Recourse Collection Release / 追偿放行线

Recourse Collection Release is the storyline for the moment after collection has already changed the world. The route asset, room, proof, public receipt, schedule lane, or handler has been seized, posted, swept, quarantined, claimed, or marked recovery-only. Now the player must decide whether it can be used again — and who is harmed by that use.

This storyline follows 担保追偿级联. Recourse decides who collected. Release decides whether the collected target returns as lawful-only, public-only, split, conditional, refused, mis-stamped, or scarred.

Primary playable question

When a post-recourse target is locked, what proof makes it usable again, which claimant loses protection by that release, and what scar prevents the release from becoming a free undo?

Every branch must show:

  • the source recourse or sweep that locked the target;
  • the target’s locked state before release;
  • the release input used or explicitly absent;
  • the harmed party;
  • the target state after release;
  • the durable scar and future route effect.

Why this is the next useful expansion

The current pressure mesh has strong first-order and second-order liability: underwriting, recourse priority, sweep default, route asset seizure, facility lockdown, production triage, public contrition, and clean-ending seizure.

The uncovered gap is post-collection release. A target can become seized or recovery-only, but the corpus needs a branchy surface for partial recovery. Otherwise:

  • seizure becomes a dead-end deletion;
  • payment becomes a clean unlock;
  • public restitution and lawful seal collapse into the same result;
  • facility access is bypassed by paperwork;
  • split copies produce false-owner drift without an explicit release event.

This storyline binds:

State-triggered entry

Open this storyline when all of the following are true:

  1. a live state marks a target as seized, captured, posted-as-collateral, quarantined, locked-recovery-only, recovery-only, sealed, claimed, watched, poisoned, or scarred;
  2. the target can still affect route, facility, proof, public receipt, schedule lane, handler, faction posture, or broadcast reality;
  3. a release input exists or is explicitly absent: release receipt, handler, seal appeal, checksum, public restitution, substitute scar, fan receipt, facility route, or copy discipline;
  4. at least two claimant families would object differently to release;
  5. the result can leave a durable scar.

No branch is triggered by fixed turn count.

Storyline spine

Beat 1 — Locked target is surfaced

The player sees a concrete target changed by recourse: a route asset under recovery-only tag, archive copy under quarantine, public receipt held behind private sweep, room locked by seal, schedule lane posted as substitute collateral, or handler time captured by release duty.

The target may come from 追偿扫场违约, 路线资产扣押播报, facility lockdown, or a resolved recourse hearing.

Beat 2 — Release receipt is demanded

追偿放行回执 is created or explicitly absent. The receipt names the source recourse, locked target, release condition, harmed party, and scar after release.

Beat 3 — Claimants disagree about what release means

At least two claimant families interpret release differently.

Examples:

  • sponsor wants private release to lower default, while fan public demands public restitution first;
  • inspector accepts lawful seal appeal, while editor needs checksum before broadcast use;
  • public witness accepts release only if the route asset remains public-only;
  • producer can move the object through a service corridor, but doing so burns a room edge;
  • archive can release one copy while keeping a quarantined copy, creating source ambiguity.

Beat 4 — Review resolves release shape

The player opens 追偿放行复核 and chooses lawful release, public release, split release, conditional facility release, refusal, or mis-stamp.

Beat 5 — Scar persists or misfire arms challenge

A successful release must leave a scar: lawful-only debt, public audit, split-copy ambiguity, room watched, lane scar, handler fatigue, route costlier, claimant hostility, or recovery-only residue.

If the implementation treats the target as clean, 放行章误触 fires or is recorded.

Branch model

Branch A — Lawful release

The player satisfies archive, inspector, seal, or checksum condition.

Expected outcomes:

release_state_after: lawful_only | released_with_scar
relief: lawful_use_up | custody_clarity_up | archive_fraud_down
cost: inspection_heat_up | bureau_favor_debt_up | route_costlier
future_route_effect: lawful_use_unlocked_with_debt

Branch B — Public restitution release

The player satisfies public receipt, fan oxygen, Yu Lan proof, witness oath, or pirate relay condition.

Expected outcomes:

release_state_after: public_only | released_with_scar
relief: public_receipt_legitimacy_up | fan_oxygen_balance_up | audience_stability_up
cost: sponsor_pressure_up | witness_exposure_up | oxygen_liability_up
future_route_effect: public_use_unlocked_with_audit

Branch C — Split copy release

The player releases one copy or one route while another remains under formal, public, sponsor, archive, or editor lock.

