Commit Graph
20 Commits
Author SHA1 Message Date
slaguru666andClaude Opus 5 4a80cc1eca Body plans keep what a wound MEANT, not just its number (R-94b)
1.7.1 carried wounds across a change of body plan by moving the raw
points. Playing it showed that is the wrong invariant. A location is
disabled at its maximum and destroyed at twice it, those maxima come
from `frac`, and the plans disagree — an arm is 0.35 of the body and a
foreleg 0.42 — so moving the number silently changed the meaning.
Measured across the 20 plan changes: 234 severity flips, 138 of them
turning a location that was merely disabled into a destroyed one. A
destroyed arm arrived as a working-ish foreleg; two disabled arms
stacked onto one Vesh grasping limb and arrived destroyed.

So severity is now the invariant. A hurt location arrives hurt, a
disabled one disabled, a destroyed one destroyed; the points are
rescaled to the destination's own maximum to keep that true, and two
wounds sharing one location take the worse rather than the sum, because
relabelling a creature's anatomy must not destroy a limb that nothing
in play destroyed.

Correspondence is now stated rather than inferred. Every location gains
a plan-independent `slot` (lowerR, upperL, vital, head...), and the
remap matches on slot first. The previous version inferred it from
`kind` plus table order, which inverted left and right on every
crossing: a wounded right arm came back as the opposite hind leg. Where
a destination has no matching slot the fallback prefers the same side
and the same height, so a wing becomes a foreleg rather than a hind leg
and a left wing becomes a LEFT arm. The vesh and the cadence are not
bilateral — one grasping limb, five interchangeable units — so their
slots carry no side, which is a fix to my own first pass: giving them
sided slots was a category error the side guard caught.

check-anatomy now proves all four promises over every ordered pair and
severity band: nothing is stranded, severity is preserved, left never
becomes right and fore never becomes hind between bilateral plans, and
no update deletes a wound it is also setting. 432 carried wounds, 0
flips, down from 234. Five induced failures confirm each assertion
fires; two of my first attempts at those did NOT fire and were sharpened
until they did.

Played through in a live world: a church grim filed as a humanoid with a
destroyed right arm, a disabled left arm and a hurt chest becomes a dog
with a destroyed right foreleg, a disabled left foreleg and hurt
forequarters, and converts back to exactly the wounds it started with.
Its penalties correctly stop being manipulation and start being
movement — a man with two ruined arms drops his weapon, a dog with two
ruined forelegs cannot run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 16:42:57 +01:00
slaguru666andClaude Opus 5 a90c4f3e71 Carry wounds across a change of body plan (R-94)
locationDamage is keyed by location id and prepareDerivedData reads only
the keys belonging to the current plan, so changing speciesProfile on a
wounded actor stranded every wound it had. Found on a live Barghest that
had been shot in the leg and chest as a humanoid and then switched to
quadruped: 5 points under `legR` and 7 under `chest`, exactly its 12
missing hit points, sitting under keys no quadruped location answers to.
It read on the sheet as a badly hurt dog with eight pristine locations.

Stored and never read — the same defect this system keeps producing.

rules.mjs gains remapLocationDamage, which carries wounds across by KIND,
because kind is what the rules act on. Exact-kind matches are claimed
first in table order, so the obvious pairings land before any fallback
competes for them; that ordering is what makes the arms become the
forelegs going one way and the forelegs become the arms coming back.
Overflow past a location's destroyed ceiling is reported, not dropped.

It also gains locationDamageReplacement, which exists because the first
version of this fix had the bug it was fixing. Foundry merges object
updates so the outgoing keys must be deleted by name (R-93), but a
deletion and an assignment of the SAME key do not both apply — the
deletion wins. quadruped and winged share every location but the wings,
so switching between them emitted `-=hindLegR` alongside `hindLegR: 5`
and threw the wound away. Caught in live testing, not by reading.

Guards, both negative-tested before being wired in:
  - check-anatomy now walks all 20 ordered plan pairs and asserts every
    wound lands on a location the destination has, the arithmetic closes,
    the round trip does not leak, and no update both sets and deletes the
    same key.
  - check-rules gains 13 spot-checks over both new rules.

