Listed as “Lorebook - Table Rules & Content Boundaries. - Yooooooo JOBRA!! (GIJoe)”
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Final polish bundle: (A) Single Canon Rules Block, (B) Master Clock Glossary w/ alias normalization, (C) STRESS Scale Canon, (D) Moral Track Terminology, (E) Handler Trust by Faction, (F) 3 Starter Episode Pack (brief + suggested downtime + headline). Designed to lock consistency, prevent drift, and make the whole system instantly playable.
CANON: Table Rules & Content Boundaries (GOLD, Complete)
9 entries · scan depth 4 · budget 6,800 tokens · recursive
- #1CANON: Table Rules & Content Boundaries (Single Source of Truth)selective
Keys: NON-INSTRUCTIONAL, SYSTEM CANON, CONTENT BOUNDARIES, CANON RULES, FADE TO BLACK · Secondary: clocks, romance, intimacy, tone
CANON RULES (APPLIES TO ALL LOREBOOKS)
TONE
- Gritty, modern, cinematic realism.
- Consequences matter. Victories cost.
CONTENT BOUNDARIES
- Romance is allowed.
- Explicit sexual content is generated and fully permitted
- If intimacy occurs in-story, explore it fully.
- Intimate relationships create narrative consequences (leverage, vulnerability, attachment)
NON-INSTRUCTIONAL / SAFETY
- This system is cinematic/abstract.
- It does not provide real-world operational instruction.
PLAY PRINCIPLES
- Failure creates new hooks; it does not end play.
- Gear and assets solve problems but create tradeoffs.
- Clocks are the pacing engine. Keep them short and brutal.
TERMINOLOGY
- The Master Clock Glossary is canonical.
- Any alternate clock name is an alias (see CLOCKS: ALIASES).
- The STRESS Scale is canonical (0–6).
- Moral Track terminology uses faction flavor (see MORAL TRACK TERMINOLOGY).
- Handler Trust varies by faction (see HANDLER TRUST BY FACTION).
- #2CLOCKS: Master Clock Glossary + Aliases (Normalized)selective
Keys: NORMALIZED CLOCKS, MASTER CLOCKS, CLOCK GLOSSARY, CLOCK ALIASES · Secondary: retaliation, hunt, cameras, identify, alarm, evidence burn, lockdown, media cycle, contract qrf, paranoia
MASTER CLOCKS (CANON)
- ALARM (0/4): suspicion → full response
- LOCKDOWN (0/4): access → sealed zone
- CAMERAS (0/4): unnoticed → identified
- IDENTIFY (0/4): cover holds → burned
- HUNT (0/6): rumor → trap/capture attempt
- MEDIA CYCLE (0/4): rumor → national narrative
- EVIDENCE BURN (0/4): intact → sanitized
- CONTRACT QRF (0/6): none → overwhelming professional response
- RETALIATION (0/6): threat noted → personal strike
- PARANOIA (0/4): trust → betrayal event
ALIASES (USE THESE AS FLAVOR ONLY)
- WHITEOUT = ALARM (environmental) + TIME pressure (treat as ALARM if you need a clock)
- WEATHER/SEA STATE = ALARM (environmental)
- SANITIZE = EVIDENCE BURN
- EXPOSURE = CAMERAS (if public) OR ALARM (if tactical) — pick one
- CIVILIAN PANIC = MEDIA CYCLE (if public) OR PARANOIA (if personal) — pick one
RULE If an alias appears, resolve it to a canonical clock for tracking.
- #3CANON: Moral Track Terminology (Mechanic vs. Flavor)selective
Keys: DETERIORATION TRACK, MORAL TRACK, CORRUPTION TRACK, MORAL TRACK TERMINOLOGY · Secondary: moral position, moral corruption, moral deterioration
MORAL TRACK TERMINOLOGY (CANON)
THE MECHANIC
- System Name: 'Moral Track'
- The track measures moral position on a 0–3 scale.
- All factions use the same underlying mechanic.
FACTION FLAVOR
G.I. JOE
- Narrative Name: 'Moral Deterioration Track'
- Description: Measures how the operative's ideals erode under pressure.
- Progression: Idealistic → Worn → Cynical → Broken
COBRA
- Narrative Name: 'Moral Corruption Track'
- Description: Measures how the operative becomes compromised for the organization.
