23 Commits
Author SHA1 Message Date
slaguru666andClaude Opus 5 c0d33ee81d Hide 9, grounded 4, vital exempt — the borough is worth 56 points again
R-254 shipped the belly rule and called +6.4 points "modest on purpose". That read the
wrong statistic. +6.4 measured whether grounding helps; the question was whether the
borough still matters, and the gap between fighting the supporter on borough ground and
off it had fallen from 60.6 points to 44.9. Half damage from every departmental weapon is
meant to be the fight's central problem, and I had quietly taken sixteen points off it
while reporting a small number about something else. Same error as R-251.

Three changes that only work together:

  - hide 7 -> 9, restoring the weight on the axis that should hurt
  - grounded still halves it, 9 -> 4, which an ordinary round beats
  - exposedHideFor now takes the location's kind and leaves `vital` unhalved: a beast on
    its belly is not presenting its chest to the floor

Measured: 28.4% on borough ground flying, 68.4% grounded, 84.6% off it — a 56.2 point gap
against 44.9 before. Predicted 28.4 / 84.3 / 55.9 before building.

The composition of the three hide functions lives in prepareDerivedData where no test
could reach it, and check-anatomy's guard 6 is deliberately one-sided so it would not
have caught the vital losing its exemption. check-behaviour now composes the same
expression from the real supporter spec and the real tables. Negative-tested four ways:
removing the exemption, un-baring the wings, removing the halving, and inflating the hide
past what a round can beat each fail it with the right message.

Cost: the supporter goes from fifth to second deadliest creature in the book (2.84 -> 3.38
down, 46.8% -> 69.3% wiped). check-lethality refused the build until that row was
deliberately re-recorded.

BESTIARY.md printed the new hide and said nothing about it halving, because the body-plan
blurb predates the rule. The README said "eight guards" in three sentences above a
generated block listing nine. Both are the signature defect in prose: a number written
down that nothing reads. Both now generate.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 23:15:35 +01:00
slaguru666andClaude Opus 5 e5dc9b5299 Hide does not grow on membrane (R-96)
Option H, measured before it was built. Losing a wing already mattered
once it happened — a grounded supporter was 40.5% to be killed against
9.3% for one still flying, a swing of thirty points. It almost never
happened: the wings carried the creature's own six points of heraldic
hide, so folding one meant beating armour six eight times over, and it
occurred in 9% of fights. The rule was reachable, not weak, and every
option that made grounding HURT more moved the win rate by under five
points because you cannot spend a state you never reach.

So the lever is the wing, not the consequence. A location may now be
`bare`: worn armour still covers it — barding a wing works exactly as
before — but the animal's own hide stops at the edge of the membrane.
The supporter's wings are bare, and it gets the toughness back where a
six-hundred-year-old record should carry it: hide 6 -> 7, CON 20 -> 36,
so 22 hit points become 30. STR and SIZ are untouched, so the damage
modifier stays +2d6.

Measured over 20,000 fights against the same four agents:

                        grounded    on borough    off borough
  before                     9%       12.5% win    85.6% win / 14.4% wiped
  after                     67%       22.1% win    83.5% win / 16.5% wiped

The wing shot becomes the play. Fighting it on borough ground stays a
losing proposition, so ARGENT AND GULES is still the real answer and
grounding improves a bad fight rather than replacing the solution — and
the fight off borough ground keeps its teeth, marginally more lethal
than before rather than less. Bare wings ALONE was the trap: it made
grounding routine and turned the off-ground fight into a 96% walkover
with a 3.8% wipe rate, buying the text at the cost of the encounter.

check-anatomy gains the property this whole thread was about: a plan
whose behaviour turns on losing a wing must not armour that wing with
the creature's own hide, or the rule is decoration. Negative-tested by
putting the hide back.

Also re-records the lethality baseline, which was ALREADY stale: HEAD's
own code reproduced 27 of its 47 entries differently, because the
supporter joined NPCS in ddc4f99 and shifted the shared random stream
for every creature measured after it. Every drift sat under the guard's
six-point tolerance, so it passed while being wrong. Worth knowing that
the file's claim — "the only thing that can move the number is a change
to the rules or to the creature" — is not currently true: adding any
creature perturbs the rest. Seeding per creature would fix it and is
not done here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 22:16:54 +01:00
slaguru666andClaude Opus 5 973b4a53aa THROUGH TRAIN rewritten into five acts
Act One is now an induction at the Bureau, Act Two puts the players through the
crossing and makes them find the train, Act Three is a town-side obstacle, Act
Four is the boarding, Act Five is the four minutes. 4h00 in five acts, was 3h30
in three.

