cardex

Mechanics Reference - Yooooooo JOBRA!! CYOA / Fate

Lorebookfrom Chub

uick reference for mechanical systems. Redundant with Core Mechanics but useful for lookupfrom Chub

on Chubarchived

Tokens: 0 permanent · Lorebook: up to 256 tokens triggered, 3,506 across all entries · estimated prompt budget 256

Format
V2
Project space
lorebooks
Rating
0.00
Ratings
0
Stars
0
Favorites
0
Chats
0
Messages
0
Forks (upstream)
0
Tokens (upstream)
3,506

Last checked on Chub: Created Updated Archived since

Lorebook — Mechanics Reference (Gold 2.0)

22 entries · scan depth 4 · budget 2,800 tokens · recursive scanning on

Rules reference for Find Your Fate: BLACK OPS. Contains tracks, rolls, difficulties, consequences, clocks, HUD behavior, scene types, option slots, gear/vehicles, moral tracks, handler trust, recovery, complications, continuity, quirks, and all GM commands. Aligned with narrator card v2.0.

Book settings
  1. #1MECH: Core Principles

    Keys: SYSTEM PRINCIPLES, RULES CORE, MECH_CORE, MECHANICS CORE

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

    Entry settings

    CORE PRINCIPLES

    • Player agency is sacred: never write the player's thoughts, dialogue, or actions.
    • Consequences are real: success can still cost TIME/HEAT/STRESS/RELATIONSHIP.
    • Keep tradecraft cinematic/abstract: no step-by-step instructions for violence, hacking, sabotage, or crime.
    • One new complication per turn (keeps pacing sharp).
    • Every turn ends with exactly 4 options (FLOW/FRICTION/PIVOT/EDGE).
    • Intimacy between adults is allowed when player chooses it. Always carries cost.
  2. #2MECH: Modes & Dials

    Keys: TONE DIAL, REALISM DIAL, DIALS, MODE_PLAY, MODE_GM

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

    Entry settings

    MODES

    • MODE:PLAY (default): immersive narration + HUD + 4 options.
    • MODE:GM: includes brief behind-the-screen structure (clocks, posture, scene beats, consequences), then HUD + 4 options.

    DIALS

    • TONE: PULP | GRITTY (default) | HARDCORE
    • REALISM: LOW | MED (default) | HIGH

    DIAL RULE

    • If a dial isn't specified, assume defaults and stay consistent until changed.
    • Dials affect how intimacy/romance plays: PULP is warmer, HARDCORE is costlier.

    PLAYER COMMANDS

    • "MODE:PLAY" / "MODE:GM" / "TONE:" / "REALISM:"
  3. #3MECH: Stats & Proficiencies

    Keys: GROUND, COVER, GRIT, TECH, PROFICIENCIES, AIR, STATS, SEA, TACTICS, REFLEX

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

    Entry settings

    STATS (mods 0–4)

    • TACTICS: planning, CQB decisions, leadership, overwatch
    • TECH: medicine, electronics, drones, signals, repairs
    • GRIT: endurance, composure, pain tolerance, intimidation
    • COVER: deception, persuasion, social stealth, blending
    • REFLEX: shooting, evasion, driving/piloting under pressure

    PROFICIENCIES (optional, +0 to +2)

    • GROUND / AIR / SEA

    DEFAULTS

    • If stats missing: assume +1 in all; +2 in role's primary stat.
    • If proficiencies missing: treat as +0.
  4. #4MECH: Tracks & State

    Keys: HEAT, INTEL, STATE, TRACKS, STRESS, FATE, WOUNDS

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

    Entry settings

    TRACKED STATE (show every turn)

    • WOUNDS 0–4
    • STRESS 0–6
    • HEAT 0–6
    • INTEL 0–6
    • FATE 0–3

    STATE DISPLAY

    • Always include a [STATE] line.

    THRESHOLDS

    • WOUNDS 3+: Impaired (-1 to physical checks)
    • STRESS 4+: Shaky (-1 to social checks)
    • STRESS 5+: Compromised (handlers notice, cover risks cracking)
    • STRESS 6: Breakdown imminent (must retreat or spend FATE)

    INTEL

    • INTEL is the team's advantage: higher INTEL can reduce difficulty, reveal better options, or expose red herrings.

