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hauh_1_the_briefing [2026/09/07 11:52] – [Scene States — Record Before Continuing] adminhauh_1_the_briefing [2026/09/07 12:23] (current) – [6 | DM Notes] admin
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 | **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. | | **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, but the Ticking Clock begins only when the PCs leave the Headquarters} |+| **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. |
  
 ==== Phase I — Examining the Morningstar Evidence ==== ==== Phase I — Examining the Morningstar Evidence ====
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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 does not automatically begin the Ticking Clock. It makes recognition possible. A settlement scene begins its Micro Clock only when the PCs blow their cover or when the current location becomes the **+1 Location** after a Clock was triggered on the streets.+==== 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, identities or other information connecting the PCs to the events of the previous adventure. High Exposure makes recognition possible, but it does not begin a countdown automatically.
 +  * **The Micro Clock:** When PCs with High Exposure blow their cover inside a public location, that scene’s Micro Clock begins. Roll 1d4 rounds unless the location specifies otherwise. During this brief window, the PCs may attempt to prevent an alarm, recover money or equipment, preserve a false identity, hide or escape.
 +
 +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, the current location closes around the PCs. Guarding Troopers arrive, exits may be secured and the PCs must hide, deceive the authorities, surrender or force their way out. Each later New Kourou scene describes its own version of this consequence.
 +
 +PCs may blow their cover by:
 +
 +  * giving their real names to someone with access to a wanted ledger
 +  * removing or compromising a recognizable disguise
 +  * contradicting an established alias or cover story
 +  * failing a relevant Deception or disguise probe
 +  * being recognized by a credible witness
 +  * committing a public act that exposes their identities
 +
 +The Ticking Clock may also begin on the streets of New Kourou. If the PCs flee into another public location, record that destination as their **+1 Location**. The active alert follows them there, and the relevant scene determines when its Location Trap closes. Entering another building does not automatically end an alert already in progress.
 +
 +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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   * **Keep Reward and Expenses Separate:** The travel budget is issued immediately. The 1,000-Kourou reward per PC is earned through successful live delivery and paid during the appropriate ending.   * **Keep Reward and Expenses Separate:** The travel budget is issued immediately. The 1,000-Kourou reward per PC is earned through successful live delivery and paid during the appropriate ending.
   * **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 Ticking Clock:** High Exposure alone does not start the Clock. The Micro Clock begins when the PCs blow their cover in a settlement or when a location becomes the +1 Location after a street exposure.+  * **Establish the Ticking Clock Here:** Scene 1 introduces High Exposure, the Micro Clock, the Location Trap and the +1 Location rule. Do not use the usual trigger table in this scene. The later New Kourou location scenes determine exactly how cover is blown, which countermeasures are available and what happens when their Micro Clock expires.
   * **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.
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 ==== DM Audio-Tutorial: How to Approach the Scene ==== ==== DM Audio-Tutorial: How to Approach the Scene ====
  
-{{ :hauh_dmbriefing_scene1_thebriefing.mp3 |}}+{{ :dmbriefing_scene1_new2.mp3 |}}
  
 ===== Related Pages and Further Information ===== ===== Related Pages and Further Information =====
hauh_1_the_briefing.1788781926.txt.gz · Last modified: 2026/09/07 11:52 by admin

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