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<h2>A THRESHOLD FOR FAILURE</h2>
<p>
If you use a Clock to represent a complex series of operations to achieve a
goal, you must also establish when that goal will be irredeemably lost: does
it take a single failed Check, or is there a parallel "failure" Clock that
fills whenever a character rolls poorly? The Game Master determines this on a
case-by-case basis, but must make sure to inform the Players as they approach
the challenge.
</p>
<h2>TURNING BACK A CLOCK</h2>
<p>
Characters can also take action to slow a Clock's advance and erase some of
the filled sections, eventually bringing it back to 0 — the method is
identical to that of filling a Clock. When a Clock reaches 0, the Game Master
may have the threat removed or simply keep it lurking in the shadows.
</p>
<p class="example">
Example: As the heroes fight the powerful sorceress Chrona, her ritual to open
a rift to the Demon Realm draws to its conclusion. The Player Characters must
balance their actions between defeating the sorceress and slowing down the
progress of the ritual, a ten-sections Clock that would end the scene in an
automatic defeat.
</p>