Original inline-SVG drawings of the Condition-screen figure, made from the owner's reference screenshots: single-stroke outline with real volume, mid-stride, arms flung wide, quiff, face, fingers. Crippled limb = dashed outline + CRIPPLED text (never colour — the game's own accessibility trick, kept). Healthy limb = bracket condition bar, fill driven by state. Each cell is live: click a limb or its bar to toggle crippled. Figures render at the true size they will occupy in the 780×360 glass.
Every limb is <g data-limb="head|torso|lArm|rArm|lLeg|rLeg"> (keys are the
wearer's left/right, matching the game's labels). One apply function projects the app's
limb-condition state onto the SVG: .crippled class on the group flips the outline
to dashed and swaps its bar for CRIPPLED text; <rect data-limb-fill> width is
the condition percentage. The figure is a projection of the same data that drives the
readouts — never a second source of truth.
Colour is currentColor throughout; the wrapper sets
color: var(--bezel-wire), so per-game phosphor is a token swap, no code change.
Per-game texture hooks belong on GAME_DEFS[ctx].identity: the figure drawing
itself (a future game could register its own figure path set), the name-line format, and the
dash rhythm are the sensible identity facets. The demo name line is state data (character
name + level), not baked-in copy.
Accessibility: in the real build the SVG stays aria-hidden; the tap targets are
transparent overlay <button>s (≥28px, Protocol 17) with literal labels
("Left arm condition — tap to edit"), and the crippled state is announced by the text readout,
never by the dashes alone. The only animation is the CRIPPLED blink — a plain
@keyframes, neutralised by the global reduced-motion block (Protocol UI-9).
Honest flag: both reference screenshots show the head CRIPPLED, so the figure's healthy face is not verifiable from evidence — the wail face (swirl eye, tear, open bawl) is drawn from the reference; the healthy grin is inferred Vault-Boy-style house drawing. Variant A swaps between them with head state; B and C keep one face always.