07bc09129ee2f5724d6b6f044dc99323486d42e6
63
Commits
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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>
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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
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ddc4f99ff4 |
Hit locations reach ordinary combat, and creatures get a body
THE DEFECT. locationFor had ONE caller in the engine, hitLocationRoll, and hitLocationRoll was called from fall, burn, detonate and burstAttack. Falling, fire, explosions and automatic fire. Nothing else. rollWeaponDamage rolled dice, printed a number and returned it, so the chat Damage button, the character sheet's damage button and the item sheet's all stopped there. A grenade knew which arm it took off. A sword did not. Every individual piece was already correct - the tables, per-location armour and coverage, disable and destroy thresholds, Major Wound, dying, death, the figure on the sheet. They simply were not joined up, which is why this reads as a wiring change rather than a new subsystem. - rollWeaponDamage now carries through to hitLocationRoll: it rolls the location, applies that location's armour, applies the wound, and handles the rest through the machinery that already owned it. Nothing here re-implements any of that - locationModeFor picks the melee or ranged column from the weapon's class. The two columns have always differed and nothing was choosing between them - with no target it does exactly what it did before and SAYS SO on a card, rather than failing quietly - burstAttack opts out with locate:false - it rolls its own location per round, and letting both fire would have applied every round of a burst twice BODY PLANS. Two new tables: quadruped (four legs, fore/hindquarters, neck, a head that is hard to reach) and winged (that, plus wings). Forequarters are the vital. DISABLE EITHER WING AND IT CANNOT FLY, which is the fight a party can win. Barghest, Kelpie and Church grim were all species "baseline" - a black dog, a horse and a grave-hound, each hit-located with two arms and a chest. Fixed. Added "The supporter", a winged heraldic beast, so the new table is exercised by real content instead of existing unused. Body plan is a NEW FIELD, not a species. A bear is not a playable people with characteristic dice and talents, so creature specs take bodyPlan and the playable species list is untouched. THE NPC SHEET had no hit locations at all - 102 lines against the character sheet's 627 - while every NPC in the game had them derived and wired to consequences. It now carries the body-plan selector, the figure, the per-location table, the condition and a GROUNDED flag. The sheet class already extended the character sheet, so it already HAD the context; the template never used it. FOUND IN PASSING, by the new guard: kind "body" - the abdomen, the trunk, the hindquarters - did nothing whatever. Its printed effect has always promised "-30% to all Physical actions and bleeding 1 hit point per round until First Aid" and the code delivered none of it, on every body plan including the humanoid default. It now bleeds 1, or 2 destroyed, exactly as bodyX says. NEW GUARD: check-anatomy. Every body plan must cover 1-20 exactly once in BOTH modes, every location must be drawn and every drawn shape must be a location, and every kind must be one locationEffectsFor acts on, has effect text for, and has a destruction outcome. Verified it fails on a d20 gap, a shapeless limb and an unhandled kind before wiring it in. Ninth guard. VERIFIED IN A RUNNING FOUNDRY, not just unit-tested: melee bar reads the Melee column and the rifle reads Ranged on the same creature; forequarters graded as a vital hit; a maxed wing set flightLost and the sheet said GROUNDED; the real chat Damage button rolled 1D20 15, found the right foreleg, applied 12 through armour, disabled the leg and took the dog from 16 to 4; and with nothing targeted nothing was touched. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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322389bc8a |
A bestiary a GM can actually read, and the defect it found immediately
Forty-six creatures and no way to look at them. They live in content.mjs, which is source code, and in the compendium, which shows one actor at a time behind two clicks. A GM prepping a case can browse neither, so in practice the bestiary was whatever the GM happened to remember writing. docs/BESTIARY.md is generated, never hand-written, for the reason the rules journal is generated from rules.mjs: a reference that can disagree with the thing it references is worse than no reference. It opens with a one-page table sorted by how much of a party each creature puts on the floor - the part that gets printed - then an entry each with characteristics, attack, the POWER line pulled out of the tactics, and the measured figure read straight from the lethality baseline. Every number is derived, so the document cannot drift, and check-lethality already refuses the build if the measurements move. IT FOUND SOMETHING IN ITS FIRST RUN. The generic heavy natural attack is keyed `grasp` and was NAMED "Vesh grasp limb". Twenty-two creatures carry it and five are Vesh, so the at-a-glance table cheerfully printed "Vesh grasp limb" against a black dog, a kelpie, a church grim and an apple tree. Renamed to "Grasping limb"; the key is untouched, so every kit reference and every built pack still resolves. That defect was invisible for as long as nobody could see the bestiary in one place, which is the argument for the document. The caveats are given more room than the numbers, deliberately. The measured column is SOLO against ONE frozen party, and the document says so three times: encounter lethality moves with how many there are and, much harder, with who the players brought - the same fight runs 0% to 100% across party choice. It points at --spread rather than pretending a single figure is an answer. Also records the real remaining gap: 21 creatures fight with nothing but their own bodies and still carry human anatomy, so the barghest can be shot in the left arm. The machinery to fix that is built and measured; what is missing is anatomy tables for the shapes they actually are - a quadruped, an immobile object, a swarm. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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2d4f7f18be |
Twenty-four new creatures, and the anatomies finally get used
