Objective Clocks

Some scenes have a goal beyond defeating enemies.

An Objective Clock tracks a danger, obstacle, negotiation, escape, ritual, pursuit, or other task that cannot be resolved with a single Check.

Use an Objective Clock when progress matters and several actions may be needed.

Examples include:

  • stopping a ritual

  • rescuing prisoners

  • sealing a portal

  • escaping a collapsing ruin

  • persuading an enemy to stand down

  • breaking a magical ward

  • crossing a battlefield

  • putting out a fire

  • holding a gate

  • outrunning pursuers

Not every scene needs an Objective Clock. Use one when it makes the scene clearer, tenser, or more dynamic.


Clock Size

Objective Clocks use three sizes.

Clock

Use For

4

Simple, urgent, or fragile objective

6

Standard objective

8

Major, difficult, or dangerous objective

A larger Clock means the objective is harder, slower, or more dangerous to complete.


Using a Clock

When a Clock is part of a scene, it should be visible to the table.

On their turn, a character may attempt to make progress toward the objective.

The player describes what the character does.

The Referee decides whether the action:

  • simply works,

  • is impossible without changing the fiction,

  • requires a Check,

  • grants a Boon,

  • suffers a Bane,

  • changes the TN,

  • or affects the Clock.

If a Check is needed, choose the Abilities and TN from the character’s approach.

On a success, reduce the Clock by 1.

On a Critical Success, reduce the Clock by 2.

On a failure, no progress is made and the Referee may introduce a consequence.

On a Fumble, no progress is made and the situation worsens.

When the Clock reaches 0, the objective is complete.


Tie the Clock to the Goal

A Clock should describe the objective, not the method.

Good Clock:

Stop the Ritual — 6

Poor Clock:

Break the Candles — 6

The first Clock allows many approaches. The second only allows one.

A character might help stop the ritual by:

  • breaking candles,

  • scattering the salt circle,

  • silencing the chant,

  • reading the counter-rite,

  • spilling the blood bowl,

  • invoking a holy name,

  • dragging the victim from the altar,

  • or bargaining with the spirit being summoned.

The objective is the same. The approaches are different.

Never frame a Clock so narrowly that only one character can contribute.


Main and Side Objectives

A scene may have a main objective, side objectives, or both.

A main objective changes the outcome of the scene.

A side objective creates an advantage, removes a danger, protects something valuable, or changes the terms of the encounter.

Examples:

Objective

Clock

Rescue the prisoner

4

Put out the fire

4

Open the sealed gate

6

Stop the ritual

6

Persuade the enemy to a truce

6

Break the witch-circle

6

Seal the portal

8

Escape the collapsing tower

8

Destroy the lich’s ward

8


Danger Clocks

A Clock can also track an approaching danger.

Examples:

Danger

Clock

Guards arrive

4

Fire reaches the upper floor

4

Bridge collapses

6

Ritual completes

6

Demon manifests

8

Flood fills the chamber

8

A Danger Clock may advance at the end of each round, when the characters fail a Check, when enemies spend actions, or when the fiction demands it.

When a Danger Clock reaches 0, the danger happens.


Opposed Clocks

Some scenes may use two Clocks.

Examples:

Characters

Opposition

Escape the hunters — 6

Hunters corner the party — 6

Win the duke’s favor — 6

Rival turns the court — 4

Seal the portal — 8

Demon emerges — 6

Hold the gate — 6

Gate breaks — 6

Use opposed Clocks sparingly. They create strong pressure but require more attention.


Better Fiction, Better Progress

A clever plan, proper tool, sacrifice, risk, or strong fictional advantage may improve progress.

The Referee may reduce the Clock by an additional 1 if the action is especially fitting, costly, or decisive.

Examples:

  • holy water used against a grave-rite

  • a true name spoken during an exorcism

  • a crowbar used on a jammed portcullis

  • a character taking damage to hold a collapsing beam

  • a relic sacrificed to seal a portal

Reward good play through the fiction, not through small modifiers.


Example: Stop the Ritual

The characters enter a ruined chapel where cultists are opening a grave-gate.

The Referee creates two Clocks:

Stop the Ritual — 6
Grave-Gate Opens — 4

A Sellsword smashes the bone altar.

STR + STR Check.
Success reduces Stop the Ritual by 1.

A Mage reads the runes and speaks the counter-phrase.

LOR + LOR Check.
Critical Success reduces Stop the Ritual by 2.

A Priest invokes the name of the buried saint.

PRE + PRE Check.
Success reduces Stop the Ritual by 1.

At the end of the round, the cult leader continues chanting.

Grave-Gate Opens is reduced by 1.

The scene is no longer just a fight. The characters must decide whether to kill cultists, guard allies, stop the ritual, or flee before the gate opens.


Referee Guidance

Use Objective Clocks to make scenes active.

A Clock should create choices, not replace them.

Do not use a Clock when one clear action should solve the problem.

Do not use a Clock to make simple tasks take longer.

Use a Clock when the situation is tense, uncertain, and several different actions could change the outcome.

The player describes the action.

The Referee judges the fiction.

The dice decide uncertain progress.