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>
This commit is contained in:
slaguru666
2026-08-10 21:17:32 +01:00
co-authored by Claude Opus 5
parent 1b44fccb79
commit a360d77b83
+36
View File
@@ -3763,3 +3763,39 @@ internal-callers fix addressed — that fix resolves the item FROM the family, a
caller supplied none — so Tradecraft, the skill the job most uses, was still the one
that could never improve. Fixed and verified: PALE VERGE's lead ticked Tradecraft and
took it 62% → 66% at close.
## SHORT ORCHARD, on the retuned ramp
Containment, Physician, Materials, Pursuit. The case: a person at a farm in Angus is
in two places and both are attending work. The truth is that there is no original
left — both are copies, and one of them knows — and the case is deciding which one
goes into custody. The opposition is another desk of the same agency, tier dangerous,
whose stated leverage is Clearance.
The ramp read as intended: 41% → 36% → 31% → (Containment, Difficult) → and the team
passed the first two comfortably before fumbling the police cordon, which cost two
Containment and a Clearance. That fumble is what brought the rival desk.
They tried the leverage first, which is the right play — but the Containment Officer
fronted it on Status 15% with the Clearance bonus already spent by the fumble, and
failed. Eleven rounds on a farm road: two agents down, two Cleaners down, and the
Materials Officer — the worst shot present at 27% — ended it with a critical to the
head. Four blows were graded during the fight, including a Cleaner's critical cut to
a special by Kester's successful dodge, which still did 9 and a Major Wound. That is
exactly what grading was built to do.
The Physician then patched her own team, in the order she was taught.
**The wound pipeline reaches the case phases**, which is the observation worth
keeping: the last two phases resolved at 11% and 1%, and the chat card says why —
`Wounded: −20%`. The team failed those phases because they had been shot, not because
the ramp is broken. On a healthy team the same phases had been running at 31% and
40%. A GM reading those cards can see the cause, which is the whole point of putting
the modifier on the card.
Case closed at Containment 6, Resources 3, Clearance 5 — spent, but nothing like the
floor the old ramp produced.
**R-222 confirmed across the board.** Every agent came out of this case with ticks —
Dodge, First Aid, Firearm (Pistol), Firearm (Rifle), Navigate — where before the fix
a case produced none at all from phase work.