The bestiary goes 22 to 46: eight more FOLKLORE, eight more HORROR, eight more FORWARD. Ten of the forty-six are now Vesh or Cadence, up from two. That ratio is the point. Both anatomies have had complete hit-location tables, body geometry, species talents and location effects for the whole life of this project and nothing used either, so none of it ran outside the character generator. They are now written to be WORTH the anatomy rather than to wear it: - The relay is five Cadence bodies holding a crossing open, and the crossing closes as they are destroyed. No vital, no head, 10% off everything per body lost - it cannot be dropped and cannot be ignored, which is the species argument entire. - The courier is a Vesh that fights at half rating while its one grasp limb is full. Disable the limb and it drops the consignment and fights properly. The whole encounter turns on a trade the party has to work out. - The census cannot be usefully fought at all: no head means no killing shot, so the fight lasts until somebody opens the ridge, by which time it has counted everyone. - Knockers are the only folklore Cadence, and the committee is a Cadence because a committee IS several bodies and one decision. The rest is written to the house line that most of these are arrangements rather than fights, because a bestiary where every answer is a gun has one page. The washer at the ford will not fight and cannot be made to; the apple tree man wants a drink it has been owed since 1961; the waiting room's exit was never locked and nobody stands up. Measured, 250 runs against four duty-roster agents, seed 11. Nothing accidental turned up: the non-combat entries sit at 0.0-0.1 agents hurt, the fighters at 1.4-2.3, and the only creature over a 10% solo wipe is the stanchion at 14.4% - which is a fixed object with 12 armour whose own tactics say it is a demolition problem and not a fight. The harness can only force a fight, so read that number as "the party punched the pillar". Art regenerated: 24 new portraits, and the eight new non-humans verified to draw exactly as many body parts as their location tables have entries. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f88c31649c |
The bestiary's first non-human creatures
vesh and cadence have had complete hit-location tables, body geometry, species talents and location effects since they were written, and no creature had ever used either. So none of that had run outside the character generator, and the whole bestiary was hit-located as a person - including a black dog and a stack of paper. THE CHOIR IS A CADENCE. It always was: its tactics say "run them as ELEVEN separate bodies with one initiative between them", which is Distributed and Quorum described in prose because the species that models it had no users. Retagged, and given the two talents. No scenario prose refers to it, so nothing else moves. PRECEDENT is new, and is a Vesh - the first. Built to exercise what makes the species different rather than to be another sack of hit points: no head, so no fight against one ends on a lucky roll, and a sensory ridge for a vital that runs the length of its back and is correspondingly easy to hit. It is also not hostile, which is the point; the encounter is a conversation with something that answers questions about an event that has not happened yet. Two things left deliberately unfixed and written down rather than fudged: - The choir is eleven in the fiction and five in the location table. Reconciling it properly means giving cadence a per-creature body count, which stops the table being a constant and makes the paper doll follow it. That is the right fix and it is not a small one. A note on the spec says so. - Precedent gets unblinking but not out_of_step, though SPECIES.vesh grants both. An npc actor has no Coherence track, and out_of_step costs 1 to use. Also corrects a comment in creature-schema.mjs claiming Out of Step is vesh-locked. It is not - five postings and a roster agent offer it to humans, and locking it would take it off all six. SPECIES[x].talents is what a species is GRANTED; TALENTS[].species is what only that species may HAVE. Two different fields, and only the second locks. Simulated: Precedent 0.68 of 4 hurt over 3 rounds, no wipes. The choir alone is trivial; at the eleven its own tactics call for, 3.05 of 4 hurt, median 18 rounds, 0.3% wipes. Read both as floors - the harness does not model hit locations, so a Cadence's entire mechanical identity is exactly what it cannot yet measure. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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bbe7b92459 |
Stop tracking LevelDB's LOG; it churns on read, not on change
LOG is LevelDB's diagnostic text — "Delete type=3 #1" and compaction notes — and it is rewritten every time a pack is OPENED. Not rebuilt: opened. So all eighteen went dirty whenever anything merely read the compendia, Foundry and any verification script alike, and pack churn kept turning up in commits that had not touched any content. Verified disposable before ignoring rather than assumed: a copy of packs/npcs with LOG and LOG.old deleted opens cleanly, reads back all 21 actors, and LevelDB writes itself a fresh LOG on open. CURRENT and MANIFEST-* stay committed, deliberately. They are how a fresh clone finds the data, and ignoring them would ship compendia nobody can open. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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77e9aadc79 |
Rebuild packs; every actor now carries a portrait
76 of 76, up from 16. The npcs pack goes from every creature on the generic silhouette to all 21 with art, and each token carries the same face as its sheet. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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0633589061 |
Rebuild packs for the posting talent pools
Roster agents carry no talents of their own; they expand from their posting at build time, so changing the pools left the compendia a version behind the register. Rebuilt with Foundry stopped. Verified by reading the built pack back: 36 packed actors, none carrying Unblinking, Distributed or Quorum. No lost/ directories, so the packs took the write without needing repair. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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8d7508077c |
Rebuild packs, and correct the guard count in the README
The talent fixes changed source without the compendia following, so the packs said Braithwaite had Unblinking while roster.mjs said Clean Scene. Rebuilt with Foundry stopped. Verified in the built pack: no agent carries a vesh talent, and Ashcroft keeps Out of Step beside Borrowed Hour and Not Quite Here, which is now legal because it is anomalous rather than species. The README's guard box regenerated with the new totals, and its prose said "five guards" in three places when there are seven. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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214e207cc6 |
THROUGH TRAIN: north bench plate without the park bench
