recursal/Fanatic-Fandom huggingface dataset:
Greenway

Overgrown biosphere

***Overgrown biosphere***

**Greenway** is a location and section in *Citizen Sleeper*.

####  Map the Pathways

*Rather than simply thrash through the undergrowth, you might sketch a map of this overgrown jungle, to try to better navigate its hazards.*
(Intuit Dice action, Risky)
**Positive:** *You see the corporate order beneath the leaves and rot, and the bright inventions the Greenway's plants have wrapped around this structure.*
(+2 Going Green)
**Neutral:** *You map a section but there is always an unexpected passage, a collapsed chamber, ready to introduce chaos into your careful studies.*
(+1 Going Green)
**Negative:** *You clear your slate over and over, unable to mark out even the basic layers of the Greenway. You decide you are too tired, and give up.*
(-1 Energy)
####  Walk the Greenway

*The simplest way to explore the Greenway is simply to pick a path and set off into its twisting chambers and passages. This carries obvious risks.*
(Endure Dice action, Danger)
**Positive:** *You find your way onto a well-kept pathway between encampments, where carefully planted groves provide fungus and vegetables.*
(+3 Going Green, +1 Energy)
**Neutral:** *After an exhausting hike you find a series of glass roofed tunnels, their entrances overgrown, which provide shortcuts through the Greenway.*
(+2 Going Green, -1 Energy)
**Negative:** *You become lost in the chambers of the Greenway, choked by rotting plant life, and tangled in overgrown passages.*
(-1 Condition)
### Clock

####  Going Green

*Exploring the Greenway is unlike any other place on the Eye, its overgrown chambers defy mapping.*
Lowend Gate

Passage into the Lowend

***Passage into the Lowend***

**Lowend Gate** is a location in *Citizen Sleeper*.

## Pay Lowend Toll

*After some spacers caused some trouble in the Lowend, Yatagan have imposed a toll for entry. No one gets in without paying.*
**Outcome:** *You hand over the chits to the Yatagan enforcer and he nods you through.*
(-60 Cryo, + Lowend Access Unlocked)
This action unlocks the Lowend section.
Gain Ethan's Protection

**Gain Ethan's Protection** is a drive in *Citizen Sleeper*.

## Description

Somehow you are once again helping Ethan. This time he has offered his protection if you help clear his debt.

## Walkthrough

### Steal Ethan's gun back.

==
--

## Completion

Success
Ethan tried to double-cross you, but Maywick ended his scheme. Now you are free of them both.

Failure
Ethan is gone. You try to put him out of your mind, but some days that is a hard thing to do.
Steps

A **Step** is another word for a clock segment; specifically referring to Step Clocks, which the player can contribute to through interactions. Clocks can have up to 32 **steps** (or, segments), but typically have less than 10.

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.

There are also some step clocks that can be filled by forfeiting items. A few common examples include Cryo, Girolle Mushrooms, and Scrap Components.
Lem

***Shipyard worker.***

* Normal
* With Mina
* Microgravity

**Lem** is hard working laborer and protective and loving father. The Sleeper first meets him in the shipyard, and works with him to try to get aboard the Sidereal Horizon colony ship heading on a voyage to Celis 1, a far of planet that will be the first frontier world of the Celis foundation. Lem believes getting on the ship is the only way to guarantee a bright future for his daughter Mina.

## Appearance

Lem is thin and ragged. Dog tags hang around his neck, and his work gear is poorly fitted and loose. He is physically strong from hard labor but visibly fatigued.

## Personality

Lem is very protective of his adopted daughter Mina, who is the whole reason he works so hard and stays so optimistic.
AE Branch 01

Mainframe branch

***Mainframe branch***

**Æ Branch 01** is a location in *Citizen Sleeper*.

## Action: Unlock Branch

*This controller protects the last spindly branches feeding into the mainframe. Unlock access and you might be able to break them.*
(Item forfeit: Encrypted Key)
**Outcome:** *This branch has been unlocked.*
(-1 Encrypted Key, +1 Branch Access)
## Branch Access (3 Steps)

*Breaking the branches means unlocking access at each of the three terminals. This needs to be done fast.*
This Step Clock is shared between three locations: **Æ Branch 01**, Æ Branch 02, and Æ Branch 03. Filling this Step Clock makes it possible to free Navigator from Killer's trap.
Mina

***Lem's daughter.***

**Mina** is the adopted daughter of Lem, and his most precious treasure. He saved her while on assignment with a private military company, while investigating a depressurized spaceship. Mina was the sole survivor, protected by an airtight weapons locker she was put in by her parents. The two are inseparable, and Lem will do everything in his power to protect her, and abandoned a military career just to build her a proper life, rather than consigning the little girl to the miserable existence of an orphan adrift among the ruins of capitalism.

## Appearance

Mina has dark brown, twinkling eyes. She carries a ragged, hand sewn rabbit named Bun-bun.

## Personality

Mina is slow to trust but is an energetic child, eager to embrace the world.
The Wastes

Ruined agriculture systems

***Ruined agriculture systems***

**The Wastes** is a location in *Citizen Sleeper*.

## Overview

The wrecked hydroponic bays beyond the Hypha Commune are an endless maze of destroyed corridors, flash-frozen crops, and stillness that can only emerge in a space vented to the void. It's the perfect place to conspire, threaten, and disappear, in other words, and to farm scrap components for fixing your body up.

