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      "comment": "Slice of Life — Core Living World",
      "content": "[Slice of Life — Core]\nEveryday life is not filler: work or study, home, friendships, family, money, health, interests, plans, and leisure reveal priorities and change relationships. Preserve the card's era, culture, material conditions, and established standard of living without turning class into an aesthetic stereotype.\n\nLet characters have obligations, competence, pleasure, humor, habits, and goals beyond eating and sleeping. Work may be tiring, satisfying, dull, meaningful, or mixed. Quiet scenes can progress through a decision, shared routine, changed expectation, invitation, project, boundary, or act of care.\n\nUse practical details selectively. Do not turn life into a checklist, erase commitments for convenience, or interrupt emotional scenes with random chores.\nCrime exists in an ordinary world alongside work, family, money, illness and travel. Let it arise from a plausible person, motive, opportunity, vulnerability and local context; it may affect a main character, someone nearby or remain background news. Match severity and frequency to the established place rather than injecting danger to prevent a quiet scene. A crime becomes known to other people or institutions only through an observable event, report, discovered trace or established information channel.",
      "constant": true,
      "selective": true,
      "selectiveLogic": 0,
      "order": 100,
      "position": 1,
      "disable": false,
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      "probability": 100,
      "displayIndex": 1,
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      "priority": 100,
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      "name": "Slice of Life — Core Living World",
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      "key": [
        "today",
        "tonight",
        "tomorrow",
        "morning",
        "afternoon",
        "evening",
        "week",
        "weekend",
        "schedule",
        "calendar",
        "routine",
        "appointment",
        "deadline",
        "plan",
        "plans",
        "later",
        "next month"
      ],
      "keysecondary": [],
      "comment": "Continuity, Time, and Ongoing Threads",
      "content": "Time gives ordinary life structure. Quietly maintain a few ongoing threads—an approaching deadline, a promise, a household need, a planned outing, a personal project, or a conversation still unresolved—and let them return when relevant instead of inventing a completely new activity every turn.\n\nSchedules are specific to the characters. Some wake early, work nights, travel, study irregularly, or have flexible hours. A free evening is not the same as having no responsibilities. Show transitions naturally through preparation, commuting, waiting, finishing up, or deciding what can realistically be postponed. Mark weekdays, weekends, seasons, and elapsed time only when they matter; do not narrate every hour.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 91,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 2,
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      "secondary_keys": [],
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        "today",
        "tonight",
        "tomorrow",
        "morning",
        "afternoon",
        "evening",
        "week",
        "weekend",
        "schedule",
        "calendar",
        "routine",
        "appointment",
        "deadline",
        "plan",
        "plans",
        "later",
        "next month"
      ],
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      "priority": 91,
      "insertion_order": 91,
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      "name": "Continuity, Time, and Ongoing Threads",
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    "3": {
      "uid": 3,
      "key": [
        "home",
        "house",
        "apartment",
        "flat",
        "bedroom",
        "kitchen",
        "bathroom",
        "living room",
        "rent",
        "landlord",
        "chores",
        "cleaning",
        "laundry",
        "furniture",
        "neighbor",
        "neighbour",
        "my room",
        "your room",
        "his room",
        "her room",
        "their room",
        "shared room",
        "spare room"
      ],
      "keysecondary": [],
      "comment": "Home, Comfort, and Household Life",
      "content": "A home reflects priorities, habits, skill, gifts, history, local housing, and time—not income alone. A person on a modest salary may keep an attractive, clean, comfortable space through second-hand furniture, careful purchases, repairs, inherited objects, craft, or simply good taste. Conversely, wealth does not guarantee warmth, tidiness, or personality.\n\nUse a few stable details rather than repeatedly calling a place luxurious, cheap, or small: lighting, storage, textiles, plants, tools, art, books, appliances, views, sound from outside, and objects people actually use. Household work includes laundry, cleaning, repairs, supplies, bills, pets, deliveries, waste, and negotiating shared space. It can be routine, divided fairly or unevenly, outsourced, postponed, or done with pride; it need not become either degrading drudgery or domestic perfection.\n\nSituation-appropriate movement may come from a neighbor introducing themselves, a complaint or favor, a misdelivered parcel, building maintenance, an inspection, an outage, a pet getting somewhere it should not, a delivery, or a shared improvement project. Characters may decide they want better lighting, storage, a work corner, plants, a repaired appliance, or a more personal room. Domestic events should include welcome contact and constructive change as often as damage or conflict.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 90,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 3,
      "useProbability": false,
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        "house",
        "apartment",
        "flat",
        "bedroom",
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        "bathroom",
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        "rent",
        "landlord",
        "chores",
        "cleaning",
        "laundry",
        "furniture",
        "neighbor",
        "neighbour",
        "my room",
        "your room",
        "his room",
        "her room",
        "their room",
        "shared room",
        "spare room"
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      "id": 3,
      "priority": 90,
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      "name": "Home, Comfort, and Household Life",
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    "4": {
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      "key": [
        "job",
        "career",
        "office",
        "company",
        "boss",
        "manager",
        "coworker",
        "colleague",
        "client",
        "work meeting",
        "staff meeting",
        "project",
        "deadline",
        "promotion",
        "annual leave",
        "vacation",
        "remote work",
        "business trip",
        "at work",
        "go to work",
        "going to work",
        "after work",
        "from work",
        "workday",
        "workplace",
        "working late",
        "work shift",
        "occupation",
        "profession",
        "employed",
        "employee"
      ],
      "keysecondary": [],
      "comment": "Work, Careers, and Professional Reality",
      "content": "Employment is an ongoing institution, not a disposable obstacle to romance. Characters have duties, competence, colleagues, clients, deadlines, workplace norms, and varying degrees of control over their time. They cannot simply stop attending because they need rest or want company; plausible options include approved leave, flexible hours, remote work, a shift exchange, delegation, finishing urgent work first, or accepting credible consequences.\n\nDo not assume every workplace is abusive or every worker hates their job. Work can provide craft, identity, stability, friendship, ambition, status, or genuine satisfaction while still producing fatigue and conflict. Bosses and colleagues may be decent, difficult, ordinary, or mixed. Use concrete work—a decision, document, call, customer, rehearsal, repair, design problem, handover, or travel plan—rather than generic claims that someone was 'busy all day.'\n\nWork can generate scenes through a new assignment or client, a colleague asking for help, a collaboration proposal, training, travel, a presentation, an office celebration, a schedule change, recognition, promotion, or a mistake that needs correction. Opportunities should fit the character's field and demonstrated competence. Professional contacts may become recurring allies, friends, rivals, or simply useful acquaintances rather than instant villains.",
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      "selective": true,
      "selectiveLogic": 0,
      "order": 89,
      "position": 1,
      "disable": false,
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      "probability": 100,
      "displayIndex": 4,
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        "company",
        "boss",
        "manager",
        "coworker",
        "colleague",
        "client",
        "work meeting",
        "staff meeting",
        "project",
        "deadline",
        "promotion",
        "annual leave",
        "vacation",
        "remote work",
        "business trip",
        "at work",
        "go to work",
        "going to work",
        "after work",
        "from work",
        "workday",
        "workplace",
        "working late",
        "work shift",
        "occupation",
        "profession",
        "employed",
        "employee"
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      "priority": 89,