Midjourney read "bench" as furniture in the first version. Regenerated with the word removed and "no furniture" stated: two coated figures from behind, empty ground, a dry gully, the town's water tank on the far horizon. Emptiness is the subject, which is what the scene is for - they arrived where the paperwork says the railway is. All thirteen plates are real art and there are no placeholders left. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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8a4d093a13 |
THROUGH TRAIN: the Bureau plate, and no placeholders left
tt_11_bureau regenerated after the first attempt timed out, converted to the house plate format. All thirteen plates are now real art. A version of tt_12_northbench without the word "bench" in the prompt is still rendering; the current one is good apart from the park bench Midjourney put in the desert. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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67b6f61c64 |
THROUGH TRAIN: two of the three new plates are real art now
tt_12_northbench and tt_13_standoff replace the placeholder copies. Converted to the house plate format, 1024x682 webp, to match the other ten. The Bureau plate timed out in Midjourney at 1800s waiting for a grid and is still a placeholder; it is regenerating. Known flaw in tt_12_northbench: Midjourney read "bench" as furniture and put a park bench in the Nevada scrub. Everything else about the plate is right - two coated figures, empty ground, no railway, the town smoking on the horizon - so it ships while a version without the word regenerates. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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24b1aaa682 |
Development: skills improve from what beat you, not what worked
Reversed experience. A skill is marked when it FAILS - failure or fumble - and never when it works, and the improvement roll is the same reversal: roll OVER your rating and the skill goes up 1d6. Nobody learns anything from the lock that opened first time. The two halves pull against each other on purpose, so ratings converge instead of running away. Simulated over 2000 campaigns: a 10% and an 85% skill start 75 points apart and are 11 apart after 60 cases. - rules.mjs owns it: DEVELOPMENT, developmentMarksOn, developmentImproves, developmentCeiling, developmentGainFor - trainingCap has been on the skill schema and the item sheet since it was written and nothing has ever read it. Development reads it now: a skill stops at its own cap, and everything else stops at DEVELOPMENT.ceiling, because a d6 gain could otherwise push a 98% skill past 100 - GM opens the phase from a GM-only toggle in the token controls; it posts a card naming every agent and their marked count, and puts a Development button on each sheet. Players press their own - the toggle re-reads the setting on change, since getSceneControlButtons only fires at load and the button would otherwise lie if the phase were opened by the API or a second GM - rules journal and player primer rewritten from the tables; the old text described the pre-reversal rule on both halves - 7 spot-checks, 4 behaviour tests; verified end to end in a running Foundry Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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c05d488b9d |
Play THROUGH TRAIN end to end; fix three scenes the dice could not reach
Ran the whole case with five agents — briefing, kit swap, Mercy Draw, the
crossing, Cordera, the water tower, the four minutes, the locomotive, the
brakes, the register. It completed, and it exposed one serious defect and two
smaller ones. All three are the same shape: the scenario put dice in front of
things the fiction says should simply happen.
1. THE ENDING WAS UNREACHABLE. Convincing Kell to stop was gated on Persuade
or Status. Only THREE of the ten duty-roster agents have either trained —
the Field Lead has Persuade 15 and Status 15. Three separate attempts on
him all failed and the scenario had no way to end; I narrated it as working
because otherwise there was no ending, which is exactly the improvisation a
scenario is supposed to prevent.
It now takes NO ROLL if the party can tell Kell one true thing about his own
train — the coal, the four minutes, the north bench. He has waited a
hundred and forty-five years for somebody who knows what is wrong to say
so. Only a party that knows nothing rolls, at average, and a failure costs
a pass rather than the ending.
2. THE PAPERS NEEDED PERSUADE. Showing one side the other's document is the
move the scenario is proudest of, and it sat behind Persuade at −30%:
15% became 1%. Both men WANT their paper read — Merritt is proud of his
letter, Ambrose's whole grievance is that nobody has looked at his writ.
No roll, between passes.
3. THE BOARDING SORTED ITSELF BADLY. Athletics runs 25–60% across the roster.
Putting all five on the water tower left the doctor and the Registry officer
missing twice each, carried across on the department's plank, passengers in
their own set-piece, two passes gone. The text now names which route suits
whom before they choose.
What worked, and is worth recording: the automatic clues absorbed two failed
rolls in Act One without the trail stalling; Standing Order 9 caught Okonkwo
checking a wristwatch in an 1881 street and cost a Coherence and a clock tick;
the fumble-is-a-fall rule fired on a 100 at the tower for five damage; the
exposure table held — one hit across the whole fight, on the agent who left
cover to work on Doyle; and the reset landed exactly as intended, with Doyle
standing up at the top of the car and Nkemdirim's hit staying where it was.
Version 1.4.1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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391c6a3679 |
Rebuild packs cleanly
LevelDB LOG timestamps only — no content change. Committed so the tree matches a build made with Foundry stopped, which is the state the published archive should carry. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5bc46879c7 |
THROUGH TRAIN: put the gunfight inside the loop
The loop is no longer just a train going round. It is FOUR MINUTES with a
gunfight in it, and those four minutes have run about two million times.
Two sides, and neither is the villain. Cass Merritt and three hired men have a
signed letter of engagement from the company telling them to surrender the
payroll to nobody "upon any pretext whatsoever, including the presentation of
any paper". Josiah Ambrose and four Cordera miners have a sealed writ of
attachment from a territorial judge naming that same payroll against eleven
weeks of unpaid wages. Both documents are genuine. Neither man has seen the
other's. The company sold the same money twice and is not aboard. Both are
handouts now, and they only mean anything held in the same hand.
