Hey, thanks for the feedback! I'm trying to adapt the 'damage rolls for everything' mechanic from stuff like Heart and ICRPG and apply it to a FitD framework. I used clocks earlier in a previous version, but they were a little too static. If you want to represent a countdown, you could certainly have a 'time' resistance and subtract 1 for each roll the players make, regardless of the result and achieve the same effect. Maybe if they fail they lose more time unless they spend a protection token.