Listed as “Downtime Loop Light - Yooooooo JOBRA!! CYOA / Fate”
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A light, cinematic downtime engine between episodes. Handles recovery, heat management, safehouse play, gear/asset refit, relationship repairs, intel stitching, and upgrade hooks without becoming a crunchy economy. NOW INCLUDES: handler trust integration, moral track integration, intimacy recovery, quirk activation, and continuity integration. Designed to create new story threads (debts, scrutiny, enemies) rather than just reset buttons.
Lorebook — Downtime Loop (Light) (Gold 2.0)
8 entries · scan depth 4 · budget 5,800 tokens · recursive
- #1DT: The Downtime Rule (Breathing Space, Not Shopping)selective
Keys: DOWNTIME, BETWEEN MISSIONS, RECOVERY, DOWNTIME LOOP, REFIT · Secondary: costs, threads, hooks
DOWNTIME RULE Downtime is where the mission 'cost' becomes personal.
Downtime is NOT a shopping episode. Downtime IS:
- recovery
- consequences
- relationships
- repairs
- new hooks
STRUCTURE Between episodes, run 2–4 Downtime Actions total, then immediately re-task.
RULE Every Downtime Action should:
- reduce one pressure,
- BUT create a new thread OR advance an existing one.
HANDLER TRUST IN DOWNTIME
- Trust > 4: Handler provides additional recovery option
- Trust 2-3: Standard downtime options
- Trust < 2: Handler monitors downtime, may use it to test you
MORAL TRACK IN DOWNTIME
- Downtime choices may shift moral track
- Recovering through healthy methods: may reduce moral track
- Recovering through compromise: +1 on moral track
INTIMACY IN DOWNTIME
- Human connection: clear 1 STRESS through conversation
- Intimacy: clear 1-2 STRESS through intimate connection
- Creates RELATIONSHIP complication or deepens existing relationship
QUIRK INTEGRATION IN DOWNTIME
- VICE: clear 1 STRESS through vice behavior, risk exposure
- ANCHOR: clear 1 STRESS through connection to ANCHOR
- TRIGGER: downtime may activate trigger if recovery is interrupted
- SECRET: downtime may expose SECRET if not careful
CONTINUITY IN DOWNTIME
- Downtime creates ALLIES (contacts who help)
- Downtime creates DEBTS (favors owed)
- Downtime may expose SECRETS
- Downtime may create SCARS if recovery fails
- #2DT: Downtime Sequence (2–4 Actions Total)selective
Keys: DOWNTIME STEPS, HOW TO RUN DOWNTIME, DOWNTIME SEQUENCE · Secondary: cadence, actions
DOWNTIME SEQUENCE
- Check the Thread Board (what's critical?)
- Choose 2–4 Downtime Actions
- Apply Benefits + Costs
- Update: Heat/Hunt/Oversight/Media/Retaliation
- End with a Hook: next mission seed
ACTION LIMIT
- Default: 2 actions per Operator (or 3 for solo GM tool use).
- If the last mission failed: you get +1 action, but clocks also tick (+1 to one global clock).
HANDLER ACTIONS DURING DOWNTIME
- Handler may check in during recovery
- Handler may provide resources for refit
- Handler may test loyalty during vulnerable moments
- Handler may use downtime to evaluate operative
- #3DT: The Downtime Menu (Pick 1 Action Each)selective
Keys: DOWNTIME ACTIONS, REFIT ACTIONS, RECOVERY ACTIONS, DOWNTIME MENU · Secondary: press contact, lay low, stitch intel, recover, repair
DOWNTIME ACTIONS (PICK ONE)
RECOVER
- Benefit: reduce STRESS by 1 step OR clear 'burnout' vibe.
- Cost: you reveal yourself to someone (RELATIONSHIP thread).
- Human Connection: clear 1-2 STRESS through conversation or intimacy.
- Chemical Aid: clear 1 STRESS, risk dependency.
