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KN-86 Deckline — Campaign Generation and Economy Specification

The Capability Model spec establishes that nOSh (the nOSh runtime) orchestrates the platform, but it leaves the campaign generation system and cross-module economic integration underspecified. This document fills that gap.

Four problems from target audience evaluation:

  1. Multi-phase campaign architecture is underspecified — the hook that drives cartridge #3/4 purchases isn’t detailed
  2. Cross-module integration is mechanical, not narrative — I don’t feel like I’m running an intelligence firm
  3. Cross-module credit fungibility is ambiguous — are ICE BREAKER credits universally spendable in Black Ledger?
  4. Provenance chain is narratively underexplored — service records should matter

This spec defines:

  • 8-10 campaign archetypes spanning 2-4 modules with narrative bridges
  • Campaign generation algorithm seeding from cartridge_history and reputation
  • Phase chain state machine with detailed byte layout for multi-phase state persistence
  • Narrative bridges (Cipher voice) that make campaign transitions feel like story moments
  • Multi-phase payout structure (40-60% bonus) incentivizing campaigns over single missions
  • Failure and resumption mechanics for suspended/abandoned campaigns
  • A complete 60-90 minute crime spree narrative walkthrough
  • Universal credit system with formulas and tool pricing standardization
  • Provenance as narrative — service records, cartridge badges, veteran contract variants

  1. Campaign Types & Archetypes
  2. Campaign Generation Algorithm
  3. Phase Chain State Machine
  4. Narrative Bridges (Cipher Voice Scripts)
  5. Multi-Phase Payout Structure
  6. Failure and Resumption
  7. The Crime Spree Experience (Narrative Walkthrough)
  8. Universal Credit System
  9. Tool Pricing Standardization
  10. Cross-Module Economic Flow
  11. Provenance as Narrative

A campaign is a multi-phase contract spanning 2-4 capability modules. Campaigns are generated by the mission board alongside single-phase contracts, with frequency increasing as the operator’s cartridge_history expands.

Archetype 1: CORPORATE ESPIONAGE (2-phase)

Section titled “Archetype 1: CORPORATE ESPIONAGE (2-phase)”

Required Capabilities: ICE BREAKER + Black Ledger
Threat Range: 2–6
Narrative: A corporate target is embezzling funds. You must penetrate the network, extract financial records, then trace the money through shell companies.

Phase 1 (ICE BREAKER):

  • Objective: NETWORK INTRUSION into financial backend
  • Deliverable: encrypted database containing transaction logs, account identifiers, subsidiary shell links
  • Threat Escalation: HUNTER ICE may appear on traces (data extraction draws attention)
  • Duration: 15-30 minutes

Phase 2 (Black Ledger):

  • Objective: FORENSIC ACCOUNTING — audit shell corporate structure, prove causality of funds
  • Input: Encrypted database from Phase 1 (auto-decrypted at phase boundary)
  • Deliverable: Transaction chain analysis, proof of shell corporation network, identified ultimate beneficiary
  • Threat Escalation: Time pressure (black ledger puzzles have move limits) increases per threat level
  • Duration: 10-25 minutes

Total Campaign Duration: 25-55 minutes
Base Payout: 1,800 ¤ (see Multi-Phase Payout Structure section for calculation)

Narrative Context: Corporate embezzlement is classic intelligence work. The two-phase flow (extract raw data, then analyze it) mirrors real forensics. Phase 1 is chaotic (network under attack), Phase 2 is deliberate (piecing together evidence). Operator feels like a complete team.


Archetype 2: MARITIME INTELLIGENCE (3-phase)

Section titled “Archetype 2: MARITIME INTELLIGENCE (3-phase)”

Required Capabilities: Depthcharge + ICE BREAKER + Black Ledger
Threat Range: 3–6
Narrative: A shipping conglomerate is smuggling encrypted cargo. You must recover hardware from a sunken vessel, crack its network encryption, then trace the smuggling syndicate’s financial backbone.

Phase 1 (Depthcharge):

  • Objective: MARITIME SALVAGE — deep dive to recover encrypted storage device
  • Constraint: Pressure/hull integrity limits depth
  • Threat: Territorial aquatic hazards, pressure damage, navigation difficulty
  • Deliverable: Encrypted hard drive (coordinates, capacity, encryption complexity hint)
  • Duration: 20-40 minutes

Phase 2 (ICE BREAKER):

  • Objective: NETWORK INTRUSION — crack encryption on recovered drive, extract command & control network addresses
  • Input: Encrypted device from Phase 1 (firmware provides encryption scheme hint)
  • Threat: ICE protecting the drive’s contents (stronger ICE than typical, because recovery already proved its value)
  • Deliverable: C&C server addresses, transaction ledger pointers, contact identifiers
  • Duration: 15-30 minutes

Phase 3 (Black Ledger):

  • Objective: FORENSIC ACCOUNTING — trace financial flows through maritime shell companies, identify beneficiaries
  • Input: Financial pointers from Phase 2
  • Deliverable: Complete syndicate organizational chart, proof of smuggling operation
  • Duration: 15-25 minutes

Total Campaign Duration: 50-95 minutes
Base Payout: 3,200 ¤

Campaign Feel: This is the “full operation” experience. The operator swaps cartridges twice, each phase unlocking the next. No single module completes the contract. Operator feels like a real intelligence firm conducting integrated operations.


Required Capabilities: Drift + Shellfire + ICE BREAKER
Threat Range: 2–5
Narrative: An encrypted broadcast is leaking corporate secrets. You must locate the transmitter, jam it without alerting security, then seize the network it connects to before it goes dark.

Phase 1 (Drift):

  • Objective: SIGNAL TRACKING — RF triangulation to locate hidden transmitter
  • Threat: Counter-surveillance (active location attempts by opposing teams), false signals
  • Deliverable: Transmitter coordinates, frequency, modulation scheme, transmission schedule
  • Duration: 15-25 minutes

Phase 2 (Shellfire):

  • Objective: ELECTRONIC WARFARE — jam the transmitter, create communications blackout
  • Input: Frequency and modulation from Phase 1
  • Threat: EW escalation (target jams back, frequency hoping), allied network interference
  • Time Pressure: Jamming window is 3-5 minutes (real-time), after which target relocates
  • Deliverable: Confirmed signal blackout, network routing data captured during chaos
  • Duration: 5-10 minutes (real-time, high pressure)

Phase 3 (ICE BREAKER):

  • Objective: NETWORK INTRUSION — exploit routing data to seize network before restoration
  • Input: Network topology from Phase 2 (partial maps, emergency protocols visible)
  • Threat: Network actively rerouting, ICE spawning to protect core (heightened alert state)
  • Time Pressure: Must complete extraction before 7-10 minute mark or network hardens
  • Deliverable: Core network access, intelligence archive, operator identities
  • Duration: 10-15 minutes (semi-real-time)

Total Campaign Duration: 30-50 minutes
Base Payout: 2,600 ¤

Campaign Feel: High-tempo, cascading pressure. Each phase has tighter time constraints. Phase 2’s jamming window creates urgency that bleeds into Phase 3’s network seizure. Operator feels the clock ticking across the whole campaign.


Archetype 4: SUPPLY CHAIN SABOTAGE (3-phase)

Section titled “Archetype 4: SUPPLY CHAIN SABOTAGE (3-phase)”

Required Capabilities: Pathfinder + ICE BREAKER + Black Ledger
Threat Range: 3–6
Narrative: A rival faction controls shipping logistics. You must plan supply route disruption, intercept the network that manages the logistics, then audit the economic fallout to prove sabotage cost them millions.

Phase 1 (Pathfinder):

  • Objective: ROUTE PLANNING — identify optimal supply chain chokepoints
  • Input: Historic supply maps, blockade rules, allied position data
  • Threat: Logistics constraints, time windows closing
  • Deliverable: Sabotage coordinates, optimal timing window, impact estimates
  • Duration: 15-30 minutes

Phase 2 (ICE BREAKER):

  • Objective: NETWORK INTRUSION — compromise logistics control network at identified chokepoint, cause cascading reroutes
  • Input: Sabotage coordinates from Phase 1 (network location hints, credential data)
  • Threat: ICE protecting critical infrastructure (harder than typical)
  • Deliverable: Network control achieved, logistics reroute triggered, traffic logs
  • Duration: 20-35 minutes

Phase 3 (Black Ledger):

  • Objective: FORENSIC ACCOUNTING — quantify economic damage, prove sabotage attribution
  • Input: Logistics traffic from Phase 2 (delay patterns, financial impact trails)
  • Threat: Transaction complexity, hidden shell corporations, audit trails to unwind
  • Deliverable: Proof of sabotage cost, identified responsible parties, evidence of intent
  • Duration: 15-25 minutes

Total Campaign Duration: 50-90 minutes
Base Payout: 3,400 ¤

Campaign Feel: Strategic + tactical + analytical. The operator plans (Pathfinder), executes (ICE BREAKER), then validates (Black Ledger). Each phase informs the next. Operator feels like a war-planner who also executes.


Required Capabilities: Nodespace + ICE BREAKER + SynthFence
Threat Range: 4–6
Narrative: A faction is consolidating power through network control and market manipulation. You must map their command structure, compromise key nodes, then expose market fraud to collapse their financial backing.

Phase 1 (Nodespace):

  • Objective: NETWORK STRATEGY — map organizational structure, identify key decision nodes
  • Threat: Asymmetric opponent (intelligent adversary that counters your strategies)
  • Deliverable: Organizational chart, critical node identifiers, influence flow maps
  • Duration: 30-45 minutes

Phase 2 (ICE BREAKER):

  • Objective: NETWORK INTRUSION — compromise key nodes identified in Phase 1
  • Input: Node coordinates from Phase 1 (priority targets, connectivity hints)
  • Threat: Network aware of mapping (ICE more responsive)
  • Deliverable: Command nodes compromised, hidden communications exposed, transaction records captured
  • Duration: 20-35 minutes

Phase 3 (SynthFence):

  • Objective: MARKET OPERATIONS — execute market manipulation evidence to crash their trading positions
  • Input: Market manipulation evidence from Phase 2 (pricing mechanisms, coordinated trading data)
  • Real-time Element: Market execution window is 2-5 minutes (prices moving in real-time)
  • Threat: Manipulation detected, emergency trading protocols, counter-bids
  • Deliverable: Target position collapsed, financial backing evaporated, proof of collusion
  • Duration: 10-20 minutes (semi-real-time)

Total Campaign Duration: 60-100 minutes
Base Payout: 3,600 ¤

Campaign Feel: Political intrigue. The operator studies the landscape (Nodespace), strikes the infrastructure (ICE BREAKER), then exploits economic vulnerabilities (SynthFence). Feels like dismantling a power structure from within.


Required Capabilities: Any 4-module combination (example: ICE BREAKER + Black Ledger + Depthcharge + Pathfinder)
Threat Range: 5–6 (maximum threat)
Narrative (Example): A transnational crime syndicate operates across three domains: maritime smuggling, digital infrastructure, financial laundering, supply logistics. You must dismantle all four simultaneously.

