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VEILDAEMON.APP // HANDLER CONSOLE

LIVE DASHBOARD

One Scene State. One Clock. One Loop. The Room Answers. Local record only.

TerminologyHandler
Core Roll3d6 + Attribute + Skill
Operator QueueCLEAR
StorageLOCAL READY
Authorization Packets Overview Operator Node Return Home

CASE HEADER

Session / Case / Location

Enemy Opportunities

Table event. Clock, Attention, and Scene State update visibly.

Show trigger tiles

SCENE STATE

Track the room, not the ontology.

OPERATOR TRACK PROMPTS

Auto-queued from table triggers. Operators update their own sheets and Acknowledge when caught up.

PRESENTATION DRIFT

Resolve a Load 6 Collapse. Sync Cell delivers it to the Operator's sheet.

OPERATOR SUMMARY

Read-only mirrors. Queue +/- changes — do not silently edit Operator sheets.

Summary fields only: Stability, Harm, Misfire, Void/Breach notes, Anchors, emotional state, relationship pressure.

QUICK ROLL

3d6 + Attribute + Skill

Misfire / target guide

Set the target number and tell the table what success, failure, or misfire means.

Quick read: 10 = easy under pressure // 13 = risky / standard // 16 = hard // 19 = severe // 22 = nearly impossible

Core rule: Misfire is margin-based.

  • Total ≥ TN + 3: Clean success
  • Total ≥ TN: Success
  • Total is TN − 1 or TN − 2: Misfire / wrong-success
  • Total ≤ TN − 3: Failure
  • Natural 3: Hard failure or severe misfire, Handler choice

Misfire means: The Operator gets part or all of what they wanted, but the scene changes against them.

Example (TN 13): 16+ = Clean success // 13–15 = Success // 11–12 = Misfire // 10 or less = Failure // Natural 3 = Hard failure / severe misfire

Awaiting Operator test.

PRIMARY CLOCK

What is ticking right now?

Midpoint / full events

SECONDARY CLOCK

What decision is ticking?

Secondary Clock Settings

Clue Integrity

Recover truth under pressure. Core clues never permanently disappear.

Failure changes cost, exposure, timing, route, and residue — never existence.

Select a core clue chip to open detail and actions.

ENTITY / ZONE LOOP

Need -> Lure -> Pressure -> Gift -> Violence -> Exit

Show Entity/Zone Loop fields

THE ROOM ANSWERS

Ordinary object. Emotional input. Consequence.

KEEP HONEST // ROLL AUDIT FEED

Live incoming Operator action rolls

0 ROLLS

No Operator rolls recorded yet in this session.

Operator Counterplay

Wind down only when leverage is actually removed.

Awaiting stabilization.

ATTENTION / AFTERMATH

What follows them home?

NPC / ROSTER

Active people, pressure, location, flags.

Prep roster only. Keep the live surface to 3-5 active people.

CELL & OPERATION ADMINISTRATION

Connection, sync, lifecycle, and chat. Setup and between-scene actions, not live game state.

CELL CONNECTION

LOCAL — same-device sync only.

CELL SYNC

Operator send is authority when present. Mid-round: Harm, Stability, notes. Lotus between sessions. Void & Breach on Archive (once).

OPERATION LIFECYCLE

No Operation started in this Cell yet.

CELL LIFECYCLE

Closing the Cell ends the lobby for everyone. Archiving an Operation does not -- these are separate actions, on purpose.

CELL CHAT

PRIVATE HANDLER NOTES

Clues, consequences, residue log.

SESSION-END REWARDS

Resolve Mark/Scar, recovered clue, and trust or distrust per Operator before Archive Session.