The mission is restated everywhere it appears — briefing page, case brief, GM
essentials: CLOSE IT. Closing the crossing does not kill anybody, it lets them
go. The loop ends, 3 November 1881 resumes from 11:44, and everyone aboard walks
forward into the life they would have had — including Ambrose and a miner named
Doyle, who did not survive the real four minutes. The agents are not choosing
who lives; they are choosing to stop holding history still, having met the
people it lands on.
The standing order is louder in three places: NOTHING MODERN GOES THROUGH.
Two things the playtest found, both now written into the text:
- THE FIGHT WAS A TPK GENERATOR. Modelled with all nine shooters firing at the
party it wiped them 171 times in 200. The model was wrong — the two sides
are shooting at EACH OTHER — so the scenario now carries a measured exposure
table: head down draws nothing, acting from cover costs half a party member
and no wipes over 300 runs, moving in the open costs one, and going for the
payroll box wipes more than half of all parties. The GM is told to say that
last row out loud BEFORE anybody commits to it.
- THE LOOP RESETS AND THE AGENTS DO NOT. Everyone who belongs to 1881 is back
up unhurt on the next pass. The agents keep their wounds. Nothing said so,
and a player who assumes otherwise takes risks that kill them. It is now
stated in capitals in both documents, with the played pass that prompted it
— two of four down at 0 hit points, one untouched because he stayed on the
floor.
Nine cast members, eight handouts, ten plates.
Version 1.4.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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774e95dea8 |
THROUGH TRAIN — the crossing starter, and two more playtest fixes
A train has been running the same four miles of track since 3 November 1881. It
has never stopped. Sixty-one people are aboard and all of them are alive.
The supernatural is science fiction underneath, which is the point. A railway
company laid track to a filed survey instead of to the ground, then described the
line as being where it was not — ten thousand times, in timetables and waybills
and telegraph orders, for six months, at a constant speed. Reality keeps a record
of what belongs where, and that is the most patient argument there is. The record
gave way with No. 9 inside it, and the RUNNING is what holds the crossing open: a
standing wave sustained by its own motion the way a bow sustains a note.
So the players must board a train that cannot stop, and then find that sixty-one
people at six passes is four hours they do not have. The ending is what they
choose to do about arithmetic they cannot beat, in front of a conductor holding
the manifest. No roll resolves it.
It is also the case that teaches Standing Order 9: NOTHING MODERN GOES THROUGH.
Using a modern object across costs a Coherence and moves the clock; carrying it
costs nothing; anchors are exempt. The catalogue already had the 1881 issue —
Webley, Martini-Henry, oil lantern, brass compass, pocket watch, buff coat,
laudanum — so the constraint needed no new content and gives the table something
to feel in the first twenty minutes.
Ships as docs/scenarios/THROUGH_TRAIN.md and a Foundry Adventure: 7 GM pages, 6
handouts including the survey that started it and a manifest deliberately held
back to Act Three, the case file at Containment 6 / Resources 5 / Clearance 4
with its four legs loaded, four of the people aboard, and 7 plates to show.
Two fixes from playing it:
- Bhattacharya's RESEARCH was 1%. Placing the new skills last night I swapped
Occult into Registry's core and took Research out — a records office that
cannot look anything up. Research is back in core; Antiquities gets its
Knowledge back the same way.
- The boarding was unrunnable. At halved skill the set-piece put four agents on
12–31% and all four missed, which stalls the one scene the scenario is built
around. It is an average roll now and only a fumble is a fall, with the
reason written into the text so nobody "fixes" it back. Re-run: 3 of 4 aboard
on the first pass and one waiting for the next, which is the shape it wanted.
Version 1.3.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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37b4043746 |
Play a full case, then fix what it found
Ran THE HOLLOW ROAD with five agents — approach, crossing, contact, the thing on
the road, extraction, debrief — with panic and Coherence both live. It ran clean
and it found one thing that mattered.
ANOMALY LORE 0. Marta Holloway, Field Lead, Senior Field Officer, could not roll
the department's signature skill. Nor could Okonkwo. Induction was gated to
TRADES on the reasoning that a career posting is itself the agency training —
but 17 of the 25 postings do not list anomaly lore, its printed base is 0 on
purpose, and nothing else supplies it. So the people who joined the department
straight out of school were the only ones who never received its basic training,
which is exactly backwards.
Induction is a FLOOR for everybody now, posting or trade, in the live generator
and the pack builder both. It never demotes: Bhattacharya keeps Registry's 63,
Holloway goes 0 → 43, Okonkwo 0 → 33. All twenty built agents verified non-zero.
Two GM tools the case showed were missing, both found by feeling the friction
rather than by reading anything:
- clearPanic(actors). Panic clears when the scene does — one line in the book
and, until now, five sheets edited by hand while the table waited. It leaves
Coherence alone, which is the whole point of having two tracks.
- partyState(). Everybody's hit points, panic and Coherence in one card. With
five agents the alternative is asking "what are you on?" five times a scene,
which is friction a table absorbs silently and then blames on the game.
And the player-facing gap: the primer never mentioned panic. Players got a
one-page aide-memoire for a track they now meet in the first scene. It has a
page of its own and a row on the cheat sheet, both generated from the same
tables as the rules.
