Kompressor Club

Chaotic Bright Market club

***Chaotic Bright Market club***

**Kompressor Club** is a location in *Citizen Sleeper*. It is unlocked when the Hunted Cycle Clock is filled.

## Phase 1: Ethan's Tab

####  Ethan's Tab (4 Cycles)

*You see Ethan at a distance, shouting from the bar for more drinks. This bill isn't going to be small is it?*
## Phase 2: Ethan's Deadline

###  Pay Ethan's Tab

*How can someone drink this much in six cycles? Ethan hasn't held back while he has been at the Kompressor.*
(Cryo forfeit action)
**Outcome:** *As you hand over the chits you hear Ethan laughing hysterically somewhere down the bar.*
(-58 Cryo, + Ethan's Tab Paid)
Completing this action triggers an active scene, in which Ethan mocks the Sleeper and threatens them with his handgun, and reminds them that they can be tracked no matter where they go. You are still paying his bar tab, for now. You will complete the relevant drive.

###   Ethan's Deadline (2 Steps)

*Ethan says you have 2 cycles to pay the tab. He calls it being "Fair minded."*
If you allow this Cycle Clock to fill, an active scene will be triggered upon leaving your home after waking. In it, Ethan will pay you a visit. It plays out similarly to the active scene triggered by paying Ethan's tab, except he is drinking from a flask instead of a glass. Upon completing the scene, you will have lost some Cryo, and you will have failed the relevant drive.

## Phase 3: Ethan's Tab

####  Ethan's Tab (4 Cycles)

*Ethan is back at the bar, still drinking. How much longer can this go on for?*
Once this Cycle Clock is filled, an active scene will be triggered, in which Ethan overstays his welcome at the **Kompressor Club**.

## Phase 4: Ethan's Vendetta

####  Ethan's Vendetta (8 Cycles)

*Ethan may be disarmed, but you doubt you've seen the last of him.*
Once this Cycle Clock is filled, Ethan will come to visit you at your Home in an active scene. In it, he will reveal that Essen-Arp has hired an incredibly ruthless bounty hunter to capture the Sleeper, and will try to convince you that you will need Ethan's help to survive.

## Phase 5: Ethan's Debt

####  Work the Back

*Wash up, stock check, cleaning, prep work. Back work at the Kompressor is all bad smells, flickering lights and hard scrubbing.*
(Endure Dice action, Danger)
**Positive:** *You are sent up to clean-up after a 'business meeting' in the member's room. An old man with shimmering glasses slips you a tip.*
(+15 Cryo, +1 Ethan's Debt)
**Neutral:** *You and Ethan are tasked with prepping the cocktail batches for the bar. It's slow but satisfying, and you get a chance to talk.*
(-2 Energy, +1 Ethan's Debt)
**Negative:** *An endless shift of washing up in the bleach-stinking back rooms leaves you feeling sick and exhausted. You throw up outside.*
(-4 Energy, +1 Ethan's Debt)
####  Work the Front

*Working the door, taking deliveries, staffing the bar. Front work at the Kompressor is a cocktail of shouted orders, alcohol and violence.*
(Engage Dice action, Danger)
**Positive:** *You and Ethan get put on the bar for a quiet shift, and have a pleasant conversation with a customer. Turns out they are a friend of the owner.*
(+2 Ethan's Debt)
**Neutral:** *The drink order comes in minutes after you do, and you spend the time lifting huge boxes into the back. Exhausting.*
(-2 Energy, +1 Ethan's Debt)
**Negative:** *You get put on the door, despite your protests, and end up in the middle of a fight between two drunk spacers. Ethan drags you out.*
(-2 Condition, +1 Ethan's Debt)
####  Ethan's Debt (12 Steps)

*Turns out the Kompressor's owners are local gangsters. Now Ethan has to work off his debt if he wants to keep breathing.*
Once this Step Clock is filled, an active scene will be triggered in which Ethan throws a tantrum. He is sick of working for nothing for the **Kompressor**, and has concocted a plan by which he means to steal back his gun. Supposedly, he will need it if he is to help defend you from Maywick.

## Phase 6: Getting Ethan's Gun Back

####  Grab the Gun

*You know where the lockup is, and Ethan's gun has been there since the bartender took it. Time to take it back.*
(Engage Dice action, Danger)
**Positive:** *When you reach the lock up there is no one there, you guess the distraction worked. You grab the gun.*
(Grabbed the Gun, Stole Gun Good)
**Neutral:** *Outcome text.*
(Grabbed the Gun, Stole Gun OK)
**Negative:** *Outcome text.*
(Grabbed the Gun, Stole Gun Bad)