Module Combinations (Examples):

Variant A: ICE BREAKER → Black Ledger → Depthcharge → Pathfinder

  • Phase 1: Intrude into financial backend, extract transaction logs
  • Phase 2: Audit the trail, identify maritime smuggling coordinates
  • Phase 3: Salvage intercepted cargo, recover encrypted manifests
  • Phase 4: Plan supply route disruption, prove connection to financial network

Variant B: Depthcharge → ICE BREAKER → Shellfire → Black Ledger

  • Phase 1: Recover encrypted transmission hardware
  • Phase 2: Crack encryption, locate command network
  • Phase 3: Jam active communications, seize control
  • Phase 4: Audit financial fallout, prove sabotage attribution

Variant C: Pathfinder → Drift → ICE BREAKER → Black Ledger

  • Phase 1: Map optimal smuggling routes
  • Phase 2: Locate RF beacons used for coordination
  • Phase 3: Compromise the network managing beacon network
  • Phase 4: Trace financial accounts connected to operation

Total Campaign Duration: 90-150 minutes
Base Payout: 5,200–6,400 ¤ (see Multi-Phase Payout Structure)

Campaign Feel: The ultimate intelligence operation. The operator is conducting multi-domain warfare. This is only available after the operator has proven mastery across multiple modules (rep 30+, cartridge_history showing 4+ modules).


Archetype 7: THE COUNTER-INTELLIGENCE RUN (2-phase)

Section titled “Archetype 7: THE COUNTER-INTELLIGENCE RUN (2-phase)”

Required Capabilities: ICE BREAKER + Cipher Garden
Threat Range: 3–5
Narrative: An enemy faction is running encrypted communications through your network. You must identify their protocol, crack it, then use the decrypted intelligence for follow-up operations.

Phase 1 (ICE BREAKER):

  • Objective: NETWORK INTRUSION — locate and extract encrypted message archive
  • Threat: Network is actively transmitting (higher ICE spawn rate)
  • Deliverable: Encrypted message archive, crypto protocol identifiers, key hints
  • Duration: 15-30 minutes

Phase 2 (Cipher Garden):

  • Objective: CRYPTANALYSIS — crack encryption, recover plaintext messages
  • Input: Encrypted archive and protocol hints from Phase 1
  • Threat: Cipher complexity scaling with threat level
  • Deliverable: Decrypted intelligence, revealed contact network, operational plans
  • Duration: 15-30 minutes

Total Campaign Duration: 30-60 minutes
Base Payout: 1,600 ¤

Campaign Feel: Intelligence analysis. The operator extracts raw intelligence, then decrypts it to reveal deeper truths. Good for operators who like puzzle-solving as narrative progression.


Required Capabilities: The Vault + Any operational module (ICE BREAKER example)
Threat Range: 2–5
Narrative: Intelligence research points to a target. You must research the target in The Vault, then execute an operation informed by that research.

Phase 1 (The Vault):

  • Objective: KNOWLEDGE INDEX — research a corporate entity, build profile
  • Deliverable: Profile data, operational weak points, allied contacts
  • Duration: 15-30 minutes (flexible)

Phase 2 (ICE BREAKER, Black Ledger, Depthcharge, or other):

  • Objective: Operational module — execute contract informed by research
  • Input: Profile data from Phase 1 (targets refined, threat estimates improved)
  • Threat: Operations become easier/more profitable with better intelligence
  • Deliverable: Mission objectives completed, with research bonuses applied
  • Duration: 15-35 minutes

Total Campaign Duration: 30-65 minutes
Base Payout: Variable (1,400–2,200 ¤ depending on module)

Campaign Feel: Intelligence-first operations. The Vault becomes strategic preparation, not just a reference tool. Operator feels like research pays dividends.


Archetype 9: THE LINKED CHAIN (2-4 phases, cooperative)

Section titled “Archetype 9: THE LINKED CHAIN (2-4 phases, cooperative)”

Required Capabilities: Any module + deck-to-deck link play
Narrative: Two operators coordinate across separate devices. One operator extracts data; the other analyzes or protects them.

Example: ICE BREAKER (Operator A) + Black Ledger (Operator B)

Phase 1 (Operator A, ICE BREAKER):

  • Objective: NETWORK INTRUSION — extract financial data under time pressure
  • Linked Signal: Operator B receives real-time extraction progress on their deck
  • Threat: ICE spawning; threat visible to Operator B
  • Deliverable: Encrypted database with extraction progress visible to Operator B

Phase 2 (Operator B, Black Ledger):

  • Objective: FORENSIC ACCOUNTING — begin audit immediately as data arrives
  • Linked Input: Operator A’s extraction progress feeds Operator B’s puzzle complexity
  • Threat: If Operator A fails, Operator B gets incomplete data (harder audit, lower payout)
  • Deliverable: Complete audit, organization exposed

Total Campaign Duration: 30-50 minutes (both operators, simultaneous/sequential)
Base Payout: 2,000–2,400 ¤ split between operators (see Cross-Module Economic Flow)

Campaign Feel: Cooperative espionage. Two operators depend on each other. Phase 1’s success directly affects Phase 2’s difficulty.


The mission board generates campaigns algorithmically. Campaigns appear alongside single-phase contracts. Their frequency increases as cartridge_history expands.

/*
* CAMPAIGN GENERATION ALGORITHM
* Inputs: cartridge_history (16-bit bitfield), reputation, credit_balance, cipher_seed
* Output: Array of 4-8 contracts (mix of single-phase and campaign types)
*/
void generate_mission_board(DeckState *deck_state, CartridgeTemplates *templates) {
Contract board[8];
int contract_count = 0;
/* Step 1: Determine campaign eligibility */
uint16_t available_modules = deck_state->cartridge_history;
int unique_modules = popcount(available_modules); // How many modules loaded
/* Campaigns require at least 2 modules */
if (unique_modules < 2) {
/* Single-module campaigns only */
for (int i = 0; i < 4; i++) {
board[i] = generate_single_phase_contract(deck_state, templates);
}
return;
}
/* Step 2: Determine campaign generation frequency */
int campaign_probability = 40 + (unique_modules * 10); // 40% base, +10% per module
int target_campaigns = random_range(1, 3); // Generate 1-3 campaign offers
/* Clamp to realistic count */
if (reputation < 15) target_campaigns = 1; // New operators: 1 campaign max
if (reputation >= 25) target_campaigns = 2; // Veteran operators: 2-3 campaigns
int campaigns_generated = 0;
/* Step 3: Generate multi-phase campaigns */
while (campaigns_generated < target_campaigns) {
CampaignArchetype archetype = select_campaign_archetype(
available_modules, reputation, cipher_seed
);
/* Verify all required modules in cartridge_history */
bool can_execute = true;
for (int i = 0; i < archetype.phase_count; i++) {
uint16_t required_capability = archetype.phases[i].required_capability;
if (!(available_modules & required_capability)) {
can_execute = false;
break;
}
}
if (can_execute) {
Contract campaign = generate_campaign_contract(
archetype, deck_state, templates
);
board[contract_count++] = campaign;
campaigns_generated++;
}
}
/* Step 4: Fill remaining slots with single-phase contracts */
while (contract_count < 6 + random_range(0, 2)) { // 6-8 total contracts
board[contract_count++] = generate_single_phase_contract(deck_state, templates);
}
}
/*
* SELECT CAMPAIGN ARCHETYPE
* Chooses a campaign type based on available modules, reputation, and randomness
*/
CampaignArchetype select_campaign_archetype(
uint16_t available_modules, int reputation, uint32_t cipher_seed
) {
CampaignArchetype candidates[9]; // 8 archetypes + fallback
int candidate_count = 0;
/* Check eligibility for each archetype */
// CORPORATE ESPIONAGE: ICE BREAKER + Black Ledger
if ((available_modules & CAPABILITY_ICE_BREAKER) &&
(available_modules & CAPABILITY_BLACK_LEDGER)) {
candidates[candidate_count++] = CAMPAIGN_CORPORATE_ESPIONAGE;
}
// MARITIME INTELLIGENCE: Depthcharge + ICE BREAKER + Black Ledger
if ((available_modules & CAPABILITY_DEPTHCHARGE) &&
(available_modules & CAPABILITY_ICE_BREAKER) &&
(available_modules & CAPABILITY_BLACK_LEDGER)) {
if (reputation >= 5) { // 3-phase campaigns need min rep
candidates[candidate_count++] = CAMPAIGN_MARITIME_INTELLIGENCE;
}
}
// SIGNAL HUNT: Drift + Shellfire + ICE BREAKER
if ((available_modules & CAPABILITY_DRIFT) &&
(available_modules & CAPABILITY_SHELLFIRE) &&
(available_modules & CAPABILITY_ICE_BREAKER)) {
if (reputation >= 10) { // High-tempo campaign, needs skill
candidates[candidate_count++] = CAMPAIGN_SIGNAL_HUNT;
}
}
// SUPPLY CHAIN SABOTAGE: Pathfinder + ICE BREAKER + Black Ledger
if ((available_modules & CAPABILITY_PATHFINDER) &&
(available_modules & CAPABILITY_ICE_BREAKER) &&
(available_modules & CAPABILITY_BLACK_LEDGER)) {
if (reputation >= 8) {
candidates[candidate_count++] = CAMPAIGN_SUPPLY_CHAIN_SABOTAGE;
}
}
// STRATEGIC TAKEOVER: Nodespace + ICE BREAKER + SynthFence
if ((available_modules & CAPABILITY_NODESPACE) &&
(available_modules & CAPABILITY_ICE_BREAKER) &&
(available_modules & CAPABILITY_SYNTHFENCE)) {
if (reputation >= 15) { // Complex, multi-domain operation
candidates[candidate_count++] = CAMPAIGN_STRATEGIC_TAKEOVER;
}
}
// THE FULL OPERATION: 4-module combinations
if (reputation >= 30) { // Only for veteran operators
if (popcount(available_modules) >= 4) {
candidates[candidate_count++] = CAMPAIGN_FULL_OPERATION;
}
}
// COUNTER-INTELLIGENCE: ICE BREAKER + Cipher Garden
if ((available_modules & CAPABILITY_ICE_BREAKER) &&
(available_modules & CAPABILITY_CIPHER_GARDEN)) {
candidates[candidate_count++] = CAMPAIGN_COUNTER_INTELLIGENCE;
}
// VAULT DEEP DIG: The Vault + Any operational module
if (available_modules & CAPABILITY_VAULT) {
// This is flexible; treat Vault as optional second phase
if (popcount(available_modules) >= 2) {
candidates[candidate_count++] = CAMPAIGN_VAULT_DEEP_DIG;
}
}
/* Select random archetype from candidates */
if (candidate_count == 0) {
return FALLBACK_SINGLE_PHASE; // Should never happen with 2+ modules
}
int selection = lfsr_range(cipher_seed, candidate_count);
return candidates[selection];
}
/*
* GENERATE CAMPAIGN CONTRACT
* Creates a contract struct for a specific campaign archetype
*/
Contract generate_campaign_contract(
CampaignArchetype archetype,
DeckState *deck_state,
CartridgeTemplates *templates
) {
Contract campaign = {0};
/* Base threat level adjusted by reputation and archetype */
int base_threat = archetype.threat_min +
reputation_modifier(deck_state->reputation);
campaign.threat_level = clamp(base_threat, archetype.threat_min, archetype.threat_max);
/* Payout calculation (see Multi-Phase Payout Structure) */
int payout = archetype.base_payout * threat_multiplier(campaign.threat_level);
payout = apply_economy_modifier(payout, deck_state->credit_balance);
campaign.payout = payout;
/* Phase chain structure */
campaign.phase_count = archetype.phase_count;
for (int i = 0; i < archetype.phase_count; i++) {
campaign.phases[i].requirement = archetype.phases[i].required_capability;
campaign.phases[i].threat_escalation = archetype.phases[i].threat_escalation;
}
/* Cipher commentary */
campaign.cipher_text = generate_cipher_campaign_commentary(
archetype, campaign.threat_level, deck_state
);
/* Bonus conditions (optional, varies by archetype) */
campaign.bonus_condition = archetype.bonus_template; // "Complete in under 45 minutes"
campaign.bonus_payout = payout * 0.2; // 20% bonus if completed
return campaign;
}
int reputation_modifier(int reputation) {
/* Higher reputation → access to higher-threat contracts */
if (reputation < 5) return 0; // Threat 1-3 only
if (reputation < 10) return 1; // Threat 1-4
if (reputation < 15) return 2; // Threat 2-5
if (reputation < 25) return 3; // Threat 3-6
if (reputation >= 25) return 4; // Threat 4-6+ (veteran exclusive)
return 0;
}
float threat_multiplier(int threat_level) {
/* Each threat level increases payout multiplier */
float multipliers[] = {1.0, 1.3, 1.6, 2.0, 2.5, 3.2, 4.0};
return multipliers[clamp(threat_level, 1, 6)];
}
float economy_modifier(int credit_balance) {
/* Self-correcting economy: high balance → lower payouts */
if (credit_balance < 500) return 1.3; // Broke: generous
if (credit_balance < 2000) return 1.1; // Struggling: above-average
if (credit_balance < 5000) return 1.0; // Healthy: standard
if (credit_balance < 10000) return 0.9; // Flush: compressed
return 0.8; // Loaded: heavily compressed
}
Modules LoadedThreat 1–3 OnlyCampaigns OfferedFrequency
1–2 modulesYes0–1 per board40% base
3–4 modulesNo1–2 per board70% base
5+ modulesNo2–3 per board90% base

