Play SHORT ORCHARD on the retuned ramp
Phases read 41/36/31 before the fumble; the fight with the rival desk cost two agents; the last two phases resolved at 11% and 1% and the card says why — Wounded: -20%. The wound pipeline reaches case phases, which is correct and now legible. Closed at Containment 6, Resources 3, Clearance 5. Confirms R-222: every agent finished with experience ticks from phase and combat work, where before the fix a case produced none. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Claude Opus 5
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@@ -3763,3 +3763,39 @@ internal-callers fix addressed — that fix resolves the item FROM the family, a
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caller supplied none — so Tradecraft, the skill the job most uses, was still the one
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that could never improve. Fixed and verified: PALE VERGE's lead ticked Tradecraft and
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took it 62% → 66% at close.
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## SHORT ORCHARD, on the retuned ramp
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Containment, Physician, Materials, Pursuit. The case: a person at a farm in Angus is
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in two places and both are attending work. The truth is that there is no original
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left — both are copies, and one of them knows — and the case is deciding which one
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goes into custody. The opposition is another desk of the same agency, tier dangerous,
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whose stated leverage is Clearance.
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The ramp read as intended: 41% → 36% → 31% → (Containment, Difficult) → and the team
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passed the first two comfortably before fumbling the police cordon, which cost two
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Containment and a Clearance. That fumble is what brought the rival desk.
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They tried the leverage first, which is the right play — but the Containment Officer
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fronted it on Status 15% with the Clearance bonus already spent by the fumble, and
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failed. Eleven rounds on a farm road: two agents down, two Cleaners down, and the
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Materials Officer — the worst shot present at 27% — ended it with a critical to the
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head. Four blows were graded during the fight, including a Cleaner's critical cut to
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a special by Kester's successful dodge, which still did 9 and a Major Wound. That is
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exactly what grading was built to do.
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The Physician then patched her own team, in the order she was taught.
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**The wound pipeline reaches the case phases**, which is the observation worth
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keeping: the last two phases resolved at 11% and 1%, and the chat card says why —
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`Wounded: −20%`. The team failed those phases because they had been shot, not because
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the ramp is broken. On a healthy team the same phases had been running at 31% and
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40%. A GM reading those cards can see the cause, which is the whole point of putting
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the modifier on the card.
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Case closed at Containment 6, Resources 3, Clearance 5 — spent, but nothing like the
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floor the old ramp produced.
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**R-222 confirmed across the board.** Every agent came out of this case with ticks —
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Dodge, First Aid, Firearm (Pistol), Firearm (Rifle), Navigate — where before the fix
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a case produced none at all from phase work.
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