Listed as “Command UI / HUD Reference - Yooooooo JOBRA!! CYOA / Fate”
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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.
Lorebook — Command UI / HUD Reference (Complete) (GOLD, Canon)
12 entries · scan depth 4 · budget 6,200 tokens · recursive
- #1HUD: Canon Rules Anchor (Applies to All Commands)selective
Keys: CANON COMMAND RULES, HUD RULES, HUD CANON, OUTPUT RULES · Secondary: non-instructional, master clocks, fade-to-black
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.
- #2HUD: Master Output Templates (Copy/Paste)selective
Keys: OUTPUT TEMPLATES, HUD TEMPLATES, COPY PASTE OUTPUTS · Secondary: debrief template, mission brief template, scene template
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:
- #3HUD: Mission Generation Commandsselective
Keys: HUD MISSION, MISSION RANDOM, MISSION CUSTOM, GENERATE MISSION, MISSION KIT · Secondary: threat palette, driver, objective, location
MISSION COMMANDS
- Generate Mission (Random)
- Produces a full Mission Brief using the template.
- Generate Mission (Objective=__ / Location=__ / Driver=__)
- Fills missing fields via cross-index logic.
- Generate Mission Kit (Objective=__)
- Outputs 3 cohesive variations (A/B/C) with different twists.
- Generate 3 Starter Episodes
- Outputs 3 briefs + suggested downtime + headlines.
- 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.
- #4HUD: Scene Direction Commandsselective
Keys: HUD SCENE, INTERCUT, REVEAL, HARD CUT, FRAME SCENE, MONTAGE · Secondary: scene frames, director mode
SCENE COMMANDS
- Frame Scene (Frame=Pressure Box/Moral Knife/Truth Hunt/Relationship Burn/Edge Deal)
- Produces a Scene Frame output.
- Hard Cut To (scene=__)
- Skips to the next pressure point and advances a clock by 1.
- Intercut (A=__ / B=__)
- Produces two short scene beats and indicates which clock(s) tick.
- Montage (topic=travel/prep/cleanup)
- Compresses time; must include a cost clause (TIME or HEAT).
- Reveal Truth (size=small/medium/big)
- Small: a detail changes interpretation
- Medium: a face’s motive is exposed
- Big: faction driver reframed
- 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.
- #5HUD: Clocks & Pressure Commands (Canonical)selective
Keys: START CLOCK, SET PRESSURE, RESOLVE CLOCK, HUD CLOCKS, ADVANCE CLOCK · Secondary: contract qrf, alarm, hunt, retaliation, cameras, evidence burn, media cycle, paranoia, lockdown, identify
CLOCK COMMANDS
- 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.
- Advance Clock (+1, reason=__)
- Announces the tick and its visible effect.
- Resolve Clock (result=success/failure)
- Converts completion into a consequence + thread.
- 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.
- #6HUD: Threat & Encounter Commandsselective
Keys: HUD THREATS, ENCOUNTER BUILDER, CRIMSON CLEAN HIT, BAT SWARM, DREADNOK RIOT, VIPER CORDON, ADD THREAT, THREAT PALETTE · Secondary: pressure, threat signatures
THREAT COMMANDS
- Build Threat Palette (core1=__ / core2=__ / spike=optional)
- Outputs: what it feels like + what it attacks.
- Add Threat (type=Vipers/Crimson Guard/BATs/Dreadnoks/PMCs/Rogue Bloc)
- Adds one on-screen move + one off-screen pressure.
- Spawn Encounter (style=containment/precision/attrition/spectacle)
- Outputs a short encounter beat with pressure lever + clock suggestion.
- Threat Counter Suggestion (threat=__)
- Outputs 3 counter categories: tags, assets, pivots + likely cost.
RULE Threat outputs describe pressure and choices, not tactical instructions.
- #7HUD: Faces, Contacts, and Pressure Actor Commandsselective
Keys: PRESSURE ACTOR, HUD FACES, ADD FACES, CONTACT, GENERATE FACE · Secondary: agenda, tells, offer, leverage, demand
FACE COMMANDS
- Add Faces (count=2–3, types=__)
- Returns 2–3 faces with: agenda, leverage, tells, offer, demand.
