Corporate Clocks

Corporate Clocks

Corporate Clocks

I’d love to see what everyone has written for Corporate Clocks and how they differ from Grim Portents in Dungeon World. In the book, we see the Legwork and Action Clocks, but the only clear statements about Corp Clocks are:

* When a Corporate Clock gets to 1800, the corporation has definitely taken notice of them.

* Corps with clocks over 1800 are looking for information on the PCs.

* When a Corporate Clock gets to 2100, the corporation takes definite action against them.

* If any Corporate Clock is high (2100 or above), that Corporation might intervene with force.

* Corps with clocks over 2100 are gunning for them!

EDIT: almost a week and no bites. I wonder if Hamish Cameron might offer some corporate clock ideas or examples from playtests?