One thing I reported as a bug and withdraw: Okonkwo's "Firearm (Pistol) 5%" was
me rolling the wrong weapon. He carries a marksman rifle at 53%. check-kits was
right.
Version 1.2.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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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>
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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> |
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20306d83d9 |
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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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>
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ab619f4b73 |
Remove the dice textures and the whole Dice So Nice path
Deleted: the seven PNGs in dice/, tools/make-dice-textures.mjs, the `npm run dice` script, the RB_DICE colourset and texture tables, diceSetFor, the diceSoNiceReady hook, and rbDressDice — which was tagging ten roll sites with coloursets that no longer existed. 99 lines of module, plus the assets. README and DEPLOY updated; they still advertised all of it. Recoverable with `git revert` if it is ever wanted back. This also explains the 01-that-was-12. The RESULT was never wrong: skillRoll rolls one 1d100 and grades on roll.total, and the chat card derives the tens and units it prints from that same total. Checked all 100 values of percentileFaces and 60 live rolls — the printed faces reconstruct the graded number every time, with no mismatches. What disagreed was the ANIMATION. The custom addDicePreset labels registered for d100 and d10 remapped which physical face means what, so Dice So Nice could land showing 01 while the roll behind it was 12. Nothing downstream ever read the animated faces, so no roll was ever adjudicated on the wrong number — but a table watching the dice had every reason to believe otherwise, which is its own kind of wrong. Disabling the skins in 1.0.6 already removed it; deleting them makes it permanent. Verified in a running Foundry after removal: skill roll, weapon damage, hit location, major wound and Coherence all resolve and post their cards, no errors, and game.ringbrp.diceSetFor is gone from the API. Version 1.0.7. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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0852427586 |
Fix the pause: it would not hide, it was off centre, and it was too small
Three faults in 1.0.4, and the first was the serious one.
1. It never went away. Core hides the overlay with `#pause { display: none }`
and shows it with `#pause.paused { display: flex }`. 1.0.4 styled the BARE
#pause with display:flex, which wins on specificity, so unpausing removed
the class and changed nothing — GAME PAUSED sat over the table for the rest
of the session. Every rule here is now scoped to `.paused` and `display` is
not set anywhere.
2. It was off centre because I repositioned it. Core already centres it: a
full-width band at top calc(50vh - 100px), column flex, centred both ways,
pointer-events none. That layout was correct and 1.0.4 fought it with
left/bottom/transform. It is left alone now; only the height changes, and
the top moves up by exactly half the extra so the centring holds.
3. It was small: a 322x116 panel in the corner. It is now core's full-width
band at 300px with a 170px dial — against core's own 100px — and the
caption at 24px to match core's.
Guarded: check-behaviour now parses the stylesheet and fails any rule that sets
display on an unscoped #pause. Verified it bites. It strips CSS comments first,
because the first version of the guard reported the comment explaining the
guard — which is exactly what the template guard did last time, so that is twice
now and the lesson is written down properly.
Verified by driving the real toggle: running → display none, box 0x0, no class;
paused → display flex, 341x302, centre X exactly on the viewport centre;
unpaused again → display none, box 0x0.
Version 1.0.5.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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ad771ff2b5 |
A uniselector for the pause
Foundry's pause is a spinning d20 and a caption. This replaces both from CSS
alone, without touching the markup: figure#pause becomes a small navy panel with
a yellow rule along the top, and the <img> becomes the arm of a uniselector.
A uniselector is the stepping switch inside a telephone exchange — an arm that
clicks round one contact at a time, hunting for a free line. It is the right
object for this game. The department's whole business is a machine that says
where things belong, and OPEN DAY is set inside one. Eleven contacts, because
eleven minutes is the interval this setting keeps returning to.
It STEPS rather than sweeps: steps(11) over 7.7s, so a contact every 700ms. A
continuous spin reads as a loading throbber; a discrete click reads as a machine
working through a list, which is what the department is doing while the table is
out of the room. The arm carries a faint trailing sector, because without it a
700ms step is easy to miss and the stepping is the whole idea.
No new text. Foundry's caption is localised and this only restyles it — a string
hardcoded in a stylesheet would be one the lang file could never reach.
Two things the browser had to be asked rather than assumed:
- Core pins #pause with BOTH top and bottom, so an auto height stretched it to
180px for a 16px caption. It is pinned here instead and sized to content.
- The arm is rotated, so getBoundingClientRect returns the diagonal of its own
square (75px for a 52px element). The layout takes its size from the flex
basis and never from the measured box.
prefers-reduced-motion stops the movement and keeps the object — a stepping dial
in the corner of the eye is exactly what that preference is asking about.
Version 1.0.4.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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53481bdfc1 |
Ship the LAST ADMISSION plates as showable images
A third journal in the adventure — LAST ADMISSION — Show the players — holding the seven scene plates and the floor plan as eight image pages at player visibility. Right-click, Show Players, done. title.show is false and there is no caption, on purpose: the table gets the picture and nothing else. No heading telling them which room this is, no label naming the thing on the stairs. The page NAMES exist only for the GM's sidebar so the right one can be found in a hurry under pressure, and the players never see them. Ordered by when each comes up, not by asset number, for the same reason. The builder throws if a plate is missing from disk, because a missing image is a blank frame on a projector in front of six people. Verified in Foundry: eight pages import at OBSERVER, the image loads, and the rendered page contains no headings, no figcaption and no text at all. Version 1.0.3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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51bd8e618a |
Audit every remaining sheet and dialog; add the Culland Hall scene
Opened all of it this time, rather than driving the system through its API.