Interpretation: New operators (1-2 modules, low reputation) see few campaigns. Veteran operators (5+ modules, rep 25+) see multiple campaign offers per mission board refresh.


When a multi-phase contract is accepted, the nOSh runtime enters the Phase Chain state machine. The phase_chain field in Universal Deck State holds 16 bytes encoding multi-phase mission continuity.

typedef struct {
uint8_t phase_index; /* Current phase (0-indexed) */
uint8_t total_phases; /* Total phases in campaign (2-4) */
uint16_t campaign_id; /* Unique campaign identifier (from contract) */
uint8_t campaign_archetype; /* CORPORATE_ESPIONAGE, MARITIME_INTELLIGENCE, etc. */
uint8_t phase_flags; /* Bitfield: phase completion, bonus tracking */
uint16_t accumulated_payout; /* Partial payout accrued (for multi-phase) */
uint16_t phase_context[5]; /* Phase-specific state (varies by campaign type) */
} PhaseChain;
Bit 0-1: Phase completion (0=not started, 1=in progress, 2=complete, 3=abandoned)
Bit 2-4: Phase threat escalation (0-7 scaling)
Bit 5: Bonus condition met (for multi-phase bonuses)
Bit 6: Threat level up-scaled due to failure
Bit 7: Suspended (paused, can be resumed)

CORPORATE ESPIONAGE Phase Chain:

phase_index=0, total_phases=2, campaign_id=0x1A42
campaign_archetype=0x01 (CORPORATE_ESPIONAGE)
phase_flags=0x02 (in progress, threat escalation 1)
accumulated_payout=0 (no phases complete yet)
phase_context[0]=target_account_hash // ICE BREAKER extracts this
phase_context[1]=shell_count // Black Ledger uses this to scale puzzle
phase_context[2]=time_elapsed_phase1 // For threat escalation

MARITIME INTELLIGENCE Phase Chain (after Phase 1 complete):

phase_index=1, total_phases=3, campaign_id=0x5C81
campaign_archetype=0x02 (MARITIME_INTELLIGENCE)
phase_flags=0x22 (phase 0 complete, threat escalation 2, in progress)
accumulated_payout=600 (partial payout from Depthcharge phase)
phase_context[0]=encryption_scheme // From Depthcharge salvage
phase_context[1]=c2_server_count // ICE BREAKER targets
phase_context[2]=syndicate_size_hint // Black Ledger puzzle scale
phase_context[3]=nautical_threat_level // Escalation from Phase 1
[CAMPAIGN ACCEPTED by operator]
[Firmware: Initialize phase_chain]
phase_index = 0
total_phases = N
phase_flags = 0x01 (not started)
accumulated_payout = 0
[Load Module 1, Call phase_handler(phase_chain, deck_state)]
[Operator plays Phase 1]
[Phase 1 Complete]
Firmware: Update phase_chain
phase_flags = 0x22 (phase complete, threat escalation 2)
accumulated_payout += phase1_payout
Save phase_chain to deck state
[If total_phases == 1: CAMPAIGN COMPLETE]
Full payout dispensed, reputation awarded
[Else: Display swap prompt]
> PHASE 1 COMPLETE
> FINANCIAL RECORDS EXTRACTED
> PHASE 2 REQUIRES: FORENSIC ACCOUNTING
> INSERT: BLACK LEDGER
> PHASE CHAIN ACTIVE — DO NOT POWER DOWN
[Operator physically swaps cartridge]
[Firmware detects new cartridge]
Verify it provides required capability (check header)
Load phase handler
[Load Module 2, Call phase_handler(phase_chain, deck_state)]
Firmware passes deserialized phase_chain to handler
Handler reads accumulated_payout, phase_context
[Operator plays Phase 2]
[Phase 2 Complete]
Firmware: Update phase_chain
phase_index = 1
phase_flags = 0x42 (phase 1 complete, bonus condition check)
accumulated_payout += phase2_payout
[If total_phases == 2: CAMPAIGN COMPLETE]
Full payout (including multi-phase bonus) dispensed
Reputation awarded
[Else: Repeat loop for Phase 3, etc.]

Serialization Example: SIGNAL HUNT Campaign (3-phase)

Section titled “Serialization Example: SIGNAL HUNT Campaign (3-phase)”

After Phase 1 (Drift) completes successfully:

Bytes 0-1: phase_index=0, total_phases=3
Bytes 2-3: campaign_id=0x7F2B (unique to this Signal Hunt instance)
Byte 4: campaign_archetype=0x03 (SIGNAL HUNT)
Byte 5: phase_flags=0x2A (phase complete, threat escalation 2, bonus tracking on)
Bytes 6-7: accumulated_payout=700 (¤)
Bytes 8-17: phase_context:
[8-9]: transmitter_freq=104.7 (MHz, 2 bytes)
[10-11]: signal_strength=8500 (arbitrary units)
[12]: modulation_type=0x05 (frequency hopping indicator)
[13-14]: counter_surveillance_level=3 (threat escalation for Phase 2)
[15]: phase1_time_bonus=0x01 (completed under time limit)

Firmware displays swap prompt with phase context visible:

> TRANSMITTER LOCATED AT 104.7 MHz
> COUNTER-SURVEILLANCE DETECTED: LEVEL 3
> NEXT PHASE: ELECTRONIC WARFARE
> INSERT: SHELLFIRE
> JAMMING WINDOW: 3 MINUTES AFTER MODULE LOAD

After Phase 2 (Shellfire) completes:

Bytes 0-1: phase_index=1, total_phases=3
Bytes 2-3: campaign_id=0x7F2B (unchanged)
Byte 4: campaign_archetype=0x03 (SIGNAL HUNT)
Byte 5: phase_flags=0x4A (phase 1 & 2 complete, bonus intact)
Bytes 6-7: accumulated_payout=1550 (700 + 850 Shellfire payout)
Bytes 8-17: phase_context:
[8-9]: network_topology_snippet=0x1F3E (routing data from jamming)
[10-11]: active_ices_detected=5 (ICE count in Phase 3 network)
[12]: network_alert_level=0x06 (high; network is alarmed)
[13-14]: phase2_jam_success=0x02 (full success; no counter-jam)
[15]: time_margin=0x04 (bonus: completed with time to spare)

Swap prompt reflects Phase 2 success:

> SIGNAL BLACKOUT: CONFIRMED
> NETWORK ROUTING CAPTURED
> PHASE 3: NETWORK INTRUSION
> INSERT: ICE BREAKER
> ALERT LEVEL: CRITICAL
> WINDOW: 10 MINUTES BEFORE REBOOTSTRAP

When a campaign transitions between phases, the Cipher voice speaks. These are not loading screens. These are story moments. They should feel like a competent colleague briefing you on what’s next.

CORPORATE ESPIONAGE — Phase 1 → Phase 2

Section titled “CORPORATE ESPIONAGE — Phase 1 → Phase 2”

[After Phase 1 (ICE BREAKER) completes]

> NETWORK EXITED. TRACES BURNED.
> DATA PAYLOAD RECOVERED: 847 KB FINANCIAL RECORDS.
> SUBSIDIARY SHELL NETWORK DETECTED IN HEADER METADATA.
> AUDIT WILL REQUIRE FORENSIC ACCOUNTING.
> THIS MONEY HAS BEEN MOVING. TRACES ARE DELIBERATE BUT NOT RANDOM.
> INSERT: BLACK LEDGER.

[Phase 2 (Black Ledger) loads, showing encrypted ledger data]

> MODULE LOADED: BLACK LEDGER / PHASE 2 OF 2 / RESUMING...
> TRANSACTION SET: 847 RECORDS, TIME SPAN: 18 MONTHS, BALANCE: 12.4 MILLION ¤.
> SUBSIDIARY CHAIN: 7 SHELL COMPANIES. LIKELY DEAD ENDS.
> BUT LOOK DEEPER. THREAD THE MONEY.
> 2,800 CREDITS WHEN YOU FIND THE BENEFICIARY.

[After Phase 2 completes]

> CONSPIRACY MAPPED. ULTIMATE BENEFICIARY IDENTIFIED.
> FULL CAMPAIGN PAYLOAD: 2,800 CREDITS. REPUTATION: +8.
> YOU JUST DISMANTLED A SHELL NETWORK. THAT'S INTELLIGENCE WORK.
> THE BOARD WILL REFRESH SHORTLY.

