It's a PbtA fork, so lets roll 2d6:
- 5 or less: You fuck up
- 6 to 9: You manage to succeed and fuck up at the same time
- 10 or more: You suceed, no strings attached
If you know a bit about bell curves, you should know that fucking up is very likely. PbtA wants you to experience these "complications", because the games were designed so that the whole world only reacts to the PCs doing something - even moreso here as there is no GM.
Your main source of bonuses to the roll are Advantages, which have you roll 3d6 and keep all 3 dice (as opposed to dropping the lowest, as is common with advantage/disadvantage systems; nice naming conventions, guys).
Also "scenes" are called "situations" in this, for some reason.
Character Generation
Why We Fight employs an innovative DIY character sheet system:

Get some strips of paper and fold one side to denote whether or not the character has been hit. Pretty cute.
So what is a character made of up here?
- a name (self-explanatory)
- two descriptors (which don't really do anything afaik; just a way to put labels on the character I guess)
- starting gear (bow, arrows, a light melee weapon)
- a Specialty
- one person gets a "Personality Discovery", which is their reason for fighting and can be used once per scene to create an Advantage. Sounds a bit like a FATE Aspect, except it doesn't have to have anything to do with the situation you're applying to
Tempting, but I don't wanna make the character sheets look like a bluesky profile.Race, pronouns and disability aids can be specified as extra descriptors alongside your chosen two.
This is extra funny considering there's a Command Specialty.The order of your characters determines who is most vulnerable, as a leader of any Action is placed at the top. It does not denote rank or hierarchical position within the Crew, as all Crew members are equal.
So what is a Specialty? They're basically skills, with many actions you can take have 1-2 tied to them.
Considering that -2 makes not fucking up all but impossible, these specialties are less "One thing you excell at" and more "The only thing you don't suck at".Any character can attempt a roll that requires a specialty, but they take a -2 penalty to do so, and do not gain Advantage when the specialty would grant it.
For some reason, they are also divided into Mental, Physical and Social Specialties, which to my knowledge does nothing in this preview.
Anyhow, I just know the right 4-man team for this job:
Linkara: lightbringer, nasty cockslut
Command (Social)
Personality Discovery: "I want to liberate the last remaining M&M factory."
Spoony: bardic, Lord of Tekken
Athletics (Physical)
PUR: gothic, quirky
Scavenging (Physical)
Marzgurl: lanky, massive
Morale (Social)
Personality Discoveries are your source of Advantages the team always has with them, but you can also exploit Discoveries found in the area you're in, which can even let you generate special effects instead of giving you an Advantage:
I feel like setting crops on fire goes against what you guys stand forGerald decides that their character Hortense is going to gain Advantage on their Apply Element Action by using their Chemistry specialty and the Local Area Discovery 'Neck High Crops' to set them alight, making the area far more dangerous. With three dice they roll 13, applying the ‘Ignited’ effect upon the target enemy type as they're caught by the sudden rush of flames.