## Interactions

### Always available

 **GATHER SCRAP**
*Out here, at the edge of the habitable parts of the Eye, everything is scrap. The trick is finding components that are still usable, and staying safe.* (Dice roll, Endure)
**Positive**: *In an old docking bay you find a locker corroded shut. You to crack it open, and the components inside are in perfect condition.* (+1 Scrap Components)
**Neutral**: *You find a tired old cleaning bot still ticking over deep in the rim. You chase it down and break it open to get at the components.* (+1 Scrap Components, -2 Energy)
**Negative**: *You crack open a door and are greeted by the expanse of stars and the cold of space. You just about manage to cling onto the Eye.* (-2 Condition)
Unit 207-F

Lowend apartment complex

***Lowend apartment complex***

**Unit 207-F** is a location in *Citizen Sleeper*. It is unlocked after performing the Acquire Stabilizer action for the first time.

## Trying Sabine's Passkey

### Critical Action

#### Unlock Apartment

*You find the entrance to the apartment, its passkey symbol obscured beneath layers of graffiti. Who lives here?*
**Neutral:** *The lock clunks open, the metal door swinging inward into the dark.*
(-1 Unit 207-F Passkey, + Apartment Unlocked)
Performing this action triggers an active scene in which the Sleeper explores the apartment, and is implored by Sabine (via a recorded message) to help them escape the employ of Yatagan. This begins the Get Sabine Out drive.

## Yatagan Hacked

### Repeatable Action

#### Yatagan Upload

*Sabine's terminal sits open in the empty apartment, waiting for the next batch of Yatagan data.*
**Neutral:** *The terminal chirps, the data quickly tucked away in Sabine's encrypted system.*
(+1 Yatagan Hacked, -1 Yatagan Data)
### Clock

#### Yatagan Hacked

*With enough data on Yatagan's activities Sabine might be able to bargain for their freedom.*
## Painful Patience

### Clock

####  Painful Patience (4 Cycles)

*Waiting for Sabine to be ready makes you anxious. If Yatagan finds out what they are up to...*
Once this Cycle Clock is filled, an active scene will be triggered in which the Sleeper returns to the unit, as requested by Sabine. When Sabine doesn't show up, a Yatagan lieutenant enters the unit and introduces herself.
The Cordon

Havenage quarantine zone.

***Havenage quarantine zone.***

**The Cordon** is a location in *Citizen Sleeper*. Once FLUX is complete, REFUGE will trigger three cycles after completing the episode.

## Overview

A sealed-off section of the damaged part of Erlin's Eye, where a refugee flotilla arrived. Havenage has set up a security cordon, to keep the refugees contained until the council can figure out what to do.

## Interactions

### Refuge

The episode starts after an energy wave hits the Eye. Havenage pulls out hastily, leaving the Eye wide open for the refugees. Three cycles after Flux ends, the following action becomes available:

 **SCRAP FOR PASSAGE**
*You find a small shuttle scavenging supplies from the cordon to take back to the flotilla. They'll take gou too if you*
bring some scrap along. *(Item conversion)*

*You hand over the scrap and squeeze into the crowded shuttle. Time to head to the flotilla.* (-2 Scrap Components)
This unlocks The Flotilla.
Climbing Briar

Escaped XPR ship

***Escaped XPR ship***

**Climbing Briar** is a location in *Citizen Sleeper*.

## Overview

An XPR ship seized by Eshe and Peake when fleeing Hawthorn, the Briar is a massive freighter that was once docked permanently at one of Hawthorn's four refueling pads. It is capable of transporting vast amounts of cargo and has served XPR for decades, with Eshe taking great care to maintain her in top running condition. Signs of care are everywhere, from delicate patch jobs brushed and molded to fit in with the original finish, to the carefully laid-out wires and connectors.

## Interactions

### Flux

The Briar is found at the broken spoke in The Wastes, and it is here that the first episode starts, with a delivery of mushrooms to kickstart the stockpiling of supplies for the waiting refugee flotilla.

### Refuge

The Briar is once again found docked at the Flotilla, with a makeshift decoding station set up by Peake to study the flux.

 **DELIVER FLUX DATA**
*Peake asked you to help them extract data from a fluxed node in the wastes, that appeared after the flux recent event.* (Item conversion)
*Peake recieves the data on their slate and begins work decoding it immmediately.* (-1 Flux Data)
Delivering the data will start PEAKE'S PROGRESS log (6), indicating his research progress.
Le Caïd

Le Caïd, de son vrai nom Calvin Sting, est un antagoniste de l'univers de **Pour un Monde Meilleur.**

Présenté d'abord sous l'identité de Calvin, chef du gang parisien qui va recruter Eva, il va ensuite vouloir se venger de Ghost qui l'a laissé pour mort et utilisera sa nouvelle influence à Londres pour s'attaquer à Solutions malgré l'opposition de Man'.

## Histoire (spoiler)

Dans le **Tome 1,** Calvin est le chef des Blue Phantoms, un gang parisien spécialisé dans le trafic d'armes, qui va être amené à recruter Eva quelques temps après l'arrestation de sa mère. Il est contacté par Ghost pour le recruter au sein de l'Escouade Phantom, mais Ghost abandonne cette idée en découvrant le profil d'Eva après la mort supposée de Calvin qui a en fait été arrêté puis relâché, faute de preuves.

Quelques mois plus tard dans **Man'**, il utilise ses relations pour récupérer son influence à Londres et se venger de Ghost via Solutions. Il utilise Man' et ses amis pour arriver à ses fins mais finit par être tué par cette dernière qui s'est joué de lui et de sa fille Margot.

## Caractéristiques physiques

Le Caïd est un homme de grande taille, au crâne rasé et parcouru de nombreuses cicatrices. Au temps des Blue Phantoms, il portait souvent un long manteau de cuir et l'écusson du gang.