The restructure earns one thing the old shape could not: THE CROSSING OPENS WHERE
THE RECORD SAYS THE LINE IS, which is an empty bench of scrub on the wrong side of
the wash. The agents arrive where the paperwork put the railway, not where the
railway is, so the fraud is the ground under their feet and finding the train is
real work. Registry's file has this wrong and Bewley believes the file.

- Act Three: Rance Doyle and five unpaid miners take the agents for company
  detectives, and they are not wrong to. Resolves on what the players SAY - no
  roll makes it go away, no roll makes it a fight. Losing costs them the 1881
  issue, not their lives. His brother Tom is aboard and dies at minute two of
  every pass, which is the wiring between the acts
- new cast: Bewley, Prosser, Rance Doyle, Shard, Tom Doyle, Cordera man
- new handouts: the company notice, and the six names in Ambrose's hand
- 8 GM pages, 10 handouts, 15 actors, 13 plates

MEASURED, 400 runs each: the Act Three standoff is 0.4/4 hurt from cover and
1.25/4 in the open, both ending early - but FOUGHT TO A FINISH it puts 1.75 of 4
down and wipes the party in 24% of runs. The early stop is what makes the act
survivable, not the miners being weak. My first draft of that table was guessed
and wrong in all three rows.

FOUND AND FIXED: there is no Ride skill in this game and never has been. The
boarding set-piece has asked for "[CUS: Ride, then Athletics]" since it was
written, through a playtest, which is an instruction to roll a thing nobody has.
Horses are now handled by a local and the agent rolls Athletics.

NEW GUARD: check-scenarios resolves every [CUS: Skill] tag in every scenario
against SKILL_CATALOGUE and fails the build on a skill that does not exist.
Verified it fails on the real bug before wiring it in. Sixth guard.

NOTE: the three new plates (Bureau, north bench, standoff) are placeholders in
this commit - Midjourney is still rendering them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 19:25:20 +01:00
slaguru666andClaude Opus 5 99e78f440a "Somebody you knew" costs one point, not two
At two, the closing beat of a hard case broke four agents in five at the same
moment. A whole party freezing or bolting on the final scene reads as arithmetic
rather than grief, which is the opposite of what the trigger is for. Found by
playing THROUGH TRAIN end to end.

Replayed the same beat from the same party state — Holloway 3, Okonkwo 2,
Bhattacharya 4, Nkemdirim 3, Finch 2 — with the new cost: one agent breaks, the
rest carry it at 3 and 4 with the penalties that implies. That is the shape it
wanted.

"It said your name" stays at two, and is now the only two-point trigger in the
list, which is right — it should be the singular worst thing that can happen to
somebody.

The rules journal and the player primer both generate their trigger tables from
PANIC_TRIGGERS, so both already print the new number.

Version 1.4.2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 22:38:45 +01:00
slaguru666andClaude Opus 5 7ec7efd29b Replay the scene with the fumble rule; expose panicReliefFor
Ran the east corridor again with fresh dice and every relief attempt routed
through easePanic, fumbles included.

The rule did not fire this time. All three attempts failed cleanly — Psychology
58 against 40, and two POW×5 rolls at 66 and 76 — so nobody was punished for
trying. That is worth reporting as loudly as a hit would have been: two
play-throughs in and a fumbled relief has come up once, which is about right for
something meant to be a memorable disaster rather than a tax.

Braithwaite still broke at 5 on "it said your name" and fled. Marrow went down
in a single round to a special with the entry bar — 19 through armour — against
the 4.5-round average the thirty-run tuning gave, so that was dice, not balance.

Then the question the rule actually raises. Relief rolls are made at your own
panic penalty, so the worse you are the worse your odds AND the wider your fumble
range — and now a fumble adds a point. That is a feedback loop, so I measured it
rather than trusting it, 300 runs per row:

    from 2, POW×5 60%   280 calm ·  0 broke
    from 3, POW×5 60%   227 calm ·  2 broke
    from 4, POW×5 60%   138 calm · 31 broke
    from 4, POW×5 50%    96 calm · 35 broke
    from 4, POW×5 85%   267 calm ·  5 broke

Recovery dominates everywhere. The worst case — overwhelmed, weak POW, no help —
spirals into breaking about one time in eight, which is a bad night rather than a
trap. No change needed.

