09e33907fa42de71bdd40d853fb53339b25f2edf
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Commits
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09e33907fa |
Forge a creature from inside Foundry
CREATURE_FORGE_PLAN Part 5. A third button on the Actors sidebar, beside New agent and New NPC. Pick what it does, how big it is and how bad it is; the card underneath describes what those settings will actually produce, because the argument for a derivation over a form is that it can be interrogated, and choosing between "brute" and "sentinel" from two nouns is not interrogating anything. The card is itself forged rather than written, so it cannot describe a creature the derivation would not make. generateCreature reads the catalogues out of the packs and calls the same forgeCreature the CLI calls. Natural attacks carry their body-plan declarations into flags.ringbrp.plans so the engine can read them. The plan asks that the panel and the CLI cannot diverge, and importing one derivation was most of that guarantee but not all of it: the two feed it from DIFFERENT catalogues — content.mjs on one side, the built compendium on the other. check-forge now builds the engine's view straight out of packs/weapons and requires both to forge the same creature. It found a divergence on its first run, in 40 of 90 pairs. The fallback took the first usable natural attack from the caller's list, and that list arrives in declaration order from content.mjs and in id order from the pack, so a tiny vesh brute was punching for the CLI and constricting at the table. The derivation may not depend on its caller's iteration order; it imposes its own now. Not yet verified in a running Foundry. The pure derivation is covered by 450 guarded combinations and the catalogue seam by the agreement check above, but Actor.create, the pack reads and the dialog itself are the part check-behaviour says outright it cannot reach. They need a world open, and that has not happened yet. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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514e0c903e |
THROUGH TRAIN: plant Mr Smith
The man who told Vane what the chart had to say now has a name: a Mr Smith, with the company's paper, whom the company never employed. Vane names him if asked and cannot picture his face. A "do not resolve" line says who he is not to be explained here: he is the thread into STANDING ORDER. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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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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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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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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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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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