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descriptions as, 'I swing my sword at the guy.' All that this<br />

will kill is the mood. This is Theatrix, so you're going to<br />

need to use a lot more dramatic license than that. In<br />

Theatrix you describe your attacks with descriptions more<br />

like 'I wait for his swing, parry it over my head with my<br />

shield, and take a full swipe with my mace, aiming for his<br />

legs in order to sweep them out from under him.' Yeah, the<br />

second description is a little longer, but we feel it's well<br />

worth the wait. Just remember to have fun and you'll do<br />

all right Not only that, but if you're not having fun, the<br />

Director is instructed to lean on you hard. No acting, no<br />

action, no Successes.<br />

FIGHTING STYLES<br />

While it may be more fun to embellish in combats,<br />

it's sometimes hard to do. Especially for those <strong>of</strong> us who<br />

lack basic training in modern and historic weapon's<br />

tactics. So we're going to give you a basic framework, <strong>of</strong>f<br />

<strong>of</strong> which you may roleplay through almost any fight, with<br />

almost any weapons. The basic options in any Theatrix<br />

combat are Plain Fighting, All Out Attack, Full De­<br />

fense, and Trickery.<br />

Plain Fighting<br />

With Plain Fighting you're simply doing whatever<br />

is easiest, making attacks <strong>of</strong> opportunity, and keeping up<br />

a good defense. You're not trying anything too fancy, but<br />

you're still attempting to win. You're not going to take any<br />

chances, but you're not going to let any get by you either.<br />

The disadvantage <strong>of</strong> Plain Fighting is that you can<br />

sometimes be caught <strong>of</strong>f balance by a more daring and<br />

ferocious attack (see All Out Attack). You may describe<br />

Plain Fighting as ...<br />

¢ Fencing, Taking a rest. Contending, Keeping<br />

All Out Attack<br />

the pace, Keeping her at bay, Taking her<br />

measure, or Sizing her up.<br />

In an All Out Attack you throw caution to the wind<br />

and go for the most damage you can possibly inflict. The<br />

problem is that you're basically defenseless, and if your<br />

opponent is much better than you, probably in a lot <strong>of</strong><br />

trouble. This is <strong>of</strong>ten the kind <strong>of</strong> action you commit to, only<br />

to realize it was a mistake shortly thereafter. However, All<br />

Out Attacks make excellent finishing moves (putting a<br />

fading opponent out <strong>of</strong> the battle before she has a chance<br />

to recover or get lucky), and an unexpected onslaught <strong>of</strong><br />

this ferocity can occasionally have great effect if used<br />

properly. An All Out Attack may also briefly cover a lack<br />

<strong>of</strong> skill with a flurry <strong>of</strong> blows, but this is a dangerous bluff<br />

against anyone who clearly outmatches you. You may<br />

describe All Out Attacks as ..<br />

¢ Going for It, Raining blows, Going all out, Full<br />

Full Defense<br />

committal, Berserk, or Frenzy.<br />

When choosing Full Defense, an Actor is concen­<br />

trating solely on keeping her character alive and unin­<br />

jured. With this type <strong>of</strong> fighting the character will be very<br />

hard to hurt, but then again, she won't be accomplishing<br />

much else. Full Defense may sometimes be the only way<br />

to keep yourself intact against a superior opponent. The<br />

problem with a Full Defense is that it's very hard to get the<br />

measure <strong>of</strong> your opponent using such tactics. With Plain<br />

Fighting, or an All Out Attack, you have a much better<br />

opportunity to judge your opponents style, pacmg,<br />

strengths, and deficits. As they say, nothing ventured,<br />

nothing gained. You may describe a Full Defense as ...<br />

¢ Giving ground, All out defense, Parry, Block,<br />

Trickery<br />

or Dodge.<br />

When engaging in Trickery, you're hoping to some­<br />

how unbalance your opponent into either giving you an<br />

opening for an attack, or allowing you to escape. Trickery<br />

is the use <strong>of</strong> the unorthodox, such as sleight <strong>of</strong> hand, sand<br />

in the face, baiting an attack with a false opening, etc.<br />

Trickery is always dangerous, because if it fails, you'll<br />

<strong>of</strong>ten find that you're the one who has been unbalanced.<br />

You may describe Trickery as ...<br />

¢ Feint, Hand switch, Throw sand in the eyes,<br />

DAMAGE<br />

Sleight <strong>of</strong> hand, Hidden weapon, Bluffing, or<br />

Playing Dead.<br />

One <strong>of</strong> the most difficult subjects to tackle in a free­<br />

form style game like Theatrix is how to handle damage.<br />

How do you tell when someone has been incapacitated,<br />

knocked unconscious, or killed? How long do the effects<br />

<strong>of</strong> damage last? What kinds <strong>of</strong> weapons do what kinds <strong>of</strong><br />

damage? Our solution is just to tell your story. Damage is<br />

the premier Plot Device. Of course we're going to give you<br />

a framework to build your descriptions <strong>of</strong> damage around,<br />

which is why we're now introducing the concept <strong>of</strong> Wound<br />

Levels.<br />

Theatrlx - The Core Rules 91

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