A complete, importable 3-4 hour Delta Green scenario (packs/false-alarm,
Adventure type). Importing creates four 'Operation FALSE ALARM' folders and:
- 3 actors: Dr. Rostova (npc, frozen), Deputy Vance Changed (unnatural),
The Tear (unnatural, firearms-immune, 1D6/1D20 SAN).
- 6 items: service pistol (3 rounds missing), pipe wrench, corrupted data
drive, keycard, thermite, cold-weather kit.
- 7 journals: player briefing + 3 image handouts (radar log, static
waveform, the tear) + 3 GM guides (scenes/clues, NPCs/threat, cover-up).
- 3 scenes with blueprint white-on-black maps and placed NPC tokens:
the compound, the server room, the radar dome.
All art is hand-authored SVG in the classified-dossier house style
(assets/adventures/false-alarm). Verified importing cleanly in an isolated
Foundry: folders, actors, journals and mapped scenes all materialise.
Also drop an invalid prototypeToken.sight override from the agent build.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add the eight black-and-white pencil bust portraits (PNG, 768px) to
assets/tokens and point each agent's img and prototypeToken at its portrait.
Build script now resolves .png. sips on the target Mac cannot emit WebP,
so PNG is used.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eight ready-to-play agents spanning the combat spectrum, each with stats,
skills, a bio, employer/education, two bonds, and appropriate firearms:
- SITKA (Special Operator, elite) ... MERCER (Forensic Scientist, support).
All are combat-capable (firearms 40-80). Registered as packs/field-agents.
Portraits: agents use a neutral placeholder token; build/gen-field-agents.mjs
auto-wires per-agent pencil portraits from assets/tokens/<name>.webp once
present (see assets/tokens/README.md for filenames). Build script committed
for reproducibility.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Chat rework:
- Roll cards are now dark 'Eyes Only' dossier cards with a classification
strip (FIELD OPERATION / THE UNNATURAL / LETHAL FORCE), roll name, and a
target chip. Message frame is colour-accented per roll variant via a
deltagreen2.variant flag set in DGRoll.toMessage and styled on
renderChatMessageHTML. Flavor lines dropped in favour of the card header.
Field Equipment compendium:
- New packs/field-equipment with 60 modern DG gear items across
surveillance, counter-surveillance, forensics, hazmat/protective,
breaching/restraint, non-lethal, and support. Each uses a bundled
white-on-black icon, carries flavourful descriptions with mechanical
bonus notes, and an Agent's Handbook expense tier. Registered in the
Delta Green pack folder.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Registers three Delta Green 2 colorsets with Dice So Nice and applies them
per roll type so the dice match the moment:
- dg2-agency (olive drab, metal, cloudy, bone numerals) -> skill/stat/luck
/weapon checks; set as the table default appearance.
- dg2-lethality (black + blood red, fire texture) -> damage and lethality.
- dg2-unnatural (void violet glass, astral texture, green glow) -> SAN
checks, rituals, and sanity damage.
Dice are tagged in each toChat() via tagRollDice(); registration runs on
the diceSoNiceReady hook and degrades silently when DSN is absent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- New characterSheetStyle option 'tactical' (default), css/dg2-tactical.css.
- Dark federal-dossier design: charcoal surfaces, olive accent, Public
Sans throughout, uppercase letterspaced name plate and section headers.
- Color-coded HP (olive) / WP (steel) / SAN (red) resource cards.
- Modern underline tab navigation; skill rows as hoverable panels with
dimmed untrained skills and olive value badges; restyled item lists,
inputs, and buttons.
- Item sheets (AppV1) carry the theme class and get matching dark styling.
- Fix: CSS selectors still targeted .deltagreen after the system-id
rename, leaving most stock sheet styling dead - renamed to .deltagreen2.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Percentile roll cards: outcome banners (crit/success/failure) with icons
and margin-of-success text instead of color-only inline styles.
- Damage and lethality cards: Apply Damage / Apply Lethality buttons that
hit targeted or selected tokens, auto-subtracting equipped armor
protection reduced by the weapon's armor-piercing value.
- Sanity damage cards: apply buttons for success/failure loss with GM
whispers for temporary insanity (5+), breaking point crossings, and 0 SAN.
- Ammo: weapon ammo is now numeric with a magazine capacity; attack rolls
expend a round (ammoTracking setting, default on), gear tab shows an
ammo column with a reload control, compendium weapons carry capacities.
- CSS: drop live Google Fonts imports (offline reliability); DG2 styles
with dark-theme support.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rename system id, template/asset paths, settings namespace, and pack
references; repack compendia with corrected asset paths; point manifest
at slaguru666/DeltaGreen2. game.deltagreen API namespace kept for macro
compatibility.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>