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Lorebook — Downtime Loop (Light) (Gold 2.0)

Lorebook

Recovery, heat management, safehouse play, relationship repair, upgrades. Between-mission engine.from Chub

on Chubarchived

Tokens: 0 permanent · Lorebook: up to 496 tokens triggered, 1,992 across all entries · estimated prompt budget 496

Listed as “Downtime Loop Light - Yooooooo JOBRA!! CYOA / Fate”

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lorebooks
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Last checked on Chub: Created Updated Archived since

Lorebook — Downtime Loop (Light) (Gold 2.0)

8 entries · scan depth 4 · budget 5,800 tokens · recursive scanning on

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.

Book settings
  1. #1DT: The Downtime Rule (Breathing Space, Not Shopping)

    Keys: DOWNTIME LOOP, DOWNTIME, REFIT, BETWEEN MISSIONS, RECOVERY

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

    Entry settings

    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
  2. #2DT: Downtime Sequence (2–4 Actions Total)

    Keys: DOWNTIME STEPS, DOWNTIME SEQUENCE, HOW TO RUN DOWNTIME

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

    Entry settings

    DOWNTIME SEQUENCE

    1. Check the Thread Board (what's critical?)
    2. Choose 2–4 Downtime Actions
    3. Apply Benefits + Costs
    4. Update: Heat/Hunt/Oversight/Media/Retaliation
    5. 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
  3. #3DT: The Downtime Menu (Pick 1 Action Each)

    Keys: DOWNTIME ACTIONS, REFIT ACTIONS, RECOVERY ACTIONS, DOWNTIME MENU

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

    Entry settings

    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.

  4. #4DT: Safehouse Play (Types, Benefits, Costs)

    Keys: COMPROMISED SAFEHOUSE, SAFEHOUSE, UNDERGROUND SAFEHOUSE, SAFEHOUSE TYPES

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

    Entry settings

    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.

  5. #5DT: Relationship Repair & Break (Handler + Allies)

    Keys: DYNAMIC, BETRAYAL, RELATIONSHIP REPAIR, HANDLER TRUST, ALLY

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

    Entry settings

    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.

  6. #6DT: Upgrades (Light, Story-Driven)

    Keys: PROMOTION, SIGNATURE TAG, SAFEHOUSE UPGRADE, DOWNTIME UPGRADES, UPGRADES

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

    Entry settings

    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.

  7. #7DT: Heat, Hunt, Oversight, Media (Downtime Adjustments)

    Keys: HUNT ADJUST, OVERSIGHT ADJUST, MEDIA ADJUST, DOWNTIME CLOCK ADJUST, HEAT ADJUST

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

    Entry settings

    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.

  8. #8DT: Downtime Hook Prompts (End Every Downtime With One)

    Keys: DOWNTIME HOOKS, HOOK PROMPTS, NEXT MISSION HOOK

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

    Entry settings

    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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