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they're done right, your combats will get the Actors'<br />

adrenalin pumping.<br />

ROUGHNESS<br />

The importance <strong>of</strong> a particular combat should also<br />

effect how serious the Director allows it to be. If the fight<br />

in question is incidental to the Mam Plot, then you<br />

probably won't want to hurt the Actors too much. After all,<br />

if you kill them <strong>of</strong>f in a minor bar room brawl, then there<br />

will be no one left to see the rest <strong>of</strong> your brilliantly crafted<br />

story. On the other hand, if this is the confrontation, the<br />

one your Episode has been building towards, then you<br />

should take <strong>of</strong>f the kid gloves and really make them earn it.<br />

SCALING TRAITS<br />

The Scaling <strong>of</strong> Traits has effects both upon the<br />

determination <strong>of</strong> Success and Failure in combat, and<br />

upon the determination <strong>of</strong> its Results (ie., the portrayal <strong>of</strong><br />

the events). We'll deal with Success and Failure first.<br />

Success and Failure<br />

The Scaling <strong>of</strong>Traits acts as a cap upon the possible<br />

Success and Failure <strong>of</strong> actions. In other words, there are<br />

some differences in Trait Ranks that will simply require<br />

that one side Succeeds, while the other does not. Return­<br />

ing to a previous example, a normal man simply Fails<br />

when he attempts to stop a rushing locomotive train.<br />

Similarly, under most Scaling, there is no way to fairly win<br />

an arm wrestling match against a Strength <strong>of</strong> '1 0.0', when<br />

you've got a Strength <strong>of</strong> '3.0'<br />

Results<br />

Scaling also effects the portrayal <strong>of</strong> combat, by<br />

determining how grandiose or mundane that portrayal<br />

should be. For example, using a fairly 'normal' Scale, a<br />

persona with a Strength and Stamina <strong>of</strong> '3.0', (that <strong>of</strong> an<br />

average human), hit in the gut by an antagonist with a<br />

Strength <strong>of</strong> '8.0' (that <strong>of</strong> a power lifter), will most likely<br />

crumple to the floor, and perhaps even be knocked out by<br />

the blow. But on a 'superheroic four color comic book'<br />

Scale, the persona with the Strength and Stamina <strong>of</strong> '3.0'<br />

(still average human), will probably be knocked out <strong>of</strong> the<br />

ball park and instantly killed, by a punch delivered by<br />

someone with a Strength <strong>of</strong> '8.0' (now capable <strong>of</strong> lifting<br />

buildings). Basically, the steeper your Scale, the more<br />

impressive the descriptions pulled <strong>of</strong>f the Resolution<br />

Flowcharts should be. Take a look now at the Combat<br />

Resolution Flowchart. The last entry on that chart, from<br />

the outcome 'Let them know they've done well', at Very<br />

Capable, reads ...<br />

88 Theat,-lx - The Core Rules<br />

"Kiyaaaal" Yeah, right pal. Crack! .. ThUd' Nice impact<br />

This is a fine description for a 'normal' Scale.<br />

However, on a 'superheroic' Scale, you would need to<br />

modify the example, ReScaling it to read something like<br />

this ...<br />

'Kiyiiaaal"<br />

Yeah. ri<br />

g<br />

h t pal Crack!!! Sky. ground, bounce. bounce, bounce.<br />

• Building! Thoom• Nice 1mpaC1I )•<br />

SETTING<br />

Like Scaling, the Setting <strong>of</strong> a particular Chronicle<br />

also has a big impact upon the determination <strong>of</strong> Success<br />

and Failure, and the portrayal <strong>of</strong> the combats within it. The<br />

Setting determines the 'code' <strong>of</strong>fighting, which is the 'feel'<br />

<strong>of</strong> combat agreed upon by the Troupe, ie. what is and is<br />

not appropriate for each conflict. This includes what<br />

weapons are appropriate, how they are used, and when,<br />

as well as how damage is handled, ie. graphically, realis­<br />

tically, or more heroically. We'll handle each <strong>of</strong> these<br />

factors now in more detail.<br />

Flavor<br />

What flavor <strong>of</strong> combat is allowed, or approved <strong>of</strong>, in<br />

your Setting? For example, is it more appropriate to swing<br />

from the chandeliers, or to keep both feet firmly planted<br />

on the ground? Is it more appropriate in your genre to<br />

shoot your opponent while he's barely visible, or to get up<br />

close and personal? Is it more desirable to kick them while<br />

they're down, or to always give a fallen foe the chance to<br />

surrender? An Actor attempting actions which move<br />

against the grain <strong>of</strong> the Setting should be more prone to<br />

Failure. Similarly, an Actor acting in accordance with the<br />

mores <strong>of</strong> a Setting should be prone to greater Success.<br />

Weapons<br />

Such mores can also determine how a weapon is<br />

used, and how useful that weapon is. For example, in a<br />

swashbuckling story, the combatants shoot their flint­<br />

locks as they move into sword range, more for dramatic<br />

effect than anything else. Alternatively, in a modern war<br />

story, your automatic rifle toting characters are going to<br />

laugh at anybody swinging a melee weapon. However, in<br />

a fantasy Setting, a simple bow is the closest any charac­<br />

ter is going to come to long ranged combat. Most Chronicles<br />

have fairly strong rules; a sort <strong>of</strong> physics <strong>of</strong> combat. The<br />

trick is to decide, with your Troupe, roughly where your<br />

Chronicle lies. Once again, any Actor using a weapon in<br />

a manner congruent with the 'code' <strong>of</strong> a Setting should<br />

have an easier time <strong>of</strong> Success. Any Actor ignoring the<br />

'code' <strong>of</strong> the Setting should be met more <strong>of</strong>ten by Failure.

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