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<h1>CLOCKS</h1>
<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>
<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>
<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>
<ul>
<li>
When the group infiltrates a guarded area and must not alert the
surveillance, failed Checks might fill a “High Alert!” Clock.
</li>
<li>
When the heroes realize they cant 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 ceilings support is;
once filled, the monster will be crushed under the debris!
</li>
<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>
</ul>
<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. Lets 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>
<p>Philip Forlenza (Order #)</p>