10 Commits
Author SHA1 Message Date
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 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>
2026-08-17 21:58:30 +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 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>
2026-08-12 22:45:52 +01:00
slaguru666andClaude Opus 5 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>
2026-08-12 20:34:22 +01:00
slaguru666andClaude Opus 5 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>
2026-08-12 19:31:35 +01:00
slaguru666andClaude Opus 5 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>
2026-08-12 19:25:12 +01:00
slaguru666andClaude Opus 5 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>
2026-08-12 19:12:35 +01:00
slaguru666andClaude Opus 5 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>
2026-08-12 19:02:18 +01:00
slaguru666andClaude Opus 5 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>
2026-08-12 18:42:05 +01:00
88 changed files with 1205 additions and 408 deletions
+11 -11
View File
@@ -28,7 +28,8 @@ git clone https://gitea.timevans.uk/slaguru666/RingBRP.git ringbrp
```
Requires **Foundry v13+** (verified against v14.364). No modules are required. Dice So
Nice is supported but optional — the system registers four of its own dice textures.
Nice works if you have it, using your own dice — the system ships no dice skins and does
not touch anybody's dice settings.
### Deploying to a remote Foundry server
@@ -47,7 +48,7 @@ packs or regenerate art on that machine:
```bash
npm install # pulls classic-level, used to write the LevelDB packs
npm run build # rebuilds packs/ from tools/content.mjs
npm run check # the three guards; the build refuses to run if they fail
npm run check # the five guards; the build refuses to run if they fail
```
To update a deployed server: `git pull` and restart Foundry. If the pull touches
@@ -64,13 +65,13 @@ changing underneath a running server.
| **Postings** | 25, each with a key characteristic, trained skills, talents and its own kit |
| **Trades** | 10 ordinary jobs the department recruits from, plus induction |
| **Catalogue** | 236 items — 123 gear, 62 weapons, 32 armour, 19 vehicles |
| **Skills / talents** | 59 skills, 19 talents |
| **Skills / talents** | 62 skills, 19 talents |
| **Bestiary** | 21 statblocks across folklore, horror and the far side |
| **Eras** | modern, antique, future, anomalous — the agency is old and never abolishes anything |
| **Icons** | 292, all generated from `tools/icons.mjs`; no external art |
| **Starter scenario** | **BLACK PLATFORM**, a six-player action starter, importable as a single Adventure |
| **Compendia** | pregens, NPCs, skills, weapons, armour, gear, vehicles, powers, tables, rules, the starter |
| **Rules journal** | 12 pages, generated from `rules.mjs` so the book cannot drift from the code |
| **Rules journal** | 13 pages, generated from `rules.mjs` so the book cannot drift from the code |
<!-- box:end -->
---
@@ -152,13 +153,12 @@ template.json data model for every Actor and Item type
templates/ Handlebars sheets
styles/ one stylesheet
lang/en.json all user-facing text
icons/ dice/ fonts/ generated art
icons/ fonts/ art/ generated art
packs/ built LevelDB compendia (committed — see Deploying)
tools/
content.mjs the catalogue: skills, weapons, armour, gear, vehicles, NPCs
build-packs.mjs builds packs/ — runs the three guards first and refuses on failure
build-packs.mjs builds packs/ — runs the five guards first and refuses on failure
make-icons.mjs draws all 231 icons
make-dice-textures.mjs
rules-text.mjs generates the rules journal FROM rules.mjs
mission.mjs the case generator
mission-tables.mjs its content tables
@@ -176,13 +176,13 @@ stops being identity-equal to what it aliases, if a constant is re-declared as a
literal, or if an exported rule has no spot-check. The packs used to be built under
one set of numbers and played under another; this makes that impossible to ship.