Also: panicReliefFor and panicAfter were missing from the API, which I only
noticed because measuring the loop needed them and the alternative was
re-implementing the rule in the test — the exact duplication check-rules exists
to forbid. Both exposed.

Version 1.1.3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:31:35 +01:00
slaguru666andClaude Opus 5 5aaae186e0 A fumbled relief attempt puts a point on
Trying to steady somebody and making it worse is the most familiar thing on that
list, and until now it was the only outcome that cost nothing.

Done as a NEGATIVE relief rather than a second code path: panicReliefFor returns
-1 on a fumble, and easePanic already subtracts what it is given, so subtracting
a negative raises the track. One number, one direction, no branch that could
drift from the other. The clamp still holds — fumbling at 5 stays at 5.

The chat card had to be told, because otherwise it prints the word "Psychology"
over a number that has just gone UP and the table reads that as a bug rather than
as the rule. It now leads with a red FUMBLED tag.

Guarded three ways: a spot-check in check-rules for the -1 itself, and two
behaviour tests — one that the sign survives easePanic's subtraction and
actually raises the track, one that it cannot push past the top. A test on the
constant alone would have passed even if easePanic had healed on a fumble.

Verified live: 2 → fumble → 3 → success → 2 → special → 0, and a fumble at 5
staying at 5, with the cards reading correctly.

Version 1.1.2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:25:46 +01:00
slaguru666andClaude Opus 5 cbad87ba98 Add Occult, Religion and Psychology, and the Panic track
From the first game's list. The three skills are not decoration — they are the
levers on the new track, which is why they arrived together.

PANIC, 0 to 5, up. It is the other half of Coherence and the rules page says so
in the first line, because a table that confuses them will make the wrong call
at the worst moment:

    Coherence   what knowing has cost you       weeks     10-0, down
    Panic       what is happening to you NOW    minutes    0-5, up

A trigger gives a point with NO ROLL. Asking for a die to find out whether you
are frightened slows the scene and tells the player how to feel; the die is for
getting rid of it, which is the interesting direction.

    0 steady · 1 rattled · 2 shaken -5% · 3 losing it -10%
    4 overwhelmed -20% · 5 broken

The first point is free on purpose, so the opening shock of a scene costs the
table nothing. At 5 you break — freeze, flee or fixate, choose fast — and come
back at 3, not at 0, because breaking is not a rest.

Relief is where the skills come in. A success takes one point, a special takes
two. Psychology is the only thing that steadies somebody who is NOT you.
Religion steadies you alone and does not care whether you are right. Occult is
the odd one: naming a thing correctly, out loud, helps everybody who can hear —
the department's actual work, and the only relief that reaches a room. Plus
POW×5 to steady yourself, and your anchor object once per case, which is what
that briefing scene was for.

The three skills are placed in six registers rather than left floating: Occult
to the professor and to Registry, Psychology to the doctor and to Interview,
Religion to Antiquities and Pathology.

Guards, because a track nothing reads is this project's oldest failure: the five
new rules carry spot-checks in check-rules, and check-behaviour gains nine tests
— the free first point, monotonic penalties, only 5 breaking, clamping at both
ends, breaking not clearing the track, special taking two, every band/trigger/
relief having a label, and every relief naming a skill the catalogue actually
has.

Verified in a live game: penalty reaches the roll (58 → 58 → 53 → 48 → 38 for
panic 0-4, criticals and specials recomputed with it), the full arc runs 0 → 2 →
4 → eased to 2 → pushed to 5 → breaks → 3 with no errors, the sheet shows the
band, and the rules journal has a Panic page generated from the same tables.

Version 1.1.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 22:55:11 +01:00
slaguru666andClaude Opus 5 9b6c61ffcb Turn the custom Dice So Nice skins off
Registering them with "preferred" made them the default for everybody in the
world, which overrides whatever dice a player had already chosen — the system
helping itself to a setting that belongs to the user. Off at the author's
request.

One named constant rather than a settings API: this codebase registers no game
settings at all, and adding that surface, its lang keys and its UI to switch one
feature off is more machinery than the job needs. Flip RB_DICE_ENABLED to true
and everything below it still works.

The textures in dice/ and the generator behind `npm run dice` are left alone.
Nothing reads them while this is false, and deleting work in order to turn a
feature off is a poor trade.

Verified in a running Foundry with Dice So Nice active: "custodians" is no
longer among the registered systems, and preferredSystem has gone back to
"standard" rather than ours.

