On page 28 of Book 1 (V3.1), it states:
Time Track Modifier Sometimes a result may instruct the player to add a modifier to the time track. The player writes the modifier in the time box, replacing any previously recorded.
I can only find reference to doing this (i.e. add a modifier to the time track) in Table B - Boosts and Table C - Curses. Examples are "add (+5 STR) to the time track" or "add (-1 DMG) to the time track".
What exactly am I adding? Why? Where is the purpose of doing this explained?
I assume I simply add some text (such as +5 STR or -1 DMG) to the Adventure Sheet. There's a small box in the Time Track area on the Adventure Sheet labeled "MOD:". OK, so I add the text to that box, but now what?
How does having "+5 STR" in this box alter the game. I've search the rules but I can't find anything that explains what this does.
Does it mean that from now on, every time I add time to the track, I add +5 to my STR? Does this occur just once, or does it occur every instance I add time to the track? How long does this modifier apply for? Is it for 12 hours, 1 hour, the entire adventure? The rules on pages 27 and 28 doesn't seem to explain how to handle the situation.
Any help welcome :)
The rules are streamlined to a point to not try to cover every eventuality. In the case of replacing time track modifiers, because the rules do not stipulation a time frame when they expire, they will not expire, but are replaced as the rules dictate. So you will find time track modifiers lasting over several quests, until they are replaced.
Many thanks Martin, that certainly helps.
When you say "The modifier remains until it is replaced" does this mean it can span several days (if a Quest lasts more than 12 hours for example).
Can this modifier span several Quests? I can't see anything that tells you to erase the modifier (except on page 28 where it implies it only can be replaced but not erased). On page 29 (Before Your Next Quest - Refresh Tracks) it doesn't mention erasing this part of the Time Track.
I must admit, I would have never guessed the correct answer to this (specially the -1 DMG). I still don't see any guidance in the existing rules which point me to this answer.
Similarly, I don't see any real hint how to handle any of the Time Track Modifiers in the existing rules. Clearly, you know the answer, but the rulebook is silent on how it should be resolved. Now you've explained it, the intent is mostly clear (except for how long the modifier lasts), but without your explanation it didn't make any sense to me.
If you add a modifier to the time track it gets applied to the adventurer whilst it is on the time track. In the case of +5 Strength, If your adventurer has a STR of say 55, and you have just added a +5 Str modifier to the time track, the adventurer tests strength at 60. In the case of -1 DMG, when you would roll the damage die, you would have to deduct 1 from the total damage you scored. The modifier remains until it is replaced. Hope this helps.