Route Assets and Custody

Route assets are playable people, proofs, voices, archives, memorial claims, editor cuts, fan ledgers, sponsor obligations, inspection permits, and logistics carriers that can unlock futures or disappear into custody. A route asset must have a controllable state, an assignable action, and a consequence when missed, captured, corrupted, or converted.

Why this gap is the next useful target

Recent archive custody, fan oxygen, sponsor stop-loss, memorial voice, inspector pressure, and field-logistics lenses have become concrete enough to bind. The remaining design weakness is that their shared observed system, wiki/content/systems/route-assets-and-custody.md, was too broad: it named custody categories but did not define the playable state machine that workers need for replay evidence.

This revision makes route assets and custody executable as management/RPG pressure. It supports receipt-packet-counterclaim-procedure.lens, turn55-field-logistics-runner-custody.lens, lin-qiao-chain-runner, and shadow-crew-custody-leak without adding filler volume.

Affected wiki/source addresses

Primary source surface:

  • wiki/content/systems/route-assets-and-custody.md

Observed through existing lens surfaces:

  • wiki/content/lens/storyteller/receipt-packet-counterclaim-procedure.lens.md
  • wiki/content/lens/storyteller/turn55-field-logistics-runner-custody.lens.md

Dependent play surfaces:

  • wiki/content/characters/storyteller/lin-qiao-chain-runner.md
  • wiki/content/storylines/characters/lin-qiao-chain-runner.md
  • wiki/content/events/storyteller/shadow-crew-custody-leak.md
  • wiki/content/cards/storyteller/inspection-shadow-crew-permit.md

Custody categories

  • artist custody: who can assign the performer to rites, protection, refusal, or public exposure.
  • voice custody: who can use, seal, preserve, license, deepfake, memorialize, or contest a living/dead voice.
  • archive custody: who signs the durable record after broadcast and who can split or poison that record.
  • memorial custody: who owns remembrance, grief timing, tribute framing, final air, and public mourning rights.
  • editor custody: who can cut, redact, replay, black-box, or override the aired artifact.
  • sponsor claim: naming-rights, stop-loss leverage, duplicate receipt pressure, and outcome framing.
  • fan claim: public witness, oxygen contribution, queue receipts, mutual-aid legitimacy, and crowd retaliation.
  • inspector claim: audit chain, admissibility, white-glove locks, permit survival, and compliance debt.
  • field logistics claim: who physically moved the packet, seal, docket, body, memory copy, fan queue proof, or black-box fragment.

Route asset state machine

Every route asset should occupy one explicit state. A replay may use different implementation names, but the state effect must be observable.

StateMeaningRequired playable consequence
unseenThe asset exists in the world but has not entered the offer set.No branch may depend on it yet.
offeredThe asset has appeared through a rite/event/choice.The player must be able to act, defer, ignore, or suppress.
recruitedThe asset is under player use as a card, follower, permit, witness, or docket.At least one rite accepts it as an assignment.
protectedThe asset survived exposure with explicit cost.One risk counter decreases or one future option unlocks; another cost rises.
route_assetThe asset became persistent after proven use.Unlocks a repeatable or route-specific action.
missedThe player ignored or failed the asset window.A rite/choice is suppressed and at least one pressure counter rises.
hostileThe asset turns against the player or leaks to another faction.Creates a witness, duplicate claim, false owner, hostile testimony, or faction retaliation.
capturedAnother faction controls the asset.Future use requires rescue, negotiation, exchange, or suppression.
sacrificedThe player burns the asset to protect a stronger actor.A short-term pressure may drop, but long-term custody/legitimacy debt rises.
false_ownerA wrong claimant hardens around the asset.Later custody rites become harder or lose clean success.

Concrete game hooks

Cards and assets

Required or equivalent surfaces:

  • 林乔 / 交接链跑腿 from lin-qiao-chain-runner as a low-rank field_logistics custody carrier.
  • inspection-shadow-crew-permit as a temporary legitimacy shield that can survive, be sacrificed, or become debt.
  • Contested proof objects: receipt packet, missing stub, fan oxygen queue receipt, archive docket copy, black-box fragment, continuity permit, memorial air copy, or voice custody receipt.
  • High-rank handlers: 韩砚霜, 郁蓝, 沈洛, 白鸦, 黎星瞳, or equivalent current-hand actor who can defend, edit, audit, negotiate, publish, or suppress.

