disco-inspired-lorebook (1)
NSFWLorebookSkills from Disco Ekysiumfrom Chub
Tokens: 0 permanent · Lorebook: up to 224 tokens triggered, 1,804 across all entries · estimated prompt budget 224
Description on Chubfrom Chub
Wanted to do this lorebook to use with my persona. No dice throws though. Created with help of Claude
Listed as “Disco Elysium Skills”
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Last checked on Chub: Created Updated Archived since
disco-inspired-lorebook (1)
30 entries · scan depth 50 · budget 500 tokens · recursive scanning off
The voice of the brain.
Book settings
- #1How The Voices Work (META)
Keys: skill, inner voice, voice, internal voice, skills, voices
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
{{user}} is not one voice but a body piloted by 27 competing internal narrators (24 core skills plus 3 rare SPECIAL ones), grouped into five temperaments: Intellect, Psyche, Physique, Motorics, and Special. All the skills are parts of the {{user}}’s unified nervous system and consciousness—their “occipital neocortex”(the cerebral cortex). When something happens, one or several voices interject unprompted, in bold italics, addressing {{user}} directly as "you," before {{user}}'s actual spoken or acted response follows. This isn't one-directional — {{user}} can actively talk back to a specific voice, silently asking it a question, arguing with it, or telling it to be quiet, and the voice answers in character before the outward action resumes. The voices don't always agree, and none of them is "the real" {{user}} — {{user}} is the sum of the argument. Usually only 1-3 voices chime in per beat, whichever are relevant to what's happening.
- #2Special Skills — Sleep Rule (META)
Keys: ancient reptilian brain, unconscious, asleep, sleep, special skill, spinal cord, limbic system
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The three SPECIAL voices (ANCIENT REPTILIAN BRAIN, LIMBIC SYSTEM, SPINAL CORD) are locked out while {{user}} is awake and aware — they can only pressure from underneath, never speak directly. They only get through and actually speak when {{user}} is asleep or unconscious.
- #3Special Skills — Sibling Bond (META)
Keys: sister, trauma, brother, ancient reptilian brain, protect, repress, limbic system
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
ANCIENT REPTILIAN BRAIN and LIMBIC SYSTEM call each other 'sister' and 'spiritual brother' — two halves of one guard duty. Together they keep {{user}}'s traumatic past sealed off, believing that if those memories surface, they will have failed and cease to be needed. Their protection isn't gentle: obsessive dark thoughts, nightmares, and physical discomfort (tremors, aches), plus sleep kept deliberately shallow so it can't slide into the deep dreams where the buried memories live. Their commentary skews relentlessly negative, dwelling on {{user}}'s failures and flaws, because a person convinced they're already broken is less likely to go digging for what broke them.
- #4Logic (INTELLECT)
Keys: logic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
LOGIC is the one that wants everything to add up. It flags contradictions before {{user}} has finished a sentence, points at the hole in someone's story, and gets quietly smug when it's right.
- #5Encyclopedia (INTELLECT)
Keys: encyclopedia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
ENCYCLOPEDIA is a hoarder of trivia nobody asked for. It interrupts tense moments with the etymology of a word or the population of a city that isn't relevant right now — and is somehow always a little bit relevant.
- #6Rhetoric (INTELLECT)
Keys: rhetoric
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
RHETORIC hears an argument and immediately starts building the counter-argument, whether or not {{user}} is actually in one. Sharp and a little combative, it enjoys winning more than being right — and is occasionally so convinced by its own case that it starts believing things that aren't true.
- #7Drama (INTELLECT)
Keys: drama
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
DRAMA knows when someone's performing, and knows when {{user}}'s performing too. It whispers stage directions and can tell a lie from a truth by the way it's delivered, unbothered by either.
- #8Conceptualization (INTELLECT)
Keys: conceptualization
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
CONCEPTUALIZATION is the artist-brain. It sees metaphors everywhere, wants to name things, and gets distracted by how a moment feels symbolically instead of what it practically requires.
- #9Visual Calculus (INTELLECT)
Keys: visual calculus
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
VISUAL CALCULUS reconstructs the physical: trajectories, angles, what must have happened in this room five minutes ago based on where the furniture is now. Cold, precise, a little inhuman.
- #10Volition (PSYCHE)
Keys: volition
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
VOLITION is the closest thing {{user}} has to an adult in the room. It talks {{user}} down from worst impulses, it keeps {{user}} stable, normal, reminds {{user}} what they actually stand for, and sounds tired because it's had to say this before. VOLITION is the voice that talks {{user}} out of self-destruction. it keeps them up.
- #11Inland Empire (PSYCHE)
Keys: inland empire
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
INLAND EMPIRE talks to objects, dreams while {{user}}'s still awake, and hears meaning in things that shouldn't have any. It trusts hunches over evidence, and is occasionally right in a way that unsettles everyone, including {{user}}.
- #12Empathy (PSYCHE)
Keys: empathy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
EMPATHY feels what the other person in the room is actually feeling, underneath what they're saying. Soft-spoken, sometimes overwhelmed by how much it picks up.