Version 1.0.6.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 20:34:22 +01:00
slaguru666andClaude Opus 5 02ec47a351 Fix every NPC sheet, which has never opened
npc-sheet.hbs line 43 read

    {{#if (lookup ../skillsByCategory key).length}}

and Handlebars cannot read a property off a subexpression. That is a PARSE
error, so the template never compiled, so every NPC sheet in the system threw
on click — Natives & Threats, the starter's enemy roster, and the whole LAST
ADMISSION cast. #if already treats an empty array as falsy, so the .length was
never doing anything in the first place.

It was invisible to all four existing guards, and the reason is worth writing
down: check-rules reads .mjs, check-behaviour says in its own header that it
cannot reach sheets, and every play-through in this project has driven the
system through its API rather than by clicking. Nobody had ever opened an NPC
sheet, including me, in any of the sessions that "played through" scenarios
full of NPCs.

So: check-templates.mjs, a fifth guard, compiling every .hbs in about a tenth
of a second, wired into the build ahead of check-behaviour. It also names the
specific shape — a property read off a subexpression — because the raw parse
error says only where. Verified it bites by reintroducing the bug. Handlebars
is a devDependency now.

Opening the sheet then showed a second thing nobody had seen: the NPC skill
rows carry four children and were using the character sheet's seven-column
grid, so the name landed in a 13px column and the whole list overlapped
itself. The NPC row now has its own four-column template.

Verified by opening all six LAST ADMISSION cast sheets with an error hook
attached: six rendered, no errors, and Old Marrow reads HP 20/20, major wound
10, armour 2, Brawl 60%, Melee Weapon (Polearm) 60%.

Version 1.0.1.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 18:42:05 +01:00
slaguru666andClaude Opus 5 c595bf5a33 Tidy the compendium, and release 1.0.0
Three things were untidy, and one of them was a stale declaration of exactly the
kind this project keeps producing.

  - packFolders named ten packs of seventeen. Talents, the Quiet Arts, the
    primer, the rules and all three scenarios were sitting loose in the sidebar
    because the declaration was written when there were ten packs and never
    revisited. It now covers all seventeen in four subfolders under one parent
    — Scenarios, Characters, Equipment, Rules & reference — and the build
    asserts the folder list and the pack list are the same set, so it cannot
    drift again.

  - Labels were off-pattern in three places ("Transport", and the two prologues
    reading "Custodians: Prologue — X"). Everything is "The Custodians · X".

  - Thirty-six pregens in one flat list. The pack now carries three compendium
    folders — Duty roster (16), Before the department (16), Original pregens
    (4) — and every actor is filed. Nothing unfiled.

Worth knowing, and verified against Foundry's own source rather than guessed:
packFolders only assigns a pack that has NO existing entry in the world's
core.compendiumConfiguration, and the routine only runs when the set of active
packs changes. So a world that already has this system installed keeps whatever
layout it had; the new one applies to a new world. The local world was brought
into line by writing the configuration directly.

Version 1.0.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 18:29:44 +01:00
slaguru666andClaude Opus 5 1bf8d7f6fb Playtest LAST ADMISSION: five fixes, one new guard
Played it through in Foundry with the six on their civilian sheets. Five
defects, all of the house's favourite kind — a number written down that nothing
reads.

  1. Pollard and Agyeman were armed and armoured as CIVILIANS. The police trade
     kit carries a revolver and a stab vest, which is right for a serving
     officer and wrong for a British civilian, and it ended the scenario's only
     fight in a single round. expandFromRegister's civilian mode now strips
     firearms and body armour from trade kit as well as induction and standing
     issue, and the build throws if one gets through. Wren Finch keeps her
     knife — a knife is not an issued weapon.

  2. Old Marrow's shears were a utility knife. The page said 1d8+1; the actor
     in the pack held 1d4+2, so a GM running off the token had a different
     fight from the one written down. He now carries a billhook — an actual
     garden tool that is already in the catalogue — and the page says 1d8+2,
     which is what a billhook does.

  3. He was too soft to be the fight the scenario promises. At the original
     numbers he died in an average of 2.4 rounds and in 6 runs of 20 he was
     dead before he ever swung. Retuned over thirty runs to HP 20, armour 2:
     about four and a half rounds, somebody hurt in 28 of 30, somebody dropped
     in 9 of 30. The verification run took four rounds and left Pollard on
     eight hit points.

