bug: Pages numbered correctly in books/core
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@@ -1,16 +1,20 @@
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h1>CLOCKS</h1>
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<p>Also called timers, counters, trackers, or countdowns: Clocks are a useful tool for tracking an evolving situation, an approaching danger, or the characters' progress with a certain task.</p>
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<p>Clocks are designed to handle complex activities that cannot be resolved with a single Check and are a great tool for Game Masters to manage pacing within a scene.</p>
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<p>A Clock is a circle split into a number of sections, each of them representing a step towards an objective being completed or an event taking place:</p>
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<h1>22GAME RULES</h1>
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<p><strong>CHAPTER ADVANCING A CLOCK</strong></p>
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<p>In general, Clocks advance through Checks:</p>
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<ul>
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<li>When the group infiltrates a guarded area and must not alert the surveillance, failed Checks might fill a “High Alert!” Clock.</li>
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<li>When the heroes realize they can’t defeat a colossal foe in usual combat, they might choose to adopt a different tactic: striking the stone columns and causing the roof to collapse on top of the enemy! In this scenario, a Clock can be used to keep track of how weakened the ceiling’s support is; once filled, the monster will be crushed under the debris!</li>
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<li>When a powerful sorcerer performs a world-altering ritual, a Clock named “arcane apocalypse” can be used to represent how much time is left to stop him!</li>
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<li>Fill one section for a successful Check.</li>
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<li>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.</li>
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<li>If the Check was a critical success, the corresponding opportunity may be spent to fill two additional sections.</li>
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</ul>
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<p>A Clock normally features four to twelve sections, depending on its complexity. Clocks are generally created and managed by the Game Master, but should be visible to everyone: this makes for tense and adrenaline inducing play. They should also be tied to a specific obstacle, goal, or danger, but not to a specific method or approach: this will allow characters to interact with them in different ways. Let’s take the collapsing ceiling described above: characters could accomplish that by striking the pillars, pulverizing them with magic, or even throwing an enemy against them!</p>
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<p>Vice versa, Clocks that represent a threat gradually fill as characters fail Checks, especially if they fail them by a wide margin:</p>
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<ul>
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<li>Fill one section for a failed Check.</li>
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<li>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.</li>
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<li>If the Check was a fumble, the corresponding opportunity may be spent to fill two additional sections.</li>
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</ul>
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<p><strong>Example:</strong> 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.</p>
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<p>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.</p>
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<h2>CLOCKS AND THE STORY</h2>
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<p>Philip Forlenza (Order #)</p>
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