- Seven new Midjourney assets (prepared prompts 10-15 + drone aerial 16 for
handout H02-A); ART-12 reworded to put the army line at the north end of
Tower Bridge, ART-15 shifted to dusk and re-rolled once for photorealism
drift (reject archived in alts/). ART-10 needed 'no visible gore' removed —
the word trips MJ's filter even in negation.
- 159-H00-B-map.svg: hand-drawn South Bank map (Waterloo-Tower Bridge) with
audited geography, PC start positions, escape routes A/B.
- event-159-handouts.html: print pack — alert cards x2 + 999 script, social
strips, Callum's notebook slips, Priya's phone (Clue 9), map + drone plates,
six pregen cards (H00-A), scene plates.
- Scenario art/handout tables and console PROPS gallery updated; art README.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Touch-first single-file GM app in the REP-DETECT vein: session clock with
checkpoint stamping and hard triggers, GM-truth timeline, clue tracker with
fallbacks, BRP d100 roller (special/critical thresholds) with quick-roll chips,
sanity trigger buttons, horde + infection trackers, PC/NPC dashboards,
fullscreen table props (Emergency Alert screen, social feed, radio fragments,
999 call) and art gallery. Autosaves to localStorage; export/import JSON.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Callum's 07:14 fragment vs 10:47 alert: 'two hours' corrected to 3+ hours (clue 2 + COBR delay wording)
- Guy's car park overlooks Guy's, not St Thomas' 'across the river' (both are south bank); St Thomas' hook reworked
- Bankside Pier route: Blackfriars underpass replaced with Clink Street railway arches; Tower Bridge is east, pier west
- Bridge Group holds the south-side gatehouse (players arrive from Tooley Street)
- Fatima Osei renamed Balogun (collided with PC Kira Osei-Mensah)
- Tom's van (Lambeth North) is same bank, not 'across the river'; PC spread is ~2 km not 600 m
- River figure depth aligned with art (waist-deep); map handout extended to Tower Bridge
- Olu given a written reason to converge (radio names the bus crash)
- Added NPC Roster quick sheet (house style)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
LIVE PLAY UPDATES (from first session at Voss building)
Voss scene — Act I:
- Bodyguard kills differentiated: Payne = Wren's clean signature,
Velasco = Sera's messier work — she fought back and got skin under her nails
- NEW CLUE #13: CCTV footage — Charlise retrieved 34 seconds from the
partially-missed east lobby cam: two women entering 22:40, coordinated,
neither looks at the camera
- NEW CLUE #14: Skin under Velasco's nails — female, mid-twenties, not on
record; Sera is carrying that wound right now
- Charlise added as key NPC in the scene: building manager who pulled the
CCTV and building access logs, calm, professional, cooperative
Judge Ostrow scene — Act I:
- NEW WITNESS: Michelle — sex worker, sedated not killed, found the body,
still in holding room. She saw the jaw scar. She heard Ostrow say the name.
- NEW CLUE #15: Ostrow said 'Wren' — he recognised his killer before she
reached him and didn't try to run or call for help
- Ostrow scene updated to include Michelle's presence and testimony
NEW NPCs:
- Charlise: Building Manager, Bradbury Tower. Stats, disposition arc,
GM note. Uses Marisol image (closest match) — placeholder for real art.
- Michelle: Witness. High Empathy/Insight (she reads people for a living).
GM note contains the critical detail she holds back: Ostrow said 'Wren.'
NEW HANDOUT: BR19-H00-C — CCTV Stills
LAPD evidence format, 34-second partial recovery, two subjects described
frame by frame, analyst note flagging coordinated movement, forensic cross-
reference to Velasco nail DNA, Subject B favouring left arm on exit
CLUE TRACKER updated:
- Essential clues now 11 (was 8) — 3 new live-play discoveries added
- Clues 13, 14, 15 pre-marked as found (state:1) since they were
discovered in session
- Clue #4 updated: 'two killers — different techniques' replaces
'different prints' (more specific to what was found)
CINEMATIC STORY REWRITE:
All five chapters rewritten for screen-prose quality. Present-tense
opening. Camera-movement structure. Shorter paragraphs, harder cuts.