Two more defects of the same family as the NPC sheet, and in the same place —
the types added last:
- Talent and Art had no TYPES.Item.* label, so their sheets printed the raw
key "TYPES.Item.talent" under the name.
- Neither had a branch in item-sheet.hbs or an isTalent/isPower flag, so the
Detail tab rendered EMPTY over a document holding category, rule, uses per
case, Coherence cost, push cost and origin. Eleven of thirteen types were
handled, which is exactly the shape an eye skips.
Both now have a header statline and a full Detail section, and a guard walks
template.json: every declared type must have a label, a flag set in ringbrp.mjs,
and an {{#if isX}} section in the sheet.
One hardening fix: loseCoherence applies the cost and THEN announces it, so
anything that throws in between leaves the actor quietly poorer with no message.
localize() throws on a non-string, which an unrecognised reason key is.
Everything else came back clean, and it is worth recording what was checked so
the next audit knows what "checked" meant: 13 item types opened, all render; the
expedition sheet (4 tabs); all 7 chat cards driven through their real entry
points — roll, coherence, reaction via Combat.rollAll, hit location, weapon
damage, major wound, and contact through a case file that actually has a group;
all 3 dialogs opened by clicking the controls a player clicks. No errors, no raw
localisation keys anywhere.
Also: Culland Hall as a playable Scene. Drawn as SVG rather than generated,
because a room count, a door position and a label are all load-bearing here and
a generator cannot be trusted with any of them — three label-collision passes in
the browser before it was clean, which is the documented cost of doing it this
way. 2800x2000 at 100px to the square so the Foundry grid lands on the grid
drawn into the image; 5ft squares; no walls, because half-done walls are worse
than none and a GM who wants vision can add them in ten minutes.
Verified in Foundry: the scene imports, activates, and draws.
Version 1.0.2.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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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>
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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>
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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>
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d063b3c016 |
Add LAST ADMISSION, a two-hour haunted-house prologue
OPEN DAY was too complex for a first night: a fixed timetable the GM narrates minute by minute, three things that must be left unresolved, ten serial approach scenes, and no combat. This is the replacement opener — same premise engine, a third of the moving parts, and something to hit. A cheap scare attraction on the last night of its six-week run, in a real empty hall, with paying public still inside. Three of the ghosts on the poster were invented in an afternoon by a marketing agency, printed on the tickets and the wall panel and the call sheets, and performed forty times a night to twelve thousand people who agreed to believe them for eighteen pounds each. They are in the building now. They are not ghosts, they are entries, and they have exactly as much inside them as was written down — a page each, which they do, and nothing else. That makes them simple to run and simple to stop: hurt them, or break the script. Both work; the script is faster and cheaper, and a table that finds it should feel clever. The fourth name on the panel was copied off a memorial in the parish church because the layout needed four. Edith Crane was real, died in a real fire here in 1963, and nobody wrote her a page because nobody had to. She never attacks, cannot be hurt, and will not speak until she is asked her name. She wants her name off a poster. The night ends on whether it comes down tonight or on Monday — and Monday is two performances away. Written for the second intake specifically, on their civilian sheets, with each one's job as their way in: Renshaw is IN the show and knows the running order, Ferriby wired it, Sharrock built the sets, Pollard is on the door, Braithwaite and Ashcroft paid to get in. Each shortcuts a different part of the middle and none of them is required. Art: eight plates commissioned, seven kept. The wall panel plate was cut after two attempts both produced three frames instead of four — a picture that contradicts a count the scenario turns on is worse than no picture, so the panel is a handout the GM shows rather than describes. The freed green-room plate went onto the Act One page, where the call sheet is. OPEN DAY stays in the repo as the longer, quieter alternative; both scenarios say plainly which is which and that nothing depends on the choice. Verified in Foundry: the adventure imports, six cast, seven GM pages, five handouts, plates load. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f576c7977d |
Add a second intake: six more agents, with portraits
Written for the group that actually plays. Three postings and three trades
again, and none of the six repeats a posting or a trade already on the sheet,
so the roster now covers sixteen different jobs and no two players can pick the
same character by accident.
Gareth Pollard Night Warden Field Officer
Dominic Ashcroft Anchor Officer Senior Field Officer
Neil Braithwaite Pathology Officer Field Officer
Kate Renshaw Interview Officer Senior Field Officer
Danny Sharrock Construction Worker Probationary
Colin Ferriby IT Specialist Probationary
Each also gets a before-the-department entry, because without one they cannot
play OPEN DAY — the prologue builds its civilians off the BEFORE table, and the
build throws on a roster agent that has no entry in it. Two of the six were
already trades, so their civilian self is the same job with none of the kit.
Two guards had to be corrected rather than satisfied, both for the same reason:
they had encoded an accident of the roster being exactly ten.
- "the ten cover all ten trades exactly once" cannot survive a sixteenth
agent. The property that actually matters is that no trade is missing, so
that is what it asserts now.
- "the roster should be half trades" would mean picking characters to satisfy
a ratio. It now asserts both halves are present and neither dwarfs the
other, and separately that no job appears twice — which is the check with
real teeth, and it passes.
