ROLECALLFeatures
Features

Trackers

Deep dives into every tool on stage

Trackers

Story Director toggles in Quick Play

Trackers are part of Story Director, but each lives in its own wing — this doc covers them in detail. For the agent that drives them, see Story Director. For the dashboard surface that surfaces some of the same data, see Storyboards.

A Tracker is a wing panel that shows live game state during a chat. Combat HP bars, NPC affinity meters, calendar dates, spellbook cards, gossip rumors, creature codex entries — each tracker is a focused slice of state with its own panel, its own settings menu, and (when DM Assistant is on) its own pipeline for auto-updates every turn.

There are 16 trackers. Each one is independent — enable any combination from Stage Settings or QuickPlay. When the matching toggle is on, the wing panel appears on the right rail and the bottom toolbar gets an icon for popping the panel open after minimizing it.

TrackerWhat it tracks
CombatActive combat encounters — enemies, HP, turn order, dice rolls
Player StatsHP, MP, AP, shield, XP, level, currency, custom survival needs
NPC RelationshipsAffinity, trust, emotions, memories, dynamics, scene presence
MapLocations, regions, travel state, danger, discoveries
Quest JournalActive and completed quests, objectives, deadlines, rewards
InventoryItems, equipment slots, currency, loot
CorruptionDegradation metrics for darker themes
Parallel EventsThings happening simultaneously elsewhere
BondsMagical or supernatural connections between characters
KnowledgeWhat the player knows vs believes vs suspects vs has wrong
CalendarIn-story date, time, seasons, events, celestial state
Biological CyclesHeat, rut, pregnancy, ovulation, lunar transformations
SpellbookLearned spells, abilities, cooldowns, cast history
GossipRumors, reputation scores, organizations, social clusters
Memory JournalWhat NPCs remember about the player
Creature CodexSpecies bestiary plus individual creature instances
Party ManagementAdventuring party — members, formation, tactics, shared loot

How Trackers Work

Every tracker shares the same plumbing. Understand the plumbing once and every panel makes sense.

The Anatomy of a Wing Panel

Each tracker panel has:

  • A toggle in Stage Settings or QuickPlay — turn the tracker on or off for this chat
  • A wing panel that opens from the right rail when enabled
  • A bottom toolbar icon that brings minimized panels back into view
  • A per-panel settings menu (gear icon) for AI awareness, lorebook pinning, and clear-data
  • An auto-refresh button that re-syncs the panel from chat history when state drifts

When the DM Assistant is on and a tracker is enabled, the Story Director keeps it live during gameplay. When the Director is off, the panels still exist and can be edited by hand — they just don't auto-update.

How Updates Reach Your Screen

Each turn, the Story Director plans the next beat and emits a set of typed update commands — start combat, update relationship, discover location, advance time, plant seed, and so on. The platform parses these commands, applies them to the matching tracker store, persists the resulting snapshot, and re-renders the wing panel. By the time the Narrator's prose finishes streaming in, your trackers are already up to date.

This whole pipeline runs in a single tool round. Some models can update many trackers in one round; smaller models manage fewer. Pick a model that supports multiple tool-call rounds for the smoothest experience — see Story Director's "Choosing a Story Director Model" section.

Per-Module Settings

Every tracker panel has a gear icon. Click it for:

ControlWhat it does
DM Updates (turns)How many user turns between auto-updates for this tracker. 1 = every turn, 0 = manual only. Overrides the chat-level default.
AI ContextHow often this tracker's data is included in the Narrator's prompt — Always Include, Every 2 Turns, Every 5 Turns, Never Include
LorebookOptionally pin a lorebook to this tracker's AI context so the model has the supporting canon
Clear All DataWipes the panel back to empty state (with confirmation)

The Module Settings Shape

Behind each tracker toggle is a small block of per-module configuration:

FieldWhat it controls
enabledMaster on/off for the module
worldThemeOne of fantasy, scifi, modern, horror, postapo — biases AI prompts
subFeaturesA bag of named flags — different per module (see each module below)
updateFrequencyOverride of how often the AI updates this tracker (turns)
promptInclusionHow often tracker data is included in the prompt
lorebookIdOptional lorebook pinned to this tracker

Token Budget and Tool Rounds

Each Story Director turn has a finite tool-call budget — typically 3–5 rounds. Each tracker update costs at least one round. If you enable many modules all set to frequency 1, the model may exhaust its budget before updating every due tracker.

Skipped trackers aren't lost — they're picked up on the next eligible turn. But for cleaner pacing:

  • Set your highest-priority trackers (Relationships, Quest Journal) to 1
  • Set moderately important trackers (Calendar, Map, Gossip) to 25
  • Set rarely-changing trackers (Creature Codex, Spellbook) to 0 (manual)

If trackers stop updating consistently, reduce frequency-1 modules or switch to a stronger Story Director model.


Combat (Battle Tracker)

Tracks: Active combat encounters — enemies, HP, turn order, dice rolls.

