hauh_morningstar_guarding_troopers
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| hauh_morningstar_guarding_troopers [2026/02/21 05:05] – [Related Pages and Further Information] admin | hauh_morningstar_guarding_troopers [2026/07/11 18:10] (current) – [Morningstar Hub Overview (Playable Locations & Opportunities)] admin | ||
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| | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | | **Scene Type** | **Player Intents** | **DM Function / Story Link** | | ||
| - | | **Investigation or Survival** | Gather information legally · hide gear · investigate the cell · orchestrate a prison break | **Proactive: | + | | **Investigation or Survival** | Gather information legally · hide gear · investigate the cell · orchestrate a prison break | __**Proactive: |
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| ===== 5 | Triggers, Clues & Consequences ===== | ===== 5 | Triggers, Clues & Consequences ===== | ||
| - | {{ : | + | {{: |
| === Phase 1 — The Front Desk (Proactive Investigation) === | === Phase 1 — The Front Desk (Proactive Investigation) === | ||
| - | *This phase occurs if the PCs walk into the station voluntarily to ask questions or report crimes.* | + | //This phase occurs if the PCs walk into the station voluntarily to ask questions or report crimes. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🗣️ **PCs try to report the Highwaymen, Arr, or Honga** | The Investigator sighs, pulling a blank form. " | | 🗣️ **PCs try to report the Highwaymen, Arr, or Honga** | The Investigator sighs, pulling a blank form. " | ||
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| === Phase 2 — Processing & The Search Sequence (Reactive Detention) === | === Phase 2 — Processing & The Search Sequence (Reactive Detention) === | ||
| - | If arrested, PCs are brought to the Guard Room. Their hands are bound with magnetic restraints. They are ordered to face the wall in a line. The Investigator states they will be shipped to New Kourou tomorrow. The Processing Trooper then searches them ONE BY ONE, moving down the line. | + | //If arrested, PCs are brought to the Guard Room. Their hands are bound with magnetic restraints. They are ordered to face the wall in a line. The Investigator states they will be shipped to New Kourou tomorrow. The Processing Trooper then searches them ONE BY ONE, moving down the line. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🗣️ **A PC causes a distraction (talking back, resisting)** | The Trooper pauses the search to deal with the disruptive PC. | Requires a CHA (Deception/ | | 🗣️ **A PC causes a distraction (talking back, resisting)** | The Trooper pauses the search to deal with the disruptive PC. | Requires a CHA (Deception/ | ||
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| === Phase 3 — The Cell & The Execution Order === | === Phase 3 — The Cell & The Execution Order === | ||
| - | The PCs are locked in separate Attic Mezzanine cells (numbered 1 through 4). They must investigate their environment and find a way to communicate before the night sets in. | + | //The PCs are locked in separate Attic Mezzanine cells (numbered 1 through 4). They must investigate their environment and find a way to communicate before the night sets in. |
| + | // | ||
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🗣️ **PCs attempt to talk to each other between cells** | Voices are muffled by the thick steel and timber. | If they shout, the Cell-Guard Bot bangs on the doors and threatens a stun-shock. If they whisper through the central air vents or under the door slits, they can communicate safely but cannot pass physical items. | | | 🗣️ **PCs attempt to talk to each other between cells** | Voices are muffled by the thick steel and timber. | If they shout, the Cell-Guard Bot bangs on the doors and threatens a stun-shock. If they whisper through the central air vents or under the door slits, they can communicate safely but cannot pass physical items. | | ||
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| === Phase 4 — The Breakout (Enabling the Escape) === | === Phase 4 — The Breakout (Enabling the Escape) === | ||
