The Watchmaker's Shop
There are 13 clocks – 6 woe, 6 weal, and the Chrysalis Clock. All clocks except Chrysalis have one hand per Guardian Spirit. All clocks start at ‘Indefinite’. In exchange for making a Weal clock more imminent, a Woe clock is also made more imminent. Clocks can also be delayed, but not all the way to indefinite. There is also a small chance each time you manipulate the clocks that the Chrysalis Clock moves. A clock can only be bought up/down to 1 session.
- Rebellion Clock – Measures the time until something of yours betrays you. Starts at 4 game sessions.
- Death Clock – Measures the time until someone important to you dies. Starts at 3 game sessions
- Nemesis Clock – Measures the time until a force enters the world dedicated solely to thwarting and harming you. Starts at 3 game sessions
- Shatter Clock – Measures the time until something you have built is rendered into pieces and partially lost. Starts at 5 game sessions
- Drain Clock – Measures the time until a source of power that you rely on is drained of its power and becomes inert. Starts at 5 game sessions
- Disaster Clock – Measures the time until a natural disaster of some sort strikes you. Starts at 4 game sessions
- Luck Clock – Starts at 4 game sessions. This is how long until you have exceptional and miraculous luck.
- Discovery Clock – Starts at 4 game sessions. This is how long until you discover something new and important about the world or the nature of existence.
- Progress Clock: Measures the time until your society achieves a major breakthrough and re-organization – essentially, the start of a new Era or movement. Starts at 6 game sessions (then 9, then 12)
- Completion Clock: Costs 1 tick to accelerate an extended project by 1 game session.
- Synchrony Clock: Costs 1 tick to make two asynchronous events simultaneous. Can be done at any time.
- Stopwatch: Costs 1 tick to win a race of time unless someone is bidding against you. Also, you can generically ‘buy time’ for yourself at the cost of a tick – get an extra downtime, stay conscious during a timeskip, etc. Buying an extra Build Phase must be done per-province at 1 tick each.
- The Chrysalis Clock: Starts at 13 game sessions. Measures the time until you inevitably change.
When you make a clock more imminent, you have the choice of both clocks. When you delay a clock, the DM chooses the other counterbalance clock. You can manipulate the Chrysalis clock in either direction, but doing so is risky and all outcomes are unclear. Keep in mind that one tick on the Chrysalis Clock effectively corresponds to at least one tick per guardian spirit.
Chrysalis Clock: 1