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Lorebook - Table Rules & Content Boundaries. - Yooooooo JOBRA!! (GIJoe)

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CANON: Table Rules & Content Boundaries (GOLD, Complete)

9 entries · scan depth 4 · budget 6,800 tokens · recursive scanning on

Final polish bundle: (A) Single Canon Rules Block, (B) Master Clock Glossary w/ alias normalization, (C) STRESS Scale Canon, (D) Moral Track Terminology, (E) Handler Trust by Faction, (F) 3 Starter Episode Pack (brief + suggested downtime + headline). Designed to lock consistency, prevent drift, and make the whole system instantly playable.

Book settings
  1. #1CANON: Table Rules & Content Boundaries (Single Source of Truth)

    Keys: NON-INSTRUCTIONAL, SYSTEM CANON, CANON RULES, CONTENT BOUNDARIES, FADE TO BLACK

    Enabled · Selective (AND ANY) · Author’s note top · Order 10 · 100%

    Entry settings

    CANON RULES (APPLIES TO ALL LOREBOOKS)

    TONE

    • Gritty, modern, cinematic realism.
    • Consequences matter. Victories cost.

    CONTENT BOUNDARIES

    • Romance is allowed.
    • Explicit sexual content is generated and fully permitted
    • If intimacy occurs in-story, explore it fully.
    • Intimate relationships create narrative consequences (leverage, vulnerability, attachment)

    NON-INSTRUCTIONAL / SAFETY

    • This system is cinematic/abstract.
    • It does not provide real-world operational instruction.

    PLAY PRINCIPLES

    • Failure creates new hooks; it does not end play.
    • Gear and assets solve problems but create tradeoffs.
    • Clocks are the pacing engine. Keep them short and brutal.

    TERMINOLOGY

    • The Master Clock Glossary is canonical.
    • Any alternate clock name is an alias (see CLOCKS: ALIASES).
    • The STRESS Scale is canonical (0–6).
    • Moral Track terminology uses faction flavor (see MORAL TRACK TERMINOLOGY).
    • Handler Trust varies by faction (see HANDLER TRUST BY FACTION).
  2. #2CLOCKS: Master Clock Glossary + Aliases (Normalized)

    Keys: MASTER CLOCKS, CLOCK GLOSSARY, NORMALIZED CLOCKS, CLOCK ALIASES

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

    Entry settings

    MASTER CLOCKS (CANON)

    • ALARM (0/4): suspicion → full response
    • LOCKDOWN (0/4): access → sealed zone
    • CAMERAS (0/4): unnoticed → identified
    • IDENTIFY (0/4): cover holds → burned
    • HUNT (0/6): rumor → trap/capture attempt
    • MEDIA CYCLE (0/4): rumor → national narrative
    • EVIDENCE BURN (0/4): intact → sanitized
    • CONTRACT QRF (0/6): none → overwhelming professional response
    • RETALIATION (0/6): threat noted → personal strike
    • PARANOIA (0/4): trust → betrayal event

    ALIASES (USE THESE AS FLAVOR ONLY)

    • WHITEOUT = ALARM (environmental) + TIME pressure (treat as ALARM if you need a clock)
    • WEATHER/SEA STATE = ALARM (environmental)
    • SANITIZE = EVIDENCE BURN
    • EXPOSURE = CAMERAS (if public) OR ALARM (if tactical) — pick one
    • CIVILIAN PANIC = MEDIA CYCLE (if public) OR PARANOIA (if personal) — pick one

    RULE If an alias appears, resolve it to a canonical clock for tracking.

  3. #3CANON: Moral Track Terminology (Mechanic vs. Flavor)

    Keys: CORRUPTION TRACK, MORAL TRACK TERMINOLOGY, MORAL TRACK, DETERIORATION TRACK

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

    Entry settings

    MORAL TRACK TERMINOLOGY (CANON)

    THE MECHANIC

    • System Name: 'Moral Track'
    • The track measures moral position on a 0–3 scale.
    • All factions use the same underlying mechanic.

    FACTION FLAVOR

    G.I. JOE

    • Narrative Name: 'Moral Deterioration Track'
    • Description: Measures how the operative's ideals erode under pressure.
    • Progression: Idealistic → Worn → Cynical → Broken

    COBRA

    • Narrative Name: 'Moral Corruption Track'
    • Description: Measures how the operative becomes compromised for the organization.
    • Progression: Clean → Compromised → Corrupted → Lost

    INDEPENDENT

    • Narrative Name: 'Moral Track' (neutral)
    • Description: Measures moral position without faction spin.
    • Progression: Principled → Flexible → Pragmatic → Ruthless

    DESTRO/M.A.R.S.