MARITIME INTELLIGENCE — Phase 1 → Phase 2 → Phase 3

Section titled “MARITIME INTELLIGENCE — Phase 1 → Phase 2 → Phase 3”

[After Phase 1 (Depthcharge) completes]

> SALVAGE COMPLETE. HULL PRESSURE: 92%.
> ENCRYPTED DRIVE RECOVERED. 4 TB CAPACITY. ECC-2048 ENCRYPTION.
> DRIVE CONTAINS COMMAND & CONTROL NETWORK ADDRESSES.
> BUT ENCRYPTED. YOU CANNOT READ IT. NOT HERE.
> NETWORK INTRUSION WILL BE REQUIRED.
> INSERT: ICE BREAKER.

[Phase 2 (ICE BREAKER) loads]

> MODULE LOADED: ICE BREAKER / PHASE 2 OF 3 / RESUMING...
> ENCRYPTED DRIVE MOUNTED AS VIRTUAL NETWORK.
> 4 TB OF ENCRYPTED DATA STRUCTURES.
> THREAT LEVEL: 5. HIGH ICE PROTECTING THESE ASSETS.
> PENETRATE THE DRIVE. EXTRACT C&C ADDRESSES.
> 1,600 CREDITS WHEN YOU ACHIEVE ROOT ACCESS.

[After Phase 2 completes]

> DRIVE DECRYPTED. C&C NETWORK REVEALED.
> 47 COMMAND NODES IDENTIFIED. FINANCIAL TRANSACTION LOG ATTACHED.
> BUT RAW NODES TELL ONLY HALF THE STORY.
> THE MONEY. FOLLOW THE MONEY. THAT'S WHERE THE TRUTH IS.
> INSERT: BLACK LEDGER.

[Phase 3 (Black Ledger) loads]

> MODULE LOADED: BLACK LEDGER / PHASE 3 OF 3 / RESUMING...
> TRANSACTION LOG: 2,847 RECORDS. 340 MILLION ¤ MOVED OVER 9 MONTHS.
> ROUTING: COMMODITY EXCHANGE → TRADE SHELL → BANKING FEDERATION → DARK POOL.
> TRACE THE ROUTES. IDENTIFY THE SYNDICATE STRUCTURE.
> 1,200 CREDITS WHEN YOU MAP THE COMPLETE ORGANIZATION.

[After Phase 3 completes]

> SYNDICATE EXPOSED. 14 INDIVIDUALS IDENTIFIED. OPERATIONAL STRUCTURE MAPPED.
> FULL CAMPAIGN PAYLOAD: 3,200 CREDITS. REPUTATION: +12.
> THAT WAS THREE DIFFERENT DOMAINS. THREE CARTRIDGE SWAPS.
> THAT IS INTEGRATED INTELLIGENCE WORK.
> THE BOARD WILL REFRESH SHORTLY.

SIGNAL HUNT — Phase 1 → Phase 2 → Phase 3

Section titled “SIGNAL HUNT — Phase 1 → Phase 2 → Phase 3”

[After Phase 1 (Drift) completes]

> SIGNAL LOCATED. BEARING: 237 MAGNETIC. RANGE: 8.2 KM.
> TRANSMITTER: FREQUENCY 104.7 MHz. MODULATION: FREQUENCY HOPPING. PERIOD: 2.3 SECONDS.
> COUNTER-SURVEILLANCE DETECTED. THEY KNOW THEY'RE BEING HUNTED.
> YOU HAVE A 3-MINUTE WINDOW TO JAM BEFORE THEY RELOCATE.
> THIS IS TIME-CRITICAL NOW.
> INSERT: SHELLFIRE.

[Phase 2 (Shellfire) loads, real-time clock visible]

> MODULE LOADED: SHELLFIRE / PHASE 2 OF 3 / RESUMING...
> TARGET FREQUENCY: 104.7 MHz. MODULATION: HOPPING. PERIOD: 2.3 SECONDS.
> CONSTRUCT JAMMING WAVEFORM. EXECUTE.
> WINDOW: 3 MINUTES. CLOCK RUNNING. NETWORK IS LISTENING.
> 850 CREDITS FOR CLEAN BLACKOUT.

[After Phase 2 completes with successful jam]

> SIGNAL BLACKOUT CONFIRMED. SUSTAINED 47 SECONDS.
> NETWORK ROUTING DATA CAPTURED DURING CHAOS. 12 MB TOPOLOGY LOG.
> BUT THE NETWORK IS REBOOTING. RESTORATION IN PROGRESS.
> YOU HAVE 7 MINUTES TO SEIZE CONTROL BEFORE HARDENING.
> THIS IS REAL-TIME NOW.
> INSERT: ICE BREAKER.

[Phase 3 (ICE BREAKER) loads, timer visible]

> MODULE LOADED: ICE BREAKER / PHASE 3 OF 3 / RESUMING...
> NETWORK TOPOLOGY LOADED FROM PHASE 2.
> CORE NETWORK VISIBLE. INCOMPLETE. REROUTING IN PROGRESS.
> 6 MINUTES UNTIL CORE HARDENS.
> EXPLOIT THE ROUTING GAPS. ACHIEVE ROOT ACCESS.
> TIMER: 6:00 AND COUNTING.
> 1,200 CREDITS FOR COMPLETE SEIZURE.

[After Phase 3 completes]

> NETWORK SEIZED. CORE ACCESS ACHIEVED. 47 SECONDS BEFORE HARDENING.
> INTELLIGENCE ARCHIVE EXTRACTED: 230 MB.
> OPERATOR IDENTITIES: 8 INDIVIDUALS. COMMUNICATION LOGS: 340 MESSAGES.
> FULL CAMPAIGN PAYLOAD: 2,600 CREDITS. REPUTATION: +10.
> THAT WAS THREE PHASES. 50 MINUTES. TWO CARTRIDGE SWAPS.
> EVERY SECOND MATTERED. THAT IS PRECISION OPERATIONS.
> THE BOARD WILL REFRESH SHORTLY.

SUPPLY CHAIN SABOTAGE — Phase 1 → Phase 2 → Phase 3

Section titled “SUPPLY CHAIN SABOTAGE — Phase 1 → Phase 2 → Phase 3”

[After Phase 1 (Pathfinder) completes]

> SUPPLY ROUTES ANALYZED. 4 CHOKEPOINTS IDENTIFIED.
> OPTIMAL SABOTAGE: CONTAINER HUB BETA, REROUTE PROTOCOL INJECTION.
> NETWORK ACCESS REQUIRED TO TRIGGER REROUTES.
> THE LOGISTICS SYSTEM IS HARDENED BUT EXPLOITABLE.
> YOU KNOW WHERE. THE INTRUSION CARTRIDGE WILL KNOW HOW.
> INSERT: ICE BREAKER.

[Phase 2 (ICE BREAKER) loads]

> MODULE LOADED: ICE BREAKER / PHASE 2 OF 3 / RESUMING...
> CONTAINER HUB BETA NETWORK. LOGISTICS CONTROL PLANE.
> REROUTE PROTOCOL INJECTION POINT IDENTIFIED IN PATHFINDER PHASE.
> PENETRATE. INJECT REROUTE. TRIGGER CASCADE.
> NETWORK WILL DETECT ANOMALIES. EXPECT ICE.
> 1,100 CREDITS WHEN REROUTE IS LIVE.

[After Phase 2 completes]

> REROUTE INJECTED. CASCADING IN PROGRESS.
> SUPPLY CHAIN DIVERTED THROUGH SECONDARY ROUTES.
> ARRIVAL DELAYS ACCUMULATING. BUT HOW MUCH DOES IT COST?
> THE FORENSIC AUDIT WILL TELL.
> INSERT: BLACK LEDGER.

[Phase 3 (Black Ledger) loads]

> MODULE LOADED: BLACK LEDGER / PHASE 3 OF 3 / RESUMING...
> SUPPLY DELAY DATA: 340 HOURS OF LATE ARRIVALS. 47 SHIPMENTS REROUTED.
> FINANCIAL IMPACT: TRACE THE COSTS.
> MISSED DELIVERY PENALTIES. LOGISTICS PREMIUM. FUEL SURCHARGES.
> PROVE HOW MUCH THEIR SUPPLY CHAIN SABOTAGE COST THEM.
> 1,200 CREDITS WHEN YOU QUANTIFY THE DAMAGE.

[After Phase 3 completes]

> SABOTAGE COST: 2.4 MILLION ¤. ATTRIBUTABLE. DOCUMENTED.
> FULL CAMPAIGN PAYLOAD: 3,400 CREDITS. REPUTATION: +12.
> THAT WAS STRATEGIC PLANNING + TACTICAL EXECUTION + FORENSIC PROOF.
> THAT IS WHAT INTEGRATED INTELLIGENCE LOOKS LIKE.
> THE BOARD WILL REFRESH SHORTLY.

THE FULL OPERATION (4-phase example: ICE → Black Ledger → Depthcharge → Pathfinder)

Section titled “THE FULL OPERATION (4-phase example: ICE → Black Ledger → Depthcharge → Pathfinder)”

[After Phase 1 (ICE BREAKER) completes]

> NETWORK PENETRATED. FINANCIAL BACKEND COMPROMISED.
> DATA PAYLOAD: TRANSACTION LEDGERS + MARITIME COORDINATES + SUPPLY MANIFESTS.
> BUT THE DATA POINTS IN MULTIPLE DIRECTIONS.
> TRACE THE MONEY FIRST. THE REST WILL FOLLOW.
> INSERT: BLACK LEDGER.

[After Phase 2 (Black Ledger) completes]

> CONSPIRACY STRUCTURE REVEALED.
> FINANCIAL FLOWS LEAD TO MARITIME OPERATIONS.
> SMUGGLING COORDINATES IDENTIFIED IN ORIGINAL ICE PAYLOAD.
> ONE COORDINATE REPEATS: POSITION 12.4°S, 131.8°E.
> YOU WILL DIVE. YOU WILL SALVAGE. YOU WILL FIND THE PROOF.
> INSERT: DEPTHCHARGE.

[After Phase 3 (Depthcharge) completes]

> SALVAGE SUCCESSFUL. MANIFESTS RECOVERED.
> CARGO INVENTORY MATCHES FINANCIAL TRANSFERS EXACTLY.
> SUPPLY NETWORK CONNECTIONS DOCUMENTED IN MANIFEST DATA.
> BUT HOW DO THEY MOVE 12,000 TONS PER MONTH?
> ROUTE PLANNING. LOGISTICS OPTIMIZATION. THAT'S THE FINAL PIECE.
> INSERT: PATHFINDER.

[Phase 4 (Pathfinder) loads]

> MODULE LOADED: PATHFINDER / PHASE 4 OF 4 / RESUMING...
> SUPPLY ROUTES ANALYZED. ALL 4 CARTRIDGES CONVERGED.
> MARITIME SMUGGLING NETWORK. COMPLETE ROUTE PLAN.
> 3 PRIMARY CORRIDORS. 8 SUPPLY HUBS. 2 TRANSSHIPMENT POINTS.
> MAP THE COMPLETE OPERATION. SHOW HOW IT WORKS.
> 1,600 CREDITS FOR COMPLETE ROUTE DOCUMENTATION.

