Stages (9e)

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The setting for a combat encounter is the physical setting it takes place in, such as a palace courtyard, an ice cavern, or atop a giant turtle. Each different section of the encounter is called a stage. Just like moving in and out of melee, moving from one stage to another takes a move action, although sometimes might require a special roll.

Route

When a character can access one stage from another, that is a route. These can be one-sided, such as being able to simply jump down into a pit, but not so easily find a way back out. They can also be blocked off by obstacles: doors, debris, armed guards, with possible ways to open up these routes. There can be more than one route between stages.

When a route is open, a character can make ranged attacks against targets in another stage, but at a -2 attack penalty due to range or complexity of the shot. Melee attacks must be made against targets in the same stage.

If a route is particularly complex, such as scaling a wall to get up to a balcony, then it will might require a skill check to see if the move attempt is successful, or perhaps even the use of a trait such as flight or teleportation.

Terrain

Stages can have a variety of terrain features that change the flow of combat by providing cover, hindering movement, or other effects.

Examples of terrain:

  • Thick Undergrowth: Provides cover to small creatures against larger opponents.
  • Dense Fog: A -3 penalty to ranged attacks and a -1 penalty to melee attacks unless the character can see through fog.
  • Boulders: Creatures can duck behind a boulder as a move action to gain cover.
  • Everything is on Fire: Everyone in the stage suffers from Stress, and takes 1d6 damage if knocked prone.
  • Deep Water: Creatures in this stage must spend a move action every turn to stay on the surface, otherwise they will sink.