Chapter 1 (The Past): opening paragraph positions the Blackout as
sensory presence; tighter; cell decision rendered as a single shot.
Chapter 2 (now 'The Night It Begins'): fully rewritten to include the
actual play events — Charlise in the lobby, Velasco's wound, Michelle
in the holding room, Ostrow saying 'Wren.' The key moment is Michelle's
testimony rendered as the chapter's closing pull-quote.
Chapter 3 (now 'The Trail Opens'): consolidated trail; Halden rendered
in a single economic paragraph ('the point of Halden is not what he
does in this room'); Sera's arm wound visible as continuity detail.
Chapter 4 (The Tower): tighter, harder, more present-tense rhythm.
Coda: cut to minimum — the image, the decision, Greer, and Wren walking.
Single-file standalone player-facing site — 7.6MB, offline-capable.
Embedded: 9 images + Neon Rain Trough ambient soundscape (base64 MP3).
Sections:
1. HERO — LA 2037 establishing shot fullscreen with animated rain
overlay, DIRECTIVE / 19 Orbitron title with neon flicker, scenario
tagline in italic, hero chips (6 players / one night / LA 2037),
scroll hint
2. THE CITY — Two-column: city prose with amber drop-cap (Blackout,
Wallace monopoly, Nexus-8 underground, rain, the mayoral race) +
five detail cards (Blackout 2022, Wallace, Nexus-8s, weather, race)
3. WHO YOU ARE — Rep-Detect division, what a Blade Runner is, the
human/replicant dynamic, the Retirement mechanic (Promotion Points
vs Humanity) in a warning box. Noodle bar image with caption.
4. THE CALL — Centred dispatch box styled as LAPD terminal output,
03:14:22 timestamp, full opening read-aloud without spoilers
5. YOUR TEAM — 3×2 character portrait grid. Each card: portrait photo,
Human/Nexus-9 badge, name, role, atmospheric description (no hooks,
no stats, no spoilers), years on the force. Human = amber,
replicant = magenta.
6. THE SHAPE OF THE NIGHT — salt-flats parallax background, what the
players know going in, the DIR-019 neon stamp
Design: same CRT scanlines (drift + tear + refresh sweep), Orbitron/
Rajdhani/Share Tech Mono/Noto Sans JP stack, warm amber palette,
kanji decorations, rain animation on hero, scroll-reveal on all key
elements via IntersectionObserver, tonight section parallax scroll,
sound button with fade-in (45% volume, requires user click).
All 12 scenes across Acts I, II, and III now have a 'why go here'
lead-trail strip displayed before each scene card.
Each strip has two lines:
- WHY: plain English reason the PCs are here (what drives them)
- LEAD: the specific clue, event, or mechanic that sends them
Act I leads:
Voss Penthouse → Duty call — Greer routes the 03:14 alert
City Morgue → Second body (Ostrow) found same night, same mark
Lin Ai's Bar → Marisol Yu mentions her / DIR-019 graffiti on Fairfax
Volkov phones → Lin Ai gives Volkov's address; then he calls first
Act II leads:
Volkov's Clinic → His call cut mid-sentence at the end of Act One
Pham's Marina → Last living name on Lin Ai's list of nine
Saltgrove Whouse → Three paths: Pham's confession / Ostrow's files / Sera
Sera's Ambush → She comes to them — GM picks the moment
Jeopardy Beat → Not a destination — Halden has been working too
Act III leads:
Sandoval 88th → Wren's H02-B note: SANDOVAL. 21:00 — 88.
