Tick
Also called: The Count, The Cylinder (combat track), Tick Position
Definition: A single unit of time on The Count combat track. The Cylinder runs 0–19. The Hammer (the marker) advances clockwise. When the Hammer reaches a character's token, they act.
Ticks are the continuous-time backbone of The Veil & Lead combat. The Count is a 20-segment circular track (numbered 0–19), visualized as a revolver cylinder, that all combatants share. Nobody waits for a turn order to come around. Instead, the GM advances The Hammer (the current-moment marker) clockwise, and characters act when the Hammer reaches their position.
| Concept | Detail |
|---|---|
| The Cylinder | 20-segment track, 0 to 19 |
| The Hammer | The marker indicating the current Tick |
| The Red Lines | Segments 0 and 10 (the Tension Lines); each crossing marks the passing of a Beat |
| Tick Position | Each character has a token showing when they next act |
| The Wrap | If movement carries past 19, continue from 0 |
When a character acts, they resolve their Action and then advance their token clockwise by the Action’s Tempo value. Ties are resolved PCs-before-NPCs, then by higher Initiative Margin, then by higher QUICK Attribute, then simultaneously.
The standard Initiative roll (QUICK + Awareness vs. TN 11) places characters on the Cylinder at the start of combat:
| Margin | Starting Tick | State |
|---|---|---|
| Failure | Tick 6 | Surprised |
| 0–3 | Tick 4 | Slow |
| 4–6 | Tick 3 | Ready |
| 7–9 | Tick 2 | Fast |
| 10+ | Tick 0 | Instant |
(See the Tempo keyword for the action-cost side of the same system, and Beat for how effects measure time on the Cylinder.)