Tick

Also called: The Count, The Cylinder (combat track), Tick Position

Mechanic combatthe-countinitiativecore-mechanic

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.

ConceptDetail
The Cylinder20-segment track, 0 to 19
The HammerThe marker indicating the current Tick
The Red LinesSegments 0 and 10 (the Tension Lines); each crossing marks the passing of a Beat
Tick PositionEach character has a token showing when they next act
The WrapIf 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:

MarginStarting TickState
FailureTick 6Surprised
0–3Tick 4Slow
4–6Tick 3Ready
7–9Tick 2Fast
10+Tick 0Instant

(See the Tempo keyword for the action-cost side of the same system, and Beat for how effects measure time on the Cylinder.)