Ticking Clocks v1.1
Ticking Clocks v1.1
��
To make a Check, roll 1d6. Then ������
The Rules your result:
● S������: You achieve your goal, but
P�������
C���������
M�����
Ticking Clocks works like most tabletop 1 Chest injured Mental Fatigue
RPGs. The CM describes the world. Players must fill in the amount of sections you
rolled in the relevant Attribute’s Clock. 2 Eye injured Dizzy
describe what their characters do, and the
CM adjudicates if it is possible, how difficult 3 Right leg injured Terrified
● P������ S������: Fill in only half of the
it is, and the consequences of failure. amount you rolled (always round up) in 4 Left leg injured Memory loss
the relevant Attribute’s Clock, but you 5 Off arm injured Hearing things
C����� are circles divided into
succeed to a lesser degree or in addition 6 Main arm injured Seeing things
segments. They may represent
to suffering a consequence.
the Player Characters’ (PCs’)
Introduction progress to their Dooms, en-
emy health, the PCs’ progress
● F������: You fail, and suffer the conse-
quences, but don’t fill in any Clock
You cannot choose to fail a Check if you
already have the Condition rolled.
Ticking Clocks is a game about Doomed charac- towards their goal, or anything segments.
ters fighting for their last chance at salvation. Reactive Checks against physical Condi-
else that progresses incremen- tions can fill DEX or STR, or be split between
If a Check is more difficult than usual, roll
tally. them.
It’s a game about pushing on till the bitter end, 2d6 and take the higher result. If it’s easier,
and keeping hope. When the rules say to ���� a roll 2d6 and take the lower result.
Saves against mental Conditions fill WIL.
Clock, colour in one (or more)
When the final segment of any of your At-
unfilled segments. Conditions make relevant Checks harder or
tribute Clocks is filled, you are removed from
the game after accomplishing your at- impossible, or make you require Checks for
PCs have three Attributes actions that would normally be trivial. An
each represented by a seper- tempted action. This is usually from
succumbing to your Doom, but could be injured leg might make you roll for hopping a
ate Clock, with either 4, 6, or 8 small gap, or make hopping a larger gap into a
segments. They are: from dying normally. If there are multiple
reasonable ways you can go out, you may difficult Check.
● STR�����: Physical toughness.
choose which happens to you.
● DEX������: Accuracy and quickness.
If you have an item to help with a Check, you
Enemies & Combat
● WIL������: Mental & social power. Enemies have a single Clock of 2, 4, 6, or 8
may break it to reduce the amount of seg-
segments, representing their health. Unlike
These rules assume you have some familiar- ments filled by 1 (you can only break one
PC Clocks, enemy Clocks don’t fill as they
ity with the terms and conventions of Checks item per Check).
attempt actions.
roleplaying games. Ticking Clocks is de- Whenever you attempt something risky
signed for one-shot games. with potential consequences, you must
make a Check with an Attribute (the CM
Damage & Conditions When an enemy attacks a PC, the PC must
make a reactive Check. When a PC attacks,
All it requires to play is at least two partici- Sometimes, failing or getting a partial suc-
decides which). they must make a Check. STR for melee, DEX
pants (one of which will be the Clock Master, cess on a Check may result in a Condition if
the CM deems it appropriate. for ranged. If they succeed, they fill the en-
or CM), something to write your character emy Clock equal to their damage.
details on, and at least two six sided dice The Condition that you risk is determined
(2d6). by what number you rolled on the Check Effective weapons deal 3 damage, ineffective
(based on the Condition table) unless the weapons deal 2. It’s up to the CM which
Tonally it was inspired by Bloodborne (From weapons are considered effective against
Software), the Rusty Lake games (Rusty CM decides on a specific Condition.
which enemies. Partial successes may deal 1
Lake), Shadow of the Colossus (Team Ico), Most Checks are proactive, you may choose less damage.