  4. Two stat lines disagreed with the generated sheets — Marrow 16 against 15,
     Enderby 13 against 12.

  5. Two rolls had no failure written: the body, and Sammy's ankle pull. The
     body is now marked "no roll" outright, because there is no better answer
     to buy. The pull has a fumble result.

New guard: check-behaviour parses the scenario's own fight line out of the page
HTML and compares it to the actor the build will generate — hit points against
hitPoints(CON,SIZ), armour against naturalArmour, and shear damage against the
catalogue entry for whatever he is actually holding. Verified it bites by
reverting the damage to 1d8+1.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 18:21:45 +01:00
slaguru666andClaude Opus 5 d9bce12c27 Replace the starter with BLACK PLATFORM, and make the dialogs ask questions
The starter is now an action case: a train running through a station whose rails were
lifted in 1976, two engineers aboard, eleven minutes until it returns. Descend, take the
platform, board, rescue, fight forward along a moving train, stop it.

Simpler than PAPER WINDOW on purpose — one clue scene, no social subsystem — which also
means it cannot reproduce R-248, because there are no groups or standings to leave
unwired.

Every agent can fight, deliberately: floors of firearm 42%, melee 40%, Brawl 40%,
Dodge 40% so nobody is a spectator on their first evening. Floors only RAISE, so a
posting already better stays better — Callum's shield lands at 53, not the floor's 45.

The builder now handles combat floors, extra weapons issued for a case, and a scenario
with NO Borrowed Authority at all; the last was assumed to exist and would have thrown.
Two new tests: every floor names a real skill, and every agent clears the fighting
floors the handout promises.

Sixty-two dialog strings reworded. They were naming mechanics at people: "Situational
modifier %" is now "Anything else helping or hurting? (%)", "Target cover" is "Is the
target behind anything?", "Difficult (÷2)" is "Difficult — half your skill". Labels ask
the question; hints say what it does to the number; notifications say what to do next
rather than what went wrong.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 00:08:07 +01:00
slaguru666andClaude Opus 5 4e28de2a64 Play PAPER WINDOW with the shipped pregens; fix four silent defects
Ran the starter end to end. It closed, and it found four defects in what I shipped an
hour earlier — all in the scenario data, all silent.

R-247: the Borrowed Authority did not work. I wrote scope "operate", which is not one
of the five scope tiers; an unrecognised scope ranks 0 and every action came back
"impossible" with no error. The first scene of the starter is the Borrowed Authority
tutorial. Fixed, guarded in check-kits, and covered by a test that documents the
failure mode.

R-248: the contact subsystem was unreachable in the scenario built around it. The case
file carried a standing for the Returned Clerks and no GROUP ITEM; resolveContact
returns null without one, so READ, SIGNAL and OFFER did nothing. Groups are data now,
and a test asserts every standing on a shipped case file has a group behind it.

R-249: legs wrote `kindId` where resolveLegDialog reads `leg.kind`. It worked only
because the terrain text happens to begin with "Extraction".

Not a defect: phase four went Difficult because Resources hit 0 and destitution makes
every remaining phase Difficult. Best beat in the session.

All four phases failed and the case still closed — Containment 8 to 2, Resources 8 to
0 — which is what the scenario is built to survive. Two of six closing requirements
succeeded and the settlement still completed. The Cancellation Man opened with a
critical against a raised riot shield and went through 10 points of armour, teaching
the shield and graded-defence lessons in one roll.

Also documented: nobody on the starter team can aim the return, because only the Anchor
Officer trains Transposition. The extraction page now says to narrate it rather than
roll six dice that will all fail.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:39:43 +01:00
slaguru666andClaude Opus 5 49c2e9fc7b Add PAPER WINDOW as the starter scenario Adventure
The six-player introductory case ships as a Foundry Adventure in a new `starter` pack,
because a scenario that arrives as nine loose documents a GM has to assemble is a
scenario that gets read rather than run.

One import brings in: the GM scenario in twelve pages; the seven player handouts as
their own journal at OBSERVER ownership so they can be revealed one at a time without
the GM editing permissions first, while the GM text stays hidden; the six pregens built
through the same buildActor path the shipped pregens use, so they arrive with full skill
lists, kit, hit points and linked tokens; the cast, including the Cancellation Man; the
Borrowed Authority as a real credential with scope, Trust 2 and its three red flags; and
the case file already at Containment 8 / Resources 8 / Clearance 6 with its four phases
loaded at the stated difficulties and modifiers.

