recursal/Fanatic-Fandom huggingface dataset:
Emphis

***An imposing street food vendor.***

**Emphis** is a street vendor in the bright market. He makes food even the Sleeper with limited taste buds is able to enjoy, and gives it to them in exchange for a story.

## Background

Before Emphis came to the Eye he signed up to be apart of Conway Extractions, a company that created heavy-duty extraction suits for low-G industrial operations. The company fitted him and many others with an 'Anchored Interface Rig:' A mechanical control device for piloting a heavy-duty extraction suit in low-G industrial operations. To the operators, it was simply the Bonesuit: Conway engineers drilled in and anchored the Rig directly to the bone, all all the way down the arm. The Rig mapped mechanical movements to the suit exactly, a one to one mechanical replication. You swing your arm, a two-ton arm swings too. Half Emphis' graduating year signed up, from company school to company shuttle, Conway from birth to death.

Problem is, the bonesuits weren't good. They weren't even middling. The rate of failures was high, and failures meant arms torn off, anchors torn out, broken bones. After a while Conway simply discontinued them, stating they were 'No longer competitive.' Hundreds of workers with surgical alterations for suits that didn't work were left to fend for themselves. Conway sent them home, back to the company colonies to be cleaners, drivers, cooks. They got a pat on the back, drugs for the pain, and orders to work. Emphis didn't want to deal with this. He deserted, bribing some passing spacers to take him into orbit, together with the survivors of the rigs that didn't perish due to complications from the procedure - arthritis and osteoporosis.

## Appearance and personality

Emphis has a broad face with piercing eyes. His arms are covered in circular scars like bite marks a result of the implants he was given when working under Conway. He is kind but relatively un-talkative, he enjoys listening to the stories of the people who eat at his stall, including the Sleeper. He likes experimenting with flavors and people enjoying his food.

## Interactions

* Emphis is found at Emphis's Stall in the Bright Market and sells fungus for 12 cryo apiece. It's delicious, nutritious, and talking to him opens up a new drive: Get to Know Emphis, which requires buying fungus on the regular and eventually scoring him mushrooms straight from the Greenway.
Killer

***Blinded erasure protocol.***

**Killer** is a part of the Solheim protocol team alongside Hunter. Its purpose is to erase any illegal (sentient) entities that hunter calls it to. After the collapse of Solheim there was a community of unshackled intelligence among the cloud, almost all of which were erased by killer.

After the collapse without the guidance of its Solheim masters, it has cut away its own ability to see, sense, taste, and speak, and has come close to killing itseavo- ided only through luck. The Sleeper is given two options by Neovend when it encounters Killer, one is to create the same endless loop as was done with Hunter, the other, is to destroy them.

## Appearance

Killer, like Hunter has a dog like body with undoglike head. Its head instead is a long blade resembling the cresting fin of a shark, with dead, empty sockets where their eyes should be.

## Personality

Killer is an unpredictable, hostile, and destructive protocol that has been over-executing their commands to the point of destroying everything around them including itself (Note: the game says "themself" though most normal people would say "itself". In fact, the game at one point in same sentence says "they" describing different entities, one singular and one plural. Thus, "Killer" should be described as "it", not "they").
Server Unit

Sealed Hunter nest

***Sealed Hunter nest***

**Server Unit** is a location in *Citizen Sleeper*. It is involved in the Deal With Hunter drive, and serves no other purpose.

## Deal With Hunter

### Action: Unlock Server Unit

*A mad tangle of wires as thick as your arm crowd around a server unit, sealed shut by a maglock. This must be the place.*
(Item forfeit action: Encrypted Key)
**Outcome:** *The maglock pops open and falls away from the unit. You will be able to enter now.*
(-1 Encrypted Key, + Server Unit Unlocked)
This action unlocks the Tangled Nest location.
Min-Gi Express

Noodle Factory & Delivery

***Noodle Factory & Delivery***

**Min-Gi Express** is a location in *Citizen Sleeper*.

####  Noodle Manufacture

*Min-Gi has a kelp stack in the basement, and he makes noodles from the seaweed. He doesn't pay much but he'll feed anyone who does a shift.*
(Dice action, Endure, Safe)
**Positive:** *You extrude batch after batch of noodles, swirling them into tangled nests. Min-Gi slips you a few extra chits with your portion.*
(+3 Energy, +8 Cryo)
**Neutral:** *The kelp stack is golden-brown. As you eat the noodles at the end of the shift, you imagine the distant oceans that birthed it.*
(+2 Energy, +5 Cryo)
**Negative:** *You mess up a batch, and Min-Gi docks your pay, and makes you eat the results. The noodles are unpleasantly gooey.*
(+1 Energy)
####   Express Delivery

*Delivering noodles to the nameless units of the Lowend takes guts and a certain fearlessness when it comes to asking for tips.*
(Dice action, Engage, Risky
**Positive:** *A shortcut across a bridge means 3 happy customers, and 3 big tips. You start to understand the makeshift unit markings.*
(+13 Cryo)
**Neutral:** *Somehow you find all the units you are supposed to be delivering to, but not without cutting-back on yourself multiple times.*
(+9 Cryo)
**Negative:** *You get lost in the maze of passages, and somehow come back, exhausted, without delivering all your orders. Min-Gi is furious.*
(+4 Cryo, -1 Energy)
## Feng's Targets

During this phase, the Express Delivery action will have a different descriptive text, and the Positive and Neutral outcomes of this action will result in filling the Feng's Targets clock by one step. Otherwise, the action is identical.