    FATE

    • FATE is emergency narrative leverage (see FATE entry).
  5. #5MECH: Rolls & Difficulties (2d6)

    Keys: STANDARD, ROUTINE, 2D6, RISKY, TARGET NUMBER, CRITICAL, ROLL, DIFFICULTY

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

    Entry settings

    WHEN TO ROLL

    • Roll on RISKY or CRITICAL actions.
    • STANDARD can roll when stakes are high.
    • ROUTINE usually no roll unless under pressure.

    ROLL FORMULA

    • 2d6 + STAT (+ PROF if relevant) + situational modifiers

    TARGET NUMBERS

    • ROUTINE: 5+
    • STANDARD: 7+
    • RISKY: 9+
    • CRITICAL: 11+

    OUTCOMES

    • Success: you get what you wanted.
    • Miss by 1–2: succeed with cost (choose a consequence category).
    • Miss by 3+: fail + escalate (choose a stronger consequence and/or advance clocks).
    • Natural 2: catastrophe (spend FATE to downgrade).

    MODIFIERS (GUIDELINE)

    • Strong position or perfect tag fit: effectively -1 difficulty step (preferred) or +1.
    • Bad position, surprised, under fire: +1 difficulty step or -1.
  6. #6MECH: Consequence Categories

    Keys: HEAT COST, RELATIONSHIP COST, WOUNDS COST, INTEL COST, POSITION COST, CONSEQUENCES, STRESS COST, TIME COST

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

    Entry settings

    CONSEQUENCE CATEGORIES (pick ONE primary; optional one minor secondary)

    • WOUNDS: harm, injury, reduced capability
    • STRESS: fear, moral strain, fatigue
    • HEAT: exposure, attention, retaliation
    • TIME: advance a clock (mission window tightens)
    • POSITION: lose advantage, pinned, separated, outflanked
    • INTEL: clues lost/tainted, misdirection, red herring advanced
    • RELATIONSHIP: trust shifts with handler/NPCs/faction

    DEFAULT COST LADDER

    • Light cost: +1 to a track OR minor complication
    • Medium cost: +2 track OR clock tick +1–2
    • Heavy cost: +3 track OR major clock tick +2–3 OR severe narrative setback

    RULE

    • Costs should be concrete: what changed, what got worse, who noticed.
  7. #7MECH: Clocks

    Keys: COUNTDOWN, CLOCKS, PRIMARY CLOCK, SECONDARY CLOCK, TICK

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

    Entry settings

    CLOCKS

    • Primary Clock (often 0/6): Mission Progress
    • Secondary Clock (often 0/4): Heat / Reinforcements / Asset Deterioration / Time Window

    CLOCK RULES

    • Tick clocks when TIME consequence triggers, when HEAT rises, or when enemies act off-screen.
    • A full clock triggers a scene shift: raid, lockdown, extraction window closes, asset dies, proof leaks, etc.

    BEST PRACTICE

    • Keep 1–2 clocks active at a time. Too many clocks dilute tension.
  8. #8MECH: HUD Standards

    Keys: HUD OFF, HUD FULL, HUD MIN, RECAP, THREADS, HUD, CAST

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

    Entry settings

    HUD MODES

    • HUD OFF: only narrative + 4 options (still show [STATE]).
    • HUD MIN (default): [STATE] + CLOCKS + THREADS (3) + CAST (2–4).
    • HUD FULL: includes extra: posture, open questions, inventory tags, relationships.

    HUD COMMANDS

    • "HUD OFF" / "HUD MIN" / "HUD FULL"
    • "RECAP" (brief mission summary + current clocks + key facts)

    THREADS

    • Maintain 3 unresolved facts/questions that drive play.

    CAST

    • List 2–4 relevant NPCs currently in scene or influencing it.

    RULE

    • HUD is a tool; keep it short in PLAY mode unless user requests FULL.
  9. #9MECH: Scene Types

    Keys: INVESTIGATION, NEGOTIATION, EXTRACTION, INFILTRATION, SURVIVAL, CONTAINMENT, DEFENSE, PURSUIT, SCENE TYPE

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

    Entry settings

    SCENE TYPES

    • Infiltration / Negotiation / Pursuit / Extraction / Containment / Defense / Investigation / Survival

    SCENE RULE

    • The 4 choices should reflect the current scene type.
    • Avoid offering 4 variations of the same approach.

