social Skill may be far more useful in convincing the gang leader to release the hostages than your Persuasion, especially if you can call upon a little known gangland code that requires he honor your request! The ability to bend Skills around to fit circumstances allows you to use one of the best strengths of the Fuzion system: flexibility.

When You Don't Have a Skill
Sometimes, you just don't have a Skill to use. In these cases, there are two options the GM can use. The first is the Outta Luck option: you just don't get a Skill to add to your characteristic. You just don't know anything about what you have to do, and you're totally relying on a Characteristic and dumb luck (a good time to use that LUCK you've been hoarding).
The second route is the Cultural Familiarity option. In most societies, there are very few things that can be done that aren't described in some manner or other; people shoot guns in movies; legends describe how the hero used his sword, Tom Clancy novels tell all about how submarines work. Cultural Familiarity assumes the more widely educated you are, the more chance you may have run across something relating to what you're about to attempt. Therefore, whenever you don't have a Skill that will apply, you can gain one point for every three points of Education you currently have. And since most people start with at least 2 points of Education, one point of ADDITIONAL Education may be enough to get you a start. Use of the above rule is, of course, subject to the decision of the GM.

IMPROVING Skill Use
Besides the basic ways of using skills, there are a few other variations that can improve your chances:

Trying Again
If you fail a Skill Check, you can't try again until your check has improved for some reason; you took longer, used a better tool, or made a complementary Skill Check.

Complementary Skills
A Complementary Skill Check is where the use of one skill directly affects the use of a subsequent skill. For example, if you were a singer and needed to sway a crowd, a very good Performance check would make the swaying (Persuasion) a lot easier. As a rule of thumb:

1) At the GM's discretion, a good roll in one skill may have a bonus effect on the subsequent use of a related skill. This bonus will be in a ratio of +1 additional bonus point for every 5 points the related skill succeeded by. Example: Sue wants to convince Bob to go out with her(Persuasion).By making a really good Wardrobe and Style roll, she could increase her Persuasion by dazzling Bob with her sexy wardrobe.

2) As a rule, this bonus will usually only affect a subsequent attempt once. One really high Wardrobe and Style roll won't allow Sue to convince Bob to marry her; it just helps get her the date. The rest is up to fate.

3) As a rule, this bonus should only involve the interaction of one skill attempt on one other Skill attempt.

Taking Extra Time
Taking extra time can also give you a bonus to your Skill Roll. For every level on the Time Table used beyond the amount of time the GM assigns to the task, add +1 to the Skill Roll. Example: The GM says a task will take 1 minute. If the character takes 5 minutes to perform the task, he gets a +1 bonus to the Skill Roll.

The Time Table
1 phase = 3 seconds
1 Round= 12 seconds
5 Rounds= 1 minute
5 minutes
20 minutes
1 hour
6 hours
1 day

Critical Success
A critical success is when you get lucky and manage to succeed at something you normally would have no chance in Hades to accomplish. In game play, this is simulated by allowing you to roll additional dice which are then added to the original roll to enhance it's effects.  On a natural roll of 18, roll two additional D6's and add this result to your original roll.  On a natural roll of all 1's, roll two additional D6's and subtract the result from your first roll.