45 lines
1.7 KiB
HTML
45 lines
1.7 KiB
HTML
<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>Fill one section for a successful Check.</li>
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<li>
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Fill an additional section if the Result of the Check surpassed the
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Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3
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or more, or two additional sections if it was by 6 or more.
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</li>
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<li>
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If the Check was a critical success, the corresponding opportunity may be
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spent to fill two additional sections.
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</li>
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</ul>
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<p>
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Vice versa, Clocks that represent a threat gradually fill as characters fail
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Checks, especially if they fail them by a wide margin:
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</p>
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<ul>
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<li>Fill one section for a failed Check.</li>
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<li>
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Fill an additional section if the Result of the Check is lower than the
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Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3
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or more, or two additional sections if it was by 6 or more.
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</li>
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<li>
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If the Check was a fumble, the corresponding opportunity may be spent to
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fill two additional sections.
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</li>
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</ul>
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<p>
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<strong>Example:</strong> While sneaking her way through the monster-infested
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corridors of an ancient castle, Valea rolls a 6 on a Check with Difficulty
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Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one
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for her failure, and another because she failed the Check by three or more.
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</p>
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<p>
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Clocks should always interact with what happens in the story. The Game Master
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should use situational modifiers and adjust the Difficulty Level to represent
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advantages or disadvantages derived from the Players' choices and the events
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that are taking place in the scene.
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</p>
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<h2>CLOCKS AND THE STORY</h2>
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