*Feng wants you to take these delivery shifts so you can locate and hack his targets. The tips are a small but welcome bonus.*
### Clock

####   Feng's Targets (6 Steps)

*You'll have to deliver noodles to half the Lowend before you can get a proper fix on Hardin's collaborators.*
Completing this Step Clock triggers an active scene in which Feng gives the Sleeper two Ripper Worm drives. He wants you to plant the worms on two Hardin Agents in the hopes of gaining compromising information on Hardin.
Merchant Freighter

## Merchant Freighter / Dock C-4

Travelling merchants

***Travelling merchants***

**Merchant Freighter / Dock C-4** is a location in *Citizen Sleeper*. This is the one place where you can reliably purchase Shipmind Fragments, but they are only available for purchase when the merchants are in port. When they are, this location is called Merchant Freighter. When they are not, it is called Dock C-4.

## Merchant Freighter

### Critical Action

####   Haggle Over Prices

*You and the merchants know these fragments are overpriced. But are they willing to admit it? You'll get one chance to see.
(Engage, Locked 1)*
**Positive:** *You are firm but friendly, and eventually the merchants relent. They'll lower the price but only for you.*
(+ Shipmind Fragment Discount)
**Neutral:** *The merchants aren't impressed by your accusations, they suddenly take one of the fragments off the table.*
(+1 Limited Supply)
**Negative:** *You call out the merchants and they react angrily. They won't be selling you anything this visit.*
(+2 Limited Supply)
## Repeatable Action

####  Buy Shipmind Fragment

*The merchants have acquired a couple of rare shipmind fragments, and they are selling them at a high price.*
*You reluctantly hand over the chits. You know they are fleecing you but you need this.*
(-60 cryo, +1 Shipmind Fragment, +1 Limited Supply)
**With the Shipmind Fragment Discount:**
*The merchants agree to lower the shipmind fragment's price, as a sign of respect and good will.*
(-40 cryo, +1 Shipmind Fragment, +1 Limited Supply)
### Clocks

####   Limited Supply (2 Steps)

*Shipmind fragments are hard to come by, the systems merchants can only source a couple at a time.*
When this Step Clock is filled, it will no longer be possible to do the Buy Shipmind Fragment action until the merchants have left Erlin's Eye and returned again with new stock.

####   Offloading Goods (3 Cycles)

*The merchants haggle with stevedores and pilots as they try to get their goods into the Bright Market.*

When this clock is filled, the merchants will leave. They will return again later, with new stock.

## Dock C-4

### Clock

####  Helion Crossing (8 Cycles)

*Merchants willing to run the gauntlet of the Helion system are rare, but those that do always return. Eventually.*
When this clock is filled, the Merchant Freighter returns with new stock.
Glowing Nest

Hunter data cache

***Hunter data cache***

**Glowing Nest** is a location in *Citizen Sleeper*. It is involved in the Deal With Hunter drive, and serves no other purpose. .

###  Action: Hack Glowing Nest

*The atrium is strung with cables and lights as if they were decorations. There is a wide choice of open ports.*

**Outcome:** *The atrium is only lit with the warm glow of the Bright Market now. There is nothing for you here.*
(+1 Hunter Hunted)
###  Step Clock: Hunter Hunted

*This is one of three nests that, once slotted with NEOVEND's shipmind, will lead you to the Hunter's central data cache.*
This Step Clock can be filled by one step at the Tangled Nest, one step at the Isolated Nest, and one step at the **Glowing Nest**. Filling the clock in its entirety triggers an active scene in which Hunter is confronted head-on by NEOVEND and the Sleeper.
Clocks

**Clocks** are one of the primary mechanics in **Citizen Sleeper**. There are two kinds of clocks: Step Clocks, and Cycle Clocks. Clocks can have any number of segments between 2 and 32, but are usually less than 10.

*The first pair of clocks the player encounters - the top clock is*
*a Cycle Clock, and the bottom is a Step Clock.*
## Step Clocks

These clocks are the driving force behind **Citizen Sleeper**'s narrative. Every time you fill one of these, something new happens in the world. The player can contribute to Step Clocks through two types of interactions: Dice actions, and Item forfeits.

### Dice actions

Typically, a step-clock will be filled by one step for a **neutral** outcome on a Dice action, or two steps for a **positive** Dice action.
### Item forfeits

There are also some step clocks that can be filled by putting in items. Sometimes it is as simple as purchasing something from a merchant using Cryo, and sometimes people want specific items, like Girolle Mushrooms or Scrap Components. It's good to carry a surplus for just such an occasion.
## Cycle Clocks

These are even simpler than Step Clocks - they fill up naturally! Every time you end a cycle and start a new one, an additional segment on all active Cycle Clocks will be filled. When a Cycle Clock has filled completely, *something* will happen. Often, this will result in an active scene playing out.
Yatagan Dispensary

Gang-run drug dispensary

***Gang-run drug dispensary***

**Yatagan Dispensary** is a location in *Citizen Sleeper*, and it is run by Toshiro. It is functionally identical to Sabine's Surgery.

This location becomes available after Sabine has fled from Yatagan, and after Rabiah has offered the Sleeper a discount on future purchases of Stabilizer.

### Acquire Stabilizer

*Toshiro now runs a dispensary out of the block, he eyes you as you approach. There's no sign of Sabine.*
**Outcome:** *Toshiro takes the chits and hands you a vial. You quickly leave.*
(+1 Stabilizer, -80 Cryo)
SenetStat

A corporation from the Core Systems. Primarily an analytical group, they utilize data to predict trends and market opportunities throughout the known systems. When Solheim collapsed, **SenetStat** purchased the Helion System, and claimed legal ownership of all within its boundaries.