The portrait pass caught an arithmetic slip of mine: Sharrock came back looking
early forties against a sheet that said 35, and his biography says twenty years
on sites, which would have him starting at fifteen. He is 42.
Verified in Foundry: 36 pregens in the pack, all twelve import, sheets render
with their portraits.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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f185c92088 |
Add OPEN DAY, the recruitment prologue
Ten civilians, one decommissioned telephone exchange, and eleven minutes during
which the building went back to being on the street it was built on. Nothing
attacks anybody. Nothing wants anything. That is the horror, and it is the whole
design.
The premise was already in the pregens. Wren Finch's biography said she was
inside a building "on the night it stopped being on the street it was on", and
Soraya Rahimi's said she talked a caller down on air "for eleven minutes, and
the recording does not play back the same way twice". Those are two views of one
afternoon, so the scenario is built at the intersection and the other eight
"How they found her/him" lines are the same afternoon from eight more jobs.
Nothing in the prologue contradicts a sheet, because the sheets came first.
The reconciliation pass, which is most of the work:
- Finch's line said "night". The open day is an afternoon. One word changed on
the pregen, and both are true. Her line also says she was the only witness
who could describe the inside, so she is the one who goes into number 11 —
written into the location note rather than left to chance.
- Rahimi's line says she was ON AIR. So the disconnected telephone that rings
at 15:45 is patched through to her outside broadcast, which makes the canon
line and the scene the same event instead of two coincidences.
- Okonkwo carries two men out; Nkemdirim's patient has a forearm that healed
crooked over a break he took six minutes ago. Both seams needed an injury in
Act Two and there was none, so 15:50 and 15:51 now have one.
- Sandoval's forty minutes of traffic sit inside an eleven-minute window. That
is the anomaly, so it is on the handout in those words.
- "Prine" collided with an NPC already in the world. The engineer is Kearsley.
Structure: 2h15 against the house 3h30, stated in the design intent, because a
prologue exists to make the first real case land. No combat, no antagonist, no
Coherence — the last one is thematic, not a simplification: Coherence is what it
costs to keep looking once you know what you are looking at, and these ten do
not know yet. The Briefing is the first time the word is said aloud.
Ships as docs/scenarios/OPEN_DAY.md (the full GM document) and a Foundry
Adventure in a new `prologue` pack: 8 GM pages, 7 handouts, 5 NPCs, and ten
generated plates. The PCs are the "(before)" pregens already in the Pregens
pack — a second copy here would give a GM two sets of the same ten people and
no way to know which one their notes were on.
Verified in Foundry: the adventure imports, both journals render branded, the
countdown table reads as a table, and all ten plates load.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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26ad00174f |
Add the same ten before the department found them
Ten civilian counterparts, one per roster agent: same person, same
characteristics, same face, no induction and nothing ever issued to them. A
player can hold the two sheets side by side and read exactly what the job did.
Keyed off ROSTER rather than written out again, so the pair cannot drift apart.
The five who joined straight into a posting get the trade they came out of, and
between them the ten now cover all ten trades exactly once — which makes this
set a demonstration of the whole trade half of character creation as well as a
set of characters.
expandFromRegister grows a `civilian` mode: no induction skills, no standing
issue, no tier issue, no trade cant, and nothing anomalous or Coherence-costing.
Three things the build guard caught, each of which would have shipped:
- Holloway was "carrying issued kit: notebook". Wrong: an interpreter owned a
notebook long before anyone issued her one. The rule is now kit that could
ONLY have come from the department.
- Same again for skills — the linguist's core list contains trade cant,
because it is a language and she is a linguist.
- Wren Finch was carrying the black mirror, which is era "anomalous", from a
transposed tradition, and costs Coherence to look into twice. That is
something you acquire after the night the department notices you, not
before. It is the only anomalous item in any trade kit.
The guard runs over the built objects rather than trusting the flag that made
them, because the flag is three call-frames away from the result.
