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Integration Reference - Yooooooo JOBRA!! CYOA / Fate

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Gear/asset/threat cross-reference. Redundant with other lorebooks but useful lookup.from Chub

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Lorebook — Integration Reference (Gear/Assets/Threats) (GOLD, Complete)

9 entries · scan depth 4 · budget 3,800 tokens · recursive scanning on

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.

Book settings
  1. #1INT: The Integration Rule (Everything Is a Tradeoff)

    Keys: INTEGRATION, HOW IT ALL FITS, ASSET THREAT INTEGRATION, GEAR THREAT INTEGRATION

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

    Entry settings

    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.
  2. #2INT: When to Spend a Tag (The 4 Triggers)

    Keys: TAG TRIGGERS, SPEND TAG, CONSUMABLE, WHEN TO SPEND

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

    Entry settings

    SPEND A CONSUMABLE TAG WHEN:

    1. A clock would complete (avoid a scene-ending shift).
    2. A named NPC would be lost (protect an asset or relationship).
    3. The team wants a clean win in a messy scene (trade cost for certainty).
    4. 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.

  3. #3INT: Degrading Gear (Soft Failure That Creates Hooks)

    Keys: TAG DAMAGE, GEAR LOSS, BROKEN TAG, DEGRADE TAG

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

    Entry settings

    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.

  4. #4INT: Asset Stress (Vehicles as Consequence Sponges)

    Keys: ASSET CONSEQUENCES, ASSET STRESS, VEHICLE DAMAGE, MARK STRESS

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

    Entry settings

    MARK ASSET STRESS WHEN:

    • A chase spikes.
    • A loud move invites escalation.
    • Environment hazards press the scene.

    ASSET STRESS STATES

    1. Degraded: pick a drawback (Noisy/Slow/Traceable).
    2. Compromised: HUNT/IDENTIFY clock starts at 1.
    3. 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."
  5. #5INT: Threat Signatures (What They Attack)

    Keys: PRESSURE SIGNATURES, WHAT THREATS TARGET, THREAT SIGNATURES

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

    Entry settings

    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.
  6. #6INT: Soft Counters (By Feel, Not Mechanics)

    Keys: COUNTERS, COUNTER PLAY, WHAT COUNTERS CRIMSON GUARD, WHAT COUNTERS VIPERS

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

    Entry settings

    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.

  7. #7INT: Location ↔ Gear Interaction (Common Patterns)

    Keys: HIGH SURVEILLANCE, CROWD LOCATION, TIGHT CHOKEPOINTS, LOCATION GEAR, HAZARDOUS LOCATION

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

    Entry settings

    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.

  8. #8INT: Converting Consequences (GM Translation Table)

    Keys: CONVERT WOUNDS, CONSEQUENCE CONVERSION, TRANSLATION TABLE, CONVERT HEAT

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

    Entry settings

    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.

  9. #9INT: Quick Builds (3 Ready GM Setups)

    Keys: FAST INTEGRATION, GM SETUPS, QUICK BUILDS, READY PACKS

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

    Entry settings

    READY GM SETUPS

    1. 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)
    1. 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
    1. 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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