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)