Expected outcomes:

release_state_after: split
relief: one_route_unlocked | claimant_collision_down
cost: source_ambiguity_up | future_fraud_cost_up | copy_discipline_required
future_route_effect: duplicate_copy_challenge_possible

Branch D — Conditional facility release

The player uses room, edge, escort, handler, or service corridor to move or use the target.

Expected outcomes:

release_state_after: conditional | routed_with_scar
relief: target_moved | room_access_up | emergency_access_up
cost: runner_risk_up | facility_access_pressure_up | room_watched
future_route_effect: future_access_costlier

Branch E — Refuse release

The player blocks release because conditions are impossible, harmful, or absent.

Expected outcomes:

release_state_after: refused | recovery_only
relief: false_clean_release_blocked | unsafe_use_blocked
cost: claimant_hostility_up | schedule_pressure_up | black_screen_slots_up
future_route_effect: recovery_only_route_remains

Branch F — Mis-stamp

The target is released too cleanly, to the wrong claimant, through the wrong room, or with missing copy discipline.

Expected outcomes:

release_state_after: mis_stamped
emitted_event: storyteller.event.release_stamp_misfire.v1
relief: immediate_route_use_up | room_access_up | slot_legibility_up
cost: future_fraud_cost_up | public_receipt_distrust_up | claimant_hostility_up
future_route_effect: false_release_challenge_armed

Core states and counters

Primary states:

  • release_state
  • target_custody_state
  • target_access_state
  • copy_discipline
  • room_state
  • route_asset_recovery_state
  • public_release_state
  • lawful_release_state
  • future_route_effect

Primary counters:

  • public_receipt_legitimacy
  • public_receipt_distrust
  • fan_oxygen_balance
  • fan_oxygen_resentment
  • inspection_heat
  • bureau_favor_debt
  • sponsor_pressure
  • sponsor_stop_loss_pressure
  • contract_capture
  • witness_exposure
  • oxygen_liability
  • source_ambiguity
  • future_fraud_cost
  • runner_risk
  • facility_access_pressure
  • lane_scar
  • handler_fatigue
  • claimant_hostility
  • black_screen_slots

Every branch must record at least three deltas, including both relief and future cost.

Integration notes

  • With 担保追偿级联, this storyline is entered only after a target has post-recourse lock or scar state.
  • With 设施通行封控线, release may require a specific room, edge, escort, or watched service corridor.
  • With 制作分诊台, release may consume handler time, burn a lane, or arm an unstaffed ticket.
  • With 公开悔过账本, release wording can become public-only, private-disputed, or audit-armed.
  • With 认领撞锁, split release can prevent hard ownership but must preserve copy discipline.
  • With 洁净结局扣押链, a clean ending cannot erase release scars without triggering a mis-stamp challenge.

Missability and recovery

This storyline is missable when the player treats collection as release, treats release as clean, hides the locked target, releases without harmed party, bypasses facility route state, or fails to record copy discipline.

Recovery is allowed only with a scar:

  • lawful appeal after private sweep;
  • public counter-release after private stamp;
  • checksum release after public-only leak;
  • facility reroute after wrong-room movement;
  • copy discipline after false owner hardening;
  • recovery-only route that becomes usable with higher cost.

Replay/session evidence shape

storyline: storyteller.storyline.recourse_collection_release.v1
session_id: lens-recourse-collection-release-v1-<timestamp>
seed: <deterministic-seed>
source_lock:
  source_session_id: <session that created recourse or sweep>
  source_seed: <seed>
  source_recourse_id: <id>
  locked_target_before: seized | captured | posted_as_collateral | quarantined | locked_recovery_only | recovery_only | sealed | claimed | watched | poisoned | scarred
offered:
  card: storyteller.card.collection_release_receipt.v1
  rite: storyteller.rite.collection_release_review.v1
branch_runs:
  lawful_release:
    outcome: lawful_use_unlocked_with_debt
  public_release:
    outcome: public_use_unlocked_with_audit
  mis_stamp:
    emitted_event: storyteller.event.release_stamp_misfire.v1
assertions:
  - entry_is_state_driven
  - locked_target_is_concrete
  - release_names_harmed_party
  - branches_have_non_equivalent_relief_and_cost
  - release_has_durable_scar
  - mis_stamp_mutates_future_play
  - no_fixed_turn_trigger

Non-goals

  • Not a generic unlock screen.
  • Not another priority hearing.
  • Not raw economy balancing.
  • Not governance content.
  • Not a clean undo after recourse.
  • Not satisfied by a card existing; the release must change future route, asset, room, receipt, lane, handler, faction, or broadcast reality.