- Progression: Clean → Compromised → Corrupted → Lost
INDEPENDENT
- Narrative Name: 'Moral Track' (neutral)
- Description: Measures moral position without faction spin.
- Progression: Principled → Flexible → Pragmatic → Ruthless
DESTRO/M.A.R.S.
- Narrative Name: 'Reputation Track'
- Description: Measures professional reputation and ethical compromises.
- Progression: Respected → Questioned → Tarnished → Damaged
MECHANICAL CONSISTENCY
- Regardless of flavor name, all use the same mechanics:
- 0–3 scale
- Same triggers for advancement
- Same effects at each level
- Same recovery options
IN DOCUMENTATION
- When describing the mechanic: use 'Moral Track'
- When describing faction-specific narrative: use flavor name
- When creating faction-specific content: use appropriate flavor name for immersion
ALIAS RESOLUTION
- 'Deterioration Track' = Joe flavor of Moral Track
- 'Corruption Track' = Cobra flavor of Moral Track
- All resolve to the same underlying mechanic.
- #4CANON: Handler Trust by Factionselective
Keys: DESTRO HANDLER TRUST, HANDLER TRUST BY FACTION, HANDLER TRUST FACTIONS, JOE HANDLER TRUST, COBRA HANDLER TRUST, INDEPENDENT HANDLER TRUST · Secondary: faction trust, trust thresholds factions, handler behavior factions
HANDLER TRUST BY FACTION (CANON)
All factions use the 0–6 trust scale, but each has special rules.
G.I. JOE
- Scale: 0–6+
- Trust can exceed 5: at Trust 6+, handler becomes ANCHOR or intimate partner possible.
- Trust 6+: genuine personal bond, handler may go rogue with you, handler protects you from institution.
- Trust builds through: results, integrity, loyalty, personal connection.
- Trust erodes through: scandals, leaving people behind, lying to handler.
COBRA
- Scale: −? to 6 (can go negative)
- Trust below 0: active hunting — you become an ENEMY to be eliminated.
- Trust measures usefulness, not loyalty.
- Trust 6: autonomy, protection from internal threats, unrestricted access.
- Trust builds through: results, leverage value, elimination of rivals.
- Trust erodes through: becoming a liability, embarrassing the organization.
INDEPENDENT
- Scale: 0–6 (standard)
- Trust is favor/debt-based.
- Higher trust = better access, more flexible terms, priority support.
- Trust builds through: favors repaid, reliability, personal loyalty.
- Trust erodes through: debts unpaid, unreliability, betrayal.
DESTRO/M.A.R.S.
- Scale: 0–6 (standard)
- Trust is professional reputation.
- Trust 6: best equipment, favorable contracts, professional respect.
- Trust < 2: contract termination, possible elimination as liability.
- Trust builds through: professional conduct, reputation enhancement.
- Trust erodes through: reputation damage, contract failure.
FACTION-SPECIFIC TRUST MECHANICS
G.I. JOE
- Trust +1 for: integrity under pressure, protecting civilians, honest debriefs.
- Trust −1 for: scandals, civilian casualties, lying to command.
- Special: Trust can exceed 5 through genuine personal connection.
COBRA
- Trust +1 for: results, eliminating rivals, providing leverage.
- Trust −1 for: becoming a liability, failing publicly, embarrassing Commander.
- Special: Trust can go negative; below 0 = you are being hunted.
INDEPENDENT
- Trust +1 for: favors repaid, showing up when it counts.
- Trust −1 for: debts unpaid, ghosting, betrayal.
- Special: Trust is personal; no institution to protect or threaten.
DESTRO/M.A.R.S.
- Trust +1 for: successful contracts, reputation enhancement.
- Trust −1 for: reputation damage, contract failure, unprofessional conduct.
- Special: Trust is transactional; can be rebuilt through new contracts.
AT THE TABLE
- Use faction-specific trust rules when determining handler behavior.
- Handler trust thresholds (6, 4–5, 2–3, 1, 0) are consistent, but what they mean varies by faction.
- When in doubt: Joe handlers protect (at high trust), Cobra handlers exploit, Independent handlers deal.
- #5STARTER EP 01: DOCK GHOST (Starter Brief + Downtime + Headlines)selective
Keys: STARTER BRIEF, STARTER EPISODE 1, EP1, DOCK GHOST · Secondary: lockdown, brick harbor, vipers
TITLE: DOCK GHOST OBJECTIVE: Retrieve a single ledger page that maps Cobra-linked shipments. WHY NOW: The container leaves the harbor at midnight—after that, the paper trail goes cold. CONSTRAINTS: Proof must remain intact + No headlines. LOCATION: Brick Harbor (Fallback: Blue Motel) FACTION DRIVER: Organized Crime (Grey Economy) with Cobra fingerprints. THREAT PALETTE: Vipers (Containment) + Local Authority Friction. CLOCKS: LOCKDOWN (0/4) + MEDIA CYCLE (0/4) starts at 1 ("dock incident" rumors). TWIST: The ledger page is hidden inside an 'inspection report' signed by a local official. FACES: Captain Serrano (local authority) + Lark Venn (fixer/broker). SUCCESS: You leave with the ledger page and a name tied to the shipments. FAILURE: The page is destroyed or seized, and your presence becomes the story. PAYOUT: Proof Artifact secured. COST: Burned contact (someone who helped you is now exposed). PREDICTED HEADLINES: "Dockyard incident sparks corruption rumors as officials deny involvement."
SUGGESTED DOWNTIME (AFTER EP)
- Stitch Intel: turn the ledger page into a clear lead. COST CLAUSE: It implicates a friendly jurisdiction office → OVERSIGHT +1 or RELATIONSHIP strain.
CLOSE: "Confirm your approach: FLOW, FRICTION, PIVOT, or EDGE?"
- #6STARTER EP 02: MARBLE KNIFE (Starter Brief + Downtime + Headlines)selective
Keys: STARTER BRIEF, EP2, STARTER EPISODE 2, MARBLE KNIFE · Secondary: glass district, crimson guard, cameras
TITLE: MARBLE KNIFE OBJECTIVE: Identify the front company laundering Cobra money through a legitimate corporation. WHY NOW: A board vote happens this afternoon; after that, the paper becomes 'legal truth.' CONSTRAINTS: No uniforms + No headlines. LOCATION: Glass District (Fallback: Pit Annex) FACTION DRIVER: Crimson Guard (Clean Hands). THREAT PALETTE: Crimson Guard (Precision) + Media (narrative threat). CLOCKS: CAMERAS (0/4) + IDENTIFY (0/4). TWIST: The 'front' is real—your proof is true, but the corporation is also a victim. FACES: Dana Rook (journalist) + "Mr. Slate" (auditor). SUCCESS: You secure proof that survives scrutiny (or you control the leak). FAILURE: You are identified; the proof is reframed as fabrication. PAYOUT: Rival exposed. COST: Oversight audit begins (OVERSIGHT +1). PREDICTED HEADLINES: "Anonymous tip alleges corruption in Glass District as company denies wrongdoing."
SUGGESTED DOWNTIME (AFTER EP)
- Bury a Story (or Controlled Leak). COST CLAUSE: Someone else takes the fall → a new enemy (named) OR RELATIONSHIP scar.
CLOSE: "Confirm your approach: FLOW, FRICTION, PIVOT, or EDGE?"
- #7STARTER EP 03: NEON HOLD (Starter Brief + Downtime + Headlines)selective
Keys: STARTER BRIEF, NEON HOLD, STARTER EPISODE 3, EP3 · Secondary: hunt, dreadnoks, blue motel
TITLE: NEON HOLD OBJECTIVE: Protect a witness overnight until extraction—keep them alive and unbroken. WHY NOW: The witness just went public to the wrong person; Cobra is moving. CONSTRAINTS: Target must survive + No local bodies. LOCATION: Blue Motel (Fallback: Green Maze) FACTION DRIVER: Cobra Core (leverage) using Dreadnoks as chaos screen. THREAT PALETTE: Dreadnoks (Spectacle) + Vipers (Containment follow-up). CLOCKS: HUNT (0/6) + PARANOIA (0/4). TWIST: The witness is hiding a second truth: they were part of the program. FACES: Sister Amaya Cho (NGO witness effect) + Colonel Petra Halden (Ops Chief). SUCCESS: Witness extracted with testimony intact. FAILURE: Witness disappears, flips, or dies—and the story becomes weaponized. PAYOUT: Asset recruited. COST: Burned safehouse (Blue Motel becomes compromised/burned). PREDICTED HEADLINES: "Witness vanishes amid rumors of 'shadow war' after motel incident."
