hauh_1_the_briefing
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| hauh_1_the_briefing [2026/09/07 11:44] – admin | hauh_1_the_briefing [2026/09/07 12:23] (current) – [6 | DM Notes] admin | ||
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| ==== Initial Read-Aloud — Scene Opening ==== | ==== Initial Read-Aloud — Scene Opening ==== | ||
| - | The twilight glow of New Kourou filters through the vine-covered shutters, painting long, bruised shadows across the Office for Special Operations. | + | The twilight glow of New Kourou filters through the vine-covered shutters, painting long, bruised shadows across the Office for Special Operations. You have hauled buckets of rainwater across the floorboards, |
| - | You have hauled buckets of rainwater across the floorboards, | + | Ezrah sits opposite you. She is pale, her fingers tracing the edge of a clean white bandage wrapped tightly around her temple, but her eyes remain focused. She does not offer a greeting. Her gaze lingers upon the dark patch of wood where the old man died, then shifts toward the evidence gathered across her desk. Five bone-handled blades clatter onto the wood. |
| - | + | ||
| - | Ezrah sits opposite you. She is pale, her fingers tracing the edge of a clean white bandage wrapped tightly around her temple, but her eyes remain focused. | + | |
| - | + | ||
| - | She does not offer a greeting. Her gaze lingers upon the dark patch of wood where the old man died, then shifts toward the evidence gathered across her desk. | + | |
| - | + | ||
| - | Five bone-handled blades clatter onto the wood. | + | |
| //" | //" | ||
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| //" | //" | ||
| - | Finally, she slides a piece of heavy stock paper across the desk. A rust-colored smear of dried blood covers half the page, but the stamp of Hale & Hook remains visible at the top. Beneath it, written in stark black ink, is the exact address of the Office. | + | Finally, she slides a piece of heavy stock paper across the desk. A rust-colored smear of dried blood covers half the page, but the stamp of Hale & Hook remains visible at the top. Beneath it, written in stark black ink, is the exact address of the Office. Ezrah presses one bloodless knuckle against the paper. |
| - | + | ||
| - | Ezrah presses one bloodless knuckle against the paper. | + | |
| //" | //" | ||
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| | **Trigger / Timing** | **Read-Aloud Cue** | | | **Trigger / Timing** | **Read-Aloud Cue** | | ||
| - | | **The PCs ask what support the Office can provide** | Ezrah reaches toward the brass buzzer she normally uses to summon Martin | + | | **The PCs ask what support the Office can provide |
| - | | **Ezrah presents | + | | **The PCs ask what support the Office can provide and Martin is recovering** | Ezrah reaches toward the brass buzzer she normally uses to summon Martin, but stops before touching it. Her eyes drift toward the scrubbed bloodstain upon the floorboards. //" |
| + | | **Martin’s emergency kit is opened** | The compact case opens to reveal | ||
| | **The PCs have High Exposure** | Ezrah turns toward a reinforced evidence locker built into the wall behind her desk. Several locks release in sequence. //"If your faces are still circulating on the bounty wire, equipment will not be enough,"// | | **The PCs have High Exposure** | Ezrah turns toward a reinforced evidence locker built into the wall behind her desk. Several locks release in sequence. //"If your faces are still circulating on the bounty wire, equipment will not be enough,"// | ||
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| | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | | **Name / Role** | **Motivation / Function** | **Dynamic Cues — How They React in Play** | **Wiki Link** | | ||
| | **Ezrah Scherkenstein** | Founder of the Office for Special Operations · mission provider | Wants to identify the person behind the attack, prevent further killings and bring the responsible party back alive. She speaks with controlled conviction but occasionally winces from her head injury. The reward and travel budget come from her limited personal resources. | [[ezrah_scherkenstein|Ezrah Scherkenstein]] | | | **Ezrah Scherkenstein** | Founder of the Office for Special Operations · mission provider | Wants to identify the person behind the attack, prevent further killings and bring the responsible party back alive. She speaks with controlled conviction but occasionally winces from her head injury. The reward and travel budget come from her limited personal resources. | [[ezrah_scherkenstein|Ezrah Scherkenstein]] | | ||
