Objective Clocks

An encounter may define an Objective.

An Objective is a goal that can be completed during the encounter.

On their turn, a character may take an action to attempt meaningful progress toward the Objective. If the action is possible, uncertain, and risky, the Referee calls for a Check.

On a success, reduce the Objective Clock.

When the Clock reaches 0, the Objective is complete.


Simple Clock Sizes

Use only three sizes:

Clock

Use For

4

Simple, urgent, or fragile objective

6

Standard encounter objective

8

Major, difficult, or dangerous objective

I like using countdown clocks for Iron & Myth:

Objective Clock: 6
Success reduces it to 5, then 4, then 3, etc.

That feels more tactile and old-school than “fill segments.”


How Much Progress?

I would keep it simple:

Result

Progress

Success

Reduce Clock by 1

Critical Success

Reduce Clock by 2

Failure

No progress; consequence possible

Critical Failure

No progress; serious consequence

Optional:

A clever plan, proper tool, sacrifice, or dangerous risk may reduce the Clock by +1 additional step.

That rewards fictional positioning.

Example:

“I use holy water on the grave-circle before scraping away the runes.”

That might reduce the Clock by 2 on a success because the action uses the right tool.


Example Objective Clocks

Stop the Ritual

Objective Clock: 6

Ways to reduce it:

  • Break a ritual candle.

  • Scatter the salt circle.

  • Spill the blood bowl.

  • Silence the chanting acolyte.

  • Speak the dead child’s true name.

  • Tear down the hanging corpse.

At 0:

The ritual collapses.


Rescue the Prisoner

Objective Clock: 4

Ways to reduce it:

  • Cut the ropes.

  • Pick the lock.

  • Drag the prisoner away.

  • Distract the torturer.

  • Calm the prisoner enough to move.

  • Shield them from missile fire.

At 0:

The prisoner is free and out of immediate danger.


Seal the Portal

Objective Clock: 8

Ways to reduce it:

  • Read the runes.

  • Break the anchor stones.

  • Pour silver dust into the threshold.

  • Hold back the emerging thing.

  • Chant the counter-rite.

  • Sacrifice blood, spell, or relic.

At 0:

The portal shuts.


Danger Clocks

You may also have an opposing clock, but I would use these sparingly.

Example:

Objective Clock: Stop the Ritual — 6
Danger Clock: Demon Arrives — 4

Each round, or when the enemy uses an action, the Danger Clock drops.

At 0:

Something bad happens.

This creates great pressure.


Encounter Example

The Burning Inn

The party fights cultists while the inn catches fire.

Objective: Save the trapped guests.

Save the Guests: 6

Possible actions:

  • Smash through a locked door: STR + STR

  • Carry someone through smoke: STR + CON

  • Find the safest path: LOR + CON

  • Calm panicked guests: PRE + PRE

  • Climb to the balcony: STR + DEX

  • Tie a rope escape: DEX + LOR

Each success reduces the Clock by 1.
A critical success reduces it by 2.
Failure might cost HP, trigger smoke, or separate someone.

At 0:

The guests escape.

Meanwhile, cultists are still attacking.

Now the encounter is not just “kill cultists.” It is:

Can you save people while blades are drawn and smoke fills the room?

That is much better.


Clean Rule Text

Objective Clocks

Some encounters have an Objective: a goal that can be completed during the scene.

Objectives are measured with a Clock of 4, 6, or 8.

On their turn, a character may attempt an action that could reasonably advance the Objective. The player describes what the character does. If the action is uncertain or dangerous, the Referee calls for a Check.

On a success, reduce the Objective Clock by 1.
On a critical success, reduce it by 2.
On a failure, no progress is made and the Referee may introduce a consequence.
On a critical failure, no progress is made and the situation worsens.

When the Clock reaches 0, the Objective is complete.

Not every encounter needs an Objective Clock. Use one when the scene has a goal beyond defeating enemies.