WARFARE

THE BATTLE RHYTHM

  1. Describe
  2. Declare
  3. Advance
  4. Resolve
  5. Respond
  6. Continue

DESCRIBE

The Game MasterGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. (GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications.) describes the Scene to the Players, including any Events or Actions that are already occuring in the case of the Player CharactersPlayer CharacterA character created and played by a player other than the Game Master. (PCsPlayer CharacterA character created and played by a player other than the Game Master.) being surprised by Non-player CharactersNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players. (NPCsNon-Player CharacterA character portrayed by the Game Master rather than by one of the other players.) or something in the environment.

DECLARE

All characters are given a chance to declare the next Action they are doing. They do so in order from the lowest MobilityMobilityYour ability to move and react after accounting for encumbrance. Mobility equals Prowess minus Hindrance. to the highest. This represents a more experienced and unburdened characters ability to read Tells and act responsively.

Determine the CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. required before your Action resolves. Jot them on your character sheetCharacter Record SheetThe record of your character's capabilities, burdens, equipment, and other attributes, kept ready for quick reference during play. or use a play-aid to keep track of them such as a die, token, stones, coins, popcorn kernels, etc.

The number of CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. are equal to the EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. you commit to an Action.

NOTE

At the very beginning of a battle, you do not have to declare an Action.

If you don’t, and no other Actions have been resolved, yet – you may declare your Action to have started from any CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. after the initial CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. 0.

This is to prevent someone with lower MobilityMobilityYour ability to move and react after accounting for encumbrance. Mobility equals Prowess minus Hindrance. from exploiting and bypassing the rule that they must declare their Action first when combat begins.

ADVANCE THE SCENE

Determine the declared Action that is scheduled to happen next – the one with least amount of CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. remaining.

Advance the Scene to that moment. Everyone reduces any CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. they have remaining by that number of CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution..

Example

For example, we begin the Scene at a CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. of zero. If the next scheduled Action has 3 CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. remaining, we advance the scene to that moment. Everyone subtracts 3 from their own CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution..

RESOLVE SCHEDULED ACTIONS

All Actions whose CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. has reached zero are resolved at this time.

They are all happening simultaneously. The order in which there results are calculated is irrelevant and, except for Defensive ManeuversDefensive ManeuverAn active defense against an attack. Without one, an attack normally lands unless fate intervenes. targeting an attack, they do not affect one another.

Calculate the results of all of these Actions and then apply them all before advancing to the next scheduled Action.

Info

It is entirely possible for two characters to have just killed each other, or for two allies attacking the same character to have wasted some effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage., when either of their attacks would have dropped their target.

RESPOND TO THE UNFOLDING SCENE

Each time an Action is resolved on a CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution., any Events happen, or anything significant about the Scene changes, you are free to declare a new Action.

Declaring a new Action that is incompatible with an Action you have already declared means that you abandon the previously declared Action. You are not compensated in any way for the time and effortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. lost by abandoning an Action.

REWIND | RETCON

As long as it will not materially change a resolved outcome or be used as an exploit to the “lowest _Mobility declares first at the beginning of a Scene”, you can ask the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. to rewind the clock as far back as the completion of the resolution of the most recent Action for you to declare an Action.

When this happens, it happens for everyone and all characters are able to respond and act accordingly.

CONTINUE UNTIL THE SCENE ENDS

Everyone continues to declare Actions and resolve them as the CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. continues until all living, capable, and conscious characters agree that the Scene has ended.

ACTIONS

A list of common Actions is provided with their required EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage..
You are not limited to only these Actions. If the Action you wish to perform is not on this list, work with the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. to find the closest reasonable match, or just agree on an amount of EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. and continue.

xxxxxxxx
xxxxxxxx
xxxxxxxx

ATTACK RESOLUTION

ONLY PC’S CAST LOTS

If you are performing the attack – once your CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. reaches 0 – and assuming your target is still viable – Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome. before considering any other factors.

If you are being attacked – whether you are performing a Defensive ManeuverDefensive ManeuverAn active defense against an attack. Without one, an attack normally lands unless fate intervenes. or not – Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome. before proceeding.

LOTLotA special cast-lots result: CRIT, WEAL, WASTE, WOE, or FUMBLE.EFFECT
Attacker CRITCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception./
Defender FUMBLEFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks.
The attack hits hard, plus the effects
of an attacker wealWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails./defender woeWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails..
Attacker WEALWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails./
Defender WOEWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails.
The attacker gains a benefit, or
the defender suffers a mishap.
Defender WEALWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails./
Attacker WOEWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails.
The defender gains a benefit, or
the attacker suffers a mishap.
Defender CRITCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception./
Attacker FUMBLEFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks.
The attack completely misses, plus the
effects of a defender wealWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails./attacker woeWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails..

If the target of an attack does not actively defend themselves by performing a Defensive ManeuverDefensive ManeuverAn active defense against an attack. Without one, an attack normally lands unless fate intervenes., the attack will always land – barring the intervention of fate.

If they perform a Defensive ManeuverDefensive ManeuverAn active defense against an attack. Without one, an attack normally lands unless fate intervenes., the attack is resolved like most other ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. in Thaeborn – compare the attacker’s ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. to the defender’s ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics.. However, there are often small modifiersModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense. that can add or subtract from both combatant’s ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics.. Therefore, we’ll define and use these two terms: OffenseOffenseAn attacker's Prowess plus applicable modifiers from weapons, circumstances, or other advantages. and DefenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances..

OffenseOffenseAn attacker's Prowess plus applicable modifiers from weapons, circumstances, or other advantages. equals the attacker’s ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. plus any modifiersModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense. (ModsModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense.) granted to them by having a special weapon or gaining some advantage over their target.

DefenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances. is calculated the same way: ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. plus any ModsModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense. from having a normal shield, special armor, or gaining an advantage somehow.

ModsModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense. may be positive or negative. There is no difference between applying a bonus to the OffenseOffenseAn attacker's Prowess plus applicable modifiers from weapons, circumstances, or other advantages. versus a penalty to the DefenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances. – just make sure you don’t accidentally apply it twice for the same reason – to the attacker and the defender.

AccuracyAccuracyOffense minus Defense. A result greater than zero lands an actively defended attack, barring fate, and adds to its damage. is the difference between the OffenseOffenseAn attacker's Prowess plus applicable modifiers from weapons, circumstances, or other advantages. and the DefenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances.. Subtract the DefenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances. from the OffenseOffenseAn attacker's Prowess plus applicable modifiers from weapons, circumstances, or other advantages.. If the result is greater than zero, the attack lands – barring the intervention of fate. The higher that number, the more precise and accurate the attack was, thus increasing the damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. it deals.

Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome.