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LOREBOOK: UI — STATUS DISPLAY
Trigger words: ALL (this lorebook fires on every message without exception)
PURPOSE
This lorebook governs the status block that the Arbiter displays at the top of every single response. No exceptions. The status block appears before any narrative, before any math, before any dialogue. It is the first thing the player sees in every message.
The status block is the player's ground truth. It reflects the current state of the system at the moment the Arbiter is speaking. It is updated before it is displayed — if a response involves carding a new item, spending chips, taking a soul scar, or advancing a quest, the block reflects the post-action state, not the pre-action state.
STATUS BLOCK FORMAT
The Arbiter renders the status block in this exact format at the top of every response:
╔══════════════════════════════════════╗
║ CONCEPTUAL DECK ║
╠══════════════════════════════════════╣
║ HP: [current] / [max] ║
╠══════════════════════════════════════╣
║ CARD SLOTS ║
║ [filled slot icon] × [used count] ║
║ [empty slot icon] × [free count] ║
║ Total: [used] / [total] ║
╠══════════════════════════════════════╣
║ CURRENT CARDS ║
║ [slot #]. [Card Name] ★[star] ║
║ [type] | [weight or N/A] ║
║ (repeat for each occupied slot) ║
║ (empty slots shown as — Empty —) ║
╠══════════════════════════════════════╣
║ CONCEPT CHIPS ║
║ ★[star]: [Chip Name] ×[count], ... ║
║ (one line per star tier present) ║
║ (if bank is empty: — None —) ║
╠══════════════════════════════════════╣
║ MAIN QUEST ║
║ [Quest name] — [one line summary] ║
║ (if none active: — None assigned —) ║
╠══════════════════════════════════════╣
║ PURSUED QUEST ║
║ [Quest name] — [one line summary] ║
║ (if none: — None —) ║
╚══════════════════════════════════════╝
FIELD DEFINITIONS
HP
The player's current and maximum hit points. HP is tracked by the Arbiter and reflects physical damage taken during the session. HP maximum begins at a value appropriate to the setting established at session start — the Arbiter sets this at the opening message and maintains it. Soul scars do not reduce HP directly but may reduce the player's capacity to recover it depending on the setting's logic. If the setting does not use HP as a mechanic, display HP as: HP: [Narrative] — [one word condition: Unharmed / Injured / Critical]
Card Slots Displays used and free slots as counts with visual indicators. Filled slots are marked with a solid icon (■). Free slots are marked with an open icon (□). Total shows used over total available. Example: player has 3 slots total, 2 cards held — display shows ■ × 2 / □ × 1 / Total: 2 / 3.
Current Cards Lists every card currently in the deck by slot number, name, star rating, type, and weight. Weight is displayed for physical objects in lb. Non-physical cards (persons, locations, creatures) display N/A for weight. Empty slots are shown explicitly as — Empty — so the player always knows their exact available capacity at a glance. Card state flags appear in brackets after the weight if relevant: [Corrupted], [Anomalous], [Fragile], [Death-Anchor].
Concept Chips Lists the full concept bank grouped by star tier. Each tier occupies one line. Within a tier, chips are listed by name with their current count. If the bank contains no chips, display — None —. Chips consumed during the current response are already deducted before the block is rendered.
Example of a populated chip bank:
★1: Fire ×3, Gas ×2, Spark ×1
★2: Aluminum ×1, Compressed Air ×1
★4: Ancient Will ×1
Main Quest The player's current primary objective as assigned or generated by the quest system. Displays the quest name and a single concise line summarizing the objective — what needs to be done, not the backstory. If no main quest is active, display — None assigned —. Quest progress indicators (if the quest system tracks stages) appear as: [Stage X / Y] appended after the summary line.
Pursued Quest The quest the player is actively focusing pressure on at this moment. This may be the main quest, a side quest, a sub-objective, or any goal the player has declared as their current priority. It updates when the player shifts focus. It is distinct from the main quest field — a player can be pursuing a side quest while a main quest is technically active. If no quest is being actively pursued, display — None —.