Panel Fields You See

FieldWhat it shows
In CombatMaster flag — are we in a fight right now
EnemiesRoster with name, HP bar (current/max), level, boss flag, status effects, threat level (low / medium / high / critical)
Turn OrderList of combatants in initiative order
Current TurnWhose turn it is right now
Round NumberWhich combat round we're on
Combat LogAppend-only log of what happened — attacks, misses, status changes, dramatic beats
Dice RollsHistory of recent rolls with expression (2d6+3), individual rolls, modifier, total, timestamp

AI Directives That Drive It

The Story Director emits directives to start combat with an enemy roster, end combat, update enemy HP, mark turn changes, apply status effects, and roll dice. Status effects are tracked inline on each enemy as a list of named effects (no separate sub-toggle).

When to Enable

TTRPG-style stories, action stories, monster-hunter games, dungeon crawls, anything where turn-by-turn combat matters and you want the AI to remember exactly which enemies are bloodied and whose turn it is.

When NOT to Enable

  • Slice-of-life, romance, character-study chats where you don't want HP bars cluttering the side rail
  • Stories where combat happens once and resolves in a single message — no need for a turn tracker
  • Pure dialogue scenes

Player Stats (Resources)

Tracks: HP, MP, AP, shield, XP, level, currency, and a free-form bag of survival needs.

Panel Fields You See

FieldWhat it shows
HP / Max HPHit points with a colored bar
MP / Max MPMana / magic points
AP / Max APAction points (or whatever resource your world uses)
ShieldOptional damage buffer above HP
XPExperience toward next level
LevelCurrent character level
CurrencyGold, credits, vouchers — whatever the in-world currency is
NeedsFree-form bag — each entry has a current value, max value, and label. Example: hunger, sleep, sanity, fury, ki — whatever your world tracks

AI Directives That Drive It

The Director emits absolute set commands (hp: 80) or relative deltas (hpDelta: -10) for any stat. Survival needs accept both delta updates and full-shape sets — the AI can decrement hunger over time or initialize a new need on the fly.

When to Enable

RPG settings, survival fiction, magical-girl transformations with mana costs, anything where the player's body or psyche has stats. The needs bag is especially flexible — name a custom need anything, and the AI will treat it as a meaningful gauge.

When NOT to Enable

  • Stories where treating the player as a numerical entity breaks immersion
  • Pure prose-driven chats where HP bars would feel mechanical and intrusive
  • One-shots that don't span enough time for resources to deplete meaningfully

NPC Relationships

Tracks: Affinity, trust, emotions, memories, dynamics, scene presence per NPC.

Panel Fields You See

FieldWhat it shows
Avatar + NameIdentifier card
Category badgefriend, romance, family, rival, neutral, or enemy
Affinity bar0–100 with a color gradient
Trust bar0–100
Current emotion + intensity + cause"amused, 65, player made her laugh unexpectedly"
Dynamics chipsBag of named gauges — longing 45, resentment 20, protectiveness 80
Current thoughtsInternal monologue line — what they're thinking but not saying
Recent memoriesThe last few logged moments with impact tags
Scene-presence chipWhere they are right now, what they're wearing, what they're doing
Chemistry meters(Sub-feature) seven-dimensional compatibility breakdown
AffiliationsOrganizations and roles — "Order of the Silver Veil, Initiate, active"
Interaction count + first met + last interactionNumeric stats

Sub-Features

Sub-featureWhat it adds
Chemistry/SynergySeven compatibility metrics (intellectual spark, emotional resonance, physical magnetism, sexual tension, personality mesh, life compatibility, goal alignment), an overall chemistry score, and a trend (rising / stable / declining / volatile)
AI-Only NeedsNPC needs are tracked by AI but hidden from your view. NPCs act on their needs naturally — a hungry NPC complains, a tired one withdraws — without bars cluttering the UI

Already baked in (no sub-toggle needed): scene presence, dynamics bag, current thoughts, emotional state with cause, affiliations, NPC archetype (adult, child, baby, elder, monster, animal, spirit, pet, familiar).

AI Directives That Drive It

The Director emits per-NPC updates with category, affinity delta, trust delta, reason, new memory text, current emotion, intensity, cause, dynamics deltas, current thoughts, chemistry metrics (when sub-feature on), NPC needs (when sub-feature on), scene presence, and affiliations.

When to Enable

Almost always when running a story with named NPCs. Relationships are the spine of most stories — without this tracker, the AI loses context for how NPCs feel about the player over time.

When NOT to Enable

  • Solo introspective scenes with no recurring cast
  • Chats where every interaction is one-and-done (random encounters that won't return)
  • Stress-testing a character card's voice in isolation

Map (World Map)

Tracks: Locations, regions, travel state, danger, discoveries, movement history. Hierarchical — maps can zoom into child maps.

Panel Fields You See

FieldWhat it shows
Active mapThe map currently focused (world, region, settlement, dungeon, encounter)
Map treeParent / child navigation between maps
LocationsPins on the active map with name, type, danger level, discovered flag, visited flag
Current locationPlayer marker on the map
Biome labelForest, desert, mountain, urban — atmospheric context
ConnectionsRoutes between locations
Scene contextTime of day, weather, season, atmosphere, ambient sounds, lighting, present NPCs

Tapping a pin opens its detail sheet: population, economy, factions, notable NPCs, connections, special features, mood, last event summary.