Sandoval Roof → Sera told them about the broadcast (if captured)
OR building management terminal flags relay hack
The Terrace → Wren moves there; the right PC follows naturally
CSS: .lead-trail (amber left border, gradient bg), .lead-why (body),
.lead-clue (monospace, LEAD: prefix in amber), .lead-none fallback
VOSS VICTIM PROFILE (in NPCs section)
- Full victim dossier card with red border and VICTIM — BODY #1 marker
- Three-tab layout: Timeline / Embedded Clues / GM Note
- Timeline: 9 entries from 1991 service start through 21 Mar 2037 death
- Embedded Clues: 6 expandable clue items (Pelican Holdings timing,
2027 Director's Commendation outside chain of command, retirement
timing, Payne & Velasco deaths, the unlocked panic room, the phone
call 40 minutes before time of death)
- GM Note: the moral weight of Voss — he was complicit, but he also
picked up the phone and left the panic room undisturbed
- 'OPEN PERSONNEL FILE' button links directly to Handout H00-B
NEW HANDOUT: BR19-H00-B — Voss Personnel File
- LAPD personnel file styled in bank/terminal format
- Redacted 2027 Special Operations assignment
- Director's Commendation authorised by Deputy Mayor's Office —
classification ABOVE TOP SECRET
- Post-service career: Voss Security Consulting → Cortez campaign
- Financial anomalies flagged: Pelican Holdings 2k/month 10 years
- Known associates: Payne & Velasco — both retired Oct 2027, both on
payroll within 3 weeks, both dead with Voss
- Forensic Accounting examiner notes calling out all four red flags
- H00-B added to handout grid with 'shown' tracking
ACT I WIRE-UP
- Voss Penthouse scene details include two clickable inline buttons:
'▸ VIEW VOSS VICTIM PROFILE' (navigates to NPCs section) and
'📄 PULL PERSONNEL FILE BR19-H00-B' (opens handout modal)
Adds 12 new prompts (BR19-EX-01 through BR19-EX-12) — each one the
in-fiction case-file dressing for one of the existing blueprint maps.
Format: tan-paper folder background with the blueprint reproduced at
center, four annotated polaroid photographs paper-clipped at the
corners (each with handwritten red-ink captions on masking-tape labels),
black redaction blocks across portions of the margin text, a chain-of-
custody box at the bottom with three signatures filled in, faint LAPD
REP-DETECT shield watermark, CASE 037-2037-11473 DIR-019 EVIDENCE
EXHIBIT stamp top right, handwritten exhibit-letter tag.
Each prompt names four specific polaroids that ground the exhibit to
the scenario:
- EX-01 (Voss penthouse): mirror DIR-019, kitchen bootprint,
Voss-in-bathtub, panic-room door
- EX-02 (Morgue): Voss slab, Ostrow tattoo, paralytic ampoule, Ostrow
effects bag with pocket watch
- EX-03 (Lin Ai's noodle bar): surveillance still, seized notebook,
Fairfax overpass exterior, Persian Quarter DIR-019 graffito
- EX-04 (Volkov clinic): body on procedure table, the pen at reception,
humming autoclave, the fake federal credential
- EX-05 (Pham marina): body at kitchen table, handwritten confession,
wet bootprint size 9, Wren's H02-B note
- EX-06 (Saltgrove warehouse): memorial beam photographs, acid-burn
floor, ledger page H02-A, approach road mile 22
- EX-07 (Parking structure): sound-grenade residue, Sera profile,
9mm wall damage, B-negative blood trace
- EX-08 (Sandoval 88th): Cortez podium press photo, green-room badge,
service-corridor pry damage, guest manifest page
- EX-09 (Sandoval roof): relay terminal, broadcast-file audio fragment,
ladder access pry marks, HVAC wiring tap
- EX-10 (The terrace): wet stone handhold abrasion, surgical blade
fragment, oilcloth fibre, BODY NOT RECOVERED notation
- EX-11 (Salt flats regional): estate gate, warehouse 7 exterior,
approach road mile 14 tracks, 2027 satellite overhead
- EX-12 (Central LA overview): Bradbury at night, Sandoval entry,
Volkov clinic street view, LAPD precinct fleet
Shared evidence-exhibit style suffix at top of section keeps the
twelve exhibits visually consistent.
Section also includes notes on the Midjourney challenges (text
rendering, redaction blocks, polaroid placement) and a usage guide:
plain blueprint variants for quick scene navigation, exhibit variants
when a PC explicitly pulls a file — e.g. Iris's [BR: Connect] roll to
pull the Voss file should produce EXHIBIT A, not the plain map.
File now 867 lines, 50 total prompts.
