Clocks
Clocks are visual tools for tracking progress, mounting danger, or situations deteriorating over time. Each one is discrete, though occasionally one Clock may affect another. They are (much like real clocks) circles divided into segments (4, 6, or 8 depending on complexity). In most cases, the Storyteller is in charge of tracking any and all Clocks that may be progressing with few exceptions. When all segments are filled, something important happens. It might be good, it might be bad, or it might just be waiting for a package you ordered weeks ago to arrive at your Haven.
Why Use Clocks? Because not everything resolves in a single roll! Sometimes threats build slowly, projects take time, or situations gradually worsen. Clocks let the players see (and the characters feel) how close something is to happening.
How Clocks Work¶
Size Matters: The number of segments a Clock has is determined by the situation's complexity.
- 4 segments: A straightforward problem (nosy neighbor, minor investigation, delayed delivery, etc.)
- 6 segments: A sticky situation (serious vampire hunter activity, rival Coterie scheming, etc.)
- 8 segments: A daunting threat (Sheriff investigation, citywide Masquerade crisis, etc.)
Filling Segments: When something happens that advances the Clock, tick 1–3 segments depending on how significant the event is.
- Minor: 1 segment (small mistake with a single witness who got away)
- Moderate: 2 segments (messy feeding that someone noticed, public argument or fight, obvious supernatural display)
- Major: 3 segments (killing in public, using Disciplines on camera, attacking a mortal institution)
Emptying Segments: When something happens that might hinder the Clock's progression, untick 1–3 segments.
- Minor: 1 segment (throwing a pursuer temporarily off your trail with a clever ruse)
- Moderate: 2 segments (successfully erasing some damning evidence)
- Major: 3 segments (killing or capturing someone integral to the plot against you)
When Filled: When a clock fills completely, the thing it's tracking happens and the consequences come knocking... sometimes literally.
When to Use Clocks¶
Use a Clock when...
- A situation is complex or layered and takes multiple actions or nights to resolve
- Danger is mounting but not immediate (suspicion growing, enemies investigating, Haven deteriorating, etc.)
- You need to track long-term projects (completing a Ritual, building your reputation, practicing piano)
- Something bad is approaching and the players need to see it coming
Don't use Clocks for...
- Simple obstacles that can be resolved with one or a handful of rolls
- Immediate, actionable threats (just make a Storyteller Move)
- Tracking things that don't matter to the story
The Masquerade Clock¶
This is the big one. The Masquerade Clock is always ticking. It tracks how much mortal attention your Coterie has attracted and how close you are to catastrophic exposure or swift retribution from the local Kindred in power. The Masquerade Clock always has 8 segments — it takes a lot to bring down the hammer, but once it's full... buddy, you're all getting nailed.
What Fills It: Anything that puts Kindred in the public eye, such as...
- Masquerade breaches (witnesses to your evening activities, footage or photographs, bodies discovered)
- Failed rolls on Moves where the complication is "start or advance the Masquerade Clock"
- Storyteller Moves when you give them golden opportunities (feeding in public, using Disciplines openly, etc.)
When It's Filled: The local Kindred authorities take action. This might mean...
- The Sheriff personally investigates your Coterie
- You're all summoned before the Prince (or equivalent power)
- Hunters start actively tracking you
- Rival Coteries use your sloppiness as leverage
- Mortal institutions (cops, FBI, journalists) start connecting dots
Emptying It: You can reduce Masquerade Clock segments by...
- Spending Currency to bribe/manipulate witnesses and clean up evidence
- Sacrificing Clout or Claim to deflect blame elsewhere
- Using Disciplines to alter memories (risky and might make things worse)
- Cashing in Debts with fixers, cleaners, or corrupt officials
- Completing missions for those in power to make amends
Typically, you can only reduce the Masquerade Clock through significant collective effort, such as several nights of work, multiple resources spent, making major sacrifices or compromises, etc. It shouldn't be easy to make this kind of thing go away. Kindred take privacy seriously.
Other Example Clocks¶
Danger Clocks (track escalating threats):
- Haven Building Condemned: 4 or 6 segments; landlord complaints, code violations, or suspicious inspectors
- Compromised Security: 4 or 6 segments; someone's been snooping or mapping your defenses
- Rival Coterie's Plan: 6 or 8 segments; they're scheming against you (but what's new, really?)
- Hunter Cell Investigation: 6 or 8 segments; mortal vampire hunters gathering evidence and interviewing witnesses
- Sheriff's Wrath: 6 or 8 segments; you've pissed off someone powerful on a personal level and they're coming for you
Relationship Clocks (track deteriorating connections):
- Touchstone Suspects the Truth: 4 or 6 segments; they've noticed inconsistencies or asked too many questions
- Ally Loses Faith: 4 or 6 segments; repeated betrayals, unanswered Debts, or broken promises
Project Clocks (track long-term goals):
- Blood Sorcery Ritual/Oblivion Ceremony: Any number of segments; gathering components and perfecting the formula
- Establish Territory: 6 or 8 segments; regularly prowling a new hunting ground and increasing your Claim
Racing Clocks (two opposed Clocks competing, first to fill wins):
- Escape (your Coterie) vs. Cornered (pursuing hunters)
- Secure the Asset (your Coterie) vs. Opposition Arrives (rival Coterie)
Linked Clocks (one unlocks another when filled):
- Ongoing Investigation → begins Arrest Warrants Issued
- Confirming Suspicions → begins Open Hostilities
- Learning to Swim → begins Pool Party Planning