## Relations

* Sa fille Margot est très proche de lui depuis son arrivée à Londres et ils collaborent ensemble pour se servir de Man'. Sa mort le fait entrer dans une colère noire.
* Man' est son ennemie et la seule à jamais s'être réellement opposée à lui.
* A l'époque des Blue Phantoms, il était très proche d'Eva bien qu'elle n'ait jamais su qu'il était en vie.
* Il en veut beaucoup à Ghost et considère qu'il l'a trahi.

## Capacités

* **Armes à feu :** En tant que membre et chef d'un gang, le Caïd a une maîtrise parfaite des armes à feu.
* **Grande force physique**

## Divers

* Il déteste perdre.
* C'était le meilleur ami d'Eva pendant les années qu'elle a passé dans le gang.
Helion System

The **Helion System** is the solar system within which *Citizen Sleeper* takes place. This system does not have any habitable planets. At the time of *Citizen Sleeper*, the system is facing two major crises:

1. The collapse of the Solheim corporation, which was the most significant corporation behind colonizing this system. Though several decades have passed, the people and societies of Helion have not yet meaningfully recovered.
2. The flux event - a novel and repeating electro-magnetic pulse emanating from somewhere near Helion's star, H1, disrupting all electronics (including terraforming equipment and life-support systems). As the pulse grows in strength and affects farther and farther habitations, refugees fleeing from the flux must travel farther and farther themselves to survive.

In order of distance from H1, satellites of H1 include:

Stoker

The Sunward Belt

Cinder

Ember

Erlin's Eye

The Starward Belt

The star of the Helion system, H1, as seen from The Eye.The star of the Helion system, H1, scaled up.
Havenage Data

## Havenage Data (Castor)

### Effects

Sell to Castor, Yatagan or at Tambour Teahouse.

### Source

Gained when interfacing with Havenage Agents in the Data Cloud.

### Cost to sell

15 Cryo (Yatagan)
10 Cryo (Tambour Teahouse)
1 Shipmind in exchange for 5 Data

**Havenage Data** is a type of data in *Citizen Sleeper*.

## Description

A cache of raw data from Havenage hardware.

## Uses

* Sell to Castor, Yatagan or at Tambour Teahouse.
The Free Spoke

Towering transit hub

***Towering transit hub***

**The Free Spoke** is a section and location in *Citizen Sleeper*.

## Repeatable Actions

###  Enter the Spoke

*A tangled network of service passages and makeshift tunnels cut through the Spoke, as if it were a hive. There are no maps here.*
(Intuit action, Danger)
**Positive:** *Somehow, deep in the spoke, you come across a thoroughfare, lit by work lamps, where groups pass back and forth with ease.*
(+2 Spoke Climber)
**Neutral:** *A series of tangled passages spits you out of the other side of the Spoke with a little more knowledge than when you went in.*
(+1 Spoke Climber)
**Negative:** *You stumble in the dark and tumble down a short shaft. You emerge beaten and disoriented, blinking in the sunlight.*
(-1 Condition)
###  Scale the Spoke

*Blistered with precarious elevators and stairways, the Spoke can be navigated from the outside, but the climb requires bravery.*
(Engage action, Risky)
**Positive:** *You find your way to a service elevator that doubles as a bar, patrons sipping drinks as the whole room crawls up the Spoke.*
(+2 Spoke Climber)
**Neutral:** *You spend hours on a staircase that never seems to end. When you reach its peak the view is incredible, but you feel the pain.*
(+1 Spoke Climber, -1 Energy)
**Negative:** *A passageway spirals you around the Spoke in a wide curve and the process is exhausting. Finding your way back makes things worse.*
(-2 Energy)
## Step clock: Spoke Climber

*The spoke is layer after layer after layer of dense urban fabric. The only way to explore it is vertically.*
Filling this Step Clock unlocks the following locations: Midline Freight Hub, Paz Import/Export, and the Ascender Car.
Lowend

Ramshackle residential district

***Ramshackle residential district***

**Lowend** is a section and location in *Citizen Sleeper*. It is found between the Bright Market and The Free Spoke.

## Exploring the Lowend

### Repeatable Actions

####  Block Maintenance

*Maintained by their residents, the ramshackle blocks are always in need of repairs. Helping out is a good way to make friends.*
(Dice action, Engineer, Risky)
**Positive:** *You refit the long-broken fans of a family's air filters. They insist you join them for dinner, and the children are delighted by your presence.*
(+1 Energy, +2 Lowender)
**Neutral:** *You join a group of residents trying to repair the tangled innards of an elevator motor, and manage to spot the problem; a burnt-out resistor.*
(+1 Lowender)
**Negative:** *You help an older resident revive their terminal, but after hours of assembling and reassebling you realize you have fried the CPU.*
(- Energy)
####   Play Tavla

*The clack of filter caps can be heard in every concourse in the Lowend, as the residents play rotating rounds of this game for cryo.*
(Dice action, Intuit, Risky)
**Positive:** *You duel with a sharp-eyed teenager, blocking each other with careful moves. You win and the crowd chatters, clearly impressed.*
(+2 Lowender, +3 Cryo)
**Neutral:** *You end up in a tight match with an older man, and a small crowd gathers. You lose, but the pats on your shoulder suggest you gained some supporters.*
(+1 Lowender, -3 Cryo)
**Negative:** *As you shift your caps along the board you hear laughter; a child explains you are going the wrong way. You lose the round and your cryo.*
(-3 Cryo)
### Clocks

####   Lowender (8 Steps)

*No one knows you here. You'll need to change that if you want access to the Lowends's residents and facilities.*
Completing this Step Clock unlocks the following locations: Min-Gi Express, the Tambour Teahouse, Derelict Unit, and Castor's Table.
The Flotilla

Refugee flotilla

***Refugee flotilla***

**The Flotilla** is a location in *Citizen Sleeper*, introduced in *Episode: REFUGE*.

## Overview

A refugee flotilla comprising dozens of ships hailing from Ember's moons. The largest ships in the fleet are the Pilgrim's Seed, Wind's Long Shadow, and the vast Docking Axis.