TYPOGRAPHY — Courier New was the wrong register. Replaced with proper
Blade Runner UI stack matching the rest of the repo:
Orbitron (500/700/900) — title, timer, section headers, stats,
NPC/PC names, dashboard tile labels,
progress bar, act tabs, story titles
Rajdhani (300-700) — body, nav, card titles, hooks, story
prose. Condensed sans, very 2049.
Share Tech Mono — readouts, stat labels, code, clue meta,
handout IDs, role lines. Mono with
attitude vs. Courier's typewriter feel.
Noto Sans JP (400/500/700) — kanji/katakana decoration
All four loaded via Google Fonts CDN with system fallbacks (matches
pattern used in event-91, event-93, event-95 apps).
KANJI / KATAKANA DECORATION — the LA-2037 worldbuilding signature:
Header:
ロサンゼルス・2037 (Los Angeles 2037 in katakana, subtitle)
指令 第19号 (Directive Number 19, kanji mark beside title)
Section titles get their own kanji on the right:
Story 物語 (monogatari, tale)
NPCs 人物 (jinbutsu, characters)
Clues 手掛り (tegakari, clue)
Handouts 資料 (shiryō, materials)
Players 捜査官 (sōsakan, investigators)
Reference 参照 (sanshō, reference)
Act tabs get theatrical numerals:
Act I · 第一幕 / Act II · 第二幕 / Act III · 第三幕
Story chapters get traditional chapter numerals:
Chapter One · 第一章 ... Coda · 終章
SIZE BUMPS — slight upticks to make the heavier display fonts breathe:
title 22 → 26px, timer 30 → 32px, section titles 22 → 22px (font
weight 700, letter-spacing 5px), NPC names 19 → 20px, PC names 18 →
19px. Letter-spacing increased across all uppercase headers.
Modal handouts kept in Share Tech Mono (terminal/typewriter feel is
correct for in-fiction documents).
Three layered CRT motion effects, all subtle, all GPU-cheap:
1. SCANLINE DRIFT — the scanlines slowly migrate downward by 4px over
9 seconds, looping. Imperceptible at first glance, builds the
'this screen is alive' sense over a session.
2. CRT TEAR — every 13s the scanline layer briefly shifts horizontally
by 1-2px at four irregular moments (18.5%, 47.5%, 72.6-73%, 91.5%
of cycle). The 72.6% tear also dims opacity slightly — a stronger
'glitch' beat among smaller ones. Cadence designed to feel random,
not metronomic.
3. REFRESH SWEEP — a 180px-tall faint amber band rolls from top to
bottom of the viewport every 17 seconds. Mimics the CRT refresh
pass. Opacity capped at 0.045 — present, not distracting.
All three use prime-ish durations (9, 13, 17) so the layered effects
never sync back into the same pattern within a session.
AESTHETIC PASS
- Warmer sodium-amber dominant palette (bg shifted from cool blue-black
to warm dark, amber from #ffb84a to #ff9818 for stronger LA-2049 feel)
- Neon glow text-shadow on title, timer, section headers, active nav,
amber elements throughout
- Title flicker animation (subtle 6s irregular cycle)
- CRT scanline overlay (subtle horizontal lines, mix-blend multiply)
- 2049-style chamfered corner clip-paths on dashboard tiles, NPC cards,
PC cards, header buttons
- Sodium-glow body background gradient (warm top, cool rain bottom)
- Active progress bar segments get amber under-glow accent line
- All section titles get '▸' leading caret + neon glow + amber border
- Replicant magenta shifted to richer pink-magenta (#ff5fbc) with own glow
NEW STORY SCREEN
- 'The Story' added to sidebar (second position, after Home) with
📖 icon, and as home dashboard tile
- New screen: full prose narrative read-through in five chapters:
The Past · The Players Arrive · The Hunt · The Tower · The Closing
- Bookish typography: amber drop-cap first letter of each chapter,
pulled-quote callouts for key beats, replicant-name highlighting
in magenta with glow, justified body text, max-width 720px
- Each chapter card uses angular clip-path with amber accent bar at
top-left and amber-glow chapter number caption
- New STORY data object (5 chapters, ~1600 words total)
- New renderStory() function called in init
Net: +394 lines, -84 lines. File now 2372 lines, 127KB.