Verified in a running Foundry: baseline -> quadruped -> winged ->
quadruped -> baseline conserves all 12 points with no orphans, returns
to exactly {legR: 5, chest: 7}, and whispers the GM a receipt of what
moved each time.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 16:29:16 +01:00
slaguru666andClaude Opus 5 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>
2026-09-12 15:46:11 +01:00
slaguru666andClaude Opus 5 94479641b3 simulate: locate the damage
The harness measured a game in which every blow went to a general pool. That was
tolerable while every creature was a baseline human and merely wrong once the bestiary
had a Cadence in it: a creature whose entire mechanical identity is being whittled down
body by body was being measured as a person with an odd portrait, and the number it
printed was about nobody.

locationFor and resolveLocationHit move from ringbrp.mjs to rules.mjs, and the
category mapping inside woundPenaltyFor becomes woundPenaltyFrom beside them, for the
reason applyDifficulty and resolveBands moved before them: node cannot load the engine,
and the harness may not own a second copy of a rule. All three arrive with the
spot-checks they never had - 103 rules now, 346 formulas verified.

What the loop does now: 1d20 against the DEFENDER's own species table, melee finding
limbs and shooting finding centre of mass; damage to that location and to the general
pool, so the two agree; disabled at the location maximum and destroyed at twice it,
cumulatively. Then the consequences actually apply - a destroyed head is unconscious
immediately (conditionFor has always accepted that flag and was never passed it, so a
headshot used to leave the target swinging), a ruined arm costs -30 to every attack
including shooting, a ruined leg costs -30 to dodge, and each Cadence body lost costs
the whole creature -10 to everything.

Verified as mechanics rather than as numbers that moved: no species can return a
location it does not have across all 40 rolls; vesh and cadence have no head at any
roll and cadence has no vital either; a vesh ridge is hit 3/20 where a human head is
1/20, which is the "long target rather than a small one" the tables were designed for.
A built Cadence has five bodies at 4 points each and no vital; a built Vesh has six
locations with the ridge the largest.

Measured consequences, seed 11, 400 runs, four duty-roster agents:

  keepers x6      31.0% -> 36.5% wiped
  the_choir x11    0.3% ->  0.0% wiped, and now degrading as bodies go rather than
                   being a person who cannot be shot in the head
  long_walker      42.0% wiped, which nothing had ever measured

Still no bleeding, panic, Coherence, cover, range bands or fire modes. Still a floor.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-31 21:05:25 +01:00
slaguru666andClaude Opus 5 2c547efe72 simulate: a lethality harness that uses the real rules
THROUGH TRAIN publishes "MEASURED, 400 runs each" and a 24% wipe rate; the starter
publishes its own table. Nothing in this repository could produce either number, so both
were claims rather than results and neither could be re-checked after a rule moved.

The harness knows no rules of its own. Everything comes out of rules.mjs, because a
harness with its own copy of the combat loop measures a game nobody is playing and
drifts silently the first time a rule changes. Two things had to move for that to be
possible:

  applyDifficulty, resolveBands and gradeRoll -> rules.mjs. The whole of d100 resolution
  lived in ringbrp.mjs, which node cannot import. All three are pure, so they moved and
  the engine re-exports them; no caller changes. check-rules then refused them for having
  no spot-check, so they now have fifteen, covering the 1% floor, the 96-99 rule and
  00-always-fumbles. They had none in their entire life inside the engine.

  expandFromRegister -> tools/expand-spec.mjs. A roster agent is written as a job and a
  rank and carries no skills or kit; everything it can do is derived at build time by a
  function locked inside build-packs.mjs, which cannot be imported because importing it
  runs the build. A simulated agent expanded by a second copy of that logic is not the
  agent that gets packed. Moved verbatim; both sides import one copy.

Deterministic throughout: same creature, party and seed, same numbers, which is what
lets a published table be verified rather than remembered.

What it finds: for the Act Three standoff the seed barely matters (0.5-2.8% wipe across
five seeds, eight rounds throughout) and party composition dominates everything. Four
support agents against the six miners wipe 92.8% of the time; swap in the heavy and the
warden and it is 0.3%. The published 24% is not a property of the encounter, and no
single figure can be.

Models Reaction re-rolled each round, banding, graded defences, the stacking defence
penalty, damage by band, major wounds and the dying clock. Does NOT yet model hit
locations, bleeding, panic, cover, range bands or fire modes, all of which make a losing
fight worse. Read the output as a floor, never a ceiling.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 21:10:05 +01:00
slaguru666andClaude Opus 5 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>
2026-08-18 23:23:03 +01:00
slaguru666andClaude Opus 5 99e78f440a "Somebody you knew" costs one point, not two
At two, the closing beat of a hard case broke four agents in five at the same
moment. A whole party freezing or bolting on the final scene reads as arithmetic
rather than grief, which is the opposite of what the trigger is for. Found by
playing THROUGH TRAIN end to end.

