Frame

A Frame is a single instance in time. Much like hitting pause on a movie or opening a tactical map in a video game, Frames allow Players to understand the world around them as it exists in the specific moment they are in. In a Frame, either the Player in charge of the narrative, or, the Game Master pushing the narrative, describe who and what is around in hyper-detail. Anyone at any time may stop to ask “What’s in the Frame?” or“What’s happening in the Frame?” When they do so, they are asking the chief storyteller to describe the situation to them and what Actions are being used by Characters. Alternatively, anyone at any time may stop and say “In the Frame…”they add to the chief storyteller establishing truths about the environment.

The Frame reveals hard facts. The, “Yes, there is absolutely that thing around you” or “No, this person does not look the slightest bit friendly” kind of facts. Within every Sequence or Scene, the appearance of success is predicated by the facts revealed in the Frame. The Frame helps guide all at the table what their next Sequence might be. Frames clue everyone to what interactions may or may not be made as well as what Actions are being made. An important note to remember is that Frames establish facts and Actions in the present moment only.Anything established in a previous Frame may no longer be considered fact as the environment shifts. Its possible that a Frame may  establish facts that are not guaranteed to exist in the subsequent Frame.

Often, the details in a Frame may be made up on the fly by anyone who has the inspiration to do so.Whether the facts found within a Frame are predetermined or improvised, there are three rules to keep in mind when it comes to Frames:

  1. The GM establishes the facts in a Frame - Regardless of who’s giving input to the details found in the Frame, the Game Master has final say in the availability or accessibility of elements within the Frame.
  1. Facts established in the Frame remain, until they do not - When an element is established in a Frame, it remains a fact as long as it is available or accessible. They remain fact until conditions determined by the Game Master deem they are not. (ex. A player finds a key in a previous Frame,only to drop it down a well in the present Frame). When a Scene ends, facts determined in the Frames established within that Scene must be reestablished in the following Scene to be considered fact. (ex. A player comes back to the well and sees the key still at the bottom of it)
  1. Players may add their own facts - When a Frame is introduced, any Player may submit their own facts about the environment. The Game Master has final say to what is within a Frame, but in some instances, they may deem an element plausibly accessible or available within it. When a Player chooses to introduce a new fact into the Frame they must perform a relevant Challenge Roll against the environment with the GMs approval. Upon succeeding in the Challenge the new fact is established and remains as fact, until it does not.

Actions

Actions are the standard unit which gauges when a character performs an interaction that extends beyond themselves. During Gameplay, it may not be directly communicated that we’re taking a specific action. Perhaps in a number of instances it may be best to be less explicit with Action mechanics in a Sequence or Scene where they may prevent the flow of Gameplay. Actions are the mechanics for moments where we need to lean on the rules to determine how to process the outcomes.

Regardless of what type of Scene is presented, all characters and applicable elements that exist in the environment of the Scene have an opportunity to take an Action. Sometimes those Actions are forgone for the purposes of strategy or narrative. When anything moves or changes in the Frame, or a new complication or opportunity is presented in the Scene it's often a result of previous Actions that were taken.Tell us which Action was taken, and how that looked when it happened in the world.

Action Slots

Actions are the instances where a character attempts to impose an effect that extends beyond themself. When a character comes to their Turn, they have two Action Slots available to them which they can use to perform the Turn. A character is not required to take a specific Action on their turn unless they suffer a condition that states otherwise.

An Action Slot is a unit of time in which a character is able to enact some particular function of their choosing. Action Slots, mechanically, fall into one of the following categories and is up to the acting player to describe the narrative of.

Assist

When a character uses the Assist Action they are using an Action Slot to improve the outcome of another’s future Action. Unless specified otherwise, a character may only benefit from Assistance if the Assisting character is within proximity. When Assisting another character you perform the same Challenge Roll the target of your Assistance does, using your relevant Tier Rating. Add the result of the die, with no modifiers, to the Rating of the Challenge Roll.