New system folder: scenario-library/blade-runner-rpg/
Scenario: Directive 19 — LA 2037, six Blade Runners, 3.5hr
- Pure-investigation Act One (no combat)
- Action Act Two (Halden, Wren passes through, Sera ambush, salt flats)
- Tower showdown Act Three with structural Wren escape on the terrace
- 8 NPCs with stat blocks: Greer, Lin Ai, Marisol Yu, Halden, Wren, Sera,
Hara, Cortez
- 6 pre-gens with personal hooks: Iris/Marc/Saoirse/Dmitri/Talia/Cole
(3 human, 2 Nexus-9 replicant, 1 ambiguous senior)
- Full clue trail (8 essential + 3 optional + 1 special + 6 fallbacks)
- 6 handouts written: crime scene report, Lin Ai's list of nine,
Voss bank statement, salt-flats ledger, Wren's note, the broadcast
- The Tangent: Marc's stolen memory of Hashem Lin (Saoirse's father),
Halden surviving for campaign follow-up
- Full GM Notes covering tone, restraint on Halden, the terrace scene
GM HTML app: scenario-library/blade-runner-rpg/apps/directive-19/index.html
- Single-file, offline, tablet-friendly (2062 lines)
- Dark blue-black + amber/cyan/magenta palette
- Sidebar nav: Home / Acts / NPCs / Clues / Handouts / Players / Reference
- Timer with hard-checkpoint alerts at 0:15, 1:00, 1:15, 1:40, 2:00,
2:20, 2:45, 3:15, 3:30
- Clue tracker (pending/found/missed cycle) with progress bar
- Handout modal with 5 paper styles (terminal/aged/handwritten/bank/broadcast)
- NPC cards with REVEAL GM NOTES classified-eyes-only sections
- PC cards with replicant/human visual distinction
- BR RPG reference: core mechanic, skill mapping, stress dice triggers,
V-K use, combat quick ref, Promotion vs Humanity table
- localStorage persistence across sessions (clues, classified, timer)
Updated top-level README and scenario-library README to include the
new system folder.
scenarios/gm-docs/synopsis-*.pdf
Covers all ChaosiumCon 2026 events:
Event 91 — BRP: The Night Crawler
Event 92 — CoC 1980s: Last Train to Coney Island
Event 93 — CoC 1920s: Not Another Telegram
Event 95 — Ringworld: A Question of Singularity
Event 96 — Ringworld: Is Love the Answer?
Event 159 — BRP: Day One (London Falls)
Stormbringer — The Storm Pact
Each PDF is exactly 2 A4 pages: GM truth, act-by-act breakdown,
NPC stats, player character hooks, handout reference, SAN tables,
pacing triggers and fallback notes.
WEAPONS — damage column word-wrap:
Before: character-count split at 14 chars (broke 'paralytic' → 'paralyti/c')
After: textwrap.wrap() at word boundaries, width=17
Long values: two lines, both at correct baselines with proper spacing
BACK PAGE — equipment removed:
Before: equipment listed again (solid black block, white text) — duplicate of front
After: full-width white SESSION NOTES area with ruled lines for writing
ARMOUR COLUMN — now populated from character data:
Yashti Korr: Chest AP 2, Abdomen AP 2 (body armour torso)
RR'raan: AP 1 all locations (natural Kzin hide)
Tomas Veld: AP 1 all locations (hard environment suit)
Dr. Mira Chen: no armour
Whisper-of-Distant-Worlds: no armour
Sola Reyes: no armour
Armour cells: green tint when protection present, white when none
WEAPONS SECTION — proper 4-column layout:
Before: Name (left) | Skill% (right large) + DMG/RNG buried in small sub-line
After: NAME | SKILL % | DAMAGE | RANGE — each in its own column
- Column dividers with proportional widths (38/14/25/23%)
- Weapon name + notes (italic sub-line) in col 1
- Skill% centred in col 2, accent colour
- Damage bold and prominent in col 3 (two-line for long values)
- Range in col 4, monospace
PRINTER-FRIENDLY (less solid black/dark blocks):
Stats band: INK (#06060e) → PALE (#e8e8f4), values INK not white
Derived stats: #0e0e1e → #eeeef8, cell fill #1a1a2e → #f8f8ff
HP tracker: #0a0a18 → white
Equipment: solid INK → white + accent outline border, text INK not #ccccee
Personality: solid accent fill → white + accent outline, text INK not white
Footer: INK → #f0f0f8 pale
Back page: #0a0a18 → #13132a (kept dark for sci-fi but lighter)
Table rows: #0e0e22/#09090f → #1a1a3a/#121228 (slightly lighter)
HPTrack: BOX=17 → BOX=14, y_start top-20 → top-29, height 20+rows*(B+G) → 29+rows*(B+G)
Result: 2pt clear gap between label baseline and box top (was 10pt INTO the label)
Box number font: Helvetica-Bold 9pt → 8pt to fit 14pt box cleanly
Page count unchanged: 14 pages
Root cause: box top (y_start+BOX) was above label baseline (top-13),
causing the first row of boxes to render over the SANITY/HP text.
