A player briefing, and the historical range

The generator was already writing the timeline, the cast and the texture and
filing all of it behind the GM screen. New PLAYERS page: a read-aloud opening,
what it is like there, what is known so far, who is there and what they want —
but never what they lie about. Page ownership is now declared by the page rather
than guessed from its index, which would have hidden any second player page.

Historical range: 38 weapons (from 6) and 14 armours (from 2), each with its
period stated, from arming swords and longbows through matchlocks and Brown Bess
to the Lee-Enfield and a trench club. Five new skills to hang them on, including
Firearm (Muzzle-loader), because a muzzle-loader is not a rifle.

275 icons; every weapon maps to a real skill and every item has art. Catalogue is
206 items across four eras.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
slaguru666
2026-08-10 23:02:20 +01:00
co-authored by Claude Opus 5
parent 22a5067153
commit e2d0ed5bb2
90 changed files with 685 additions and 83 deletions
+73 -2
View File
@@ -27,6 +27,10 @@ export const SKILL_CATALOGUE = [
// The boarding axe and the entrenching tool both declare spec "axe" and the
// catalogue had no such skill, so neither could ever be rated above zero.
["melee_weapon", "axe", "melee", 5, "Melee Weapon (Axe)"],
// The historical range needs somewhere to hang a halberd and a flail. Everything
// else fits an existing specialisation: a mace is a club, a dirk is a knife.
["melee_weapon", "polearm", "melee", 5, "Melee Weapon (Polearm)"],
["melee_weapon", "flail", "melee", 5, "Melee Weapon (Flail)"],
["variable_sword", "", "melee", 5, "Variable Sword"],
// ranged
["firearm", "pistol", "ranged", 5, "Firearm (Pistol)"],
@@ -35,6 +39,10 @@ export const SKILL_CATALOGUE = [
["energy_weapon", "rifle", "ranged", 5, "Energy Weapon (Rifle)"],
["flashlight_laser", "", "ranged", 5, "Flashlight Laser"],
["missile_weapon", "bow", "ranged", 5, "Missile Weapon (Bow)"],
["missile_weapon", "sling", "ranged", 5, "Missile Weapon (Sling)"],
["missile_weapon", "thrown", "ranged", 15, "Missile Weapon (Thrown)"],
// A muzzle-loader is not a rifle. Loading is the skill and it is a different one.
["firearm", "muzzleloader", "ranged", 5, "Firearm (Muzzle-loader)"],
["heavy_weapon", "", "ranged", 5, "Heavy Weapon"],
// communication
["bargain", "", "comm", 5, "Bargain"],
@@ -120,7 +128,55 @@ export const WEAPONS = [
/* ---------- FUTURE. Recovered from somewhere ahead. ---------- */
{ key: "gauss_pistol",name: "Gauss sidearm", cls: "energy", fam: "energy_weapon", spec: "pistol", dmg: "1d8+4", wound: "piercing", mod: false, ranges: [15,45,120], fire: "single", cap: 24, mass: 0.9, era: "future", trad: "tradition_transposed", energy: 4, desc: "No propellant and no report — a tap, and a hole. Ammunition is not manufacturable here." },
{ key: "gauss_rifle", name: "Gauss lance-rifle", cls: "energy", fam: "energy_weapon", spec: "rifle", dmg: "1d12+4", wound: "piercing", mod: false, ranges: [40,120,300], fire: "single", cap: 12, mass: 3.8, era: "future", trad: "tradition_transposed", energy: 8, desc: "Punches an entry wound and an exit wound and very little between them." },
{ key: "monoblade", name: "Monofilament blade",cls: "melee", fam: "melee_weapon", spec: "knife", dmg: "1d10+2", wound: "edged", mod: false, mono: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0.4, era: "future", trad: "tradition_transposed", desc: "Cuts armour as though it were not there. Handle with the sheath on." }
{ key: "monoblade", name: "Monofilament blade",cls: "melee", fam: "melee_weapon", spec: "knife", dmg: "1d10+2", wound: "edged", mod: false, mono: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0.4, era: "future", trad: "tradition_transposed", desc: "Cuts armour as though it were not there. Handle with the sheath on." },
/* ==================================================================
THE HISTORICAL RANGE
The department has been running since before it had a name, and it
has never thrown anything away. Everything below is either still in
a store somewhere in the building, or came back through a crossing
with somebody. The period note is not decoration — a GM handing out
a matchlock should know it is a matchlock.