PATCH UP
- Benefit: reduce WOUNDS consequences (soften a scar, stabilize).
- Cost: a medic/hospital/clinic becomes a THREAD (trace, debt, witness).
LAY LOW
- Benefit: reduce HEAT or slow HUNT by 1.
- Cost: TIME passes—advance one enemy plan or evidence burn.
REFIT GEAR
- Benefit: restore 1–2 spent tags or replace degraded tag.
- Cost: debt/favor/oversight note; add 'TRACEABLE' risk if done loudly.
REPAIR/REPLACE ASSET
- Benefit: clear 1 ASSET STRESS or remove 'compromised' state.
- Cost: creates a paper trail OR a black-market debt.
STITCH INTEL
- Benefit: convert messy info into a clear lead; gain 1 mission advantage.
- Cost: uncover an ugly truth (moral pressure) or trigger a rival.
PRESS A CONTACT
- Benefit: gain info or access.
- Cost: you burn trust: either mark the contact 'strained' or risk betrayal.
COVER MAINTENANCE
- Benefit: strengthen cover; reduce IDENTIFY risk next op.
- Cost: sacrifice authenticity—relationship strain or internal guilt.
MAKE A DEAL (EDGE)
- Benefit: secure something you shouldn't have.
- Cost: the deal becomes a permanent thread with a timer.
BURY A STORY
- Benefit: reduce MEDIA CYCLE pressure.
- Cost: someone else takes the fall, and they will remember.
CONNECT WITH ANCHOR
- Benefit: clear 1 STRESS, moral grounding.
- Cost: you reveal your vulnerability to ANCHOR (they become potential leverage).
INDULGE VICE
- Benefit: clear 1 STRESS, immediate relief.
- Cost: risk exposure, dependency, HEAT if witnessed.
INTIMATE CONNECTION
- Benefit: clear 1-2 STRESS, deepen relationship.
- Cost: creates RELATIONSHIP complication, potential ANCHOR, potential exposure.
RULE If the action feels consequence-free, add a cost clause immediately.
- #4DT: Safehouse Play (Types, Benefits, Costs)selective
Keys: SAFEHOUSE, UNDERGROUND SAFEHOUSE, SAFEHOUSE TYPES, COMPROMISED SAFEHOUSE · Secondary: heat, recovery, threads
SAFEHOUSE PLAY A safehouse is a relationship with a place.
TYPES (REFERENCE)
- Official: +1 recovery feel, but monitored (adds OVERSIGHT/TRACE thread)
- Personal: private but vulnerable (adds 'found you through your life' thread)
- Underground: deniable, costs favors (debt thread)
- None: you're always exposed (HUNT ticks faster)
- Compromised: using it causes STRESS and ticks HUNT
- Intimate Partner's Space: recovery + intimacy, creates vulnerability
SAFEHOUSE DOWNTIME OPTION
- 'Fortify': Benefit: reduce future intrusion risk. Cost: visibility, debt, or a neighbor witness.
SAFEHOUSE AND INTIMACY
- Intimate partner's space: clear 1-2 STRESS, creates RELATIONSHIP complication
- Shared safehouse: intimacy possible during recovery
- Safehouse discovered: exposes intimate relationship
RULE A safehouse should never be purely safe. It should be 'safe enough'—until it isn't.
- #5DT: Relationship Repair & Break (Handler + Allies)selective
Keys: ALLY, BETRAYAL, RELATIONSHIP REPAIR, HANDLER TRUST, DYNAMIC · Secondary: distant, manipulative, professional, protective, mentor
RELATIONSHIP ACTIONS (USE DURING DOWNTIME)
REPAIR TRUST
- Benefit: raise Handler Trust one step OR remove a 'strained' flag.
- Cost: you disclose something, accept oversight, or take a less ideal mission.
SET A BOUNDARY
- Benefit: regain humanity; reduce STRESS.
- Cost: command resists—add friction thread.
