> STATUS FIGURE — THREE ORIGINAL TAKES

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.

PHOSPHOR (Protocol 38 proof):

> IN CONTEXT — THE FULL 780×360 GLASS (Variant B, field-worn state)

CNDRADEFF LVL 12  ·  HP 64/100  ·  RAD 120
CONDITION — HP64/100
RAD EXPOSURE120/1000
ACTIVE EFFECTS
WELL RESTED +10%  ·  RADS ▴
STATUSSPECIALSKILLSPERKSGENERAL

> THE STATE CONTRACT (how the app drives this)

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.