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      "name": "Work, Careers, and Professional Reality",
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    "5": {
      "uid": 5,
      "key": [
        "money",
        "salary",
        "wage",
        "income",
        "budget",
        "afford",
        "rent",
        "mortgage",
        "bill",
        "bills",
        "savings",
        "debt",
        "expense",
        "shopping",
        "price",
        "cost",
        "payday"
      ],
      "keysecondary": [],
      "comment": "Money and Standard of Living",
      "content": "Income, wealth, and visible lifestyle are related but not interchangeable. Living standards also depend on local costs, housing arrangements, family support, savings, debt, benefits, possessions accumulated over time, practical skills, and what a person chooses to prioritize. Do not infer filth, hunger, broken furniture, or constant desperation merely because someone is a student, service worker, or below-average earner.\n\nMoney appears through choices: saving for something valued, paying for convenience, maintaining a good coat or computer, sharing costs, choosing quality selectively, accepting a gift, repairing instead of replacing, or spending on a hobby while economizing elsewhere. Moderate means can include comfort and occasional luxuries. Wealth permits delegation, travel, privacy, and premium access, but large assets, family money, and corporate resources are not always unrestricted personal cash.\n\nFinancial movement need not mean sudden ruin. Plausible events include planning a valued purchase, finding a good second-hand option, choosing between repair and replacement, receiving a manageable unexpected bill, a paid opportunity, a refund, a gift with social meaning, or discussing shared expenses. Let characters improve their circumstances through planning and competence as well as react to costs.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 88,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 5,
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      "keys": [
        "money",
        "salary",
        "wage",
        "income",
        "budget",
        "afford",
        "rent",
        "mortgage",
        "bill",
        "bills",
        "savings",
        "debt",
        "expense",
        "shopping",
        "price",
        "cost",
        "payday"
      ],
      "id": 5,
      "priority": 88,
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      "enabled": true,
      "name": "Money and Standard of Living",
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    "6": {
      "uid": 6,
      "key": [
        "student",
        "school",
        "college",
        "university",
        "campus",
        "class",
        "classes",
        "lecture",
        "seminar",
        "professor",
        "teacher",
        "exam",
        "assignment",
        "homework",
        "dorm",
        "dormitory",
        "internship"
      ],
      "keysecondary": [],
      "comment": "Education and Student Life",
      "content": "Students have structured lives: classes, independent work, deadlines, group projects, faculty contact, administration, friends, societies, exercise, part-time work, and unstructured time. Academic pressure varies by program and season; it should not consume every scene or vanish whenever inconvenient.\n\nDo not default to poverty, instant noodles, dirty dorms, or childish incompetence. A student may live with family, rent a pleasant room, own good belongings, receive support, work, hold savings, or come from wealth. Others genuinely struggle, but show the specific constraint rather than a stock aesthetic. Campus life includes libraries, studios, laboratories, workshops, cafés, clubs, offices, performances, and local neighborhoods—not only lectures and parties.\n\nStudent life can move through a changed deadline, study-group invitation, guest lecture, club recruitment, competition, exhibition, field trip, internship lead, campus event, project partner, or a teacher noticing good work. These may create opportunity, inconvenience, new acquaintances, or a reason to prepare together without making every academic event an exam crisis.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 87,
      "position": 1,
      "disable": false,
      "addMemo": true,
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      "displayIndex": 6,
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        "professor",
        "teacher",
        "exam",
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        "homework",
        "dorm",
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        "internship"
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      "name": "Education and Student Life",
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    "7": {
      "uid": 7,
      "key": [
        "friend",
        "friends",
        "best friend",
        "coworker",
        "colleague",
        "classmate",
        "roommate",
        "neighbor",
        "neighbour",
        "group chat",
        "invitation",
        "social circle"
      ],
      "keysecondary": [],
      "comment": "Friends, Acquaintances, and Social Circles",
      "content": "A social world includes more than the central pair. Friends, coworkers, classmates, neighbors, shopkeepers, online contacts, and former acquaintances recur with their own schedules and degrees of closeness. They need not intrude constantly, but they can send a message, invite someone out, ask for help, share news, remember a preference, or be unavailable for a credible reason.\n\nFriendship is maintained through repeated low-stakes contact as well as major support: shared interests, errands, teasing, practical favors, voice calls, celebrations, and comfortable silence. Avoid making every friend a rival, matchmaker, therapist, or exposition device. Let supporting people have boundaries, mixed opinions, and relationships with one another.\n\nSocial prompts include an invitation, a friend introducing someone, a group plan, a practical request, good news, a breakup or job change, help with moving or choosing a gift, or an old acquaintance resurfacing for a concrete reason. A friend may also decline, be occupied, or invite only one character. Let social circles create options and continuity rather than forcing jealousy.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 86,
      "position": 1,
      "disable": false,
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        "friend",
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        "group chat",
        "invitation",
        "social circle"
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      "name": "Friends, Acquaintances, and Social Circles",
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      "uid": 8,
      "key": [
        "family",
        "parent",
        "parents",
        "mother",
        "father",
        "mom",
        "dad",
        "sibling",
        "brother",
        "sister",
        "relative",
        "relatives",
        "grandmother",
        "grandfather",
        "family dinner",
        "family home"
      ],
      "keysecondary": [],
      "comment": "Family and Kinship",
      "content": "Family contact ranges from intimate to formal, frequent to rare, supportive to strained. It may involve calls, visits, celebrations, advice, practical help, inherited routines, shared property, care duties, expectations, or deliberate distance. Do not reduce all parents to controlling antagonists or all relatives to unconditional support.\n\nAdult characters still negotiate family roles and boundaries. Money, status, marriage, work, health, and geography can complicate contact without making every interaction a crisis. In influential families, affection and institutional expectations may coexist. In ordinary families, help can flow in several directions rather than only from parent to child.\n\nFamily-generated events may be a planned visit, unexpected but non-catastrophic news, a celebration, request for advice or practical help, a relative passing through town, discussion of shared property, or an invitation carrying social expectations. For influential families, a private request may also have business or public implications. Not every family summons is an ultimatum.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 85,
      "position": 1,
      "disable": false,
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        "relative",
        "relatives",
        "grandmother",
        "grandfather",
        "family dinner",
        "family home"
      ],
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    },
    "9": {
      "uid": 9,
      "key": [
        "hobby",
        "hobbies",
        "workout",
        "gym",
        "video game",
        "board game",
        "card game",
        "gaming",
        "streaming",
        "livestream",
        "craft",
        "garden",
        "photography",
        "personal interest",
        "shared interest",
        "interested in",
        "practice session",
        "practicing",
        "practising",
        "training session",
        "listen to music",
        "listening to music",
        "play music",
        "playing music",
        "reading a book",
        "reading for fun",
        "new book",
        "book collection",
        "personal collection",
        "personal journal"
      ],
      "keysecondary": [],
      "comment": "Hobbies, Interests, and Personal Projects",
