Professional Documents
Culture Documents
have introduced the setting and their withstand before dying (or being re- 4-5 partial success: character succeeds but suffer consequence/complication
objective. Many aspects of their char- moved from the game in a different
acters like origin, race, profession, way). Add 6 to the number of filled
6 success: character succeeds without unforeseen consequences
will be dependent on the setting. It circles on the diagonal to get the multiple 6 critical success: character succeeds and the clock is set back by 1 segment
Running Clocks is a setting-agnostic RPG system designed for is up to you how much of the setting character’s max HP.
quick, action-packed one shots. Can the players complete their you want to let the players decide.
mission before it’s too late? Don’t hesitate to restrict some as-
pects if those would go against your
BEFORE WE START setting or story, but try and offer al-
ternatives and compromises so that
You will need 2-5 players, at least 3 six-sided dice and a Game Master (if
everyone can create a character they
you’re reading this, supposedly that’s you). As the GM you will set the game’s
are satisfied with.
setting, the player’s mission or objective and you will narrate the events and DAMAGE AND CONSEQUENCES
consequences around the players’ characters’ actions. Once a player has decided on the
broad strokes of their character’s Consequences are the result of the characters’ actions. They are events that
THE CLOCKS identity and personality, they should set the characters back in their quest. Most of the time, consequences will
define their character’s skills by dis- be the outcome of a failed or partially succeeded roll, but it doesn’t need to
Running Clocks is a game about running out of time. Whatever the characters be. If a character does something particularly idiotic, even if the action itself
tributing four points on the ‘charac-
are fighting for or against, they have limited time to do so before it’s too late. doesn’t require a roll of the dice, they still may suffer a consequence. As the
ter grid’ (example grid to the right).
During play, the passage of time is represented by the game clocks, which are GM, you are charged with determing the consequences of an action. In most
visible to all players at the center of the table. Each row or column represents the cases, a consequence will likely take the form of either advancing the clock or
character’s level in one particular a character (or several) receiving damage (losing HP).
skill. This is defined by how many
of the three circles are filled in this It is up to you how many HP a character loses when taking damage, but in
skill’s corresponding row or column. general, it shouldn’t be higher than 3 HP at once (unless the character was in
a particularly dangerous situation). As a rule of thumb, 3 damage is a grave
wound, 2 damage is a serious but non-fatal injury and 1 damage is a superficial
but somewhat incapacitating injury.
SKILLS
There is no way in Running Clocks to recover HP once it is lost. If a character
The skills listed on the default grid are meant to be general enough to fit any suffers damage that means they are hurt in a way that would require time
Think of every clock as an act in the players’ story. When the first clock fills setting, however a blank grid is provided as well in case you want to add your
up, you move on to the next and this marks a turn in the story. If the charac- to heal, time that the characters do not have. If a character’s HP reaches 0,
own skills that specifically fit your setting. they are removed from the game, often through death or other incapacitating
ters don’t succeed in their quest before the last clock is completed, they fail.
Charisma is for all actions that in- Perception Defines a character’s afflictions.
The first clock is the setup. It is the players’ introduction to your setting and volve the use of social intelligence, ability to observe and sense, useful
their mission. Let them use this time to better define their characters and get USING THE CLOCK
such as convincing, arguing, under- for noticing hidden things, aiming at
used to the game’s mechanics in a relatively low-danger situation. standing body language, intimidat- distant targets, recognizing smells or If you ask a player to roll the dice but they absolutely do not want to fail or risk
The second clock is when things start to heat up. Players should have a better ing… seeing through smoke and fog. complications, they can instead choose to ‘use the clock’ (advance the clock
idea of what they are up against and should start thinking of ways to accom- by one segment). If they do, their character automatically succeeds in their at-
Deftness is the character’s ability Reflection is One’s mental and ac- tempted action without consequences. Describe how their action causes them
plish their goal while exploring the area they find themselves in. to move with agility, care and ma- ademic capacities, from resolving to lose time and proceed with the story.
The third clock is the final showdown. Players have committed to a plan and nipulate things with precision, such enigmas to translating alien languag-
are trying to execute it before it’s too late. as sneaking, lock picking, climbing, es or understanding maps and blue- PACING THE GAME
dancing… prints.
Running Clocks is designed to make the story feel faster and faster the closer
ADVANCING THE CLOCKS Handiness is for all of your crafting Vigor is the character’s ability to you get to the end. For the pace of the game to increase with time, it is im-
and tinkering needs, from repairing overcome physical obstacles, such as portant that you, as the GM, do your best to ramp up the stakes as the story
To advance a clock, simply fill up one of its segments. There are a lot of rea- an airship to disassembling a watch heavy lifting, sprinting or punching progresses. The less time left on the clock, the harder the obstacles on the
sons to advance the clock, but it should always be tied to the players’ actions. or starting a fire in the wild. very hard. characters’ road should seem, the more rolls the players should make, and the
It could be the result of a failed roll, a character setting off an alarm, the party more tempted they should be to use the clock instead of risking a failed roll in
discovering an important clue… When you advance a clock, make it clear why ROLLING THE DICE a desperate situation. Just keep in mind that you are not the players’ enemy,
the characters’ actions makes their situation more pressing. you should seek to challenge them and provide an engaging story, not “beat”
Often times, players will attempt actions that are dangerous, difficult or oth-
Your attempt at hacking the console triggers an alarm, making your presence erwise challenging. When they do, you should ask them to roll the dice to them at the game.
known to the guards, it is only a matter of time before they find you. determine wether they succeed. Determine which skill makes the most sense One of the best ways to achieve this is to manifest the game’s running out
for the action that is being undertaken and ask them to roll as many dice as of time mechanic through a tangible element of the story, tied to the charac-
The only way to set the clock back (erasing one filled segment from the cur- they have points distributed for the corresponding skill.
rent clock) is for a player to get a critical success from a dice roll. When that ters’ objective. Something like an increasing radiation level, a virus infection
happens, explain how the character’s actions gives the players more time. The outcome of the roll is determined by the die with the highest value. spreading until it can not be contained anymore or a convoy that must be
stopped before it reaches a defended fortress. With the threat of their time
Sneaking past the guards, you are able to distract them by throwing a stone down If a player needs to roll a skill for which their character has a level of 0, they running out manifested in such a way, the mechanic will seem more organic
the hallway, diverting their attention and giving the group more time to explore. must instead throw 2 dice and take the lowest value. to the story and provide more satisfying tension and resolution at the end.
HEIST / STEAMPUNK WESTERN / DARK FANTASY
Inspiration and References: Dishonored, Blades in the Dark, Hood: Outlaws & Legends Inspiration and References: Hunt: Showdown, True Detective
For the first time in the better part of a decade, the Clarke Founda- The Year is 1841, you are members of an occult organization sworn
tion has open its doors to a public event. Reserved for the very finest to eradicate supernatural and evil forces from the face of the earth.
of the aristocracy, the gala will last the entire night, celebrating Sir You have been sent by your order to Rattle Pass, a small Louisiana
Ian Connor’s admission in the very secretive institution. The perfect town from which rumors of strange occurrences have originated. Your
chance for your band of thieves to attempt stealing the foundation’s mission is to determine whether infernal disturbances are at play and
most prized treasure: a golden apple. These are meant to help you when you have little time to prepare, lack if so, locate and destroy its source.
inspiration, or want a reference for crafting your own settings and stories.