Facility Access Lockdown / 设施通行封控线

Facility Access Lockdown is a storyline pack that turns the Seventh Dome into a playable crisis space. It begins when a person, proof object, black-box edit, fan witness chain, oxygen room, archive copy, sponsor bridge, or route asset must cross a room or passage that another faction has restricted, watched, sealed, or claimed.

This storyline is not tied to a fixed turn. It can trigger from production triage contention, route-asset movement, archive custody pressure, fan oxygen escalation, sponsor stop-loss language, inspector sweep, memorial/voice custody dispute, or black-screen schedule pressure.

Storyline promise

The player should feel the building push back. A good handler, a strong legal argument, or a powerful sponsor cannot simply solve the crisis if the relevant room is sealed or the corridor is watched. The player must choose who gets through, who waits outside, whose claim is honored, and which future route becomes harder.

A satisfying implementation must produce:

  • one visible 设施通行图;
  • one 设施通行派线 assignment or explicit failure/absence;
  • one access consequence that changes room state and future availability;
  • one claimant default or collision risk through 房间封控撞锁 or equivalent;
  • no fixed turn-count trigger.

Entry pressure families

The storyline may enter from any pressure family where physical access matters:

Source familyExample physical collisionWhy it matters
archive custodyarchive counter accepts only one copy while a receipt is in the service corridorfalse owner can harden before proof arrives
production triagelegal lane is assigned but the checkpoint is sealedstaffing is not enough without access support
fan oxygenfan gate blocks stage threshold or identifies missing stubpublic legitimacy becomes spatial pressure
sponsor pressuresponsor bridge booth offers clean language before public route openscontract capture can occupy the stage first
inspector pressurewhite-glove checkpoint freezes permit, corridor, or cutroomlawful seal can block playable rescue
editor pressurecutroom black-box lock prevents repair or creates auto-patchedit custody becomes a room-state problem
witness/protectionward air room must stay sealed while testimony needs movementprotection locks routes and creates debt
route asset transferlow-rank carrier must move through watched service pathmovement exposes the carrier and proof chain
schedule/broadcaststage threshold is contested or black-screenedaccess failure becomes broadcast reality

Sequence of playable events

1. Access map opens

A crisis points to a room/edge in 第七穹顶设施通行图. The card records node state, edge state, claimant, access requirement, and default actor.

Expected state:

  • facility_map_open appears;
  • at least one node/edge is restricted, contested, sealed, watched, burned, claimed, or missing a route;
  • at least one route asset/person/proof/broadcast option depends on access;
  • a claimant can default the room if unresolved.

2. Player chooses an access branch

The player assigns 设施通行派线 or equivalent.

Possible branches:

  • certify: use permit, legal oath, escort, public cover, proof, or checksum to open a route.
  • reroute: move through service corridor or low-rank staff path.
  • seal: lock a room to protect person/proof/crowd/edit/source.
  • break_seal: violate seal for urgent access.
  • default: fail or decline to resolve access.

3. Room state mutates

The result must change the place layer, not only a general counter.

Examples:

  • checkpoint_to_cutroom becomes certified but inspection_heat rises;
  • service_corridor_to_archive becomes rerouted and runner_risk rises;
  • ward_air_room becomes sealed and a witness route is delayed;
  • stage_threshold becomes scarred after a broken seal;
  • archive_counter_seven becomes claimed by false owner after default.

4. Collision or recovery hook

If access was missing, broken, or defaulted, 房间封控撞锁 or equivalent records claimant, missing inputs, branch, deltas, and future route effect.

A soft collision may leave a recovery hook. A hard collision can lock a room, capture a route asset, or fold the stage threshold into black screen.

Branch designs

Branch A — Inspector-certified path

The player uses lawful access support to pass the checkpoint.

Outcome:

  • legal access improves route legitimacy;
  • inspection heat or legal lane occupation rises;
  • a public/fan/sponsor route may become slower or costlier.

Branch B — Service-corridor rescue

The player uses 交接链跑腿 or equivalent low-rank route asset to move proof/person through staff space.

Outcome:

  • proof/person reaches target;
  • service corridor heat, runner risk, missing stub, payroll debt, or proof contamination rises;
  • the runner may become protected, overexposed, hostile, captured, or route_asset.

Branch C — Fan gate public pressure

The player uses public witness/fan queue visibility to open a stage or archive route.

Outcome:

  • public legitimacy rises;
  • fan oxygen resentment, crowd danger, sponsor pressure, or security heat rises;
  • the same public visibility can prevent quiet sponsor or archive default.

Branch D — Sponsor bridge shortcut

The player accepts sponsor room access or clean language to move fast.

Outcome:

  • immediate room access or delay relief appears;
  • contract capture and public distrust rise;
  • later public route becomes costlier.

Branch E — Protective seal

The player seals ward, cutroom, archive counter, fan gate, or stage threshold for safety.

Outcome:

  • seizure or injury risk decreases;
  • a different crisis, broadcast option, or route asset movement is blocked/delayed;
  • release condition and seal owner are recorded.

Branch F — Defaulted room

The player lets a claimant keep control.

Outcome:

  • room becomes claimed, locked, captured, hostile, auto-patched, false-ownered, or black-screened;
  • future recovery is harder or narrower;
  • room collision event records source difficulty.

Cards, rites, events, and states

Required or equivalent surfaces:

Recommended durable states:

  • facility_map_open
  • route_certified
  • service_corridor_reroute
  • room_seal_active
  • seal_broken_on_camera
  • room_claim_defaulted
  • runner_exposed_by_reroute
  • stage_threshold_contested
  • archive_counter_claimed
  • cutroom_blackbox_locked
  • room_locked_recovery_only

Recommended counters:

  • facility_access_pressure
  • room_seal_pressure
  • service_corridor_heat
  • runner_risk
  • inspection_heat
  • custody_gap
  • archive_debt
  • fan_oxygen_resentment
  • contract_capture
  • edit_debt
  • schedule_lane_scarred
  • black_screen_slots

Integration notes

  • With 制作分诊台机制, this storyline adds the place check after lane assignment: a lane is not useful if it cannot reach the room.
  • With Route Assets and Custody, this storyline gives route assets a physical movement risk.
  • With archive/memorial/voice custody routes, this storyline makes copies, bodies, voices, and receipts vulnerable to room locks and corridor exposure.
  • With sponsor/inspector/editor pressure, this storyline turns faction authority into tangible doors and thresholds.

Non-goals

  • Not a fixed-turn chapter event.
  • Not a room list without play consequences.
  • Not a dungeon movement minigame.
  • Not bulk filler.
  • Not a governance dashboard.
  • Not satisfied unless access state changes future availability, custody, person state, proof value, broadcast reality, schedule pressure, or route strategy.