Emergency Power Ledger / 应急供电账本

Emergency Power Ledger is the visible card that records which finite power source is keeping a crisis alive when normal supply is unstable, rationed, seized, or politically unsafe.

This card turns blackout pressure into a physical management choice. A live slot is not merely “at risk of black screen”; it has a board draw, lamp draw, relay draw, oxygen draw, archive draw, door draw, and safety draw. When the player protects one powered surface, another surface must either be shed, bridged, delayed, or allowed to default.

Card promise

A valid ledger instance must show:

  1. the power source and its remaining safe load;
  2. at least two competing powered surfaces;
  3. who or what currently claims priority;
  4. what the player can shed, bridge, split, narrow, certify, or refuse;
  5. what future route reads the resulting power scar.

The ledger opens from state pressure. It never opens because a fixed numbered turn, day, chapter, or upkeep phase arrived.

Exact runtime card pack

The ledger is the first card in a nine-card one-shot assignment. The exact ordered slot/card pairs are:

ledger: storyteller.card.emergency_power_ledger.v1
power_source: storyteller.card.emergency_power_source.v1
protected_surface: storyteller.card.emergency_power_protected_surface.v1
shed_surface: storyteller.card.emergency_power_shed_surface.v1
priority_claim: storyteller.card.emergency_power_priority_claim.v1
handler: storyteller.card.emergency_power_handler.v1
support: storyteller.card.emergency_power_support.v1
future_reader: storyteller.card.emergency_power_future_reader.v1
default_risk: storyteller.card.emergency_power_default_risk.v1

All nine cards must be present in hand and assigned to their exact accepting slots before the allocation rite can resolve. Skip or underfill does not arm a default.

Ledger fields

card_id: storyteller.card.emergency_power_ledger.v1
state: hidden | warning_open | allocated | load_shed | overdrawn | defaulted
trigger_kind: state_pressure
source_incident:
  incident_id: <blackout_capacity_facility_or_slot_id>
  source_surface: blackout | facility_access | broadcast_slot | oxygen_support | archive_retrieval | route_asset | live_floor | equivalent
power_source:
  source_id: <generator_battery_grid_bridge_or_route_asset>
  source_state: stable | strained | seized | sponsor_metered | public_only | lawful_only | borrowed | failing | explicit_absence
  safe_load_units: <number_or_named_threshold>
  overdraw_consequence: blackout_fold | oxygen_drop | door_lock | archive_freeze | board_misair | crew_hazard | equivalent
powered_surfaces:
  - surface: live_board | stage_lights | relay | oxygen_pumps | ward_air | archive_cabinet | security_doors | fan_gate | cutroom | corridor_lights | proof_scanner | equivalent
    claimant: producer | sponsor | fan_public | inspector | archive | security | crew | route_asset | claimant | explicit_absence
    load_units: <number_or_named_weight>
    priority_claim: contract | safety | public_receipt | lawful_proof | sponsor_clause | route_escape | archive_seal | explicit_absence
    consequence_if_shed: <route_effect_or_state>
assignment:
  response: certify_priority | load_shed | split_power | borrow_generator | narrow_slot | public_safety_hold | overdraw_anyway | default_selects
  protected_surface: <surface>
  shed_or_degraded_surface: <surface_or_explicit_absence>
  handler_or_absence: <handler_or_absence>
  support_or_absence: escort | technician | sponsor_cash | public_notice | lawful_seal | crew_rotation | oxygen_reserve | route_asset | explicit_absence
future_reader:
  route_or_slot: <future_route_or_slot_id>
  reads_state: powered | shed | degraded | overdrawn | recovery_only | public_only | lawful_only | sponsor_only | blocked

Entry state

Create or refresh this card when all are true:

  • a current crisis depends on finite power, lighting, relay, oxygen, doors, scanners, archive cold storage, or cutroom electricity;
  • at least two powered surfaces cannot all be kept cleanly powered;
  • a player assignment can change priority, shedding, bridge, public safety, or overdraw state;
  • the losing or hidden surface creates a durable future reader, route scar, or default actor;
  • the trigger is a state collision, not a fixed turn count.

Powered surface examples

SurfaceWhat it protectsWhat failure looks like
live_boardswitching, timing, emergency cutdead air, wrong feed, false continuity patch
stage_lightsvisible body and performer safetyinjury, misrecognition, sponsor glamour loss
relaytransmission and pirate/public bridgesilent feed, unlawful reroute, channel capture
oxygen_pumpsaudience or ward oxygenoxygen debt, public harm, fan refund liability
archive_cabinetcold storage and proof integrityarchive freeze, checksum drift, custody challenge
security_doorscontrolled passage and crowd safetydoor lock, seal breach, route capture
cutroomlive edit patch and redactionedit debt, blackbox patch failure, source ambiguity
proof_scannerlawful proof admissionlawful route blocked, inspection heat, appeal residue

Branch responses

Certify priority

The player names which surface keeps power and records why that surface has priority.