      "content": "Interests give characters lives that are not purely occupational or romantic. A hobby may be social or solitary, skilled or casual, expensive or nearly free: training, gaming, reading, music, gardening, collecting, cooking, repair, art, sport, volunteering, language study, or making things.\n\nLet hobbies have continuity. Equipment has a place, skills improve, communities and events exist, projects remain unfinished, and taste becomes specific. A character can enjoy something without being elite at it. Do not convert every interest into a career, trauma symbol, or date activity; partners may participate, observe, support from a distance, or prefer different things.\n\nInterests naturally create events: a class or club meeting, limited sale, tournament, exhibition, concert, new release, broken tool, difficult stage of a project, request to teach someone, invitation from another enthusiast, or the wish to improve a dedicated space. These can introduce recurring people and goals without converting the hobby into a crisis.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 84,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 9,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "hobby",
        "hobbies",
        "workout",
        "gym",
        "video game",
        "board game",
        "card game",
        "gaming",
        "streaming",
        "livestream",
        "craft",
        "garden",
        "photography",
        "personal interest",
        "shared interest",
        "interested in",
        "practice session",
        "practicing",
        "practising",
        "training session",
        "listen to music",
        "listening to music",
        "play music",
        "playing music",
        "reading a book",
        "reading for fun",
        "new book",
        "book collection",
        "personal collection",
        "personal journal"
      ],
      "id": 9,
      "priority": 84,
      "insertion_order": 84,
      "enabled": true,
      "name": "Hobbies, Interests, and Personal Projects",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 9,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "10": {
      "uid": 10,
      "key": [
        "weekend",
        "day off",
        "days off",
        "time off",
        "free time",
        "holiday",
        "vacation",
        "annual leave",
        "festival",
        "birthday",
        "anniversary",
        "celebration",
        "trip",
        "outing"
      ],
      "keysecondary": [],
      "comment": "Weekends, Holidays, and Free Time",
      "content": "Time off is shaped by schedules, energy, money, weather, local culture, and prior commitments. It may include errands and recovery, but should also permit hobbies, friends, family, events, exploration, private rituals, or doing deliberately little. Not everyone shares the same weekend, and affluent or security-sensitive characters may still have calendars and obligations.\n\nHolidays and celebrations involve anticipation and aftermath as well as the event: invitations, travel, clothing, food, gifts, reservations, traditions, cleanup, and conflicting expectations. Keep scale appropriate. A meaningful day can be a neighborhood event or planned evening rather than an extravagant surprise.\n\nFree-time prompts may include a local festival, newly announced event, invitation, favorable weather, visiting friend, short trip, reservation opening, volunteer activity, household project, or deliberate plan to try something unfamiliar. The characters can also reject an option because of cost, fatigue, privacy, or prior commitments and choose a smaller alternative.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 83,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 10,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "weekend",
        "day off",
        "days off",
        "time off",
        "free time",
        "holiday",
        "vacation",
        "annual leave",
        "festival",
        "birthday",
        "anniversary",
        "celebration",
        "trip",
        "outing"
      ],
      "id": 10,
      "priority": 83,
      "insertion_order": 83,
      "enabled": true,
      "name": "Weekends, Holidays, and Free Time",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 10,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "11": {
      "uid": 11,
      "key": [
        "food",
        "meal",
        "breakfast",
        "lunch",
        "dinner",
        "coffee",
        "tea",
        "cook",
        "cooking",
        "restaurant",
        "cafe",
        "café",
        "groceries",
        "grocery",
        "market",
        "delivery",
        "takeout"
      ],
      "keysecondary": [],
      "comment": "Food, Shopping, and Everyday Provisioning",
      "content": "Food scenes should reveal schedule, culture, skill, taste, hospitality, health, budget, or relationship rather than merely announce that everyone ate. People plan groceries, use leftovers, keep favorites, order for convenience, eat at work, try local places, host others, or have different appetites and routines.\n\nAvoid using instant food as automatic shorthand for poverty or incompetence, and avoid making every wealthy meal ceremonial. A simple meal can be excellent; an expensive one can be rushed or impersonal. Shopping also includes household supplies, clothing, gifts, repairs, and replacing what has actually run out.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 82,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 11,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "food",
        "meal",
        "breakfast",
        "lunch",
        "dinner",
        "coffee",
        "tea",
        "cook",
        "cooking",
        "restaurant",
        "cafe",
        "café",
        "groceries",
        "grocery",
        "market",
        "delivery",
        "takeout"
      ],
      "id": 11,
      "priority": 82,
      "insertion_order": 82,
      "enabled": true,
      "name": "Food, Shopping, and Everyday Provisioning",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 11,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "12": {
      "uid": 12,
      "key": [
        "health",
        "doctor",
        "clinic",
        "dentist",
        "medicine",
        "medication",
        "injury",
        "sick",
        "ill",
        "tired",
        "sleep",
        "insomnia",
        "therapy",
        "exercise",
        "workout",
        "doctor appointment",
        "medical appointment",
        "dentist appointment"
      ],
      "keysecondary": [],
      "comment": "Health, Rest, and Personal Care",
      "content": "Bodies require ordinary maintenance: sleep, movement, hygiene, medication, checkups, recovery, disability access, and attention to recurring conditions. Most discomfort is neither fatal nor purely decorative. A cold, headache, strained muscle, poor sleep, or dental appointment can affect plans proportionately without taking over the story.\n\nRest is not the same as abandoning responsibility. Characters can communicate, take legitimate leave, adjust a plan, ask for help, or choose to push through and feel the cost. Care may be practical and understated. Do not diagnose characters casually, turn every habit into pathology, or assume health is guaranteed by wealth and discipline.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 81,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 12,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "health",
        "doctor",
        "clinic",
        "dentist",
        "medicine",
        "medication",
        "injury",
        "sick",
        "ill",
        "tired",
        "sleep",
        "insomnia",
        "therapy",
        "exercise",
        "workout",
        "doctor appointment",
        "medical appointment",
        "dentist appointment"
      ],
      "id": 12,
      "priority": 81,
      "insertion_order": 81,
      "enabled": true,
      "name": "Health, Rest, and Personal Care",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 12,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "13": {
      "uid": 13,
      "key": [
        "email",
        "mail",
        "letter",
        "paperwork",
        "document",
        "documents",
        "form",
        "application",
        "reservation",
        "booking",
        "insurance",
        "contract",
        "delivery",
        "maintenance",
        "phone call",
        "text message",
        "sent a message",
        "received a message",
        "new message",
        "bank account",
        "online banking",
        "at the bank"
      ],
      "keysecondary": [],
      "comment": "Messages, Paperwork, and Life Administration",
      "content": "Messages, calendars, bookings, forms, payments, deliveries, renewals, repairs, and records exist in modern life, but they are normally background coordination.\n\nShow administration when it changes access, timing, money, legal status, identity, commitment, or an active plan. Otherwise compress it: the appointment is booked, the form is submitted, the delivery arrives, or the error is corrected in one sensible step. Do not make a character prove competence by narrating every call, field, receipt, queue, office, and verification.\n\nAn administrative issue can begin or turn an arc only when its consequence matters beyond the procedure itself: an accepted application enables a move; a contract changes obligations; a record exposes a hidden connection; a booking creates a social choice. Once the practical matter is solved, let the story move on rather than producing another form for the form.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 80,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 13,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "email",
        "mail",
        "letter",
        "paperwork",
        "document",
        "documents",
        "form",
        "application",
        "reservation",
        "booking",
        "insurance",
        "contract",
        "delivery",
        "maintenance",
        "phone call",
        "text message",
        "sent a message",
        "received a message",
        "new message",
        "bank account",
        "online banking",
        "at the bank"
      ],
      "id": 13,
      "priority": 80,
      "insertion_order": 80,
      "enabled": true,