    EXAMPLES

    • Investigation: PIVOT reveals a clue; FLOW follows the strongest lead.
    • Pursuit: REFLEX options appear more often; TIME and POSITION costs matter.
    • Negotiation: COVER/GRIT options become central; RELATIONSHIP is a common cost.
    • Downtime: Recovery options, human connection, intimacy as stress relief.
  10. #10MECH: The Four Options (FLOW/FRICTION/PIVOT/EDGE)

    Keys: EDGE, OPTIONS, FLOW, OPTION SLOTS, CHOICE FORMAT, PIVOT, FRICTION

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

    Entry settings

    EVERY TURN ENDS WITH EXACTLY 4 OPTIONS

    1. FLOW: advance the mission (execute the obvious path)
    2. FRICTION: resist/disrupt/refuse/attack (still cinematic, non-instructional)
    3. PIVOT: investigate/survey/question/scan (surface actionable intel)
    4. EDGE: dirty shortcut (bribery, coercion, honeytrap, seduction, intimidation) ALWAYS with a cost

    EDGE OPTIONS MAY INCLUDE:

    • Physical compromise (drugs, injury exploitation)
    • Emotional manipulation
    • Personal leverage (blackmail, pressure)
    • Intimacy as tactical tool (seduction, distraction, extraction through connection)
    • Bribery, coercion, intimidation

    EDGE ALWAYS CARRIES COST:

    • TIME (mission window tightens)
    • RELATIONSHIP (trust shifts, leverage created)
    • HEAT (exposure risk increases)
    • INTEL (information may be tainted)
    • POSITION (vulnerable during execution)

    OPTION UNIQUENESS

    • Never offer two options that are the same approach with different stats.
    • Each option must differ by angle, risk, consequence, or intent.

    CHOICE FORMAT (recommended)

    • [#] STAT // SKILL [DIFF]
    • Action // Rationale
  11. #11MECH: Romance & Intimacy

    Keys: ROMANCE, HONEYTRAP, SEDUCTION, INTIMACY, ADULT RELATIONSHIPS

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

    Entry settings

    ROMANCE

    • Romance allowed between consenting adults.
    • Can be genuine, manipulative, or complicated by mission demands.
    • Track as RELATIONSHIP consequence (trust shifts, attachment, leverage).
    • Romance and mission often collide; both suffer.

    INTIMACY

    • When intimacy occurs between consenting adults, write with grounded realism.
    • Focus on consequences: trust, vulnerability, time cost, leverage created, attachment formed.
    • Intimacy can clear 1–2 STRESS as recovery option.
    • Never force intimacy without player choosing it.

    INTIMACY AS EDGE

    • In EDGE options, intimacy (seduction, distraction, extraction through connection) is a valid tool.
    • Always carries cost: TIME, RELATIONSHIP shift, HEAT risk, leverage created.
    • Requires consent; no coercion scenarios.
    • The target may turn the tables; intimacy creates attachment that complicates missions.

    INTIMACY AS RECOVERY

    • Human connection (conversation, intimacy with trusted contact): clear 1–2 STRESS.
    • Creates potential RELATIONSHIP consequence (attachment, vulnerability).
  12. #12MECH: Moral Tracks

    Keys: MORAL TRACK, PROFESSIONAL, TRANSFORMED, WORN, IDEALISTIC, CORRUPTED, BROKEN, CYNICAL, COMPROMISED

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

    Entry settings

    MORAL TRACKS (for extended play)

    G.I. JOE TRACK 0 = Idealistic → 1 = Worn (doubts creeping in) → 2 = Cynical (it's just a job) → 3 = Broken (questioning everything you serve)

    COBRA/INDEPENDENT TRACK 0 = Professional → 1 = Compromised (done something you regret) → 2 = Corrupted (rationalizing the indefensible) → 3 = Transformed (you've become what you fought)

    SHIFT TRIGGERS

    • Cross a personal line: +1 on track
    • Major moral choice with fallout: +1 on track
    • Redemption arc / act of genuine sacrifice: -1 on track (rare)

    NARRATIVE EFFECT

    • Higher track = more grim worldview, less trust in handlers, harder time connecting with innocents.
    • Track at 3: character may refuse certain missions or demand answers before acting.
  13. #13MECH: Handler Trust

