Transmission #042: Quest boards, deterministic offers, modal (Step 9)

Notice boards (Board01Board03 prefabs) now include QuestBoardSessionController: stable BoardInstanceId (boardKindId + Unity instance id), PocDeterministicQuestOfferGenerator via IQuestOfferGenerator (1–5 offers, ProgressionMath.NextPowerOfTenAbove targets from live PlayerStatTracker, excludes stat lines already on active quests). QuestBoardWorldSeed supplies a POC DefaultWorldSeed until a real world/chunk seed is wired. QuestBoardModalUI (lazy singleton) lists offers with AcceptQuestSessionState.TryAcceptQuest and inline errors for cap / duplicate line / board reuse; dimmed overlay × closes without consuming the board. Open paths: PlayerWorldInteract picks the nearer of WorldPickup vs board (same range), PlayerCombat melee overlap, MagikFireballProjectile collision when not a tree or character. Edit Mode tests cover generator determinism, position sensitivity, empty offers when all stats blocked, and MixSeed. Plan Step 9 checked off; next is Step 10 (quest progress → completion achievements).