Journal (8) THE TEAR's reveal page now shows the generated pencil artwork
(handout-entity.png, full resolution) instead of the fractal SVG.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The three original FALSE ALARM NPCs now match the Congregation set:
Deputy Vance (Changed), Dr. Rostova, and the Tear (rendered as a suited
figure with a receding non-Euclidean void for a head - 'almost done
learning our shape'). Pure asset swap at the existing token paths.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Agnes Corliss, the Returned Petrie brothers and the Called now use the
black-and-white pencil portraits (768px PNG) in place of the stylized
placeholders. Pure asset swap - pack document paths unchanged. SVG
sources retained alongside.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New Scene 2.5 at Cold Cauldron Crossing (Ridge Road mile 9): the town
comes up the mountain. Adds:
- 4 NPCs built to challenge 4 Agents: Agnes Corliss the Switchboard Widow
(the Chorus SAN drain through the Agents' own radios, Stand Still action
denial, Speak the Names; weakness = her dead husband's handset), the
Returned Petrie brothers (armor 3, numbing grasp, pond Baptism drag,
fire-vulnerable), and the Called x5 (restraining civilian wall - killing
one is 1/1D8 SAN and a cover-up disaster).
- New battle map (blueprint style, 4400x3200 2x PNG) with 8 placed tokens,
new gear item (Elias Corliss's Ham Handset), 4-page GM journal 13 with
read-aloud, tactics, non-massacre outs and aftermath, plus a Scene 2.5
pointer in the scene guide.
- Scene coordinate fix: padding 0 on all adventure scenes and centered
token placement (tokens previously offset by the 0.25-padding origin).
Verified by fresh import in isolated Foundry: 7 actors, 13 journals,
4 scenes, 8 tokens on the crossing map at correct positions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The radar-scope pause overlay only applied via the renderGamePause hook,
which does not fire on every pause toggle path — pressing Space after an
unpause could show Foundry's default GAME PAUSED. The overlay injector is
now idempotent and wired to renderGamePause AND pauseGame (plus a ready
check), so the scope applies on every toggle; verified across repeated
unpause/pause cycles.
Also rasterize the three FALSE ALARM NPC tokens (Rostova, Changed Vance,
the Tear) to 1024px PNGs, matching the map fix in v2.0.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Foundry rasterizes SVG scene backgrounds into a fixed texture, so the
vector maps looked low-res when zoomed in. Render the three battle maps to
native-resolution PNGs via headless Chrome (compound 5200x3600, server
3600x2800, dome 4000x4000) and point the scenes at them at grid 200 px/
5-ft square (same 26x18 / 20x20 layout, 1:1 with the texture). Tokens
repositioned to the 2x coordinate space. Journal handouts stay SVG (they
render as crisp vector <img> in journals). Bump to v2.0.1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Grow the adventure from 7 to 12 journals with a player intelligence packet
and deep setting material:
- 6 new document handouts (SVG, classified-file style): A-Cell operational
memo, FAA site fact sheet (ME-07 Sable Ridge), regional map (Corliss
Notch / ridge road / Cold Cauldron Pond), a full local newspaper front
page, a years-to-hours activity timeline, and Vance/Rostova dossiers.
- New setting journals: the site, the town of Corliss Notch and the North
Woods (with local legend), the recent-activity escalation, persons of
interest, and a GM 'The Truth' journal tying folklore -> the hum ->
phantom returns -> the deaths -> Rostova -> Vance into one arc.
- Renumbered journals 1-12; briefing now leads with the memo handout.
Verified importing in isolated Foundry: 4 folders, 12 journals, all 8
handout image pages fetch 200.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>