The Watcher may spend a doom die of any size to create a Timer complication whenever a criminal action takes place. This defaults to D6, but particularly time-crunched situations or extreme criminal conditions, it may start higher. Place the Timer in the action order as if it were a Watcher character. Whenever it acts, the complication automatically steps up to the next die size. If it reaches beyond D12, a General Alert is posted allowing for any responder to have the opportunity to enter the Scene. The Timer complication is also included in any Watcher reaction pool where time is a factor. Player villain(s) can target the Timer complication with tactics that could narratively decrease the Timer. If the player villain’s action total is higher, and the effect die is equal to or higher than the Timer complication, it steps back. Otherwise, it has no effect. As the Watcher, you may spend from the doom pool to step up the Timer if your reaction effect die is equal to or larger than the Timer’s current rating. Likewise, Watcher characters that are in a position to help can step the die up, unless successfully opposed by a player villain. A player villain can also opt to grandstand by taking an action against the doom pool whereas if successful, the Timer steps up.
Regarding arriving on scene, a General Alert operates as a D8 Asset. If D12+ effect die is attained vs the Doom Pool, the player may post their exit to their current scene and post their entry and first action into the General Alert area next turn. Until said D12+ effect die attained, the player is considered to be 'in transit', still gathering intel, or otherwise delayed in some narrative sense. Certainly, General Alerts won't be too helpful for players with D12 movement powers because all they need is a general direction. Likewise, players with D12 senses will probably sense something amiss before the General Alert is even issued. General Alerts are generally more for non-cosmic heroes who rely upon a network of information sources in order to determine where their abilities could be put to use - ranging from public news broadcasting stations and police band radio transmissions, to public chatter and general rumor-milling. General Alerts are also where natural disasters and other such events are reported so heroes, as well as villains, can team up to tackle an obstacle that they could not solve on their own - a sort of player versus environment kind of ordeal.
This message was last edited by the GM at 19:06, Sun 25 June 2017.