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Lorebook — Team Roster, Downtime Upgrades & Base-Build (Light-Plus) (Gold 2.0)

Lorebook

Team management, safehouse upgrades, progression. For campaign play.from Chub

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Tokens: 0 permanent · Lorebook: up to 293 tokens triggered, 1,522 across all entries · estimated prompt budget 293

Listed as “Team Roster & Upgrades - Yooooooo JOBRA!! CYOA / Fate”

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Lorebook — Team Roster, Downtime Upgrades & Base-Build (Light-Plus) (Gold 2.0)

7 entries · scan depth 4 · budget 5,200 tokens · recursive scanning on

An optional 'light-plus' expansion for Phase 6: structured roster management, safehouse/base upgrades, team capabilities, and downtime progression that stays cinematic (no crunchy economy). Adds: upgrade tracks, roster roles, consequences, and how command/oversight reacts to growth. NOW INCLUDES: cross-reference to Phase 1-4 systems.

Book settings
  1. #1BLD: The Growth Rule (Power Attracts Predators)

    Keys: BASE BUILD, UPGRADES EXPANDED, TEAM GROWTH, ROSTER MANAGEMENT, BLD

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

    Entry settings

    GROWTH RULE Every upgrade has a shadow.

    • Better gear creates trace.
    • Better assets create oversight.
    • Better safehouses create envy.

    If growth has no cost, it's not a story—it's a reset.

    CROSS-REFERENCE This lorebook integrates with:

    • Handler Trust (Phase 1): upgrades affect handler trust
    • Moral Track (Phase 1): upgrade choices affect moral position
    • Continuity (Phase 1): upgrades create DEBTS and SCARS
    • Downtime Loop (Phase 5): upgrade timing during downtime
    • Headlines & Blowback (Phase 2): upgrades create headlines
    • Factions (Phase 4): faction-specific upgrades

    For relationship depth:

    • Intimacy (Phase 1-4): upgrades can affect intimate relationships
    • Operator Quirks (Phase 1): upgrades can activate or manage quirks
  2. #2BLD: Team Roster Sheet (Roles That Matter)

    Keys: SUPPORT CAST, TEAM ROSTER, ROSTER SHEET, SQUAD ROLES

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

    Entry settings

    TEAM ROSTER (LIGHT) Track 5–10 recurring allies. Each has:

    • Name/Codename
    • Role
    • What they Provide (1 benefit)
    • What they Demand (1 cost)
    • Pressure Lever (what they create when threatened)

    CORE ROLES

    • Handler (tasking + pressure)
    • Analyst (intel stitcher)
    • Logistics (tags/assets refit)
    • Driver/Pilot (mobility)
    • Medic (recovery + moral gravity)
    • Fixer (deals + debt)
    • Local Liaison (jurisdiction smoothing)

    RULE Every ally must be vulnerable to one of: HEAT, HUNT, MEDIA, OVERSIGHT, RETALIATION.

    HANDLER TRUST

    • Handler trust affects roster access
    • Trust > 4: more allies, better support
    • Trust < 2: allies may distance themselves

    INTIMACY

    • Roster allies can become intimate partners
    • Intimate roster members create relationship complications
    • Intimate allies provide STRESS recovery but create vulnerability
  3. #3BLD: Safehouse/Base Upgrade Tracks (Pick 1 Track to Grow)

    Keys: BASE UPGRADE TRACKS, UPGRADE TRACKS, SAFEHOUSE UPGRADE TRACK

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

    Entry settings

    UPGRADE TRACKS (PICK ONE PRIMARY)

    1. SECURITY TRACK (harder to breach)
    • L1: Better doors/cameras (ironic) → +1 time before compromise
    • L2: Layered exits → can convert POSITION loss into TIME
    • L3: Panic relocation plan → avoid one burn (but create a debt)
    1. DENIABILITY TRACK (harder to trace)
    • L1: Cleaner cover story → reduce IDENTIFY risk once
    • L2: Off-grid comms routines → reduce CAMERAS/TRACE once
    • L3: Black-site style relocation → reduces HUNT but increases OVERSIGHT
    1. RECOVERY TRACK (healing + resilience)
    • L1: Better med cache → reduce downtime cost once
    • L2: Quiet space → reduce STRESS more effectively
    • L3: Specialist access → heal scars (but adds paper trail)
    1. INTEL TRACK (information advantage)
    • L1: Analyst kit → better leads after Stitch Intel
    • L2: Listening posts → learn a threat palette early
    • L3: Source network → add a Pressure Actor on your terms

    RULE Upgrades are story. Each level adds a visible thread: debt, trace, envy, oversight.

