Table of Contents
102 Pen and Paper Adventure | Beta Age | Mechanics
MECHANIC: THE TICKING CLOCK
1 | Overview & Intent
The Ticking Clock is a high-stakes time management and social pressure mechanic explicitly designed for the Morningstar settlement hub.
In the Beta Age, civilization is harsh, and the law is heavily enforced by automated systems and pragmatic citizens. If the Player Characters (PCs) arrive in Morningstar with active bounties (e.g., after the events of The Man Without A Name), they cannot treat the town like a safe, relaxing RPG hub. The Ticking Clock ensures that being a wanted fugitive feels dangerous, forcing players to prioritize their actions, manage their visibility, and make difficult sacrifices.
- Core Rule: Wanted PCs do not have unlimited time. Once their presence is noted, they have exactly one Location Visit (Macro Clock) or 1d4 Minutes (Micro Clock) before the Guarding Troopers close in.
2 | How the Clock Triggers
The mechanic operates on two levels, depending on how and where the PCs are discovered.
A. The Macro Clock (Street-Level Detection)
When Wanted and undisguised PCs walk the streets of Morningstar, recognition happens passively. A Butler Bot scans a face; a local teacher recognizes a bounty sketch; a yard hand quietly notifies the authorities.
- The Rule: The PCs are not swarmed instantly. Instead, they are granted a brief window of freedom where they know the net is closing.
- The Limit: They have time to safely visit exactly one (1) hub location (e.g., Django's Diner, Saw's End).
- The Expiration (The “+1 Location” Trap): If the PCs attempt to push their luck and visit a second location after being spotted on the streets, the clock instantly expires the moment they walk through the door. The Troopers are already waiting or arrive immediately.
B. The Micro Clock (In-Venue Detection)
If the PCs manage to sneak through the streets disguised, but their cover slips inside a venue (e.g., taking off a hood, failing a biometric scan, or being recognized by an NPC like Garrick Hale or bounty hunter Austin Hammacher), a localized timer begins.
- The Rule: The PCs have exactly 1d4 minutes (or combat rounds) to finish their business, grab what they need, and flee the building.
- The Expiration: If they linger, attempt to long-rest, or ignore the warning signs, the Guarding Troopers breach the venue.
3 | Escalation & Consequences
When the Ticking Clock expires—whether by overstaying their welcome, visiting a “+1 location,” or failing to flee an in-venue standoff—the Guarding Troopers corner the PCs. At this exact moment, the DM must force the players to make a binary choice. There is no more talking their way out.
| Player Choice | Immediate Consequence | Next Scene Routing |
| Submit to Arrest | The PCs drop their weapons and are placed in magnetic restraints. No civilians are hurt, and the town returns to normal. | Proceed directly to Scene 4f — Local Guarding Troopers Station. |
| Resist, Attack, or Flee | The PCs draw weapons or attempt to run. The Troopers call for backup, the town's lockdown sirens wail, and nearby civilians may turn hostile to protect their property. | Proceed immediately to Scene 4g — Escaping Morningstar. |
4 | Location-Specific Clock Behaviors
Every major venue in Morningstar interacts with the Ticking Clock differently. DMs should reference the “Phase 1a” tables in the respective scene articles for specific dialogue and triggers.
- Django’s Diner (Scene 4a): Passive scanning by Roxy the Butler Bot triggers the Micro Clock. The bot locks the doors to stall the PCs.
- Saw’s End (Scene 4b): A freelance bounty hunter (Austin Hammacher) recognizes them and draws his weapon. The resulting commotion triggers the Micro Clock.
- Morningstar Food Market (Scene 4c): A vendor recognizes them and sends a runner. The open plaza makes it difficult to tell which direction the Troopers will come from.
- Medical Station (Scene 4d): The ultimate trap. The mandatory biometric scan instantly flags Wanted PCs and locks the magnetic doors, forcing a breakout.
- Hale & Hook (Scene 4e): Garrick Hale recognizes them but opts for extortion. The PCs must pay a heavy bribe to buy the 1d4 minutes they need to escape before he flags down a patrol.
5 | DM Advice: Running the Clock at the Table
- Foreshadow the Danger: Do not keep the Macro Clock a secret. Tell the players outright: *“You notice people looking at you and whispering. You know how this works—you have time to get off the street and hide in exactly one building before patrols start sweeping the sector. Make your choice.”*
- Never Bluff the Expiration: If you roll a 2 on the 1d4 minute timer, the Troopers arrive exactly in two minutes. If the players dawdle, kick the doors open mid-sentence. The mechanic only works if the players know you are absolutely willing to enforce it.
- Embrace the Chaos: Do not worry if the PCs miss out on clues because the clock forces them to run. Morningstar is designed to be highly replayable and interconnected. Missed clues here can be found later or inferred through the consequences of their actions.
