#Holdout Clock and Internal Events — The Device of Endured Time
Contents
Scene Tool. The
04-01 defense and holdout guidedefines "what counts as a resource," and this document handles the progression device that depletes those resources. The clock is not a numerical system, but a GM operating device — as boxes fill, the players visually count the time remaining. Advancing the clock itself does not roll dice. This volume sets aside only two d100 devices — this holdout d100 internal event table (§Law 4) and the ruin d100 table bundle (06-02).
#Scent — The Well Bucket Rises Late
The sound of barring the castle gate changes every kind of time inside the castle.
On the first day, the well bucket was light. After seven days, the bucket rises later and heavier — not because the rope has grown longer, but because the water has moved farther away. The hand counting sacks grows shorter by one box each day, and the eyes on the watchtower do not leave the eastern ridge. In a holdout, the enemy is not a sword. The enemy is time, and time wears down the inside first.
#Mode Overview — The Question the Clock Answers
Central question: which arrives first, relief, escape, or surrender?
The clock stops when it reaches one of these three (§End Conditions). The defending side is trying to reach one exit before the clock fully fills, and the attacking side is trying to run the clock to the end and dry resources down to 0.
The tick unit is fixed as the scene. Do not use rounds or turns — rounds are the combat progression unit inside one scene (Energy is the action economy of one round), and the clock is one layer above that, at scene scale. Do not mix the two layers.
Day Conversion Box. Only when connecting to domain seasonal actions (
co-03-10, loosely convert one clock box ≈ half a day to one day (GM discretion, not a rule). The clock's real unit is always the scene.
#Law 1 — Clock Ticks
Clock = a track with a fixed number of boxes. The number of boxes is the upper limit on "how many scenes can be endured."
| Dial | Boxes | Tone |
|---|---|---|
| desperate holdout | 5 boxes | There is no relief — endure and collapse, or escape. |
| standard holdout | 8 boxes | Default. Relief, escape, and surrender compete tightly. |
| relief imminent | 12 boxes | If it holds long enough, a road opens — but the inside festers first. |
Filling a tick is advancing one box — it is not tied to d10, d100, or 2d10. Clock advancement is a GM operating device that does not roll dice (probability is rolled only on the internal event table in §Law 4). Draw the boxes on paper and show them to the players — when remaining time is visible, "choosing to endure" has weight.
#Law 2 — Clock Advancement Conditions
Four triggers advance the clock by one box:
| Trigger | Advancement |
|---|---|
| scene ends | whenever one holdout scene (supply, defense, search, etc.) ends: basic 1 box |
| pressure acceleration | successful fire attack, gate pressure, or Barrier destruction by the siege side (03 siege): additional 1 box |
| failure acceleration | failed core check by the holdout side (secure supplies, contain public sentiment, search): additional 1 box |
| resource 0 acceleration | when any resource reaches 0: immediate additional 1 box + forced internal event (§Law 4) |
There is no slowing or rewinding — as a rule. The single exception: only a scenario-scale event such as a relief-force signal or decisive negotiation success recovers 1 box. Do not add a constant recovery device — if pressure can be released routinely, the clock loses meaning.
Advancement is common and slowing is rare. That is how time functions as the enemy.
#Law 3 — Resource Depletion Linkage (Spine)
Track 6 resource types drawn directly from the canonical co text (no new numbers). One clock box is not an abstract countdown; it is a concrete loss.
| Resource | Source Canon | Cost on Advancement | When It Reaches 0 | Linked Skill |
|---|---|---|---|---|
| food and well | supply depot + 02-02 well | 1 step consumed | hunger and dehydration — Wounds recovery limited, supply depot effect disappears | Survival·Perception(poison) |
| public sentiment | co-03-10 (1~10) | -1 from refugees and reduced rations | 0 = uprising; ≤2 squad cohesion -1; loss of ≥7 militia +1(cohesion 4) | Agitation·Negotiation |
| forces | co-03-10·co-06-06 | squad losses and cohesion drop | abandon defense zone (no squad to defend it) | Military Science·squad order |
| Barrier | Barrier (upkeep 1 Energy/lull) | unpaid upkeep and accumulated attacks | destroyed → Spiritual Taint enters | Barrier·Exorcism |
| wounded | Wounds recovery (co-03-06 lull) | recovery resources occupied | combat-capable personnel exhausted | Medicine·Herbalism |
| collusion | Perception(opposed by Infiltration), lies, Negotiation | failed searches accumulate | forced event: gate opened or well poisoned | Perception·Intimidation |
Barrier durability (destroyed by N attacks) is an explicit exception quoting the count convention in the
cosource text — ordinary durability is Wounds, and Energy is the action economy of one round, not a recovery or damage resource, so it is not used for the wounded track.
