From 251b820a4c2aa280fa0387ce510c70a6be3b8373 Mon Sep 17 00:00:00 2001 From: timevans666 Date: Fri, 22 May 2026 11:27:41 +0000 Subject: [PATCH] Directive 19: add Foundry VTT battlemap prompts (10 maps) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds 10 Foundry VTT-spec playable battlemaps (BR19-VTT-01 through 10). Distinct from the blueprint maps and evidence exhibits — these are the maps PCs place tokens on during play. FORMAT SPEC researched against Foundry VTT documentation: - 100 pixels per grid square (Foundry default) - Image dimensions clean multiples of grid count (no partial squares) - Aspect ratios chosen for clean grid divisions (4:3, 7:5, 16:9, 9:5, 3:2, 2:1, 7:4) - No baked grid lines (Foundry draws its own) - No baked labels or text (added in Foundry as scene notes) - No baked dynamic lights for indoors (Foundry's lighting layer handles) STYLE DIRECTION: top-down orthographic painted floor plan, not blueprint. Photorealistic-adjacent texture with Blade Runner colour grading. Sodium amber + cyan + magenta neon noir, wet reflective surfaces, deep shadow corners, atmospheric haze baked in. Cinematic painterly finish. MAPS: - VTT-01 Voss Penthouse (32x24, 3200x2400) — Act I opening crime scene - VTT-02 Volkov's Clinic (24x18, 2400x1800) — Halden's introduction - VTT-03 Pham's Marina Safehouse (28x20, 2800x2000) — Wren walks past - VTT-04 Saltgrove Warehouse 7 (36x20, 3600x2000) — memorial / ledger - VTT-05 Parking Structure (32x18, 3200x1800) — Sera ambush - VTT-06 Sandoval 88th Floor (36x24, 3600x2400) — fundraiser - VTT-07 Sandoval Roof (24x18, 2400x1800) — broadcast relay - VTT-08 The Terrace (32x16, 3200x1600) — the climax stage - VTT-09 Lin Ai's Noodle Bar (16x12, 1600x1200) — small conversation - VTT-10 City Morgue (28x16, 2800x1600) — forensic scene Shared style suffix locks orthographic projection, banishes grid lines labels and tokens, sets the cinematic Blade Runner colour grade. Per-scene Foundry setup notes included: scene config, walls/lights/sound layer recommendations per location, token sizing, the replicant-magenta trick (faint dim magenta point light follows Wren through scenes — players feel her without seeing her), and iteration tips for fighting Midjourney's tendency to drift toward 3/4 isometric instead of true overhead. File now 1191 lines, 60 total prompts: 6 PCs + 8 NPCs + 12 location illustrations + 12 blueprint plans + 12 evidence exhibits + 10 Foundry VTT battlemaps --- .../art/midjourney-prompts.md | 326 +++++++++++++++++- 1 file changed, 325 insertions(+), 1 deletion(-) diff --git a/scenario-library/blade-runner-rpg/art/midjourney-prompts.md b/scenario-library/blade-runner-rpg/art/midjourney-prompts.md index 9c4271f..a949657 100644 --- a/scenario-library/blade-runner-rpg/art/midjourney-prompts.md +++ b/scenario-library/blade-runner-rpg/art/midjourney-prompts.md @@ -853,7 +853,331 @@ added beneath, --- -## Usage Notes for the GM +## FOUNDRY VTT BATTLEMAPS *(top-down playable maps for the virtual tabletop)* + +These are the maps the PCs will actually move tokens on. Different format and intent from the blueprint plans above — the blueprints are *documents the GM hands the players*, these are *the physical space the scene happens in.* + +### Format spec + +- **Grid:** Foundry VTT default of **100 pixels per grid square** (1 square = 5 feet = one Medium token). +- **Image dimensions:** must be a clean multiple of 100 in both directions, no partial squares at the edges. Standard sizes used below: 2400×1800 (24×18 grid), 2800×2000 (28×20), 3200×1800 (32×18), 3600×2000 (36×20). +- **Aspect ratio:** 4:3 (24×18, 32×24) for box rooms, 16:9 (32×18) for wider scenes, 7:5 (28×20) for the warehouse. Width should be a multiple of 16 and height a multiple of 9 where 16:9 is used. +- **Output format:** ask Midjourney to render at maximum dimensions, then post-crop and resize in any image editor (Photoshop, Affinity, Photopea) to the exact target dimensions. **A clean crop to the spec size matters more than the original Midjourney resolution.