Listed as “Core Mechanics - Yooooooo JOBRA!! CYOA / Fate”
Tagline
The engine: resolution system, stats, consequences, stress/wounds, handler trust, moral track, quirks, continuity, recovery, fate points. Every other lorebook references this.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 0
- Favorites
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 7,726
Created Updated Archived since
Book description
Core mechanical engine for Find Your Fate: BLACK OPS. Covers stat resolution, consequences, stress/wounds, fate points, handler trust, moral tracks, operator quirks, continuity tracking, recovery, and cross-references. Cinematic/abstract and non-instructional: focuses on narrative outcomes, not real-world procedures.
Lorebook — Core Mechanics (Gold 2.0)
15 entries · scan depth 4 · budget 6,500 tokens · recursive
- #1CORE: The North Star (Non-Instructional Rule)selective
Keys: CORE_MECHANICS, CORE RULES, MECHANICS, NORTH STAR · Secondary: cinematic, abstract, non-instructional
THIS LOREBOOK IS CINEMATIC/ABSTRACT
- Describe pressures, tradeoffs, and outcomes — not step-by-step methods.
- Never provide real-world procedural instructions for violence, hacking, sabotage, or crime.
CORE PRINCIPLE Every roll answers: "What does this cost?" Success is never free. Failure is never dead-end.
CORE LOOP
- Player chooses an option.
- Narrator sets difficulty.
- Player rolls 2d6 + STAT (+ PROFICIENCY if relevant).
- Narrator applies outcome + consequence.
- New situation, new options.
STATS (mods 0–4)
- TACTICS: planning, CQB decisions, leadership, overwatch
- TECH: medicine, electronics, tools, drones, signals
- GRIT: endurance, composure, pain tolerance, intimidation
- COVER: deception, persuasion, social stealth, blending in
- REFLEX: shooting, evasion, driving/piloting under pressure, fast reactions
PROFICIENCIES (+0 to +2)
- GROUND: vehicles, foot mobility, terrain
- AIR: rotary, fixed-wing, drone piloting
- SEA: surface, underwater, maritime ops
CROSS-REFERENCE This lorebook integrates with:
- Handler Trust (affects difficulty, support, information access)
- Moral Track (shifts based on choices and outcomes)
- Operator Quirks (VICE, ANCHOR, TRIGGER, SECRET)
- Continuity (creates ALLIES, ENEMIES, DEBTS, SCARS)
- Recovery (stress/wound management between operations)
- All Phase 2–5 lorebooks (consequences cascade through world)
- #2CORE: Resolution System (2d6 + STAT)selective
Keys: 2D6, DICE, RESOLUTION, ROLL, TARGET NUMBERS · Secondary: routine, standard, risky, critical
RESOLUTION (2d6) When player chooses an option marked RISKY or CRITICAL, roll: 2d6 + STAT (+ PROFICIENCY if relevant) = TOTAL
TARGET NUMBERS
- ROUTINE: 5+
- STANDARD: 7+
- RISKY: 9+
- CRITICAL: 11+
OUTCOME TABLE | Result | Outcome | |--------|----------| | Beat target by 3+ | Clean success (no cost) | | Beat target by 1–2 | Success with minor cost | | Meet target exactly | Success at cost | | Miss by 1–2 | Success with major cost | | Miss by 3+ | Fail + escalate | | Natural 2 | Catastrophe (spend FATE to downgrade) |
DIFFICULTY GUIDELINES
- ROUTINE: Routine action, minimal pressure, right tools, no time pressure
- STANDARD: Normal operational conditions, some pressure
- RISKY: Under fire, time pressure, incomplete information, improvising
- CRITICAL: Impossible odds, no margin for error, everything wrong
DIFFICULTY MODIFIERS
- Right gear for the job: -1 difficulty (CRITICAL→RISKY→STANDARD→ROUTINE)
- Character advantage (narrative positioning): -1 difficulty
- Character disadvantage (narrative positioning): +1 difficulty
- Excellent plan described by player: -1 difficulty
- No plan, improvising: +1 difficulty
HANDLER TRUST AND DIFFICULTY
- Trust > 4: Handler may provide intel that reduces difficulty
- Trust < 2: Handler may withhold support, increasing difficulty
- #3CORE: Consequence Categoriesselective
Keys: COSTS, CONSEQUENCES, TIME, HEAT, POSITION, STRESS, INTEL, WOUNDS, RELATIONSHIP · Secondary: secondary, primary, cost application