AI Directives That Drive It

The Director emits commands to discover a new location, update an existing one (mood, lore, factions, NPCs, connections, danger level), set the player's current location, move the player on the map, update the scene context, create a new map (with a scope and persistence kind), and zoom into a location (turning a pin into a child-map portal).

Map Scopes

ScopeUsed for
worldTop-level continental / planetary view
regionA kingdom, province, island
settlementA single town or city
dungeonA specific complex
encounterA single tactical scene

Maps are either persistent (canonical, kept forever) or ephemeral (one-off scenes that can be cleaned up when the scene resolves).

When to Enable

Stories with geography that matters — travel arcs, exploration, political maps, dungeons, anything where "where are we exactly" is a question worth answering.

When NOT to Enable

  • Single-location chats (one apartment, one coffee shop) where geography is irrelevant
  • Pure dialogue pieces where setting is implicit and never referenced
  • Stories that explicitly want to feel placeless or dream-logic

Quest Journal

Tracks: Active and completed quests, objectives, deadlines, prerequisites, rewards, dependencies.

Panel Fields You See

Quest cards with:

FieldWhat it shows
TitleDisplay name
DescriptionBody text
Type badgemain, side, hidden, urgent, daily, or event
Statusactive, completed, failed, or abandoned
Objective checklistEach objective with completed flag, optional progress counter (3/10 herbs), optional flag
Linked NPCs + locationsAuto-derived from descriptions, editable
Deadline indicatorIf the quest has a due date
Rewards previewXP, currency, items, reputation per faction
PriorityHigher numbers float to the top
Chain ID + orderFor multi-quest arcs

AI Directives That Drive It

The Director emits add quest, update quest, complete quest, fail quest, abandon quest, complete objective, update objective progress, add objective, and log event commands.

When to Enable

Adventure stories, mystery investigations, multi-objective plots. The Director uses the quest list to weave objective progression into the prose — completing a quest feels earned because the AI saw it in the journal.

When NOT to Enable

  • Stories without explicit goals — pure character study, vibe pieces
  • Short one-shots with a single immediate beat
  • Stories where listing tasks would break the tone

Inventory

Tracks: Items, equipment, currency, loot.

Panel Fields You See

Equipment slots (visible as silhouette anchors):

SlotWhat goes there
Main HandPrimary weapon
Off HandShield, secondary weapon, focus
HeadHelm, hat, circlet
BodyArmor, robe, jacket
HandsGloves, gauntlets
FeetBoots, sandals
NeckAmulet, necklace
Ring 1 / Ring 2Two ring slots
BackCloak, cape, pack

Backpack of items grouped by category, plus quick currency display.

What Each Item Tracks

FieldWhat it holds
NameDisplay label
DescriptionBody text
Categoryweapon, armor, accessory, consumable, material, quest, key, or misc
Raritycommon, uncommon, rare, epic, legendary, or unique
Quantity / max stackFor stackable items
Equip slotWhich slot it goes in if equipped
StatsList of named modifiers (+5 strength, -2 agility, +10% fire damage)
EffectsFree-form effect descriptions
Value / sell valueCurrency for shopping
Charges / max chargesFor wand-like items
Quest item flagMarks it as plot-important
Consumable flagWhether using it deletes one charge
Icon / image URLDisplay assets

AI Directives That Drive It

Add item, remove item, equip item, unequip item, use item, set / add / remove currency.

When to Enable

RPG settings, looter stories, anything where what you're carrying matters. Also works in non-RPG settings as a "what's in my purse" or "what's on my desk" tracker.

When NOT to Enable

  • Modern slice-of-life chats where inventory tracking would feel mechanical
  • Pure dialogue or introspective pieces
  • Short scenes where item state never changes

Corruption

Tracks: Degradation metrics for darker themes — five core gauges plus per-NPC corruption.

Panel Fields You See

Five player meters, each 0–100:

MetricMeasures
CorruptionMoral or magical taint
SubmissionYielding to external will
DependenceReliance on something or someone unhealthy
ObsessionFixation that crowds out other priorities
Identity LossDrift away from who the player started as

Each metric has up to three optional thresholds for behavior changes (level 1, level 2, level 3). The panel also shows:

FieldWhat it shows
Overall levelpure, tainted, corrupted, fallen, or lost
Dominant metricWhich of the five is highest
Change logAppend-only history of deltas with reasons
NPC corruption entriesSeparate tracking for how each NPC is degrading — same five metrics, plus cause and visible effects

AI Directives That Drive It

Change metric (delta), set metric (absolute), set all metrics, reset corruption.

When to Enable

Dark fantasy, horror, psychological-spiral arcs, anything where slow degradation is a deliberate story beat. The thresholds let you mark behavior changes — "at corruption 50, the player starts dreaming in another language" — and the AI honors those triggers.

When NOT to Enable

  • Lighter stories where corruption bars on screen set the wrong tone
  • Stories where this material isn't part of the experience
  • One-shot scenes that don't last long enough for degradation to mean anything

Parallel Events

Tracks: Things happening simultaneously elsewhere in the world.

