Play a scene with panic; tighten one reference row
Ran LAST ADMISSION's east corridor with the six civilians and real dice. The
track works end to end and, more importantly, the penalty REACHES things:
Ferriby at panic 3 swung at Old Marrow with Brawl 25% printed and 15% effective,
while Sharrock at panic 1 rolled his full 58%. That is the whole point of the
track and it is the part that is usually decoration.
The arc played well. Lights out took four of them to 1. The body took Braithwaite
and Ferriby to 2. Enderby counting took three of them again. Braithwaite fumbled
his Psychology roll trying to talk Colin down, then it said his name — 5, broke,
fled, came back at 3. Renshaw steadied herself on POW×5 and dropped to 1.
One thing I got wrong and one thing worth knowing:
- I flagged a 99 grading as a fumble as a bug. It is not. A 58% skill fumbles
on 98-00, and both the primer and the rules page say so in those words. The
"96-99 never succeed / 00 always fumbles" pair are floor rules, not the whole
fumble range. Only the quick-reference row was ambiguous — it now says
"never succeeds ... and is a fumble if it is inside your fumble range".
- The civilians cannot use two of the three new skills. Occult, Religion and
Psychology sit at 5% on the "(before)" sheets, so in the prologue the only
relief that works is POW×5 at 50-85%. That is correct — a site foreman is
not an occultist — but it means the skills are an AGENT'S tools, and the
prologue is deliberately the game without them. The agents have them where
they should: Bhattacharya Occult 63, Lindqvist 58, Renshaw Psychology 40,
Braithwaite Religion 35.
Version 1.1.1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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