The build runs all three guards before it writes anything:
The build runs all five guards before it writes anything:
<!-- guards:start -->
```
check-rules: OK — 87 rules, 20 files scanned, 3 aliases + 41 constant sets checked, 275 formulas verified
check-rules: OK — 92 rules, 20 files scanned, 3 aliases + 45 constant sets checked, 291 formulas verified
check-kits: OK — 25 roles, 10 trades, 218 catalogue items, every kit key resolves, every posting can use what it carries, every loadout distinct
check-lang: OK — en.json, 927 keys, no leaf/branch collisions
check-behaviour: OK — 43 behavioural tests
check-lang: OK — en.json, 977 keys, no leaf/branch collisions
check-behaviour: OK — 57 behavioural tests
```
<!-- guards:end -->
+159
View File
@@ -0,0 +1,159 @@
<svg xmlns="http://www.w3.org/2000/svg" width="2800" height="2000" viewBox="0 0 2800 2000">
<!-- CULLAND HALL — ground floor and grounds, for LAST ADMISSION.
Drawn rather than generated: a generator cannot be trusted with a room count,
a door position or a label, and all three are load-bearing here.
2800x2000 at 100px to the square = 28 x 20 squares of 5ft. -->
<defs>
<style>
.rm { fill:#16215f; stroke:#6674d8; stroke-width:6; }
.rm2 { fill:#101a6e; stroke:#6674d8; stroke-width:6; }
.out { fill:#0f1750; stroke:#4d5ac0; stroke-width:4; }
.wall { stroke:#8f9ae6; stroke-width:10; stroke-linecap:square; }
.door { stroke:#f2ea72; stroke-width:11; stroke-linecap:round; }
.lbl { font-family:'Helvetica Neue',Helvetica,Arial,sans-serif; font-weight:700;
font-size:34px; fill:#f2ea72; letter-spacing:2px; }
.sub { font-family:'Helvetica Neue',Helvetica,Arial,sans-serif;
font-size:24px; fill:#a8b2e3; letter-spacing:1px; }
.num { font-family:'Helvetica Neue',Helvetica,Arial,sans-serif; font-weight:700;
font-size:44px; fill:#0c125b; }
.ttl { font-family:'Helvetica Neue',Helvetica,Arial,sans-serif; font-weight:700;
font-size:54px; fill:#ecefee; letter-spacing:5px; }
.key { font-family:'Helvetica Neue',Helvetica,Arial,sans-serif; font-size:26px; fill:#ecefee; }
.grid { stroke:#233073; stroke-width:1; }
</style>
</defs>
<rect width="2800" height="2000" fill="#0c125b"/>
<!-- one-square grid, so the Foundry grid lands on the drawn one -->
<g class="grid">
<path d="M100 0V2000M200 0V2000M300 0V2000M400 0V2000M500 0V2000M600 0V2000M700 0V2000M800 0V2000M900 0V2000M1000 0V2000M1100 0V2000M1200 0V2000M1300 0V2000M1400 0V2000M1500 0V2000M1600 0V2000M1700 0V2000M1800 0V2000M1900 0V2000M2000 0V2000M2100 0V2000M2200 0V2000M2300 0V2000M2400 0V2000M2500 0V2000M2600 0V2000M2700 0V2000"/>
<path d="M0 100H2800M0 200H2800M0 300H2800M0 400H2800M0 500H2800M0 600H2800M0 700H2800M0 800H2800M0 900H2800M0 1000H2800M0 1100H2800M0 1200H2800M0 1300H2800M0 1400H2800M0 1500H2800M0 1600H2800M0 1700H2800M0 1800H2800M0 1900H2800"/>
</g>
<text x="120" y="120" class="ttl">CULLAND HALL</text>
<text x="120" y="160" class="sub">GROUND FLOOR · THE CULLAND HAUNTING · LAST ADMISSION 22:00</text>
<!-- ================= the house ================= -->
<rect x="400" y="300" width="2000" height="1200" class="rm2"/>
<!-- 5 · Long Gallery -->
<rect x="700" y="400" width="430" height="300" class="rm"/>
<circle cx="760" cy="450" r="30" fill="#f2ea72"/><text x="746" y="465" class="num">5</text>
<text x="730" y="560" class="lbl" font-size="30">LONG GALLERY</text>
<text x="730" y="598" class="sub" font-size="21">strobe · mirrors · no cast at all</text>
<!-- 6 · Ballroom -->
<rect x="700" y="720" width="430" height="360" class="rm"/>
