0% found this document useful (0 votes)
5 views6 pages

Ticking Clocks v1.1

Ticking Clocks is a tabletop RPG where players control doomed characters striving for salvation through various challenges. The game utilizes a system of Checks based on three attributes (Strength, Dexterity, Willpower) that determine success and consequences, with a focus on teamwork and narrative influence. Character creation involves rolling for backgrounds, items, and personal Dooms, while the Clock Master guides the story and encounters, emphasizing the game's melancholic tone.

Uploaded by

fantasychrono
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
5 views6 pages

Ticking Clocks v1.1

Ticking Clocks is a tabletop RPG where players control doomed characters striving for salvation through various challenges. The game utilizes a system of Checks based on three attributes (Strength, Dexterity, Willpower) that determine success and consequences, with a focus on teamwork and narrative influence. Character creation involves rolling for backgrounds, items, and personal Dooms, while the Clock Master guides the story and encounters, emphasizing the game's melancholic tone.

Uploaded by

fantasychrono
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

����-�������.����.

��
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���������

1 A beast that breathes ice 1


E��������� (C���.)
A mineshaft filled with dwarves
As the CM it’s your job to present the world individual’s passage through time feverishly digging for treasure
and its challenges to the players. Roll on or A narrow passage with an awaiting
choose from the What They Seek and Where 2 A mad alchemist’s elixir that cures all 2 A beast wreathed in flame 2
trap
They Seek it tables to quickly establish the
story. An ancient machine that gives new life A bizarre travelling circus who refuse A pack of bloodlusting vampires
3 3 3
to whoever steps into it to take off their masks hiding in dark corners
Either begin calmly by setting the scene and 1 4
The golden lifebloom, which only
establishing the tone, or for faster paced 4 4 A broken bridge 4 A pit of acid that blocks the way
blooms once a century
games, begin in medias res by rolling on the
Encounter table. A pristine orchard that houses
5 The old king’s crown of command 5 A caged mutant beast 5
deadly hornets
Roll on or choose from the Encounter table
for inspiration on what comes next. Not all The shrine of an ancient god of life and A cavern filled with mushrooms that
6 6 6 A rickety mechanical lift
encounters involve combat, or even danger. rebirth emit mind-eating spores
Some may simply provide flavour. A door with a bizarrely shaped A rival group searching for the
1 1
W���� T��� S��� �� keyhole macguffin
It’s up to you how tough and numerous
enemies will be, but be wary of making them 1 The ancient westwoods
2 A field of regenerating undead 2 A secret rotating wall
too strong. 8 segment enemies are extremely 2 The ephemeral sky isle
draining and should be used sparingly. Al- 3 The frozen kingdom A flower field littered with the A small creature that will only show
low the PCs to escape, and reward them with 3 3
4 The ichorous fungi tunnels corpses of other Doomed people the way forward if given a shiny gift
items for defeating enemies. To make ene- 2 5
mies more deadly, increase the difficulty of 5 The old city beneath A strange device that emits painful
4 A flying beast searching from above 4
Checks to attack them or Saves from them, 6 The steppes of the ancients sonic pulses
or give them unique abilities. If they’re too A giant serpent that speaks (it may A strange merchant, with unusual
difficult, encourage creative solutions. If 5 5
bargain for food) concepts of value
they’re too easy, that’s fine. All fights take CM Principles
their toll. A tower that begins to fall apart
● E�������� ����������. Make Checks 6 A great leviathan beneath a still lake 6
when its weight is shifted
Use the PC Equipment, Background, and or Saves easier or automatically succeed
for those who find creative solutions. A great tree filled with territorial An old tavern filled with the ghosts
Example Name tables to quickly generate 1 1
sprites of various scum and villains
items and NPCs. ● B� ����, ��� ��� �����������. Don’t
give in to PCs so much as to trivialise Guardian statues that attack the
2 A great wall that blocks the way 2
Handling Departed PCs everything, but don’t be ruthless to the minds of any who pass them
When PCs leave the game, it can become point where it feels unfair. Read the
room. 3 A horrific mass of tentacles 3 Numerous guard dogs
quite boring for their players. To make the
end less of a punishment, try to give them ● A���� ������� �� ���������, ��� 3 6
A labyrinth stalked by an invisible The wreckage of an airship filled
opportunities to influence the narrative. Ask ���’� ��� ���� ����� ���� ��������. 4 4
beast with starving air-sailors
them for suggestions for names, let them Prompt the players or throw something
describe environments, and give them NPCs new at them when they seem stuck or Three stone pillars that crackle with
