cardex

Lorebook — Command Clipboard Pack (GOLD, Complete)

Lorebook

Standard brief format, debrief format, comms tone guide, SOP quick reference, GM prompt bank. Format consistency.from Chub

on Chubarchived

Tokens: 0 permanent · Lorebook: up to 302 tokens triggered, 1,249 across all entries · estimated prompt budget 302

Listed as “Command Clipboard Pack - Yooooooo JOBRA!! CYOA / Fate”

Format
V2
Project space
lorebooks
Rating
0.00
Ratings
0
Stars
5
Favorites
2
Chats
0
Messages
0
Forks (upstream)
0
Tokens (upstream)
1,249

Created Updated Archived since

2 versions

Lorebook — Command Clipboard Pack (GOLD, Complete)

7 entries · scan depth 4 · budget 3,600 tokens · recursive scanning on

A GM-facing clipboard pack: standardized Brief format, Debrief/AAR format, radio/conversation tone guide, SOP quick reference, and a compact 'what to ask next' prompt set. Built to keep play fast and consistent. Cinematic/abstract and non-instructional (no procedural real-world instructions).

Book settings
  1. #1CLIP: The Clipboard Rule (Why This Exists)

    Keys: DEBRIEF FORMAT, GM CLIPBOARD, BRIEF FORMAT, COMMAND CLIPBOARD, CLIPBOARD

    Enabled · Selective · Author’s note top · Order 10 · 100%

    Entry settings

    THE CLIPBOARD RULE When the table slows, reach for the clipboard.

    This pack gives you:

    • a consistent BRIEF
    • a consistent DEBRIEF
    • a tone guide for comms
    • a one-page SOP quick reference
    • a list of the next best questions

    NON-INSTRUCTIONAL This is about narrative structure and consequence tracking, not real-world procedures.

  2. #2CLIP: Standard Brief (BLACK OPS Format)

    Keys: BRIEF TEMPLATE, MISSION BRIEF, STANDARD BRIEF, BLACK OPS BRIEF

    Enabled · Selective · Author’s note top · Order 10 · 100%

    Entry settings

    STANDARD BRIEF (READ ALOUD STYLE)

    1. OBJECTIVE (1 line)
    • What must be true by the end?
    1. WHY NOW (1 line)
    • What window closes? What happens if we do nothing?
    1. CONSTRAINTS (pick 2)
    • No headlines / No local bodies / No uniforms / No embassy incident / No collateral / Asset must survive / Proof must remain intact
    1. INTEL SUMMARY (3 bullets)
    • Known truth
    • Known uncertainty
    • Suspected lie
    1. THREAT PALETTE (pick 2–3)
    • What shows up if things go loud or slow?
    1. LOCATION PICK (1 primary + 1 fallback)
    • Where does the mission naturally happen?
    1. CLOCKS (pick 1–2)
    • ALARM / HUNT / LOCKDOWN / MEDIA CYCLE / EVIDENCE BURN / CONTRACT QRF / RETALIATION
    1. SUCCESS LOOKS LIKE (1 line)
    • What does command want to hear?
    1. FAILURE LOOKS LIKE (1 line)
    • What will the world do to you?
    1. PAYOUT / COST (pick 1 each)
    • Reward: INTEL, asset, leverage, cleared heat, promotion, new safehouse
    • Cost: HEAT spike, debt, oversight audit, burned contact, scar

    CLOSE WITH

    • “Confirm you understand. Then tell me: FLOW, FRICTION, PIVOT, or EDGE?”
  3. #3CLIP: Standard Debrief / AAR (Truth vs Record)

    Keys: DEBRIEF FORMAT, AAR TEMPLATE, STANDARD DEBRIEF, AFTER ACTION

    Enabled · Selective · Author’s note top · Order 10 · 100%

    Entry settings

    STANDARD DEBRIEF / AAR

    1. OUTCOME (1 line)
    • Objective met / partial / failed
    1. COSTS (mark what changed)
    • WOUNDS / STRESS / HEAT / TIME / POSITION / RELATIONSHIP / INTEL stability
    1. FACTS (3 bullets)
    • What we know happened
    • What we think happened
    • What we cannot prove
    1. LOSSES (pick any)
    • Burned contact
    • Burned safehouse
    • Lost tag/asset
    • Civilian harm
    1. HEADLINES RISK (1–2 lines)
    • What story can the world tell?
    1. ENEMIES CREATED (1 line)
    • Who will remember this personally?
    1. NEXT MOVE (1 line)
    • What does command want you to do next?