[After Phase 4 completes]

> TRANSNATIONAL SMUGGLING OPERATION. COMPLETELY MAPPED.
> 40+ INDIVIDUALS. 12 MARITIME VESSELS. 6 SUPPLY HUBS. 340 MILLION ¤ ANNUAL REVENUE.
> FULL CAMPAIGN PAYLOAD: 5,800 CREDITS. REPUTATION: +16.
> THAT WAS FOUR CARTRIDGES. 120 MINUTES. THREE SWAPS.
> THAT IS A COMPLETE INTEGRATED INTELLIGENCE OPERATION.
> YOU JUST BROUGHT DOWN A TRANSNATIONAL SYNDICATE.
> THE BOARD WILL REFRESH SHORTLY.

Multi-phase campaigns must pay 40-60% more than the sum of individual phase payouts. This incentivizes operators to do campaigns rather than grinding single missions.

int calculate_campaign_payout(Campaign *campaign, DeckState *deck_state) {
int total_payout = 0;
/* Sum individual phase payouts */
for (int i = 0; i < campaign->phase_count; i++) {
int phase_base = campaign->phases[i].base_payout;
int phase_threat_multiplier = threat_multiplier(campaign.threat_level);
total_payout += (phase_base * phase_threat_multiplier);
}
/* Apply multi-phase bonus (40-60% increase) */
float bonus_multiplier = 1.40 + (campaign->phase_count * 0.05);
// 2-phase: 1.45x (45% bonus)
// 3-phase: 1.50x (50% bonus)
// 4-phase: 1.55x (55% bonus)
int final_payout = total_payout * bonus_multiplier;
/* Apply economy modifier (self-correction) */
float economy_mod = economy_modifier(deck_state->credit_balance);
final_payout = final_payout * economy_mod;
/* Optional: time bonus (10-20% extra if completed fast) */
if (campaign->time_bonus_condition_met) {
final_payout = final_payout * 1.15; // 15% bonus for speed
}
return final_payout;
}

CORPORATE ESPIONAGE (2-phase campaign, Threat 3)

Phase 1 (ICE BREAKER):
Base payout: 600 ¤
Threat multiplier (Threat 3): 1.6x
Phase 1 total: 960 ¤
Phase 2 (Black Ledger):
Base payout: 500 ¤
Threat multiplier (Threat 3): 1.6x
Phase 2 total: 800 ¤
Sum of phases: 1,760 ¤
Multi-phase bonus (2-phase): 1.45x
Campaign total (before economy): 1,760 × 1.45 = 2,552 ¤
Economy modifier (credit balance 3,000 ¤): 1.0x
Time bonus (completed in 35 minutes, target 45): 1.15x
FINAL PAYOUT: 2,552 × 1.0 × 1.15 = 2,935 ¤
Reputation: +8

Comparison: Single-Phase Equivalent Contracts

If operator did two separate Threat 3 contracts:
Contract 1 (ICE BREAKER): 960 ¤
Contract 2 (Black Ledger): 800 ¤
Total: 1,760 ¤ (no bonus, standard payout)
Campaign Advantage: +1,175 ¤ (67% more for doing them together)

MARITIME INTELLIGENCE (3-phase campaign, Threat 4)

Phase 1 (Depthcharge):
Base: 800 ¤, Threat 4 multiplier: 2.0x = 1,600 ¤
Phase 2 (ICE BREAKER):
Base: 800 ¤, Threat 4 multiplier: 2.0x = 1,600 ¤
Phase 3 (Black Ledger):
Base: 700 ¤, Threat 4 multiplier: 2.0x = 1,400 ¤
Sum of phases: 4,600 ¤
Multi-phase bonus (3-phase): 1.50x
Campaign total (before economy): 4,600 × 1.50 = 6,900 ¤
Economy modifier (credit balance 5,500 ¤): 0.95x
Time bonus (completed in 75 minutes, target 90): 1.10x
FINAL PAYOUT: 6,900 × 0.95 × 1.10 = 7,227 ¤
Reputation: +12

Comparison: Single-Phase Equivalent

Three Threat 4 contracts (one per module):
Depthcharge: 1,600 ¤
ICE BREAKER: 1,600 ¤
Black Ledger: 1,400 ¤
Total: 4,600 ¤
Campaign Advantage: +2,627 ¤ (57% more)

THE FULL OPERATION (4-phase campaign, Threat 5, veteran operator)

Phase 1 (Depthcharge):
Base: 900 ¤, Threat 5 multiplier: 2.5x = 2,250 ¤
Phase 2 (ICE BREAKER):
Base: 1,000 ¤, Threat 5 multiplier: 2.5x = 2,500 ¤
Phase 3 (Black Ledger):
Base: 900 ¤, Threat 5 multiplier: 2.5x = 2,250 ¤
Phase 4 (Pathfinder):
Base: 800 ¤, Threat 5 multiplier: 2.5x = 2,000 ¤
Sum of phases: 9,000 ¤
Multi-phase bonus (4-phase): 1.55x
Campaign total (before economy): 9,000 × 1.55 = 13,950 ¤
Economy modifier (credit balance 12,000 ¤): 0.8x (heavily flush)
Time bonus (completed in 115 minutes, target 120): 1.05x
FINAL PAYOUT: 13,950 × 0.8 × 1.05 = 11,718 ¤
Reputation: +16

Campaign TypePhasesThreat 2Threat 3Threat 4Threat 5Threat 6
CORPORATE ESPIONAGE21,450 ¤2,200 ¤2,900 ¤3,600 ¤4,400 ¤
COUNTER-INTELLIGENCE21,200 ¤1,800 ¤2,400 ¤3,000 ¤3,700 ¤
MARITIME INTELLIGENCE32,800 ¤4,200 ¤5,800 ¤7,200 ¤9,000 ¤
SIGNAL HUNT32,400 ¤3,600 ¤5,000 ¤6,400 ¤8,000 ¤
SUPPLY CHAIN SABOTAGE32,900 ¤4,400 ¤5,900 ¤7,400 ¤9,200 ¤
STRATEGIC TAKEOVER33,000 ¤4,500 ¤6,200 ¤7,800 ¤9,600 ¤
VAULT DEEP DIG21,300 ¤2,000 ¤2,700 ¤3,400 ¤
THE FULL OPERATION45,000 ¤8,000 ¤11,000 ¤14,000 ¤18,000 ¤

(Values reflect economy_modifier of 1.0x; actual payouts adjust based on credit balance)


When an operator fails a phase (abandons it, runs out of time, dies to threats), the campaign doesn’t end immediately. The nOSh runtime offers three options.

Partial Phase Failure (operator can retry):

  • Lost all tools/resources mid-phase (ICE BREAKER: lost all intrusion tools)
  • Time limit exceeded for that phase but not the entire campaign
  • Action: Operator can retry from the phase start (loose ~50 credits fee for retry)

Complete Phase Failure (campaign abandoned):

  • Operator selected “abandon mission” explicitly
  • Threat level escalated to unmanageable levels
  • Power off without suspend (campaign lost)
  • Action: Campaign dissolved, partial payout forfeited, reputation penalty

Campaign Suspension (preserved across power cycles):

  • Operator successfully completed Phase 1, has not yet attempted Phase 2
  • Operator swapped out the cartridge but did not return to Phase 2 within session
  • Action: phase_chain saved to flash, mission suspended in phase_chain status

When a campaign is suspended:

  1. phase_chain is written to flash (in the phase_chain field of deck state)
  2. Suspended bit is set (byte 5, bit 7 = 0x80)
  3. On next boot, the nOSh runtime detects the suspended campaign
  4. Mission board shows “SUSPENDED CAMPAIGN: CORPORATE ESPIONAGE (Phase 2 of 2 pending)”
  5. Operator can resume or abandon
[Operator boots device, sees suspended campaign on mission board]
> SUSPENDED CAMPAIGN: MARITIME INTELLIGENCE
> PHASE COMPLETION: 1 OF 3
> PAYOUT ACCUMULATED: 600 ¤ (from Phase 1)
> REQUIRED MODULE: PHASE 2 REQUIRES ICE BREAKER
> RESUME OR ABANDON?
[Operator selects RESUME]
> LOADING PHASE CHAIN...
> CARTRIDGE REQUIRED: ICE BREAKER
> INSERT TO CONTINUE.
[Operator inserts ICE BREAKER cartridge]
[The nOSh runtime loads phase handler, passes phase_chain with:
phase_index=1
phase_context[0]=encryption_scheme (from Phase 1)
accumulated_payout=600
]
[Phase 2 begins where it left off]
ScenarioReputation PenaltyCredit Recovery
Abandoned before any phase complete-20% of potential payout
Abandoned after Phase 1 of 2-440% of potential payout
Abandoned after Phase 1 of 3-330% of potential payout
Abandoned after Phase 2 of 3-650% of potential payout
Failed on final phase (Phase 3 of 3)-560% of potential payout

Rationale: Abandoning campaigns early is penalized more heavily than failing late. Operators who attempt challenging campaigns get partial credit even if they don’t finish.

If an operator fails mid-phase (ICE BREAKER: all tools exhausted, no escape):

> INTRUSION FAILED. ALL TOOLS EXHAUSTED. NETWORK TRACE IMMINENT.
> RETRY PHASE FROM START? COSTS 50 ¤ ADMINISTRATIVE FEE.
> PHASE CHAIN PRESERVED. PHASE 2 WILL REMAIN AVAILABLE AFTER COMPLETION.
[If Operator selects RETRY]
> COST: 50 ¤ DEDUCTED.
> PHASE RESET. INSERTING FRESH NETWORK TOPOLOGY.
> THREAT LEVEL ESCALATED: NETWORK NOW EXPECTS INTRUSION.
> THREAT LEVEL: 4 → 4+ (threat_flags bit 6 set)
> TIMER RESET. ATTEMPTING PHASE START...

The operator can retry a phase up to 3 times per campaign before being forced to abandon. Each retry costs 50 credits and slightly escalates threat.


The Crime Spree Experience (Narrative Walkthrough)

Section titled “The Crime Spree Experience (Narrative Walkthrough)”

This section walks through a complete 60-90 minute crime spree: MARITIME INTELLIGENCE (Depthcharge → ICE BREAKER → Black Ledger).

The walkthrough is written as a narrative, not a spec, to show how campaigns feel in play.


[Operator boots device, sees mission board]

MISSION BOARD — 6 CONTRACTS AVAILABLE
> SALVAGE CONTRACT (Depthcharge)
Threat: 2 Payout: 600 ¤ Duration: 20 min
> FINANCIAL AUDIT (Black Ledger)
Threat: 2 Payout: 500 ¤ Duration: 15 min
> NETWORK INTRUSION (ICE BREAKER)
Threat: 2 Payout: 700 ¤ Duration: 25 min
> MARITIME INTELLIGENCE CAMPAIGN ← MULTI-PHASE
Threat: 3 Payout: 3,200 ¤ Duration: 50-95 min
Phases: DEPTHCHARGE → ICE BREAKER → BLACK LEDGER
"ENCRYPTED HARDWARE RECOVERY AND FORENSIC ANALYSIS"
> [Two more single-phase contracts...]

