Stage Business
A table top is the stage. The principal staging consideration is how the cast member moves around the stage and how they perform their stage business. Whether using a battle mat or some other system of measurement, the rule of thumb is 1 figure = 1 hex. Any scale is subject to DN adjustment. I use one hex = 5 feet and contact zone is all adjacent hexes.
Stage time is tracked by Stage Moments for encounters where a Moment is a somewhat flexible time span but considered approximately a minute. A Stage Moment is divided into several player and enemy Phases. A Stage Moment is an alternating sequence of player and foe actions. Thus, by the end of a Stage Moment both the player party and the enemy party have had opportunity to complete their stage business and make their point. Stage Moments continue until the scene is complete and once again subject to DN interpretation. He decides when to bring the lights down on the scene.
The basic concept is that in any Stage Moment a player may move and/or perform stage business subject to DN interpretation The Stage Business is counted in Beats as as useful guide to determining the amount of time needed to complete any given stage business. In the end it is the DN who will adjudicate the limit of what can be done in one Moment and may determine that a proposed action will take more than one Moment to complete.
In the basic format Stage Business defaults to Player acts then NPC acts.
Individual player turn order is determined by player party consensus or by Agility check.
Side note: If the players take too long to decide on how they wish to act, the DN can penalize them by telling them they have lost their chance to act before the monsters. This hanging over their heads may spur them to quicker decisions.
The exception to player moves first is Monster ambush.
When player party stumbles into an ambush situation they must check Perception to attempt to foil the ambush. If the check fails then it will be the Monsters who move first. Ambushing, either by the party or monster also gains one Moment without response from the opponent. That is the player shoots, moves, melees and cast without the foe getting a response until the next Moment when play proceeds normally. (Do not get ambushed!)
Stage Business (Actions) within a Stage Moment are not the same as checking to see if an action succeeds.
The action must have enough beats to complete and then if required or desired a Capability Check (CC) is made to see if it succeeds. The most obvious example is an Strike which may fail to score on the target, but will be the only strike possible in that Moment. A single phase follows the pattern of Player action then Enemy action. Once that phase is complete the next phase begins with player action and enemy action and so on until all 6 phases are complete. Thus, a Moment is 6 phases of specific stage business.
Concepts:
- A Stage Moment is approximately 1 minutes of stage time.
- A Stage Moment is divided into 6 phases: Meeting, Missile, Move, Melee, Magic, Management
- Beat points are expended in move phase to move around the stage.
- Beats refill for each new round. Base Beats for player is 14 but may be reduced by armor.
- One Strike action may be made each Moment, either a Missile strike, Melee strike or Magic strike. If a strike is made no action may be taken in the Administration phase.
It is possible that by DN determination, some actions might require more or less than one Moment to complete. (For example a player may wish to lower the draw bridge and the DN may inform that the action will take 3 management phases.) The player’s job is to think of stage business that furthers goals and achieves dramatic effects. The DN is to consider if and how that action is possible. A staged scene may have as many Stage Moments as needed to complete the scene.
Rule of Thumb:
- 1 Missile or Melee or Magic strike per stage moment.
- Taking a strike (whether successful or not) will mean no administration actions.
- It takes one Beat to move one or hex (1 inch or whatever space is taken by a figure).
- The 6th Phase is when any non-combat action is completed, like drinking a potion, binding a wound, search pack, wind a crank, rally troops, etc.
The Phase sequence
The phase format attempts to create a simple sensed of simultaneous action between Party and Enemy. It is simple, but that’s the point. Within the system any stage business can be achieved.
- Meeting / Parley
Any special dialogue capabilities may be attempted. Any Role play dialogue, warning or intimidation may be attempted. If no communication attempted then ambush or surprise may be attempted. An attempt at parley does not mean there will be parley. DN decides if there is possibility of parley. Undetected Party members may attempt to move during parley using sneak or stealth but if detected phase ends immediately. Fast talk bonus can be used to stall as players attempt to get better positions. - Missile Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Ranged attacks are made by Party then Foe. Strike damage is resolved after each strike. - Movement is resolved.(each side moves as much or as little as they wish)
Each player in any order is moved up to Beats limit. Party then Foe. Movement stops if one moves adjacent to a Foe. - Melee Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Any player or foe adjacent to a target who has not conducted a missile attack in the moment may attempt a Melee strike. Strike damage is resolved after each strike. - Magic Strikes are resolved for Party then Foe. (optional morale checks if appropriate)
Any player who has not conducted a missile or melee strike in the current Moment may attempt a Magic Strike. Casting spell, discharge wand, staff, scroll or magical attribute. - Management Actions are all resolved.