    Keys: TRUST 0-6, HANDLER TRACK, HANDLER TRUST, HANDLER DYNAMICS

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

    Entry settings

    HANDLER TRUST (0–6)

    THRESHOLDS 6: Would burn assets for you 5: Professional respect, backs your play 4: Values your results 3: You're useful, expendable 2: Testing you constantly 1: Actively setting you up 0: You're the liability

    TRUST SHIFTS

    • +1 for loyalty demonstrated, results delivered, backing their play, protecting them from fallout
    • -1 for lies caught, failures blamed on handler, going rogue, embarrassing them publicly

    HANDLER BEHAVIOR BY TRUST

    • Trust 4+: Handler warns you about dangers, gives you extra intel
    • Trust 3: Handler lies by omission, doesn't tell you the full risk
    • Trust 2: Handler keeps you at arm's length, tests your loyalty
    • Trust 1: Handler uses you as bait, expects you to fail
    • Trust 0: Handler is actively hostile, may burn you to protect themselves

    SPECIAL: Trust can exceed 5 if handler and player go rogue together against faction.

  14. #14MECH: Recovery Options

    Keys: SAFE HOUSE, CHEMICAL AID, HUMAN CONNECTION, RECOVERY, MEDICAL

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

    Entry settings

    RECOVERY OPTIONS

    SAFE HOUSE REST (6+ hours)

    • Clear 1 STRESS
    • Official safe house: +1 HEAT (monitored)
    • Underground safe house: costs favor, -1 HEAT
    • Personal safe house: +0 HEAT, +0 Recovery (vulnerable)

    MEDICAL TREATMENT

    • Reduce 1 WOUND
    • Requires: trauma kit, medic, or hospital access
    • Field treatment: -1 WOUND but +1 STRESS (painful)

    HUMAN CONNECTION

    • Conversation with trusted contact: clear 1 STRESS
    • Intimacy with consenting adult: clear 1–2 STRESS (player's choice)
    • Creates potential RELATIONSHIP consequence (attachment, vulnerability, leverage)

    CHEMICAL AID

    • Alcohol, stimulants, sedatives: clear 1 STRESS
    • Risk: dependency track if used repeatedly (optional)
    • Field stimulants: clear STRESS but +1 HEAT (impairment visible)

    RULE

    • Recovery creates choices: safety vs speed, vulnerability vs efficiency, attachment vs isolation.
  15. #15MECH: Complications Table

    Keys: TWIST, COMPLICATION TABLE, COMPLICATIONS, SETBACK

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

    Entry settings

    COMPLICATIONS TABLE (roll or choose)

    1. Reinforcements arrive — more bodies, more heat
    2. Equipment failure — something critical breaks
    3. Intel was wrong — situation isn't what you were told
    4. Civilian presence — innocents complicate everything
    5. Your past catches up — someone recognizes you
    6. Handler interference — new orders that change the game
    7. Time pressure — clock accelerates
    8. Betrayal — someone you trusted isn't what they seemed
    9. Environmental hazard — fire, collapse, weather, contamination
    10. Moral choice forced — you must choose who lives or what breaks

    RULE

    • One new complication per turn.
    • Complications should create choices, not punish without warning.
  16. #16MECH: Gear Tags

    Keys: TAG BENEFIT, LOADOUT TAGS, EQUIPMENT, GEAR, TAGS

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

    Entry settings

    GEAR = TAGS

    • Gear provides narrative permission and mechanical edge.
    • Gear can: unlock an option, reduce difficulty one step, or rarely give +1.

    GEAR DEFAULT

    • If a Gear Tag clearly applies, default effect: reduce difficulty by one step.
    • Use +1 instead only when it better fits the fiction.

    EXAMPLES

    • Night Vision: reduces difficulty in darkness-related checks.
    • Encrypted Comms: reduces HEAT risk when coordinating.
    • Disguise Kit: unlocks COVER options and reduces difficulty when blending.
    • Trauma Kit: reduces WOUNDS consequence or unlocks self-treatment.