Fix:
- BOX 15→12: smaller boxes give more vertical clearance per row
- y_start: top-20 → top-28: pushes first box row 8pt lower
- height formula: 20+rows*(B+G) → 28+rows*(B+G)
- Box number font: 8pt → 7pt (fits cleanly in 12pt box)
- Net result: 3pt clear gap between label baseline and box top
- Page count: unchanged at 15 (BOX=12 keeps row heights same or smaller)
StatBlock: BOX_H 44→52, HDR_H 14→18
- 7pt clear gap between value cap and header bottom (was negative)
- Stat values: Anton 13pt → DJVSCondBold 14pt (no ascender bleed)
- Labels: hot orange → white #F5F2E8 (removes colour confusion)
- Red accent divider line at header/value boundary — explicit split
- Flowable height 68→72 to accommodate taller box
Typography:
- Character names: Anton (condensed all-caps display — 70s poster/headline)
- Section banners: DejaVu Sans Condensed Bold (clean, functional, no serifs)
- Body text: Liberation Sans (sans-serif — breaks completely from 1920s parchment feel)
- Stats: Anton numerals + Condensed Bold labels
Visual design:
- Jet black backgrounds (#080808) — not dark mahogany
- MTA transit red accent (#CC2800) — not antique gold
- Hot orange secondary (#FF6030) — neon contrast, very 70s
- Cool newsprint page background (#EDEAE0) — not warm parchment
- Bold left red spine bar on all headers (replaces corner diamonds)
- Square corners throughout (no roundRect — brutalist/urban feel)
- Double-rule OrnRule: thick + thin (no Art Deco diamond ornaments)
- Cover: true black + bold red band + Anton display type
Feels like: NYC transit authority × wanted poster × punk zine × Warriors
1. Removed ×5 percentile from stat headers (CoC stats are already percentages)
2. Combat skill audit — all investigators now have minimum 40% on all combat
and Dodge skills, and at least one meaningful combat option:
- Helen Cross: Brawl 25→40%, added Derringer .22 (Firearms 20→40%)
- Dr. Graves: Brawl 35→40%, Scalpel 35→40%, Dodge 35→40%
- Vivienne: Revolver 35→40%, Brawl 15→40%
- Prof. Finch: Brawl 25→40%, Walking Stick 25→40%, Dodge 35→40%
Mickey Doyle and Louis Beaumont unchanged (already above threshold)
6 pre-generated investigators for NYC 1924 one-shot:
Helen Cross — The Reporter (Fast Talk 75%, Spot Hidden 60%)
Dr. Edmund Graves — The Doctor (Medicine 80%, First Aid 75%)
Mickey Doyle — The Private Eye (Spot Hidden 70%, Firearms 65%)
Louis 'Lucky' Beaumont — The Jazz Musician (Trumpet 85%, Charm 75%)
Vivienne St. Claire — The Heiress (Charm 75%, Credit Rating 90%)
Prof. Walter Finch — The Academic (Library Use 80%, Occult 70%, Mythos 20%)
14 pages: cover + 6x2 character pages + reference page
Art Deco 1920s theme: parchment, mahogany, antique gold
Root cause: tally_y was calculated from unc_y upward, but the table +
unconscious banner consumed more space than the 130mm section allowed,
pushing tally_y below hloc_y_bot. The combat reference section's accent
bar then painted over the circles.
