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>
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>