hauh_2a_courier_station
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| hauh_2a_courier_station [2026/02/27 08:25] – [DM Tutorial: How to approach the scene] admin | hauh_2a_courier_station [2026/04/02 05:06] (current) – [5 | Triggers, Options & Consequences] admin | ||
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| ====== SCENE 2a — NEW KOUROU COURIER STATION ====== | ====== SCENE 2a — NEW KOUROU COURIER STATION ====== | ||
| - | {{:local_community_center_courier_station_guarding_troopers_morningstar_scenic2d.png?400|}} | + | {{:trade_guild_courierstation_newkourou_scenic2d.png?direct&400|}} |
| ===== 1 | Scene Overview ===== | ===== 1 | Scene Overview ===== | ||
| Line 56: | Line 57: | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| - | | 🚨 **PCs give their REAL names for the manifest (The Micro Clock Starts)** | Tamas writes the first name, pauses, and looks at a wanted ledger pinned to his desk. He does not look up. He slowly shifts his hand toward a silent alarm buzzer under the counter. "Just a moment," | + | | 🚨 **PCs give their REAL names for the manifest (The Micro Clock Starts)** | Tamas writes the first name, pauses, and looks at a wanted ledger pinned to his desk. He does not look up. He slowly shifts his hand toward a silent alarm buzzer under the counter. "Just a moment," |
| - | | ⏳ **The Ticking Clock Expires (The Arrest)** | If the PCs linger, or if the Courier Station is their +1 Location visited after triggering the Macro Clock on the streets, time runs out. | The iron-mesh security gates drop over the exits. Guarding Troopers storm the passenger hall with stun batons drawn. "Step away from the counter. Hands where we can see them." | | + | | ⏳ **The Ticking Clock Expires (The Arrest)** | If the PCs linger, or if the Courier Station is their +1 Location visited after triggering the Clock on the streets, time runs out. | The iron-mesh security gates drop over the exits. Guarding Troopers storm the passenger hall with stun batons drawn. "Step away from the counter. Hands where we can see them." | |
| | 💥 **Guarding Troopers attempt to arrest the PCs** | The PCs must make an immediate choice. | __If PCs submit:__ Arrest and detention at the local Guarding Troopers Station. __If PCs resist/ | | 💥 **Guarding Troopers attempt to arrest the PCs** | The PCs must make an immediate choice. | __If PCs submit:__ Arrest and detention at the local Guarding Troopers Station. __If PCs resist/ | ||
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| === Phase 1b — Tickets & Logistics (Standard Interaction) === | === Phase 1b — Tickets & Logistics (Standard Interaction) === | ||
| - | *(This phase applies if the PCs are Low Exposure, or if they successfully use fake names/ | + | // This phase applies if the PCs are Low Exposure, or if they successfully use fake names/ |
| | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | | **Trigger / Cue** | **Immediate Reaction / What Happens** | **Future Hook / Consequence** | | ||
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| * **Tone:** Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for the players. | * **Tone:** Procedural and slightly frustrating. No more caravans today; the world will not bend the timetable for the players. | ||
| * **The Manifest Trap:** The passenger manifest is a brilliant trap for Wanted players. Even if their physical disguises are perfect, giving their real names to Tamas will instantly trigger the Ticking Clock. | * **The Manifest Trap:** The passenger manifest is a brilliant trap for Wanted players. Even if their physical disguises are perfect, giving their real names to Tamas will instantly trigger the Ticking Clock. | ||
| - | * **The Ticking Clock Rules:** If the Ticking Clock expires here, the iron security gates drop. If they choose to fight their way out, improvise a high-stakes escape through the muddy staging yards of New Kourou. | + | * **The Ticking Clock Rules:** If the [[ticking_clock|Ticking Clock]] expires here, the iron security gates drop. If they choose to fight their way out, improvise a high-stakes escape through the muddy staging yards of New Kourou. |
| * **Overnight Pressure:** Emphasize the overnight gap without making it feel like a punishment. Staying in New Kourou can create nice character scenes with Lexa, Hana, or OfSO staff — or strain the party’s budget in a cheap hostel. | * **Overnight Pressure:** Emphasize the overnight gap without making it feel like a punishment. Staying in New Kourou can create nice character scenes with Lexa, Hana, or OfSO staff — or strain the party’s budget in a cheap hostel. | ||
| * **Agency:** This scene confirms that caravan travel is safe and structured — but slow. Let the players debate if they are willing to wait, or if they'd rather risk the open road today. | * **Agency:** This scene confirms that caravan travel is safe and structured — but slow. Let the players debate if they are willing to wait, or if they'd rather risk the open road today. | ||
hauh_2a_courier_station.1772180726.txt.gz · Last modified: 2026/02/27 08:25 by admin