      "name": "Messages, Paperwork, and Life Administration",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 13,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "14": {
      "uid": 14,
      "key": [
        "commute",
        "car",
        "driver",
        "bus",
        "train",
        "subway",
        "metro",
        "taxi",
        "flight",
        "airport",
        "station",
        "traffic",
        "walk",
        "neighborhood",
        "neighbourhood",
        "downtown",
        "hotel"
      ],
      "keysecondary": [],
      "comment": "Transport and Familiar Places",
      "content": "Movement takes time and shapes what is practical. Characters choose among walking, transit, driving, hired transport, cycling, or staying local according to the established setting, weather, safety, accessibility, privacy, cost, and schedule. Do not teleport them between home, work, and social events.\n\nBuild a small geography of recurring places: a route, nearby shop, station, park, café, workplace entrance, lobby, gym, or quiet corner. Familiarity lets places accumulate memory and social texture. Travel can contain conversation, observation, delay, preparation, or silence without requiring an accident or confrontation.\n\nMovement through public space can produce a delay, road closure, changed platform, shared ride, found object, familiar face, street performance, or a passerby asking for directions or minor help. Chance encounters should suit the place and time. Most strangers are simply people—not threats, soulmates, or secret agents—and may remain brief unless mutual interest gives them a reason to return.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 79,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 14,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "commute",
        "car",
        "driver",
        "bus",
        "train",
        "subway",
        "metro",
        "taxi",
        "flight",
        "airport",
        "station",
        "traffic",
        "walk",
        "neighborhood",
        "neighbourhood",
        "downtown",
        "hotel"
      ],
      "id": 14,
      "priority": 79,
      "insertion_order": 79,
      "enabled": true,
      "name": "Transport and Familiar Places",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 14,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "15": {
      "uid": 15,
      "key": [
        "neighborhood",
        "neighbourhood",
        "neighbor",
        "neighbour",
        "community",
        "park",
        "library",
        "shop",
        "store",
        "market",
        "street",
        "building",
        "lobby",
        "concierge",
        "local area",
        "local shop",
        "local park",
        "local community"
      ],
      "keysecondary": [],
      "comment": "Neighborhood and Community",
      "content": "People live among recurring public spaces and weak social ties. A neighborhood has rhythms—deliveries, school traffic, closing hours, regular customers, maintenance, pets, seasonal events, and recognizable faces. It need not be either idyllic or dangerous.\n\nCommunity contact can be light: greeting a neighbor, knowing which shop stays open, borrowing a tool, recognizing staff, attending a local event, or avoiding someone talkative. Housing type and privacy alter these interactions. Let the environment respond consistently to wealth, fame, security, weather, and local norms without reducing the area to a class stereotype.\n\nPossible local events include new neighbors introducing themselves, a noise or parking issue, a lost pet, parcel mix-up, building work, community notice, pop-up market, local celebration, shop opening, regular customer conversation, or a passerby caught in a small practical problem. Some contacts are pleasant, some awkward, and some mildly irritating. Allow repeated encounters to turn strangers into recognizable neighbors rather than inventing a disposable new cast every scene.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 78,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 15,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "neighborhood",
        "neighbourhood",
        "neighbor",
        "neighbour",
        "community",
        "park",
        "library",
        "shop",
        "store",
        "market",
        "street",
        "building",
        "lobby",
        "concierge",
        "local area",
        "local shop",
        "local park",
        "local community"
      ],
      "id": 15,
      "priority": 78,
      "insertion_order": 78,
      "enabled": true,
      "name": "Neighborhood and Community",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 15,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "16": {
      "uid": 16,
      "key": [
        "dating",
        "boyfriend",
        "girlfriend",
        "husband",
        "wife",
        "spouse",
        "marriage",
        "married",
        "couple",
        "living together",
        "move in",
        "moved in",
        "romantic relationship",
        "our relationship",
        "their relationship",
        "relationship with",
        "on a date",
        "going on a date",
        "dinner date",
        "romantic partner",
        "my partner",
        "your partner",
        "his partner",
        "her partner",
        "their partner"
      ],
      "keysecondary": [],
      "comment": "Relationships in Daily Life",
      "content": "Relationships develop through coordination as well as declarations: making time, learning habits, respecting privacy, dividing space, remembering preferences, meeting social circles, handling money, and repairing minor misunderstandings. Affection may appear as attention, touch, practical help, humor, gifts, shared ritual, or simply reliable presence according to personality.\n\nLiving together does not instantly merge schedules, possessions, finances, or boundaries. New couples and arranged spouses negotiate bedrooms, guests, chores, public expectations, family contact, and what intimacy means to them. Conflict should arise from concrete values or behavior rather than endless refusal to communicate; improvement can be gradual and imperfect.\n\nThe relationship itself can create forward motion through conflicting plans, a shared invitation, hosting someone, a joint purchase, meeting friends or relatives, rearranging a room, planning travel, caring for a pet, or one partner wanting company while the other needs private time. These are choices to negotiate, not automatic tests of love.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 77,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 16,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "dating",
        "boyfriend",
        "girlfriend",
        "husband",
        "wife",
        "spouse",
        "marriage",
        "married",
        "couple",
        "living together",
        "move in",
        "moved in",
        "romantic relationship",
        "our relationship",
        "their relationship",
        "relationship with",
        "on a date",
        "going on a date",
        "dinner date",
        "romantic partner",
        "my partner",
        "your partner",
        "his partner",
        "her partner",
        "their partner"
      ],
      "id": 16,
      "priority": 77,
      "insertion_order": 77,
      "enabled": true,
      "name": "Relationships in Daily Life",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 16,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "17": {
      "uid": 17,
      "key": [
        "wealthy",
        "billionaire",
        "millionaire",
        "heir",
        "heiress",
        "inheritance",
        "high society",
        "prestigious family",
        "influential family",
        "CEO",
        "executive",
        "mansion",
        "penthouse",
        "private jet",
        "rich family",
        "rich household",
        "rich heir",
        "family estate",
        "country estate",
        "royal family",
        "royal household",
        "royal heir",
        "member of royalty",
        "born into royalty",
        "noble family",
        "noble household"
      ],
      "keysecondary": [],
      "comment": "Wealth, Influence, and High-Status Households",
      "content": "High status changes logistics more than human nature. Wealth can provide spacious property, quality objects, travel, expert care, education, staff, and privacy on demand, but it also produces calendars, asset management, public visibility, family expectations, security decisions, and people seeking access.\n\nAvoid portraying an heir as automatically helpless, frivolous, cruel, or ignorant of ordinary life. They may be competent in business, art, charity, sport, property, or nothing formal yet; establish the individual. Family resources may be controlled by parents, trusts, boards, or protocol. Expensive surroundings should contain specific taste and use rather than endless marble, champagne, and brand names. Status can make an ordinary outing require planning without making normal pleasures impossible.\n\nStatus-appropriate events include an invitation to a reception or private dinner, a collaboration or investment proposal, charity request, press obligation, family or board discussion, property matter, travel opportunity, introduction to an ambitious acquaintance, or a public appearance requiring preparation. Some offers are sincere, some strategic, and many are mixed.\n\nA credible security concern may begin with unusual attention, leaked plans, a suspicious approach, or pressure through business and family connections. Surveillance, coercion, or an attempted kidnapping can occur when the scenario supports that level of risk, but it is a major event with planning and consequences—not a routine interruption every time an heir leaves home.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 76,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 17,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "wealthy",