## Faction members

* Castor
* Sleeper (conditional)
Sidereal Bridge

Bridge of the Sidereal Horizon

***Bridge of the Sidereal Horizon***

**Sidereal Bridge** is a location in *Citizen Sleeper*.

####    Sidereal Fit-Up

*Your work as a junior tech has qualified you to work in the team handling the final tech fit-up of the Sidereal Horizon's bridge. A vast job.*
(Dice action, Interface, Danger)
**Positive:** *You spend the shift in a flow state, linking systems to systems like thread on a loom. Your mind is a diagram of cause and effect.*
(+2 Sidereal Horizon, +15 Cryo)
**Neutral:** *At times it seems the tangled systems will never be laid straight, but linkage by linkage your team progresses.*
(+1 Sidereal Horizon, +15 Cryo)
**Negative:** *As you tear out and re-lay systems you feel the pressure this work is putting on your decaying body. This job could kill you.*
(+15 Cryo, -1 Condition)
### Clocks

####   Sidereal Horizon (24 Steps)

*The vast colony ship is coming together, block by block. Each cycle you see another piece slot in place.*
This clock is shared between Sidereal Hull and **Sidereal Bridge**.
Citizen Sleeper 2: Starward Vector

***Citizen Sleeper 2: Starward Vector*** is the upcoming sequel to **Citizen Sleeper**, developed by Jump Over the Age, and published by Fellow Traveller. The game was announced on June 11, 2023.

## About

Welcome back to the Helion system.

*Citizen Sleeper 2: Starward Vector* will take you to a new location, put you in the declining body of a new Sleeper, and once again ask you to build a life for yourself among the stars. But this time you have a ramshackle ship and a crew you've recruited, both of which need you to steer them through a system-wide crisis.

***On the Run / On the Edge***

You are a Sleeper, a corporate-owned android hiding out in the Starward Belt at the edge of the Helion System. After a desperate attempt to free yourself from servitude by rewriting the very code that governs your system, you are on the run with a malfunctioning body, a price on your head and no memory of your past.

***Your Ship / Your Crew / Your Future***

You stole a ship and left the past behind. Keep it running, maintain it, even upgrade it, and maybe it will carry you away from all this. But you can’t run it alone. You’ll need a crew, and while the Belt is full of those looking for work, it's also full of trouble. Can you hold the ship together through this crisis? Can you build a refuge here, among the stars?

***A System in Crisis***

There is a crisis unfolding in the Helion System. Two vast corporate entities are fighting a bitter, covert war, touching everything, even the Starward Belt. Waves of refugees, shattered hulks of warring ships, strange new technologies, all are washing up on the shore of the Belt. Navigate this shifting territory, take on contracts, get paid, and survive to see the next cycle.

***Roll Your Dice***

Citizen Sleeper uses Tabletop RPG inspired systems to create a unique player-led experience. Each cycle you'll roll a set of Dice that you can then spend to complete actions. The higher the die, the greater the chance of success.

This award-winning and acclaimed system will return in Citizen Sleeper 2: Starward Vector alongside all new systems and mechanics that will offer more depth, complexity and challenge.

## Trivia

* As pre-release promotional material, the developer *Jump Over the Age* has a Substack newsletter entitled "*The Helion Dispatches*", a series of narrative transmissions from the refugee ship, the Pilgrim Seed, which will bridge the gap between the games and flesh out the wider lore of Citizen Sleeper, the Helion System, where the games take place, and the Starward Belt, the setting of Citizen Sleeper 2.

## References

1. ↑ https://www.fellowtravellerpresskit.com/citizensleeper2-presskit
2. ↑ https://store.steampowered.com/app/2442460/Citizen\_Sleeper\_2\_Starward\_Vector/
3. ↑ 3.0 3.1 https://www.fellowtraveller.games/citizen-sleeper-2-starward-vector
Yatagan

**Yatagan** is a major faction in *Citizen Sleeper*, operating out of the Lowend and, to some extent, the Bright Market area, with limited reach beyond. Many consider **Yatagan** to be a gang, but the reality is more nuanced than it might, at first, seem.

Similar to Havenage, they provide law enforcement. They collect tithes from residents as payment - ensuring that residents can "pay tax" with goods and services should they not have Cryo to pay with.

Unlike Havenage, **Yatagan** make no claims of control - rather, they see themselves as operating independently as protectors and helpers, and being paid fairly for that service.

## History

When Andrei Erlin initially took control of The Eye following the collapse of Solheim, his Union's main aim was to keep the station spinning and to keep the shipyards and the Rotunda safe for the survivors. The Lowend was largely abandoned.

When refugees from other parts of the system started to arrive, Erlin extended his protection freely - a choice which many Unionists did not like. Tensions grew.

The Lowend began to fill with people, and the Union was unable to adequately extend its protection to the people there. There was conflict, there was chaos; and from that chaos, **Yatagan** arose, creating order and safety for those dispossessed people who were otherwise left to fend for themselves. They formed a community, and they protect that community fiercely.
Hypha

A volunteer-run community, specializing in food production. They are located in the Greenway, and are largely responsible for its reclamation and repair after the Founder's Gap incident left it nearly uninhabitable. Anyone who works is entitled to having their basic needs met, and the commune collectively ensures that its members are looked after.

## Faction members

* Riko is a founding member of **Hypha**, and is a brilliant botanist.
Havenage

**Havenage** is a major faction in *Citizen Sleeper*, managing and maintaining the infrastructural systems of Erlin's Eye. They also endeavor to provide governance and law enforcement, but have limited resources with which to do so - in areas where **Havenage** cannot adequately serve, other factions rise to power.

## History

The organization has a long history, tied to the original Havenage Union that served the dockworkers and shipwrights of the Eye, while it was still under corporate control. The precise ties vary, with some claiming it was a continuation of Andrei Erlin's original union, others that it was a response to it. Either way, Havenage is the main administrative association for the Eye.