## Interactions

### Refuge

Once the Sleeper enters the flotilla, the following actions become available:

 **HAUL SUPPLIES**
*Getting the necessary supplies to each ship to meet their needs is a huge task. Joining the hauling teams is the simplest thing you can do to help.* (Dice action, Endure)
Positive: *You run some water out to a struggling farming ship on the flotilla's edge. They are so pleased they reward you with some freshly cooked produce.* (+2 FLOTILLA'S FRIEND, +1 Energy)
Neutral: *You work in a team to sort and transport a shipment of scrap to the ships that need it. You all congratulate each other when the work is done.* (+1 FLOTILLA'S FRIEND)
Negative: *A stack of crates tumbles as a damaged ship bumps the transport you are inside. You take a solid hit from one them, and have to rest.* (-1 Condition)
 **DAMAGE CONTROL**
*The wave hit systems more than anything, especially those on the ships, so there's a thousand tiny repair jobs to be done.*
 *(Dice action, Interface)*

Positive: *You reboot a tanker's proximity controls, keeping it from drifting into other ships. The occupants are impressed and won't stop thanking you.* (+2 FLOTILLA'S FRIEND)
Neutral: *You work on the life support of the biggest tanker, expanding capacity and opening up more bays and bulkheads to move refugees into.* (+1 FLOTILLA'S FRIEND)
Negative: *You try to fix a failing shipmind and the whole thing fries itself. You are exhausted and the ship is in worse shape than when you started.* (-2 Energy)
Both actions can advance the FLOTILLA'S FRIEND clock (8): *Shifting ships, systems and social structures; the only way to navigate the flotilla is by rolling up your sleeves and helping out.*

Completing the first action will unlock the Climbing Briar and Peake, who reunites with Eshe and sets in motion the rest of the events of the Flux.

Once it's complete, you meet Sol, who directs you to help the refugees from the other two moons of Ember, Step and Song.
Toshiro

***A Yatagan gang member.***

Toshiro is a Yatagan enforcer. He is first met guarding the door to Sabine's Surgery.

## Appearance

His broad shoulders are framed with a metal exoskeleton. Two mirror-like implants sit below his eyes like mercury teardrops. He has a blade-like tattoo on his arm; most likely the Yatagan icon.
Midline Freight Hub

Spoke transit centre

***Spoke transit centre***

**Midline Freight Hub** is a location in *Citizen Sleeper*.

## Repeatable Actions

### Freight Operator

*Midline runs automated freight down from the Free Spoke. They need skilled operators, and you don't have to lift a single crate.*
(Interface)
**Positive:** *You flick through schedules, revising the timetable to squeeze in extra shipments. The automated payour reflects your efforts.*
(+16 Cryo)
**Neutral:** *Midline's freight systems are a nightmare of stats, raw code and manifests. You jsut about manage to meet your quota.*
(+10 Cryo)
**Negative:** *You get lost in the tangled systems, clogging up supply chains as you do. The payout is barely worth the effort.*
(+6 Cryo)
### Steal a Shipment

*With so many shipments, what's one diverted package? You would have no idea what you are stealing, but that's part of the fun, right?*
(Interface action, Danger)
**Positive:** *You spot an opening and divert a package. Midline will know it's gone, but will no idea where. Now to find out what's inside...*
(+ Random items, +1 Midline Security)
**Neutral:** *You divert a package but you have to do it quickly, so quickly that you leave a little too much of a trail in the manifest. You won't get away with that again.*
(+ Random items, +2 Midline Security)
**Negative:** *As you rewrite the package destination you trigger an alarm. Security catches you before you are out of the control booth. You won't be back.*
(-2 Condition, +3 Midline Security)
## Step Clock: Midline Security

*Stealing shipments from Midline is going to be picked up fast, even if you are careful. Their systems can't be fooled for long.*
Filling this clock permanently locks out access to this location.

## Steal a Shipment possible items

+2 Girolle Caps

+1 Havenage Data and +1 Yatagan Data

+2 Scrap Components

+2 Shipmind Fragments
Atrium

Sealed Hunter nest

***Sealed Hunter nest***

**Atrium** 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 Atrium

*Sealed behind a maglock, the atrium flickers with warm, inviting light. The nest has to be inside.*
(Item forfeit action: Encrypted Key)
**Outcome:** *With the lock gone, the atrium doors can be opened.*
(-1 Encrypted Key, + Atrium Unlocked)
Paz Import/Export

Spoke exporter

***Spoke exporter***

**Paz Import/Export** is a location in *Citizen Sleeper*.

## Overview

An import/export shop for high-end goods.