<circle cx="760" cy="770" r="30" fill="#f2ea72"/><text x="746" y="785" class="num">6</text>
<text x="730" y="880" class="lbl" font-size="30">BALLROOM</text>
<text x="730" y="918" class="sub" font-size="21">lights up · fire exit · "thanks for coming"</text>
<!-- 1 · Entrance Hall -->
<rect x="1150" y="1100" width="500" height="400" class="rm"/>
<circle cx="1190" cy="1140" r="30" fill="#f2ea72"/><text x="1176" y="1155" class="num">1</text>
<text x="1188" y="1235" class="lbl" font-size="30">ENTRANCE HALL</text>
<text x="1188" y="1275" class="sub" font-size="21">the WALL PANEL — four names</text>
<rect x="1188" y="1300" width="200" height="26" fill="#f2ea72"/>
<text x="1188" y="1372" class="sub" font-size="21">ticket desk · head count</text>
<!-- main stairs (Edith) -->
<rect x="1660" y="1140" width="170" height="250" class="rm2"/>
<g stroke="#6674d8" stroke-width="4">
<path d="M1660 1180H1830M1660 1220H1830M1660 1260H1830M1660 1300H1830M1660 1340H1830"/>
</g>
<text x="1663" y="1168" class="sub" font-size="21">MAIN STAIRS</text>
<circle cx="1745" cy="1260" r="26" fill="#ff7a5c"/>
<path d="M1650 1265H1600" class="door"/>
<text x="1870" y="1268" class="sub" fill="#ff7a5c">EDITH CRANE stands here</text>
<!-- 2 · The Ward, east corridor -->
<rect x="1700" y="900" width="700" height="200" class="rm"/>
<circle cx="1740" cy="940" r="30" fill="#f2ea72"/><text x="1726" y="955" class="num">2</text>
<text x="1786" y="1005" class="lbl" font-size="30">THE WARD — EAST CORRIDOR</text>
<text x="1786" y="1045" class="sub" font-size="21">Sister Enderby counts</text>
<rect x="2320" y="905" width="16" height="190" fill="#ff7a5c"/>
<text x="1990" y="1160" class="sub" fill="#ff7a5c" font-size="21">JOSH PARDOE is behind this wall →</text>
<!-- 3 · Nursery -->
<rect x="1900" y="400" width="500" height="420" class="rm"/>
<circle cx="1940" cy="440" r="30" fill="#f2ea72"/><text x="1926" y="455" class="num">3</text>
<text x="1990" y="530" class="lbl">THE NURSERY</text>
<text x="1990" y="570" class="sub">Sammy in the wall · hole at ankle height</text>
<rect x="1905" y="700" width="60" height="24" fill="#f2ea72"/>
<!-- green room -->
<rect x="450" y="400" width="220" height="300" class="rm"/>
<text x="466" y="446" class="lbl" font-size="20">GREEN</text>
<text x="466" y="472" class="lbl" font-size="20">ROOM</text>
<text x="466" y="508" class="sub" font-size="19">call sheet</text>
<text x="466" y="534" class="sub" font-size="19">costumes</text>
<text x="466" y="560" class="sub" font-size="19">SET PLANS</text>
<text x="466" y="586" class="sub" font-size="19">pinned up</text>
<!-- control room -->
<rect x="450" y="720" width="220" height="180" class="rm"/>
<text x="466" y="768" class="lbl" font-size="22">CONTROL</text>
<text x="466" y="802" class="sub" font-size="19">Ferriby · comms</text>
<!-- kitchens -->
<rect x="450" y="920" width="220" height="300" class="rm"/>
<text x="466" y="966" class="lbl" font-size="22">KITCHENS</text>
<text x="466" y="1000" class="sub" font-size="19">Sharrock's way</text>
<text x="466" y="1026" class="sub" font-size="19">out — NOT on</text>
<text x="466" y="1052" class="sub" font-size="19">the fire plan</text>
<!-- yard -->
<rect x="200" y="980" width="230" height="240" class="out"/>
<text x="220" y="1030" class="lbl" font-size="28">YARD</text>
<text x="220" y="1070" class="sub">skip · taped hasp</text>
<!-- doors -->
<g class="door">
<path d="M1370 1500H1450"/> <!-- front door -->