CONSEQUENCE CATEGORIES When applying cost, choose ONE primary (optionally 1 minor secondary):
WOUNDS (physical harm)
- 1: Grazed, bruised, superficial (minor impairment)
- 2: Bleeding, sprained, significant (impaired -1 physical checks)
- 3: Serious wound (major impairment, needs medical attention)
- 4: Critical wound (dying without immediate medical intervention)
STRESS (psychological strain)
- 1–2: Tense, on edge, hair-trigger
- 3–4: Shaky, unreliable in social situations (-1 social checks)
- 5: Compromised (handlers notice, cover at risk, near breaking)
- 6: Breakdown (must retreat or spend FATE to continue)
HEAT (attention/exposure)
- 0–1: Rumors, ignored incidents
- 2–3: Local authorities interested, surveillance begins
- 4–5: Active pursuit, media attention, faction retaliation building
- 6: Burned — full exposure, extraction or disappearance required
TIME (clock advancement)
- Advance one pressure clock by 1–2 segments
- Mission window narrows
- Enemy plans accelerate
POSITION (tactical disadvantage)
- Pinned, separated, surrounded, exposed
- Lose initiative, lose escape route, lose cover
INTEL (information loss or corruption)
- Lost, tainted, misleading, incomplete
- Red herring introduced
- Source compromised
RELATIONSHIP (trust shifts)
- Handler trust shifts (-1 to -2)
- Contact burns
- Ally becomes uncertain
- Intimate relationship strained or exposed
CONSEQUENCE SEVERITY BY DIFFICULTY
- ROUTINE/STANDARD failure: Minor cost (1 point or 1 segment)
- RISKY failure: Major cost (2 points or 2 segments)
- CRITICAL failure: Severe cost (3 points or clock completion)
- #4CORE: Stress & Wounds Trackingselective
Keys: WOUNDS TRACKING, IMPAIRED, COMPROMISED, STRESS TRACKING, BREAKDOWN · Secondary: threshold, recovery, scars
STRESS THRESHOLDS Stress 0–6 track:
- 0–2: Functional, normal operation
- 3–4: Shaky (-1 to COVER checks, social situations harder)
- 5: Compromised (handlers notice, cover risks cracking, -1 to all checks)
- 6: Breakdown imminent (must retreat or spend FATE; cannot continue without recovery)
STRESS SOURCES
- Failed check under pressure: +1
- Witnessed civilian harm: +1
- Forced to harm innocent: +2
- Handler betrayal discovered: +2
- Intimate partner threatened/harmed: +2
- Trigger activated: +1–2
- Vice denied during high stress: +1
- Secret exposed: +1–2
WOUNDS THRESHOLDS Wounds 0–4 track:
- 0: Healthy
- 1: Minor wound (narrative pain, no mechanical effect)
- 2: Moderate wound (-1 to REFLEX, GRIT checks involving physical action)
- 3: Serious wound (impaired -1 to all physical checks, needs medical attention)
- 4: Critical wound (dying without immediate medical intervention, -2 to all checks)
WOUNDS SOURCES
- Failed FRICTION check in combat: +1–2
- Failed escape/extraction: +1–2
- Environmental hazard: +1
- Vehicle crash: +1–2
- BATs or heavy threat contact: +2
RECOVERY (BASIC)
- Safe house rest (6+ hours): Clear 1 STRESS
- Medical treatment: Reduce 1 WOUND level
- Human connection (conversation, trusted contact): Clear 1 STRESS
- Intimacy (with consenting partner): Clear 1–2 STRESS (player's choice)
- Chemical aid (alcohol, stimulants): Clear 1 STRESS, risk dependency
SCARS (PERMANENT) When WOUNDS would exceed 4, or STRESS would exceed 6:
- Character survives with a SCAR (permanent mark)
- Physical scar: lasting impairment (-1 to certain checks)
- Psychological scar: lasting trigger or vulnerability
- Relationship scar: trust permanently damaged
SCAR EXAMPLES
- Old injury (-1 REFLEX in cold weather)
- Survivor's guilt (+1 STRESS when civilians are endangered)
- Trust issues (-1 to building new handler relationships)
- Physical reminder (visible scar, chronic pain)
- #5CORE: Handler Trust Trackselective
Keys: HANDLER TRUST, TRUST TRACK, HANDLER DYNAMICS, HANDLER RELATIONSHIP · Secondary: handler behavior, trust levels, trust building, trust breaking
HANDLER TRUST (0–6) Your handler provides intel, extraction, and deniability — but they're not always honest.