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

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

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

Version 1.4.2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 22:38:45 +01:00
slaguru666andClaude Opus 5 5aaae186e0 A fumbled relief attempt puts a point on
Trying to steady somebody and making it worse is the most familiar thing on that
list, and until now it was the only outcome that cost nothing.

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

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

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

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

Version 1.1.2.

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

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

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

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

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

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

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

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

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

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

Version 1.1.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 22:55:11 +01:00
slaguru666andClaude Opus 5 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>
2026-08-11 22:57:20 +01:00
slaguru666andClaude Opus 5 c61700566c Shields: armour you raise, and the only armour you can defend with
A shield is the one piece of armour you hold, and it protects you exactly as much as
you are currently holding it up. Raised, its points apply to what it covers and it can
parry on a new Shield skill. Lowered, it is weight. The price of keeping it up is that
it occupies a hand and you are shooting around it: -20% to your own ranged attacks,
printed on the card like everything else. Only one shield goes up at a time.

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 10:33:04 +01:00
slaguru666andClaude Opus 5 4bfa7110d0 A lamp lights the people standing in it
The goods yard fight made the case: three agents inside the same pool of light shot at
-50% while the fourth, four metres away, shot at -10%.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 08:02:21 +01:00
slaguru666andClaude Opus 5 22a5067153 R-225: the extraction spends the way home, not hit points
Every case carries a "window closes" clock whose stated cost is THE WAY HOME and
whose steps are "the margin narrows / the return is Difficult / the return is
aimed at -30%". Nothing ever read it, so the phase whose job is getting out had
no consequence of its own and the GM had to invent one.

Extraction now advances that clock: failure and fumble narrow the window, a
critical opens it back up, and returnCrossing() applies the penalty alongside the
classification modifier and the Coherence band. 0/-10/-20/-30, Difficult from two
steps.

Also: legs now store their `kind`. The extraction check matched on the terrain
prose and worked only because the string begins "Extraction —".

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 22:33:49 +01:00
slaguru666andClaude Opus 5 89ce557355 Death at zero, and a case brief that answers the useful questions
R-223: nothing happened at 0 hit points. An agent was marked down and lay there
forever; the only mention of death in the system was flavour text on a destroyed
head. Zero now starts a clock whose length is the agent's own Major Wound
threshold, ticked from the same hook that charges blood loss. First Aid or
Medicine stabilises and stops the count; healing above zero clears it; heal()
refuses the dead. On death, Coherence decides what the record says — from a
proper death in service down to not being recorded as dead at all.

Case generator: four phases instead of five (the arc drew two interchangeable
middles that read as padding). The brief now leads with Where / When /
Classification / Phases, states the opposition in full, and has a "How you get
back" section. place and duration were generated and never printed. The same
facts are on the case file itself. 300 seeds checked for object leaks; one found
and fixed (group taboo/desire are objects with .text).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 22:13:21 +01:00
slaguru666andClaude Opus 5 1b44fccb79 Retune the case ramp, and let leading a phase earn experience
The ramp made every phase after the first Difficult (halving the lead's skill) and
stacked a cumulative -5% on top. Separated in phaseRampFor() in rules.mjs:
difficulty belongs to the phase (only Containment is Difficult, and it does not
also ramp), the modifier is attrition (-5 a phase, capped at -15).

  lead 55%   was 55 -> 22 -> 17 -> 12 -> 7      now 55 -> 50 -> 45 -> 27 -> 40

Over 20,000 simulated cases with destitution modelled, phases passed roughly
double and destitution incidence roughly halves.

R-222: resolveLegDialog passed no skillFamilyId, so the choke point could not
resolve the skill item and leading a phase never earned a tick — Tradecraft, the
skill the job most uses, could never improve.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 21:12:04 +01:00
slaguru666andClaude Opus 5 d0144f744e The Custodians v0.6.1 — full system
A Foundry VTT game system: Basic Roleplaying d100 in a drab British agency that
deals with crossings, where reality keeps a record of what belongs where and can be
made to get it wrong.

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

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

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