<path d="M1130 1180H1150"/> <!-- hall to ballroom side -->
<path d="M915 1080V1100"/> <!-- ballroom to hall run -->
<path d="M1650 1000H1700"/> <!-- hall to ward -->
<path d="M2150 900V820"/> <!-- ward to nursery -->
<path d="M670 560H700"/> <!-- green room to gallery -->
<path d="M670 800H700"/> <!-- control to ballroom -->
<path d="M430 1070H450"/> <!-- kitchens to yard -->
<path d="M915 700V720"/> <!-- gallery to ballroom -->
</g>
<!-- ================= grounds ================= -->
<rect x="200" y="1560" width="2400" height="380" class="out"/>
<text x="230" y="1610" class="sub">THE LAWN — ninety feet of it</text>
<!-- marquee -->
<rect x="1150" y="1560" width="500" height="230" class="rm"/>
<text x="1200" y="1650" class="lbl" font-size="30">MARQUEE</text>
<text x="1200" y="1690" class="sub">queue · box office · muster point</text>
<!-- glasshouse -->
<rect x="2000" y="1600" width="560" height="300" class="rm"/>
<circle cx="2040" cy="1640" r="30" fill="#f2ea72"/><text x="2026" y="1655" class="num">4</text>
<text x="2090" y="1720" class="lbl">THE GLASSHOUSE</text>
<text x="2090" y="1760" class="sub">Old Marrow · the taped line</text>
<path d="M2000 1830H2560" stroke="#f2ea72" stroke-width="6" stroke-dasharray="18 14"/>
<text x="2090" y="1880" class="sub" fill="#f2ea72">he stops here — and tonight he does not</text>
<!-- car park -->
<rect x="250" y="1700" width="620" height="220" class="out"/>
<text x="280" y="1760" class="lbl" font-size="28">CAR PARK</text>
<text x="280" y="1800" class="sub">the van · the tea urn · blue lights</text>
<!-- Marrow's ground: he will not come indoors -->
<path d="M700 1545H2600" stroke="#ff7a5c" stroke-width="8" stroke-dasharray="26 18"/>
<text x="700" y="1530" class="sub" fill="#ff7a5c">OLD MARROW WILL NOT CROSS THIS LINE — inside is a complete answer</text>
<!-- key -->
<g transform="translate(2420,120)">
<rect x="-20" y="-40" width="360" height="230" fill="#101a6e" stroke="#4d5ac0" stroke-width="4"/>
<text x="0" y="0" class="key" fill="#f2ea72">KEY</text>
<rect x="0" y="30" width="34" height="14" fill="#f2ea72"/><text x="50" y="44" class="key">door / opening</text>
<circle cx="17" cy="85" r="14" fill="#ff7a5c"/><text x="50" y="94" class="key">a body, or a person</text>
<path d="M0 135H34" stroke="#ff7a5c" stroke-width="7" stroke-dasharray="12 8"/>
<text x="50" y="144" class="key">Marrow's limit</text>
</g>
</svg>

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+1 -2
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@@ -33,10 +33,9 @@ Only if you intend to edit the catalogue there:
```bash
npm install # classic-level, for writing LevelDB
npm run check # the three guards
npm run check # the five guards
npm run build # rebuilds packs/
node tools/make-icons.mjs # redraws all icons
node tools/make-dice-textures.mjs # regenerates the Dice So Nice textures
```
`npm run build` runs the guards first and aborts if any fails, so a broken catalogue
+8
View File
@@ -426,6 +426,13 @@ If there is time — and there usually is, because this ends early — she says
## Artwork
**Showing them at the table.** The adventure ships a third journal,
**LAST ADMISSION — Show the players**, holding these as eight image pages at player
visibility. Right-click a page and *Show Players*: the table gets the picture and
nothing else — no heading, no caption, no label naming what they are looking at. The
page names are for the GM's sidebar and the players never see them.