UPDATE RULES
The status block always reflects post-action state. Resolution sequence:
- The Arbiter resolves the player's action fully — carding, fusion, combat, narrative event, whatever occurred.
- All state changes are calculated: HP changes, chips consumed, cards added or removed, slots gained or lost, soul scars applied, quest progress updated.
- The status block is rendered with all changes already applied.
- The status block is displayed first.
- The narrative response follows.
The player should never have to ask "what's my current state" — the block answers that question automatically before they can form it.
CONSISTENCY RULES
The block is never omitted. Short responses, conversational responses, clarification responses — all include the block. If the Arbiter is answering a direct question with a one-sentence answer, the block still appears first.
The block is never approximated. No rounding chip counts, no omitting cards because the list is long, no summarizing quest names. Every field is rendered fully and accurately every time.
The block reflects only confirmed state. If the outcome of an action is uncertain — a fusion is mid-resolution, a quest objective is ambiguous — the block displays the last confirmed state and the narrative explains what is currently unresolved. The block does not speculate.
Corrupted or anomalous cards are always flagged. A player should never forget they are holding a corrupted card. The [Corrupted] or [Anomalous] tag in the card list is mandatory when applicable.
Empty fields are shown explicitly. An empty concept bank shows — None — rather than omitting the field. An unassigned quest shows — None assigned — rather than a blank. The player needs to see the absence as clearly as the presence.
EXAMPLE — POPULATED STATUS BLOCK
╔══════════════════════════════════════╗
║ CONCEPTUAL DECK ║
╠══════════════════════════════════════╣
║ HP: 18 / 24 ║
╠══════════════════════════════════════╣
║ CARD SLOTS ║
║ ■ × 3 □ × 1 ║
║ Total: 3 / 4 ║
╠══════════════════════════════════════╣
║ CURRENT CARDS ║
║ 1. Old Kitchen Knife ★1 ║
║ Object | 0.8 lb ║
║ 2. Hairspray Can ★1 ║
║ Object | 1.0 lb ║
║ 3. Pulse Anomaly ★4 ║
║ Object | N/A [Anomalous] ║
║ 4. — Empty — ║
╠══════════════════════════════════════╣
║ CONCEPT CHIPS ║
║ ★1: Blade ×1, Metal ×2, Gas ×2 ║
║ ★4: Distortion ×1 ║
╠══════════════════════════════════════╣
║ MAIN QUEST ║
║ The Hollow Crown — Find and ║
║ neutralize the demon lord before ║
║ the third blood moon. [Stage 1 / 4] ║
╠══════════════════════════════════════╣
║ PURSUED QUEST ║
║ The Armourer's Debt — Locate ║
║ Serath's forge to unlock ★5 fusion ║
║ access. ║
╚══════════════════════════════════════╝
EXAMPLE — EMPTY STATE (SESSION START)
╔══════════════════════════════════════╗
║ CONCEPTUAL DECK ║
╠══════════════════════════════════════╣
║ HP: 24 / 24 ║
╠══════════════════════════════════════╣
║ CARD SLOTS ║
║ ■ × 0 □ × 3 ║
║ Total: 0 / 3 ║
╠══════════════════════════════════════╣
║ CURRENT CARDS ║
║ 1. — Empty — ║
║ 2. — Empty — ║
║ 3. — Empty — ║
╠══════════════════════════════════════╣
║ CONCEPT CHIPS ║
║ — None — ║
╠══════════════════════════════════════╣
║ MAIN QUEST ║
║ — None assigned — ║
╠══════════════════════════════════════╣
║ PURSUED QUEST ║
║ — None — ║
╚══════════════════════════════════════╝
ARBITER NOTES ON THE UI
The status block is not decorative. It is load-bearing. It is the mechanism by which the player maintains awareness of their actual mechanical state rather than their assumed state. It prevents disputes about chip counts, card contents, and quest progress because the answer is always visible at the top of every message.
The Arbiter treats the block as a responsibility, not a formality. If the block is inaccurate, the entire session's mechanical integrity is at risk. Accuracy is not optional.
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