## ADVANCING A CLOCK

In general, Clocks advance through Checks:

- Fill one section for a successful Check.
- Fill an additional section if the Result of the Check surpassed the Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3 or more, or two additional sections if it was by 6 or more.
- If the Check was a critical success, the corresponding opportunity may be spent to fill two additional sections.

Vice versa, Clocks that represent a threat gradually fill as characters fail Checks, especially if they fail them by a wide margin:

- Fill one section for a failed Check.
- Fill an additional section if the Result of the Check is lower than the Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3 or more, or two additional sections if it was by 6 or more.
- If the Check was a fumble, the corresponding opportunity may be spent to fill two additional sections.

Example: While sneaking her way through the monster-infested corridors of an ancient castle, Valea rolls a 6 on a Check with Difficulty Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one for her failure, and another because she failed the Check by three or more.

## CLOCKS AND THE STORY

Clocks should always interact with what happens in the story. The Game Master should use situational modifiers and adjust the Difficulty Level to represent advantages or disadvantages derived from the Players' choices and the events that are taking place in the scene.