    HANDLER TRUST

    • Handler trust affects upgrade access
    • Trust > 4: easier approval for upgrades
    • Trust < 2: upgrades may be denied or monitored
  4. #4BLD: Support Packages (Joe vs Cobra vs Independent)

    Keys: FACTION SUPPORT, SUPPORT PACKAGES, SUPPORT OPTIONS

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

    Entry settings

    SUPPORT PACKAGES (LIGHT) Pick 1 per episode when justified (or 1 per 2 episodes if you want scarcity).

    JOE SUPPORT

    • Clean Extraction Window
    • Air/Sea lift access (limited)
    • Evidence routing (chain-of-custody) COST: OVERSIGHT attention or political constraint.

    COBRA SUPPORT

    • Deniable logistics
    • Burn node cleanup
    • False narrative injection COST: you owe leverage; RETALIATION becomes personal.

    INDEPENDENT SUPPORT

    • Fixer corridor
    • Black market refit
    • Local gang ceasefire COST: debt and betrayable relationships.

    RULE Support is powerful because it changes clocks—not because it adds firepower.

    HANDLER TRUST

    • Trust > 4: support packages more available, lower cost
    • Trust 2-3: standard availability, standard cost
    • Trust < 2: support packages restricted, higher cost
  5. #5BLD: Downtime Upgrades (Light-Plus Menu)

    Keys: UPGRADE MENU, PROGRESSION MENU, DOWNTIME UPGRADES

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

    Entry settings

    UPGRADE MENU (EARNED) Pick one after milestones (every 2–3 episodes, or after finales).

    PERSONAL

    • Signature Tag (named)
    • Signature Move (once per episode: convert a consequence)
    • Clearance/Status bump

    TEAM

    • Add a roster ally
    • Add a support package option

    BASE

    • Upgrade track level (Security/Deniability/Recovery/Intel)

    INTIMACY UPGRADES

    • Deepen intimate relationship → becomes ANCHOR
    • Establish intimate partner at safehouse → relationship complication + recovery bonus
    • Relationship becomes public → HEAT risk + RELATIONSHIP complication

    COST CLAUSE (PICK ONE)

    • New debt
    • Oversight scrutiny
    • Rival envy
    • Traceable footprint
    • Personal enemy notices
    • Relationship complication (if intimacy upgrade)

    RULE Upgrades always come with a cost clause. No exceptions.

    MORAL TRACK

    • Upgrades that compromise ethics: +1 on moral track
    • Upgrades that demonstrate growth: may reduce moral track
  6. #6BLD: Consequence Triggers for Growth (When the World Pushes Back)

    Keys: GROWTH CONSEQUENCES, WORLD PUSHBACK, WHEN TO ESCALATE

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

    Entry settings

    WORLD PUSHBACK TRIGGERS When any of these happen, escalate pressure:

    • Base hits Level 2 in any track → OVERSIGHT +1 OR HUNT +1
    • Team gains a Signature Asset → MEDIA rumor begins (MEDIA at 1)
    • Operator gains Signature Move → Nemesis takes interest (RETALIATION +1)
    • Too many clean wins → internal rival claims credit (RELATIONSHIP scar)

    INTIMACY PUSHBACK

    • Intimate relationship becomes public → MEDIA +1, RELATIONSHIP complication
    • Intimate partner at safehouse → safehouse becomes vulnerable
    • ANCHOR identified → ANCHOR becomes leverage target

    QUIRK PUSHBACK

    • VICE becomes visible → MEDIA or OVERSIGHT +1
    • SECRET exposed → RELATIONSHIP scar, potential ENEMY
    • TRIGGER activated publicly → MEDIA or OVERSIGHT +1
    • ANCHOR threatened → moral pressure, forced choice

    PUSHBACK SCENES (PICK 1)

    • Audit notice
    • Tail spotted near safehouse
    • Contact goes missing
    • Rival offers 'help'
    • Supply chain is compromised

    RULE Pushback should feel like consequence, not punishment.

  7. #7BLD: Team Downtime (Group Actions)

    Keys: GROUP DOWNTIME ACTIONS, SQUAD DOWNTIME, TEAM DOWNTIME

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

    Entry settings

    TEAM DOWNTIME (OPTIONAL) Once per downtime phase, the team may do one group action:

    • FORTIFY: improve safehouse track (cost: trace/debt)
    • NETWORK: add a contact (cost: someone demands a favor)
    • TRAINING MONTAGE: add a temporary advantage next episode (cost: TIME)
    • CLEANUP: reduce MEDIA/HEAT (cost: scapegoat/relationship)

    INTIMACY GROUP ACTIONS

    • Team bonding: clear 1 STRESS for all team members, create RELATIONSHIP complication
    • Intimate partner introduced to team: creates vulnerability, potential ANCHOR
    • Shared recovery: intimate partners recover together, deepens relationship

    RULE Group actions create campaign identity. Keep them rare so they matter.

    MORAL TRACK

    • Group actions that compromise: +1 on moral track
    • Group actions that demonstrate growth: may reduce moral track

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