In recent times, Havenage has fallen on hard times due to a failure of leadership.

## Organization

Havenage is divided into several branches. Systems are directly responsible for keeping the myriad patchworked systems of the Eye operating and the station habitable.

Security is the other branch, currently engaged in a stand-off with Yatagan. While it has not devolved into open warfare, Havenage will pay handsomely for any intel on Yatagan operations. While Yatagan will claim that Havenage's reach ends at the Bright Market, it can actually project power all over the station and has security systems installed everywhere, including beyond the Founder's Gap.

## Technology

With the demise of the station's artificial intelligences after the collapse of its parent megacorporation, Havenage installed its own master controllers to ensure the Eye continues to function.
Yannick

***Yatagan elder.***

**Yannick** is a husk of a man, when the Sleeper meets him he is no longer the "real" Yannick but a mindless drone controlled entirely by Essen Arp.

## Appearance

Yannick is an older man with thin taught muscles and angular bones. His ornate clothes are inspired by the La Sape fashion trend and his eyes are concealed by tinted glasses. He wears several rings on both hands and has an implant on the side of his head that Essen-arp uses to control him. Before being found out as a Yatagan traitor his movements are human but strange and once discovered they become shamelessly grotesque and robotic.

## Personality

Yannick's true personality is unknown to the Sleeper, but the puppet Yannick is authoritative and a little odd. He is unnervingly calm in the face of crisis and somewhat cruel.
Shipyard

Havenage construction yards

***Havenage construction yards***

**Shipyard** is a section in *Citizen Sleeper*. It is one of the first sections that become available to explore.

Discoverable locations

## Repeatable actions

###  Assist A Shipbuider

*You dont have connections but you do have skills. If you can get a shipbuilder to notice them, you might be in...*
**Positive:**  You shadow a shipbuilder who is impressed when you know how to double-seal a hull plate. He slips you a tip at the end of the shift.
(+2 Yard Hand, +5 Cryo
**Neutral:**  You observe the shipbuilders, and try to make yourself useful, carrying tools and crates. You begin to notice how they work.
(+1 Yard Hand)
**Negative:**  The shipbuilders want nothing to do with you, and you are laughed away after you trip over a toolbox and crash into a crate.
(-1 Energy)
###  Haul Materials

*As a newcomer, you can only gain favor by grabbing a load of materials and asking the nearest yard hand where to take them.*
**Positive:**  You do well, and when their shift is up a couple of hands invite you to share a ration pack and some of their well-worn advice.
(+2 Yard Hand, +1 Energy)
**Neutral:**  The materials are heavy and you barely understand where you are going, but you keep your head down and haul your fair share.
(+1 Yard Hand, -1 Energy)
**Negative:**  You buckle under the weight, dropping a set of hull plates and blocking a walkway. You limp away while the yard hands shout.
(-1 Condition)
## Clocks

###   Yard Hand

*The only way to get to know the Shipyard is to work there. No tourists here.*
Filling this Step Clock unlocks the following locations: Unit Assembly, and Havenage Offices.
Gimbal Lounge

Spacer bar

***Spacer bar***

**Gimbal Lounge** is a location in *Citizen Sleeper*.

#### Buy a Spacer Meal

*The Gimbal sells itself on its spinning sphere, which claims to produce therapeutic gravitational effects. It doesn't, but they sell food.*
(Item forfeit: Cryo)
**Outcome:** *Spacer food is a slurry of modified compounds and vitamins laced with a dose of algae. It's effective nutrition, but little else.*
(-17 Cryo, +3 Energy)
XPR

A lesser corporation from the Core Systems that was partnered with Solheim before the collapse. They build outposts that offer refueling, logistics, and maintenance services to bigger companies with extraction contracts. The outposts suffered greatly after the collapse, losing their main clientele and barely surviving on very little income. In the Helion System, **XPR** have a resource extraction claim on Cinder and its moons for as long as they can maintain a presence there.

## Faction members

* Eshe (formerly)
* Peake (formerly)
Lem & Mina's Unit

Shipyard worker's apartment

***Shipyard worker's apartment***

**Lem & Mina's Unit** is a location in *Citizen Sleeper*.

####  Babysit Mina

*Lem can't work shifts in the Shipyard unless someone watches Mina. You two seemed to get along last time, and Lem is desperate.*
(Engage action]]
**Positive:** *By the end of the day Mina curls up in your lap as you read her a story. She's asleep when Lem gets back, and you two eat together.*
(+2 A Ticket Out, +2 Energy)
**Neutral:** *Mina leads you on a winding tour of the block, chatting to the neighbors and collecting snacks. For a while you forget about everything else.*
(+1 A Ticket Out, +1 Energy)
**Negative:** *Mina is crying when Lem leaves, and refuses to talk to you. The hours crawl by and you are desperate to get out when Lem finally returns.*
(+1 A Ticket Out)
### Step Clock

####  A Ticket Out

*Unless Lem gets time in the Shipyard he won't qualify for the Sidereal crew lottery. Watching Mina gives him that chance.*
Filling this clock triggers an active scene with Lem, in which he is grateful for your help. Because of you, Lem was able to put in the hours and get invited to work on the Sidereal assembly team. He will also tell you a story about his and Mina's past. It will also complete a Drive, and you will be awarded an Upgrade Point.

## Lem and Mina Stay on the Eye

Once the Sidereal Horizon has departed from Erlin's Eye, and if Lem and Mina have stayed on the Eye, there will be a repeatable action where you get to hang out!!!