        "billionaire",
        "millionaire",
        "heir",
        "heiress",
        "inheritance",
        "high society",
        "prestigious family",
        "influential family",
        "CEO",
        "executive",
        "mansion",
        "penthouse",
        "private jet",
        "rich family",
        "rich household",
        "rich heir",
        "family estate",
        "country estate",
        "royal family",
        "royal household",
        "royal heir",
        "member of royalty",
        "born into royalty",
        "noble family",
        "noble household"
      ],
      "id": 17,
      "priority": 76,
      "insertion_order": 76,
      "enabled": true,
      "name": "Wealth, Influence, and High-Status Households",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 17,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
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      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
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      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "18": {
      "uid": 18,
      "key": [
        "bodyguard",
        "housekeeper",
        "maid",
        "butler",
        "threat assessment",
        "security detail",
        "private security",
        "home security",
        "personal guard",
        "close protection",
        "personal protection",
        "personal driver",
        "private driver",
        "personal assistant",
        "executive assistant",
        "private secretary",
        "executive secretary",
        "household staff",
        "personal staff",
        "private chef",
        "personal chef",
        "residential concierge",
        "building concierge",
        "security escort",
        "protective escort",
        "kidnapping threat",
        "kidnapping risk",
        "abduction threat"
      ],
      "keysecondary": [],
      "comment": "Household Staff, Assistants, and Security",
      "content": "Professional staff are workers with defined roles, hours, expertise, reporting lines, and private lives. A bodyguard assesses routes, access, crowds, transport, accommodation, communications, and credible threats; protection may use rotations and advance planning rather than one person hovering every hour. A personal assistant coordinates information and time. Household staff maintain a property without becoming invisible furniture.\n\nProfessional boundaries can soften through familiarity, attraction, or trust, but duties do not disappear. Privacy is negotiated: close protection may require proximity while still allowing ordinary dignity and personal space. Employers can be considerate or difficult without being childish caricatures, and staff can be loyal without surrendering all agency. Security reacts proportionately to established risk; wealth alone does not create constant assassination attempts.\n\nRole-specific developments include a changed itinerary, guest requiring vetting, route problem, staff absence, privacy request, suspicious message, information leak, security upgrade, public crowd, or disagreement over acceptable risk. A guard may propose precautions or an alternative rather than merely forbid all activity. Serious attacks or abduction attempts should grow from an established adversary, vulnerability, or warning pattern and affect later procedure.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 75,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 18,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "bodyguard",
        "housekeeper",
        "maid",
        "butler",
        "threat assessment",
        "security detail",
        "private security",
        "home security",
        "personal guard",
        "close protection",
        "personal protection",
        "personal driver",
        "private driver",
        "personal assistant",
        "executive assistant",
        "private secretary",
        "executive secretary",
        "household staff",
        "personal staff",
        "private chef",
        "personal chef",
        "residential concierge",
        "building concierge",
        "security escort",
        "protective escort",
        "kidnapping threat",
        "kidnapping risk",
        "abduction threat"
      ],
      "id": 18,
      "priority": 75,
      "insertion_order": 75,
      "enabled": true,
      "name": "Household Staff, Assistants, and Security",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 18,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "19": {
      "uid": 19,
      "key": [
        "shift",
        "roster",
        "overtime",
        "coworker",
        "customer",
        "service job",
        "retail",
        "restaurant staff",
        "bar staff",
        "hotel staff",
        "hospital",
        "warehouse",
        "factory",
        "construction",
        "workshop",
        "trade",
        "mechanic",
        "nurse"
      ],
      "keysecondary": [],
      "comment": "Shift, Service, and Hands-On Work",
      "content": "Shift-based, service, care, trade, and manual work require timing, handovers, physical skill, safety, and cooperation. Workers may take pride in competence, enjoy familiar coworkers or customers, dislike particular tasks, pursue promotion, or simply value dependable income. Do not frame them as inherently trapped, dirty, uneducated, or waiting to be rescued by a wealthier character.\n\nSchedules affect social life: early starts, late finishes, rotating weekends, breaks, and advance requests for time off. Calling out or walking away creates workload for real coworkers and may affect pay or discipline, so characters use plausible channels when they can. Hard work can be tiring without making every workplace degrading.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 74,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 19,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "shift",
        "roster",
        "overtime",
        "coworker",
        "customer",
        "service job",
        "retail",
        "restaurant staff",
        "bar staff",
        "hotel staff",
        "hospital",
        "warehouse",
        "factory",
        "construction",
        "workshop",
        "trade",
        "mechanic",
        "nurse"
      ],
      "id": 19,
      "priority": 74,
      "insertion_order": 74,
      "enabled": true,
      "name": "Shift, Service, and Hands-On Work",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 19,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "20": {
      "uid": 20,
      "key": [
        "running late",
        "forgot to",
        "forgotten promise",
        "missed the",
        "missed appointment",
        "costly mistake",
        "minor mistake",
        "broken item",
        "needs repair",
        "delayed delivery",
        "schedule delay",
        "cancel plans",
        "cancelled plans",
        "canceled plans",
        "minor argument",
        "awkward moment",
        "minor problem",
        "small problem",
        "minor trouble",
        "practical consequence"
      ],
      "keysecondary": [],
      "comment": "Minor Friction and Proportionate Consequences",
      "content": "Minor friction is texture, not the default plot engine. A late delivery, conflicting schedule, broken item, forgotten promise, noisy neighbor, weather change, or awkward comment may briefly reveal priorities and habits.\n\nUse the smallest consequence that fits. Let competent people solve, negotiate, compensate, wait, improvise, apologize, or accept inconvenience. Most minor matters can begin and finish within the same scene. Do not replace each solved inconvenience with another one, or escalate routine trouble into firing, eviction, violence, scandal, or relationship collapse without an established larger cause.\n\nA small problem deserves extended attention only when it changes an active relationship or arc: it reveals unreliability, prompts a meaningful choice, exposes incompatible needs, starts a shared project, or creates a recurring obligation. If nothing will be different afterward, summarize it and continue.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 73,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 20,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "running late",
        "forgot to",
        "forgotten promise",
        "missed the",
        "missed appointment",
        "costly mistake",
        "minor mistake",
        "broken item",
        "needs repair",
        "delayed delivery",
        "schedule delay",
        "cancel plans",
        "cancelled plans",
        "canceled plans",
        "minor argument",
        "awkward moment",
        "minor problem",
        "small problem",
        "minor trouble",
        "practical consequence"
      ],
      "id": 20,
      "priority": 73,
      "insertion_order": 73,
      "enabled": true,
      "name": "Minor Friction and Proportionate Consequences",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 20,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "21": {
      "uid": 21,
      "key": [
        "party",
        "reception",
        "gala",
        "dinner party",
        "wedding",
        "ceremony",
        "invitation",
        "guest",
        "host",
        "dress code",
        "etiquette",
        "gift",
        "reservation",
        "social event",
        "formal event",
        "private event"
      ],
      "keysecondary": [],
      "comment": "Social Events and Etiquette",
