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Success Value is most commonly used to determine damage delivered. In Fuzion, weapons have a DC rating and that represents how many d6 the player rolls for damage when he hits. However, this means that no matter how well or poorly he hits his opponent, the damage is completely random. Thus a graze (hitting by 1) can deliver the same amount of damage as a solid hit (say, hitting by 5). With BoxCar, a good hit is a good hit. You will multiply the SV (up to 6, the same range as a d6) times the DC of the attack. Thus a solid hit (say hitting by 5), will deliver 5 times the DC of the weapon. Example: Shark is a cutthroat pirate. He has an AV of 12 when wielding his sword. His opponent, Kali, has an AV of 10 when using her dagger. They square off with Shark as the attacker and Kali as the Defender. They both roll 2d6. Shark gets a total of 21 and Kali gets a total of 18. Shark has an SV of 3. His sword DC (including Strength modifiers) is 8. He will deliver 24 points of damage to Kali.
Example: 12 points of damage is delivered to a Hero that has a Body of 5. Look at the first row of the table. This will automatically be calculated for you by the character sheet.
Go across the top row until the number in the box is higher than the damage taken (15). Go back one box (10) and drop down to the bottom row. The number in that box is the damage taken (2). The remainder of damage is thrown away. Look back at the table again and do this for 4 points of damage. As you can see you don't even get to the first box. No damage taken. In actuality, the damage is taken but it is not considered to be enough to matter. Unless its enough to affect the Hero then it doesn't matter. This is the cinematic portion of the damage system. On the Hero sheet you will apply your damage to the appropriate area and it will let you know if there are any secondary injuries to worry about (like a broken limb or a vital hit). Vital hits can result in instant death but always result in an eventually fatal wound if left untreated. This makes for a realistic but still cinematic and fun game. Plus, it allows for broken bones, severed heads and limbs, and all around brutal mayhem! Most of all, it really adds to the combat experience. Every single play tester has loved this system. They find it a little bulky at first but after one battle, they completely get it and truly enjoy it. You can actually hear the flesh shredding and the bones breaking in your minds eye. It feels like real combat and moves very smooth and swift. In one play testing session, lasting about an hour, we managed to conduct 4 one-on-one combats between two heroes. Detailed combat example coming soon... |