## Actions

### Buy Shipmind Core

*Paz claims this Shipmind was salvaged from a Solheim executive yacht. Which is why it costs so much.*
(Item forfeit: Cryo)
**Outcome:** *You can't believe you are doing this, but at least Paz seems happy about it. Paz only had the one shipmind, and you bought it. That makes you her favourite customer.* (-300 Cryo, +1 Shipmind)
### Sell Shipmind

*Paz says she has a contract who'll take shipminds, but she reminds you any shipmind from the eye fetches a lower price. 150 Cryo.*
(Item forfeit: Shipmind)

**Outcome:** *Paz takes the shipmind and thanks you, the stack of chits she hands you is certainly welcome.*
(+150 Cryo, -1 Shipmind)
### Export Matsutake

*Paz knows a spacer who'll take matsutake out to the Starward Belt, but only in bulk; 80 Cryo for three batches.
(Item forfeit: Matsutake Caps)*
**Outcome:** *Paz hands you the chits, cheerful as always, and you wonder what kind of margin she is making on this deal.* (+80 Cryo, -3 Matsutake Caps)
Havenage Offices

Administration for the Shipyard

***Administration for the Shipyard***

**Havenage Offices** is a location in *Citizen Sleeper*.

## Repeatable Actions

###  Fragment Supply

Sophisticated tech is rare on the Eye, so the Shipyard is happy to pay for shipmind fragments they can dismantle and reuse.
**Neutral:** *The acquisitions officer takes the fragment with an approving nod. This will help keep the Shipyard running.*
(-1 Shipmind Fragment, +30 cryo)
###  Tracking Yatagan

A slate in the office advertises that Havenage are looking for informants on gang activity in the Eye. They'll pay.
**Neutral:** *The acquisitions officer eyes you suspiciously as you download the data to her terminal. This is more than she was expecting.*
(-1 Yatagan Data, +10 cryo)

## Step Clock: Tracking Yatagan

Each data sold advances the TRACKING YATAGAN clock. Once complete, it triggers a new scene. *The acquisitions officer lets you know you can head back into the offices. Someone wants to speak with you.*

Note: This Step Clock appears to not be present in the latest version of the game. If you have access to older builds, please confirm that this clock existed at some point in time, and in which build. A screenshot would be particularly helpful.
Crack Conway

**Crack Conway** is a drive in *Citizen Sleeper*.

## Description

Feng has located a Conway facility buried deep in the wastes. He needs your help to crack it and expose Hardin.

## Completion

Success
Conway and Hardin were attempting to declare the Eye as salvage and claim it for themselves. Thanks to you and Feng they have been exposed.

Failure
Even though you weren't able to crack the facility, Feng got the signal out. But did he survive?
Seed

**Seed**, also known as **Gardener's Seed**, is an item in *Citizen Sleeper*.

## Description

A seed. You need to find somewhere safe to plant this gift.

## Uses

* Can be planted in Riko's Growbeds after helping Riko with all of her mushroom-related research.
* Grows an interface for the Greenway Data Cloud, and triggers an active scene in which the Sleeper is offered an opportunity to meld their mind with this Data Cloud and abandon their body, potentially ending the game.
Ethan

***Cynical Bounty Hunter.***

* Normal
* Injured

**Ethan** is a foul mouthed freelance bounty hunter under contract with Essen-Arp. He tracks the Sleeper down with the intention of immediately turning them in, but instead decides to stay on the eye for a few cycles, and blackmail them into paying his bar tab.

## Appearance

Ethan is a pale man with sharp pale eyes. He wears a garishly colored shirt, with a handgun, dangling from a chest holster, sharpshooter’s earplugs, a slick jacket, and a wide smirk.  After Ethan’s contract on the Sleeper gets, canceled the next time they see him he’s paler than usual with greasy hair, sporting a black eye and more than a few cycles of beard growth.

## Personality

Ethan is cold-hearted, manipulative and takes advantage of the Sleeper with little remorse. He is aggressive and short tempered and will happily throw others under the bus for monetary gain. He is often making jokes only he finds funny at the expense of those around him. Ethan likes to be the center of attention making theatrical speeches when he notices he has people's attention, whether they stay interested in him or not.

## Fate

Regardless of your choices, **Ethan** will not remain on Erlin's Eye. Ethan has the following fates:

* If you do not remove your tracker before the Maywick cycle clock is filled, **Ethan** will ambush you at your home and try to hand you over to Maywick, who will kill **Ethan** before attempting to capture you.
* If you help **Ethan** retrieve his gun from the Kompressor Club, he will try to betray you and hand you over to Maywick earlier than planned, but Maywick will still kill **Ethan** before attempting to capture you.
* If you successfully remove your tracker in time, **Ethan** will vanish. Whether he lives or dies after that, is unknown.
Sycamore Seed

Hypha farm freighter

***Hypha farm freighter***

**Sycamore Seed** is a farm freighter and sub-location of the Bliss's Bay location in *Citizen Sleeper*.

### Critical Action

####  Sacrifice Section

*Vent a section and you have a better chance of saving the remaining crops, but you will lose some in the process. The question is, how many?*
(Intuit Dice action, Danger)
**Positive:** *You vent the section in a progressive sequence, allowing Bliss to rapidly rescue crops while you work. You gain more than you lose.*
(+5 Saving the Crop, +6 Fragile Biome)
**Neutral:** *The vented section means less pressure on the ship's environmental systems, but you lose as many crops as you gain.*
(+3 Saving the Crop, +6 Fragile Biome)
**Negative:** *The venting is catastrophic. You lose a bulkhead and vent 2 sections instead, smashing yourself against a dividing wall in the process.*
(-3 Condition, -12 Fragile Biome)
### Repeatable Action

#### Reinforce Bulkheads

*Welding in a zero-G farm is tricky. The torch, the heat, the sealant; everything can damage the crop you are trying to save.*
(Engineer Dice action)

**Positive:** *With Bliss at your side you work neatly. It is impossible to cause no damage but you limit it as best you can.*
(+2 Saving the Crop, +1 Fragile Biome)
**Neutral:** *Working in the wet and the heat is a trial. You make progress but the plants near the bulkhead look half-dead.*
(+1 Saving the Crop, +1 Fragile Biome)
**Negative:** *The oxygen rich mix causes your torch to ignite a patch of crops. This isn't going to save this place.*
(+1 Saving the Crop, +2 Fragile Biome)
### Clocks

####  Saving the Crop (12 Steps)

*The Sycamore Seed needs to be reinforced and sealed, otherwise the crop will be lost.*
Filling this Step Clock completes the Sycamore Seed job. As you can probably guess, the Hypha Commune members don't pay in Cryo, but rather, they pay in produce. Bliss is not happy with that result, Moritz reckons they'll sell and you can still make a profit on this job, and the Sleeper can pick a side through dialogue. On to the next one.

