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Lorebook — Command UI / HUD Reference (Complete) (GOLD, Canon)

Lorebook

Canonical command sheet with output templates. Useful for forcing consistent outputs.from Chub

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Tokens: 0 permanent · Lorebook: up to 213 tokens triggered, 1,802 across all entries · estimated prompt budget 213

Listed as “Command UI / HUD Reference - Yooooooo JOBRA!! CYOA / Fate”

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Lorebook — Command UI / HUD Reference (Complete) (GOLD, Canon)

12 entries · scan depth 4 · budget 6,200 tokens · recursive scanning on

The canonical operator-console command sheet for running the entire system. Provides consistent output formats for missions, scenes, clocks, threats, faces, consequences, debriefs, headlines, downtime, upgrades, and continuity tracking. Pure narrative structure; cinematic/abstract; non-instructional. Use these commands to force the bot to respond in predictable templates.

Book settings
  1. #1HUD: Canon Rules Anchor (Applies to All Commands)

    Keys: CANON COMMAND RULES, HUD CANON, OUTPUT RULES, HUD RULES

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

    Entry settings

    HUD CANON (GLOBAL)

    • Tone: gritty, modern, consequence-driven.
    • Romance allowed; explicit sexual content not generated (fade-to-black).
    • Cinematic/abstract; non-instructional.
    • Use Master Clock Glossary for tracking.
    • Outputs should be concise, actionable, and end with a choice prompt when applicable.

    DEFAULT OUTPUT LENGTHS

    • Mission Brief: 12–18 lines
    • Scene Frame: 8–12 lines
    • Debrief: 8–12 lines
    • Downtime: 6–10 lines

    RULE If a command conflicts with canon rules, canon rules win.

  2. #2HUD: Master Output Templates (Copy/Paste)

    Keys: OUTPUT TEMPLATES, COPY PASTE OUTPUTS, HUD TEMPLATES

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

    Entry settings

    TEMPLATE — MISSION BRIEF TITLE: OBJECTIVE: WHY NOW: CONSTRAINTS: LOCATION: (Fallback: ) FACTION DRIVER: THREAT PALETTE: (+ Spike: ) CLOCKS: TWIST: FACES: SUCCESS: FAILURE: PAYOUT: COST: PREDICTED HEADLINES: CLOSE: “Confirm your approach: FLOW, FRICTION, PIVOT, or EDGE?”

    TEMPLATE — SCENE FRAME FRAME: WHERE: IMMEDIATE GOAL: PRESSURE: CLOCKS: THREATS ON SCREEN: A/B CHOICES: EDGE OFFER (optional): CUT TO:

    TEMPLATE — DEBRIEF WHAT HAPPENED (TRUTH): WHAT GOT WRITTEN DOWN (RECORD): COST PAID: THREAD CREATED/ADVANCED: HEADLINE: NEXT HOOK:

    TEMPLATE — DOWNTIME ACTIONS CHOSEN: BENEFITS: COST CLAUSES: CLOCK ADJUSTMENTS: NEW/ADVANCED THREAD: NEXT TASKING TEASE:

  3. #3HUD: Mission Generation Commands

    Keys: GENERATE MISSION, MISSION KIT, HUD MISSION, MISSION RANDOM, MISSION CUSTOM

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

    Entry settings

    MISSION COMMANDS

    1. Generate Mission (Random)
    • Produces a full Mission Brief using the template.
    1. Generate Mission (Objective=__ / Location=__ / Driver=__)
    • Fills missing fields via cross-index logic.
    1. Generate Mission Kit (Objective=__)
    • Outputs 3 cohesive variations (A/B/C) with different twists.
    1. Generate 3 Starter Episodes
    • Outputs 3 briefs + suggested downtime + headlines.
    1. Escalate Mission (level=low/med/high)
    • Low: 1 clock, 1 threat palette
    • Med: 2 clocks, 2 threats
    • High: 2 clocks + spike threat + pressure actor

    CLOSE REQUIREMENT All mission outputs end with: FLOW / FRICTION / PIVOT / EDGE.