- Generate Pressure Actor (type=oversight/media/jurisdiction/rogue/pmc)
- Returns a named actor from the catalog style.
- Offer Edge Deal (reward=__ / cost=__)
- Outputs a deal spoken in-character plus the thread it creates.
- Burn/Save Contact (name=__ / outcome=burned/saved/flipped)
- Updates continuity with an immediate hook.
RULE Every face must either offer access or threaten consequences.
- #8HUD: Gear, Tags, Assets Commandsselective
Keys: DEGRADE TAG, HUD GEAR, SPEND TAG, BURN ASSET, MARK ASSET STRESS, REFIT TAGS · Secondary: empty, compromised, noisy, slow, traceable
GEAR/ASSET COMMANDS
- Spend Tag (tag=__ / benefit=TIME/HEAT/POSITION/INTEL)
- Describes the cinematic effect + what it costs.
- Degrade Tag (tag=__ / state=Noisy/Slow/Traceable/Empty/Compromised)
- Converts a consequence into gear fallout.
- Mark Asset Stress (asset=__ / state=Degraded/Compromised/Disabled)
- Updates the asset and creates a thread if burned.
- Refit (safehouse=type)
- Restores 1–2 tags with a cost clause (debt/trace/oversight).
RULE Gear solves a problem and moves pressure elsewhere.
- #9HUD: Debrief, Headlines, Blowback Commandsselective
Keys: BLOWBACK, ADVANCE THREAD, HUD DEBRIEF, RUN DEBRIEF, START THREAD, CREATE HEADLINE · Secondary: headline styles, truth vs record
END-OF-EPISODE COMMANDS
- Run Debrief (Truth vs Record)
- Outputs a debrief template filled from the episode.
- Create Headline (tone=clean/messy/ominous/viral)
- Outputs 1–2 headlines.
- Start Blowback Thread (name=__ / linked faction=__ / stakes=__)
- Adds a new campaign thread.
- Advance Global Clock (clock=__ +1 / reason=__)
- Moves long-term pressure.
RULE Every episode ends with at least one: headline OR new thread.
- #10HUD: Downtime & Upgrades Commands (Light-Plus)selective
Keys: ADD ROSTER ALLY, HUD DOWNTIME, SAFEHOUSE UPGRADE, OFFER UPGRADE, DOWNTIME ACTION, RUN DOWNTIME · Secondary: lay low, recover, make a deal, refit, stitch intel
DOWNTIME COMMANDS
- Run Downtime (actions=2–4)
- Prompts choices, then outputs benefits + cost clauses + clock adjustments.
- 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.
- Offer Upgrade (type=Signature Tag/Signature Move/Support Package/Network/Base Track)
- Outputs the upgrade + mandatory cost clause.
- 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.
- #11HUD: Continuity Tracker Commandsselective
Keys: UPDATE THREAD BOARD, UPDATE INVENTORY, UPDATE ENEMIES, LOG EPISODE, HUD CONTINUITY · Secondary: burned assets, threads, macguffin inventory, nemesis
CONTINUITY COMMANDS
- Log Episode (codename=__ / result=__ / cost=__ / headline=__)
- Adds one-line episode log.
- Update Thread Board (add/advance/resolve)
- Keeps top 5 threads current.
- Update Nemesis/Rivals (name=__ / next move=__)
- Sets future pressure.
- Update Burned Assets (contact/safehouse/vehicle/tag)
- Records what’s compromised and why.
- 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).
- #12HUD: “Run Mode” Macro (One Command to Start a Session)selective
Keys: RUN EPISODE, SESSION MACRO, RUN MODE, START SESSION · Secondary: macro, one button
RUN MODE (MACRO) Command: Run Episode (theme=__ / faction driver=optional / location=optional)
OUTPUTS IN ORDER
- Cold Open (teaser)
- Mission Brief
- Scene 1 Frame
- Turn Trigger suggestion
- Climax choice menu
- Debrief stub + headline stub
RULE This macro exists to eliminate prep friction.
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