================================================================== */
/* --- medieval --- */
{ key: "arming_sword", name: "Arming sword", cls: "melee", fam: "melee_weapon", spec: "sword", dmg: "1d8+1", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.2, era: "antique", trad: "tradition_local", desc: "Medieval. A yard of cross-hilted steel. The plain, correct answer to most of the fifteenth century." },
{ key: "longsword", name: "Longsword", cls: "melee", fam: "melee_weapon", spec: "sword", dmg: "1d10+1", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.6, era: "antique", trad: "tradition_local", desc: "Medieval. Hand and a half. Wants room and rewards someone who has been taught." },
{ key: "falchion", name: "Falchion", cls: "melee", fam: "melee_weapon", spec: "sword", dmg: "1d8+2", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.5, era: "antique", trad: "tradition_local", desc: "Medieval. Heavy at the tip and unsubtle. A cleaver that got above itself." },
{ key: "war_hammer", name: "War hammer", cls: "melee", fam: "melee_weapon", spec: "club", dmg: "1d8+2", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.7, era: "antique", trad: "tradition_local", desc: "Medieval. For plate, which it does not cut so much as dent inwards." },
{ key: "mace", name: "Mace", cls: "melee", fam: "melee_weapon", spec: "club", dmg: "1d8+1", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.4, era: "antique", trad: "tradition_local", desc: "Medieval. Flanged. Requires no skill worth the name and never breaks." },
{ key: "flail", name: "Military flail", cls: "melee", fam: "melee_weapon", spec: "flail", dmg: "1d10", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 2.0, era: "antique", trad: "tradition_local", desc: "Medieval. Goes round a shield and is nearly as dangerous behind you as in front." },
{ key: "poleaxe", name: "Poleaxe", cls: "melee", fam: "melee_weapon", spec: "polearm", dmg: "1d10+2", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 3.0, era: "antique", trad: "tradition_local", desc: "Medieval. Axe, hammer and spike on six feet of ash. The best answer to armour anyone found before gunpowder." },
{ key: "halberd", name: "Halberd", cls: "melee", fam: "melee_weapon", spec: "polearm", dmg: "1d10+2", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 3.2, era: "antique", trad: "tradition_local", desc: "Medieval. Cut, thrust or pull a rider off a horse. Useless indoors and the department keeps eleven." },
{ key: "billhook", name: "Billhook", cls: "melee", fam: "melee_weapon", spec: "polearm", dmg: "1d8+2", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 2.6, era: "antique", trad: "tradition_local", desc: "Medieval. A hedging tool with ambitions. Every parish had a rack of them." },
{ key: "pike", name: "Pike", cls: "melee", fam: "melee_weapon", spec: "spear", dmg: "1d10+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 4.5, era: "antique", trad: "tradition_local", desc: "Medieval to Civil War. Sixteen feet. Magnificent in a field, absurd in a corridor." },
{ key: "quarterstaff", name: "Quarterstaff", cls: "melee", fam: "melee_weapon", spec: "club", dmg: "1d8", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.8, era: "antique", trad: "tradition_local", desc: "Medieval. Six foot of ash. Legal to carry, which is most of the point." },
{ key: "dirk", name: "Dirk", cls: "melee", fam: "melee_weapon", spec: "knife", dmg: "1d4+2", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0.4, era: "antique", trad: "tradition_local", desc: "Medieval onward. Long in the blade for a knife and worn where a knife is not expected." },
{ key: "longbow", name: "Longbow", cls: "bow", fam: "missile_weapon", spec: "bow", dmg: "1d10+1", wound: "piercing", mod: false, ranges: [30,90,180], fire: "fast", cap: 1, mass: 1.0, era: "antique", trad: "tradition_local", desc: "Medieval. Yew, and a draw weight that deforms the man who uses it. Faster than any firearm here." },
{ key: "arbalest", name: "Arbalest", cls: "bow", fam: "missile_weapon", spec: "bow", dmg: "1d12", wound: "piercing", mod: false, ranges: [25,60,130], fire: "slow", cap: 1, mass: 5.0, era: "antique", trad: "tradition_local", desc: "Medieval. Steel prod, windlass span. One shot, and it goes through what it hits." },
{ key: "sling", name: "Sling", cls: "bow", fam: "missile_weapon", spec: "sling", dmg: "1d8", wound: "blunt", mod: false, ranges: [20,50,110], fire: "fast", cap: 1, mass: 0.1, era: "antique", trad: "tradition_local", desc: "Ancient, and never actually obsolete. Ammunition is whatever is on the ground." },