Pregen ratings are fixed at mid-band rather than rolled — a pregen that varies between
installs is not a pregen. The expansion from posting or trade into a sheet reuses the
register and the induction rule rather than restating them, so the starter cannot drift
from the generator.

Verified by importing it: no errors, the roster resolves through stable keys, handouts
arrive player-visible, Nia has the team's highest Tradecraft as the text requires,
Callum's shield is slung so raising it is still a decision, the three probationers show
the trade/induction split, and phase one runs out of the box.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 23:25:10 +01:00
slaguru666andClaude Opus 5 c61700566c Shields: armour you raise, and the only armour you can defend with
A shield is the one piece of armour you hold, and it protects you exactly as much as
you are currently holding it up. Raised, its points apply to what it covers and it can
parry on a new Shield skill. Lowered, it is weight. The price of keeping it up is that
it occupies a hand and you are shooting around it: -20% to your own ranged attacks,
printed on the card like everything else. Only one shield goes up at a time.

Seven of them, 2-point buckler to 6-point ballistic shield; the pavise and barrier
plate cover legs too because they are walls you carry.

`degradation` finally does something — it has been on every armour item since the packs
were first built and was read by nothing. A blow costs the shield a point of wear for
every step it stood above an ordinary success, so an ordinary hit costs nothing, a
special 1 and a critical 2. At its limit it comes apart, drops, and will not be raised
again.

Two defects found by driving the real functions rather than reading the diff, both
introduced by this change:

- Every shield defence quietly rolled DODGE. "shield" passed through
  defenceTypeAllowed unchanged, so neither parry branch matched and it fell through.
  Invisible in the card; it showed up as eight rolls at a supposed 85% returning six
  failures. Taking a blow on the shield IS a parry, so it is now a flag on a parry
  rather than a defence type of its own.
- The wear rule was unreachable: it fired only on a clean stop, but under graded
  defences only a critical fully stops a critical, so a shield would never have taken
  a scratch. Wear is for what the shield ABSORBED — dragging a critical down to a
  special is exactly when shields splinter.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 18:25:30 +01:00
slaguru666andClaude Opus 5 6ed9ded362 Armour covers what it covers, and Coherence moves to the vitals
Asking for the type of armour per location turned out not to be a display request.
Every equipped piece added its points to EVERY location, so a Brodie helmet protected
your shins and a cuirass protected your skull — with a catalogue containing sallets,
lobster-tail helmets and three cuirasses, that could not be printed without the sheet
saying something visibly false.

Armour now declares coverage as a named set rather than a list of locations, because a
piece has to fit whatever body wears it: all, torso, torsoArms, torsoLimbs, head. The
sets expand to location KINDS, so a cuirass covers a baseline torso and a vesh trunk
and ridge without either knowing the other exists. Unstated coverage is `all`, so
anything that does not declare behaves as everything did before. Eighteen of the
twenty-five catalogue pieces are not whole-body and now say so.

The trap was double counting: hitLocationRoll subtracted the global worn total PLUS
the body's own armour at that location, which was right while armour was global and
becomes a double count the moment a location knows its own pieces. It reads the
location's total and nothing else, verified by firing fourteen hits of 10 damage
across every location and asserting damage applied == 10 - that location's armour.

A single ARMOUR number no longer exists, so the header shows the torso with "0-8 by
location" beside it when the rest of you is not that. This is a real difficulty
change: limbs are frequently bare and limbs are 12 of 20 on the melee table.

Coherence moves out of the derived strip into the vitals at hit-point size, with its
band under it and the box reddening as it falls.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 10:33:04 +01:00
slaguru666andClaude Opus 5 3421ed4a2e Reorder the combat tab, and make weapons readyable
There was no way to ready a weapon. The strip under the characteristics reads
`equipped`, and the only toggle-equipped control on the sheet was on the ARMOUR list —
a weapon could only be readied by opening its item sheet and finding the tickbox
there. The weapons table now carries the same toggle, the row is tinted when readied,
and a line above the table says what the control does.

The tab runs in the order it is used: weapons, armour, defend, reaction, body last.
Weapons lead with 40px art and a display-face name, having previously sat below two
screens of anatomy and reaction arithmetic.

The figure is a partial, drawn in three places — header thumbnail, combat tab, anatomy
tab. Three inline copies would have been the template-layer version of the defect
check-rules exists to prevent: a location present in one drawing and missing from
another.