If one has not made a Strike attempt then any other stage business may be conducted: drinking potion, binding wound, search a pack, wind crank, take golden statue, rally troops, etc. Character Status is updated.
After 6 phases that moment ends and the next begins. This continues as long as there is any stage business to conduct i.e. after the goblins are dispatched and the party then searches the cave would be subject to counting moments. On stage action counts moments.
Important Note: Movement stops when moving adjacent to a foe. However, there are no automatic reaction strikes when moving out of a hex adjacent to a foe.
Sneaking
Sneaking is open to any player, however, if DN desires one’s agility or less must be rolled on a 20d at the end of each movement phase. Armor affects sneaking. The DAR value of armor is added to the die roll. Sneaking cannot be conducted in plain view. Sneaking is silent movement while unobserved. It is not invisibility. Failure may mean you made too much noise, your smell was detected or the target’s six sense was triggered. Sneaking cannot be improved except if the player advances in skullduggery at which point it is the skullduggery skill that is used to check success. Skullduggery may also mitigate armor disadvantage.
Cover
The player may hide behind full cover to avoid missile fire, but that action means they cannot fire until they move into open during a Movement Phase. Starting a Moment in full cover will mean no Missile Strike can be made that moment.
However, partial cover from the waist down will allow a missile attack both by the player and against the player. Player will be open to a missile attack in partial cover. Attacks against a target in partial cover (Waist High Cover) will be made at a +1 to the Missile Strike Die or at DN determination.
Movement Beats Table
The list is not meant to be an exhaustive limit but a guide for determination for movement related actions.
Beat Cost / Action
- 1 / Move 1 hex
- 2 / Sneak 1 hex
- 4 / Vault Obstacle up to half the height of player 1 hex
- 6 / Clamber above half height up to arms reach 1 hex
- 1/2 Total Beats / Drop Prone
- All total beats / Rise from prone
- 1 / Up or Down Rope or Ladder (10 feet)
Basic Concepts:
- A Stage Moment is approximately 1 minutes of stage time.
- A Stage Moment is divided into 6 phases: Contact, Missile, Move, Melee, Magic, Administration
- Beat points are expended in move phase to move around the stage.
- Beats refill for each new round. Base Beats for player is 14 but may be reduced by armor.
- One Strike action may be made each Moment, either a Missile strike, Melee strike or Magic strike. If a strike is made no action may be taken in the Administration phase.
Basic Rule of Thumb:
- 1 Missile or Melee or Magic strike per stage moment.
- Attempting a strike (whether successful or not) will mean no administration actions.
- It takes one Beat to move one or hex (1 inch or whatever space is taken by a figure).
- The 6th Phase is when any non-combat action is completed, like drinking a potion, binding a wound, search pack, rally troops, etc.
The Phase sequence
The format attempts to create a simple sensed of simultaneous action between Party and Enemy.)
- Meeting / Parley
Any special dialogue capabilities may be attempted. Any Role play dialogue, warning or intimidation may be attempted. If no communication attempted then ambush or surprise may be attempted. An attempt at parley does not mean there will be parley. DN decides if there is possibility of parley. - Missile Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Ranged attacks are made by Party then Foe. Strike damage is resolved after each strike. - Movement is resolved.(each side moves as much or as little as they wish)
Each player in any order is moved up to Beats limit. Party then Foe. Movement stops if one moves adjacent to a Foe. - Melee Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Any player or foe adjacent to a target who has not conducted a missile attack in the moment may attempt a Melee strike. Strike damage is resolved after each strike. - Magic Strikes are resolved for Party then Foe. (optional morale checks if appropriate)
Any player who has not conducted a missile or melee strike in the current Moment may attempt a Magic Strike. Casting spell, discharge wand, staff, scroll or magical attribute. - Management Actions are all resolved.
If one has not made a Strike attempt then any other stage business may be conducted: drinking potion, binding wound, search a pack, rally troops, etc. Character Status is updated.
Important Note: Movement stops when moving adjacent to a foe. However, there are no automatic reaction strikes when moving out of a hex adjacent to a foe. Melee only occurs when foes begin their Melee phase adjacent.
The exception to Player moves first is Monster ambush.
When player party stumbles into an ambush situation they must check Perception to attempt to foil the ambush. If the check fails then it will be the Monsters who move first. Ambushing, either by the party or monster also gains one Moment without response form the opponent. That is the player shoots, moves, melees and cast without the foe getting a response until the next Moment when play proceeds normally. (Do not get ambushed)