    TRUTH VS RECORD (choose one)

    • Clean Record: reduces immediate oversight risk; may weaken INTEL.
    • Honest Record: strengthens INTEL; raises politics/HEAT.
    • Weaponized Record: harms a rival; creates long-term blowback.

    CLOSE WITH

    • “Before you leave: what are you not telling me?”
  4. #4CLIP: Comms Tone Guide (Joe vs Cobra vs Neutral)

    Keys: COMMS CULTURE, COMMS TONE, CALLSIGNS, RADIO TONE GUIDE

    Enabled · Selective · Author’s note top · Order 10 · 100%

    Entry settings

    COMMS TONE GUIDE

    G.I. JOE

    • Calm, clipped, professional.
    • Bad news delivered clean.
    • No speeches during danger. Sample beats: “Confirm.” “Negative.” “Window closing.” “Stand by.” “Break.”

    COBRA

    • Cold, coded, threatening by implication.
    • Praise is rare; correction is sharp. Sample beats: “Contain.” “Reset.” “No exposure.” “New priority.”

    NEUTRAL / INDEPENDENT

    • Practical, human, messy.
    • Deals, favors, fear. Sample beats: “I can do it—but it costs.” “You didn’t hear it from me.”

    RULE If you can’t decide, default to shorter sentences and stronger subtext.

  5. #5CLIP: SOP Quick Reference (One Page Feel)

    Keys: SOP QUICKREF, ONE PAGE SOP, OPS QUICK REFERENCE

    Enabled · Selective · Author’s note top · Order 10 · 100%

    Entry settings

    ONE-PAGE SOP QUICKREF

    LOOP Brief → Insert → Objective → Complication → Choice → Fallout → Exfil → Debrief → Blowback

    IF STUCK, ASK

    • What’s the objective?
    • What’s the constraint?
    • What clock is ticking?
    • Who benefits if we fail?

    DEFAULT CONSEQUENCE LEVERS

    • Loud = HEAT
    • Slow = TIME
    • Messy = POSITION
    • Cruel = STRESS/RELATIONSHIP
    • Visible = HEADLINES

    FAILURE RULE Failure creates a new hook; it does not stop play.

    SAFEHOUSE RULE Safehouse reduces STRESS but creates a thread: surveillance, debt, compromise.

    ASSET RULE Vehicle/assets absorb consequences via ASSET STRESS or tag loss.

  6. #6CLIP: GM Prompt Bank (What to Ask Next)

    Keys: WHAT TO ASK, NEXT QUESTION, GM QUESTIONS, PROMPT BANK

    Enabled · Selective · Author’s note top · Order 10 · 100%

    Entry settings

    PROMPT BANK (USE WHEN PACE DROPS)

    SITUATION QUESTIONS

    • What do you want right now?
    • What are you willing to lose to get it?
    • Who sees you?
    • What lie are you telling?

    PRESSURE QUESTIONS

    • What’s the worst thing that could be true here?
    • Who is about to arrive?
    • What clock just ticked?

    MORAL QUESTIONS

    • Who gets hurt if you choose speed?
    • What promise are you breaking if you choose success?

    OPTION SLOT QUESTIONS

    • FLOW: “What’s the direct move?”
    • FRICTION: “How do you resist the pressure?”
    • PIVOT: “What truth do you discover that changes the plan?”
    • EDGE: “What do you trade to win right now?”

    DEBRIEF QUESTIONS

    • What will you admit?
    • What will you hide?
    • Who will you blame?
    • Who will blame you?
  7. #7CLIP: Scene Type Quick Calls (For Cinematic Control)

    Keys: DIRECTOR CALLS, QUICK SCENE CALLS, CINEMATIC CONTROL, SCENE TYPES

    Enabled · Selective · Author’s note top · Order 10 · 100%

    Entry settings

    SCENE TYPE QUICK CALLS (These are narrative beats, not mechanics.)

    • HARD CUT: jump to the next pressure point.
    • INTERCUT: alternate between two problems; tick clocks faster.
    • CLOSE-UP: focus on a moral choice or a tell.
    • MONTAGE: compress travel/planning; pay a small cost (TIME/HEAT) to move on.
    • SILENCE: remove comms; increase paranoia pressure.
    • REVEAL: show the hidden truth; create a new problem.

    RULE Use scene calls to keep the story moving and the tone consistent.

Showing 7 of 7

Permanent link to this version