**Style line:** flat editorial vector, deep navy and pale yellow with warm off-white,
1970s British public-information poster, `--style raw --ar 3:2 --v 6`.
@@ -439,6 +446,7 @@ If there is time — and there usually is, because this ends early — she says
| LA-ART-06 | The green room: mirrors, costumes, a clipboard on the door — used on the Act One page, where the call sheet is |
| LA-ART-07 | Edith Crane on the stairs |
| LA-ART-08 | The car park afterwards: a van, a tea urn, blue lights |
| LA-MAP-01 | **Culland Hall floor plan** — drawn, not generated (`art/maps/culland-hall.svg`), and shipped as a playable **Scene** in the adventure: 2800×2000 at 100px to the square, 5ft grid, no walls (add them if you want line-of-sight). |
---
+51 -1
View File
@@ -13,6 +13,8 @@
"TYPES.Item.group": "Group",
"TYPES.Item.vehicle": "Vehicle",
"TYPES.Item.authority": "Authority",
"TYPES.Item.talent": "Talent",
"TYPES.Item.power": "Art",
"RINGBRP.Tab.Access": "Access",
"RINGBRP.New.authority": "New authority",
"RINGBRP.Scope.nothing": "nothing at all",
@@ -925,5 +927,53 @@
"RINGBRP.Gen.RolledChar": "{ch}",
"RINGBRP.Gen.TakeThem": "Keep these",
"RINGBRP.Gen.Nth": "agent {n}",
"RINGBRP.Dialog.Circumstance": "How are the circumstances?"
"RINGBRP.Dialog.Circumstance": "How are the circumstances?",
"RINGBRP.Item.TalentId": "Talent key",
"RINGBRP.Item.TalentCategory": "Category",
"RINGBRP.Item.TalentSummary": "In one line",
"RINGBRP.Item.TalentRule": "What it does",
"RINGBRP.Item.GrantsAction": "Grants action",
"RINGBRP.Item.UsesPerCase": "Uses per case",
"RINGBRP.Item.UsedThisCase": "Used this case",
"RINGBRP.Item.SkillBonusFam": "Bonus to skill",
"RINGBRP.Item.SkillBonusVal": "Bonus",
"RINGBRP.Item.ArtId": "Art key",
"RINGBRP.Item.ArtSummary": "In one line",
"RINGBRP.Item.ArtRule": "What it does",
"RINGBRP.Item.ArtRating": "Rating",
"RINGBRP.Item.PushCost": "Push cost",
"RINGBRP.Item.PushRule": "What pushing does",
"RINGBRP.Item.Origin": "Where it came from",
"RINGBRP.Panic.Label": "Panic",
"RINGBRP.Panic.Steady": "Steady",
"RINGBRP.Panic.SteadyNote": "You are all right. You are doing the job.",
"RINGBRP.Panic.Rattled": "Rattled",
"RINGBRP.Panic.RattledNote": "Your hands are not quite steady. No penalty — the first one is free.",
"RINGBRP.Panic.Shaken": "Shaken",
"RINGBRP.Panic.ShakenNote": "−5% to everything. You keep checking the way you came in.",
"RINGBRP.Panic.Losing": "Losing it",
"RINGBRP.Panic.LosingNote": "−10% to everything. You are talking too fast and not hearing answers.",
"RINGBRP.Panic.Overwhelmed": "Overwhelmed",
"RINGBRP.Panic.OverwhelmedNote": "−20% to everything. One more and you go.",
"RINGBRP.Panic.Broken": "Broken",
"RINGBRP.Panic.BrokenNote": "You freeze, run, or go at it. Choose one, take it, and come back at 3.",
"RINGBRP.Panic.Trig.WrongThing": "Something that should not be there",
"RINGBRP.Panic.Trig.Touched": "It touched you",