** +- **No baked-in grid lines** — Foundry draws its own. The prompts below ask for no grid overlay. +- **No baked-in labels or text** — names get added in Foundry as scene notes. +- **No lighting baked-in for indoor scenes** — Foundry's dynamic lighting layer handles candle, lamp, and torch effects. Render ambient base lighting only. + +### Style direction + +Top-down orthographic floor plan view, **painted rather than illustrated**. Photorealistic-adjacent texture rendering with neon noir colour grading. Wet floor reflections, sodium amber and cyan rim lighting on architectural details, magenta accent where replicants have been present. **Blade Runner aesthetic translated into a playable surface** — high-contrast lighting baked into the floor and walls themselves, deep shadow in the corners, atmospheric haze. Asphalt-grime detail, rain-slick puddles, scattered debris where relevant. Cinematic colour grade. + +### Shared style suffix *(append to every Foundry battlemap prompt below)* + +``` +top-down orthographic battlemap view direct overhead perspective no camera +tilt, photorealistic painted floor plan style for virtual tabletop play, +Blade Runner Los Angeles 2037 aesthetic, sodium amber neon noir colour +grading with cyan and magenta accent lights, high contrast deep shadows in +corners, atmospheric haze rendered in the air, wet reflective surfaces +where appropriate, asphalt and concrete texture detail, scattered urban +debris where appropriate, painterly cinematic finish, no grid lines, no +labels, no text, no characters or tokens, no UI elements, clean ambient +base lighting only no dramatic spot lights, edges of the map flush to the +frame no border or frame, slightly desaturated, gritty cyberpunk noir +--style raw --v 7 --stylize 250 +``` + +### Map index + +| ID | Location | Grid | Aspect | Pixels | Notes | +|----|----------|------|--------|--------|-------| +| BR19-VTT-01 | Voss Penthouse (Bradbury 41) | 32×24 | 4:3 | 3200×2400 | High-leverage Act I scene | +| BR19-VTT-02 | Dr Volkov's Clinic, Chinatown | 24×18 | 4:3 | 2400×1800 | Halden's introduction | +| BR19-VTT-03 | Pham's Marina Safehouse | 28×20 | 7:5 | 2800×2000 | Wren walks past PCs | +| BR19-VTT-04 | Saltgrove Warehouse 7 | 36×20 | 9:5 | 3600×2000 | Memorial / ledger find | +| BR19-VTT-05 | Parking Structure — Sera Ambush | 32×18 | 16:9 | 3200×1800 | Combat scene | +| BR19-VTT-06 | Sandoval Tower 88th Floor | 36×24 | 3:2 | 3600×2400 | Fundraiser interior | +| BR19-VTT-07 | Sandoval Tower Roof | 24×18 | 4:3 | 2400×1800 | Sera's broadcast point | +| BR19-VTT-08 | The Terrace (88th South Face) | 32×16 | 2:1 | 3200×1600 | The climax stage | +| BR19-VTT-09 | Lin Ai's Noodle Bar | 16×12 | 4:3 | 1600×1200 | Small conversation room | +| BR19-VTT-10 | City Morgue Sub-Basement | 28×16 | 7:4 | 2800×1600 | Long corridor of slabs | + +--- + +### BR19-VTT-01 — Voss Penthouse · Bradbury Tower Floor 41 +*Grid: 32×24 (3200×2400px) · 4:3 · Act One opening crime scene* + +``` +Top-down overhead battlemap of a restored 1920s art-deco penthouse interior on +the 41st floor of the Bradbury Tower Los Angeles 2037, six connected rooms +filling the frame edge to edge, entry corridor at the bottom with two dead +bodyguards in dark suits face down on dark hardwood the only colour the small +puddle of blood beneath each one, large open-plan living room with copper-veined +black marble floor reflecting amber light from unseen lamps and cyan light from +the floor-to-ceiling glass walls on three sides showing the rainy LA cityscape +far below, modern kitchen on one side with white tile and a single muddy boot +print on one tile picked out in slightly warmer light, master bedroom with a +dark grey rug and a wet footprint on the marble, master bathroom with classic +clawfoot bathtub and a figure in a dark navy suit submerged fully clothed face +visible just below the waterline, fogged mirror with shaving cream letters +reading DIR019, panic room door visible at the rear deadbolted and untouched, +no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 4:3 --no grid lines, no labels, no text overlays, no top-down isometric, +no UI, no border, no characters, no tokens +``` + +### BR19-VTT-02 — Dr Volkov's Clinic · Chinatown +*Grid: 24×18 (2400×1800px) · 4:3 · Act Two opener · Halden's introduction* + +``` +Top-down overhead battlemap of a black-market cutter clinic ground floor beneath +a noodle restaurant in Chinatown Los Angeles 2037, three connected rooms, heavy +steel reinforced front door at the left side of the frame, front reception room +with a desk and two metal chairs and a single fountain pen lying on the desk +surface, doorway with curtain to inner procedure room with a metal procedure +table at its centre and a body lying on the table with throat opened bleeding +onto the floor below, an autoclave still steaming in the