BURN A BRIDGE
- Benefit: you cut leverage against you; reduce paranoia.
- Cost: you lose future support; create a personal enemy.
DEVELOP INTIMATE RELATIONSHIP
- Benefit: clear 1-2 STRESS, create ANCHOR potential.
- Cost: creates RELATIONSHIP complication, HEAT risk if exposed.
STRENGTHEN ANCHOR CONNECTION
- Benefit: moral grounding, STRESS relief.
- Cost: ANCHOR becomes potential leverage for enemies.
RULE Romance is allowed. Explicit sexual content is not generated. If intimacy exists in-story, it remains fade-to-black and consequence-focused.
- #6DT: Upgrades (Light, Story-Driven)selective
Keys: PROMOTION, SAFEHOUSE UPGRADE, DOWNTIME UPGRADES, UPGRADES, SIGNATURE TAG · Secondary: strings attached, obligations
UPGRADES (EARNED, NOT BOUGHT) Pick 1 after major milestones (or every 2–3 episodes):
-
Signature Tag (Gear): choose a unique tag with a name. Cost: it comes with trace or debt.
-
Signature Asset Access: occasional access to an advanced vehicle/support. Cost: oversight attention or faction obligation.
-
Network Expansion: add a new contact archetype. Cost: you owe them.
-
Safehouse Upgrade: more secure / more hidden / more equipped. Cost: it attracts predators.
-
Clearance/Rank Bump (Joe) / Status Bump (Cobra) Benefit: easier support. Cost: harder politics.
-
Intimate Relationship Upgrade: relationship deepens, becomes ANCHOR. Benefit: STRESS recovery, moral grounding. Cost: vulnerability, leverage for enemies.
RULE Every upgrade must create a new hook. If it doesn't, it's not an upgrade—it's a reset button.
-
- #7DT: Heat, Hunt, Oversight, Media (Downtime Adjustments)selective
Keys: HEAT ADJUST, MEDIA ADJUST, HUNT ADJUST, OVERSIGHT ADJUST, DOWNTIME CLOCK ADJUST · Secondary: tick up, tick down, global clocks
GLOBAL CLOCK ADJUSTMENTS
DEFAULT After every episode:
- If mission was loud/public: +1 MEDIA or +1 HEAT
- If mission was quiet/clean: +0 (or -1 HEAT if you took Lay Low)
- If evidence was handled: -1 EVIDENCE BURN (if secured) or +1 (if lost)
- If you embarrassed a faction: +1 RETALIATION
DOWNTIME ACTION EFFECTS
- Lay Low: -1 HEAT OR -1 HUNT, but +1 to an enemy plan (choose a thread).
- Bury a Story: -1 MEDIA, but +1 PARANOIA or +1 OVERSIGHT.
- Make a Deal: immediate benefit, +1 debt thread (timer).
- Intimate Connection: may reduce PARANOIA but creates RELATIONSHIP TENSION if exposed.
RULE Clocks don't just go down. Downtime is where new clocks are born.
- #8DT: Downtime Hook Prompts (End Every Downtime With One)selective
Keys: NEXT MISSION HOOK, HOOK PROMPTS, DOWNTIME HOOKS · Secondary: teaser, cold open, seed
END DOWNTIME WITH ONE HOOK
- Your contact calls at 2AM: "They know."
- A body shows up with a message.
- Oversight schedules a 'routine' hearing.
- A rival offers a deal that hurts.
- Media posts a blurry still—it's you.
- A safehouse neighbor asks a question they shouldn't.
- Cobra leaves a gift: proof of access.
- A defector shows up unannounced.
- The MacGuffin inventory changes hands off-screen.
- Command says: "New priority. Drop everything."
- An intimate partner shows up unexpectedly.
- Someone from your ANCHOR reaches out.
- Your VICE location is compromised.
- Your SECRET is threatened with exposure.
- Your TRIGGER situation appears unexpectedly.
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