{ key: "javelin", name: "Javelin", cls: "thrown", fam: "missile_weapon", spec: "thrown", dmg: "1d8+1", wound: "piercing", mod: true, ranges: [10,20,40], fire: "fast", cap: 1, mass: 0.9, era: "antique", trad: "tradition_local", desc: "Ancient. Thrown, and then it is on the ground and somebody else has it." },
/* --- early modern --- */
{ key: "rapier", name: "Rapier", cls: "melee", fam: "melee_weapon", spec: "sword", dmg: "1d8+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.1, era: "antique", trad: "tradition_local", desc: "Early modern. A yard and a half of point. For duels and for men who expect to be attacked in a street." },
{ key: "main_gauche", name: "Main gauche", cls: "melee", fam: "melee_weapon", spec: "knife", dmg: "1d4+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0.5, era: "antique", trad: "tradition_local", desc: "Early modern. The left-hand dagger. Its real job is catching the other man's blade." },
{ key: "matchlock", name: "Matchlock musket", cls: "firearm", fam: "firearm", spec: "muzzleloader", dmg: "1d10+2", wound: "piercing", mod: false, ranges: [15,40,90], fire: "slow", cap: 1, mass: 4.8, era: "antique", trad: "tradition_local", desc: "Early modern. A burning cord and a prayer. Announces itself for a hundred yards before it fires." },
{ key: "wheellock", name: "Wheellock pistol", cls: "firearm", fam: "firearm", spec: "muzzleloader", dmg: "1d8+1", wound: "piercing", mod: false, ranges: [8,18,35], fire: "slow", cap: 1, mass: 1.6, era: "antique", trad: "tradition_local", desc: "Early modern. Clockwork ignition, ruinously expensive, and it works in the rain." },
{ key: "blunderbuss", name: "Blunderbuss", cls: "firearm", fam: "firearm", spec: "muzzleloader", dmg: "2d6+2", wound: "piercing", mod: false, ranges: [5,12,25], fire: "slow", cap: 1, mass: 4.0, era: "antique", trad: "tradition_local", desc: "Early modern. Load it with whatever is to hand. Terrible past twenty feet and decisive within it." },
{ key: "boarding_pike", name: "Boarding pike", cls: "melee", fam: "melee_weapon", spec: "spear", dmg: "1d8+2", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 2.4, era: "antique", trad: "tradition_local", desc: "Early modern. Short enough for a deck. The department has them because the department used to have ships." },
/* --- Napoleonic and Victorian --- */
{ key: "sabre", name: "Cavalry sabre", cls: "melee", fam: "melee_weapon", spec: "sword", dmg: "1d8+2", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.3, era: "antique", trad: "tradition_local", desc: "Napoleonic. Curved, and meant to be used going past somebody at speed." },
{ key: "smallsword", name: "Smallsword", cls: "melee", fam: "melee_weapon", spec: "sword", dmg: "1d6+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0.6, era: "antique", trad: "tradition_local", desc: "Georgian. Worn with a coat, not with armour. Kills quietly and leaves very little to see." },
{ key: "cutlass", name: "Cutlass", cls: "melee", fam: "melee_weapon", spec: "sword", dmg: "1d8+1", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.1, era: "antique", trad: "tradition_local", desc: "Georgian. Short, heavy, and it does not care what it hits on the backswing." },
{ key: "brown_bess", name: "Brown Bess", cls: "firearm", fam: "firearm", spec: "muzzleloader", dmg: "1d10+3", wound: "piercing", mod: false, ranges: [20,50,100], fire: "slow", cap: 1, mass: 4.4, era: "antique", trad: "tradition_local", desc: "Napoleonic. Smoothbore, inaccurate, and it will take an arm off at fifty yards." },
{ key: "baker_rifle", name: "Baker rifle", cls: "firearm", fam: "firearm", spec: "muzzleloader", dmg: "1d10+2", wound: "piercing", mod: false, ranges: [40,110,250], fire: "slow", cap: 1, mass: 4.2, era: "antique", trad: "tradition_local", desc: "Napoleonic. Rifled, and slow to load precisely because it is. The first weapon here that rewards patience." },
{ key: "bayonet", name: "Socket bayonet", cls: "melee", fam: "melee_weapon", spec: "knife", dmg: "1d6+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0.5, era: "antique", trad: "tradition_local", desc: "Napoleonic onward. On the end of a musket it is a spear; off it, an awkward knife." },
{ key: "martini", name: "Martini-Henry", cls: "firearm", fam: "firearm", spec: "rifle", dmg: "2d6+2", wound: "piercing", mod: false, ranges: [50,150,350], fire: "slow", cap: 1, mass: 4.0, era: "antique", trad: "tradition_local", desc: "Victorian. Single shot, falling block, and a recoil that has bruised generations." },
