The key mechanisms are the Scurry Dice and the Progress Clock.
The Scurry Dice
The group’s level of energy is represented by the
Scurry Dice, which starts as a twelve-sided dice (d12), and gets smaller as the group tire.
This is the dice that is used to resolve situations where there is a chance of failure.
If a solution’s success is likely, all goes as planned.
When success is unlikely, the SM asks the Beasts to roll the Scurry Dice. Depending on the result, the SM describes how successful the solution is:
Max / Critical Success / They do better than
expected. The tension eases a little.
Optional: The SM removes 1 progress from the clock.
4+ / Success / They do as well as they can.
2 to 3 / Complication / They barely manage to
pull it off, but not without consequence.
1 / Hijinx / Something goes hilariously wrong, and chaos is sure to follow.
If success is impossible, the SM tells the players. They can still choose to execute their doomed plan anyway.
The Progress Clock
The SM uses a device called the Progress Clock to
represent the Beasts getting tired, their stride being
unexpectedly broken, or their stress levels rising.
The SM marks progress by filling in segments of the Progress Clock.
Each time the clock fills up, the Scurry Dice is reduced in size (e.g. from d12 to d10), and the clock is reset. When this happens, the SM hints at terrible danger brewing on the horizon.
Mark Progress when:
• A conflict is resolved with hijinx or complications.
• The Beasts hesitate because of indecision.
• A Milestone in the heist’s progress is achieved.
• Something Bad happens, like a Beast falls into a
trap, a predator is alerted to their presence.
[in essence I will tell you when progress is marked on the clock. There are 4 segments to the clock, so 4 progress marks until the dice drops].
The Beasts cannot continue their adventure if
the Scurry Dice is reduced below a d4. When the
progress clock next fills, roll the Scurry Dice:
If the result is a 1, Something Awful happens and the scurry immediately stops.
The SM describes how the catastrophic events of the Beasts’ scurry has led to a tragic end. All Beasts are encouraged to join in to make this ending worse!
If a 2, 3 or 4 is rolled, the Beasts manage to keep it
together. The SM removes 1 progress from the clock.