| - | To survive, the PCs must utilize the rigid detention schedule and their specific cell resources. At 19:00, hot stew is served in highly polished metal bowls with hard polymer spoons. Simultaneously, | + | //To survive, the PCs must utilize the rigid detention schedule and their specific cell resources. ..At 19:00, hot stew is served in heavy, crude clay bowls with fragile |
| | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | | **Trigger / Cue (Player Action)** | **Immediate Reaction** | **Clue / Consequence** | | ||
| | 🔥 **A PC uses the hidden MATCHES** | Igniting the cot's bedding, clothing, or the AuroraSan' | | 🔥 **A PC uses the hidden MATCHES** | Igniting the cot's bedding, clothing, or the AuroraSan' | ||
| - | | 🗡️ **A PC makes use of the TIMBER SPLINTER** | The resin-hardened splinter acts as a versatile makeshift tool for sabotage or violence. | **Ventilation | + | | 🗡️ **A PC makes use of the TIMBER SPLINTER** | The resin-hardened splinter acts as a versatile makeshift tool for sabotage or violence. | __Ventilation |
| - | | 🍲 **A PC utilizes the 19:00 MEALTIME (Acoustic Cover, Clay Bowl & Spoon)** | The corridor heating system' | + | | 🍲 **A PC utilizes the 19:00 MEALTIME (Acoustic Cover, Clay Bowl & Spoon)** | The corridor heating system' |
| - | | 🥷 **A PC utilizes SMUGGLED GEAR** | Standard tools bypass improvised penalties. The biological Tinkerer items (if successfully smuggled and unused) have highly specific, unpredictable effects against the cell's hardware and the mechanical Guarding Bot. | **Standard | + | | 🥷 **A PC utilizes SMUGGLED GEAR** | Standard tools bypass improvised penalties. The biological Tinkerer items (if successfully smuggled and unused) have highly specific, unpredictable effects against the cell's hardware and the mechanical Guarding Bot. | __Standard |
| - | | 🏃 **PCs exit the cells and move to escape the station** | The ground floor is not empty. The PCs must bypass the night-shift staff, decide whether to risk reclaiming their confiscated gear, and flee into the settlement. | **Ground | + | | 🏃 **PCs exit the cells and move to escape the station** | The ground floor is not empty. The PCs must bypass the night-shift staff, decide whether to risk reclaiming their confiscated gear, and flee into the settlement. | __Ground |
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| * ★ **Overview: | * ★ **Overview: | ||
| * ☞ **Resolution: | * ☞ **Resolution: | ||
| - | * ← **Previous Scene:** [[hauh_traveling_to_morningstar|Scene | + | * ← **Previous Scene:** [[hauh_arrival_in_morningstar|Scene |
| * →** Next Scene: | * →** Next Scene: | ||
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| | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | | **Location** | **Type / Activity** | **Primary Opportunities** | **Tone / Difficulty** | **Leads To Scene** | | ||
| - | | **[[django_s_diner|Django’s Diner]]** | Food · Rumors | + | | **[[django_s_diner|Django’s Diner]]** | Food · Pressure |
| | **[[saws_end|Saw’s End]]** | Lodging · Social Risk · Rumor Hub | Secure the only accommodation in Morningstar · gather guarded rumors about “J.W.” and his operations · risk visibility through drinking or playing [[twenty_one|Twenty One]] · encounter Sagan Belmont in forced proximity | Loud · Smoky · Volatile · Consequences enforced | → [[hauh_morningstar_saws_end|Scene 4b]] | | | **[[saws_end|Saw’s End]]** | Lodging · Social Risk · Rumor Hub | Secure the only accommodation in Morningstar · gather guarded rumors about “J.W.” and his operations · risk visibility through drinking or playing [[twenty_one|Twenty One]] · encounter Sagan Belmont in forced proximity | Loud · Smoky · Volatile · Consequences enforced | → [[hauh_morningstar_saws_end|Scene 4b]] | | ||
| | **[[morningstar_food_market|Morningstar Food Market]]** | Supplies · Barter | Replace basics · buy trail food · observe who watches newcomers and who avoids them | Practical · Neutral | → [[hauh_morningstar_food_market|Scene 4c]] | | | **[[morningstar_food_market|Morningstar Food Market]]** | Supplies · Barter | Replace basics · buy trail food · observe who watches newcomers and who avoids them | Practical · Neutral | → [[hauh_morningstar_food_market|Scene 4c]] | | ||
hauh_morningstar_guarding_troopers.1771650306.txt.gz · Last modified: 2026/02/21 05:05 by admin