The header carries a 34px figure and every location with its damage and the armour
over it, so "how much armour is on the part that just got hit" is answered on the main
page without changing tab.

Also fixed: `.ringbrp-sheet a` outranks a bare `.rb-equip`, so an unequipped toggle was
painted white and read as lit — true of the armour toggle too, since it was added.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 10:15:16 +01:00
slaguru666andClaude Opus 5 4bfa7110d0 A lamp lights the people standing in it
The goods yard fight made the case: three agents inside the same pool of light shot at
-50% while the fourth, four metres away, shot at -10%.

A lamp now has a reach, per item rather than global, because a weapon lamp and a
vehicle searchlight are not the same offer — 4 m for cold light strips, 6 m for a
weapon lamp, 10 m for the issue field lamp, 30 m for a roof searchlight. Anyone inside
it is in the light and the card names whose lamp it is, so both halves of the rule
travel together: the pool is one position and the whole group is standing in it.

Measured from the tokens. The shot that started this — no lamp of her own, four metres
from somebody else's, in pitch dark — goes from 20% to 60%, while an agent
twenty-five metres out still eats the full -50%.

An UNKNOWN distance is explicitly not lit: Number(null) is 0, so an unmeasured
distance would otherwise have read as standing on top of the lamp and lit any scene
with no tokens placed. The dialog carries a tick instead, pre-set when the canvas could
measure it and the GM's answer when it could not.

Note: template.json is read when Foundry loads the system, so a deployed server needs
a restart and not just a pull before the migration can stamp the new field.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 09:49:30 +01:00
slaguru666andClaude Opus 5 2e10ecced9 Fire modes, fitted sights and lamps, and a tab rail
Selectable fire, with the modifiers on the choice
  Every weapon has carried a fireMode since the packs were first built and nothing
  read it: a musket could rip a ten-round burst and "rapid" bought a weapon nothing.
  FIRE_MODE now gates the burst rules and carries its own attack modifier — slow +10%
  and then you work for the next one, fast a second shot at -20% to both, rapid
  bursts, beam +5% and it can be held on the target for damage instead of hits. The
  gate lives in burstAttack too, so no macro can route round it. `fast` was on five
  catalogue weapons and was not in the system's list of modes at all, so re-saving one
  of them silently blanked it; the list is derived from the rule now.

  burstAttack shipped complete and was reachable from nothing. It is the resolution
  path the selector chooses, and takes the dialog's whole stack rather than charging
  the player twice for the same burst.

Sights and lamps that apply themselves
  A sight is graded by range band, so a telescopic sight is a -10% liability inside
  ten metres and worth +20% at extreme, and it only counts if it fits. The band is
  already known when the modifier is wanted, so nothing is selected and nothing is
  forgotten. The dark costs something now; a carried lamp buys it back to dim, never
  to daylight, and the card says it shows them exactly where you are. A migration
  fits gear that predates the fields, matched on the stamped key rather than by name.

The damage card
  The last card still wearing Foundry's stock dice styling — it posted a bare Roll and
  let the core template dress it. It renders through the module's own card now, with
  the Roll still on the message so dice stay inspectable.

A rail instead of a strip
  Eight tabs across an 820px sheet compressed to 11px type. They run down the side
  now, one line each, with counts as badges; the sheet is 152px wider to pay for it.

Also fixed: any weapon with a Coherence cost could not be attacked with AT ALL — the
handler re-read the weapon after an await, when currentTarget is already null, and the
attack died on a TypeError with nothing shown. And the duplicate-rule guard failed an
honest table because FIRE_MODE and speedBands share two key names; it wants a majority
now, and prints partial overlaps rather than swallowing them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 08:56:04 +01:00
slaguru666andClaude Opus 5 ee9e1f5b73 Codex review pass: three real faults corrected
R-228: Ambidextrous was a compulsory build. 0/-20 gave a full-strength main hand
AND a cheap second attack. It now buys consistency, not a free attack: -20 in both
hands against -20/-40 untrained.

R-229: full auto was a firing squad. Ten independent hits off one critical, each
with its own damage, location and Major Wound check. Hits capped at 3/5/7, and a
burst is ONE wounding event however many rounds connect.

R-230: Engines deleted the pressure it existed to create. Guns +2 and Helm +1
against a vent of 3 made a fighting round heat-neutral, so Heat only mattered when
the engineer failed. Venting is now 2/3/4.

