Quantum Tunnel / mock game room

Game Room

Current working model: the site generates the , the table uses a and an , and the run is decided by plus .

Color key
Green

locked protocol as we decide it

Yellow

liked and staying for playtest

PhoneSite-generated character

Characters come from the player's Source Soul, not a shuffled deck.

Deck 01Mission deck

Worlds, hidden pressure, and modifier halves come from Mission Cards.

Deck 02Item deck

Missions allow Item draws through resonance, item type, or pressure text.

Player areaLoadout + inventory

The Character carries Items, but each Mission sets the active loadout.

Source and playable form

Source Soul / profileSweetpea

Western: Capricorn. Chinese: Earth Goat. Ordo Elementa:

47
75
103
72
46
40
97
62
78
77
69
91

World + hidden pressure

Top half /

Glass Orchard

Wood (Water, Earth)
Body + Focus + Bond
Range 14-20
5
Loadout
3 active Items
Bottom half / pressure-modifier

Signal Static

Pressure Stat: Focus. Requirement: block 1 Drain or lose 1 Focus. Advance after resolving.

Access check

Wood can enter Wood by implication. Water and Earth are . Sweetpea needs a Bridge Item or prior Wood Mark.

Three ways to pass

14
Range example
20

5 + 6 + 6 = 17

Range14-20

Land inside the printed window.

Surpass18+

Meet or beat the printed number.

Precise17

Hit the printed number exactly.

Element harmony map

WorldResonance
FireAir + Earth
AirFire + Metal
MetalAir + Water
WaterMetal + Wood
WoodWater + Earth
EarthWood + Fire
Mission notation test

Wood (Water, Earth)

DirectWood

Same element. May attempt the World.

HarmoniousWater / Earth

Compatible entry. Less control than direct resonance.

Bridge neededFire / Air / Metal

Needs a Mark, Item, Creature, or prior unlock.

Read the parentheses as the two elements that can enter without matching the World exactly. The exact full chart is still being tested.

Five attached Mission cards, revealed one at a time

Pressure 01Signal Static

Pressure Attribute: Wisdom. Block 1 Drain or lose 1 Wisdom.

Pressure 02Face down

Reveal after Pressure 01 resolves.

Pressure 03Face down

May carry an Item allowance.

Pressure 04Face down

May force a Must effect.

Pressure 05Final pressure

May award an Access Marker.

Items tune the same attributes Missions test

Tool

Ash Compass

Fire / May Tune +/-1

Relic

Iron Vow

Metal / Must Add +2

Bridge

Root Key

Wood / Enter Wood if harmonious

Tool

Glass Lens

Air / May Subtract -1

Charm

Flood Thread

Water / Must Tune +/-1

Ideas that currently fit

  • The site generates the Character Card from the Source Soul.
  • The paper table uses two active decks: Mission and Item.
  • Missions show World Resonance with two harmonious elements in parentheses.
  • Mission success uses one of three Target types: Range, Surpass, or Precise.
  • Pressure count is public, but pressure details reveal one at a time.
  • Items, Missions, and Characters share the same source attribute vocabulary.
  • Character carry limit and Mission active loadout can be separate numbers.
  • Gained inventory is riskier than the Character's stable carry slots.

Ideas to resolve before locking

  • Character deck vs site-generated Characters: use a roster/demo pool only, not a third active deck.
  • One shared Adventure deck vs Mission plus Item decks: current direction is two active decks.
  • All twelve attributes on every card vs readable cards: use the shared vocabulary, but print only relevant attributes.
  • Five modifiers on every Mission vs pressure count: do not lock both until the first paper test.
  • Fully chosen loadout vs shuffled draw: choose the stack, then shuffle if we want uncertainty.
  • Character Cards as dual-use modifiers vs personal Soul identity: hold this idea for later.