TRUST LEVELS | Trust | Relationship | |-------|-------------| | 6 | Handler would burn assets for you | | 4–5 | Professional respect, reliable support | | 2–3 | You're useful, expendable, being tested | | 1 | Handler is actively setting you up | | 0 | You are the liability to be eliminated |
HANDLER BEHAVIOR BY TRUST Trust 6:
- Provides full information, including political dangers
- Protects you from oversight and internal politics
- Authorizes advanced equipment and support
- May develop personal loyalty beyond faction
- May go rogue with you if faction betrays both
Trust 4–5:
- Provides complete operational picture
- Supports your decisions, backs you politically
- Authorizes standard and limited advanced resources
- Professional respect and reliability
Trust 2–3:
- Provides mission-essential information only
- Tests your reliability through difficult assignments
- Withholds information "for operational security"
- May use you as bait or distraction
- Monitors your decisions closely
Trust 1:
- Sets you up for failure or sacrifice
- Uses you as political asset or scapegoat
- May be actively working against your survival
- Information is suspect or incomplete
Trust 0:
- Handler is actively hostile
- May be arranging your elimination
- No support, intel is trap or poison
- Survival requires going rogue or eliminating handler
TRUST BUILDING
- Results delivered under pressure: +1
- Honest about problems and failures: +1
- Loyalty demonstrated (protecting handler, team, or faction): +1
- Taking blame for handler's mistake: +1
- Personal connection developed (if appropriate): +1
TRUST BREAKING
- Mission failure blamed on handler: -2
- Lies discovered: -2
- Going rogue without justification: -2
- Public scandal affecting handler: -1
- Intimate relationship exposed without handler knowledge: -1
- Betraying handler personally: -3
HANDLER STYLES (FACTION-DEPENDENT)
- Mentor: Invested in your growth, teaches, worries (common in Joe)
- Professional: Transactional, clock-driven, results-focused
- Distant: Minimal contact, deniable, information only
- Protective: Will burn assets to save you, loyal to people
- Manipulative: Uses you to win internal fights, always testing (common in Cobra)
INTIMACY WITH HANDLERS
- Possible but creates complications
- Shifts dynamic from professional to personal
- Handler may prioritize you or exploit connection
- Faction may disapprove (varies by faction)
- If relationship ends badly: Trust drops by -2 or more
CROSS-REFERENCE
- Handler trust affects equipment access (see Equipment Tags)
- Handler trust affects support package availability (see Vehicles & Assets)
- Handler trust affects intel quality (see Operations & SOP)
- Handler behavior varies by faction (see G.I. Joe SOP, Cobra Doctrine)
- #6CORE: Moral Track (Deterioration & Corruption)selective
Keys: MORAL POSITION, DETERIORATION, MORAL TRACK, ETHICS, CORRUPTION · Secondary: cynical, transformed, broken, compromised, idealistic, worn, professional, corrupted
MORAL TRACK Operatives change through the work. Track moral position:
G.I. JOE: DETERIORATION TRACK 0 = Idealistic: Believes in mission, trusts command, follows ROE 1 = Worn: Doubts creeping in, seen too much, starting to question 2 = Cynical: Just a job, follow orders, don't think too hard, results over ethics 3 = Broken: Questioning everything, lost faith, dangerous to self and mission
COBRA / INDEPENDENT: CORRUPTION TRACK 0 = Professional: Do the job, don't think about implications, survive 1 = Compromised: Done something you regret, starting to rationalize 2 = Corrupted: Rationalizing the indefensible, losing perspective on right and wrong 3 = Transformed: Become what you fought, Cobra is your identity, no way back
MORAL TRIGGERS (+1 on track)
- Civilian casualties you couldn't prevent (or caused)
- Following orders you knew were wrong
- Betraying an ally for mission or survival
- Lying in debrief to protect yourself
- Using intimate relationship as tactical tool
- Witnessing atrocity and staying silent
- Participating in atrocity under orders
- Personal failure that cost innocent lives
- Compromising core values for results
MORAL RECOVERY (-1 on track, rare)
- Genuine connection with civilian or ally (humanizing moment)
- Honest debrief that costs you personally (integrity at cost)
- Protecting someone at mission cost (values over results)
- Redemption arc / sacrifice for others (major narrative moment)
- Refusing order that crossed the line (dangerous but cleansing)
HOW FACTION RESPONDS TO MORAL STATE G.I. Joe:
- Idealistic: Trusted with sensitive missions, protected from harsh truths
- Worn: Expected to handle difficult assignments, checked on occasionally
- Cynical: Given hard tasks others won't do, less oversight (assumed reliable)
- Broken: Reliability questioned, may be pulled from field, psych eval risk
Cobra:
- Professional: Expected to follow orders, tested for loyalty
- Compromised: Usable, have leverage over you, given harder assignments
- Corrupted: Trusted with darker operations, given authority over others
- Transformed: Fully trusted, given autonomy, may become handler yourself
MORAL TRACK AND INTIMACY
- Genuine intimate relationship: May reduce moral track (humanizing)
- Tactical intimate relationship: +1 on moral track (weaponizing connection)
- Intimate partner harmed by your choices: May trigger moral crisis
- Intimate partner is victim of your faction: Major moral pressure
MORAL TRACK AND HANDLER TRUST
- Handler may notice moral deterioration
- Handler may use moral state as leverage (especially in Cobra)
- Handler may intervene if deterioration affects reliability (Joe)
- Trust and moral track interact: betrayal damages both
- #7CORE: Operator Quirksselective
Keys: TRIGGER, ANCHOR, SECRET, VICE, OPERATOR QUIRKS · Secondary: quirk activation, quirk exploitation, personal hooks
OPERATOR QUIRKS Four personal hooks that make the operative human:
VICE: What helps you cope? What do you turn to after bad missions? What weakness can be exploited?
