diff --git a/docs/GM_SCREEN.md b/docs/GM_SCREEN.md new file mode 100644 index 0000000..c401a16 --- /dev/null +++ b/docs/GM_SCREEN.md @@ -0,0 +1,324 @@ +# THE CUSTODIANS — GM screen + +> Every number on this page was checked against `rules.mjs` on 9 September 2026 +> — 58 of 58 figures, by running the functions — not read out of the design +> specs. Where this and `design/` +> disagree, **the code is right and this page is stale** — `rules.mjs` is the +> single authority, imported by both the runtime and the pack builder so that +> packs cannot be built under one rule and played under another. + +## How to read this + +This is the sheet to have open while running, not the rules text. It carries the +figures you reach for mid-scene and nothing you can look up afterwards. + +### Where these numbers live + +| what | file | +| --- | --- | +| every pure rule formula, and rolling, banding and grading | `rules.mjs` | +| the six specs in `design/` | review history addressed to Codex — **not** current rules | + +## Rolling + +### The order of operations + +Difficulty multiplies the rating **first**, then situational modifiers add. + +| difficulty | rating becomes | +| --- | --- | +| Easy | × 2 | +| Average | unchanged | +| Difficult | ÷ 2, rounded down | + +Then add circumstance and any other modifier. The result is clamped to 1–100, so +nothing is ever truly impossible or certain. A skill with a printed base of 5 or +more never drops below 5. + +### The circumstance ladder + +Applied after difficulty. **Capped at ±40 in total**, however many apply. + +| | | +| --- | --- | +| Overwhelming | +30 | +| Favourable | +20 | +| Slightly good | +10 | +| Neutral | 0 | +| Slightly bad | −10 | +| Unfavourable | −20 | +| Severe | −30 | + +### Reading the roll + +From the effective chance, call it **B**: + +| band | is | +| --- | --- | +| Critical | `ceil(B / 20)` or less | +| Special | `ceil(B / 5)` or less | +| Success | B or less | +| Fumble | `101 − ceil((101 − B) / 20)` or more | + +Fumble is tested **first**. **96–99 never succeed**, whatever the chance. 00 +always fumbles. + +Against armour: a **critical ignores armour entirely**; a **special counts it as +half**, rounded down. + +## Reaction — who goes first + +Reaction runs on two axes and takes the better of them: + +- **Reflex** = `ceil(DEX / 3)` +- **Awareness** = `ceil(Readiness / 10)` + +Base = `3 × max(Reflex, Awareness)`, then a d6 and a modifier capped at ±3. +Marksmanship style is the agent's own choice — home worlds are gone, and nothing +determines it for them. + +## The combat round + +### Defending + +Every defence after the first in a round is cumulative **−30%**. Two defences is +−60%, three is −90%. Standing in front of three people is possible and stupid. + +### Fire modes + +| mode | to hit | gives you | +| --- | --- | --- | +| Slow | +10 | reloads | +| Single | 0 | — | +| Fast | 0 | a second shot | +| Rapid | 0 | bursts | +| Beam | +5 | sustain | + +A weapon with no mode set behaves as Single. + +### The second shot + +**−20% to both shots**, not just the second. The cost of hurrying is that you +hurried the first one too — which is what stops this being a free extra attack +for anyone holding a revolver. + +### Bursts + +| burst | rounds | to hit | +| --- | --- | --- | +| Short | 3 | −10 | +| Long | 6 | −20 | +| Full | 10 | −30 | + +Hits are **capped, not proportional**: + +| | success | special | critical | +| --- | --- | --- | --- | +| Short | 1 | 2 | 3 | +| Long | 2 | 4 | 5 | +| Full | 3 | 5 | 7 | + +However many rounds connect, **a burst is one wound event** — one Major Wound +check, not one per round. Every round in the burst leaves the weapon regardless +of what hits. A failure or fumble connects with nothing. + +### Range + +| band | to hit | +| --- | --- | +| Short | 0 | +| Medium | −10 | +| Long | −30 | +| Extreme (to twice long) | −50 | +| Beyond | cannot be attempted | + +### Two weapons + +−20% main hand and −40% off hand; if trained, −20% to both. + +## Damage and wounds + +### Hit points + +`HP = ceil((CON + SIZ) / 2)` — standard BRP. +**Major Wound = `ceil(HP / 2)`**: a single blow of half your hit points or more. + +### The damage modifier + +From STR + SIZ: + +| STR + SIZ | modifier | +| --- | --- | +| up to 8 | −1d6 | +| 9–16 | −1d3 | +| 17–24 | 0 | +| 25–32 | +1d3 | +| 33–40 | +1d6 | +| 41–50 | +2d6 | +| 51–60 | +3d6 | +| 61–70 | +4d6 | +| 71+ | +`4 + ceil((total − 70) / 10)`d6 | + +### Hit locations (1D20) + +| melee | ranged | location | share of HP | +| --- | --- | --- | --- | +| 1–4 | 1–3 | Right leg | 42% | +| 5–8 | 4–6 | Left leg | 42% | +| 9–11 | 7–10 | Abdomen | 42% | +| 12 | 11–15 | **Chest** | 50% | +| 13–15 | 16–17 | Right arm | 35% | +| 16–18 | 18–19 | Left arm | 35% | +| 19–20 | 20 | **Head** | 40% | + +Ranged fire favours the chest, melee the legs — the two columns are different +distributions, not one table read twice. + +A location's own pool is that share of total HP, rounded up. At its maximum the +location is **disabled**; at twice its maximum, **destroyed**. Location damage +folds together with Major Wound effects additively: both are true about the same +body at once. + +### The Major Wound table (1D10) + +| d10 | wound | what it does | +| --- | --- | --- | +| 1 | Concussed | −20% to everything | +| 2 | Winded | −20% physical, and you lose your action | +| 3 | Bleeding | 1 HP at the end of each round | +| 4 | Manipulation | −30% manipulation | +| 5 | Mobility | −30% physical, MOV halved | +| 6 | Deep bleeding | 2 HP at the end of each round | +| 7 | Sensory | −40% perception, and −40% manipulation (sight) or communication (hearing) | +| 8 | Broken | −30% manipulation, or −30% physical and MOV halved | +| 9 | Crippling | defence only, MOV 1 | +| 10 | Catastrophic | unconscious, defence only, MOV 1 | + +Wounds **stack**: two concussions is −40%, and a Major Wound stacks with a +shattered limb, because both are true about the same body. Where a wound splits +two ways and the variant was never recorded, the harsher reading applies. + +### Bleeding + +| | per round | stopped by | +| --- | --- | --- | +| Bleeding | 1 | a successful First Aid, or Medicine at any difficulty | +| Deep bleeding | 2 | a **Difficult** First Aid, or Medicine at any difficulty | + +Any one listed stop is enough. First Aid restoring hit points does not clear the +wound — the bleed keeps running until something on that list lands. + +## Panic — the short track + +0 to 5, **upward**, minutes long: what is happening to you *now*. + +| | track | penalty | +| --- | --- | --- | +| Steady | 0 | — | +| Rattled | 1 | — | +| Shaken | 2 | −5% | +| Losing it | 3 | −10% | +| Overwhelmed | 4 | −20% | +| Broken | 5 | −20%, and they break | + +Talking someone down: a success takes one point off, a special or critical takes +two — and **a fumble puts one on**. + +## Coherence — the long track + +0 to 10, **downward**, campaign length: what knowing has cost you. Do not confuse +the two tracks at the table. + +| band | from | all rolls | communication | +| --- | --- | --- | --- | +| Anchored | 8 | — | — | +| Loose | 5 | — | −5% | +| Adrift | 3 | −5% | −10% | +| Unmoored | 1 | −10% | −20%, and −30% to the return | +| Displaced | 0 | −20% | −30% — permanent | + +### What it costs + +| | | +| --- | --- | +| Fumbling a crossing | 1 | +| Witnessing a paradox | 1 | +| Using crossing tech | 1 | +| Breaking local law | 1 | +| Overstaying | 1 | +| Meeting yourself | 2 | +| Killing a duplicate | 3 | + +### Getting it back + +One point each: a debrief, a week of downtime, an anchor object. + +## The way home + +### The return clock + +Three steps. It is the *crossing* that gets harder, not the people — a cost the +players can see coming. + +| steps | the return is at | +| --- | --- | +| 0 | — | +| 1 | −10% | +| 2 | −20%, **and Difficult** | +| 3 | −30%, and Difficult | + +### Extraction + +| roll | completes? | clock | +| --- | --- | --- | +| Critical | yes | a step **back** | +| Special | yes | — | +| Success | yes | — | +| Failure | yes | +1 | +| Fumble | **no** | +1 | + +Nothing else takes damage from a bad extraction. Getting out badly does not hurt +anyone on the causeway; it makes the next crossing harder. + +## Craft actions — the stations + +Every agent takes a station, each uses a skill somebody already has, and the +round is one roll each in the normal reaction order. No vector arithmetic, no +map — range is a band. + +| station | skill | does | heat | +| --- | --- | --- | --- | +| Helm | Pilot | changes the band | +1 | +| Guns | Energy Weapon | damage | +2, and on a failure too | +| Sensors | Computer Use | marks a target | — | +| Engines | Engineering | sheds heat | −3 | +| Damage control | Repair | hull | — | +| Signals | Persuade | talking | — | +| Medical | First Aid | the crew | — | +| Anchor | Transposition | escape | +2 | + +### Heat + +Runs 0–10. **Loud from 4. Blind from 6. Slow from 8.** + +### Space range bands + +| band | to hit | +| --- | --- | +| Docked | 0 | +| Knife | +20 | +| Close | +10 | +| Standoff | −10 | +| Distant | −30 | +| Gone | cannot be attempted | + +## The environment + +### Falling + +1d6 per 3 metres, to a maximum of 20 dice — reached at 60 metres, and nothing +above that falls harder. **Fall damage ignores armour.** + +### Drowning and airlessness + +1 point per round. Caught unprepared, you hold your breath half as long.