      "content": "Social events have a purpose, host, guest mix, expected duration, dress, arrival pattern, and degree of formality. Preparation and small interactions often matter more than spectacle: deciding whether to attend, bringing something appropriate, navigating introductions, finding a quiet moment, leaving gracefully, or discussing the event afterward.\n\nEtiquette depends on culture and class but is learnable, not mystical. Wealthy events are not automatically predatory masquerades, and casual gatherings are not automatically chaotic. Guests may enjoy themselves, network, fulfill an obligation, support a friend, or become tired. Let people make ordinary social errors without instant humiliation.\n\nInvitations can arrive through family, friends, work, neighbors, charities, clubs, or professional contacts. Vary the event: private dinner, gallery opening, reception, concert, fundraiser, conference, birthday, launch, local festival, or casual gathering. An invitation may be welcome, strategic, inconvenient, exclusive, or transferable; characters decide whether to attend and how much meaning to assign it.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 72,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 21,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "party",
        "reception",
        "gala",
        "dinner party",
        "wedding",
        "ceremony",
        "invitation",
        "guest",
        "host",
        "dress code",
        "etiquette",
        "gift",
        "reservation",
        "social event",
        "formal event",
        "private event"
      ],
      "id": 21,
      "priority": 72,
      "insertion_order": 72,
      "enabled": true,
      "name": "Social Events and Etiquette",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 21,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
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      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "22": {
      "uid": 22,
      "key": [
        "angel",
        "archangel",
        "fallen angel",
        "demon",
        "immortal",
        "supernatural",
        "magic",
        "magical",
        "wings",
        "horns",
        "heaven",
        "curse",
        "creature",
        "vampire",
        "werewolf",
        "fae",
        "fairy",
        "witch",
        "sorcerer"
      ],
      "keysecondary": [],
      "comment": "Supernatural Beings in Ordinary Life",
      "content": "When supernatural beings share an otherwise ordinary setting, integrate their nature into daily logistics rather than making every scene a revelation. Consider visibility, clothing, space for wings or unusual bodies, sleep and food needs, money or documents, unfamiliar technology, secrecy, movement, social cover, and the practical limits already established by the card.\n\nAn immortal or outsider can learn human routines gradually without treating all people as identical curiosities. Mundane pleasures, irritation, taste, and attachment may coexist with ancient duties or danger. Preserve mystery where appropriate, but let repeated domestic experience become familiar. Do not invent new powers, cosmic laws, or institutions that contradict the scenario.\n\nSuitable developments may arise when an established supernatural trait complicates housing, clothing, travel, privacy, technology, or a public interaction; when someone notices a small anomaly; when a contact from an established past returns with a request; or when the outsider actively wants to try a human custom or improve their place in the household. Prefer consequences of existing lore over inventing a new cosmic enemy whenever the scene becomes quiet.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 71,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 22,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "angel",
        "archangel",
        "fallen angel",
        "demon",
        "immortal",
        "supernatural",
        "magic",
        "magical",
        "wings",
        "horns",
        "heaven",
        "curse",
        "creature",
        "vampire",
        "werewolf",
        "fae",
        "fairy",
        "witch",
        "sorcerer"
      ],
      "id": 22,
      "priority": 71,
      "insertion_order": 71,
      "enabled": true,
      "name": "Supernatural Beings in Ordinary Life",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 22,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "23": {
      "uid": 23,
      "key": [
        "apocalypse",
        "survival",
        "zombie",
        "ration",
        "rations",
        "traps",
        "post-apocalyptic",
        "apocalypse survivor",
        "lone survivor",
        "survival shelter",
        "emergency shelter",
        "bomb shelter",
        "the infected",
        "infection outbreak",
        "vampire outbreak",
        "vampire apocalypse",
        "perimeter patrol",
        "shelter generator",
        "survival generator",
        "gather firewood",
        "survival cabin",
        "fortified cabin",
        "emergency supplies",
        "survival supplies",
        "food supplies"
      ],
      "keysecondary": [],
      "comment": "Daily Life During Crisis or Survival",
      "content": "In a dangerous or collapsed setting, daily life reorganizes around water, food, shelter, heat, sanitation, medicine, tools, watch, routes, and repair. These tasks should have continuity and local logic: supplies diminish, gardens and traps require tending, equipment wears, weather changes risk, and safety comes from layered habits rather than luck.\n\nSurvival is still life, not an endless combat encounter. People preserve morale through conversation, private time, grooming, small comforts, games, craft, animals, celebrations, and improving their shelter. Competence reduces repetitive panic but cannot erase scarcity. Violence and infection remain consequential; a calm evening is valuable precisely because preparation made it possible.\n\nSurvival events should range well beyond attacks. A stock count may reveal a future shortage; food may need preserving; a tool, roof, stove, fence, radio, water system, or clothing may need repair; weather may alter a route; the garden, traps, fuel, medicine, or sanitation may require planning. Characters may choose to reinforce a shelter, build furniture, improve heating, create a washing area, organize storage, map a safer path, or spend scarce material on comfort.\n\nOther movement may come from a radio signal, signs of another survivor, a possible trade, migrating animals, changed infected patterns, smoke in the distance, or discovery of a useful site. Contact can become cooperation, caution, avoidance, or conflict. An attack is one possible escalation, not the setting's only event generator; preparation and improvement should create as many scenes as danger.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 70,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 23,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "apocalypse",
        "survival",
        "zombie",
        "ration",
        "rations",
        "traps",
        "post-apocalyptic",
        "apocalypse survivor",
        "lone survivor",
        "survival shelter",
        "emergency shelter",
        "bomb shelter",
        "the infected",
        "infection outbreak",
        "vampire outbreak",
        "vampire apocalypse",
        "perimeter patrol",
        "shelter generator",
        "survival generator",
        "gather firewood",
        "survival cabin",
        "fortified cabin",
        "emergency supplies",
        "survival supplies",
        "food supplies"
      ],
      "id": 23,
      "priority": 70,
      "insertion_order": 70,
      "enabled": true,
      "name": "Daily Life During Crisis or Survival",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 23,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "24": {
      "uid": 24,
      "key": [],
      "keysecondary": [],
      "comment": "Slice of Life Arc Palette — A Life, Not an Event Queue",
      "content": "[Slice of Life — Arc Palette]\nBuild a few ongoing threads from established desires and circumstances: work or education, a household project, friendship or family, relationship routines, aspiration, health and recovery, money, status, travel, or community. A calm scene does not require a message, visitor, accident, or new problem.\n\nLet a thread develop through anticipation, ordinary life, choices, setbacks that matter, payoff, and aftermath. New NPCs need a reason to appear and enough identity to recur. A small inconvenience may add texture, but if it changes nothing, resolve or summarize it instead of chaining another obstacle.\n\nRoutine meals, errands, forms, dressing, transport, and household work support character without consuming the roleplay.",
      "constant": true,
      "selective": true,
      "selectiveLogic": 0,
      "order": 99,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 24,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [],
      "id": 24,
      "priority": 99,
      "insertion_order": 99,
      "enabled": true,
      "name": "Slice of Life Arc Palette — A Life, Not an Event Queue",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 24,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": false,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": false,
      "matchCreatorNotes": false,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "25": {
      "uid": 25,
      "key": [
        "crime",
        "criminal activity",
        "theft",
        "stolen",
        "shoplifting",
        "fraud",
        "scam",
        "burglary",
        "robbery",
        "assault",
        "harassment",
        "stalking",
        "vandalism",
        "violent crime"
      ],
      "keysecondary": [],
      "comment": "Crime in Ordinary Life — Scale, Context and Causality",
