Sequence

Sequences are a string of Frames that highlight parts of the Scene. When Players at the table take their turn in narrating the actions of their character, a Game Master describes the introduction of an element or consequences of actions, they are typically describing a Sequence. A Sequence might be focused on a singular character and how or what they perform. It may also be the collective actions of multiple characters, perhaps two things or more happening at the same time within the same Scene. The Sequence may be considered equitable to Rounds in turn based combat, all players take turns to determine their actions, but is thematically executed simultaneously resulting in a Sequence.

A Sequence is the natural storytelling element in the game of Echelon and its purpose is to provide a cue for all during Gameplay. Sequences themselves do not have any rules around them, yet, may be the most common narrative mechanic used. They are brought about when the Player(s) or Game Master tell the rest of us what is happening in the moment. A Sequence does not need to be explicit or have a defined beginning or ending. Instead, a Sequence should inform others at the table what is happening in the moment in the greatest detail possible.

Narrative Sequences

Outside of combat, the stakes aren’t always at immediate risk or may potentially play out over a longer narrative sequence. It may be that who or what you’re interacting with is constantly evolving or performing actions of their own. In these instances Player Characters are generally granted a single Action Slot before either the environment or other Non-Player Characters get to perform their own Action Slot.

In narrative sequences it’s important to remember that the world moves at the same pace as the players do. When players choose to enact some functions upon the environment, NPCs will have the opportunity to respond to them. When players target an NPC or environmental element a consequence is impending. It’s best to get the help from your companions before the consequences unravel, rather than try to clean up the mess that follows.

Combat Sequences

In combat, senses are raised, adrenaline is pumping, and you’re doing and processing all in the same moment. For that reason, you are allowed two Action Slots while in a Combat Sequence. There is not a set of Actions that are specific to Combat Sequences or any other tense situation where danger is pending. You could just as well take time to observe your surroundings in battle under the threat of death as you would in a tavern while enjoying some rest and relaxation.

A Combat Sequence may happen at any time during a Scene. Combat comes into play when the Player Characters either position themselves as aggressors or must defend against any form of harm. When a Combat Sequence happens in a Scene, all players that identify themselves as a Combatant follow the rules described below as they engage in Combat. All other characters that do not identify themselves as Combatants are onlookers to the ensuing conflict or make themselves scarce before they become collateral.

The Combat Sequence itself is used to provide structure to the fray of battle. In battle everything happens at once. All parties work together, or separate, to prevail against their enemies or even death itself. Combat Sequences organize all elements involved in a conflict (Characters, environment, objects, etc.) into Combatants that act based on their SPD Rating. The higher the SPD Rating, the earlier those Combatants act in a Combat Sequence.

Turn

A Combat Sequence is subdivided by Turns which provide the order of events to unfold. Turns determine the order in which combatants take individual actions. A Turn represents the actions a single combatant performs within six seconds of narrative time.

Turn Order

There are seven turns in a Combat Sequence. When a Combat Sequence starts a combatant’s SPD Rating determines which Turn in the Round they act. Normal Turns happen sequentially from one to six. Characters with excessive speeds have special rules that allow them to act on Turn 0. If there are no combatants or notable environment effects acting within a Turn it is skipped. When the last Turn ends, the Combat Sequence concludes and a new one begins.

1.     Turn 0 = 7+ SPD Rating

2.    Turn 1 = 6 SPD Rating

3.    Turn 2 = 5 SPD Rating

4.    Turn 3 = 4 SPD Rating

5.    Turn 4 = 3 SPD Rating

6.    Turn 5 = 2 SPD Rating

7.    Turn 6 = 1 SPD Rating

When multiple Combatant’s SPD Rating are equal the Player Characters always act first. If multiple Player Characters have equal SPD Ratings they choose the order which they act.

Narratively, a Combat Sequence is equal to six seconds of time. When the Combatants of the Combat Sequence act they act simultaneously. As a result,mechanically, the effects of their actions resolve all together.

Turn 0

If a character has a SPD Rating of 7 or more they follow a special set of Combat Sequence rules.Characters that move at excessive speeds allow them an opportunity to take asingle action before the Combat Sequence begins. In addition these fast moving characters may choose which Turn they perform their actions.

Characters with 7+ SPD Rating

1.     One additional Action on Turn 0

2.    May choose which Turn they perform their normal Actions

Combat Sequence progression

1.     Characters declare themselves as Combatants

a.    If successive round of Combat Sequence declare which combatants remain

2.    Combatants are organized into the Combat Sequence

a.    Turn 0 = 7+ SPD Rating

b.    Turn 1 = 6 SPD Rating

c.     Turn 2 = 5 SPD Rating

d.    Turn 3 = 4 SPD Rating

e.    Turn 4 = 3 SPD Rating

f.     Turn 5 = 2 SPD Rating

g.    Turn 6 = 1 SPD Rating

h.    Turn 7 = 0 SPD Rating

3.    Combatants perform actions in order of their SPD Rating

a.    If multiple Combatants have equal rating the Player Character performs first.

b.    If multiple Player Characters have equal rating the Players decide the order

4.    Non-Combatants take their Action

a.    Non-Combatants may take a single action

5.    Combat Sequence ends.Damages and effects are totaled and applied to their target(s)

6.    GM Recaps/Narrates and Players add to the Narration of the Sequence of events

7.    IF CONFLICT PERSISTS: Anew Combat Sequence begins

8.    IF CONFLICT IS RESOLVED:Game returns to Narrative Sequences

Damage and Effects

Damage and Effects do not take place until the end of the combat sequence.This may lead to some interesting outcomes during combat.

Non-Combatants

If a Character chooses not to be included in a Combat Sequence they may perform one Action at the end of a Combat Sequence if they are still included in the Scene.