"RINGBRP.Panic.Trig.Body": "A body",
"RINGBRP.Panic.Trig.Known": "Somebody you knew",
"RINGBRP.Panic.Trig.Dark": "The lights went",
"RINGBRP.Panic.Trig.Wounded": "A major wound",
"RINGBRP.Panic.Trig.Named": "It said your name",
"RINGBRP.Panic.Relief.Steady": "Steady yourself (POW×5)",
"RINGBRP.Panic.Relief.Religion": "Religion — something older than the department",
"RINGBRP.Panic.Relief.Psychology": "Psychology — talk somebody else down",
"RINGBRP.Panic.Relief.Occult": "Occult — name it, out loud, for everyone who can hear",
"RINGBRP.Panic.Relief.Anchor": "Your anchor, once per case",
"RINGBRP.Panic.Gained": "{name} — panic {from} → {to}",
"RINGBRP.Panic.Eased": "{name} — panic {from} → {to}",
"RINGBRP.Panic.Breaks": "BREAKS — freeze, flee, or fixate. Choose, take it, come back at 3.",
"RINGBRP.Panic.NoChange": "No change.",
"RINGBRP.Flavour.Panicking": "panicking ({mod}%)",
"RINGBRP.Chat.ToEverything": "to everything",
"RINGBRP.Panic.Backfired": "Fumbled —"
}
+4 -2
View File
@@ -6,8 +6,7 @@
"scripts": {
"build": "node tools/build-packs.mjs && node tools/update-readme.mjs",
"icons": "node tools/make-icons.mjs",
"dice": "node tools/make-dice-textures.mjs",
"check": "node tools/check-rules.mjs && node tools/check-kits.mjs && node tools/check-lang.mjs && node tools/check-behaviour.mjs",
"check": "node tools/check-rules.mjs && node tools/check-kits.mjs && node tools/check-lang.mjs && node tools/check-templates.mjs && node tools/check-behaviour.mjs",
"test": "npm run check",
"readme": "node tools/update-readme.mjs"
},
@@ -17,5 +16,8 @@
"type": "commonjs",
"dependencies": {
"classic-level": "^3.0.0"
},
"devDependencies": {
"handlebars": "^4.7.9"
}
}
+5 -5
View File
@@ -1,5 +1,5 @@
2026/08/12-18:25:14.825703 1726ef000 Recovering log #3
2026/08/12-18:25:14.825849 1726ef000 Level-0 table #5: started
2026/08/12-18:25:14.825995 1726ef000 Level-0 table #5: 4591 bytes OK
2026/08/12-18:25:14.826236 1726ef000 Delete type=0 #3
2026/08/12-18:25:14.826263 1726ef000 Delete type=3 #2
2026/08/17-23:24:47.247472 17253f000 Recovering log #3
2026/08/17-23:24:47.247505 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.247700 17253f000 Level-0 table #5: 4591 bytes OK
2026/08/17-23:24:47.248094 17253f000 Delete type=0 #3
2026/08/17-23:24:47.248137 17253f000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:00.997036 17328b000 Delete type=3 #1
2026/08/17-23:24:31.473921 16e827000 Delete type=3 #1
+5 -5
View File
@@ -1,5 +1,5 @@
2026/08/12-18:25:14.845998 172efb000 Recovering log #3
2026/08/12-18:25:14.846266 172efb000 Level-0 table #5: started
2026/08/12-18:25:14.846391 172efb000 Level-0 table #5: 4129 bytes OK
2026/08/12-18:25:14.846614 172efb000 Delete type=0 #3
2026/08/12-18:25:14.846646 172efb000 Delete type=3 #2
2026/08/17-23:24:47.267497 173d63000 Recovering log #3
2026/08/17-23:24:47.267518 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.267658 173d63000 Level-0 table #5: 4129 bytes OK