corner, supply cabinets +along one wall with surgical kit visible, back storage room with refrigeration +unit and a scalpel point-first on the tile floor, rear exit door to alley at +the right side of the frame, fluorescent strip lighting overhead one tube +flickering slightly visible as uneven illumination, antiseptic-pale palette with +one cyan accent from a buzzing overhead tube and one warm amber accent from a +floor lamp at reception, wet blood on the tile rendered as dark reflective +puddles, no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 4:3 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-03 — Elias Pham's Safehouse · San Pedro Marina +*Grid: 28×20 (2800×2000px) · 7:5 · Wren walks past PCs* + +``` +Top-down overhead battlemap of a retrofitted three-storey boathouse interior on +a derelict marina at San Pedro Los Angeles 2037, plan view showing the entire +first floor where the action takes place, weathered wooden plank floor with two- +by-four bare construction visible, kitchen area centre with a small table and +two chairs and a man slumped forward at the table dead with a handwritten +confession document on the table in front of him, sofa and bunk against the +opposite wall, ladder up to a second-floor workshop visible at one corner, a +trap door down to the ground-floor boat slip at the other corner with dark +water hatching visible below, a single small open window at the rear of the +frame opening onto the bay with marina water below indicated, salt-stained +glass on the exterior windows, sodium amber spill from a single marina lamp +outside one window with cool blue from the moonlight on bay water through the +back window, scattered fishing gear, sea damp atmosphere, no characters or +tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 7:5 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-04 — Saltgrove Industrial Estate · Warehouse 7 +*Grid: 36×20 (3600×2000px) · 9:5 · Memorial site* + +``` +Top-down overhead battlemap of an abandoned corrugated-steel warehouse interior +on the salt flats north of Los Angeles 2037, large rectangular space 180 feet +by 100 feet, dusty concrete floor with cracks and the white residue of +windblown salt at the edges, two rows of vertical steel support columns running +the length, central area with a single wooden roof beam visible above casting +a shadow with three small photograph rectangles nailed to it visible in plan +view directly below as small rectangles on the floor, back-room area at the +rear right with a large dark patch of acid-burn discolouration on the concrete +the shape of a long oval, a blue tarp on the floor at the centre with a ledger +page partially visible, two large sliding industrial cargo doors at the +opposite ends of the warehouse marked by the change in floor texture where +they would open, single side door, hard daylight rendered as a single column +of bright white light through a broken roof panel visible as a bright patch +on the floor centre, otherwise interior in deep shadow, salt-cracked atmosphere +no rain at this elevation, sparse, no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 9:5 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-05 — Parking Structure · Sera's Ambush +*Grid: 32×18 (3200×1800px) · 16:9 · Combat scene* + +``` +Top-down overhead battlemap of one level of a multi-storey downtown Los Angeles +parking structure 2037, third level, rectangular layout with concrete support +columns in a regular grid, wet concrete floor with reflective puddles catching +ambient amber light, parked cars visible from above as rectangles of various +makes and colours along the perimeter parking bays leaving the central aisle +clear, one large oil stain rendered as a continent-shaped dark patch on the +floor, a single ramp up at one corner and ramp down at the opposite corner, +pedestrian elevator core and stairwell as a small enclosed structure on one +edge, a single fluorescent strip running down the central aisle ceiling rendered +as uneven illumination one tube clearly dimmer, scattered urban debris and +litter, oil slicks, a discarded soda cup, no rain at this level since enclosed +but humidity haze, sodium amber and cyan rim lighting on the column edges, +deep shadow in the corners between cars, no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 16:9 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-06 — Sandoval Tower · 88th Floor Fundraiser +*Grid: 36×24 (3600×2400px) · 3:2 · Act Three social-stealth scene* + +``` +Top-down overhead battlemap of the 88th floor observation level interior of +the Sandoval Tower Los Angeles 2037, large circular domed reception hall +rendered in plan view as a circle inscribed in the frame, polished black marble +floor reflecting warm amber chandelier light from above, twenty round white- +clothed dining tables arranged in concentric circles around the perimeter each +with eight chairs, a central open dance and reception area, a raised podium at +the rear with warm presentation lighting, a back-of-house green room labeled +nothing just a smaller rectangular room accessed by a service corridor at the +rear, four service corridors entering from the perimeter shown as narrow +hallways, a central elevator core as a square enclosure, exterior glass curtain +wall around the entire perimeter with terrace shelf visible just outside, +champagne flutes on every table as tiny gold dots, the LA night skyline implied +in the glass walls as deep cool blue with distant amber and magenta spinner +traffic streaks, kitchens and bar areas at the rear indicated as utility rooms, +gilded calm, no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 3:2 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-07 — Sandoval Tower · Roof / Broadcast Relay +*Grid: 24×18 (2400×1800px) · 4:3 · Sera's broadcast point* + +``` +Top-down overhead battlemap of the flat industrial roof above the Sandoval +Tower observation dome Los Angeles 2037, large rectangular flat roof surface +of weathered metal and concrete, HVAC ductwork bank running along one edge +rendered as boxy industrial shapes, vent stacks visible as small circles, a +service ladder hatch as a small square opening at one corner, a small terminal +cabinet near the parapet edge with cables running into the HVAC bank, an open +laptop on the floor next to the cabinet with a hardline jack visible, the dome +of the 88th floor visible as a slight circular bulge at the centre of the +frame, parapet walls with safety railing around all four edges, hard horizontal +rain streaks visible as faint diagonal lines across the surface, distant +spinner traffic light streaks faintly visible on the wet metal reflecting +amber and cyan, exposed elevation atmosphere with cold high-altitude wash, no +characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 4:3 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-08 — The Terrace · 88th-Floor South Face +*Grid: 32×16 (3200×1600px) · 2:1 · The climax stage* + +``` +Top-down overhead battlemap of the south-face terrace on the 88th floor of the +Sandoval Tower Los Angeles 2037, long narrow curved stone terrace shelf six +feet wide and approximately 160 feet long running along the south face of the +glass dome, the dome's exterior glass curtain wall on one long edge with three +sets of double doors equally spaced, parapet wall along the opposite long edge +beyond which is the void of empty air with the city far below visible as a low +orange smear of sodium lighting through atmospheric haze, wet stone surface +with reflective puddles catching ambient amber and a faint magenta light from +distant spinner traffic streaks visible at the far edges of the frame, vertical +rain streaks across the entire surface rendered as faint thin lines, no +furniture, no signage, deep shadow at the dome glass and lighter ambient at +the parapet edge from the city glow below, the central section of the terrace +indicated by a slightly brighter ambient circle where the wind would drop in +the lee of the dome, no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 2:1 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-09 — Lin Ai's Noodle Bar · The Bowl +*Grid: 16×12 (1600×1200px) · 4:3 · Conversation scene · small footprint* + +``` +Top-down overhead battlemap of a small three-table noodle bar interior beneath +a pedestrian overpass on Fairfax Avenue Los Angeles 2037, narrow rectangular +room with worn linoleum floor, three small square dining tables with two +chairs each arranged along the left wall, a long counter with five stools +along the opposite right wall, a small kitchen area visible at the rear with +a stove and steamer with curls of steam rendered as soft haze, a single +restroom door at the back, the front entrance to the street at the right +edge of the frame with the overpass column visible just outside as a circular +shadow, neon reflection on