Panel Fields You See

Event cards with:

FieldWhat it shows
TitleDisplay name — "The Cardinal's audience with the King"
DescriptionBody text
LocationWhere it's happening
Involved NPCsList with name, role, status
TimingWhen it started, estimated duration, ongoing flag
Urgencylow, medium, high, or critical
Can interveneWhether the player could realistically affect this
Potential outcomesList of plausible resolutions
Actual outcomeSet when the event resolves
Plot categoryimmediate (player-adjacent), looming (background pressure), or completed
Hidden flagWhen true, the event is happening off-screen
Player awarenessunaware, suspicious, or aware — how much the player knows

AI Directives That Drive It

Add event, update event, resolve event with outcome, remove event, escalate event to a new urgency.

When to Enable

Political intrigue, group stories, world-changing arcs, anything where stuff is happening that the player doesn't see directly. Hidden parallel events let the Story Director seed off-screen plots that surface later.

When NOT to Enable

  • Tight one-location stories where nothing relevant happens off-screen
  • Pure intimate / two-person pieces
  • Stories where introducing parallel plots would dilute the focus

Bonds (Supernatural Bonds)

Tracks: Magical or supernatural connections between characters.

Panel Fields You See

Bond cards with:

FieldWhat it shows
Partner nameThe other character in the bond
Your role"Childe", "Beta", "Initiate"
Their role"Sire", "Pack Alpha", "Coven Leader"
Bond typeSee list below
Intensity labelfaint, weak, moderate, strong, overwhelming, or absolute
Intensity value0–100 for granular tracking
Intensity descriptionAI-written line about what this intensity feels like for this bond
Active effectsWhat the bond gives you right now
Passive effectsAlways-on side effects
DrawbacksCosts and risks
Can be brokenWhether breaking is possible
Break conditionsWhat would sever it
Strengthen conditionsWhat would deepen it
Formed at + last strengthened + last weakenedTimestamps

Bond Types

sire_childe (vampire), blood_bound, pack_member (werewolf), coven_bond (witch), soul_link, familiar, oath_bound, curse_linked, dream_walker, telepathic, life_debt, custom.

AI Directives That Drive It

Form bond, strengthen bond, weaken bond, break bond, update bond, add effect (or drawback), remove effect.

When to Enable

Vampires, werewolves, witches, soul-bonded romance, mystic-pact stories. Anywhere supernatural ties create persistent state worth tracking.

When NOT to Enable

  • Mundane settings without supernatural elements
  • Stories where bonds are implicit and don't need mechanical tracking
  • Short scenes where no bond would form or change

Knowledge Journal

Tracks: What the player knows vs. believes vs. suspects vs. has wrong.

Panel Fields You See

Knowledge entries with:

FieldWhat it shows
SubjectThe person, place, event, etc. the knowledge is about
ContentWhat the player learned
Reliabilitycertain, believes, suspects, uncertain, wrong, or unknown
SourceWhere the info came from
Learned fromNPC name if applicable
Categoryperson, place, event, secret, lore, rumor, or fact
TagsFree-form labels for filtering
Linked NPCs / locations / questsCross-references to other trackers
Actually trueDM-only flag tracking whether the info is correct
DM notesHidden notes for the Story Director's reference

Sub-Features

Sub-featureWhat it adds
SecretsBidirectional secret tracking — who's hiding what from whom. Adds secret type (player_hiding or npc_hiding), who it's hidden from, concealment method (lying, omission, misdirection), vulnerability points (how it might slip out), revelation impact (what happens if revealed), and danger level (minor / major / explosive)

AI Directives That Drive It

Add knowledge, update knowledge, remove knowledge, set reliability (with optional actuallyTrue flag), reveal truth (set actuallyTrue and add DM notes).

When to Enable

Mystery stories, conspiracy plots, social intrigue, anything where the player accumulates information of varying reliability. The Reliability field lets the AI track "the player believes X is true, but actually Y is true" — the foundation for dramatic irony.

When NOT to Enable

  • Action-focused stories without a strong information layer
  • Stories where everyone tells the truth and nothing is hidden
  • Short scenes where accumulated knowledge doesn't matter

Calendar

Tracks: In-story date, time, seasons, events, celestial state.

Panel Fields You See

FieldWhat it shows
Calendar nameDisplay label — "Verdant Empire Calendar"
Era name"Third Age", "Year of Our Lord"
MonthsCustom month list with day count and optional season
Days per week + weekday namesCustom weekday system
Current dateDay, month, year, era
Current timeWhen Time of Day sub-feature is on — hour, minute, optional period
Calendar eventsUpcoming and past events with type, date, description, recurring flag
MoonsWhen Moon & Astrology is on — each moon's name, cycle length, current phase day
ZodiacActive zodiac sign, list of all signs and their associated months
Active phenomenaEclipses, blood moons, comet sightings

Sub-Features

Sub-featureWhat it adds
Fantasy CalendarCustom months, weekdays, eras, and holidays
Time of DayHours and periods (dawn, morning, night) alongside the date — supports 12h, 24h, or narrative format
Real-Time SyncCalendar follows your real-world date and month
Moon & AstrologyMoon phases, zodiac signs, celestial events, multi-moon worlds, eclipse phenomena

Each Event Tracks

FieldWhat it holds
TitleDisplay name
DescriptionBody text
DateDay, month, year, era
Typeholiday, event, deadline, prophecy, birthday, cosmic, supernatural, ritual, festival, or custom
RecurringAnnual, monthly, or single-occurrence

AI Directives That Drive It

Set calendar, advance date, add event, remove event, update date, update time, update celestial state, advance moon by N days.

