Table of Contents

102 Pen and Paper Adventure | Beta Age | Mechanics

MECHANIC: THE TICKING CLOCK

1 | Overview & Intent

The Ticking Clock is a high-stakes time management and social pressure mechanic explicitly designed for the Morningstar settlement hub.

In the Beta Age, civilization is harsh, and the law is heavily enforced by automated systems and pragmatic citizens. If the Player Characters (PCs) arrive in Morningstar with active bounties (e.g., after the events of The Man Without A Name), they cannot treat the town like a safe, relaxing RPG hub. The Ticking Clock ensures that being a wanted fugitive feels dangerous, forcing players to prioritize their actions, manage their visibility, and make difficult sacrifices.


2 | How the Clock Triggers

The mechanic operates on two levels, depending on how and where the PCs are discovered.

A. The Macro Clock (Street-Level Detection)

When Wanted and undisguised PCs walk the streets of Morningstar, recognition happens passively. A Butler Bot scans a face; a local teacher recognizes a bounty sketch; a yard hand quietly notifies the authorities.

B. The Micro Clock (In-Venue Detection)

If the PCs manage to sneak through the streets disguised, but their cover slips inside a venue (e.g., taking off a hood, failing a biometric scan, or being recognized by an NPC like Garrick Hale or bounty hunter Austin Hammacher), a localized timer begins.


3 | Escalation & Consequences

When the Ticking Clock expires—whether by overstaying their welcome, visiting a “+1 location,” or failing to flee an in-venue standoff—the Guarding Troopers corner the PCs. At this exact moment, the DM must force the players to make a binary choice. There is no more talking their way out.

Player Choice Immediate Consequence Next Scene Routing
Submit to Arrest The PCs drop their weapons and are placed in magnetic restraints. No civilians are hurt, and the town returns to normal. Proceed directly to Scene 4f — Local Guarding Troopers Station.
Resist, Attack, or Flee The PCs draw weapons or attempt to run. The Troopers call for backup, the town's lockdown sirens wail, and nearby civilians may turn hostile to protect their property. Proceed immediately to Scene 4g — Escaping Morningstar.

4 | Location-Specific Clock Behaviors

Every major venue in Morningstar interacts with the Ticking Clock differently. DMs should reference the “Phase 1a” tables in the respective scene articles for specific dialogue and triggers.


5 | DM Advice: Running the Clock at the Table