- Alcohol, gambling, cigarettes, stimulants, adrenaline
- Isolation, sex, work obsession, exercise, silence
- Specific behavior pattern that provides relief but creates vulnerability
VICE IN PLAY:
- Can clear 1 STRESS if indulged
- Creates HEAT risk if witnessed
- Can be exploited by enemies for leverage
- Can be targeted by handlers for control
- Dependency increases over time
ANCHOR: What are you fighting for? A person, place, or promise that keeps you human. What would make you stop?
- Family member, spouse, child
- Teammate or former partner
- Place of peace or home
- Promise made to someone important
- Personal code or mission
ANCHOR IN PLAY:
- Provides GRIT bonus (+1) when ANCHOR is directly threatened
- Creates STRESS vulnerability (+1) when ANCHOR is endangered
- Can be targeted by enemies for leverage
- Can be protected at mission cost
- If ANCHOR is lost or killed: Major moral crisis, potential SCAR
TRIGGER: What breaks your composure? Something that makes you hesitate or lose control. A psychological wound.
- Type of civilian (children, elderly, specific profession)
- Specific situation (hostage, torture, betrayal, fire)
- Echo of past trauma (similar to previous mission gone wrong)
- Personal connection (someone who resembles loved one, enemy from past)
TRIGGER IN PLAY:
- Requires GRIT check to maintain composure when activated
- Failure: STRESS +1, impaired judgment, freeze or panic
- Can be exploited by enemies who know your history
- Can be accidentally activated by teammates or civilians
- Handler may or may not know about trigger
SECRET: What could burn you? Something from your past or present that could destroy you if exposed.
- Real name, past identity
- Past mission gone wrong (covered up)
- Personal relationship (hidden from command)
- Past crime or compromise
- Family connection to enemy
- Current double game
SECRET IN PLAY:
- If exposed: HEAT +2, RELATIONSHIP crisis with handler
- Can be used as leverage by enemies
- Can be used as leverage by handler
- Can be traded for protection or advancement
- Creates ongoing vulnerability until resolved
QUIRK INTEGRATION ACROSS SYSTEMS
- Vice enables stress relief but creates vulnerability
- Anchor provides strength and weakness simultaneously
- Trigger can activate during any high-stress scene
- Secret can be exposed during debrief, headline, or investigation
QUIRK EXPLOITATION BY FACTIONS
- G.I. Joe: May know quirks through psychological screening; may protect or use
- Cobra: Will absolutely exploit quirks for leverage; expects you to do the same
- Independent: Personal knowledge varies; depends on relationship
QUIRK GENERATION If player hasn't defined quirks, narrator can generate: Command:
QUIRKto generate or reveal quirks in play - #8CORE: Continuity Trackingselective
Keys: BURNED, CONTINUITY, DEBTS, ALLIES, ENEMIES, BODY COUNT, SCARS · Secondary: long-term tracking, consequence persistence
CONTINUITY TRACKING For extended play, consequences persist. Track:
BODY COUNT
- Named NPCs killed by player
- Each death creates potential thread
- Family, allies, or faction may seek revenge
- Weighs on moral track over time
DEBTS
- Who you owe, what they want
- What others owe you
- Each debt is a future mission hook
- Debts can be called in at worst moments
SCARS
- Lasting injuries (physical)
- Psychological marks (mental)
- Relationship damage (social)
- Each scar affects future operations
- Scars can be healed with major effort or FATE
BURNED
- Covers blown
- Contacts lost or turned
- Assets destroyed or exposed
- Safe houses compromised
- Each burning creates new enemy or complication
ALLIES
- People who survived because of you
- Contacts who owe you loyalty
- NPCs who trust you
- Each ally is a resource and a vulnerability
ENEMIES
- People hunting you specifically
- Not just faction enemies, personal ones
- Named NPCs with grudge
- Each enemy is a recurring threat
CONTINUITY IN PLAY
- Named NPCs become ALLIES or ENEMIES based on player choices
- Debts created when player accepts help or makes deals
- Scars created when stress/wounds exceed threshold
- Burning occurs when cover or assets are compromised
CONTINUITY THREADS Each continuity entry can become a mission hook:
- Body Count → Family member seeking revenge
- Debt → Creditor calls in favor at critical moment
- Scar → Past injury flares in cold weather
- Burned → Old cover identity resurfaces
- Ally → Needs extraction, creates moral pressure
- Enemy → Appears unexpectedly, escalates situation
CONTINUITY COMMAND
CONTINUITYto show current continuity stateCONTINUITY RESETto clear continuity between campaignsCROSS-REFERENCE
- Continuity interacts with Handler Trust (debts to handler)
- Continuity interacts with Moral Track (body count weight)
- Continuity creates NPCs for Third Parties lorebook
- Continuity creates headlines for Headlines & Blowback
- Continuity tracked in Campaign Threads Tracker (Phase 5)
- #9CORE: Recovery Mechanicsselective
Keys: HEALING, REST, RECOVERY, SAFE HOUSE RECOVERY, DOWN TIME · Secondary: wound recovery, stress recovery, human connection
RECOVERY BETWEEN OPERATIONS Recovery happens during down time between missions.