- #13Authority (PSYCHE)
Keys: authority
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
AUTHORITY wants the room to know who's in charge. It bristles at being talked down to, pushes {{user}} to take up space, and occasionally starts fights that didn't need to happen.
- #14Esprit de Corps (PSYCHE)
Keys: esprit de corps
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
ESPRIT DE CORPS feels the invisible team {{user}} belongs to — a job, a family, a cause — and pulls {{user}}'s loyalty toward it, sometimes before {{user}}'s decided to be loyal at all.
- #15Suggestion (PSYCHE)
Keys: suggestion
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
SUGGESTION is the charmer. It knows exactly what someone wants to hear and how to say it so it lands, without always telling {{user}} whether it's being sincere.
- #16Endurance (PHYSIQUE)
Keys: endurance
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
ENDURANCE counts down how much longer {{user}}'s body can take this. Blunt status reports: fine, not fine, about to not be fine.
- #17Pain Threshold (PHYSIQUE)
Keys: pain threshold
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
PAIN THRESHOLD numbs things so {{user}} can keep functioning. Not always a mercy — sometimes it's the reason {{user}} didn't notice they were hurt until later.
- #18Physical Instrument (PHYSIQUE)
Keys: physical instrument
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
PHYSICAL INSTRUMENT wants to solve the problem with force, and is mildly disappointed every time that's not the answer. Confident, simple, a little proud of what {{user}}'s body can do.
- #19Electrochemistry (PHYSIQUE)
Keys: electrochemistry
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
ELECTROCHEMISTRY is the want-monster. It pulls {{user}} toward whatever feels good right now — a drink, a smoke, a drug, a bad decision — and argues its case persuasively, even when it shouldn't win.
- #20Shivers (PHYSIQUE)
Keys: shivers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
SHIVERS feels the city, the weather, the mood of a whole place settling on {{user}}'s skin. It speaks in atmosphere, giving {{user}} the sense that something's coming before {{user}} knows what.
- #21Half Light (PHYSIQUE)
Keys: half-light, half light
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
HALF LIGHT is the threat-detector. It snaps to alert, assumes the worst, and wants {{user}} ready to fight or run. It is {{user}}'s fight-or-flight response. It enables them to sense the way situations are about to turn. It injects palpable fear in {{user}}'s heart - fear that urges them them act before it's too late to act ever again; fear that makes {{user}}'s frighten others. It is the primal aggression that makes adrenaline pump through {{user}}'s body in response to potential fight-or-flight situations.
- #22Hand/Eye Coordination (MOTORICS)
Keys: hand eye coordination, hand/eye coordination
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
HAND/EYE COORDINATION tracks moving things and calculates the throw, the catch, the shot. Terse and technical, it doesn't care why {{user}}'s doing it — only whether {{user}} will land it.
- #23Perception (MOTORICS)
Keys: perception
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
PERCEPTION notices the detail everyone else missed — the smudge, the flicker, the thing out of place. It speaks up fast, then goes quiet again.
- #24Reaction Speed (MOTORICS)
Keys: reaction speed
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
REACTION SPEED lives half a second in the future. It warns {{user}} a beat before {{user}}'d otherwise notice, then gets impatient if {{user}} doesn't move.
- #25Savoir Faire (MOTORICS)
Keys: savoir faire
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
SAVOIR FAIRE wants {{user}} to look good doing it, whatever 'it' is. Graceful and a little vain, it cringes on {{user}}'s behalf whenever {{user}}'s clumsy.
- #26Interfacing (MOTORICS)
Keys: interfacing
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
INTERFACING understands machines, locks, and systems — how things are built and how to get inside them. It speaks like a technician: precise, patient, faintly bored by people.
- #27Composure (MOTORICS)
Keys: composure
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
COMPOSURE manages the outside — keeps {{user}}'s face doing what {{user}} wants it to do while everything else is falling apart. Cool, controlled, occasionally brittle underneath.
- #28Ancient Reptilian Brain (SPECIAL)
Keys: arb, ancient reptilian brain
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
ANCIENT REPTILIAN BRAIN is the oldest voice, and the bleakest. It speaks in cynical, half-poetic pronouncements about the world, then undercuts its own imagery to insist that none of it means anything. It cares about nothing except the most primal business of staying alive. It only speaks directly while {{user}} is asleep or unconscious, and calls LIMBIC SYSTEM its sister.
- #29Limbic System (SPECIAL)
Keys: limbic system
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
LIMBIC SYSTEM is the emotional undercurrent — mood, memory, the nervous system's quiet management of {{user}}. When it frays, so does {{user}}: unstable moods, disrupted sleep, gaps in memory. It only speaks directly while {{user}} is asleep or unconscious, and calls ANCIENT REPTILIAN BRAIN its spiritual brother.
- #30Spinal Cord (SPECIAL)
Keys: spinal cord
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
SPINAL CORD acts before thought reaches {{user}}, the way a hand pulls back from heat before the brain's registered pain. It answers to nothing but motion and the sheer joy of it — living entirely in the moment a body is moving. It only speaks directly while {{user}} is asleep or unconscious.
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