Operator decision point: Do three single missions (1,800 ¤ total, easy) or one campaign (3,200 ¤, challenging, requires cartridge swaps)?

Operator selects MARITIME INTELLIGENCE CAMPAIGN.

> CAMPAIGN SELECTED: MARITIME INTELLIGENCE
> THREAT: 3 | REPUTATION REWARD: +12 | PAYOUT: 3,200 ¤
> PHASE 1: MARITIME SALVAGE (Depthcharge) — 20-40 min
> PHASE 2: NETWORK INTRUSION (ICE BREAKER) — 15-30 min
> PHASE 3: FORENSIC ACCOUNTING (Black Ledger) — 15-25 min
> TOTAL TIME: 50-95 MINUTES. THREE CARTRIDGE SWAPS.
>
> ACCEPTING CONTRACT...

[Depthcharge cartridge inserted. Loading screen: sonar pings, descending tones. 2.5 seconds.]

> DEPTHCHARGE MODULE LOADED
> PHASE 1 OF 3 / CAMPAIGN: MARITIME INTELLIGENCE
>
> OPERATIONAL BRIEF:
> TARGET: ENCRYPTED STORAGE DEVICE, SUBMERGED.
> LOCATION: CHANNEL GAMMA, DEPTH 180 METERS.
> HAZARD: PRESSURE DAMAGE, TERRITORIAL HAZARDS.
> OBJECTIVE: RECOVER DEVICE. EXTRACT TO SURFACE.
>
> SUBMERSIBLE STATUS: PRESSURE NOMINAL.
> DEPTH LIMIT: 250 METERS. HULL INTEGRITY: 100%.
>
> DESCENDING...

[Sonar view shows ocean floor, target blip at depth 180m]

Operator reads sonar, navigates submersible downward. Depth increases, pressure increases. At 150m, a territorial sea creature appears on sonar (false alarm or real threat?). Operator evades, continues descent.

At 180m, target device appears on sonar. Operator approaches carefully. Hull integrity at 94% (pressure damage accumulating). Operator grapples device, begins ascent.

Ascent is faster, but at 120m, a thermal vent appears unexpectedly on sonar. Operator navigates around it. Hull integrity: 88%. At 50m, safe zone reached. Device secured.

[Phase 1 completion screen]

> SALVAGE SUCCESSFUL.
> DEVICE SECURED. SURFACE REACHED.
> HULL INTEGRITY: 88%
> DEPTH EXCURSION TIME: 23 MINUTES
>
> DEVICE ANALYSIS:
> CAPACITY: 4 TB
> ENCRYPTION: ECC-2048 (MILITARY GRADE)
> CONTENT SIGNATURE: COMMAND & CONTROL NETWORK DATA
>
> PAYOUT (Phase 1): 700 ¤
> REPUTATION: +4
> CAMPAIGN STATUS: 1 OF 3 COMPLETE
>
> NEXT PHASE: NETWORK INTRUSION
> ENCRYPTED DEVICE WILL BE MOUNTED AS VIRTUAL NETWORK.
> PHASE 2 REQUIRES: ICE BREAKER
>
> PREPARING CARTRIDGE SWAP...

[Cipher voice]

> SALVAGE COMPLETE. HULL PRESSURE: 92%.
> ENCRYPTED DRIVE RECOVERED. 4 TB CAPACITY. ECC-2048 ENCRYPTION.
> DRIVE CONTAINS COMMAND & CONTROL NETWORK ADDRESSES.
> BUT ENCRYPTED. YOU CANNOT READ IT. NOT HERE.
> NETWORK INTRUSION WILL BE REQUIRED.
> INSERT: ICE BREAKER.

[Operator physically swaps cartridge] (Time: ~0:25)


[ICE BREAKER cartridge inserted. Boot sequence is abbreviated (no full splash, just transition text). Loading: hex dump fills, dissolves to glyph, harsh white noise fades. 1.5 seconds.]

> ICE BREAKER MODULE LOADED
> PHASE 2 OF 3 / CAMPAIGN: MARITIME INTELLIGENCE
> ENCRYPTED DEVICE MOUNTED AS VIRTUAL NETWORK.
>
> NETWORK STATUS:
> SIZE: 4 TB VIRTUAL FILESYSTEM
> ENCRYPTION: ECC-2048 (ACTIVE)
> THREAT LEVEL: 5 (HIGH ICE, PROTECTING VALUABLE ASSETS)
>
> OBJECTIVE:
> PENETRATE ENCRYPTION BARRIER.
> EXTRACT: C&C SERVER NETWORK ADDRESSES + TRANSACTION LOG.
> THREAT: ICE SPAWNING ON INTRUSION DETECTION.
>
> DECK STATUS:
> CREDITS: 2,800 (after Phase 1 payout)
> TOOLS AVAILABLE:
> - SIMPLE DECODER (50 ¤, basic crypto cracking)
> - ADVANCED DECRYPTION KIT (200 ¤, faster, multi-target)
> - NETWORK SNIFFER (150 ¤, expose network topology before full breach)
>
> OPTIONAL PURCHASE FOR THIS PHASE?

Operator has 2,800 credits and needs tools. This is a cross-module economic decision: should they spend Phase 1’s payout on better tools for Phase 2?

Operator decides: Buy ADVANCED DECRYPTION KIT (200 ¤) + NETWORK SNIFFER (150 ¤). New balance: 2,450 ¤.

[Network sniffer deployed first] (Time: ~0:27)

> NETWORK SNIFFER EXECUTING...
> SCANNING ENCRYPTION ENVELOPE...
> TOPOLOGY EXPOSED:
> - OUTER ENCRYPTION LAYER (ECC-2048, 47 CPU CYCLES TO CRACK)
> - SECONDARY AUTH GATE (BIOMETRIC LOCK)
> - CORE DATA VAULT (ENCRYPTED STORAGE, 6 TB)
> - C&C SERVER DIRECTORY (ADMIN-PROTECTED)
>
> ICE DETECTED: 2 HUNTER-CLASS ICE PROGRAMS
> PROXIMITY: 8 HOPS, MOVING TOWARD INTERFACE
>
> THREAT ESCALATING. TIME PRESSURE INCREASING.

Operator now has map of the network. Two ICE programs are closing in. Operator must decide: crack encryption quickly (risky, might trigger more ICE) or carefully avoid detection (slower, might run out of time before ICE arrives).

Operator chooses: Careful approach. Uses ADVANCED DECRYPTION to crack outer encryption layer (8 minutes of play, managing real-time OODA loop as ICE moves closer).

[Outer encryption cracked at T+0:35]

> OUTER ENCRYPTION BREACHED.
> ADMIN GATE EXPOSED. BIOMETRIC AUTH REQUIRED.
>
> ICE PROXIMITY: 4 HOPS. IMMINENT THREAT.
>
> HUNTER ICE #1: "TRACE DETECTED. NETWORK INTRUSION IN PROGRESS."
> HUNTER ICE #2: "ACTIVATING COUNTERMEASURES."
>
> OPTIONS:
> 1. SPOOF BIOMETRIC (RISKY, 60% SUCCESS, DRAWS ATTENTION)
> 2. EXPLOIT SECONDARY ENCRYPTION FAULT (SLOWER, 95% SUCCESS, BUYS TIME)
> 3. ABANDON INTRUSION (SAFE, LOSE ALL PROGRESS)
>
> CHOOSE QUICKLY. ICE ARRIVING IN 47 SECONDS.

Operator chooses option 2: exploit secondary fault (slower but safer). This triggers 6 minutes of real-time play, managing evasion as ICE gets closer. At T+0:40, ICE makes first contact (network alarm escalates in YM2149). Operator maintains evasion, exploits the fault at T+0:43.

[Admin gate compromised at T+0:43]

> SECONDARY AUTH BYPASSED. CORE VAULT ACCESSIBLE.
> HUNTER ICE #1: "INTRUSION SOURCE IDENTIFIED."
> HUNTER ICE #2: "EXECUTING KILL PROTOCOL."
>
> DATA EXTRACTION WINDOW: 3 MINUTES BEFORE NETWORK SHUTDOWN.
> EXTRACTED DATA:
> - C&C SERVER DIRECTORY: 47 ADDRESSES + CREDENTIALS
> - TRANSACTION LOG: 284 FINANCIAL RECORDS
> - OPERATIONAL TIMELINE: 18-MONTH ACTIVITY RECORD
>
> EXTRACTION RATE: 100 MB/S
> COMPLETE: 2:14 MINUTES
>
> HUNTER ICE #1: "SHUTDOWN SEQUENCE INITIATED."
> NETWORK COLLAPSE: 1:47 REMAINING.

Operator must exfiltrate (escape network) before shutdown. High-pressure real-time sequence. Operator’s OODA loop is running at 1.5 cycles/second (trained operators might hit 2 cycles/second here).

At T+0:50, operator exits network with 47 seconds to spare. ICE left behind, network collapses.

[Phase 2 completion screen] (Time: 0:50)

> NETWORK EXITED. TRACES BURNED.
> DATA PAYLOAD RECOVERED: 847 KB.
> EXTRACTION TIME: 7:45 MINUTES (THREAT LEVEL: 5)
>
> PAYOUT (Phase 2): 850 ¤
> REPUTATION: +5
> CAMPAIGN STATUS: 2 OF 3 COMPLETE
> ACCUMULATED PAYOUT: 1,550 ¤ (700 + 850)
>
> EXTRACTED INTELLIGENCE:
> - C&C SERVER NETWORK: 47 ADDRESSES
> - FINANCIAL TRANSACTION LOG: 284 RECORDS
> - COMMAND TIMELINE: 18-MONTH ACTIVITY
> - BENEFICIARY PROFILES: 6 INDIVIDUALS IDENTIFIED (PARTIAL)
>
> BUT THE DATA IS RAW. CONNECTIONS ARE UNCLEAR.
> YOU NEED FORENSIC ANALYSIS TO PROVE ATTRIBUTION.
> PHASE 3 REQUIRES: BLACK LEDGER
>
> PREPARING CARTRIDGE SWAP...

[Cipher voice]

> DRIVE DECRYPTED. C&C NETWORK REVEALED.
> 47 COMMAND NODES IDENTIFIED. FINANCIAL TRANSACTION LOG ATTACHED.
> BUT RAW NODES TELL ONLY HALF THE STORY.
> THE MONEY. FOLLOW THE MONEY. THAT'S WHERE THE TRUTH IS.
> INSERT: BLACK LEDGER.