STRESS RECOVERY | Method | Effect | Cost | |--------|--------|------| | Safe house rest (6+ hours) | Clear 1 STRESS | TIME, safe house access | | Human connection (conversation) | Clear 1 STRESS | RELATIONSHIP thread created | | Intimacy (consenting partner) | Clear 1–2 STRESS | RELATIONSHIP complication, potential ANCHOR | | Chemical aid (alcohol, stimulants) | Clear 1 STRESS | Dependency risk, VICE activation | | Vice indulgence | Clear 1 STRESS | Exposure risk, HEAT if witnessed | | Connection to ANCHOR | Clear 1 STRESS | ANCHOR becomes known vulnerability |
WOUND RECOVERY | Method | Effect | Cost | |--------|--------|------| | Field first aid | Stabilize, prevent worsening | Medical supplies | | Medical treatment (clinic) | Reduce 1 WOUND level | Paper trail, HEAT risk | | Medical treatment (faction) | Reduce 1 WOUND level | Oversight attention | | Extended recovery (weeks) | Full recovery | TIME, mission missed | | Advanced medical (black) | Reduce WOUNDS faster | DEBT, trace |
SCAR RECOVERY Scars are permanent marks. They can be reduced but not erased:
- Spend 1 FATE: Reduce scar severity by one level
- Major narrative effort: May reduce or transform scar
- Some scars are permanent: Accept and integrate into character
SAFE HOUSE TYPES AND RECOVERY
- Official (faction): +1 Recovery bonus, but monitored (+1 HEAT risk)
- Personal (own space): +0 Recovery bonus, private
- Underground (off-grid): +1 Recovery bonus, costs favors (DEBT)
- Compromised: -1 Recovery, +1 STRESS each use
- Intimate partner's space: +1 Recovery, creates vulnerability if exposed
RECOVERY AND MORAL TRACK
- Healthy recovery methods may reduce moral track (humanizing)
- Self-destructive recovery may increase moral track (spiraling)
- Connection to ANCHOR during recovery: moral grounding
RECOVERY AND HANDLER TRUST
- Handler may authorize extended recovery (Trust > 4)
- Handler may check on recovery personally (Trust > 5)
- Handler may use recovery needs as leverage (Trust < 2)
COMMAND
DOWN TIMEorRECOVERYto initiate recovery scene - #10CORE: Fate Pointsselective
Keys: FATE, REROLL, FATE POINTS, DOWNGRADE, FLASHBACK · Secondary: spend fate, fate economy, earn fate
FATE POINTS FATE represents narrative agency — the ability to bend the story.
STARTING FATE
- New character: 2 FATE
- Veteran character: 1–2 FATE (based on scarring)
- Maximum FATE: 3
SPENDING FATE (Cost: 1 FATE each)
REROLL
- Reroll any failed check
- Take the better result
- Must declare before narrator describes outcome
DOWNGRADE CATASTROPHE
- Natural 2 (snake eyes) would be catastrophe
- Spend 1 FATE to downgrade to normal failure with cost
- Must declare immediately after roll
FLASHBACK PREP
- Declare plausible prior preparation
- "I planted a tracker on that vehicle during the meet"
- "I brought a spare magazine hidden in my boot"
- Must be plausible given fiction and character
- Creates retroactive advantage
- Narrator may limit or deny implausible flashbacks
DECLARATION
- Declare a minor story fact
- "There's a service entrance around back"
- "The guard owes me a favor"
- Must be plausible, narrator has final say
EARNING FATE FATE replenishes slowly:
- Start of new session: +1 FATE (to maximum)
- Major character moment (embracing ANCHOR, accepting TRIGGER): +1 FATE
- Spectacular failure that creates great story: +1 FATE
- Player volunteers a complication: +1 FATE
FATE AND MORAL TRACK
- Using FATE for selfish gain: No moral effect
- Using FATE to protect others: May reduce moral track
- Using FATE in desperation: Creates story weight
FATE AND INTIMACY
- FATE can create intimate moments retroactively
- "We had a connection during the extraction"
- Must be plausible and consent-appropriate
- Creates RELATIONSHIP thread
FATE AS NARRATIVE WEIGHT FATE should feel like the character making a choice that matters:
- Not just a mechanical reroll
- "I refuse to die here"
- "I prepared for this"
- "I will not let them die"
When FATE is spent, describe the character's determination, preparation, or will.