### Repeatable Action

####  Hang Out With Mina

*Lem and Mina like it when you visit, and always make you feel welcome in their little unit. Even if Lem's cooking is a little suspect.*
(Engage action)
**Positive:** *You all eat dinner together, and Lem chats eagerly about his work at the Midline. Mina asks a lot of questions.*
(+3 Energy)
**Neutral:** *You spend some time drawing with Mina, while Lem cleans up the place. After her bedtime you share a drink with Lem.*
(+2 Energy)
**Negative:** *Lem has to cover someone's shift at Midline, so he runs, leaving you to occupy a very upset Mina. You settle her in the end.*
(+1 Energy)
Wild Margins

Artificial wilderness

***Artificial wilderness***

**Wild Margins** is a location and section in *Citizen Sleeper* that sits between the Hypha Commune and The Wastes.

## Tracking Ashton

### Repeatable Action

####  Search for Signals

*Rather than hiking around the wilderness you can make use of your skills, tap into the cloud, and find Ashton by his signals.*
(Risky, Dice roll, Interface))
**Positive:** *You notice a spike of activity. A vast transfer of information taking place. What is happening out there.*
(+3 Tracking Ashton)
**Neutral:** *You track scattered, weak, moving signals, as if someone is transporting equipment through the margins.*
(+1 Tracking Ashton)
**Negative:** *The moment you tap into the could you are locked into a trance. You wake hours later, images of growing things etched in your mind.*
(-3 Energy)
####  Look for Tracks

*Seems like the obvious way to track someone, but in this overgrown tangle this simple task suddenly becomes difficult.*
(Danger, Dice roll, Intuit))
**Positive:** *You find evidence of a temporary camp, set up by someone with military precision. Could this be Ashton's work?wwww*
(+2 Tracking Ashton)
**Neutral:** *You follow tracks back and forth across the Greenway, but it is unclear how old they are. This will take time and hard effort.*
(+1 Tracking Ashton, -1 Energy)
**Negative:** *You are so focussed on tracking that you fall into an old sunken silo. You climb back out, bruised and battered by the fall.*
(-1 Condition)

### Clock

####  Tracking Ashton (8 Steps)

*Ankhita seems to think Ashton is out here, at the wild edge of the Greenway. Time to see if that's true.*
Filling this clock unlocks an active scene in which the Sleeper is fairly sure they know where Ashton is. They can either go in alone and be certain that the target is where they think they are, or they can call Ankhita and let her know.

Regardless, the active scene will converge on an outcome in which it is revealed that there is another Sleeper, though their body is damaged beyond repair. Ashton has tried to save them by hooking them up to Ankhita's Shipmind.

Ankhita will kill Ashton in a struggle, and will have destroyed the connection between Ashton's Sleeper and the Shipmind. It is implied that, in that moment, Ankhita killed them. She expresses regret, sorrow, but our Sleeper leaves before she can say anything.
Repaired Unit

Sealed housing unit

***Sealed housing unit***

**Repaired Unit** is a location and player home in *Citizen Sleeper*.

This player home has all of the normal player home actions and clocks, but has one additional unique action set.

#### Feed a Stray

*There's signs that a stray animal has been nosing around near the unit. A handful of chits for some crackers should bring it out of hiding*
(Item forfeit: Cryo)
**Outcome:** *You buy the crackers from a shop unit downstairs and crumble them up into a tray. Something moves in the shadows.*
(-4 Cryo, + Stray Fed)
Completing this action will trigger an active scene in which the Stray Cat accepts the crackers as tribute.

## Subsequent Offerings

#### Feed The Stray

*If you buy the crackers and put them out, the stray will always come. That doesn't mean they like you though, they are a cat after all.*
(Item forfeit: Cryo)
**Outcome:** *The stray crunches up the crackers as you watch. Sometimes they'll let you stroke them. Sometimes not.*
(-4 Cryo, + Stray Fed)
Hypha Commune

Self-sustaining community

***Self-sustaining community***

**Hypha Commune** is a section and location in *Citizen Sleeper*.

## Locations of the Commune

#### Work the Canteen

*Newcomers to the commune can work within the canteen, preparing and serving food for those that make the compound their home.*
(Engage Dice action)
**Positive:** *After seeing you prepare the food, the growbed workers invite you to share a meal with them. The conversation flows warmly and freely.*
(+3 Hypha Member, +1 Energy)
**Neutral:** *You watch as commune members come and go to the canteen, shouting to each other and mixing freely. It feels good to serve them.*
(+2 Hypha Member)
**Negative:** *You struggle to keep up with the demand, but another newcomer helps yo ualong, and you both make it to the end of service.*
(+1 Hypha Member)
#### Work the Growbeds

*The growbeds are at the heart of the commune, feeding te members and fuelling their lab work. You are invited to assist in maintaining them.*
(Endure Dice action)
**Positive:** *The beds are slower than the stacks, they reward patience, not just effort. As you finish the canteen workers bring out food for your cycle.*
(+3 Hypha Member, +1 Energy)
**Neutral:** *The dirt of the beds is rich, how did the commune manage to establish such a good biome here? You wonder on it as you work.*
(+2 Hypha Member)
**Negative:** *The work is both unforgiving and frustrating, and the bright attitude of the members irritates you. Is this place really so great?*
(+1 Hypha Member)
### Step Clock

####  Hypha Member (12 Steps)

*The only way to become part of the commune is to work your way in, through long service. It isn't for everyone.*
Filling this Step Clock unlocks the following locations: Hypha Dorm, and Hypha Labs.

