Listed as “Integration Reference - Yooooooo JOBRA!! CYOA / Fate”
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A short but complete GM utility reference that ties together Equipment Tags, Vehicles & Assets, Threat Catalog, and Location pressure. Focuses on when to spend tags, how to degrade gear/assets, common counters (by feel), and how to translate consequences into gear/asset loss. Cinematic/abstract and non-instructional.
Lorebook — Integration Reference (Gear/Assets/Threats) (GOLD, Complete)
9 entries · scan depth 4 · budget 3,800 tokens · recursive
- #1INT: The Integration Rule (Everything Is a Tradeoff)selective
Keys: GEAR THREAT INTEGRATION, HOW IT ALL FITS, ASSET THREAT INTEGRATION, INTEGRATION · Secondary: tradeoffs, pacing, costs
INTEGRATION RULE If a tool solves a problem, it should:
- cost a resource (spend a tag / mark asset stress), OR
- shift the consequence elsewhere (HEAT/TIME/POSITION), OR
- create blowback (new thread).
PACING RULE
- One strong gear moment per scene is enough.
- If players stack advantages, respond by ticking clocks or adding a drawback clause—never by invalidating the gear.
- #2INT: When to Spend a Tag (The 4 Triggers)selective
Keys: SPEND TAG, WHEN TO SPEND, TAG TRIGGERS, CONSUMABLE · Secondary: moment, panic, save
SPEND A CONSUMABLE TAG WHEN:
- A clock would complete (avoid a scene-ending shift).
- A named NPC would be lost (protect an asset or relationship).
- The team wants a clean win in a messy scene (trade cost for certainty).
- The story needs a spike moment (cinematic beat).
IF YOU CAN'T DECIDE Spend the tag to:
- buy TIME,
- reduce HEAT,
- or convert WOUNDS into POSITION.
SPEND RULE A spent tag should feel powerful, visible, and consequential.
- #3INT: Degrading Gear (Soft Failure That Creates Hooks)selective
Keys: BROKEN TAG, TAG DAMAGE, DEGRADE TAG, GEAR LOSS · Secondary: degraded, compromised, burned
DEGRADE A TAG WHEN:
- A consequence lands and the player wants to avoid personal harm.
- A threat targets the gear domain (e.g., high surveillance hits COVER tools).
DEGRADED STATES (PICK 1)
- Noisy (adds HEAT)
- Slow (adds TIME)
- Traceable (ticks HUNT/IDENTIFY)
- Empty (can’t be used until refit)
- Compromised (enemy now expects it)
BROKEN TAG RESULTS
- Replace at safehouse (may require favor/debt).
- Or reframe as signature scar: the tag becomes story.
RULE Gear loss should create a new hook, not remove agency.
- #4INT: Asset Stress (Vehicles as Consequence Sponges)selective
Keys: ASSET CONSEQUENCES, VEHICLE DAMAGE, MARK STRESS, ASSET STRESS · Secondary: burned vehicle, degraded vehicle
MARK ASSET STRESS WHEN:
- A chase spikes.
- A loud move invites escalation.
- Environment hazards press the scene.
ASSET STRESS STATES
- Degraded: pick a drawback (Noisy/Slow/Traceable).
- Compromised: HUNT/IDENTIFY clock starts at 1.
- Disabled/Burned: forced scene shift (on-foot, new ride, new safehouse).
RULE If an asset is burned, it becomes a thread:
- "They know your ride." "They tracked the tail number." "They found the marina."
- #5INT: Threat Signatures (What They Attack)selective
Keys: WHAT THREATS TARGET, PRESSURE SIGNATURES, THREAT SIGNATURES · Secondary: bats, dreadnoks, vipers, crimson guard
THREAT SIGNATURE CHEAT SHEET
VIPERS
- Primary: POSITION
- Secondary: TIME They turn space into corridors.
CRIMSON GUARD
- Primary: INTEL
- Secondary: RELATIONSHIP They turn truth into paperwork.
BATs
- Primary: WOUNDS
- Secondary: TIME They turn scenes into attrition.
DREADNOKS
- Primary: STRESS
- Secondary: HEAT They turn scenes into spectacle.