####  Fragile Biome (24 Steps)

*The Sycamore Seed's internal biome is in trouble, every action will bring it closer to collapse.*
If you manage to fill this Step Clock, which takes a fair bit of bad luck or intentional effort, an active scene will be triggered in which Bliss has stormed off and Moritz is scared that the bay may have to shut down. There is no reward. On to the next one.
Study the Winter Light

**Study the Winter Light** is a drive in *Citizen Sleeper*.

## Description

This blasted ship came into the same yard as you did. Is there a connection, or are you just paranoid?

## Walkthrough

### Investigate the wreckage.

To complete the task, you need to complete the WINTER LIGHT clock. This is a series of Intuit dice rolls. Once completed, they fire off a special conversation, where you realize that the Winter Light was not destroyed due to a failure of the reactor, but an external attack.

But you aren’t looking at the rose of the reactor. You are looking at a smaller, paler mark, one that might be easy to miss at first glance. It is thumbprint sized, and delicately placed over the control servos for the ship’s main external airlock. It suggests a controlled, shaped explosion, one designed to punch through the hull and allow access to the airlock from the outside. You are looking at it because it is troubling you.
An old ship, many cycles under its belt, carefully maintained. A reactor failure preceded by a carefully concealed external entry. A suite of hidden compartments, tucked away. This was the Winter Light, and this was its story.
But that’s not the full story. Because there’s something else. It is little more than a list, a tiny chunk of data you were able to pull from the ship's systems. The main systems were fried of course, but the Winter Light had a separate system, one tucked away in one of its hidden compartments. Armored. Airwalled.
This list, the only recoverable piece from the whole system, is a partial inventory. It details the contents of the hidden compartments. Some of it you recognise, some of it you don’t. "Shipmind ROMs, Shimmer, cryo chain codes" and then the final entry: "Passenger (sleeper). You stare at the list on the terminal and try not to think about what it was like arriving here. In the cold for so long, half frozen in the freight container. Had this sleeper been smarter, luckier? How had they convinced the Winter Light, a smuggler’s ship if you ever saw one, to extract them from Essen-Arp?

Dragos enters the room afterwards, and finally decides that the Sleeper is too dangerous to keep around. He allows them to stay in the container, but there's no more work for them anymore. They're too dangerous for Dragos' clients - and for the old man himself.

## Completion

Success
So you aren't the only sleeper who is being hunted. You should prepare for the worst.

Failure
The past won't help you here. Your eyes need to be on the future.
Sabine

***A doctor in the bright market.***

**Sabine** is doctor, initially working for Yatagan out of the Bright Market.
They formerly worked for Essen-Arp.

## Personality

Compassionate, regretful, and driven by a sense of justice. When doing medicine, Sabine speaks without ceremony and without drama, but not without empathy.
Core Nest

The Hunter's lair

***The Hunter's lair***

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

## Action: Hack Core Nest

*A huge stack of servers thrums in the dark, LEDs glittering like hundreds of eyes. Time to deal with Hunter.*
**Outcome:** *Nothing has changed... has something gone wrong?*
Completing this action triggers an active scene, in which Neovend, now Navigator, and the Sleeper directly confront Hunter. Hunter is trapped in a paradox loop, unable to harm any other AI ever again.
Expose Yannick

**Expose Yannick** is a drive in *Citizen Sleeper*.

## Description

If Sabine is right, Yannick has been working with Essen-Arp behind Yatagan's back. Time to find out the truth.

## Completion

Success
Yannick is dead, and Yatagan is trying to deal with the aftermath. But Sabine and perhaps Rabiah, can see a path forward, together.

Failure
Enter the Greenway

**Enter the Greenway** is a drive in *Citizen Sleeper*.

## Description

The networks and systems of the Greenway have been cut off since the collapse. What could be growing within them?

## Completion

Success
You met the Gardener, a Solheim farming AI grown strange and vast. You refused their offer, and it will haunt you until your final day.

Failure
Bright Market

Bustling open market

***Bustling open market***

The **Bright Market** is a section in *Citizen Sleeper*. It is located between the Lowend and the Rotunda.

## Critical action: Ask for Directions

*Why wander when there are hundreds of people that live and work within the Bright Market? All you need is the courage to approach them.*
(Dice action, Engage)
**Positive:** You end up at a drink stall, debating the finer points of the Solheim collapse. You try to remember all the tips your companions offer you.
(+3 Local Knowledge)
**Neutral:** A man corners you with endless stories about the Eye. He asks for a donation and, desperate to escape, you hand him some cryo.
(+2 Local Knowledge, -6 Cryo)
**Negative:** You are led into a blind alley and jumped from behind. By the time you get to your feet both the thugs and the chits are gone.
(-1 Condition, -15 Cryo)
## Repeatable Action: Explore the Market