Bastion (Supergiant Games), as well as the not to attempt them after you know the
novels, Johnathan Strange & Mr. Norrell risks, but if you are �������� to something There is no initiative. Turns are freeform.
(Susanna Clarke), and the His Dark Materi- like an enemy attacking you, or a roof falling The CM shifts the spotlight to give each PC
als trilogy (Philip Pullman). on you, ��� ���� ����. roughly equal time to act.
Character Creation B����������
B��������� S������� I���� 1 1d6 bombs
E�������� E������ N����
M�������� F�������
1. R��� �� ��� B��������� �����. 1 Airship pilot Telescope 2 1d6 lockpicks 1 Alleline Adrianna
Write it and its starting items down.
2 Alchemist Strength elixir 3 1d6 smoke bombs 2 Burgen Cynthia
2. R��� �� ��� D��� ����� and write 1
3 Aristocrat Gold sceptre 4 2d6 fireworks 3 Edmund Eleanor
down the result. 1-3 1-3
4 Automaton Wrench & bolts 5 2d6 marbles 4 Franz Hester
3. R��� �� ��� E�������� ����� �����,
5 Beast hunter Musket & 6 bullets 6 Bear trap 5 Gideon Iris
and write down the results.
6 Cleric Holy symbol 1 Coil of rope 6 Julius Jessamine
4. D����� ���� A�������� ������������.
1 Engineer Multitool 2 Compass that points to your goal 1 Lionell Livilla
Draw three circles and label them as
Strength, Dexterity, and Willpower. Dev- 2 Farmer Pitchfork 3 Extremely odorous seafood 2 Norville Maude
2
ide one into 4 segments, one into 6, and 3 Fisher Fishing rod 4 Flask of oil 3 Obediah Rosalind
one into 8. 4-6 4-6
4 Harlequin 5 juggling clubs 5 Flask of spirits 4 Richard Vivienne
5. C����� � ���� ��� ����� ���� like 5 Knight Ornate sword 6 Flintlock pistol & 2d6 bullets 5 Simeon Willow
personality, appearance, or more detail 6 Treasure hunter Hammer & chisel 1 Freezing elixir 6 Wilhelm Yvonne
on the nature of your Doom. A name is all
that is needed before you begin, you can 2 Gas lantern
develop the rest as you go. D���� 3 Gold pocket watch
3
1 Cursed to slowly decay 4 Grapple hook
For these tables, roll 2d6 seperately. The first
die corrosponds to a section number, and 2 Cursed to turn to stone 5 Hammer
the second to an entry in that section. 3 Fading out of existence 6 Hand crossbow & 2d6 bolts
1-3
4 Haunted by maddening spirits 1 Hand drill
Player Principles 5 Hunted by an immortal warrior 2 Hand mirror
● B� ������. Use your background, items, 6 Mind is slowly decaying 3 Harpoon
4
and the situation to get whatever advan- 1 Mutating into a denizen of the deep 4 Healing elixir (heals 1 Condition)
tages you can. 2 Mutating into a vicious beast 5 Heart in a jar
● B� �������. This game isn’t a competi- 3 Poisoned and soon to perish 6 Highly flammable powder
tion. Be ready to make sacrifices if 4-6
4 Possessed by a malevolent being 1 Holy water
necessary, and play a character who
works well in a team. ‘It’s what my char- 5 Uncontrollable lust for riches 2 Jewelry
acter would do,’ isn’t an excuse to be 6 Vampiric bloodlust 3 Net
selfish. 5
4 Pack of matches
● B� ����� ��� ��� ���. This game is 5 Pack of nails
difficult. It’s unlikely for you all to make 6 Paralysing elixir
it. The CM should provide you with ways
1 Sabre disguised as a cane
to influence the world after your end. Do
not fear it. 2 Shovel
3 Strong scented herbs
6
4 Vial of poison
5 Whip
6 Wrench
The Clock Master 1
W��� T��� S���
A crystal core which can reverse an
E���������