Dynamic Countdown
When a certain situation is being actively influenced by the players, you may choose to use a dynamic countdown to track it. Unlike a standard countdown, this doesn’t tick down every time a player rolls—instead it’s influenced by the outcome of their rolls or choices. Dynamic countdowns are often used to track larger-scale events or situations happening in the background of a complex scene. Typically, these countdowns have a starting value of 5–10.
For example, if the PCs are trying to destroy a wall or other object that doesn’t have Hit Points, a dynamic countdown can track how close they are to destroying it. Similarly, if the party’s skyship is under attack, you could use a dynamic countdown to track their escape—or if the PCs are chasing or searching for an enemy, the countdown can track how close the PCs are to catching them. (See “Chase Countdowns” below for guidance on using these countdowns for chase scenes.)
Most dynamic countdowns can be categorized as either a Progress Countdown (if working toward a desired outcome) or Consequence Countdown (if trying to avoid a dreaded outcome). The Dynamic Countdown Advancement table suggests how much to tick down the countdown die each time a PC makes an action roll.
Dynamic Countdown Advancement
Roll Result | Progress Advancement | Consequence Advancement |
---|---|---|
Failure with Fear | No advancement | Tick down 2 |
Failure with Hope | No advancement | Tick down 1 |
Success with Fear | Tick down 1 | Tick down 1 |
Success with Hope | Tick down 2 | No advancement |
Critical Success | Tick down 3 | No advancement |