Clocks

Charge RPG

Image by KELLEPICS from pixabay.com A clock is a circle divided into 4, 6, or 8 segments. Draw a clock when you need to track an ongoing effort against an obstacle that cannot be resolved with a simple action roll. Sneaking into a restricted area? Make a clock to track the alert level of the patrolling guards. When the PCs suffer consequences from partial successes or missed rolls, fill in segments on the clock until the alarm is raised. Generally, the more complex the problem, the more segments the clock should have. A complex obstacle is a 4-segment clock. A more complicated obstacle is a 6-segment clock. A daunting obstacle is an 8-segment clock. Segments of clocks are ticked after an action roll. The effect and risk ratings help decide how many segments should get ticked as a result of the roll. Clocks should always be about the obstacle that needs to be overcome, and not be about the "how". The action of the character already takes care of explaining the "how". Here are a couple examples of how clocks could be used to represent some situation that might arise during scenes.

Progress Clocks

These represent the ongoing effort of someone to achieve their goal. When a PC succeeds an action roll, you can use a progress clock and:
  • Tick 1 segment for a limited effect.
  • Tick 2 segments for a standard effect.
  • Tick 3 segments for a great effect.
—— How much money do we need before we can fix the ship? How much damage can the city withstand before there's nothing left to save?

Danger Clocks

These represent the imminent danger about to face the player. When a PC gets a consequence from an action roll, you can use danger clock and:
  • Tick 3 segments for a high risk action.
  • Tick 2 segments for a moderate risk action.
  • Tick 1 segment for a low risk action.
—— How long until they realize we are here? How much oxygen do we have left?

Opposing Clocks

These represent the progress of two opposing parties to get to their goal. The effect and risk ratings can both be used to tick one or the other clock. —— Can we win the race against the fan favourite? Can we convince the judge that we are wrongly accused before the end of the trial?

Recap

Clocks
Used to define complex obstacles.
  • GM creates a clock to represent long-lasting obstacles.
    • Divide into 4 segments for a complex obstacle.
    • Divide into 6 segments for a complicated obstacle.
    • Divide into 8 segments for a daunting obstacle.
—— When a PC succeeds an action roll, you can use a progress clock and:
  • Tick 1 segment for a limited effect.
  • Tick 2 segments for a standard effect.
  • Tick 3 segments for a great effect.
When a PC gets a consequence from an action roll, you can use danger clock and:
  • Tick 3 segments for a high risk action.
  • Tick 2 segments for a moderate risk action.
  • Tick 1 segment for a low risk action.
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