Fix: hloc_h 130→148mm; tally_y now anchored at hloc_y_bot+12mm
(from the section bottom) so circles are always 12mm clear of any
overlapping bar regardless of table row count.
- tbl_y pushed 20pt below header bar in all three sections
(regular hloc, puppeteer hloc) so no text ascenders reach the bar
- Combat reference sub-headers also shifted down 4pt extra
- HP tally: squares replaced with 20 small white circles (r=5pt)
with tiny numbers 1-20 below each; white fill so crossable with pen
- CURR HP and ARMOUR write-in boxes: dark → white fill with
accent border so they can be marked/crossed in black pen
- hloc section expanded 100mm → 130mm to fill available space
- Body diagram labels: 5pt → 9-11pt, HP values 5pt → 10-11pt,
D20 ranges 5pt → 8-9pt; all shapes scaled up proportionally
- Section header bar now 3mm clear of masthead — no text bleed
- Table rows: 9pt height → 14mm; location names 8→11pt;
HP values 8→14pt OrbB; write-in boxes 8pt → 16mm×10mm
- Added CURR HP and ARMOUR column headers with larger write-in boxes
- HP tally boxes 7.5pt → 11mm each, numbered in Orbitron
- Puppeteer (Whisper) matching overhaul — 8 location rows,
Bezier neck curves with fill, heads, legs all scaled up
Fixes:
- Weapons section: rows were missing — loop reinserted, 2-line format
(name + skill% top / DMG · RNG · Notes bottom in mono)
- Stats: labels 6→9pt, values 18→23pt, strip 22→26mm height
- Text bleed: all text on accent-colour backgrounds changed to white
(header name/role, section headers, skill category bars, personality)
- Puppeteer (Whisper): separate hit location diagram with correct anatomy
— oval barrel body, two curved necks, two heads, two forelegs, rear leg
— D20 table: Body 01-07, R Fore 08-10, L Fore 11-12, Rear Leg 13-14,
R Neck 15-16, L Neck 17-18, R Head 19, L Head 20
— HP split: Body 40%, Heads 25%, Necks 20%, Forelegs 20%, Rear 25%
Stat block (BRP v4 + Stormbringer):
- HDR_H reduced 20→16pt, light cell grows 10→14pt
- Value baseline moved to y=16: cap top y=26, header bottom y=28 → 1.9pt clearance
- ×5 baseline moved to y=30: cap top y=34.7, divider y=36 → 1.3pt clearance
- No overlap between main stat and ×5 percentile at any value 1-20
Cover quick-reference table:
- D1 cover_rule_body was #2A2A2A on #2A2A2A rows — 1:1 contrast, completely invisible
- NC cover_rule_body was #C0D8F0 (fine contrast but unreliable font rendering)
- Both changed to colors.white on dark rows: 14-17:1 contrast
- cover_rule style font changed to Helvetica-Bold 8.5pt for reliable glyph rendering
StatBlock updated in both BRP (v4) and Stormbringer build scripts:
- Header band now 20pt (was 12pt), split into two zones
- Upper zone: stat label (STR, CON, SIZ etc.) in white/gold
- Thin accent divider line
- Lower zone: stat×5 percentile ('55%', '80%' etc.) same style
- Main stat value in light cell unchanged
- Page budget: +8pt per character, well within buffer on all sheets
Affects all six characters in all three scenarios:
Night Crawler, Day One, Stormbringer Kelen's Pact
6 Midjourney prompts for Sable Kress, Juno Rhee, Viktor Drav,
Tal Morgan, Reina Vasquez, Petra Amis.
Art direction: cinematic neo-noir, painterly digital oil painting,
augments subtle and grounded (NOT generic sci-fi neon-overload).
Includes PDF swap-in instructions and style drift correction notes.