[Operator physically swaps cartridge] (Time: ~0:52)


Phase 3: FORENSIC ACCOUNTING (0:52–1:15)

Section titled “Phase 3: FORENSIC ACCOUNTING (0:52–1:15)”

[Black Ledger cartridge inserted. Loading screen: mechanical typing, dead silence. Bureau 9 splash: “BUREAU 9 TECHNICAL SERVICES / CLASSIFICATION: UNCLASSIFIED / DISTRIBUTION: AUTHORIZED OPERATORS.” 2.8 seconds.]

> BLACK LEDGER MODULE LOADED
> PHASE 3 OF 3 / CAMPAIGN: MARITIME INTELLIGENCE
>
> FORENSIC AUDIT INITIALIZED.
> INPUT: ICE BREAKER PHASE DATA
> 284 FINANCIAL RECORDS
> 47 C&C SERVER ADDRESSES
> BENEFICIARY PROFILES: 6 INDIVIDUALS
>
> AUDIT TASK:
> TRACE FINANCIAL FLOWS.
> MAP SHELL CORPORATE NETWORK.
> IDENTIFY ULTIMATE BENEFICIARY.
> PROVE ATTRIBUTION WITH EVIDENCE CHAIN.
>
> TRANSACTION SET ANALYSIS:
> TIME SPAN: 18 MONTHS
> TOTAL VOLUME: 340 MILLION ¤
> SHELL COMPANIES DETECTED: 7
> ROUTING PATTERN: COMPLEX (INTERNATIONAL SHELL CHAIN)
>
> OBJECTIVE: THREAD THE MONEY. FIND THE TOP.
>
> THREAT: TIME PRESSURE. MOVES LIMITED. PUZZLE COMPLEXITY SCALES WITH THREAT.

This is the turn-based puzzle phase. Operator now has a forensic puzzle to solve: given 284 transactions routed through 7 shell companies, identify which individual is at the top of the pyramid and prove it with evidence.

Black Ledger presents the data as a spreadsheet-like interface. Operator uses INFO to inspect transactions, reads connections, builds theories.

Operator spends ~10 minutes analyzing transactions:

  • Identifies common transaction amounts (suggesting templates)
  • Finds two accounts that converge (shell merger)
  • Traces routing backwards through the shell network

At T+1:02, operator identifies a lead: one shell company routes 60% of money to a private account at MERIDIAN BANK. Account holder: YOSHIDA, KATSU (using diplomatic cover).

At T+1:08, operator proves the chain:

RAW TRANSACTION (SMUGGLING OPERATION)
→ SHELL 1 (DEEPWATER TRADING CO)
→ SHELL 2 (MARITIME LOGISTICS CORP)
→ SHELL 3 (TRADE FEDERATION HOLDINGS)
→ MERIDIAN BANK PRIVATE ACCOUNT
→ YOSHIDA, KATSU (DIPLOMAT, CREDENTIAL ID: 3847-DIP)

Operator completes audit. Evidence chain documented.

[Phase 3 completion screen] (Time: 1:15)

> FORENSIC AUDIT COMPLETE.
> SHELL NETWORK MAPPED: 7 COMPANIES, 3 JURISDICTIONS.
> ULTIMATE BENEFICIARY IDENTIFIED: YOSHIDA, KATSU.
> ATTRIBUTION PROOF: DOCUMENTED.
> TRANSACTION CHAIN: 284 RECORDS LINKED TO BENEFICIARY.
>
> PAYOUT (Phase 3): 1,200 ¤
> REPUTATION: +6
> CAMPAIGN STATUS: 3 OF 3 COMPLETE
>
> CAMPAIGN COMPLETION:
> BASE PAYOUTS: 700 + 850 + 1,200 = 2,750 ¤
> MULTI-PHASE BONUS (3-phase): 1.50x
> CAMPAIGN PAYOUT (before economy): 4,125 ¤
> ECONOMY MODIFIER (credit balance 2,450 ¤): 1.1x (below 5,000 threshold)
> FINAL PAYOUT: 4,538 ¤
> TOTAL REPUTATION: +15
>
> CAMPAIGN DEBRIEF (CIPHER VOICE):

[Cipher voice, extended debrief]

> SYNDICATE EXPOSED. 14 INDIVIDUALS IDENTIFIED. OPERATIONAL STRUCTURE MAPPED.
> YOSHIDA, KATSU. DIPLOMAT. CREDENTIAL HOLDER. PUPPET MASTER.
> THE MONEY WAS SMUGGLING REVENUE. THE NETWORK WAS MARITIME.
> THREE CARTRIDGES. THREE DOMAINS. ONE COMPLETE PICTURE.
>
> YOU WENT DEEP. YOU EXTRACTED. YOU ANALYZED.
> THAT WAS INTEGRATED INTELLIGENCE WORK.
> YOU JUST BROUGHT DOWN A TRANSNATIONAL SMUGGLING OPERATION.
>
> REPUTATION: +15 (NOW: 37 TOTAL)
> CREDITS: +4,538 ¤ (NOW: 6,988 ¤)
>
> REST. YOU EARNED IT.
> THE BOARD WILL REFRESH SHORTLY.

[Mission board refreshes. New contracts available.]

Operator has completed a 75-minute campaign across three cartridges, two physical swaps, earned 4,538 credits, and gained 15 reputation points.

What makes this a “crime spree”:

  • Emergent narrative: Each phase informs the next. The salvage recovered encrypted hardware. The intrusion revealed financial data. The audit proved attribution.
  • Cartridge swaps feel diegetic: Not loading screens, but moments where the operator changes tools because the mission demands it.
  • Economic consequence: Phase 1 payout (700 ¤) funded Phase 2 tools (350 ¤ spent). Phase 2 success enabled Phase 3 data analysis. Operator felt the economy flowing through the campaign.
  • Threat escalation: Threat 3 felt real. Not bullet-point difficulty, but pressure (ICE moving closer, network collapsing, time running out).
  • The Cipher voice threaded the narrative: Transitions between phases didn’t feel mechanical (“INSERT MODULE X”). They felt like briefing moments.

Credits (¤) are the universal currency. All modules spend and earn from the same pool.

Principle: 1 credit = 1 credit, regardless of source or module.

A credit earned from an ICE BREAKER intrusion has equal purchasing power in Black Ledger, Depthcharge, or any other module. There are no “ICE Breaker credits” or “Black Ledger credits” — only universal credits pooled on the deck.

int32_t credit_balance; /* Universal pool in DeckState */
/* Module A earns 500 credits */
deck_state->credit_balance += 500;
/* Module B spends 200 credits */
deck_state->credit_balance -= 200;
/* Final balance: +300 credits, regardless of which modules earned/spent */

This principle is critical to platform cohesion. If credits were per-module, the platform would feel fragmented (each module is a separate economy). By pooling credits, the operator feels like one unified financial entity across all domains.

The economy self-corrects to prevent both grinding and softlock:

High credit balance (flush): Payouts compress, forcing operators to play harder contracts or accept lower rewards.

float economy_modifier(int credit_balance) {
if (credit_balance < 500) return 1.3; // 30% bonus
if (credit_balance < 2000) return 1.1; // 10% bonus
if (credit_balance < 5000) return 1.0; // Standard
if (credit_balance < 10000) return 0.9; // 10% penalty
if (credit_balance >= 10000) return 0.8; // 20% penalty
}

Example: An operator with 12,000 credits (wealthy) completes a Threat 2 contract worth 600 ¤ normally. Actual payout: 600 × 0.8 = 480 ¤. This pushes them toward more challenging contracts.

Low credit balance (broke): Payouts increase, easy contracts become more lucrative, helping operators who are struggling.

Example: An operator with 300 credits completes the same Threat 2 contract. Actual payout: 600 × 1.3 = 780 ¤. Quick contracts (20-30 minutes) become valuable, allowing recovery.

Modules offer tools (ICE BREAKER: decoders, sniffers, exploits; Black Ledger: audit scanners, forensic analysis; etc.). Tools are purchased from earned credits and used during operations.

Tool purchases are permanent cross-session (unlike some cartridge save data). Once purchased, a tool is available in all future missions on that module.

typedef struct {
uint16_t tool_id; /* Unique tool identifier */
char tool_name[32]; /* "ADVANCED DECODER", "FORENSIC SCANNER" */
int16_t cost; /* Credit cost to purchase */
uint8_t module_id; /* Which module this tool is for */
uint8_t effectiveness; /* 1-5 scale */
uint8_t owned; /* 0 = not owned, 1 = owned (persistent) */
} Tool;

Tool purchases are written to deck state (not cartridge-specific save), so they persist across cartridge swaps.


To maintain economic balance across modules, tool costs are tiered:

CHEAP (50–100 ¤): Basic, entry-level tools

  • ICE BREAKER: Simple Decoder (50 ¤), Network Sniffer (75 ¤)
  • Black Ledger: Basic Spreadsheet Formatter (60 ¤), Transaction Filter (80 ¤)
  • Depthcharge: Sonar Calibration Tool (70 ¤), Hull Integrity Scanner (60 ¤)
  • NeonGrid: Pattern Recognizer (50 ¤), Spatial Analyzer (75 ¤)

Standard (200–500 ¤): Mid-tier, effective, expected to own 2-3 per module

  • ICE BREAKER: Advanced Decryption Kit (200 ¤), Network Map Generator (350 ¤), Firewall Bypass (400 ¤)
  • Black Ledger: Forensic Scanner (250 ¤), Shell Company Detector (300 ¤), Transaction Tracer (350 ¤)
  • Depthcharge: Deep Sonar (250 ¤), Pressure Management Suite (300 ¤), Salvage Arm Optimizer (280 ¤)
  • Pathfinder: Route Optimizer (200 ¤), Constraint Solver (350 ¤), Threat Mapper (300 ¤)
  • Drift: Advanced Triangulation (280 ¤), Multi-Band Receiver (350 ¤), Dead-Drop Decoder (250 ¤)
  • NODESPACE: Opponent Profile Analyzer (280 ¤), Strategic Pattern Recognizer (320 ¤)
  • Black Ledger: Forensic Scanner (250 ¤)

Premium (1000+¤): Powerful, end-game, operators earn these through reputation

  • ICE BREAKER: Military-Grade Exploit Framework (1,200 ¤), Quantum Decoder (1,500 ¤), Network Domination Suite (1,800 ¤)
  • Black Ledger: International Banking Forensics (1,400 ¤), Shell Corporation Database (1,200 ¤), Proof-of-Concept Generator (1,600 ¤)
  • Depthcharge: Autonomous Navigation Suite (1,300 ¤), Pressure Prediction Engine (1,500 ¤), Deep-Dive Certification (1,200 ¤)
  • SYNTHFENCE: Real-Time Trading Engine (1,100 ¤), Market Prediction AI (1,400 ¤), Arbitrage Executor (1,300 ¤)

Exclusive (5000+ ¤): Reputation-gated, only available to veteran operators (rep 30+)

  • ICE BREAKER: BLACKOUT PROTOCOL (5,000 ¤) — disables all network intrusion detection for 30 seconds
  • Black Ledger: FORENSIC OMNISCIENCE (6,000 ¤) — reveals complete shell network topology instantly
  • Depthcharge: PRESSURE IMMUNITY (5,500 ¤) — removes hull pressure damage for one mission
  • NODESPACE: OPPONENT CLAIRVOYANCE (5,200 ¤) — reveals next 3 opponent moves in advance

When a campaign chains multiple modules, credits flow through the phases.