Self-Assist

A Self-Assist Action is specific to Abilities, Effects and Spells. Self-Assist Actions target yourself in order to receive the benefits that are prescribed by the Ability, Effect or Spell.

Attack

The Attack Action is one of the basic forms of producing damaging effects. To perform an Attack Action,resolve a Challenge Roll using your ATK Rating against the targets DEF Rating.When the Attacking character wins the Challenge they may apply their weapon damage against the target. If the Attacking character loses the Challenge no damage is dealt. If the winner of the Challenge would score an Effective or Critical Success they may choose to impart an effect of their choosing upon their enemy, regardless of if they are the Challenger or Target in the Challenge.

Cast

A Cast Action is when a character attempts to draw from the Font of Arcanum, or activate a physical feat using a learned ability. Often, the Cast Action comes at the expense of consuming Stress. When performing a Cast Action the character selects the relevant spell, or ability and consumes an Action Slot to execute it.

Concentrate

A spell that has been cast, or an ability that has been activated, which is tagged with the term ‘Concentration’ may have their effects sustained for prolonged periods of time. To extend the effect of a Concentrated spell or ability, the character takes the Concentration Action and must pay the spell or ability’s cost to maintain.

Concentration may also remove the negative effects of attacking while moving on a mount.

Defend

A Defend Action is often taken as a precaution to pending dangers in a moment to stay yourself against incoming threats. When a character takes a Defend Action that character gains a temporary +1 bonus to their DEF Rating until the start of their next turn. A character that does not use all of their Action(s) on their turn in a Battle Scene assumes the Defend Action with their remaining Action(s) available to them.

Interact

The Interact Action is a character’s opportunity to throw switches, open doors,mount horses, and use items. In key scenarios the Interact Action may be taken to resist or enact specific Conditions, like Concealment or fighting against being Restrained. When the Interact Action is taken, a character is attempting to control the state of a Target or Condition. If an interaction does not specify that it requires some alternative Action, or a Game Master does not immediately prescribe the need for a Challenge Roll you may assume an Interact Action is necessary.

If the Target poses no challenge, then the Interact Action requires no roll and the character has full control of its states. For example, if a character stands by a door and uses the Interact Action on it they have control over opening, closing, and locking it available to them. The character which controls the state of the target may interact with the object freely until they lose possession of it–even out of turn. For example, after taking a potion with the Interact Action the item is consumed and the character loses possession of it. In the example of the door,if the character would move away from the door they are no longer in possession of it. To which, the door would remain in its last state.

Observe

When you take the Observe Action, you aren’t just determining what is around you. You always have the ability to ask what’s in the Frame to get the lay of the land or to help inform future Actions. Instead, when taking the Observe Action a character may do two things. First a character may attempt to identify hidden threats either visually, or intuitively. Visually, being the ability to identify hidden traps, enemies or other forms of threat. Intuitively, being the opportunity to see beyond surface emotion or recognize subtle tells.

Second, a character may survey their surroundings to find something useful nearby that can help them achieve immediate or future successes. For example, should the character need to access an overhang in an alleyway, a successful Observation Challenge may place a ladder or convenient stack of boxes within the frame. What shape or form the useful object takes is up to the Player performing the action and Game Master to decide together.

Move

The Move Action allows a character to adjust their location either on the battlefield or within the Frame to gain position. In a Combat Sequence, the total distance a character can Move is determined by their SPD Rating. During all other Scenes, the Move Action allows characters to position themselves anywhere of their choosing within the Frame.

In addition to a standard movement, a character may attempt Concealed Movement to obscure themselves and approach. To perform a Concealed Movement, a player must make a Deft Challenge Roll at the cost of reducing their movement speed by half. Once Concealed Movement is declared, the character benefits from the Hidden condition and follows the rules as prescribed.

Closing Thoughts on Frames

When playing a game of Echelon the goal of the group is to tell a story together. The storytelling mechanics above are a toolset to get all Players to involve themselves and participate with the story as it unfolds. The Pregame mechanics are intended to build the world we play in. Gameplay mechanics guide us through a story that exists within that world.