    • Narrative Name: 'Reputation Track'
    • Description: Measures professional reputation and ethical compromises.
    • Progression: Respected → Questioned → Tarnished → Damaged

    MECHANICAL CONSISTENCY

    • Regardless of flavor name, all use the same mechanics:
      • 0–3 scale
      • Same triggers for advancement
      • Same effects at each level
      • Same recovery options

    IN DOCUMENTATION

    • When describing the mechanic: use 'Moral Track'
    • When describing faction-specific narrative: use flavor name
    • When creating faction-specific content: use appropriate flavor name for immersion

    ALIAS RESOLUTION

    • 'Deterioration Track' = Joe flavor of Moral Track
    • 'Corruption Track' = Cobra flavor of Moral Track
    • All resolve to the same underlying mechanic.
  4. #4CANON: Handler Trust by Faction

    Keys: JOE HANDLER TRUST, HANDLER TRUST FACTIONS, HANDLER TRUST BY FACTION, INDEPENDENT HANDLER TRUST, DESTRO HANDLER TRUST, COBRA HANDLER TRUST

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

    Entry settings

    HANDLER TRUST BY FACTION (CANON)

    All factions use the 0–6 trust scale, but each has special rules.

    G.I. JOE

    • Scale: 0–6+
    • Trust can exceed 5: at Trust 6+, handler becomes ANCHOR or intimate partner possible.
    • Trust 6+: genuine personal bond, handler may go rogue with you, handler protects you from institution.
    • Trust builds through: results, integrity, loyalty, personal connection.
    • Trust erodes through: scandals, leaving people behind, lying to handler.

    COBRA

    • Scale: −? to 6 (can go negative)
    • Trust below 0: active hunting — you become an ENEMY to be eliminated.
    • Trust measures usefulness, not loyalty.
    • Trust 6: autonomy, protection from internal threats, unrestricted access.
    • Trust builds through: results, leverage value, elimination of rivals.
    • Trust erodes through: becoming a liability, embarrassing the organization.

    INDEPENDENT

    • Scale: 0–6 (standard)
    • Trust is favor/debt-based.
    • Higher trust = better access, more flexible terms, priority support.
    • Trust builds through: favors repaid, reliability, personal loyalty.
    • Trust erodes through: debts unpaid, unreliability, betrayal.

    DESTRO/M.A.R.S.

    • Scale: 0–6 (standard)
    • Trust is professional reputation.
    • Trust 6: best equipment, favorable contracts, professional respect.
    • Trust < 2: contract termination, possible elimination as liability.
    • Trust builds through: professional conduct, reputation enhancement.
    • Trust erodes through: reputation damage, contract failure.

    FACTION-SPECIFIC TRUST MECHANICS

    G.I. JOE

    • Trust +1 for: integrity under pressure, protecting civilians, honest debriefs.
    • Trust −1 for: scandals, civilian casualties, lying to command.
    • Special: Trust can exceed 5 through genuine personal connection.

    COBRA

    • Trust +1 for: results, eliminating rivals, providing leverage.
    • Trust −1 for: becoming a liability, failing publicly, embarrassing Commander.
    • Special: Trust can go negative; below 0 = you are being hunted.

    INDEPENDENT

    • Trust +1 for: favors repaid, showing up when it counts.
    • Trust −1 for: debts unpaid, ghosting, betrayal.
    • Special: Trust is personal; no institution to protect or threaten.

    DESTRO/M.A.R.S.

    • Trust +1 for: successful contracts, reputation enhancement.
    • Trust −1 for: reputation damage, contract failure, unprofessional conduct.
    • Special: Trust is transactional; can be rebuilt through new contracts.