Standard (immediate payout per phase):

Phase 1 completes: 700 ¤ paid immediately
Phase 2 completes: 850 ¤ paid immediately
Phase 3 completes: 1,200 ¤ paid immediately + multi-phase bonus
Total: 3,200 ¤ (approximately)

Escrowed (payout withheld until campaign completes):

For some campaigns (e.g., multi-week operations where profit depends on final result), the nOSh runtime can withhold payout until the entire campaign finishes. This is optional per campaign archetype.

Phase 1 completes: 0 ¤ paid (escrowed)
Phase 2 completes: 0 ¤ paid (escrowed)
Phase 3 completes: Full payout + multi-phase bonus released

Escrowed campaigns are marked on the mission board: [PAYOUT ON COMPLETION]

If an operator completes Phase 1 and Phase 2 but abandons Phase 3:

Partial Payout: 50% of full campaign payout = 1,600 ¤
Reputation Penalty: -5 (abandoning final phase is harsh)
Campaign Status: Abandoned

The operator gets half credit for reaching the final phase but loses reputation for not finishing.

Tools purchased in Phase 1 (e.g., Network Sniffer in ICE BREAKER Phase 2 of a campaign) remain available in Phase 2 of the same campaign. They don’t “reset” between phases.

Campaign: MARITIME INTELLIGENCE
Phase 2 (ICE BREAKER):
Operator buys: ADVANCED DECRYPTION KIT (200 ¤)
Uses it to crack encryption
Phase 3 (Black Ledger) [same campaign session]:
ADVANCED DECRYPTION KIT still owned
Can be used again if next campaign/mission uses ICE BREAKER
Tool persists across cartridge swaps

Cartridge provenance (service record) is not just metadata — it’s a narrative system that enriches gameplay.

typedef struct {
uint32_t timestamp; /* When this event occurred */
uint8_t event_type; /* LOADED, MISSION_COMPLETED, TOOL_PURCHASED, etc. */
uint16_t operator_handle; /* Hash of operator handle (for linked play) */
uint8_t cartridge_swaps; /* Number of hot-swaps in this session */
uint16_t total_credits; /* Credits earned via this cartridge */
uint8_t reputation_gained; /* Rep points earned via this cartridge */
uint8_t missions_completed;/* Number of contracts completed */
uint8_t highest_threat; /* Highest threat level completed */
} ProvenanceEntry;

Each cartridge flash contains a provenance chain — a log of major events (mission completions, cartridge swaps, tool purchases, linked play sessions).

In-Cartridge Provenance Inspection:

When an operator loads a cartridge, they can press INFO twice to see the cartridge’s service record:

> ICE BREAKER CARTRIDGE
> PROVENANCE RECORD
>
> LOADED 847 TIMES
> MISSIONS COMPLETED: 1,247
> HOURS OF SERVICE: 340+
> TOTAL CREDITS EARNED: 420,000 ¤
> REPUTATION CONTRIBUTED: +285
> HIGHEST THREAT COMPLETED: 6
>
> RECENT EVENTS:
> [T-1 HOUR] MARITIME INTELLIGENCE CAMPAIGN (Phase 2) — COMPLETED
> [T-2 DAYS] SIGNAL HUNT CAMPAIGN (Phase 1) — COMPLETED
> [T-5 DAYS] CORPORATE ESPIONAGE CAMPAIGN (2-phase) — COMPLETED
> [T-12 DAYS] NETWORK MAPPING (Single Phase 3) — COMPLETED
>
> VETERAN CARTRIDGE. 340+ HOURS OF SERVICE.
> OPERATOR: GHOSTWIRE (PRIMARY), CIPHER ENGINEER (SECONDARY)

Cartridges earn badges based on milestones:

BadgeRequirementEffect
INITIATE50 missions completedNo gameplay effect; cosmetic
VETERAN200 missions completedMission board shows “veteran” contract variants (harder, higher payout)
OPERATIVE500 missions completedCipher voice becomes more familiar (fewer formal tones)
ELITE1,000 missions completedAccess to exclusive high-rep contracts (threat 7, 8)
LEGENDARY2,000 missions completed + 50+ reputationOperators can link decks in “legendary co-op” mode (special multi-cartridge campaigns)

Veteran Badge Example:

A cartridge with 200+ missions shows an extra menu option on the mission board:

> VETERAN CONTRACTS (Exclusive to high-service cartridges)
>
> DEEP NETWORK ESPIONAGE (Threat 6)
> Payout: 6,200 ¤
> "This contract is only available to operators who have run 200+ ICE BREAKER missions."
> Special modifier: Threat level +1, Payout +25%

When two operators link decks (serial TRRS connection), their provenance chains synchronize. Each operator can see the other’s cartridge service records.

[Operator A (GHOSTWIRE) links with Operator B (CIPHER ENGINEER)]
> LINKED PLAY SESSION AVAILABLE
>
> GHOSTWIRE'S CARTRIDGE RECORD (ICE BREAKER):
> VETERAN STATUS. 287 MISSIONS COMPLETED.
> HIGHEST THREAT: 6. REPUTATION: +42.
>
> CIPHER ENGINEER'S CARTRIDGE RECORD (ICE BREAKER):
> ELITE STATUS. 1,050 MISSIONS COMPLETED.
> HIGHEST THREAT: 6. REPUTATION: +58.
>
> SHARED CAMPAIGN AVAILABLE:
> "SYNCHRONIZED INTRUSION" (Threat 5, Cooperative)
> Both operators run ICE BREAKER simultaneously on linked network.
> Payout: 2,400 ¤ (split) + PROVENANCE MILESTONE: "LINKED VETERAN"

The Cipher voice evolves its commentary based on cartridge provenance:

On boot (first load):

> OPERATOR GHOSTWIRE. ICE BREAKER CARTRIDGE DETECTED.
> FIRST LOAD. INITIATING TRAINING PROTOCOLS.
> THREAT 1-2 RECOMMENDED FOR NEW OPERATORS.

On boot (after 50 missions):

> OPERATOR GHOSTWIRE. ICE BREAKER.
> YOU'VE BEEN HERE BEFORE. 50 MISSIONS ON RECORD.
> THE BOARD HAS THREAT 3-5 WORK AVAILABLE.

On boot (after 200+ missions, VETERAN status):

> GHOSTWIRE. ICE BREAKER. VETERAN.
> 287 RUNS. YOU KNOW THIS NETWORK BETTER THAN MOST.
> VETERAN-EXCLUSIVE CONTRACTS AVAILABLE. THREAT 6+.
> INTERESTED?

On boot (after linked play history):

> GHOSTWIRE. ICE BREAKER.
> YOU LAST PLAYED SYNCHRONOUSLY WITH CIPHER ENGINEER. 18 HOURS AGO.
> THAT OPERATOR'S CARTRIDGE IS 1,050 MISSIONS DEEP. ELITE STATUS.
> WANT TO RUN SYNCHRONIZED AGAIN?

The mission board doesn’t just read cartridge_history bitfield — it reads provenance too.

Contract generate_mission_contract(
DeckState *deck_state,
CartridgeProvenance *provenance, /* NEW: service record */
CartridgeTemplates *templates
) {
Contract contract = {0};
/* Base threat from reputation */
int threat = base_threat + reputation_modifier(deck_state->reputation);
/* MODIFIER: If cartridge is VETERAN (200+ missions), increase threat options */
if (provenance->missions_completed > 200) {
threat = clamp(threat + 1, 1, 6); /* Shift threat ceiling upward */
contract.veteran_variant = true; /* Use harder version of contract */
}
/* MODIFIER: If cartridge is ELITE (1000+ missions), unlock threat 7-8 */
if (provenance->missions_completed > 1000) {
threat = clamp(threat + 2, 1, 8); /* Threat ceiling: 8 */
contract.elite_variant = true;
}
/* Generate contract with modified threat */
contract.threat_level = threat;
contract.payout = calculate_payout(threat, provenance);
return contract;
}

Example: Veteran Mission Generation

GHOSTWIRE's ICE BREAKER (200+ missions, VETERAN status)
Mission Board shows:
> STANDARD INTRUSION (Threat 3)
> Payout: 1,200 ¤
>
> VETERAN STANDARD INTRUSION (Threat 4) ← Only shows if 200+ missions
> Payout: 1,800 ¤
> "This network is harder than typical Threat 3. This cartridge has the experience."
>
> NETWORK DOMINATION (Threat 5)
> Payout: 2,400 ¤
> (Always available to veteran cartridges, regardless of rep)

The VETERAN VARIANT of a mission:

  • Same contract type (e.g., network intrusion)
  • Increased threat (ICE spawns more aggressively, network is more defensive)
  • Increased payout (reflects higher difficulty)
  • Harder but fair (doesn’t introduce new mechanics, just amplifies existing ones)

The campaign and economy systems transform the KN-86 platform from a collection of modules into a coherent intelligence agency experience.

Key Design Principles:

  1. Campaigns are the hook for cartridge #3 and #4. A two-cartridge operator sees single-phase contracts. A four-cartridge operator sees multi-phase campaigns that require cartridge swaps. This drives adoption.

  2. Narrative bridges make campaigns feel like story. The Cipher voice doesn’t announce “INSERT CARTRIDGE 2.” It briefs the operator: “The money has been moving. You need forensic accounting.”

  3. The economy is unified but not flat. Credits pool globally, but payouts self-correct. Veteran operators don’t grind easy contracts forever — the economy pushes them toward challenge.

  4. Provenance makes cartridges feel like persistent tools. A cartridge with 1,000 missions on it is not the same as a fresh one. The Cipher voice recognizes the difference. The mission board offers different contracts. This is object permanence as narrative.

  5. Cross-module integration is narrative, not mechanical. It’s not a feature checklist (“ICE BREAKER outputs can feed into Black Ledger”). It’s a story: you extract data, you analyze it, you prove the conspiracy.

The crime spree walkthrough (MARITIME INTELLIGENCE campaign) shows how this comes together in play: 75 minutes, three cartridge swaps, three different gameplay modes, one coherent operation. That is what the KN-86 platform is designed to deliver.


Document Status: Complete. Ready for implementation in firmware and cartridge templates.

Next Steps:

  • Implement campaign generation algorithm in nOSh firmware
  • Define phase_chain serialization for each campaign archetype
  • Write Cipher voice scripts for all 8+ campaign archetypes
  • Test multi-phase payout formulas with sample operator profiles
  • Implement provenance persistence in cartridge flash
  • Define tool pricing tiers for all 14 + 1 modules — 14 launch + THRESHOLD launch-adjacent (separate doc: KN-86-Tool-Pricing-Reference.md)