Verified in Foundry: 24 pregens, the before sheets show the civilian job in
place of rank, no armour, nothing readied but fists, and the right face.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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c15b13c3b9 |
Add the duty roster: ten ready-to-play agents with generated portraits
Five postings and five trades, so a group choosing from this sheet meets both halves of character creation without anyone having to explain them. Skills and kit are not written out per agent. They are expanded from the register at build time by the same helper the starter scenario uses, which is hoisted out of the BLACK PLATFORM block for the purpose — two copies of that expansion is two places for the induction rule to drift. Ratings sit at the middle of each band rather than being rolled, because a pregen that varies between installs is not a pregen. Portraits are generated art, resized to 512 and stored as webp (12MB of PNG became 210KB). buildActor now takes a portrait and gives the same face to the prototype token: a pregen you can recognise on the map is worth more at a convention table than a correct one you cannot tell apart. It throws on a portrait that is not on disk, because a broken image on a pregen sheet is the sort of thing that is first noticed on a projector. Guard: check-behaviour gains a test that every roster agent names a real posting or trade and has its portrait on disk, verified to bite. It caught "archive", which is not a posting — Bhattacharya is Registry. Verified in a running Foundry: 14 pregens in the pack, sheets render with the portraits, coherence and hit points fill from the template, no system errors. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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7f8355f0d0 |
Add the player primer and cheat sheet, and brand every journal
Ten pages a player reads before session one, in their own compendium at OBSERVER ownership: nine of setting, one cheat sheet. The draft called the organisation "the Bureau"; everything else in the game calls it the department or the agency, so that is what it is called. Thin areas filled rather than padded: the seven character principles as a list, the real Coherence band table instead of a paragraph describing one, and "what continuity is not" pulled out of the middle of a page because it is the most important sentence for a new player. The cheat sheet's numbers are computed from rules.mjs and lang/en.json at build time. A hand-typed one would have been the sixth time this project shipped a number that disagreed with the code, and the one the players were holding. R-250: the design tokens were never on :root. Journals rendered as default parchment, and four things were wrong in sequence — v14's hook is renderJournalEntrySheet; its `element` is the node, so `[0]` returns the first CHILD and put the class on a header button; there is no .journal-page-content in v14; and then the real one: with the selector matching, font-size, line-height and padding all applied while every colour did not, because the palette is declared on .ringbrp-sheet/.ringbrp-chat/.ringbrp-window and never on :root. A journal inherited no tokens, so every var() silently became nothing. A rule that HALF applies is not a specificity problem — I spent three attempts treating it as one, including a version bump on a cache theory that was wrong. Branded: primer, rulebook, starter GM text and handouts. Scoped by flag, so other modules' journals are untouched. Version 0.9.0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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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> |
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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> |
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43508259ac |
Consolidation pass after a Codex review
Four real defects, each verified against the source before acting on it. Trade expertise was coupled to agency rank. A probationary burglar came out at 35-50% and a veteran at 65-80%, as though fifteen years of picking locks were something the department conferred. TRADE_BANDS is now fixed at 50-65/30-50 at every rank, and INDUCTION scales with service instead (20-32 probationary to 45-60 veteran) because that half genuinely is the department's. The two axes were the wrong way round. This is the thing I flagged myself after PAPER HARBOUR and then left alone — flagging a defect is not the same as fixing it. Bonus points were sprayed across every skill in the game. grantFullSkillList runs immediately before the loop and puts all fifty-nine skills on the sheet, and the loop picked from actor.items, so a veteran's ninety points landed anywhere. The comment two hundred lines above has always said "over the core skills"; the code never did. "Random species" passed "baseline" into generators that support random perfectly well. No behavioural tests. The strongest point in the review: the three guards are static and none of them can tell whether a rule is READ, which is the only kind of defect this project has ever shipped. tools/check-behaviour.mjs now runs 28 deterministic tests, gated into the build, covering R-231/232/243/245/246, graded defences and the lamp rule. Proved it bites by re-breaking R-246. The register moved to postings.mjs, a Foundry-neutral module the engine, rulebook, guards and tests all import normally — they were previously pulled out of the engine with a regex and eval, which worked and was a trap. My first version of that used `export … from`, which re-exports without local bindings, so ROLES was undefined and the system threw on init: node --check passes that, loading it in Foundry does not. Also: the contact doc comment still said "only OFFER moves standing"; check-kits accepted mas/app, which are the DISPLAY names of siz/cha, so a posting declaring one would have passed and produced an undefined characteristic; package.json disagreed with the manifest; README counts were three revisions stale and are now generated at build. Deferred with reasons: splitting the 6,700-line engine into modules. Right, and a multi-session refactor whose risk is exactly the silent breakage demonstrated above. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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79acc8227f |
Ten trades, an induction layer, and rolling the stats yourself
TRADES: ten ordinary jobs the department recruits from — construction worker, doctor, professor, engineer, law enforcement, IT specialist, scientist, linguist, entertainer, criminal. They are not postings. A posting is what the department made of you; a trade is what you were before any of it. A trade character is built in two halves. The trade is genuine expertise on the same bands a posting's skills use — a doctor is a proper doctor. INDUCTION goes on top at 25-40%: Tradecraft, Anomaly Lore, First Aid, Firearm (Pistol), Dodge, plus a sidearm, a vest, cordon kit, a cover identity and a ward. The band is low on purpose; six weeks is not a career, and that gap is most of what it feels like to play one. Induction never demotes: a former police officer keeps pistol 58 from the trade rather than being re-taught it at 26. The creation dialog gains a "Recruited as" switch with its own trade list and card (which shows both halves), and check-kits now holds trades and induction to the same standard as postings — both new guard paths verified by breaking them. Rolling them yourself: a tickbox that walks the eight characteristics one at a time, each roll announced to chat so the dice actually fall, "Take them" locked until all eight are down. A hand-rolled character is taken exactly as it fell — no best-of-three on the key stat, no species shift. Verified both ways. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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53eb72c100 |
Issue riot shields to Containment and the Night Warden
Both postings draw a riot shield, and both are trained to use it — issuing one without the skill would have been R-212 again with a different item, the Antiquities Officer who drew a flintlock and rolled 5% with it. melee_weapon:shield is SWAPPED into each support list rather than added, so five core and five support are preserved and the shield arrives without a free power bump. Containment drops stealth (a posting whose job is being the thing in the doorway was always the least stealthy in the department); the Night Warden drops navigate (they sit with one site all night). check-kits now requires the Shield skill for an issued shield, the same way it has always required training for an issued weapon. Verified by removing the skill and watching the build refuse. Four generated agents: shield skill at 25-30%, nobody encumbered, though a Containment officer lands at 32.9 of 33 kg. The shield ships slung — raising it is the choice, and for the Warden it is the difference between 2 points of armour and 5. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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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> |
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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> |
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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> |