Elkron
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Joined: Wed 10 Dec 2025, 08:58

Last Survivor Objective Timers

Wed 28 Jan 2026, 10:28

You can set a long objective timer to Far Off which would get you 6XP when achieved, or a shorter one to Near which would get you 1XP (or even Within Reach/Achievable for no XP). Something came up today where I set an objective to Far Off for “neutralizing Officer Brown and getting back my pistol.” I made progress through manipulation, and rolled objective checks a few times. Shortly after I got to a Near status, though, I ended up in combat with Brown and, well, certainly neutralized them and got back my pistol.

It made no sense to keep rolling on the objective status after I clearly achieved it, which meant I got the 6XP…right?

If so, what would be reasons for setting the timer to anything but Far Off if there’s a chance you can achieve it through actions sooner?

If not, should I have continued to roll through the Within Reach and Achievable statuses, coming up with a reason for why the objective still wasn’t really met even though I had my pistol and Brown was dead?
 
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Fenhorn
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Re: Last Survivor Objective Timers

Wed 28 Jan 2026, 11:09

The timer needs to reach Objective Reached status in order for the objective to be completed.

You have to come up with a reason why the objective hasn't been reached yet. In your example, it could be that the gun was empty and you have to find the reload or he may have hid the gun somewhere.

When you're using objective timers, you need to set the timer to what seems reasonable. If you set a very simple task to Out of Reach, then you will have to come up with a lot of stories how to get there since it normally will take a lot of time before you succeed with the objective.
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lopsidedjavelin
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Joined: Tue 28 Apr 2026, 10:48
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Re: Last Survivor Objective Timers

Tue 28 Apr 2026, 10:51

You can set a long objective timer to Far Off which would get you 6XP when achieved, or a shorter one to Near which would get you 1XP (or even Within Reach/Achievable for no XP). Something came up today where I set an objective to Far Off for “neutralizing Officer Brown and getting back my pistol.” I made progress through manipulation, and rolled objective checks a few times. Shortly after I got to a Near status, though, I ended up in combat with Brown and, well, certainly neutralized them and got back my pistol.

It made no sense to keep rolling on the objective status after I clearly achieved it, which meant I got the 6XP…right?

If so, what would be reasons for setting the timer to anything but Far Off if there’s a chance you can achieve it through actions sooner?

If not, should I have continued to roll through the Within Reach and Achievable statuses, coming up with a reason for why the objective still wasn’t really met even though I had my pistol and Brown was dead?
That's the classic TTRPG dilemma between the "fiction" and the "mechanics." Honestly, if Officer Brown is dead and the pistol is back in your holster, the objective is done—period. Forcing more rolls just to check boxes when the reality of the game world has already moved past it feels super clunky. In most systems like this, if you hit the goal early through high-stakes play (like a lethal combat), you absolutely deserve that 6XP payout for the narrative payoff.

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