ADVANCING A CLOCK

In general, Clocks advance through Checks:

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

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.