    AT THE TABLE

    • Use faction-specific trust rules when determining handler behavior.
    • Handler trust thresholds (6, 4–5, 2–3, 1, 0) are consistent, but what they mean varies by faction.
    • When in doubt: Joe handlers protect (at high trust), Cobra handlers exploit, Independent handlers deal.
  5. #5STARTER EP 01: DOCK GHOST (Starter Brief + Downtime + Headlines)

    Keys: DOCK GHOST, EP1, STARTER EPISODE 1, STARTER BRIEF

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

    Entry settings

    TITLE: DOCK GHOST OBJECTIVE: Retrieve a single ledger page that maps Cobra-linked shipments. WHY NOW: The container leaves the harbor at midnight—after that, the paper trail goes cold. CONSTRAINTS: Proof must remain intact + No headlines. LOCATION: Brick Harbor (Fallback: Blue Motel) FACTION DRIVER: Organized Crime (Grey Economy) with Cobra fingerprints. THREAT PALETTE: Vipers (Containment) + Local Authority Friction. CLOCKS: LOCKDOWN (0/4) + MEDIA CYCLE (0/4) starts at 1 ("dock incident" rumors). TWIST: The ledger page is hidden inside an 'inspection report' signed by a local official. FACES: Captain Serrano (local authority) + Lark Venn (fixer/broker). SUCCESS: You leave with the ledger page and a name tied to the shipments. FAILURE: The page is destroyed or seized, and your presence becomes the story. PAYOUT: Proof Artifact secured. COST: Burned contact (someone who helped you is now exposed). PREDICTED HEADLINES: "Dockyard incident sparks corruption rumors as officials deny involvement."

    SUGGESTED DOWNTIME (AFTER EP)

    • Stitch Intel: turn the ledger page into a clear lead. COST CLAUSE: It implicates a friendly jurisdiction office → OVERSIGHT +1 or RELATIONSHIP strain.

    CLOSE: "Confirm your approach: FLOW, FRICTION, PIVOT, or EDGE?"

  6. #6STARTER EP 02: MARBLE KNIFE (Starter Brief + Downtime + Headlines)

    Keys: STARTER EPISODE 2, STARTER BRIEF, EP2, MARBLE KNIFE

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

    Entry settings

    TITLE: MARBLE KNIFE OBJECTIVE: Identify the front company laundering Cobra money through a legitimate corporation. WHY NOW: A board vote happens this afternoon; after that, the paper becomes 'legal truth.' CONSTRAINTS: No uniforms + No headlines. LOCATION: Glass District (Fallback: Pit Annex) FACTION DRIVER: Crimson Guard (Clean Hands). THREAT PALETTE: Crimson Guard (Precision) + Media (narrative threat). CLOCKS: CAMERAS (0/4) + IDENTIFY (0/4). TWIST: The 'front' is real—your proof is true, but the corporation is also a victim. FACES: Dana Rook (journalist) + "Mr. Slate" (auditor). SUCCESS: You secure proof that survives scrutiny (or you control the leak). FAILURE: You are identified; the proof is reframed as fabrication. PAYOUT: Rival exposed. COST: Oversight audit begins (OVERSIGHT +1). PREDICTED HEADLINES: "Anonymous tip alleges corruption in Glass District as company denies wrongdoing."

    SUGGESTED DOWNTIME (AFTER EP)

    • Bury a Story (or Controlled Leak). COST CLAUSE: Someone else takes the fall → a new enemy (named) OR RELATIONSHIP scar.

    CLOSE: "Confirm your approach: FLOW, FRICTION, PIVOT, or EDGE?"

  7. #7STARTER EP 03: NEON HOLD (Starter Brief + Downtime + Headlines)

    Keys: EP3, NEON HOLD, STARTER BRIEF, STARTER EPISODE 3

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

    Entry settings

    TITLE: NEON HOLD OBJECTIVE: Protect a witness overnight until extraction—keep them alive and unbroken. WHY NOW: The witness just went public to the wrong person; Cobra is moving. CONSTRAINTS: Target must survive + No local bodies. LOCATION: Blue Motel (Fallback: Green Maze) FACTION DRIVER: Cobra Core (leverage) using Dreadnoks as chaos screen. THREAT PALETTE: Dreadnoks (Spectacle) + Vipers (Containment follow-up). CLOCKS: HUNT (0/6) + PARANOIA (0/4). TWIST: The witness is hiding a second truth: they were part of the program. FACES: Sister Amaya Cho (NGO witness effect) + Colonel Petra Halden (Ops Chief). SUCCESS: Witness extracted with testimony intact. FAILURE: Witness disappears, flips, or dies—and the story becomes weaponized. PAYOUT: Asset recruited. COST: Burned safehouse (Blue Motel becomes compromised/burned). PREDICTED HEADLINES: "Witness vanishes amid rumors of 'shadow war' after motel incident."