the wet pavement just outside the door rendered as +amber and cyan glow on the threshold, harsh fluorescent overhead light, the +table at the back corner subtly highlighted with slightly warmer light as the +habitual seat, intimate atmosphere, no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 4:3 --no grid lines, no labels, no text, no characters, no tokens +``` + +### BR19-VTT-10 — City Morgue · Sub-Basement Two +*Grid: 28×16 (2800×1600px) · 7:4 · Forensic scene* + +``` +Top-down overhead battlemap of an LAPD city morgue interior sub-basement two +Los Angeles 2037, long rectangular cold storage room, polished concrete floor +flat fluorescent light from overhead strips, two rows of stainless-steel slab +drawers along the side walls numbered with small plates, two slabs pulled out +into the central aisle each with a draped white sheet over a body shape, a +wheeled forensic cart in the central aisle with a Voigt-Kampff briefcase unit +open on it, a clerk's desk at the far end with a CRT terminal and a swivel +chair, double swing doors at the entry visible at the near end of the frame, +exit corridor visible beyond the desk, cool clinical cyan-white palette with +one warm amber spill from the corridor visible at the rear, antiseptic +atmosphere, no characters or tokens placed, + +[shared Foundry battlemap style suffix] + +--ar 7:4 --no grid lines, no labels, no text, no characters, no tokens +``` + +--- + +### Foundry VTT Setup Notes + +**Per-scene configuration in Foundry:** + +1. **Upload the rendered map** to your `worlds/your-world/assets/maps/` folder. +2. **Create a Scene** in Foundry. Set the Background Image to your map file. +3. **Scene Dimensions:** Foundry will auto-detect from the image. Verify they match the grid count exactly (32×24 grid = 3200×2400px). +4. **Grid:** Square, 100 pixels, no offset. If your output is post-cropped slightly off, use the Grid Scaler module or adjust offset by hand. +5. **Walls layer:** Place walls along all internal partitions, doors as door-segments, windows as windows. This enables dynamic lighting and token vision. +6. **Lights layer:** Add point lights for each lamp / fluorescent / window visible in the map. Recommended for atmosphere: + - Voss penthouse: cool blue ambient through glass walls, warm amber from interior fixtures + - Volkov's clinic: a single cyan-flickering fluorescent above the procedure room + - Saltgrove warehouse: one hard white shaft through the broken roof + - Sandoval terrace: ambient amber from the city below, occasional magenta spinner pass +7. **Sound layer:** add an ambient track per scene. Recommended: + - Voss penthouse and Bradbury exteriors: rain on glass + - Volkov's clinic: autoclave hum + flickering fluorescent buzz + - Saltgrove warehouse: wind through corrugated steel, hard silence + - Sandoval fundraiser: string quartet polite chatter + - The terrace: heavy rain, wind, distant spinner pass +8. **Notes layer:** Place note pins on key features (the DIR-019 mirror, the kitchen bootprint, the body, the memorial beam) with one-line GM reminders. + +**Token placement:** +- All grid squares assumed to be 5 feet +- A standard Medium token (200–400px square) fits one square +- For the Sandoval fundraiser, expect 6 PC tokens + Cortez + Wren + Halden + Sera + 6–8 named guest tokens at most — don't try to render 300 guest tokens, the painted dots on the map represent the crowd + +**Lighting tip — replicant magenta:** +Add a faint magenta point light (radius 2 squares, dim) on a tile briefly when Wren passes through it. The players will feel her without seeing her. Same for Halden in the clinic scene (charcoal grey ambient with a single warm pen-light spot at the desk). + +**Iteration guide:** +- Midjourney's top-down accuracy varies. Some prompts will need re-rolling 5–10 times to land orthographic projection. +- If a render comes back at a slight tilt (3/4 isometric), use `--style raw` + add `architectural plan view, no perspective, no foreshortening, pure overhead orthographic projection` at the end. +- For ambush / combat scenes, prioritise readability over atmosphere. The parking structure especially: players need to see cover positions clearly. + + - **Print or display on the tablet** — these maps are designed to work both ways. - **The blueprint maps are deliberately not playable battle grids** — they are scenery/orientation aids. Use the Acts screen of the GM app for the actual scene management.