| - | | **Martin — absent | + | | **Martin — conditional |
| ===== 5 | Triggers, Clues and Consequences ===== | ===== 5 | Triggers, Clues and Consequences ===== | ||
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| | **Live-Capture Mandate** | **Active** | Delivering the person responsible alive fulfils Ezrah’s mandate and qualifies the PCs for the full agreed reward. | | | **Live-Capture Mandate** | **Active** | Delivering the person responsible alive fulfils Ezrah’s mandate and qualifies the PCs for the full agreed reward. | | ||
| | **Exposure Status** | **Low Exposure** · **High Exposure** | Determined by the recorded outcome of [[the_man_without_a_name|The Man Without A Name]]. This status persists until later events change the PCs’ legal situation. | | | **Exposure Status** | **Low Exposure** · **High Exposure** | Determined by the recorded outcome of [[the_man_without_a_name|The Man Without A Name]]. This status persists until later events change the PCs’ legal situation. | | ||
| + | | **Martin’s State** | **Available at the Office** · **Recovering at the Medical Station** | Determine Martin’s location from the conclusion of the previous adventure. Do not assume that he was injured. His emergency kit remains available in either case. | | ||
| | **Disguise Preparation** | **None** · **Partial** · **Effective** | Record which PCs adopt disguises, aliases or altered appearances before leaving the Office. | | | **Disguise Preparation** | **None** · **Partial** · **Effective** | Record which PCs adopt disguises, aliases or altered appearances before leaving the Office. | | ||
| - | | **Cover State** | **Intact** · **Blown** | High Exposure allows recognition, | + | | **Cover State** | **Intact** · **Blown** | Track this state only for PCs with High Exposure. Their cover remains Intact until someone identifies them or their actions reveal who they are. A later settlement scene begins its Micro Clock when their cover becomes Blown. | |
| - | | **Travel Budget** | **Not Issued** · **Issued** | Ezrah provides 100 Kourou per PC for immediate travel expenses. | | + | |
| - | | **Martin’s Kit** | **Not Distributed** · **Distributed** | Record which PC carries each single-use item. | | + | |
| ==== Phase I — Examining the Morningstar Evidence ==== | ==== Phase I — Examining the Morningstar Evidence ==== | ||
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| ==== Phase III — Ezrah’s Archive and Disguises ==== | ==== Phase III — Ezrah’s Archive and Disguises ==== | ||
| - | Use this phase when the PCs have **High Exposure**, request disguises or decide to prepare false identities. | + | //Use this phase when the PCs have **High Exposure**, request disguises or decide to prepare false identities. Ezrah has only a small collection of usable materials. The PCs must decide who receives limited items and how they will support one another’s cover.// |
| - | + | ||
| - | Ezrah has only a small collection of usable materials. The PCs must decide who receives limited items and how they will support one another’s cover. | + | |
| | **Disguise Option** | **Origin and Appearance** | **Mechanic and Cost** | | | **Disguise Option** | **Origin and Appearance** | **Mechanic and Cost** | | ||
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| | **The previous outcome was mixed or incompletely recorded** | Choose the status best supported by witnesses, recordings and official knowledge. When uncertain, use **High Exposure** only if the authorities possess a credible identifying description of the group. | | | **The previous outcome was mixed or incompletely recorded** | Choose the status best supported by witnesses, recordings and official knowledge. When uncertain, use **High Exposure** only if the authorities possess a credible identifying description of the group. | | ||
| - | **Important:** High Exposure | + | ==== Shared Mechanic — The Ticking Clock in New Kourou ==== |
| + | |||
| + | The **Ticking Clock** represents the danger faced by PCs whose identities are already circulating through Guarding Trooper channels or the bounty wire. | ||
| + | |||
| + | Scene 1 establishes this shared mechanic, but does not normally activate it. The Office for Special Operations is a protected preparation location. The location-specific versions of the mechanic appear in the later public scenes of New Kourou: | ||
| + | |||
| + | * [[hauh_2a_courier_station|Scene 2a — Courier Station]] | ||
| + | * [[hauh_2b_mandalas_mounts|Scene 2b — Mandala’s Mounts]] | ||
| + | * [[hauh_2c_food_market|Scene 2c — Food Market]] | ||