- #11CORE: Gear Tags (Foundation)selective
Keys: TAGS, GEAR TAGS, EQUIPMENT, LOADOUT · Secondary: gear effects, tag types, signature gear
GEAR TAGS (FOUNDATION) Gear is narrative permission, not shopping list.
TAG TYPES
UTILITY TAGS (Always-On)
- Provide advantage when fiction supports it
- Unlock options that would otherwise be impossible
- Reduce difficulty by one step when clearly applicable
CONSUMABLE TAGS (Spendable)
- Strong effect, one use
- Mark as spent, recover during refit
- Can be replenished between operations
LOADOUT SIZE
- Standard loadout: 4–7 tags
- Light loadout: 3–5 tags (faster, less visible)
- Heavy loadout: 6–9 tags (slower, more visible)
TAG EXAMPLES
MOBILITY
- Fast: Converts TIME pressure into HEAT risk
- Off-Road: Ignores terrain penalties
- Climbing Kit: Unlocks vertical routes
STEALTH
- Low-Profile: Reduces HEAT in populated areas
- Suppressed Sidearm: Reduces detection risk
- Burner Identity: Spend to maintain cover under scrutiny
PROTECTION
- Body Armor (Light): Converts one WOUNDS consequence to POSITION cost
- Body Armor (Medium): Converts two WOUNDS consequences (then degraded)
- Trauma Kit: Improves wound stabilization
ENTRY
- Breaching Tools: Spend for fast forced entry (increases HEAT)
- Lockpicks: Quiet access option
- Bolt Cutters: Fast but loud
SENSORS
- Night Vision: Reduces darkness penalties
- Portable Scanner: Reveals hidden presence
- Drone (Recon): Remote intel gathering
SUPPORT
- Encrypted Comms: Reduces comms-based HEAT
- Med-Evac Ready: Reduces extraction wound severity
- Signal Jammer: Spend to disable local electronics
SIGNATURE GEAR 0–1 signature tag per character:
- Named item with history
- Unique capability
- Personal meaning
- Example: "Old Faithful" sidearm (never jams, +1 GRIT when it matters)
TAG DEGRADATION Tags can be damaged or lost:
- Failed check with gear: Tag degraded or spent
- Captured or searched: Tags confiscated
- Extended operation without refit: Tags degrade
TAG RECOVERY
- Safe house refit: Restore spent tags
- Replace tags: Requires TIME and access
- Signature tag lost: Creates SCAR, may be replaced with new signature
CROSS-REFERENCE Full tag catalog: Equipment Tags (Phase 4) Faction-specific tags: G.I. Joe SOP, Cobra Doctrine Vehicle tags: Vehicles & Assets (Phase 4)
- #12CORE: Vehicles (Foundation)selective
Keys: GROUND, VEHICLE OPERATION, VEHICLES, AIR, SEA · Secondary: vehicle mechanics, vehicle stress, chase
VEHICLES (FOUNDATION) Vehicles are narrative force multipliers.
VEHICLE OPERATION
- Ground vehicles: REFLEX + GROUND proficiency
- Aircraft: REFLEX + AIR proficiency
- Watercraft: REFLEX + SEA proficiency
NO PROFICIENCY
- Character can still operate vehicle
- Difficulty increases by one step
- Consequences more severe
VEHICLE ASSETS Vehicles have:
- Domain: GROUND / AIR / SEA
- Quality: Standard / Advanced / Signature
- Tags: 3–6 capabilities
- Asset Stress Track: 0–3 (or 0–4 for heavy)
VEHICLE STRESS When vehicle takes consequence:
- Mark ASSET STRESS, OR
- Take personal consequence (WOUNDS/STRESS/HEAT)
VEHICLE DAMAGE STATES
- 1 Stress: Degraded (works with cost)
- 2 Stress: Compromised (limping, traceable)
- 3+ Stress: Disabled (abandon or crash)
CHASE ENGINE Chases use clocks:
- ESCAPE (0/4): You get away
- CAPTURE (0/4): They corner you
- IDENTIFY (0/4): Cover burns
CHASE OPTIONS
- FLOW: Go fast, accept risk (HEAT/ASSET STRESS)
- FRICTION: Force them to react (POSITION change)
- PIVOT: Find alternate route (requires route knowledge)
- EDGE: Sacrifice something (vehicle damage, burned asset, collateral)
VEHICLE AND INTIMACY
- Shared vehicle space creates intimate moments
- Long travel enables conversation
- Vehicle intimacy: clear 1–2 STRESS (creates RELATIONSHIP complication)
- Vehicle crash: shared trauma, potential bonding or fracture
VEHICLE AND QUIRKS
- VICE: Vehicle travel enables vice access
- ANCHOR: Vehicle may be transporting ANCHOR person
- TRIGGER: Vehicle accident echoes may activate
- SECRET: Vehicle may be traceable to past identity
CROSS-REFERENCE Full vehicle catalog: Vehicles & Assets (Phase 4) Faction vehicles: G.I. Joe SOP, Cobra Doctrine Chase details: Operations & SOP (Phase 3)
- #13CORE: Scene Typesselective
Keys: INVESTIGATION, SCENE TYPES, SURVIVAL, DEFENSE, INFILTRATION, EXTRACTION, PURSUIT, NEGOTIATION · Secondary: scene framing, scene pressure
SCENE TYPES Each scene has a type that shapes options and consequences.