Rites

Reusable rite verbs should be state-triggered and not only turn-triggered:

  • rite.chain_receipt_recovery — recover or verify a missing custody stub.
  • rite.defend_chain_with_low_rank_runner — assign a runner plus handler to survive inspection or public challenge.
  • rite.publish_counter_receipt — expose a disputed receipt through fan, historian, editor, or broadcast proof.
  • rite.settle_duplicate_receipt — reduce immediate sponsor pressure while preserving unresolved legitimacy debt.
  • rite.quarantine_false_custody_owner — contain a wrong claimant before it hardens into route law.
  • [[rites/storyteller/chain-safe-small-delivery|rite.chain_safe_small_delivery]] — repeatable scoped delivery unlocked only after a protected route asset exists; each use still names origin, destination, packet, proof, payment/protection, future reader, and cost. See Lin Qiao Chain-Safe Small Delivery and its lens.
  • [[rites/storyteller/protect-final-take-chain|rite.protect_final_take_chain]] — scoped use of protected Han after recruitment; binds one take, source master, artist boundary, receipt, editor protection, channel, reader, and cost. See Han Protected Final-Take Chain and its lens.

Events

Events must alter state; they are not mood scenes.

  • event.runner_seen_near_archive_door — reveals a logistics carrier as witness, suspect, or courier.
  • event.receipt_packet_counterclaim — opens a contested custody proof branch.
  • event.runner_cross_examined_by_white_glove — tests whether low-rank handling survives inspector pressure.
  • event.sponsor_files_duplicate_receipt — creates a competing claim and stop-loss leverage.
  • event.fan_queue_identifies_missing_stub — converts fan oxygen into public witness legitimacy.
  • event.false_custody_owner_hardens — marks a durable failure if dispute is ignored or mishandled.

Counters, tags, costs, factions, and failure states

Counters

At least three relevant counters should move whenever custody is resolved, compromised, missed, or suppressed:

  • custody_gap
  • archive_debt
  • inspection_heat
  • sponsor_stop_loss_pressure
  • fan_oxygen_resentment
  • receipt_legitimacy
  • public_receipt_legitimacy
  • runner_risk
  • payroll_leak
  • favor_debt
  • false_custody_owner

Tags and durable states

  • field_logistics
  • chain_of_custody
  • low_rank_staff
  • recruited_runner
  • runner_missed
  • runner_hostile_witness
  • runner_protected_under_oath
  • route_asset.lin_qiao_custody_runner
  • counterclaim_dismissed
  • receipt_publicly_split
  • fan_stub_witnesses_mobilized
  • sponsor_duplicate_receipt
  • false_custody_owner_established

Costs

No custody success is free. A clean-looking success must pay through at least one of:

  • money, petty cash, or payroll leak;
  • favor debt with low-rank staff, fan mutual-aid groups, inspectors, editors, or sponsors;
  • public legitimacy risk;
  • fan oxygen resentment;
  • increased inspection heat;
  • sponsor retaliation;
  • suppressed future rite;
  • route asset exposure or runner risk.

Factions

Custody conflicts should usually involve at least two claimants:

  • 归档署 / archive authority
  • 白手套监察 / inspector authority
  • 冠名方 / sponsor authority
  • 粉丝氧气互助群 / fan oxygen mutual-aid public
  • 黑箱剪辑 authority / editor or AI custody
  • 艺人 or memorial claimant
  • low-rank service corridor staff

Branch model

Secure and protect

The player assigns a low-rank carrier plus a handler, pays or protects the asset, and keeps the chain legible.

Expected outcome:

  • asset state becomes recruited, protected, or route_asset;
  • custody_gap, archive_debt, or false_custody_owner decreases;
  • runner_risk, inspection_heat, payroll_leak, favor_debt, or fan_oxygen_resentment increases.

Publish and split pressure

The player uses public witness, fan queue proof, historian notes, editor custody, or black-box material to defeat a duplicate claim.

Expected outcome:

  • public_receipt_legitimacy or receipt_legitimacy rises;
  • fan_stub_witnesses_mobilized or equivalent state appears;
  • inspection_heat, sponsor_stop_loss_pressure, or runner_risk rises.

Settle or delay

The player negotiates, hides, or temporarily settles a dispute.

Expected outcome:

  • immediate sponsor or inspector pressure may decrease;
  • archive_debt, custody_gap, public_receipt_legitimacy, or fan_oxygen_resentment remains unresolved or worsens;
  • a follow-up event is scheduled or a deferred-risk tag is attached.

Miss, suppress, capture, or sacrifice

The player ignores the asset window, coerces the carrier, lets another faction capture the proof, or burns the asset to save a stronger actor.

Expected outcome:

  • asset state becomes missed, hostile, captured, sacrificed, or false_owner;
  • a rite is suppressed or becomes harder;
  • custody_gap, archive_debt, inspection_heat, false_custody_owner, or fan_oxygen_resentment rises.