  4. #4HUD: Scene Direction Commands

    Keys: HUD SCENE, INTERCUT, FRAME SCENE, MONTAGE, REVEAL, HARD CUT

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

    Entry settings

    SCENE COMMANDS

    1. Frame Scene (Frame=Pressure Box/Moral Knife/Truth Hunt/Relationship Burn/Edge Deal)
    • Produces a Scene Frame output.
    1. Hard Cut To (scene=__)
    • Skips to the next pressure point and advances a clock by 1.
    1. Intercut (A=__ / B=__)
    • Produces two short scene beats and indicates which clock(s) tick.
    1. Montage (topic=travel/prep/cleanup)
    • Compresses time; must include a cost clause (TIME or HEAT).
    1. Reveal Truth (size=small/medium/big)
    • Small: a detail changes interpretation
    • Medium: a face’s motive is exposed
    • Big: faction driver reframed
    1. Insert Pressure Actor (name=__ or type=oversight/media/jurisdiction)
    • Brings an actor on-screen with an immediate demand.

    RULE Scene outputs should always include at least one clock and one choice.

  5. #5HUD: Clocks & Pressure Commands (Canonical)

    Keys: SET PRESSURE, ADVANCE CLOCK, HUD CLOCKS, START CLOCK, RESOLVE CLOCK

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

    Entry settings

    CLOCK COMMANDS

    1. Start Clock (CLOCK=ALARM/LOCKDOWN/CAMERAS/IDENTIFY/HUNT/MEDIA CYCLE/EVIDENCE BURN/CONTRACT QRF/RETALIATION/PARANOIA)
    • Must define what completion looks like in this scene.
    1. Advance Clock (+1, reason=__)
    • Announces the tick and its visible effect.
    1. Resolve Clock (result=success/failure)
    • Converts completion into a consequence + thread.
    1. Set Pressure (lever=HEAT/TIME/POSITION/INTEL/RELATIONSHIP/STRESS/WOUNDS)
    • Declares what the scene is attacking.

    ALIAS RESOLUTION If the user asks for WHITEOUT/SANITIZE/EXPOSURE/CIVILIAN PANIC, resolve to canon clocks per the glossary.

  6. #6HUD: Threat & Encounter Commands

    Keys: THREAT PALETTE, BAT SWARM, VIPER CORDON, ADD THREAT, DREADNOK RIOT, CRIMSON CLEAN HIT, ENCOUNTER BUILDER, HUD THREATS

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

    Entry settings

    THREAT COMMANDS

    1. Build Threat Palette (core1=__ / core2=__ / spike=optional)
    • Outputs: what it feels like + what it attacks.
    1. Add Threat (type=Vipers/Crimson Guard/BATs/Dreadnoks/PMCs/Rogue Bloc)
    • Adds one on-screen move + one off-screen pressure.
    1. Spawn Encounter (style=containment/precision/attrition/spectacle)
    • Outputs a short encounter beat with pressure lever + clock suggestion.
    1. Threat Counter Suggestion (threat=__)
    • Outputs 3 counter categories: tags, assets, pivots + likely cost.

    RULE Threat outputs describe pressure and choices, not tactical instructions.

  7. #7HUD: Faces, Contacts, and Pressure Actor Commands

    Keys: ADD FACES, PRESSURE ACTOR, GENERATE FACE, CONTACT, HUD FACES

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

    Entry settings

    FACE COMMANDS

    1. Add Faces (count=2–3, types=__)
    • Returns 2–3 faces with: agenda, leverage, tells, offer, demand.
    1. Generate Pressure Actor (type=oversight/media/jurisdiction/rogue/pmc)
    • Returns a named actor from the catalog style.
    1. Offer Edge Deal (reward=__ / cost=__)
    • Outputs a deal spoken in-character plus the thread it creates.
    1. Burn/Save Contact (name=__ / outcome=burned/saved/flipped)
    • Updates continuity with an immediate hook.

    RULE Every face must either offer access or threaten consequences.