#Law 4 — Internal Event Table (d100)
This is the holdout side of the two d100 devices in this volume (the other is the 06-02 ruin table bundle). Whenever the clock advances by one box (forced on resource 0 acceleration), roll d100 and draw 1 internal event for that scene. d100 is read from the digits of 2d10 (co-03-01) — do not use a separate polyhedral die. Every effect in the table only triggers an existing co mechanism; it creates no new effect.
| d100 | Event Axis | Content (Triggers Existing co Effect) |
|---|---|---|
| 01–18 | supply | the well clouds — supply depot effect disappears 1 time / food spoils — next lull Wounds recovery negated |
| 19–36 | public sentiment | ration dispute — public sentiment -1 (if ≤2, squad cohesion -1) |
| 37–54 | forces | night attack casualties and desertion — 1 squad's cohesion -1 (co-06-06); if cohesion 0, collapse |
| 55–72 | Spirit Realm | Barrier crack — Barrier accumulates 1 attack; if broken, Spiritual Taint (Mental Save Courage ≥ 11) |
| 73–90 | collusion | secret letter discovered·internal response — immediate search scene (Perception opposed by Infiltration). On failure, gate opened or well poisoned |
| 91–95 | compound crisis | two of the axes above at once (GM choice) — the harshest scene |
| 96–00 | turning point | rare road — relief signal, enemy infighting, negotiation envoy. Clock recovers 1 box or takes one step toward an ending exit (relief) |
Clock Position Modifier. If the clock is at 6 boxes or more, add +20 to the roll (cap fixed at 00). This is not a new check formula, but a table-entry modifier — later stages push events into harsher high bands (Spirit Realm, collusion, compound), and only at that very end (96–00) can a turning point be reached. The structure opens a rare window of relief only for those who endured long. Early on (no modifier), turning points almost never appear.
The distribution is intentional — negative events are the majority (01–95), and turning points are rare (96–00, 5%). The same single table produces a different story for each holdout, and its distribution guarantees "the longer time goes on, the worse it gets."
#End Conditions and Exits
Three exits stop the clock:
| Exit | Condition | Next Scene |
|---|---|---|
| relief | external arrival signal before clock expiration (turning-point event or scenario) | siege lifts — sortie, pursuit, or reversal into 03 siege |
| escape | secret passage (02-02) or night breakthrough | 05 Infiltration (abandon the castle and slip out) |
| surrender/fall | clock expires or core resources annihilated | street battle and final honmaru (Core Zone) defense; after the fall, 06 ruins |
All three exits are entrances to the next mode. The holdout ends, but the story does not.
#Table Hooks — For the GM
Theme. The ethics of isolation, the weight of betrayal. "Are reinforcements really coming?" — the GM may decide in advance, or leave it to the clock's turning-point event (choose one).
Scenario Hooks:
- Relief that does not come — the east remains quiet until the clock fills. If no turning-point event appears, that is the answer.
- Clock filling from inside — even if the enemy cannot push one box, public sentiment and collusion alone fill the clock. The most frightening holdout.
- Castle enduring through Barrier — it buys time by stopping yoma with the Barrier, but if Spirit Realm events (55–72) accumulate, something worse than the enemy enters.
Dial Readjustment. If the clock fills too fast → use a 12-box dial for the next holdout. If it is too slow and drags → use 5 boxes. The GM chooses the number of boxes to match the breath of one campaign.
"The moment the castle gate closes, the clock turns — and that clock is wound first by the inside, not the enemy."
