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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>
<h3>TURNING BACK A CLOCK</h3>
<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><strong>Example:</strong> 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>
<p>Philip Forlenza (Order #)</p>