When to Enable

Stories where time and dates carry weight — holidays, deadlines, seasonal magic, lunar cycles. Pair with Biological Cycles if your story has lunar transformations.

When NOT to Enable

  • Floating-in-time stories where dates don't matter
  • Pure dialogue pieces where temporal context is irrelevant
  • One-scene one-shots that don't span any meaningful in-story time

Biological Cycles

Tracks: Heat, rut, pregnancy, ovulation, period, lunar transformations, custom cycles.

Panel Fields You See

Cycle cards with:

FieldWhat it shows
Character nameWho the cycle belongs to
Cycle typeheat, rut, pregnancy, ovulation, period, lunar, or custom
Custom type nameWhen type is custom
Current phaseFree-form phase label
Phase progressHow far through the current phase
Total durationCycle length
EffectsActive behavioral / mechanical effects
SymptomsVisible symptoms
IntensityStrength of the current phase
Started at + next phase atTimestamps
Linked moon nameWhen Lunar Cycles is on, links cycle to a specific moon
Transformation type / trigger / intensityLunar sub-feature only
Fertility windowFertility sub-feature only — start, peak, end days
Conception chanceFertility sub-feature only
Mood modifiers + stat effectsHormone Effects sub-feature only
Pregnancy dataPregnancy Tracking sub-feature only — see below

Pregnancy Tracking Fields

When Pregnancy Tracking is on and a character is pregnant:

FieldWhat it shows
Is pregnantBoolean
Week number1–40
Trimester1, 2, or 3
Days pregnantRunning total
Due dateNarrative date string
Conception dateNarrative date string
Baby size comparison"a blueberry", "an avocado"
Baby size emojiSmall visual cue
Baby developmentWhat's developing this week
SymptomsPregnancy-specific symptoms list
Mood summaryAI-generated mood line
Energy level0–100
CravingsFood / other cravings

When not pregnant: fertility level (low, moderate, high, peak, infertile), cycle day, cycle length, cycle phase (menstruation, follicular, ovulation, luteal), days until period.

Sub-Features

Sub-featureWhat it adds
Lunar CyclesWerewolf and lycanthropic transformations linked to calendar moon phases — transformation type, trigger phase, intensity
Fertility TrackingFertility windows, ovulation tracking, conception probability
Hormone EffectsMood modifiers and stat effects driven by cycle phases
Pregnancy TrackingWeek-by-week baby development, trimester progress, due dates, full menstrual cycle phases when not pregnant

AI Directives That Drive It

Add cycle, update cycle, remove cycle, advance phase, update lunar link (binds a cycle to a specific moon in the Calendar).

When to Enable

Werewolf packs, omegaverse, fertility-focused stories, pregnancy arcs, witch coven cycles — anything where bodies follow rhythms that matter narratively.

When NOT to Enable

  • Stories that don't engage with this material at all
  • Tones where introducing cycle tracking would feel out of place
  • Short scenes where cycles don't progress meaningfully

Spellbook

Tracks: Learned spells, abilities, cooldowns, cast history.

Panel Fields You See

Spell cards with:

FieldWhat it shows
NameDisplay label
Templateattack, buff, debuff, heal, utility, summon, passive, or ritual
DescriptionBody text
ClassOptional class label — Wizard, Druid, etc.
LevelSpell level / tier
Raritycommon, uncommon, rare, epic, legendary
Statuslearned, observed (seen but not yet learned), or theoretical
Observed fromWhen status is observed — who cast it
Proficiency0–100 mastery
Mana / HP / AP costCasting cost — or a custom resource ("25 Fury", "10 Ki Points")
Cooldown / cooldown remainingRecharge time
Range / area / duration / cast timeTactical fields
Damage / healingDice formula
ElementFire, frost, shadow, etc.
Buff / debuff effectsLists of effects
Summon descriptionFor summon-template spells
Passive effectFor passive-template spells
Ritual componentsFor ritual-template spells
Casting requirementFree-form — "Requires a poppet nearby", "Must be outdoors"
Narrative costStory-level cost beyond mechanics
Emotional affinityWhat feeling powers the spell
Signature flagWhether this is the player's iconic spell
Cast historyList of past casts with context, outcome, mana spent, dice result
Mastery levelProgress toward greater proficiency

Sub-Features

Sub-featureWhat it adds
Tactical ModeD&D-style dice rolls, strict mana costs, mechanical enforcement of success thresholds
Wild MagicChance of random magical side effects on cast — per-spell wild-magic susceptibility

AI Directives That Drive It

Learn spell, observe spell, update spell, remove spell, use spell (applies cooldown).

