Production Triage Assignment / 制作分诊派工
Production Triage Assignment is the rite that resolves one update of 制作分诊板. It forces the player to spend named operational capacity instead of treating every crisis as an independent menu.
The rite is valid only when a triage board is open and at least two crisis tickets can still change future play.
Rite slots
| Slot | Required fill | Why it matters |
|---|---|---|
board | production-triage-board or equivalent open desk state | proves there is a real contested board |
ticket | selected crisis ticket | identifies what receives work now |
lane | edit, legal, field, public, sponsor, oxygen, safehouse, security, or schedule lane | makes capacity finite |
handler | character, follower, route asset, permit, room, or explicit absence | ties the assignment to RPG party/resources |
support | proof, money, oxygen, safehouse, public witness, contract bridge, edit checksum, escort, or explicit absence | pays the branch cost |
unselected_ticket | at least one active ticket not receiving full work | proves opportunity cost |
The rite cannot resolve without either a credible handler/support pair or an explicit absence that routes into default/overwork/defer consequences.
Allowed handlers
Examples, not a closed list:
- Baiya for edit lane, black-box mask, checksum, and continuity scar.
- Han Yanshuang for lawful protection, inspection-facing oath, and legal lane pressure.
- Yu Lan for public receipt, historian drop, fan public bridge, and public lane pressure.
- Shen Luo for sponsor bridge, managed delay, contract capture, and schedule-language pressure.
- 交接链跑腿 for field lane, courier proof, backstage transfer, and low-rank route asset risk.
- a room, permit, safehouse, oxygen reserve, public witness chain, or explicit absence when no character can cover the work.
State-triggered offer
Offer the rite when:
production_triage_board_openor equivalent state exists;- at least two tickets remain unresolved;
- the selected ticket demands a finite lane;
- at least one unselected ticket has a default branch or rising pressure;
- the desk is not already stabilized, terminally defaulted, or empty.
No fixed turn count or calendar count may be required.
Branches
Branch A — Focus the lane
The player fills board, ticket, lane, handler, support, and unselected ticket. The selected ticket gets the full lane.
Expected outcome:
- selected ticket state improves, resolves, unlocks a route, or lowers a pressure;
- selected lane becomes occupied, exhausted, scarred, or unavailable elsewhere;
- unselected ticket gains default risk, delay pressure, claimant pressure, or recovery-only cost.
Branch B — Split coverage
The player assigns one lane or handler across two or more tickets.
Expected outcome:
- two tickets avoid immediate default;
- neither ticket receives clean success unless a second support source pays for it;
staff_fatigue,proof_contaminated,edit_debt,legal_debt,fan_oxygen_resentment, orschedule_lane_scarredrises.
Branch C — Overwork the handler
The player assigns a handler, room, route asset, or lane that is already occupied, exhausted, incompatible, injured, or morally refusing.
Expected outcome:
- immediate collapse may be prevented;
handler_burnout,crew_morale_loss,route_asset_overexposed,proof_contaminated, or equivalent durable state appears;- future assignments with that handler or lane are blocked or costlier.
Branch D — Buy time
The player uses a bridge: sponsor language, public receipt, legal delay, oxygen payout, edit mask, safehouse promise, field escort, or schedule scar.
Expected outcome:
- selected ticket’s default is delayed, softened, or converted to a deferred state;
- debt rises in the bridge’s source family;
- the ticket remains visible on the board with a next pressure state.
Branch E — Default the unworked ticket
The player intentionally or accidentally leaves a ticket without credible lane/handler/support.
Expected outcome:
ticket_unstaffed_defaultor equivalent state appears;- the default actor is recorded: archive, sponsor, inspector, fan public, editor, blackout system, claimant, or absent system drift;
- future route access is blocked, costlier, hostile, captured, terminal, or recovery-only.
Required result payload
rite: storyteller.rite.production_triage_assignment.v1
board: card.production_triage_board
selected_ticket: <ticket_id>
selected_lane: edit | legal | field | public | sponsor | oxygen | safehouse | security | schedule
selected_handler: <character_or_route_asset_or_explicit_absence>
selected_support: <proof_or_resource_or_explicit_absence>
unselected_ticket: <ticket_id>
branch: focus | split | overwork | buy_time | default
outcome:
selected_ticket_state: <state>
unselected_ticket_state: <state>
lane_state_after: occupied | exhausted | scarred | free | absent
handler_state_after: available | fatigued | burned_out | overexposed | hostile | absent
counter_deltas: {}
future_route_effects:
unlocked: []
blocked_or_costlier: []Counter contract
A resolved rite must mutate at least three counters or durable states, with one relief and one cost.
Typical deltas:
triage_pressure: -1 for real stabilization, +1 for default/overwork;staff_fatigue: +1 on split or overwork;handler_burnout: +1 on impossible assignment;unstaffed_defaults: +1 on unworked ticket;claimant_default_pressure: +1 when another faction narrates the default;black_screen_slots: +1 when schedule or broadcast reality folds;reality_drift: +1 when an unworked contradiction hardens;inspection_heat,fan_oxygen_resentment, orcontract_capture: +1 when the bridge comes from that family.
Miss and failure
If the board is open but this rite is skipped while a ticket has a live default branch, the next event must be able to resolve that ticket through unstaffed default. Skipping the rite is not a neutral wait.