Facility Access Map / 设施通行图
Facility Access Map is the visible card for the physical access layer of 第七穹顶设施通行图. It appears when a crisis cannot be resolved by choosing the right handler alone because the relevant room, door, corridor, queue, checkpoint, or stage threshold is restricted, sealed, watched, contested, or claimed.
This card is the answer to a recurring Storyteller problem: the player has people, receipts, permits, and crisis tickets, but the game must also prove whether those assets can physically reach the room where the broadcast becomes real.
Card promise
The card records five readable zones:
nodes: which rooms or thresholds are in play;edges: which passages connect them and what states those passages have;claims: which faction currently controls or benefits from each node/edge;access_requirements: what must be assigned to open, certify, reroute, or break a route;default_if_unresolved: what happens if another claimant keeps room control.
Entry conditions
Create or refresh the card when at least one of the following is true:
- a 制作分诊板 ticket demands a lane whose room or passage is not safely open;
- a route asset, proof object, artist, witness, low-rank carrier, fan queue, or black-box edit must physically move between rooms;
- an inspector, sponsor, archive desk, security cordon, fan public, editor, or medical/safehouse order has sealed or claimed a node;
- a requested rite lacks the permit, escort, public cover, oxygen support, archive seal, or handler needed to pass a threshold;
- ignoring the access collision would let another faction narrate a default.
No fixed turn count or calendar count may be required.
Card fields
card_id: storyteller.card.facility_access_map.v1
state: unopened | map_open | route_certified | rerouted | sealed_for_protection | seal_broken | defaulted
source_pressure:
ticket_id: <optional_triage_or_custody_ticket>
source_family: archive | oxygen | sponsor | inspector | witness | claimant | settlement | reality_drift | clean_ending | route_asset | schedule | equivalent
nodes:
- node_id: cutroom_blackbox | archive_counter_seven | fan_oxygen_gate | white_glove_checkpoint | sponsor_bridge_booth | service_corridor_chain | ward_air_room | stage_threshold
state: open | restricted | contested | sealed | watched | burned | claimed
claimant: editor | inspector | archive | sponsor | fan_public | security | artist | low_rank_staff | none
held_assets: []
edges:
- edge_id: public_gate_to_stage | service_corridor_to_archive | checkpoint_to_cutroom | sponsor_bridge_to_stage | ward_to_service_corridor | archive_to_stage_threshold | equivalent
from: <node_id>
to: <node_id>
state: open | restricted | contested | sealed | rerouted | watched | burned | claimed
risk_tags: []
access_requirements:
- route_id: <node_or_edge_id>
needs:
- permit | handler | escort | proof | public_cover | oxygen_support | archive_seal | sponsor_language | explicit_absence
assignments:
- route_id: <node_or_edge_id>
assigned_handler: <character_or_route_asset_or_explicit_absence>
assigned_support: <permit_or_proof_or_resource_or_explicit_absence>
intended_branch: certify | reroute | seal | break_seal | default
default_if_unresolved:
claimant: archive | sponsor | inspector | fan_public | editor | security | blackout_system | route_asset | contradiction
default_state: <state>Playable branches
Branch A — Certify a route
The player assigns a permit, lawful handler, escort, proof, or public cover to make a restricted route usable.
Expected outcome:
- selected node/edge becomes open, certified, or escorted;
- a room, proof, artist, route asset, or broadcast option becomes reachable;
- audit heat, public debt, sponsor capture, runner exposure, oxygen cost, or schedule scar rises.
Branch B — Reroute through service access
The player avoids a sealed or watched public threshold by moving through low-rank staff space.
Expected outcome:
- person/proof moves despite the seal;
service_corridor_rerouteor equivalent appears;runner_risk,proof_contaminated,missing_stub,low_rank_staff_debt, orinspection_heatrises.
Branch C — Seal for protection
The player closes a room/edge to protect a person, proof, ward, queue, or broadcast source.
Expected outcome:
- immediate harm or seizure risk drops;
- at least one route, rite, public option, schedule lane, or edit path becomes blocked, delayed, or costlier;
- room state records who ordered the seal.
Branch D — Break the seal
The player violates a seal to gain urgent access.
Expected outcome:
- access is gained or attempted;
seal_broken_on_camera,inspection_heat,custody_gap,public_distrust,security_injury, orblack_screen_slotschanges;- the broken seal becomes a future source of debt.
Branch E — Default room control
The player leaves a contested room or edge unresolved.
Expected outcome:
- the current claimant narrates the default;
- a route asset is captured, a false owner hardens, an auto-edit airs, a public version forms, or a sponsor/inspector/archive lock lands;
- future access is blocked, costlier, hostile, or recovery-only.
Required counter movement
A resolved Facility Access Map card must change at least three counters or durable states, including one relief and one cost.
Recommended deltas:
facility_access_pressureroom_seal_pressureservice_corridor_heatrunner_riskinspection_heatcustody_gapfan_oxygen_resentmentcontract_captureedit_debtschedule_lane_scarredblack_screen_slots
Non-goals
- Not a decorative background map.
- Not a passive quest log.
- Not a replacement for 制作分诊板.
- Not a fixed-turn movement phase.
- Not satisfied by saying a room is busy without node state, edge state, claimant, requirement, assignment, and default.