When to Enable

Magic-user stories, wizard schools, witch covens, sorcery, superpowers. Doubles as an "abilities" tracker for psionic, tech-based, or martial-art powers — any setting with discrete usable techniques.

When NOT to Enable

  • Non-magical, non-powered settings
  • Stories where abilities are implicit and don't need card-level tracking
  • Short scenes that don't span enough time for cooldowns to matter

Gossip Network

Tracks: Rumors spreading between NPCs, reputation scores, organizations, social clusters.

Panel Fields You See

FieldWhat it shows
Rumor entriesTopic, original truth, source, current spread status (spreading, dormant, mutating, suppressed, forgotten), spread rate (slow, moderate, fast, wildfire)
Per-NPC perceptionEach NPC's version of the rumor, belief level (certain / confident / unsure / skeptical), who they learned it from, who they told
Truth branches(Sub-feature) competing versions of the same rumor with separate strength and holder lists
Reaction predictions(Sub-feature) per-NPC predicted reaction when they hear the rumor
Reputation scores(Sub-feature) per-NPC and player fame/infamy/notoriety/influence/honor/fear scores
Organizations(Sub-feature) factions, guilds, gangs, cults, with members, ranks, territory, influence, wealth, relations, player standing
Social clusters(Sub-feature) grouped NPCs that share info faster internally

Sub-Features

Sub-featureWhat it adds
Truth BranchesMultiple competing versions of the same rumor spreading simultaneously, each with separate strength (dominant, strong, weak, dying) and a list of NPCs who believe that branch
Reaction PredictionThe AI predicts how each NPC will react when they hear a rumor — and how they'll twist it when they retell it
Social ClustersGroup NPCs into factions ("The Royal Court", "Merchant Guild") that share info faster internally than across cluster lines, with a configurable info-speed multiplier
Reputation & OrgsTrack infamy / fame / notoriety / influence / honor / fear for player and NPCs; manage factions, guilds, organizations with members, ranks, leaders, headquarters, territory, motto, secrets, and goals

Reputation Score Fields

Each tracked subject (player, NPC, or organization) carries:

FieldWhat it holds
ScoresA bag — each of fame, infamy, notoriety, influence, honor, fear is 0–100
Primary reputationWhich rep type defines them most
Title"The Infamous", "Guild Champion"
Reputation eventsHistory of rep changes with date, deltas, reason, witnesses

Organization Fields

FieldWhat it holds
Name + typeguild, faction, gang, cult, house, order, company, tribe, government, other
DescriptionBody text
LeaderNPC name or "Player"
HeadquartersLocation name
TerritoryControlled areas
MembersList with name, rank, optional role, joined-at, loyalty 0–100
RanksOrdered hierarchy from highest to lowest
Influence0–100 regional power
Wealth0–100
RelationsConnections to other orgs — alliance, rivalry, war, trade, vassal, neutral, with strength 0–100
Player standingleader, officer, member, associate, neutral, rival, enemy, unknown
Player rankIf member, the rank held
Motto + secrets + goalsIdentity fields

AI Directives That Drive It

Add gossip, update gossip, add perception, remove gossip, add truth branch, update truth branch, update next targets (predictions), age gossip (turns since creation, drives decay), add / update social cluster, add / update / remove reputation, update reputation deltas, add / update / remove organization, add / remove org member, update org relations, update player standing.

When to Enable

Political intrigue, social games, small-town stories where everyone knows everyone, anything with reputation as a mechanic. Sub-features stack — turn on Truth Branches for stories about misinformation, add Reputation & Orgs for guild politics.

When NOT to Enable

  • Solo adventures with minimal social network
  • Pure dialogue scenes with no surrounding social world
  • Stories where reputation never matters

Memory Journal

Tracks: What NPCs remember about the player — significant moments and milestones per NPC.

Panel Fields You See

Memory entries per NPC with:

FieldWhat it shows
NPC nameWho remembers it
ContentWhat they remember
Categoryinteraction, promise, betrayal, gift, shared_experience, or observation
Emotional weighttrivial, minor, significant, or defining
Sentimentpositive, negative, neutral, or complex
TimestampWhen the memory was logged
Linked event descriptionOptional reference to the moment that produced it

AI Directives That Drive It

Add memory, update memory, remove memory.

When to Enable

Long-running stories where you want the AI to make emotionally consistent callbacks — "Remember when you saved my brother at the festival? I still owe you for that." This is the tracker that makes NPCs feel like they remember you the way real people would.

When NOT to Enable

  • Short one-shot chats where callbacks won't have time to land
  • Stories where the relationship card's memory log (Cast Storyboard) is sufficient
  • Pieces where introducing structured memory would crowd out the prose

The Relationships tracker already keeps a memory log per relationship. Memory Journal is a parallel, more structured surface for milestone moments that deserve their own slot.


Creature Codex

Tracks: Species bestiary plus individual creature instances inheriting from their species.

Panel Fields You See

Two views — Species (templates) and Creatures (specific instances).

