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Damage<br />

The 'code' <strong>of</strong> combat also determines how damage<br />

is portrayed in each Chronicle. It dictates how much<br />

damage should occur from a blow, how much that dam­<br />

age should effect each persona, and how such damage<br />

should be represented. For example, do the characters<br />

get really hurt whenever they lock horns, or does the real<br />

pounding only come during the big fight Scenes? Do the<br />

characters arrive at the end <strong>of</strong> each Episode wearing<br />

every scratch and bruise, or can they put on dinner jackets<br />

and head out for the evening, every hair still in place?<br />

Should the Actors feel the punishment endured by their<br />

roles, or does it take major blood loss for them to notice<br />

something wrong? All <strong>of</strong> these are obviously extremes,<br />

but the Troupe's design <strong>of</strong> each Setting should juggle<br />

these concepts to help imbue every Chronicle with an<br />

appropriate feel.<br />

ENVIRONMENT<br />

Along with Scaling and Setting, you'll also have to<br />

take into account the environment in which each combat<br />

occurs. The environment <strong>of</strong> each conflict will dictate the<br />

types <strong>of</strong> maneuvers allowed by your Stage, as well as the<br />

types <strong>of</strong> props available for use by the Actors. We'll start<br />

with a discussion <strong>of</strong> the Stage, and then move on to a<br />

discussion <strong>of</strong> props.<br />

The Stage<br />

You should always maintain a clear mental image <strong>of</strong><br />

the Stage. Sometimes making a few quick notes or<br />

sketches will help. This will allow you to be consistent with<br />

your rulings on the Actors' actions. lfthe Actors are having<br />

trouble imagining a Scene, then it's probably a good idea<br />

to draw a quick map <strong>of</strong> the Stage, showing where the<br />

Actors are in relation to the surrounding buildings, cars,<br />

and other props. Remember that this is a communal<br />

fantasy, so you've got to be sure that, to some extent, all<br />

the participants are living inside the same mental space.<br />

Props<br />

As discussed under the 'Improvisation' chapter,<br />

the Actors are allowed to declare the presence <strong>of</strong> props as<br />

part <strong>of</strong> their improvisational roleplay. Good use <strong>of</strong> the<br />

Stage can create Successes, especially during combat.<br />

The Director is always the final arbiter <strong>of</strong> the appropriate­<br />

ness <strong>of</strong> any improvisation. However, we urge a certain<br />

relaxed leniency towards the use <strong>of</strong> improvisations which<br />

are in harmony with the Chronicle. Simply put, if a<br />

particular prop is appropriate to the present environment,<br />

and within the 'code' <strong>of</strong> the Setting, then we urge you to<br />

allow that prop. If the prop just doesn't seem plausible,<br />

then give the Actor a chance to rationalize its existence.<br />

If the Actor can't produce a believable explanation, then<br />

go ahead and disallow that improvisation.<br />

Some improvisational props are inherent in the<br />

description <strong>of</strong> the Stage. For example, picking up a log to<br />

use as a bludgeon when the fight is taking place in a forest.<br />

Theatrix - The Core Rules 89

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