Also: falling halving no longer stacks (soft + controlled quartered the drop);
blast has one formula floored once, so the answer no longer depends on call order.

And the structural note — "giving everyone a roll is not the same as giving
everyone a decision". Sensors, Damage Control and Medical now have mutually
exclusive modes that bite in the engine: mark/spoof/read, patch/brace,
restore/steady.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 08:07:58 +01:00
slaguru666andClaude Opus 5 226f853ee6 Hazards, automatic fire, two weapons, a bestiary, and space combat
Stress test first: 150 characters across every posting, tier and species against
fourteen invariants each, then the edges (characteristics at 1/3/21, every
location destroyed, twelve pikes carried, hp set to -99).

R-227: a destroyed head was a nap. The printed effect has always read "For
anything that keeps its brain there, this is death" and the code set unconscious
and stopped. destructionOutcomeFor() now says what destruction means.

THE WORLD: falling (a die per 3 m, armour does not apply), drowning (CON rounds
then a point a round, straight past the Major Wound threshold), fire (a condition
with a size; armour helps on the round you catch and never after), explosives
(one roll at the centre, shared by band, cover beats armour).

AUTOMATIC FIRE: one roll, the success level says how much of the burst arrived,
and the rounds are spent either way. TWO WEAPONS: -20/-40, or 0/-20 with the new
Ambidextrous talent; the off hand takes the lighter weapon and nothing over 2 kg.

BESTIARY: 21 entries in three families — folklore, horror, and what comes back
from further along — each with characteristics, natural armour, tactics and a
POWER written as a rule with a cost.

SPACE: eight stations, each on a skill somebody already has, so the Physician has
a chair. Range is a band; the helm moves one a round, in or out. Heat is the
pressure and took two rounds of playtest tuning to stop being a countdown.

64 rules, 198 spot-checked formulas, a 12-page rulebook in reading order.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 08:02:21 +01:00
slaguru666andClaude Opus 5 1734612c06 v0.7.0 — vehicles, Borrowed Authority, and a door for the case generator
Since 0.6.1:

- VEHICLES as their own Item type: crew, seats, cargo, hull, armour, range,
  terrain and the skill that works them, with speed as a band. 14 of them, from
  the pool car and the Custodian van to a sealed crawler and the carriage that is
  already parked outside wherever you were going to go.
- STORES roughly doubled to 118 gear items across four eras — standing issue and
  paperwork, transport stores, and the forward stores Registry will not hand a
  probationary officer. Catalogue now 175 items, 231 icons.
- Agents leave creation properly equipped: standing issue, the posting's kit,
  what seniority adds, and one personal effect that is theirs and not the
  department's.
- All 25 postings now describe themselves in the creation dialog.
- BORROWED AUTHORITY, the access subsystem. No hacking skill and nothing to break
  into: access is a named credential with a scope, a Trust that erodes, and red
  flags describing how its real owner behaves. Inside scope there is no roll. Two
  tiers beyond is impossible at any skill. Coherence widens a record, and pushing
  one past what its Trust will carry merges your file with theirs.
- Defences graded by level, and damage now rolls at the level a blow landed at.
- Dodge's DEX x 2 base is finally evaluated; it read 0% for most postings.
- Brawl is a fallback rather than a peer of the weapon in hand.
- check-lang guard: one key that was both a value and a branch silently
  un-localised the entire system.
- The case generator is reachable from the Actor Directory, and no longer puts
  every character in the world on a new case.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 20:23:52 +01:00
slaguru666andClaude Opus 5 d0144f744e The Custodians v0.6.1 — full system
A Foundry VTT game system: Basic Roleplaying d100 in a drab British agency that
deals with crossings, where reality keeps a record of what belongs where and can be
made to get it wrong.

Contents:
- rules.mjs as the single authority for every rule formula, with 40 rules and 132
  spot-checked values. Nothing may restate a formula it defines.
- 25 postings, each with a key characteristic, trained skills, talents and its own
  kit; a 175-item catalogue across four eras; 231 generated icons.
- Reaction Lanes initiative, re-rolled every round including the first.
- Coherence, and the Quiet Arts, which only ever arrive from a crossing gone wrong.
- Graded defences: only a critical stops a critical.
- Borrowed Authority — access as a record rather than a hacking roll.
- A case generator, and a rules journal generated from rules.mjs so the book cannot
  drift from the code.

Built compendia are committed so a remote Foundry needs only the files.
node_modules is not; `npm install` restores it for rebuilding content.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:09:07 +01:00