
The Core MeChaNic
the Core Mechanic
Every game needs a core mechanic, an abstraction that can easily explained and used to facility conflict resolution, and Power - Wisdom - Courage (PWC) is no different. In fact, its right there in the name. Every character in PWC, is defined by three attributes or virtues: Power, Wisdom and Courage (the three virtues of the Triforce and the foundational artifact of Hyrule).
Unlike other games, where your attributes provide a flat bonus to die roll, in PWC, stats are the die, which starting out as d6. Depending of your character’s ancestry, one of your attributes will be increased one “step”, to a d8. Your stats represent not just your raw talent with that attribute, but your training, energy and luck as well. A d6 in a stat represents someone who is totally normal and healthy. A d4 might be someone who is elderly or sick. A d8 is someone who has devoted energy into developing those set of skills. A d10 is someone who has mastery of that virtue, and a d12 is someone who is truly great.
When rolling to see if you succeed on a task, you need to see if you roll a success. A success is achieved by rolling a +4 or higher on a die. Some challenges will require multiple successes, each attempt taking time, recourses or both.
Each attribute covers a broad range of skills, strengths amd challenges as described below:
Power
At the top of the triforce, is the first virtue, the virtue of Power, the power to act. Power describes the linear, external, hardness, force, directness, loudness, the power to move and control other, beams, struts, stone, metal and fire, leadership and command, armies and walls, smiths and cruibals, breaking, splitting. Power is the Father. These things are all the virtue of Power.
WISDOM
At the bottom left of the Triforce, is the second virtue, the virtue of of Wisdom, the wisdom to know when to act, why to act, what to act. Wisdom is song and story. It is science, and technology. If Power is linear, than Wisdom is curves, it is circular, softness, stillness, quite. Internal. It is direction, it is the least amount of energy needed. It is cold, it is ice, shadow and frost. It is the magic of snow. It is seeing the way things are, not how you wish they were. It is a pause. It is caution. If Power is the Father, than Wisdom is certainly the Moher.
Courage
At the bottom right, is the final piece of the Triforce, the third virtue, the virtue of Courage; the courage to act. If Power is the Father, and Wisdom is the Mother, than the Courage is the Child, Courage is the Fool, the first Major Arcana. If Wisdom stops looks to see how things are, Courage does not. Courage flies, Courage acts. Courage is the death of doubt. Courage does not want to know the odds. Courage is a mediation on strategic ignorance. When you move, it is courage that carries you. Courage does not seek to move other’s as Power does. Courage acts and does not worry if others follow in its wake. If Wisdom is song, than Courage is dance. Courage does not concern itself with success and in so, succeeds. It is lightning in the dark.
COMBAT
Now that you have got the basic idea, lets get to the meat, the juice, combat.
Determine surprise. The force of Demise are legion, but they are genrally disorganized and dim witted. Usually the heroes will get the jump on their foes, but if in doubt, Wisdom is the governing virtue, characters failing to roll a successes, being surprised and unable to act on the first round.
Next, determine who goes first. Again, the forces of Demise are genrally dim witted, and normally the players are going to act first. When in doubt, Courage is the governing virtue.
Combat rounds are very short in PWC, and feel free to skip a player who isn’t ready. In PWC, you get ONE ACTION, per turn, that is it.Its fast. Basic actions are move, sprint charge, rest, attack, drop n draw (swap weapon), use item, cast magic and flee. Basic counter-actions are: fall back, stand and receive, stand and shoot, counter charge, defend, flurry rush, opportunity attack, and pursue.
Heroes begin the game with three hearts, as that is tradition.
You have three attributes, Each time you take an action or resist an action, use your one of your three attributes, and that attribute is exhausted and doesn’t refresh until the start of the next turn. If you are attacked and all your attributes are exhausted, you roll a d4 to defend.
If you perform the same action, on the same targert, as you did the previous round, you may roll an additional die, called an momentum die, equal to the attribute you are using. You may do this one the following round again, rolling a total of three dice, but this is where you cap out. If you deal damage or perform a different action or select a different target, momentum dice are discarded.
got the basic idea, lets Every game needs a core mechanic, an abstraction that can easily explained and used to facility conflict resolution, and Power - Wisdom - Courage (PWC) is no different. In fact, its right there in the name. Every character in PWC, is defined by three attributes or virtues: Power, Wisdom and Courage (the three virtues of the Triforce and the foundational artifact of Hyrule).
Unlike other games, where your attributes provide a flat bonus to die roll, in PWC, stats are the die, which starting out as d6. Depending of your character’s ancestry, one of your attributes will be increased one “step”, to a d8. Your stats represent not just your raw talent with that attribute, but your training, energy and luck as well. A d6 in a stat represents someone who is totally normal and healthy. A d4 might be someone who is elderly or sick. A d8 is someone who has devoted energy into developing those set of skills. A d10 is someone who has mastery of that virtue, and a d12 is someone who is truly great.
When rolling to see if you succeed on a task, you need to see if you roll a success. A success is achieved by rolling a +4 or higher on a die. Some challenges will require multiple successes, each attempt taking time, recourses or both.
Each attribute covers a broad range of skills, strengths amd challenges as described below:
Power
At the top of the triforce, is the first virtue, the virtue of Power, the power to act. Power describes the linear, external, hardness, force, directness, loudness, the power to move and control other, beams, struts, stone, metal and fire, leadership and command, armies and walls, smiths and cruibals, breaking, splitting. Power is the Father. These things are all the virtue of Power.
WISDOM
At the bottom left of the Triforce, is the second virtue, the virtue of of Wisdom, the wisdom to know when to act, why to act, what to act. Wisdom is song and story. It is science, and technology. If Power is linear, than Wisdom is curves, it is circular, softness, stillness, quite. Internal. It is direction, it is the least amount of energy needed. It is cold, it is ice, shadow and frost. It is the magic of snow. It is seeing the way things are, not how you wish they were. It is a pause. It is caution. If Power is the Father, than Wisdom is certainly the Moher.
Courage
At the bottom right, is the final piece of the Triforce, the third virtue, the virtue of Courage; the courage to act. If Power is the Father, and Wisdom is the Mother, than the Courage is the Child, Courage is the Fool, the first Major Arcana. If Wisdom stops looks to see how things are, Courage does not. Courage flies, Courage acts. Courage is the death of doubt. Courage does not want to know the odds. Courage is a mediation on strategic ignorance. When you move, it is courage that carries you. Courage does not seek to move other’s as Power does. Courage acts and does not worry if others follow in its wake. If Wisdom is song, than Courage is dance. Courage does not concern itself with success and in so, succeeds. It is lightning in the dark.