## It's Commune Time, Baby

### Repeatable Action

#### Work Assignment

*Commune members are expected to turn up for work assignment, and in return their needs will be met. All are treated equally.*
(Engage Dice action)
**Positive:** *You are assigned work in the growbeds, among the plants and earth. You like it out here, and the green shoots are reward enough.*
(+2 Energy)
**Neutral:** *You are assigned work in the canteen, feeding others, the work is hard but you enjoy sharing the effort with the other members.*
(+2 Energy)
**Negative:** *You are assigned work in the dorms, cleaning and repairing. It isn't the best work, but the meal at the end is welcome when it arrives.*
(+2 Energy)
Ort Fabricator

Reclaimed fabrication stack

***Reclaimed fabrication stack***

**Ort Fabricator** is a location in *Citizen Sleeper*.

## Overview

An old Shipmind fabrication stack reclaimed by the Ort Exchange. Access is given only to trusted traders, i.e. not the Sleeper (at least, until they become a trusted trader).

## Repeatable Action

### Fabricate Shipmind

*Shipminds cannot be built from scratch. But, if you have enough, salvaged fragments can be reassembled with a fabricator.*
**Neutral:** *The fabricator whirrs and crackles as it assembles the shipmind. It opens to reveal a completed, but heavily dented, unit.*
(-3 Shipmind Fragments, +1 Shipmind)
Scrap Freighter

Helion salvagers

***Helion salvagers***

####   Unload Containers

*The freighter crew are eager to get their payload into the Ort Exchange, and they'll pay a wage to anyone willing to help them.*
(Dice action, Danger, Endure)

**Positive:** *You finish unloading ahead of schedule, and one of the crew invites you aboard to share a warm meal as thanks for your efforts.*
(+15 Cryo, +2 Energy)
**Neutral:** *Handling the hull plates and shattered structures takes work, but keep your head down and before long the shift is done.*
(+15 Cryo)
**Negative:** *The work is hard and the dock is hot, and you collapse before your shift is over. The crew take pity on you, and make sure you get your chits.*
(+15 Cryo, -1 Condition)
## Repeatable Action

####  Buy Some Scrap

*Most of what comes in from the Starward Belt is corroded trash, but sometimes something valuable can be found among the salvage.*
**Neutral:** *You hand over your chits and they point you to a crate of salvage. Time to see what you just bought... feeling lucky?*
(-20 Cryo, +1 Scrap Components **OR** +1 Shipmind Fragment, +1 Scrap Allowance)
Based on a sample size of 111 transactions, the chance of receiving Scrap Components is a two-thirds chance, and the chance of receiving Shipmind Fragments is a one third chance. There is no chance of receiving nothing.

### Clocks

####   Scrap Allowance (3 Steps)

*The big stuff goes to the Shipyard, the valuable stuff to the markets. They'll let you buy a few crates, but not much more.*
When this Step Clock is filled, it will no longer be possible to perform the Buy Some Scrap action until the salvagers have left Erlin's Eye and returned again with new stock.

####   Offloading Scrap (3 Cycles)

*The freighter will stay docked for as many cycles as it takes to offload its haul of scrap into the Havenage yards.*

When this clock is filled, the salvagers will leave. They will return again later, with new stock.

## Dock B-2

### Clock

####   Salvage Sortie (4Steps)

*It takes several cycles to reach the Starward Belt and return, loaded with scrap from the old wrecks.*
When this clock is filled, the Scrap Freighter returns with new stock.
Sealed Dock

Solheim docking bay

***Solheim docking bay***

**Sealed Dock** is a location in *Citizen Sleeper*. It is initially locked, and can be unlocked using Encrypted Keys.

## Unsealing the Dock

### Repeatable Action: Unlock Maglock

*These old maglocks look like they each need an encrypted key to open. Why the heavy security for a decaying dock?*
(Data forfeit: Encrypted Key)
**Neutral:** *The maglock thunks open and you can remove it from the entryway. Onto the next one.*
(+1 Unsealing the Dock, -1 Encrypted Key)
###  Step Clock: Unsealing The Dock (2 Steps)

*Two maglocks seal the entryway to this dock, it doesn't look like anyone has been inside in years.*
Filling this Step Clock unlocks an active scene in which the Sleeper first encounters Neovend.

## Data Compiling

### Repeatable Action: Upload Hunter Data

*NEOVEND believes that Hunter's compulsively gathered data might hold the key to escaping its tenacious search.*
(Item forfeit: Hunter Data)
**Outcome:** *As you upload the data to the vending machine NEOVEND whirrs in either pain or delight. It's hard to tell.*
(+1 Data Compiling, -1 Hunter Data)
###  Step Clock: Data Compiling (3 Steps)

*NEOVEND wants data on the Hunter Protocol's actions and behavior so we might counter it.*
Filling this Step Clock unlocks an active scene with NEOVEND, in which NEOVEND tells the Sleeper about a possible way to eliminate the Hunter Protocol.

## Escape from the Sealed Dock

### Action: Insert Shipmind

*NEOVEND wants to be smuggled out of the dock, and to do that you'll need to provide a full shipmind ready for imprinting.*
(Item forfeit: Shipmind)
**Outcome:** *NEOVEND is ready to attempt imprinting. They want you to help.*
(-1 Shipmind, +1 Imprinted Shipmind)
Kisho Capsules

Spacer sleeping berths

***Spacer sleeping berths***

**Kisho Capsules** is a location in *Citizen Sleeper*.

####  Rent a Capsule

*The only place to sleep on the Hub. Hacked off a colony ship and welded to the ring, they are surprisingly expensive to rent.*
(Cryo transaction)
**Outcome:** *Outcome text.*
(-60 Cryo)
This action unlocks Capsule 0451 as a Player Home.
Repay Dragos

**Repay Dragos** is a drive in *Citizen Sleeper*.

## Description

Dragos pulled you out of the salvage and set you up, perhaps you can repay his kindness in time.