5 A lake filled with giant leeches 5
or enemies to control in encounters. It’s things slow down. Just don’t overload energy
okay if they make things a little easier for the them. This game is built around malen- A manor filled with servant Will-o'-wisps dancing over a deep
remaining PCs. choly, let them soak in it. 6 6
automatons, but no residents bog
The only hard rules for partial success com-
Checks Elaborated plications are:
● T��� ���� �� ������. The conse-
Confidential
This section provides some more in depth Unless you’re sure you’re going to be the CM, it is advised that you
explanations on the purposes and proce- quence for a partial success shouldn’t be read no further. Doing so will gain you no gameplay advantage, and
dures of Checks and partial successes. dropping an item if the PC is peacefully will ruin some of the game’s impact. T��� �� ���� ����� �������.
trying to persuade a guard to let them
pass. They can just pick it up again.
Checks ● T�� ������ ���� ���� ��� ������.
In many RPGs, performing Checks is the
Players are always allowed to know what
main form of gameplay. Whenever a PC
complications they will face before
attempts to do something with a risk of
choosing a partial success.
failure, they make a Check, regardless of how
they approach the task. The OSR movement Coming up with a new partial success for
pushes towards making checks carry far every Check can get tiring for the CM, which
more risk, and allowing PCs to get around is why they don’t have to be super flashy
making them with clever lateral thinking. If surprising. Following is a list of common
a PC is making a roll to detect traps in an complications that should fit a variety of
OSR game, it usually means they weren’t situations.
careful enough in their exploration and
description of their actions. ● Drop or break an item.
● Take a condition.
Ticking Clocks pushes this idea even further,
by making every single check take some- ● Fall prone.
thing away from you. This is why it’s so ● Attract a threat.
important that the CM allow PCs to get
around making checks with lateral thinking. ● Lose an opportunity.
● Increase the difficulty of another check.
Partial Successes If the CM can’t come up with an appropriate
Partial successes are still successes. What- consequence for a partial success, the play-
ever a PC is trying to accomplish with their ers are always encouraged to suggest
check is accomplished — it just comes with consequences.
a complication. This is intentionally left
vague to allow improvisation from the CM.
Such freedom also allows the CM to subtly
adjust the difficulty of the adventure on the
Credits
fly. If things seem to be going too well for the Ticking Clocks was made by Frog Factory for
PCs, the CM can start giving worse compli- Clock Jam, organised by Cosmic Orrery
cations, or vice versa. Games and Nakade on itch.io.
Ticking Clocks is licensed under Attribution
4.0 International. To view a copy of this
license, visit http://creativecommons.org/li-
censes/by/4.0/
1. A��������’� E�����: The room is full of
You Have Been Warned
While it’s not necessary, having a twist at
caged monstrosities. The alchemist’s
scattered notes reveal that — while it
CM Notes
the end of the PC’s journey can help to add a does cure any ailment — any who drink
level of impact and make for a truly memo- the elixir will slowly and irreversibly
rable experience. transform into these beasts.
There’s a certain type of twist that works 2. G����� L��������: There’s only a sin-
well here. It isn’t a flashy, ‘they were working gle petal left on it. To split it between
for the enemy the whole time,’ or an allegor- multiple people would diminish its
ical ‘they were dead all along,’ twist. What power completely. The PCs must decide
works is a subtle alteration to the situation which of them to save.
so that they can’t get a clean, ‘lived happily 3. C���� �� C������: The crown sits
ever after,’ ending. Something that demands atop the decayed skeleton of the old king.
consideration, and potentially hard choices. On the stone floor before it is inscribed a
Following is a list of potential twists based warning: they who don the crown are
on each of the entries in the What They Seek granted long life, and tremendous power,
table. You are encouraged to use these as but they are bound to the throne room,
they are, change them as you wish, make unable to ever leave.
entirely new ones, or discard them com-
pletely. 4. A������ M������: The machine has
two chambers. One gives life, the other
takes a life. Both must be filled for the
machine to work.
5. G�� �� L��� ��� R������: The old god
wishes to regain their standing among
the pantheon. They will cure any ail-
ments, but in return those cured must
become their servants, dedicating their
life to preaching their word and convert-
ing any they can.
6. C������ C���: Those who use the core
remain where they are, but seem to de-
age to before they were cursed, losing all
memories of what’s happened since
then. To them, they were
living normally, and are
now suddenly in a for-
eign place, surrounded
by people they
don’t know.

You might also like