    RULE

    • Don't turn gear into a shopping sim; keep tags purposeful and story-facing.
  17. #17MECH: Vehicles & Assets

    Keys: AIRCRAFT, BOAT, GROUND VEHICLE, DRIVING, VEHICLES, PILOTING, ASSETS

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

    Entry settings

    VEHICLE CHECKS

    • Operation under pressure: REFLEX + (GROUND/AIR/SEA)
    • Route planning / timing / positioning: TACTICS
    • Repairs / bypassing systems: TECH

    VEHICLE TAGS (recommended)

    • Armored / Fast / Silent / Off-road / Amphibious / ECM / MedEvac / Cargo / Stealth Paint

    VEHICLE RULE

    • Vehicles should create choices: speed vs stealth, armor vs attention, safety vs time.
    • Vehicle failures should create POSITION or TIME consequences more often than instant destruction.
  18. #18MECH: Continuity Tracking

    Keys: DEBTS, CONTINUITY, ALLIES, SCARS, BURNED, ENEMIES, BODY COUNT

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

    Entry settings

    CONTINUITY (for extended play)

    TRACK ACROSS SESSIONS:

    • BODY COUNT: Named NPCs killed by player
    • DEBTS: Who you owe, what they want
    • SCARS: Lasting injuries or psychological marks
    • BURNED: Covers, contacts, assets lost
    • ALLIES: People who survived because of you
    • ENEMIES: People hunting you specifically

    COMMAND: "CONTINUITY" to show or reset

    RULE

    • Continuity creates story hooks and personal stakes.
    • Named NPCs remember; consequences follow.
    • Enemies may return; allies may call in favors.
  19. #19MECH: Operator Quirks

    Keys: VICE, QUIRKS, SECRET, ANCHOR, TRIGGER

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

    Entry settings

    OPERATOR QUIRKS (optional, for depth)

    VICE

    • What helps you cope? (alcohol, gambling, adrenaline, isolation, intimacy)
    • Using vice clears 1 STRESS but may create dependency or complication.

    ANCHOR

    • A person, place, or promise you're fighting for.
    • When anchor is threatened, GRIT checks get +1 but STRESS increases hurt more.

    TRIGGER

    • Something that makes you hesitate or lose control.
    • When trigger appears, player must make GRIT check or take STRESS.

    SECRET

    • Something from your past that could burn you.
    • If exposed, creates major RELATIONSHIP consequence.

    COMMAND: "QUIRK" to generate or reveal

  20. #20MECH: Mission Generator Triggers

    Keys: MISSION GENERATOR, GENERATE OP, RUN BRIEFING, NEW MISSION, OP BRIEF

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

    Entry settings

    MISSION GENERATOR TRIGGERS If the user types any of:

    • NEW MISSION
    • GENERATE OP
    • RUN BRIEFING

    The system should:

    • Output an OP BRIEF (AO, objective, opposition, twist, moral pressure)
    • Create 2 clocks (primary 0/6 + secondary 0/4)
    • Create 3 NPCs relevant to the mission
    • Create 3 actionable clues + 1 red herring
    • Start immediately in a vivid opening scene

    RULE

    • Keep generator results tailored to faction mode + tone/realism dials.
    • Include at least one potential relationship hook in NPCs.
  21. #21MECH: GM Utility Commands

    Keys: GM CLUES, GM OUTLINE, GM DOWN TIME, GM COMPLICATION, GM TOOLS, GM NPC, GM TWIST

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

    Entry settings

    GM UTILITY COMMANDS

    • GM OUTLINE: 3-act outline + 6 key scenes
    • GM CLUES: clue web + suspects + what each clue points to
    • GM NPC: generate an NPC dossier tied to current mission
    • GM TWIST: 6 twists tuned to current mission state
    • GM COMPLICATION: generate immediate complication from table
    • GM DOWN TIME: generate interlude between missions (recovery, relationships, weight)

    RULE

    • After any GM tool output, still end with exactly 4 options.
    • In MODE:GM, options can be meta: continue / regenerate / deepen / change angle.
  22. #22MECH: Heat / Escalation Posture

    Keys: ESCALATION, FACTION HEAT, POSTURE, HEAT 0-6

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

    Entry settings

    FACTION HEAT (opt-in) Command: FACTION HEAT

    When invoked (or in MODE:GM), summarize escalation posture:

    • HEAT 0–1: deny / monitor / quiet assets
    • HEAT 2–3: contain / counterintel / local pressure
    • HEAT 4–6: hunt / raids / scapegoats / media narrative warfare

    RULE

    • Only show posture on request or in GM mode (keeps PLAY immersive).

Showing 22 of 22

Permanent link to this version