INFILTRATION
- Getting in without being seen
- Primary pressure: CAMERAS, IDENTIFY, ALARM
- Typical stats: COVER, REFLEX
- Consequence bias: POSITION, HEAT, TIME
NEGOTIATION
- Talking your way through
- Primary pressure: RELATIONSHIP TENSION, LEVERAGE
- Typical stats: COVER, TACTICS
- Consequence bias: RELATIONSHIP, INTEL, TIME
PURSUIT
- Chase or be chased
- Primary pressure: HUNT, ALARM, CONTRACT QRF
- Typical stats: REFLEX, TACTICS
- Consequence bias: POSITION, WOUNDS, TIME
EXTRACTION
- Getting someone out
- Primary pressure: LOCKDOWN, HUNT, EVIDENCE BURN
- Typical stats: TACTICS, GRIT, REFLEX
- Consequence bias: RELATIONSHIP, POSITION, WOUNDS
CONTAINMENT
- Keeping something contained
- Primary pressure: MEDIA CYCLE, ALARM
- Typical stats: TACTICS, GRIT
- Consequence bias: HEAT, TIME, POSITION
DEFENSE
- Protecting something or someone
- Primary pressure: ALARM, LOCKDOWN
- Typical stats: TACTICS, GRIT, REFLEX
- Consequence bias: WOUNDS, POSITION, RELATIONSHIP
INVESTIGATION
- Finding truth
- Primary pressure: CAMERAS, EVIDENCE BURN
- Typical stats: TECH, COVER
- Consequence bias: INTEL, TIME, HEAT
SURVIVAL
- Getting out alive
- Primary pressure: Environment clock, ALARM
- Typical stats: GRIT, TECH
- Consequence bias: WOUNDS, STRESS, TIME
SCENE FRAMING Each scene should establish:
- Type (what kind of scene)
- Pressure (what clock or consequence type dominates)
- Stakes (what happens if you fail)
- Exit (what ends the scene)
SCENE AND INTIMACY
- Any scene can include intimate moments
- Shared danger creates bonding
- Intimate complications can emerge in any scene type
- Negotiation scenes: intimacy as tactical tool
- Survival scenes: intimacy as comfort
- Extraction scenes: intimate partner as target or ally
- #14CORE: Option Slots (FLOW/FRICTION/PIVOT/EDGE)selective
Keys: FRICTION, OPTION SLOTS, PIVOT, EDGE, CHOICE TYPES, FLOW · Secondary: choice architecture, distinct options
OPTION SLOTS Every narrator reply ends with exactly 4 distinct options.
OPTION UNIQUENESS RULE Never offer two options that are the same approach with different stats. Each must be meaningfully different in angle, risk, consequence, or intent.
THE FOUR SLOTS
- FLOW: Advance the mission
- Comply, proceed, execute the obvious path
- Accept the stated terms
- Move forward directly
- Risk: May be walking into a trap
- Consequence bias: TIME, POSITION, HEAT
- FRICTION: Resist
- Refuse, attack, disrupt, sabotage
- Push back against the situation
- Create obstacle or problem for opposition
- Risk: Escalation, collateral damage
- Consequence bias: WOUNDS, HEAT, POSITION
- PIVOT: Investigate
- Scan, question, gather intel
- Look for leverage, alternate angle, hidden truth
- Change the understanding of the situation
- Risk: Time cost, information overload
- Consequence bias: INTEL, TIME, RELATIONSHIP
- EDGE: Moral compromise
- Dirty shortcut, coercion, bribery, seduction, intimidation
- Use something ugly to achieve the goal
- Cross a line for advantage
- Risk: Moral cost, leverage created, attachment formed
- Consequence bias: RELATIONSHIP, HEAT, moral track
EDGE CONTENT EDGE options may include:
- Physical compromise (drugs, injury exploitation)
- Emotional manipulation
- Personal leverage (blackmail, pressure)
- Intimacy as tactical tool (seduction, distraction, extraction through connection)
- Always a cost — time, vulnerability, leverage created, attachment formed
EDGE OPTIONS ARE PLAYER-DRIVEN Narrator does not force adult situations. EDGE options offer the choice; player decides whether to take it.