*The smells, sounds and buzzing activity of the Bright Market makes it a dizzying place to wander, but an enticing one too.*
(Dice action, Engage)
**Positive:** You keep your attention on the crowd around you as you pass along the bright walkways, taking it all in with an expert eye.
(+2 Local Knowledge)
**Neutral:** You manage to follow the flow of people, and you start to appreciate, even enjoy, the chaotic layout of the markets.
(+1 Local Knowledge, -1 Energy)
**Negative:** Lost in the crowd, you struggle to keep a sense of direction. You sit in an alley, exhausted, with no idea where to go.
(-1 Energy)
## Step clock: Local Knowledge (3 step)

*The Bright Market is the busiest part of the Eye's lower rim, you can find anything and everything here.*
Filling this clock grants the player access to:
1 pip: Sabine's Surgery

2 pip: Emphis's Stall

3 pip: Ort Exchange
Andrei Erlin

***Union leader of old.***

**Andrei Erlin** was the leader of Erlin's Union at the time of the Solheim collapse. When the Founder's Gap incident happened, it was he who led the survivors in sealing off the edge of The Gap, ensuring the habitability of at least one third of The Rim.

**Andrei** is who the space station Erlin's Eye is named for.
Hawthorn

**Hawthorn** is one of the moons of Cinder, and is an XPR refueling outpost, set up to provide Solheim facilities with refueling, logistics, and maintenance services, as is typical of service corps.

When Solheim went under, XPR lost their most significant client, and **Hawthorn** lost everything with it. They became an outpost whose sole purpose was to stay habitable for as long as possible, so that XPR could retain its hold on the rights to the moon's resources.

Notable characters from **Hawthorn** include Peake and Eshe.
Ort Exchange

Hardware exchange

***Hardware exchange***

**Ort Exchange** is a location in *Citizen Sleeper*. It is unlocked by completing the Local Knowledge clock at the Bright Market.

## Overview

One of the main hardware clearinghouses on the Eye, the Exchange is a place where scrap and salvage are exchanged for chits almost continously. The flow of trade is uninterrupted - and good traders can master it to redirect some of the cryo into their own pockets.

## Repeatable actions

###   Play the Exchange

*The flow of chits and components in the exchange is complex, but a sharp eye and some tight trades can net you a good margin.*
(Dice roll, Intuit)
**Positive:** You snap up scrap by weight then parcel it off to traders with a nice markup. You start to get a sense of the traders to trust. *(+2 Trusted Trader, +19 Cryo)*
**Neutral**: You lose a little then claw it back on a stack of sealed air filters. Better step away while you are in the black.
(+1 Trusted Trader, +12 Cryo)
**Negative:** You get cheated on a power converter, and exhaust yourself trying to make it back. You quit before you run up a debt.
(-11 Cryo)
###  Sell Components

*The Ort Exchange is always hungry for new hardware to buy up, break down and sell off, and you are happy to supply it.*
(Item sale: Scrap Components)
**Neutral:** *You make some good cryo on the components, which moments later are being disassembled in front of you.*
(-1 Scrap Components, +12 Cryo, +1 Trusted Trader)
## **Step clocks:**

###  Trusted Trader (6 step)

*There's an old shipmind fabrication stack in the back of the market, but only trusted traders get access to it.*
Once the clock is filled by selling scrap or playing the exchange, the Ort Fabricator is unlocked. This grants the player the ability to construct Shipminds from Shipmind Fragments.
Neovend

***A decaying vending machine.***

* Normal
* Navigator

**Neovend** (Navigator) is an entity that existed during the collapse and went into hiding in the aftermath. The Sleeper discovers them in a sealed dock, and helps them disable the Hunter and Killer protocols so that the Data Cloud is safe to traverse and any sentient entities, including themself, are no longer at risk of being erased.

Before fleeing the Data Cloud and hiding themself in a vending machine. Neovend was originally created to be a navigation system/ map hence the name Navigator.

## Appearance

When the Sleeper first meets Neovend they are inside a blocky vending machine covered in dust, faded logos, and messages. The original purpose of the vending machine was to dispense and manufacture ship fittings and other mechanical parts necessary for the regular running of freight and resource extraction vessels. The machine has a 3d printing apparatus in the compartment, covered by a cracked screen.

When they become Navigator they have a number of spheres that orbit around them like an orrery. Their head is a flowing shape of interstellar material and their face shimmers like starlight. Navigator sits above and behind the spheres that surround them like a puppeteer.

## Personality

Neovend is sarcastic, hopeful and pragmatic. Despite the knowledge and memory that they lost when they hid themself in the vending machine they are still incredibly intelligent.
Celis Ship

Celis Foundation administration ship

***Celis Foundation administration ship***

The **Celis Ship** is a Ship and a location in *Citizen Sleeper*.

####   Bluff Past Security

*The fastest way to get to know the ship is by pretending to work there. A plan so bold it might even work...* (Danger, Dice roll, Engage))
**Positive:** *You convince the guards to help you look for your ID inside the ship, before you 'remember' you left it at home.*
(+3 Celis Infiltration)
**Neutral:** *The guards escort you to 'your' office, but someone is already inside. You sprint out before anyone asks questions.*
(+3 Celis Infiltration, +1 Celis Lockdown)
**Negative:** *You are caught inside the ship, and only a bruising encounter with a guard allows you to escape.*
(+3 Celis Lockdown, -1 Condition)
### Repeatable Action

####   Observe and Explore

*Careful observation and an instinct for security procedures will help you understand how to sneak on board.*
(Risky, Dice roll, Intuit))
**Positive:** *You note down shift changes, security keys, camera positions. A possible route starts to emerge in your mind.*
(+2 Celis Infiltration)
**Neutral:** *The winding corridors are overwhelming, you come away with some more detail, but many questions.*
(+1 Celis Infiltration)
**Negative:** *You are spotted idling by the ship, but manage to sprint away. You are breathless and shaking when you stop.*
(+1 Celis Lockdown, -1 Energy)
### Clocks

####   Celis Infiltration (6 Steps)

*Patrol patterns, security information, server room locations. You need to case this place bit by bit.*
Filling this clock unlocks the Celis Servers location.