Each Species Tracks

FieldWhat it holds
NameDisplay label
Classification"Beast", "Elemental", "Undead", "Fae", etc.
TaxonomyHierarchical — Order ("Mana Remnant", "Beast", "Fae", "Elemental") → Family ("Slime", "Canine", "Moth", "Drake") → Kind (specific variant). Kind can be hidden until the player figures it out, shown as "Unknown" with a teaser hint
Raritycommon, uncommon, rare, legendary, mythical, unique
Dispositiondocile, cautious, neutral, aggressive, territorial, predatory
HabitatWhere they live
DescriptionBody text
AppearanceVivid visual description
Base traitsList — "nocturnal", "pack hunter", "bioluminescent"
Base behaviorsTypical behaviors
DietWhat they eat
LifespanHow long they live
Image hintFor future image generation
AbilitiesList of named abilities with type (attack, spell, passive, buff, debuff, heal, utility, ultimate), description, effects, usage notes
PassivesList of innate traits with name, description, mechanical effect
Base needsFree-form bag of need gauges
Base stats(Sub-feature) HP, MP, attack, defense, speed, level, XP
Combat profile(Sub-feature) threat level 1–10, abilities, weaknesses, resistances, loot drops, danger notes
Ecology(Sub-feature) ecosystem role, migration pattern, symbiotic relations, population status, seasonal behavior
Taming(Sub-feature) tameable flag, method, requirements, loyalty base, mountable flag, special ability when tamed
Arcana(Sub-feature) magic affinity, reagents yielded, ritual uses, ley line influence, cursed variant flag
Research(Sub-feature) knowledge level (unknown / rumored / observed / studied / mastered), field notes, specimens collected, dissection notes, pending hypotheses

Each Creature Instance Tracks

Creatures inherit from their species but carry first-class individual data:

FieldWhat it holds
Species IDLink to the parent species
NicknameOptional individual name
LocationWhere this creature is
Condition"healthy", "wounded", "sickly", "thriving"
Mood"content", "agitated", "fearful", "playful"
Statusalive, dead, captured, tamed, fled, unknown, dormant
Bond0–100 personal bond with player
Trust0–100
TemperamentIndividual personality override
EncountersList with date, description, outcome (peaceful, fled, fought, captured, tamed, observed, other), notes
First encountered + last seenTimestamps
Corruption levelOptional 0–100
AppearanceTHIS creature's unique look — scars, markings, mutations
TraitsTHIS creature's personality quirks
BehaviorsTHIS creature's individual habits
Abilities + passives + combat profile + taming + arcana + researchAll can override the species defaults
Needs + current statsThis individual's current values

Sub-Features

Sub-featureWhat it adds
Creature StatsHP, MP, attack, defense, speed — full RPG stat blocks and mechanical ability numbers
Combat ProfilesThreat levels, abilities, weaknesses, resistances, loot drops, danger notes
EcologyEcosystem roles, migration patterns, population status, seasonal behavior
Taming & BondsTaming methods, loyalty mechanics, mount potential, taming requirements
Arcana & MagicMagic affinities, reagents, ritual uses, cursed variants
Research NotesKnowledge levels, field notes, specimen tracking, dissection notes, hypotheses

Logging Modes

  • encountered — only log creatures the player actually interacted with
  • ambient — also log background fauna and ecosystem creatures the player merely observed

AI Directives That Drive It

Add species, update species, remove species, add creature, update creature, remove creature, add encounter.

When to Enable

Monster-hunter stories, naturalist-explorer plots, dragon-rider campaigns, Pokemon-style collection arcs, anything with a meaningful creature roster.

When NOT to Enable

  • Stories without creatures, beasts, or non-humanoid entities
  • Pure interpersonal drama where animals or monsters aren't characters
  • Settings where every creature is just background flavor

Party Management

Tracks: Your adventuring party — members, formation, tactics, morale, shared inventory.

Panel Fields You See

FieldWhat it shows
Party name + bannerIdentity
LeaderWhose decisions take precedence
MembersEach with name, avatar, combat role (tank, dps, healer, support), formation position (front, mid, back), HP, MP, level, online flag, leader flag
FormationA map of lanes (front / mid / back) to member IDs
Tactics presetaggressive, defensive, balanced, support, or custom
Conserve mana flagWhether spellcasters should hold back resources
Focus modeauto, damage, or survival
Protect priorityMember ID to prioritize protecting
Shared inventoryItems the party shares
Shared currency + split modePooled funds, distributed as shared, even, or leader

AI Directives That Drive It

Add member, remove member, update member, set leader, set formation, set tactics, update member HP / MP, add / remove shared currency, disband.

When to Enable

Group adventures with multiple controlled-or-allied characters. Often used in combination with En Masque group chats — one party state across multiple characters' perspectives.

When NOT to Enable

  • Solo-protagonist stories
  • Pure two-person chats where there's no "party" to speak of
  • Stories where party composition stays implicit and doesn't need management

Where Trackers and Storyboards Overlap

Some trackers share state with a Storyboard tab. The data lives in one place, but you can read it through two surfaces.