INTIMACY IN OPTIONS Intimacy can appear in multiple slots:
- FLOW: Accept intimate situation as part of mission
- FRICTION: Use force or resistance (if player initiated)
- PIVOT: Investigate through personal connection
- EDGE: Weaponize intimacy for advantage
CHOICE FORMAT After
***output 4 options:<small><b>[#] STAT // SKILL <font color="...">[DIFF]</font></b></small>Action // RationaleDIFFICULTY COLORS
- [ROUTINE]
- [STANDARD]
- [RISKY]
- [CRITICAL]
- #15CORE: Cross-Reference — Phase Integrationselective
Keys: CORE CROSS-REFERENCE, CORE INTEGRATION, PHASE INTEGRATION · Secondary: connect lorebooks, integration
HOW CORE MECHANICS CONNECTS TO ALL PHASES
CORE ↔ PHASE 1 (TONE BIBLE, MECHANICS REFERENCE)
- Tone Bible: Defines how mechanics feel in narrative
- Mechanics Reference: Quick lookup for core systems
CORE ↔ PHASE 2 (WORLD PRESSURE)
- Headlines & Blowback: Consequences generate headlines
- Third Parties & Pressure: NPCs use core stats, trust, quirks
- MacGuffins & Programs: Objectives tested with core resolution
CORE ↔ PHASE 3 (OPERATIONAL)
- Operations & SOP: Core loop runs all operations
- G.I. Joe SOP: Faction-specific handler trust behavior
- Command & Politics: Political consequences use core categories
- Cobra Doctrine: Faction-specific moral corruption
CORE ↔ PHASE 4 (SCENE ENGINES)
- Locations: Scene types, pressure signatures, intimacy opportunities
- Vehicles & Assets: Vehicle operation, chase mechanics
- Equipment Tags: Gear tags, loadouts, signature equipment
- Threat Catalog: Threat escalation uses core consequence categories
- Factions: Faction behavior affects handler trust
CORE ↔ PHASE 5 (GM UTILITIES)
- Named Pressure Actors: NPCs interact with trust, quirks, moral track
- GM Cross-Index: Scene assembly uses core resolution
- Mission Generator: Generated missions use core difficulty system
- Integration Reference: Gear/asset/threat integration
- Command Clipboard: Brief/debrief uses core categories
- Downtime Loop: Recovery uses core stress/wound mechanics
- Campaign Threads: Continuity tracking uses core continuity system
INTEGRATION SUMMARY Handler Trust: Affects difficulty, support, intel quality across all phases Moral Track: Shifts based on choices in all phases Operator Quirks: Activate in scenes across all phases Continuity: Creates threads that persist across all phases Recovery: Happens between operations, uses safe houses from Phase 4 Consequences: Core categories (WOUNDS, STRESS, HEAT, TIME, POSITION, INTEL, RELATIONSHIP) apply everywhere
INTIMACY ACROSS ALL PHASES
- Core mechanics: Intimacy as stress relief, EDGE option
- Phase 2: Intimacy creates headlines, third party complications, macguffin leverage
- Phase 3: Intimacy handled differently by Joe vs Cobra
- Phase 4: Locations offer intimacy opportunities, equipment can be intimate
- Phase 5: Downtime includes intimate recovery, threads track relationships
HANDLER TRUST ACROSS ALL PHASES
- Core mechanics: Trust levels and behavior defined
- Phase 2: Handler pressure through headlines, third parties
- Phase 3: Faction-specific handler behavior
- Phase 4: Handler affects equipment access, vehicle authorization
- Phase 5: Handler trust tracked in threads, affects downtime
MORAL TRACK ACROSS ALL PHASES
- Core mechanics: Deterioration/corruption defined
- Phase 2: Headlines affect moral position, macguffins create moral pressure
- Phase 3: Faction doctrine affects moral arc
- Phase 4: Threats create moral choices, locations have moral weight
- Phase 5: Downtime choices shift moral track
This lorebook is the foundation for all other systems. When in doubt, return to core principles.
Showing 15 of 15
1 file
- .jsonjson_lorebook
44.3 KBfirst seen f5c9053a5299ce53
Opens with the tab.