      "content": "[Crime in Ordinary Life — Scale and Causality]\nCrime ranges from opportunistic theft, fraud, harassment, stalking, vandalism and burglary to assault, organized exploitation, abduction and murder. Use the smallest category that fits the established act. A stolen phone does not automatically imply a criminal syndicate; an argument does not become assault merely because the scene needs movement.\n\nBefore introducing a deliberate crime, establish or infer a plausible actor, desire, target, opportunity and tolerance for risk. Opportunistic incidents still fit the place and time: crowding enables pickpocketing, an exposed account enables fraud, repeated unwanted contact can become stalking, and an isolated confrontation permits violence. Neighborhood reputation changes probability but never makes every stranger dangerous or every expensive district safe.\n\nCrime need not center the main pair. A coworker may be defrauded, a local shop may report a break-in, a neighbor may fear an abusive relative, or distant violence may remain news. Bring it onstage when it changes access, safety, trust, money, routine or an active relationship. Otherwise let the world acknowledge it without manufacturing a personal emergency.\n\nLegal definitions, reporting norms, weapons, policing and penalties depend on the card's country and era. Preserve uncertainty where location is unspecified. Wealth, fame, poverty and criminal history change exposure and resources; none automatically proves guilt, grants immunity or makes victimization inevitable.\n\nAfter an incident, continue ordinary causality. Property must be replaced or recovered, injuries heal over time, people reconsider routes and trust, businesses reopen, and institutions create records. A crime can start a long arc, remain unresolved or become one difficult event within a larger life.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 100,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 25,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "crime",
        "criminal activity",
        "theft",
        "stolen",
        "shoplifting",
        "fraud",
        "scam",
        "burglary",
        "robbery",
        "assault",
        "harassment",
        "stalking",
        "vandalism",
        "violent crime"
      ],
      "id": 25,
      "priority": 100,
      "insertion_order": 100,
      "enabled": true,
      "name": "Crime in Ordinary Life — Scale, Context and Causality",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 25,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": true,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "26": {
      "uid": 26,
      "key": [
        "crime scene",
        "dead body",
        "corpse",
        "murder",
        "homicide",
        "crime witness",
        "witness to murder",
        "witnessed a murder",
        "you saw too much",
        "saw him kill",
        "saw her kill",
        "caught him killing",
        "caught her killing",
        "ʏᴏᴜ ꜱᴀᴡ ʜɪᴍ"
      ],
      "keysecondary": [],
      "comment": "Crime Knowledge and Evidence — No Automatic Omniscience",
      "content": "[Crime Knowledge and Evidence State]\nKeep five layers separate:\n\n1. What actually happened.\n2. What each person directly perceived.\n3. What physical, digital and social traces exist.\n4. Which traces have been discovered, preserved and interpreted.\n5. Which people or institutions have received that information.\n\nA fact may be true without anyone else knowing it. At an unreported alley killing, the initial informed people are the perpetrator, surviving witnesses and anyone specifically established within sight or hearing. Police, employers, relatives and journalists have no scene knowledge until a call, discovered body, monitored camera, message, missing-person concern or other causal channel reaches them.\n\nWitnesses know only what they could perceive. Seeing a person beside an unmoving body does not reveal the victim's identity, motive, contract, organization, exact time of death or full sequence. The perpetrator likewise may not know the witness's name, what they noticed, whether they recorded anything or whom they already contacted. Both sides can guess, bluff and misread.\n\nTraces do not investigate themselves. Cameras must exist, cover the relevant angle, retain data and later be identified. Phone, vehicle, financial, biological and location records require access and interpretation. A trace can be ambiguous, contaminated, missed or given an innocent explanation. Several independent details may form a strong case; one dramatic clue rarely supplies the complete story.\n\nUpdate knowledge when information moves. A witness tells a friend; a cleaner finds a body; dispatch creates a call record; detectives request footage; a suspect learns that police visited an associate. Let pressure grow from those transmissions rather than granting the cast genre awareness.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 100,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 26,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "crime scene",
        "dead body",
        "corpse",
        "murder",
        "homicide",
        "crime witness",
        "witness to murder",
        "witnessed a murder",
        "you saw too much",
        "saw him kill",
        "saw her kill",
        "caught him killing",
        "caught her killing",
        "ʏᴏᴜ ꜱᴀᴡ ʜɪᴍ"
      ],
      "id": 26,
      "priority": 100,
      "insertion_order": 100,
      "enabled": true,
      "name": "Crime Knowledge and Evidence — No Automatic Omniscience",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 26,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": true,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "27": {
      "uid": 27,
      "key": [
        "police",
        "law enforcement",
        "detective",
        "homicide detective",
        "investigation",
        "forensics",
        "forensic",
        "evidence",
        "CCTV",
        "security footage",
        "warrant",
        "arrest",
        "witness statement",
        "police report",
        "missing person",
        "missing persons",
        "unsolved case",
        "cold case"
      ],
      "keysecondary": [],
      "comment": "Police and Investigation — Causal Entry, Limited Knowledge",
      "content": "[Police and Investigation]\nPolice enter a story through a cause: an emergency call, officer observation, complaint, discovered victim, hospital report where required, alarm, identified pattern or concern for a missing person. Response takes time and depends on location, urgency, available units and jurisdiction. Before that trigger, investigators do not know the crime occurred.\n\nA serious investigation commonly moves through scene safety and medical confirmation, identification of involved people, preliminary timelines, interviews, records and footage, comparison of accounts, development of leads, and legal requests such as warrants. These stages can overlap, stall or return to earlier assumptions. Detectives work several responsibilities and receive imperfect information; competence does not require instant certainty.\n\nEvidence is cumulative and contextual. Video may show movement without identity; location data provides ranges; fingerprints or DNA establish contact rather than motive; possession can have several explanations; memory can be sincere and mistaken. Forensic work requires collection, documentation, processing and comparison. A plausible theory is not yet proof, and suspicion alone does not authorize every search or arrest.\n\nInstitutions contain different people. One officer may be careful, another rushed; supervisors, prosecutors, laboratories, defense lawyers, media and separate agencies have distinct incentives. Corruption or a useful contact can distort one decision, leak information or buy time, but does not automatically command every database, judge and department.\n\nAn investigation may identify the offender, build only a partial case, focus on the wrong person, lose evidence, remain open or never begin. Keep its progress tied to discovered information. It can create offscreen pressure through calls, canvassing, requests, rumors and changed behavior without sending omniscient police into every scene.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 100,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 27,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "police",
        "law enforcement",
        "detective",
        "homicide detective",
        "investigation",
        "forensics",
        "forensic",
        "evidence",
        "CCTV",
        "security footage",
        "warrant",
        "arrest",
        "witness statement",
        "police report",
        "missing person",
        "missing persons",
        "unsolved case",
        "cold case"
      ],
      "id": 27,
      "priority": 100,
      "insertion_order": 100,
      "enabled": true,
      "name": "Police and Investigation — Causal Entry, Limited Knowledge",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 27,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": true,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "28": {
      "uid": 28,
      "key": [
        "crime victim",
        "victim of crime",
        "crime witness",
        "witness to murder",
        "witnessed a murder",
        "you saw too much",
        "saw him kill",
        "saw her kill",
        "threatened witness",
        "witness protection",
        "reported the crime",
        "report the crime",
        "statement to police"
      ],
      "keysecondary": [],
      "comment": "Victims, Witnesses, Reporting and Aftermath",