Tracker wing panelStoryboard tab
Quest JournalQuest Board
NPC RelationshipsCast
MapMap
CalendarCalendar
GossipRenown (specifically, the Renown standings/heat/favors layer)

The wing panel is the operational surface — at-a-glance state for the active turn. The Storyboard is the reflective surface — pressure boards, dependency trees, audits, drift detection, promote-to-canon flows. Use both. They're reading the same store; edits in one show up in the other.

The other 12 trackers (Combat, Player Stats, Inventory, Corruption, Parallel Events, Bonds, Knowledge, Biological Cycles, Spellbook, Memory Journal, Creature Codex, Party Management) have no Storyboard equivalent. They live entirely in the wing panel.


Auto-Initialize, Auto-Update, Swipe Resync

Three different flows keep your trackers in sync.

Auto-Initialize (first message)

When you enable a tracker for the first time on an existing chat — say you're 20 messages in and suddenly turn on Quest Journal — the platform analyzes your chat history and asks the AI to seed the tracker with story-appropriate state. You'll see "Initializing trackers..." briefly while it runs.

With Smart Init on (the default when DM Assistant is enabled), the Story Director handles this seeding through its normal tool calls on your next message — no separate API call, much cheaper.

With Smart Init off (or DM disabled), a dedicated initialization request runs once per newly-enabled module.

You can also trigger this manually per panel: click the refresh icon in the wing panel header and it re-syncs that tracker from your chat history.

Auto-Update (every turn)

When the Director is on, each turn includes tracker updates. The Director:

  1. Looks at the latest message exchange
  2. Decides which trackers are due (based on each module's update frequency)
  3. Emits typed update commands
  4. Your wing panels update before the Narrator's prose finishes streaming

If a tracker is not due that turn (e.g. you set Calendar to every 5), it gets skipped — no wasted tokens.

Swipe Resync

When you swipe to a different version of an AI message, your trackers may now reflect the previous swipe's events. The platform notices and quietly re-syncs trackers in the background:

  • It collects your enabled modules
  • Builds the message history up through the chosen swipe
  • Asks the AI to recompute what tracker state should look like at that point in the conversation
  • Applies the result

You'll see a "Trackers re-synced to this swipe" toast. The originating model used for the resync matches your active chat model (BYOK respected).


Per-Character Trackers in Group Chats

In a group chat, each character has its own immersion snapshot. That means:

  • The Relationships tracker for Character A reflects A's relationships with everyone else; Character B has a separate Relationships view from B's perspective
  • Combat, Resources, Inventory, Spellbook are scoped to whoever is "you" right now — the persona currently driving the chat sees their own loadout
  • Map, Calendar, Quest Journal, Renown, Gossip, Bonds, Knowledge, Memory Journal, Creature Codex are shared across the whole group (one canonical world state)

Switching active character in a group swaps the per-character trackers in and out. The Story Director's accumulated story context is group-level — one story brain for the whole party — but the trackers it updates split between shared and per-character lanes.


Troubleshooting Trackers

ProblemLikely CauseFix
Trackers stopped updatingStory Director ran out of tool call roundsReduce the number of frequency-1 modules, or switch to a model with better tool call support
Director only updates 1–2 trackers per turnModel supports only one tool call roundUse GLM 4.7, Claude Sonnet, or Gemini
A specific tracker never updatesIts frequency is set to 0 (manual only)Open the panel's gear icon and raise the frequency
Tracker shows stale data after swipingSwipe resync didn't runClick the refresh icon on the panel, or send a new message
Tracker tab missing from the bottom toolbarModule is disabled in Stage SettingsOpen Stage Settings → Immersion Modules and toggle it on
Tracker data doesn't reach the AIPromot Inclusion is set to "Never" or "Every 5" too infrequentlyOpen the gear icon and set Prompt Inclusion to Always Include
Wing panel exists but won't openThe panel is minimized to the bottom toolbarClick its icon in the bottom toolbar to expand it back

When NOT to Use a Tracker

A few patterns where leaving a tracker disabled is the right call:

  • You're doing a tight one-shot. A two-message scene doesn't need Combat, Inventory, or Quest Journal
  • The tone is wrong. HP bars feel mechanical in a quiet romance; corruption meters break a comedic tone
  • You don't trust the data yet. Brand-new chat — the tracker will be near-empty for the first few turns. Let it seed before opening
  • The token budget is tight. Every active tracker's AI Context costs tokens. Turn off the ones you don't need
  • You're stress-testing a character card. Disable trackers entirely so the Story Director isn't adding signal you didn't ask for
  • You'd rather edit by hand. Trackers don't require the Story Director. Turn the Director off, leave trackers on, and edit them manually whenever you want a piece of state on screen

You can always turn a tracker back on partway through a chat. With Smart Init, the Story Director will seed it from chat history on your next message.


  • Story Director — the agent that updates trackers on every turn
  • Storyboards — the dashboard surface that shares state with five trackers
  • Compendium — where promoted tracker entries become permanent canon
  • Compendium — the lorebook retrieval pipeline that reads promoted entries
  • Group Chats — per-character vs shared trackers in multi-character chats