hauh_1_the_briefing
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| hauh_1_the_briefing [2026/09/07 12:01] – [DM Audio-Tutorial: How to Approach the Scene] admin | hauh_1_the_briefing [2026/09/07 12:23] (current) – [6 | DM Notes] admin | ||
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| ==== Shared Mechanic — The Ticking Clock in New Kourou ==== | ==== 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. This mechanic applies primarily during the later public scenes in New Kourou, including: | + | 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: |
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| * [[hauh_2b_mandalas_mounts|Scene 2b — Mandala’s Mounts]] | * [[hauh_2b_mandalas_mounts|Scene 2b — Mandala’s Mounts]] | ||
| * [[hauh_2c_food_market|Scene 2c — Food Market]] | * [[hauh_2c_food_market|Scene 2c — Food Market]] | ||
| * [[hauh_2d_buying_mortician_cart|Scene 2d — Buying a Mortician’s Cart]] | * [[hauh_2d_buying_mortician_cart|Scene 2d — Buying a Mortician’s Cart]] | ||
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| - | Scene 1 establishes the mechanic but does not normally activate it. The Office for Special Operations is a protected preparation location, not a public Location Trap. | ||
| The Ticking Clock uses three connected concepts: | The Ticking Clock uses three connected concepts: | ||
| * **High Exposure:** The authorities possess credible descriptions, | * **High Exposure:** The authorities possess credible descriptions, | ||
| - | * **The Micro Clock:** When High Exposure | + | * **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 |
| - | The Micro Clock is a dramatic countdown rather than a literal measurement of how long Guarding Troopers need to travel | + | The Micro Clock is a dramatic countdown rather than a literal measurement of patrol |
| - | * **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, | + | |
| - | **A High Exposure PC may blow their cover by:** | + | PCs may blow their cover by: |
| - | * giving | + | * giving |
| * removing or compromising a recognizable disguise | * removing or compromising a recognizable disguise | ||
| * contradicting an established alias or cover story | * contradicting an established alias or cover story | ||
| * failing a relevant Deception or disguise probe | * failing a relevant Deception or disguise probe | ||
| - | * being recognized by a witness who possesses | + | * being recognized by a credible |
| - | * committing | + | * committing |
| - | 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 relevant scene determines when the Location Trap catches up with them. Entering another building does not automatically | + | 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 |
| - | Low Exposure PCs do not use this mechanic unless | + | Low Exposure PCs do not begin the adventure under this pressure. However, later public crimes or reliable identification may increase |
| 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. | 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. | ||
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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 Shared | + | * **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. | ||
hauh_1_the_briefing.1788782470.txt.gz · Last modified: 2026/09/07 12:01 by admin