The generator was already writing the timeline, the cast and the texture and
filing all of it behind the GM screen. New PLAYERS page: a read-aloud opening,
what it is like there, what is known so far, who is there and what they want —
but never what they lie about. Page ownership is now declared by the page rather
than guessed from its index, which would have hidden any second player page.
Historical range: 38 weapons (from 6) and 14 armours (from 2), each with its
period stated, from arming swords and longbows through matchlocks and Brown Bess
to the Lee-Enfield and a trench club. Five new skills to hang them on, including
Firearm (Muzzle-loader), because a muzzle-loader is not a rifle.
275 icons; every weapon maps to a real skill and every item has art. Catalogue is
206 items across four eras.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>