| + | * [[hauh_2d_buying_mortician_cart|Scene 2d — Buying a Mortician’s Cart]] | ||
| + | |||
| + | The Ticking Clock uses three connected concepts: | ||
| + | |||
| + | * **High Exposure:** The authorities possess credible descriptions, | ||
| + | * **The Micro Clock:** When PCs with High Exposure | ||
| + | |||
| + | The Micro Clock is a dramatic countdown rather than a literal measurement of patrol travel time. Guarding Troopers may already be nearby, an observer may activate a silent alarm or existing alerts may already be circulating through the settlement. | ||
| + | |||
| + | * **The Location Trap:** **The Location Trap:** When the Micro Clock expires, | ||
| + | |||
| + | PCs may blow their cover by: | ||
| + | |||
| + | | ||
| + | | ||
| + | | ||
| + | | ||
| + | * being recognized by a credible witness | ||
| + | * committing a public act that exposes their identities | ||
| + | |||
| + | The Ticking | ||
| + | |||
| + | Low Exposure PCs do not begin the adventure under this pressure. However, later public crimes or reliable identification may increase their Exposure Status through play. | ||
| + | Disguises do not change High Exposure into Low Exposure. They preserve the PCs’ Cover State and delay recognition. Once the cover is blown, use the trigger table provided by the current New Kourou scene. | ||
| ==== Final Preparation Record ==== | ==== Final Preparation Record ==== | ||
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| * **Full Reward:** 1,000 Kourou per PC | * **Full Reward:** 1,000 Kourou per PC | ||
| * **Travel Budget:** 100 Kourou per PC | * **Travel Budget:** 100 Kourou per PC | ||
| + | * **Martin’s State:** Available at the Office · Recovering at the Medical Station | ||
| * **Exposure Status:** Low Exposure · High Exposure | * **Exposure Status:** Low Exposure · High Exposure | ||
| * **Disguise Preparation: | * **Disguise Preparation: | ||
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| * **Keep Reward and Expenses Separate:** The travel budget is issued immediately. The 1, | * **Keep Reward and Expenses Separate:** The travel budget is issued immediately. The 1, | ||
| * **Separate Exposure from Cover:** Exposure Status records what the authorities know. Cover represents whether the PCs are currently recognizable. A disguise does not convert High Exposure into Low Exposure. | * **Separate Exposure from Cover:** Exposure Status records what the authorities know. Cover represents whether the PCs are currently recognizable. A disguise does not convert High Exposure into Low Exposure. | ||
| - | * **Use the Established | + | * **Establish |
| * **The Office Is a Safe Preparation Location:** Do not begin a Micro Clock while the PCs remain inside the OfSO unless their enemies or the authorities have already discovered the building through established play. | * **The Office Is a Safe Preparation Location:** Do not begin a Micro Clock while the PCs remain inside the OfSO unless their enemies or the authorities have already discovered the building through established play. | ||
| * **Disguises Are Helpful, Not Absolute:** They influence recognition probes and support false identities. They do not defeat real names, biometric checks, close searches or implausible behavior automatically. | * **Disguises Are Helpful, Not Absolute:** They influence recognition probes and support false identities. They do not defeat real names, biometric checks, close searches or implausible behavior automatically. | ||
| * **Do Not Penalize Personality for Grooming:** Shaving changes how a PC is described. It does not reduce the character’s Charisma score. | * **Do Not Penalize Personality for Grooming:** Shaving changes how a PC is described. It does not reduce the character’s Charisma score. | ||
| + | * **Preserve Martin’s Recorded Condition: | ||
| * **Martin’s Kit Is Separate from the Disguises: | * **Martin’s Kit Is Separate from the Disguises: | ||
| * **Preserve Player Agency:** Ezrah may argue, warn and set contractual conditions, but she does not dictate what the PCs ultimately decide. | * **Preserve Player Agency:** Ezrah may argue, warn and set contractual conditions, but she does not dictate what the PCs ultimately decide. | ||
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| ==== DM Audio-Tutorial: | ==== DM Audio-Tutorial: | ||
| - | {{ :hauh_dmbriefing_scene1_thebriefing.mp3 |}} | + | {{ :dmbriefing_scene1_new2.mp3 |}} |
| ===== Related Pages and Further Information ===== | ===== Related Pages and Further Information ===== | ||
hauh_1_the_briefing.1788781445.txt.gz · Last modified: 2026/09/07 11:44 by admin