I want to talk a bit more about this version of the Tick Wheel I made. I got this idea yesterday and naturally wanted to make it a reality. One problem I’ve had with the Tick system (but more specifically in Scion) is its limit to 6 ticks during the Join Battle roll. In short, you roll your JB and everyone compares their results with the highest result (which starts on Tick 0). However, no one goes later than 6 ticks after the first one.
This is good in some ways, but can also mean that one character gets such a good JB roll that everyone else ends up 6 ticks later. I feel that is unfair to characters who still rolled significantly better than others, but still end up acting at the same time because one other character rolled so much better than everyone else.
Essentially, character A rolls 12 successes on their JB. Character B rolls 5 successes but does not go later than Tick 6. Character C only rolled 1 success but still goes on Tick 6, same as B, because of rules and stuff.
This Tick Wheel is designed for added leeway, although it is not perfect either. It allows some characters to do multiple times before reaching the final tick 12, which is why I also made the other Tick Wheel with only 6 ticks. This Wheel still gives you options to use with house rules of your own design.
(The cycles on the right are for events that will take place sometime later than 12 ticks, but within the minute (30 seconds on the other version). You can use this when a PC is rushing to the action but won’t get there just yet, or if something is about to blow up and the PCs need to escape or disable it.)