{ key: "webley", name: "Webley revolver", cls: "firearm", fam: "firearm", spec: "pistol", dmg: "1d10", wound: "piercing", mod: false, ranges: [10,25,50], fire: "fast", cap: 6, mass: 1.1, era: "antique", trad: "tradition_local", desc: "Victorian to the Great War. Breaks open, ejects all six at once, and is still in a drawer upstairs." },
{ key: "lee_enfield", name: "Lee-Enfield", cls: "firearm", fam: "firearm", spec: "rifle", dmg: "2d6+2", wound: "piercing", mod: false, ranges: [60,200,500], fire: "fast", cap: 10, mass: 4.0, era: "antique", trad: "tradition_local", desc: "Great War. Ten rounds and a bolt a trained man works without looking. The best rifle in this list." },
{ key: "trench_club", name: "Trench club", cls: "melee", fam: "melee_weapon", spec: "club", dmg: "1d8+1", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 1.2, era: "antique", trad: "tradition_local", desc: "Great War. Made in the line out of a table leg and some nails. Quiet, which was the point." }
];
/* ---------- armour (v0.5 §4.8) ---------- */
@@ -138,7 +194,22 @@ export const ARMOURS = [
{ key: "oilcloth_coat", name: "Oilcloth coat", points: 1, mass: 3.0, era: "antique", trad: "tradition_local", desc: "Keeps the weather out and very little else." },
{ key: "brigandine", name: "Brigandine", points: 4, mass: 9.0, era: "antique", trad: "tradition_local", desc: "Plates riveted between cloth. Heavy, quiet, and older than the agency." },
{ key: "hardsuit", name: "Sealed hardsuit", points: 9, mass: 12.0, era: "future", trad: "tradition_transposed", desc: "Sealed, powered and not from here. Also a breathing set — see Gear." }
{ key: "hardsuit", name: "Sealed hardsuit", points: 9, mass: 12.0, era: "future", trad: "tradition_transposed", desc: "Sealed, powered and not from here. Also a breathing set — see Gear." },
/* --- the historical range. Weight is the point: everything here protects
well and costs you the ability to run in it. --- */
{ key: "gambeson", name: "Gambeson", points: 2, mass: 4.5, era: "antique", trad: "tradition_local", desc: "Medieval. Quilted linen, thirty layers. Worn alone by the poor and under everything by everyone else." },
{ key: "maille_shirt", name: "Maille shirt", points: 4, mass: 7.5, era: "antique", trad: "tradition_local", desc: "Medieval. Stops a cut completely and a spike not at all. Wear it over the gambeson or regret it." },
{ key: "coat_of_plates", name: "Coat of plates", points: 6, mass: 11, era: "antique", trad: "tradition_local", desc: "Medieval. Iron plates riveted inside a fabric coat. The compromise that held for a century." },
{ key: "cuirass", name: "Cuirass", points: 6, mass: 9, era: "antique", trad: "tradition_local", desc: "Early modern. Breast and back. Proof against a pistol at any sensible distance, and stated so by the armourer." },
{ key: "harness", name: "Full harness", points: 9, mass: 25, era: "antique", trad: "tradition_local", desc: "Medieval. Head to foot, articulated, and far more wearable than people think — until the third hour." },
{ key: "buff_coat", name: "Buff coat", points: 3, mass: 5, era: "antique", trad: "tradition_local", desc: "Civil War. Thick ox hide to the knee. Turns a sword, ignores a ball, and never dries out." },
{ key: "sallet", name: "Sallet and bevor", points: 5, mass: 3.2, era: "antique", trad: "tradition_local", desc: "Medieval. Covers the head and the throat and takes most of your hearing with it." },
{ key: "lobster_pot", name: "Lobster-tail helmet", points: 4, mass: 2.6, era: "antique", trad: "tradition_local", desc: "Civil War. Three bars across the face. You can see out; that is all that can be said for it." },
{ key: "jack_of_plate", name: "Jack of plate", points: 4, mass: 6, era: "antique", trad: "tradition_local", desc: "Tudor. Small iron plates stitched between canvas. Looks like a coat until somebody hits it." },
{ key: "cuirassier", name: "Cuirassier armour", points: 8, mass: 18, era: "antique", trad: "tradition_local", desc: "Early modern. Three-quarter plate for a man on a horse. On foot it is a punishment." },
{ key: "brodie", name: "Brodie helmet", points: 3, mass: 1.3, era: "antique", trad: "tradition_local", desc: "Great War. A steel plate on a strap. Designed against shrapnel from above and honest about it." },
{ key: "flak_jacket", name: "Flak jacket", points: 4, mass: 8.5, era: "antique", trad: "tradition_local", desc: "Second War. Manganese plates in a waistcoat. Heavy, hot, and it has saved a great many people." }
];
/* ---------- gear ---------- */