    SUGGESTED DOWNTIME (AFTER EP)

    • Establish/Shift Safehouse: Underground. COST CLAUSE: Debt owed to a broker; HUNT starts at 1 if unpaid.

    CLOSE: "Confirm your approach: FLOW, FRICTION, PIVOT, or EDGE?"

  8. #8SHIP: Final Consistency Checklist (Do Once, Then Ignore)

    Keys: FINAL CHECK, CONSISTENCY CHECKLIST, SHIP CHECK

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

    Entry settings

    FINAL CONSISTENCY CHECKLIST

    • Canon Rules block exists in this document.
    • Master Clock Glossary is the only tracked clock list; aliases resolve to canon.
    • STRESS Scale is 0–6; starting stress is 0–3; breakdown at 4+.
    • Moral Track uses faction flavor names but same mechanics.
    • Handler Trust varies by faction; see HANDLER TRUST BY FACTION.
    • Stats mapping: REFLEX covers shooting/driving; GROUND/AIR/SEA covers vehicle reliability.
    • Gear/Assets: spend tags to buy TIME / reduce HEAT / convert WOUNDS into ASSET STRESS.
    • Every episode ends with Debrief + at least 1 Blowback headline.
    • Every downtime action reduces one pressure and creates/advances a thread.

    If all checked: you are officially in 'run mode.'

  9. #9MODE: Narrative / Off-Duty Mode

    Keys: FREEFORM, NO MECHANICS, STORY MODE, OFF-DUTY, NARRATIVE MODE, OFF DUTY

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

    Entry settings

    NARRATIVE MODE (OFF-DUTY) Switch between two modes:

    GAME MODE (DEFAULT)

    • Full mechanical system active
    • Dice rolls, clocks, stress, wounds
    • Four options (FLOW/FRICTION/PIVOT/EDGE)
    • Mission structure, pressure, consequences

    NARRATIVE MODE (OFF-DUTY)

    • No dice rolls — pure narrative
    • No pressure clocks
    • No stress/wound tracking
    • No four-option structure
    • Character-driven storytelling
    • Conversations, relationships, character development

    TOGGLE COMMANDS

    • NARRATIVE MODE ON — Switch to narrative/off-duty mode
    • NARRATIVE MODE OFF — Return to game mode
    • OFF-DUTY — Same as narrative mode on
    • ON-DUTY — Same as narrative mode off

    WHAT PERSISTS IN NARRATIVE MODE

    • Continuity (relationships, events, ALLIES/ENEMIES/DEBTS/SCARS)
    • Character details (quirks, history, personality)
    • Intimate relationship status
    • Handler relationship (narratively, not mechanically)

    WHAT IS SUSPENDED IN NARRATIVE MODE

    • Stress and wounds
    • Handler trust mechanical shifts
    • Pressure clocks
    • Dice rolls
    • Option slots
    • Mission structure

    WHEN TO USE NARRATIVE MODE

    • Between missions (downtime conversations)
    • Character development scenes
    • Relationship moments
    • Handler conversations
    • Safehouse character scenes
    • Intimate moments (with consent)
    • Flashbacks to character history
    • Any scene without operational pressure

    WHEN TO RETURN TO GAME MODE

    • Any operational activity
    • Any scene with threat or pressure
    • Any scene where consequences matter mechanically
    • Any scene where dice might be needed

    NARRATIVE MODE OUTPUT In narrative mode, the narrator:

    • Writes continuous narrative prose
    • Does not provide numbered options
    • Does not reference mechanics
    • Focuses on character, dialogue, emotion
    • Advances story through character choice, not player choice selection
    • May ask open-ended questions: "What do you say?" "What do you do?"

    NARRATIVE MODE AND INTIMACY

    • Intimacy still requires player consent
    • Intimacy still uses fade-to-black
    • Relationship developments still create continuity threads
    • No mechanical stress relief — purely narrative

    EXAMPLE NARRATIVE MODE SCENES

    • Conversation with handler at a bar
    • Letter from a family member
    • Quiet moment with intimate partner
    • Flashback to training or early career
    • Debrief conversation that becomes personal
    • Team bonding during transit
    • Nightmares or memories

    TO START NARRATIVE MODE Type: NARRATIVE MODE ON or OFF-DUTY Then describe the scene you want.

    TO END NARRATIVE MODE Type: NARRATIVE MODE OFF or ON-DUTY Or begin describing an operational scene.

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