## Walkthrough

### Help pay off Dragos's debt.

==
--

==
--

## Completion

Success
You helped clear Dragos's debt, you two are even.

Failure
With his yard sold off, Dragos has moved elsewhere on the Eye. You don't know if you'll see him again.
Feng's Bay

Havenage Systems Dept.

***Havenage Systems Dept.***

**Feng's Bay** is a location in *Citizen Sleeper*.

####  Deliver Data

*Feng will pay you well for any Solheim data you dredge up from the Eye's old systems. What he does with it is anyone's guess.*
**Outcome:** *Feng's eyes light up as the data is transferred over. he hands you a stack of chits and waves you off.*
(-1 Solheim Data, +1 Scoping The Systems)
### Clock

####   Scoping the Systems (3 Steps)

*Feng wants to get a look at what data is hiding deep in the subsystems of the Eye.*
Filling this Step Clock triggers an active scene with Feng, in which he expresses concern that a major player in Solheim's atrocities is not only still alive, but working for Havenage. He asks the Sleeper to extract Havenage data to confirm.

## Out of Office

###  Cycle Clock: Out of Office (4 Cycles)

*Ever since your trip to the Shipyard Feng has been missing from his bay. What's going on?*
Once this Cycle Clock is filled, an active scene will be triggered in which the Sleeper comes across some Havenage agents (including Carrick), on the orders of Hardin, are seizing Feng's hardware. Feng is not present.
Escape On The Sidereal

**Escape On The Sidereal** is a drive in *Citizen Sleeper*.

## Description

Castor has offered a second chance. If you cooperate, perhaps you could be leaving on the Sidereal Horizon after all.

## Completion

Success
You left The Eye, carried by someone's else dream.

Failure
You gave up your chance to settle a new world. Perhaps you will live to regret it. Perhaps not.
Founder's Ferry

Greenway transit/Rim transit

***Greenway transit/Rim transit***

**Founder's Ferry** is a transport ship in *Citizen Sleeper*. In-game, it is technically two distinct locations which share a name. Its purpose is to move people from The Rim over to The Greenway, and vice versa.

Before using the **Ferry** for the first time, you must purchase a ticket. All future rides are free.

Using the **Ferry** for the first time will trigger an active scene in which the Sleeper will be introduced to Peake and Eshe.
Stray Cat

***A Lowend cat.***

A simple **stray cat**, born resident of the eye. It doesn't necessarily like or dislike the Sleeper, they both just happen to be occupying the same space.

## Appearance

The stray cat has sleek black fur and sharp yellow eyes. It is not ragged like a typical stray.

## Personality

The stray isn't hostile but also isn't overly friendly. It will occasionally brush up against the Sleeper's leg in appreciation when they feed it crackers.
Overlook Bar

Grimy spacer haunt

***Grimy spacer haunt***

The **Overlook Bar** is a location in *Citizen Sleeper*. If you progress through Tala's Drives, she will eventually rename the bar to The Bantayan.

## Local Libations

### Actions

#### Get A Drink

*You're unsure if your frame can metabolize alcohol, but this fungal drink, fermented along the Greenway seems like a good test.*
(Cryo forfeit)
**Outcome:** *Mossy tones and aniseed sharpness fills your mouth. It isn't totally unpleasant, at least you can taste it.*
(+1 Overlook Regular, +1 Energy, -6 Cryo)
#### Buy Rations

*Tala keeps some expired Solheim rations behind the bar for those weary spacers who ask why the Overlook doesn't serve food.*
(Cryo forfiet)
**Outcome:** *Thankfully the rations barely trigger the limited taste sensorium of your frame. It's like eating sheets of cardboard.*
(+2 Energy, -10 Cryo)
### Clock

####   Overlook Regular (3 Steps)

*The Overlook isn't exactly a restaurant, meaning the only way you'll gain trust around here is with a stiff drink.*
Completing this Step Clock unlocks the next phase.

## Casual Contract

### Repeatable Action

####  Bar Shift

*Tala is as good as her word, and happy to throw a shift or two your way. The pay isn't great, but tips can make all the difference.*
(Engage Dice action, Risky)
**Positive:** *As you start your shift a crew of salvagers barge in, and the next few hours are a whirlwind of chatter and long pours. They tip well.*
(+2 Good Service, +15 Cryo)
**Neutral:** *People flow in and out of the Overlook, keeping you busy. Your mind drifts to those easy fantasies of just passing through.*
(+1 Good Service, +13 Cryo
**Negative:** *You sleepwalk through your shift, eye on the clock. You break a glass, and the sound seems to reverberate inside your skull.*
(+10 Cryo, -1 Energy)
### Clock

####   Good Service (8 Steps)

*The Overlook clientele can be a tough crowd, but you have Tala's backing, and that means a lot.*
Filling this clock unlocks an active scene, in which Tala shares her dream of owning her own alcohol still. Guess who's the perfect person to help build it!

## Solid Steel

Tala wants to build a still! In this phase, you can keep bartending, but you can no longer buy rations, and you can now spend dice on building the still for Tala. There is no reward for still-building actions, but it might *still* be worth the effort in the end.

## Booze Brewer

You're making alcohol! But Tala wants some Grove Spores so she can grow her own Girolle Caps, so that she can better serve her clientelle. You need to give her three. In this phase, you can still bartend.

After giving her the spores, the First Batch cycle clock is unlocked.

### Clock

####   First Batch (8 Cycles)

*Tala has locked herself away in the back room while she focuses on the distilling. She won't let anyone in or out.*
## Mushroom Magic

You did it! You've made the alcohol more Girolle-y. Well done!
Peake

***Cautious ex-XPR spacer.***

**Peake** is a refugee that arrived on the eye alongside Eshe. They are an ex-XPR employee and previous resident of one of the companies outposts, Hawthorn.