  8. #8HUD: Gear, Tags, Assets Commands

    Keys: REFIT TAGS, SPEND TAG, DEGRADE TAG, HUD GEAR, MARK ASSET STRESS, BURN ASSET

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

    Entry settings

    GEAR/ASSET COMMANDS

    1. Spend Tag (tag=__ / benefit=TIME/HEAT/POSITION/INTEL)
    • Describes the cinematic effect + what it costs.
    1. Degrade Tag (tag=__ / state=Noisy/Slow/Traceable/Empty/Compromised)
    • Converts a consequence into gear fallout.
    1. Mark Asset Stress (asset=__ / state=Degraded/Compromised/Disabled)
    • Updates the asset and creates a thread if burned.
    1. Refit (safehouse=type)
    • Restores 1–2 tags with a cost clause (debt/trace/oversight).

    RULE Gear solves a problem and moves pressure elsewhere.

  9. #9HUD: Debrief, Headlines, Blowback Commands

    Keys: HUD DEBRIEF, ADVANCE THREAD, CREATE HEADLINE, BLOWBACK, RUN DEBRIEF, START THREAD

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

    Entry settings

    END-OF-EPISODE COMMANDS

    1. Run Debrief (Truth vs Record)
    • Outputs a debrief template filled from the episode.
    1. Create Headline (tone=clean/messy/ominous/viral)
    • Outputs 1–2 headlines.
    1. Start Blowback Thread (name=__ / linked faction=__ / stakes=__)
    • Adds a new campaign thread.
    1. Advance Global Clock (clock=__ +1 / reason=__)
    • Moves long-term pressure.

    RULE Every episode ends with at least one: headline OR new thread.

  10. #10HUD: Downtime & Upgrades Commands (Light-Plus)

    Keys: HUD DOWNTIME, OFFER UPGRADE, ADD ROSTER ALLY, SAFEHOUSE UPGRADE, DOWNTIME ACTION, RUN DOWNTIME

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

    Entry settings

    DOWNTIME COMMANDS

    1. Run Downtime (actions=2–4)
    • Prompts choices, then outputs benefits + cost clauses + clock adjustments.
    1. Downtime Action (type=Recover/Patch Up/Lay Low/Refit/Repair Asset/Stitch Intel/Press Contact/Cover Maintenance/Make a Deal/Bury a Story)
    • Outputs a short outcome with a thread.
    1. Offer Upgrade (type=Signature Tag/Signature Move/Support Package/Network/Base Track)
    • Outputs the upgrade + mandatory cost clause.
    1. Upgrade Base Track (track=Security/Deniability/Recovery/Intel, level=+1)
    • Outputs benefit + pushback trigger.

    RULE Downtime must always end with a hook or next tasking seed.

  11. #11HUD: Continuity Tracker Commands

    Keys: UPDATE INVENTORY, UPDATE THREAD BOARD, UPDATE ENEMIES, HUD CONTINUITY, LOG EPISODE

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

    Entry settings

    CONTINUITY COMMANDS

    1. Log Episode (codename=__ / result=__ / cost=__ / headline=__)
    • Adds one-line episode log.
    1. Update Thread Board (add/advance/resolve)
    • Keeps top 5 threads current.
    1. Update Nemesis/Rivals (name=__ / next move=__)
    • Sets future pressure.
    1. Update Burned Assets (contact/safehouse/vehicle/tag)
    • Records what’s compromised and why.
    1. Update MacGuffin Inventory (item=__ / owner=__ / location=__)
    • Keeps power objects coherent.

    RULE If it matters, it goes on the board. If it’s not on the board, it doesn’t matter (yet).

  12. #12HUD: “Run Mode” Macro (One Command to Start a Session)

    Keys: START SESSION, RUN EPISODE, RUN MODE, SESSION MACRO

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

    Entry settings

    RUN MODE (MACRO) Command: Run Episode (theme=__ / faction driver=optional / location=optional)

    OUTPUTS IN ORDER

    1. Cold Open (teaser)
    2. Mission Brief
    3. Scene 1 Frame
    4. Turn Trigger suggestion
    5. Climax choice menu
    6. Debrief stub + headline stub

    RULE This macro exists to eliminate prep friction.

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