English edition v1.5

#Combat-Tempo Variants

Contents

module-toggle: replaces the core combat round-handling speed

#Identity

Replace the tabletop pacing and description density of core combat (round = Energy-count progression → repeated lulls) with a fast · cinematic · slow-cinematic style. Adjusts session length · campaign tone. (The numeric systems themselves — the core's Energy reset, one-breath limit, Wounds handling, etc. — are not altered; only the progression style changes.)

#§ Variant A: Fast (Fast Combat)

Adjustment:

  • Cut round-handling time by 50% (1.5-minute target).
  • Apply check results immediately — only a clear single effect.
  • Ignore Critical Expansion · complex effects — only simple results.
  • Enemy squads act automatically without a check, run by the GM (best Judgment).

Effect:

  • 4~5 combats are possible within 1 session (1~2 in the core).
  • Emphasis on action. Weakened simulation.

#§ Variant B: Cinematic (Cinematic)

Adjustment:

  • 1 round = 1 "scene" (a film cut).
  • Describe each PC's action in 1~2 sentences (a scene, not a simple check).
  • On a Critical Hit the GM grants an extra narrative bonus (e.g., breaking a weapon · Intimidation of the enemy, etc.).
  • Stage Wounds as "tension." In the core, Wounds 0 is not immediate death but incapacitation, and after combat a life-or-death check (2d10 + (higher of Physique · Fate) >= 11) decides survival. This variant replaces that incapacitation · life-or-death handling with a narrative branch — a PC reaching Wounds 0 leaves the stage as "defeat" or "retirement" instead of dying.

Effect:

  • A film · manga tone. Visual emphasis.
  • Combat results are used as narrative branches.

#§ Variant C: Slow Cinematic (Slow Cinematic)

Adjustment:

  • 1 round = 5 minutes of real time (×1.5 of the core).
  • Cooperative GM · PC description for each action. Adds narrative depth.
  • On a Critical Hit · lethal blow, guarantee 1 minute of description time.
  • For squad-unit combat, describe only the branch points (omitting individual checks).

Effect:

  • A single combat can take up 1 session. Emphasis on depth.
  • Suited to duels · important combats.

#§ Core vs Alternative Comparison

AxisCoreA FastB CinematicC Slow Cinematic
time per 1 combat30 min15 min30 min60 min
description depthmediumlowhigh (scene)very high
simulationmediumlowlowmedium
combats per 1 session1~24~52~31
  • A Fast: casual · short sessions · many-combat campaigns
  • B Cinematic: cinematic · manga tone · narrative emphasis
  • C Slow Cinematic: duels · important climax combats
  • A: simulation (lack of detail)
  • B: simulation (scene-first weakens the numbers)
  • C: many-combat campaigns (insufficient time)

#§ Transition Guide

  • Core → Alternative: decide after a 1-session trial. All PCs agree at the point of transition.
  • Alternative → Core: immediate return. Apply from the next combat.

"Fast combat handles ten thousand. Slow combat handles one person. Both are the way of the sword."