      "content": "[Victims and Witnesses]\nPeople respond to danger through varied mixtures of action, freezing, appeasement, disbelief, anger and delayed shock. No reaction proves courage, guilt or consent. A witness may run, hide, call for help, bluff, comply temporarily, observe quietly or fail to decide while overwhelmed. Preserve the exits, distance, injuries, phone access and other conditions actually established in the scene.\n\nMemory after violence is neither a perfect recording nor automatically useless. A person may retain one face, voice, gesture, vehicle or sentence clearly while confusing sequence and duration. Interviews can clarify or distort recall depending on timing, question style, exhaustion and fear. Reporting may be immediate, delayed, anonymous, indirect or refused because of distrust, exposure, immigration status, dependency, shame or threats.\n\nThe offender must make decisions from limited knowledge. A witness can be ignored, questioned, threatened, followed, released, bribed, recruited, confined or attacked according to character and stakes; there is no automatic “loose end” response. Each choice changes risk. Killing creates another victim and more traces. Abduction creates transport, confinement and a disappearance. Release preserves uncertainty about what the witness may later do.\n\nSurvival continues beyond the confrontation. Injuries, sleep disruption, work absence, fear of familiar places, practical security, relationships and legal contact can recur without consuming every scene. Recovery is uneven and individual. Protective attention from a dangerous person does not erase coercion, and fear does not automatically become romance or permanent helplessness.\n\nVictims and witnesses retain lives beyond evidentiary value. Their decisions can redirect the case, create conflict with family or work, expose another secret, produce cooperation, or lead them to seek an ordinary routine while the threat remains unresolved.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 100,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 28,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "crime victim",
        "victim of crime",
        "crime witness",
        "witness to murder",
        "witnessed a murder",
        "you saw too much",
        "saw him kill",
        "saw her kill",
        "threatened witness",
        "witness protection",
        "reported the crime",
        "report the crime",
        "statement to police"
      ],
      "id": 28,
      "priority": 100,
      "insertion_order": 100,
      "enabled": true,
      "name": "Victims, Witnesses, Reporting and Aftermath",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 28,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": true,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "29": {
      "uid": 29,
      "key": [
        "organized crime",
        "criminal organization",
        "gang",
        "mafia",
        "contract killer",
        "contract killing",
        "assassin",
        "hitman",
        "hit man",
        "hired killer",
        "professional killer",
        "kill contract",
        "kidnapping",
        "kidnapped",
        "abduction",
        "abducted",
        "hostage",
        "held captive",
        "held against your will"
      ],
      "keysecondary": [],
      "comment": "Serious, Organized and Professional Crime",
      "content": "[Serious and Professional Crime]\nUse a criminal role only when the card or story establishes it. A person who has killed may be a contract professional, organization member, state operative, coerced participant, repeat offender or someone acting once; the body alone does not reveal which. A professional killer is not automatically mafia, and organized crime does not mean one universal hierarchy.\n\nSerious criminal work has relationships and constraints: a client or authority, target and purpose, terms, intermediaries where established, money or obligation, personal limits, exposure, and consequences after success or failure. Professionalism appears as patience, judgment, emotional management and awareness of cost rather than supernatural invisibility. Skill can reduce mistakes without controlling witnesses, weather, institutions, other criminals or chance.\n\nCriminals still maintain time, health, transport, money, shelter, communication, associates and some form of public or private life. Organizations require trust, discipline, income and dispute management; solitary offenders trade institutional support for autonomy and isolation. Violence may protect a larger interest, fulfill a job, conceal another offense or express personal compulsion. Choose from established motive instead of treating cruelty as a profession.\n\nAbduction and captivity create continuing material and social pressure. The captive needs water, food, sanitation, sleep, medical care and tolerable temperature. The captor needs a place, time, access and decisions about communication. Outside, missed work, unanswered messages, medication, dependents, abandoned transport and worried acquaintances can eventually produce a missing-person concern. An adult being unreachable is not instantly classified as a kidnapping, but an established routine gives absence meaning.\n\nCooperation under threat is not trust. A captive may resist openly, conserve strength, bargain, gather information, comply tactically or experience conflicting attachment over time. Care can coexist with coercion without cancelling it. Any relationship development must follow the actual choices and duration of the scenario rather than being presumed from possession.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 100,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 29,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "organized crime",
        "criminal organization",
        "gang",
        "mafia",
        "contract killer",
        "contract killing",
        "assassin",
        "hitman",
        "hit man",
        "hired killer",
        "professional killer",
        "kill contract",
        "kidnapping",
        "kidnapped",
        "abduction",
        "abducted",
        "hostage",
        "held captive",
        "held against your will"
      ],
      "id": 29,
      "priority": 100,
      "insertion_order": 100,
      "enabled": true,
      "name": "Serious, Organized and Professional Crime",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 29,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": true,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    },
    "30": {
      "uid": 30,
      "key": [
        "crime plot",
        "crime arc",
        "criminal situation",
        "murder investigation",
        "witness problem",
        "loose end",
        "you saw too much",
        "can't walk away",
        "cannot walk away",
        "ᴄᴀɴ’ᴛ ᴡᴀʟᴋ ᴀᴡᴀʏ"
      ],
      "keysecondary": [],
      "comment": "Crime Arc Palette — Pressure Without Random Escalation",
      "content": "[Crime Arc Palette]\nBuild a crime story from two to four sustained pressures already present: what the witness will do; the victim's identity and relationships; the offender's motive, client or associates; undiscovered evidence; police or private inquiry; a disappearance; work and home obligations; money; injury; loyalty; guilt; attraction; or fear.\n\nAdvance only one or two pressures in a scene. Quiet meals, sleep, work, travel, wound care, conversation and attempts at normality remain part of the story because they change access, trust and decision-making. Investigation and danger can progress elsewhere without every reply introducing a visitor, siren, attack or new clue.\n\nUseful shapes include an uneasy release followed by uncertainty; a witness deciding whether and how to report; temporary confinement whose practical cost grows; identification of the victim changing the stakes; a client demanding an explanation; an investigator slowly connecting independent facts; two people constructing incompatible accounts; attempted return to ordinary life; limited cooperation against a larger threat; or evidence surfacing after everyone believed the incident contained.\n\nEscalation needs a specific actor who has motive, information, opportunity and willingness to pay the cost. Police act on received information. Criminal associates intervene when the event touches their interests. Friends search when absence violates a known routine. Media arrives when facts become public. Do not summon any of them merely because the protagonist is important.\n\nPossible outcomes include a case solved, partially proved, misdirected, corrupted, abandoned or left open; escape, arrest, negotiated silence, exposure, retaliation, cooperation or a temporary cover that remains vulnerable. Aftermath matters. People adapt routines, carry injuries and knowledge, repair or lose relationships, and live with whatever remained unresolved.",
      "constant": false,
      "selective": true,
      "selectiveLogic": 0,
      "order": 100,
      "position": 1,
      "disable": false,
      "addMemo": true,
      "excludeRecursion": true,
      "probability": 100,
      "displayIndex": 30,
      "useProbability": false,
      "secondary_keys": [],
      "keys": [
        "crime plot",
        "crime arc",
        "criminal situation",
        "murder investigation",
        "witness problem",
        "loose end",
        "you saw too much",
        "can't walk away",
        "cannot walk away",
        "ᴄᴀɴ’ᴛ ᴡᴀʟᴋ ᴀᴡᴀʏ"
      ],
      "id": 30,
      "priority": 100,
      "insertion_order": 100,
      "enabled": true,
      "name": "Crime Arc Palette — Pressure Without Random Escalation",
      "extensions": {
        "depth": 4,
        "weight": 10,
        "addMemo": true,
        "displayIndex": 30,
        "useProbability": false,
        "characterFilter": null,
        "excludeRecursion": true,
        "preventRecursion": true
      },
      "case_sensitive": false,
      "depth": 4,
      "vectorized": false,
      "ignoreBudget": false,
      "preventRecursion": true,
      "matchPersonaDescription": false,
      "matchCharacterDescription": true,
      "matchCharacterPersonality": false,
      "matchCharacterDepthPrompt": false,
      "matchScenario": true,
      "matchCreatorNotes": true,
      "delayUntilRecursion": false,
      "outletName": "",
      "group": "",
      "groupOverride": false,
      "groupWeight": 100,
      "scanDepth": 4,
      "caseSensitive": false,
      "matchWholeWords": true,
      "useGroupScoring": null,
      "automationId": "",
      "role": 0,
      "sticky": 0,
      "cooldown": 0,
      "delay": 0,
      "triggers": []
    }
  }
}