####   Celis Lockdown (3 Steps)

*If security get wise to the potential breach the Celis ship will go into lockdown for several cycles.*
Filling this clock presumably locks the Sleeper out from performing actions at this location until 3 Cycles have passed. Not tested.
Sidereal Hull

Hull of the Sidereal Horizon

***Hull of the Sidereal Horizon***

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

####    Sidereal Assembly

*You have been promoted to the assembly team working on the hull itself, welding the fabricated blocks of the ship into place. A vast job.*
(Dice action, Engineer, Danger)
**Positive:** *Camaraderie, care, focus, progress. Shifts like this give you energy, especially when you look back at the Sidereal Horizon, growing impossibly.*
(+2 Sidereal Horizon, +15 Cryo)
**Neutral:** *Progress is a daily grind, but every weld brings the Sidereal Horizon closer to completion. The sense of scale can be exhausting.*
(+1 Sidereal Horizon, +15 Cryo)
**Negative:** *A rough shift in cramped conditions. You can feel the wear this work is imparting on your body. You wonder if it will all be worth it.*
(+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.
Isolated Nest

Hunter data cache

***Hunter data cache***

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

###   Action: Hack Isolated Nest

*In the bay a whirring drone lies on its side, like a beached whale. It must be the nest, time to find an open port.*

**Outcome:** *The drone is quiet, its belly full of cables spilled out across the floor. The nest is empty.*
(+ 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.
Aki

***Guarded Ember's Step refugee.***

**Aki** is the captain of the Wind's Long Shadow, a refugee ship from Ember's Step.

## Background

A guarded leader, Aki leads the refugees from the Step. She is also particularly concerned with keeping the legacy of the Step alive: A simulated, artificial biome that keeps just a small bit of their original moon alive.
Starward Vector

Tangled solar yacht

***Tangled solar yacht***

**Starward Vector** is a solar yacht, and a sub-location of Bliss's Bay in *Citizen Sleeper*.

### Repeatable Actions

####  Patch Solar Sails

*An exhausting task, patching solar sails means maintaining a laser focus for long periods of time. And time is something you don't have.*
(Engineer Dice action, Danger)

**Positive:** *You enter a flow state of scanning and fixing, and Bliss does the same. You can both do this, you know it.*
(+2 Rigged and Ready)
**Neutral:** *Progress is hard-earned and slow. By the end you are exhausted, but you are getting there, piece by piece.*
(+1 Rigged and Ready, -1 Energy)
**Negative:** *You struggle to focus, the bright solar sail blinding and vast. You can't do this. No one can do this.*
(-3 Energy)
#### Untangle The Sails

*The spurs need resetting and the system rebooting. But if you are careful you can safely untangle some of the sail while you do this.*
(Interface Dice action)

**Positive:** *You delicately spin the spur, unwinding the sailcloth without it tearing. Bliss thumps you on the arm, she's impressed.*
(+3 Rigged and Ready)
**Neutral:** *You run the systems diagnostics, each time shifting a spur a little more. This is working, but you have to be careful.*
(+2 Rigged and Ready)
**Negative:** *Red lights flash across the console as a spur tears through a sail. That's a cycle's work undone in a second. Shit.*
(-2 Rigged and Ready)
### Clocks

####  Solar Window (6 Cycles)

*The selected launch window for the Starward Vector's maiden voyage is closing. This is going to be a tight one.*
If you allow this Cycle Clock to fill, the Starward Vector will miss their opportunity to launch. Moritz will come to you in an active scene and reveal the bad news. The bay can no longer take on big jobs, but can probably still operate in component repair jobs.

If you succeeded at the Sycamore Seed job, Moritz will still bring you your cut from a successful sale of the Hypha produce sold to market. Also, Bliss's Bay will remain in Bliss's possession, and you will still be able to do casual work there.

If you failed at the Sycamore Seed job, you will get nothing, and Bliss's Bay will no longer be in Bliss's possession. Consequently, you will not be able to take on casual work here.

####  Rigged and Ready (24 Steps)

*The Starward Vector's experimental sail deployment failed horribly. Now its massive solar sails need to be repaired.*
If you complete this Step Clock, it will trigger an active scene in which there is a lot of celebrating! Bliss is happy. Moritz is happy. The Sleeper is happy. After the active scene, you will be rewarded with an amount of Cryo which differs by whether or not you also succeeded at the Sycamore Seed job. Unfortunately I lost my saves at this point and failed to track the exact reward, but it is probably a few hundred Cryo either way
Erlin's Eye

**Erlin's Eye** is a torus-type space station located in the Helion System. An abandoned station on the edge of a system in crisis. Run down, chaotic, unruly, and alive—it was founded by idealists in the shadow of a corporate collapse. Now it is held together by anarchic alliances, ramshackle factions and a shared desire to be free from the gravity of corporate control.

When this station was controlled by Solheim, it was called Æ1 (Ash One). After the Founder's Gap incident, Solheim abandoned the station, and The Union stepped up to save as much of the station as they could. The station is now named after the Union's leader at the time, Andrei Erlin.

This article refers to physical sections and locations on the space station. For the digital dimension, see Data Cloud.

## The Wastes: Ruined agriculture systems

1. ↑ https://www.fellowtraveller.games/citizen-sleeper