Oracle assertions for executable lenses

A sibling executable lens that observes this system should fail unless these claims are true in replay or data inspection:

  1. Stateful custody — A custody asset exposes a durable state, not only a line of prose.
  2. Assignable action — At least one rite accepts a relevant card, carrier, permit, witness, handler, proof object, or route asset.
  3. Branch divergence — Success, compromise, and miss/suppression/failure do not collapse into the same outcome.
  4. Costed success — A successful custody defense reduces one risk while increasing or spending another resource.
  5. Durable failure — Miss, hostile, captured, sacrificed, or false-owner outcomes change future availability, difficulty, counters, tags, or faction pressure.
  6. Faction claim pressure — At least two factions can plausibly contest or benefit from the asset.
  7. Low-rank logistics matter — High-rank handlers cannot erase physical chain-of-custody pressure without a carrier, witness, permit, receipt, or equivalent logistical asset.
  8. No turn-only binding — Turn ranges may appear in evidence provenance, but canonical ids, hooks, and branch logic should be state-triggered.
  9. Evidence is replay-derived — Seed, session id, offered choices, assigned cards, outcomes, state changes, and counter deltas must come from game CLI evidence, not handwritten outcome claims.

Progress metric

Progress for this system is measured by branch observability rather than content count.

  • 20%: at least one route asset has explicit state and faction claimants.
  • 40%: at least one custody rite accepts assigned cards/assets and records the assigned source.
  • 60%: success branch mutates at least three relevant counters or durable states with a visible cost.
  • 80%: compromise or miss/suppression/failure branch creates a durable penalty, lost option, hostile/captured state, or false owner.
  • 100%: two divergent game-CLI replay branches prove reachability with seed/session id, offered choices, assignments, outcomes, and state/counter deltas.

Replay/session evidence shape

system: storyteller.route_assets_and_custody.v1
session_id: lens-storyteller-route-assets-and-custody-v1-<timestamp>
seed: <deterministic-seed>
turn_range: <provenance-only; not canonical identity>
preconditions:
  - at least one contested asset exists: receipt packet, custody copy, permit, fan oxygen receipt, black-box fragment, memorial/voice copy, or archive docket
  - at least two factions can claim or contest the asset
  - at least one assignable handler or carrier is available, recruited, hostile, missed, captured, or explicitly absent
offered_choices:
  - rite.chain_receipt_recovery
  - rite.defend_chain_with_low_rank_runner
  - rite.publish_counter_receipt
  - rite.settle_duplicate_receipt
  - rite.quarantine_false_custody_owner
  - rite.chain_safe_small_delivery
assigned_cards:
  - card.lin_qiao_chain_runner or route_asset.lin_qiao_custody_runner or explicit missing/hostile/captured runner state
  - inspection permit, archive proof, fan queue receipt, sponsor docket, black-box fragment, or equivalent proof object
  - handler: han_yanshuang, yu_lan, shen_luo, baiya, li_xingtong, or equivalent
branches:
  secure_and_protect:
    outcome: recruited_runner, runner_protected_under_oath, route_asset.lin_qiao_custody_runner, or counterclaim_dismissed
    deltas:
      custody_gap: -1
      receipt_legitimacy: +1
      runner_risk: +1
  publish_and_split_pressure:
    outcome: fan_stub_witnesses_mobilized or receipt_publicly_contained
    deltas:
      public_receipt_legitimacy: +1
      sponsor_stop_loss_pressure: +1
      inspection_heat: +1
  settle_or_delay:
    outcome: duplicate_receipt_deferred or sponsor_pressure_paused
    deltas:
      sponsor_stop_loss_pressure: -1
      archive_debt: +1
      public_receipt_legitimacy: -1
  miss_suppress_capture_or_sacrifice:
    outcome: runner_missed, runner_hostile_witness, captured_proof, runner_sacrificed, or false_custody_owner_established
    deltas:
      custody_gap: +1
      archive_debt: +1
      false_custody_owner: +1
assertions:
  - asset state changes are durable
  - success has nonzero cost
  - compromise leaves unresolved pressure
  - failure changes future availability or difficulty
  - evidence comes from game CLI replay/session history

Linked pages

Non-goals

  • Not bulk filler.
  • Not raw scale-count satisfaction.
  • Not a central/manual lens registry.
  • Not a turn-count-only mechanism.
  • Not a free cleanup for archive, memorial, voice, fan oxygen, sponsor, or inspector pressure.
  • Not handwritten replay evidence; evidence must come from durable game CLI sessions and replays.
  • Not a governance/process page; this is the playable custody system that route assets observe and mutate.