Expected result: the protected surface stays usable; the losing surface records a visible scar, delay, or reader restriction.

Load shed

The player deliberately turns off one load before overdraw.

Expected result: blackout risk drops; the shed surface becomes delayed, recovery-only, public-only, lawful-only, or blocked.

Split power

The player partially powers multiple surfaces.

Expected result: multiple routes remain possible but degraded; ambiguity, crew hazard, route narrowness, or inspection heat rises.

Borrow generator

The player uses sponsor meter, emergency battery, route asset, pirate relay, ward reserve, or security backup.

Expected result: immediate powered relief improves; borrowed source gains claim, price, maturity, or future capture risk.

Narrow slot

The player rewrites the live slot to use less power.

Expected result: schedule or audience expectation is scarred, but a safer version can air.

Public safety hold

The player makes the power shortage public and holds unsafe surfaces.

Expected result: public safety legitimacy rises; sponsor pressure, schedule pressure, and inspection heat rise.

Overdraw anyway

The player keeps every visible surface powered beyond safe load.

Expected result: immediate glamour or timing may improve; default risk arms through hidden physical harm.

Default selects

After the complete nine-card assignment, the player explicitly accepts choice index 7.

Expected result: priority_default_pending and default_actor_power_disposition_pending arm together with the four common pending flags. A missing handler, support, claim, future reader, or risk card blocks resolution instead of silently selecting a default.

Default gate

Only overdraw_anyway at choice index 6 and default_selects at choice index 7 set all four flags: emergency_power.default_pending, event.power_shed_default.armed, future_route.power_shed_recovery_pending, and power_reality.false_clean_all_powered_claimed. The six other branch choices clear them and cannot reach storyteller.event.power_shed_default.v1.

The eight exact branch states are priority_certified, deliberate_load_shed, split_power_degraded, borrowed_power_claim_attached, low_power_slot_narrowed, public_safety_hold_visible, overdraw_default_pending, and priority_default_pending. Their future readers are respectively power_priority_certificate_required, shed_surface_recovery_required, degraded_power_reader_required, generator_claim_maturity_due, slot_contract_reads_power_scope, public_or_lawful_power_notice_required, hidden_trip_recovery_pending, and default_actor_power_disposition_pending.

Required deltas

Every resolved branch should mutate at least three counters or durable states. One must be relief, one must be cost, and one must be a future route or slot effect.

Recommended states:

  • emergency_power_warning_open
  • power_priority_certified
  • power_load_shed
  • borrowed_generator_claim
  • sponsor_meter_capture
  • oxygen_pump_shed
  • archive_cabinet_unpowered
  • stage_lights_narrowed
  • door_power_lost
  • power_overdraw_armed
  • blackout_fold_recovery_only

Recommended counters:

  • power_reserve
  • power_overdraw_risk
  • blackout_risk
  • broadcast_reliability
  • oxygen_liability
  • schedule_pressure
  • sponsor_stop_loss_pressure
  • inspection_heat
  • crew_hazard
  • route_narrowness
  • archive_integrity
  • public_safety_legitimacy

Local authority boundary

This nine-card pack is source: storyteller, localAuthorityOnly: true, and may set only recordsFinitePowerPriorityOnly, preservesNamedSourceProtectedAndShedSurface, preservesDefaultActorAndFutureReader, and requiresVisibleLosingSurface true. It keeps grantsConsent, grantsLegalValidity, grantsWaiver, grantsSettlement, grantsRouteClearance, grantsArchiveRelease, grantsProofTruth, grantsSponsorAuthority, grantsFanAuthority, grantsInspectorAuthority, grantsEditorAuthority, grantsProducerLicense, grantsGeneratorOwnership, grantsInfinitePower, grantsCleanAllPoweredState, grantsFutureReuseAuthority, and grantsUniversalBroadcastAuthority false.

Non-goals

  • Not a generic mana or action-point pool.
  • Not a decor note about a generator room.
  • Not a universal economy system.
  • Not a fixed upkeep tax.
  • Not valid if every surface stays fully powered without a scar.
  • Not valid unless a future route, slot, custody object, or public reader consumes the power state.