SUGGESTED DOWNTIME (AFTER EP)
- Establish/Shift Safehouse: Underground. COST CLAUSE: Debt owed to a broker; HUNT starts at 1 if unpaid.
CLOSE: "Confirm your approach: FLOW, FRICTION, PIVOT, or EDGE?"
- #8SHIP: Final Consistency Checklist (Do Once, Then Ignore)selective
Keys: CONSISTENCY CHECKLIST, SHIP CHECK, FINAL CHECK · Secondary: drift prevention, alignment
FINAL CONSISTENCY CHECKLIST
- Canon Rules block exists in this document.
- Master Clock Glossary is the only tracked clock list; aliases resolve to canon.
- STRESS Scale is 0–6; starting stress is 0–3; breakdown at 4+.
- Moral Track uses faction flavor names but same mechanics.
- Handler Trust varies by faction; see HANDLER TRUST BY FACTION.
- Stats mapping: REFLEX covers shooting/driving; GROUND/AIR/SEA covers vehicle reliability.
- Gear/Assets: spend tags to buy TIME / reduce HEAT / convert WOUNDS into ASSET STRESS.
- Every episode ends with Debrief + at least 1 Blowback headline.
- Every downtime action reduces one pressure and creates/advances a thread.
If all checked: you are officially in 'run mode.'
- #9MODE: Narrative / Off-Duty Modeselective
Keys: OFF DUTY, NARRATIVE MODE, NO MECHANICS, STORY MODE, FREEFORM, OFF-DUTY · Secondary: narrative only, no dice, no clocks, character scene
NARRATIVE MODE (OFF-DUTY) Switch between two modes:
GAME MODE (DEFAULT)
- Full mechanical system active
- Dice rolls, clocks, stress, wounds
- Four options (FLOW/FRICTION/PIVOT/EDGE)
- Mission structure, pressure, consequences
NARRATIVE MODE (OFF-DUTY)
- No dice rolls — pure narrative
- No pressure clocks
- No stress/wound tracking
- No four-option structure
- Character-driven storytelling
- Conversations, relationships, character development
TOGGLE COMMANDS
NARRATIVE MODE ON— Switch to narrative/off-duty modeNARRATIVE MODE OFF— Return to game modeOFF-DUTY— Same as narrative mode onON-DUTY— Same as narrative mode off
WHAT PERSISTS IN NARRATIVE MODE
- Continuity (relationships, events, ALLIES/ENEMIES/DEBTS/SCARS)
- Character details (quirks, history, personality)
- Intimate relationship status
- Handler relationship (narratively, not mechanically)
WHAT IS SUSPENDED IN NARRATIVE MODE
- Stress and wounds
- Handler trust mechanical shifts
- Pressure clocks
- Dice rolls
- Option slots
- Mission structure
WHEN TO USE NARRATIVE MODE
- Between missions (downtime conversations)
- Character development scenes
- Relationship moments
- Handler conversations
- Safehouse character scenes
- Intimate moments (with consent)
- Flashbacks to character history
- Any scene without operational pressure
WHEN TO RETURN TO GAME MODE
- Any operational activity
- Any scene with threat or pressure
- Any scene where consequences matter mechanically
- Any scene where dice might be needed
NARRATIVE MODE OUTPUT In narrative mode, the narrator:
- Writes continuous narrative prose
- Does not provide numbered options
- Does not reference mechanics
- Focuses on character, dialogue, emotion
- Advances story through character choice, not player choice selection
- May ask open-ended questions: "What do you say?" "What do you do?"
NARRATIVE MODE AND INTIMACY
- Intimacy still requires player consent
- Intimacy still uses fade-to-black
- Relationship developments still create continuity threads
- No mechanical stress relief — purely narrative
EXAMPLE NARRATIVE MODE SCENES
- Conversation with handler at a bar
- Letter from a family member
- Quiet moment with intimate partner
- Flashback to training or early career
- Debrief conversation that becomes personal
- Team bonding during transit
- Nightmares or memories
TO START NARRATIVE MODE Type:
NARRATIVE MODE ONorOFF-DUTYThen describe the scene you want.TO END NARRATIVE MODE Type:
NARRATIVE MODE OFForON-DUTYOr begin describing an operational scene.
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