SPECIALISTS
- Spike one lever (TIME or POSITION or INTEL) hard.
ENVIRONMENT
- Forces PIVOT choices; punishes hesitation.
- #6INT: Soft Counters (By Feel, Not Mechanics)selective
Keys: COUNTERS, COUNTER PLAY, WHAT COUNTERS VIPERS, WHAT COUNTERS CRIMSON GUARD · Secondary: gear synergy, narrative counters
COUNTERS (SOFT, CINEMATIC)
VS VIPERS (CONTAINMENT)
- Mobility assets (Off-Road / Tight-Turn)
- Smoke (spend to break sightlines)
- PIVOT: find seam in the cordon Cost: TIME or ASSET STRESS
VS CRIMSON GUARD (CLEAN HITS)
- Evidence kit / witnesses protection
- PIVOT: expose motive or internal bloc
- EDGE: trade truth for protection Cost: RELATIONSHIP
VS BATs (ATTRITION)
- Distance, barriers, time-buying tags
- PIVOT: exploit predictability Cost: resources/gear burn
VS DREADNOKS (SPECTACLE)
- Nonlethal doctrine, crowd control, fast exits
- PIVOT: identify who hired them Cost: HEAT (because cameras)
RULE Counters should shift pressure, not erase it.
- #7INT: Location ↔ Gear Interaction (Common Patterns)selective
Keys: LOCATION GEAR, TIGHT CHOKEPOINTS, CROWD LOCATION, HAZARDOUS LOCATION, HIGH SURVEILLANCE · Secondary: camera clock, lockdown clock
LOCATION PATTERNS
HIGH SURVEILLANCE LOCATIONS
- CAMERA clock threatens COVER tags.
- Useful tags: Disguise Kit, Burner Identity, Encrypted Comms.
- Cost: trace risk and future HUNT.
TIGHT CHOKEPOINT LOCATIONS
- POSITION pressure threatens mobility.
- Useful tags: Breaching Tools, Smoke, Off-Road assets.
- Cost: HEAT or ASSET STRESS.
CROWD LOCATIONS
- STRESS + HEAT rises.
- Useful tags: Low-Profile assets, Nonlethal Option, Controlled exit.
- Cost: moral fallout.
HAZARDOUS LOCATIONS
- ASSET STRESS rises.
- Useful tags: Scanner, Medical, Climbing kit.
- Cost: TIME.
RULE Pick the location that pressures the Operator’s weakest stat for best drama.
- #8INT: Converting Consequences (GM Translation Table)selective
Keys: CONSEQUENCE CONVERSION, TRANSLATION TABLE, CONVERT WOUNDS, CONVERT HEAT · Secondary: tradeoffs, mitigation
CONVERT CONSEQUENCES (ABSTRACT)
WOUNDS → ASSET STRESS
- Vehicle takes the hit; you limp away.
HEAT → TIME
- You stay quiet, but it takes longer.
TIME → POSITION
- You rush, but you lose control of angles.
STRESS → RELATIONSHIP
- You keep it together by pushing someone away.
INTEL → HEAT
- You learn the truth, but it exposes you.
RULE Conversions keep momentum. They should always create a new hook.
- #9INT: Quick Builds (3 Ready GM Setups)selective
Keys: QUICK BUILDS, READY PACKS, GM SETUPS, FAST INTEGRATION · Secondary: chase, extraction, auction
READY GM SETUPS
- URBAN EXTRACTION UNDER CAMERAS
- Location: Glass District
- Threats: Crimson Guard + Media
- Clock: CAMERAS (0/4)
- Useful tags: Disguise, Burner, Encrypted Comms
- Likely cost: RELATIONSHIP (someone gets burned)
- DOCKYARD CONTAINMENT
- Location: Brick Harbor
- Threats: Vipers + Port Police
- Clock: LOCKDOWN (0/4)
- Useful assets: Off-Road/Low-Profile
- Likely cost: HEAT or ASSET STRESS
- NIGHT MARKET AUCTION GONE HOT
- Location: Night Market
- Threats: PMCs + Rival Intel
- Clock: IDENTIFY (0/4)
- Useful tags: Evidence Kit, Smoke, Extraction Priority
- Likely cost: a deal (EDGE) creates future blowback
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