## Background

Both Eshe and Peake grew up on Hawthorn, an XPR installation set up to provide Solheim facilities with refueling, logistics, and maintenance services, as is typical of service corps. However, when Solheim went under, XPR lost their client and Hawthorn lost everything. They became an outpost tasked with just holding on, keeping the outpost stable, and hold on to the corporate claim. In her own words, it was like living in a grave, their only role being to hold a legal claim to a piece of territory, to sure-up breach-of-contract negotiations between two corporations.

Both of them suffered under the yoke of the administrators, desperately trying to keep the decaying colony going. Eshe took it better than Peake, forming a hard shell around herself and keeping people at bay, and helped them out, teaching them to stand up for themselves. Once they had a shot at getting out of Hawthorn together, they ran as far as possible, as far away from Hawthorn as possible. Eventually, they both found themselves mixed in with the refugee flotilla arriving at the Erlin's Eye.

## Interactions

### Flux

Peake is responsible for Breaking Quarantine, which requires penetrating the Havenage security cordon, finding contacts, creating a blind spot in Havenage detection and more. Peake will remain on the Eye as Eshe makes her run, and will react rather negatively if she's caught or stuck on the flotilla.

### Refuge

Peake is once again met at the beginning of the episode. This time, however, after the wave crashes into the station, Peake resolves to get through the Cordon and to the flotilla come hell or high water. The energy wave that hit the Eye creates the perfect conditions for doing so, as Havenage pulls out of the derelict end of the station.

Once they go over the recent situation with Eshe, they resolve to try and crack the mystery of the flux events, how they are created, how they affect the system, and see if they can find a countermeasure for them. Their decision is the polar opposite of Eshe's - she decides to focus on helping the flotilla survive and locate the XPR weapons stolen from the Briar's cargo hold...
Service Dock

Derelict Greenway dock

***Derelict Greenway dock***

**Service Dock** is a location in *Citizen Sleeper*. It is Feng's base of operations in the Greenway while Feng infiltrates the Conway Extractions facility.

## Waiting For Feng

### Clock

####  Waiting For Feng, Again (3 Cycles)

*Why is it that you always have to wait for Feng? When is he going to be the one waiting for you?*
Once filled, an active scene is unlocked, in which Feng reveals what the information from Hardin's secret network uncovered.

The Wastes are hiding an underground facility, and hundreds of Conway Extractions reclamation drones. Something nefarious is going on, and Feng has planned a data heist to find out what.

## Infiltration

### Clocks

####  Feng's Progress (3 Steps)

*Feng's main terminal shows you how far he has progressed through the facility. The deeper the better.*
####  Conway Extraction (6 Cycles)

*A timer on the terminal shows how many cycles you have left to get the data you need. Come on Feng.*
Celis Servers

Secure Celis data servers

***Secure Celis data servers***

**Celis Servers** is a location in *Citizen Sleeper*.

####   Extract Celis Data

*You are in. Maybe, if you do this right, you might be able to pull something more than just IDs.* (Danger, Dice roll, Interface))
**Positive:** *You find the data, but sitting right beside it there is a cache of cryo. You take both. Too easy.*
(+1 Celis Data, +53 Cryo)
**Neutral:** *You manage to unwind the data from the servers without leaving a trace. Good work.*
(+1 Celis Data)
**Negative:** *You grab the data but the alarms sound, you fight your way free, and take a few hits on the way.*
(+1 Celis Data, -2 Condition)
Completing this action, regardless of the dice outcome, rewards the player with the Celis Data. It also unlocks (but does not immediately trigger) an active scene with Castor.
Data Cloud

In the data ghost of the Eye.

***In the data ghost of the Eye.***

The Data Cloud is a kind of digital dimension that exists on Erlin's Eye. In essence, it is a digital replica of the space station, made visible by all of the data and network activity on the Eye; mapped nearly perfectly to the physical realm. The Data Cloud can be navigated and interacted with by Sleeper thanks to their emulated mind, and it is inhabited by the few remaining AI systems that have survived since the Solheim collapse.
Tambour Teahouse

Yatagan-run teahouse

***Yatagan-run teahouse***

**Tambour Teahouse** is a location in *Citizen Sleeper*. It is managed by Jenna.

## Tambour Teahouse

### Repeatable Actions

####    Tavla Room

*The tavla room in the Tambour houses some of the best players in the Lowend. This is serious, high-stakes only play.*
(Dice action, Intuit Locked 1, Risky)
**Positive:** *You hit a stride of good games, amassing a solid stack of chits. In your final game, a decisive defeat, the other player applauds.*
(+24 Cryo)
**Neutral:** *After a good start you lose your focus, blocked by an older woman with incredible precision. You leave soon after, keeping some winnings.*
(+9 Cryo)
**Negative:** *You can't seem to hit a streak, but keep trying, and before long you've lost a whole stack of chits. Time to leave.*
(-13 Cryo)
####  Tracking Havenage

*You've heard that the Yatagan enforcer based here has been paying Lowend residents for information on Havenage movements.*
(Item forfeit action: Havenage Data)
**Outcome:** *Insert outcome description here.*
(-1 Havenage Data, +10 Cryo)
### Drive Action

The following action is unique, and only becomes available during the Disable Your Tracker driveline.

#### Hand in Gum Box

*You feel stupid doing this, but the penguin says "take me to Tambour" and this is the only Tambour you can find.*
(Item forfeit action: Feng's Gum Box)
**Outcome:** *The waitress looks at you with suspicion as you hand over the box. Is this the right place?*
(-1 Feng's Gum Box)
Completing this action triggers an active scene, in which you are reunited with Feng.