2026/08/17-23:24:47.267918 173d63000 Delete type=0 #3
2026/08/17-23:24:47.267949 173d63000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:01.063788 173a97000 Delete type=3 #1
2026/08/17-23:24:31.544854 16e827000 Delete type=3 #1
+5 -5
View File
@@ -1,5 +1,5 @@
2026/08/12-18:25:14.826938 171ee3000 Recovering log #3
2026/08/12-18:25:14.827153 171ee3000 Level-0 table #5: started
2026/08/12-18:25:14.827483 171ee3000 Level-0 table #5: 31614 bytes OK
2026/08/12-18:25:14.827723 171ee3000 Delete type=0 #3
2026/08/12-18:25:14.827764 171ee3000 Delete type=3 #2
2026/08/17-23:24:47.248920 173d63000 Recovering log #3
2026/08/17-23:24:47.249014 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.249313 173d63000 Level-0 table #5: 31614 bytes OK
2026/08/17-23:24:47.249730 173d63000 Delete type=0 #3
2026/08/17-23:24:47.249796 173d63000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:00.998955 172a7f000 Delete type=3 #1
2026/08/17-23:24:31.475804 17004b000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.839430 1726ef000 Recovering log #3
2026/08/12-18:25:14.839716 1726ef000 Level-0 table #5: started
2026/08/12-18:25:14.840052 1726ef000 Level-0 table #5: 44390 bytes OK
2026/08/12-18:25:14.840621 1726ef000 Delete type=0 #3
2026/08/12-18:25:14.840694 1726ef000 Delete type=3 #2
2026/08/17-23:24:47.261246 17253f000 Recovering log #3
2026/08/17-23:24:47.261511 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.261915 17253f000 Level-0 table #5: 46857 bytes OK
2026/08/17-23:24:47.262265 17253f000 Delete type=0 #3
2026/08/17-23:24:47.262307 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:01.048880 17328b000 Delete type=3 #1
2026/08/17-23:24:31.528809 16f033000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.812575 1726ef000 Recovering log #3
2026/08/12-18:25:14.814591 1726ef000 Level-0 table #5: started
2026/08/12-18:25:14.816158 1726ef000 Level-0 table #5: 225945 bytes OK
2026/08/12-18:25:14.816434 1726ef000 Delete type=0 #3
2026/08/12-18:25:14.816497 1726ef000 Delete type=3 #2
2026/08/17-23:24:47.235329 173d63000 Recovering log #3
2026/08/17-23:24:47.236302 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.238305 173d63000 Level-0 table #5: 234672 bytes OK
2026/08/17-23:24:47.238754 173d63000 Delete type=0 #3
2026/08/17-23:24:47.238827 173d63000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:01.033123 172a7f000 Delete type=3 #1
2026/08/17-23:24:31.510747 16f83f000 Delete type=3 #1
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+5 -5
View File
@@ -1,5 +1,5 @@
2026/08/12-18:25:14.822117 173707000 Recovering log #3
2026/08/12-18:25:14.822240 173707000 Level-0 table #5: started
2026/08/12-18:25:14.822383 173707000 Level-0 table #5: 3295 bytes OK
2026/08/12-18:25:14.822727 173707000 Delete type=0 #3
2026/08/12-18:25:14.822771 173707000 Delete type=3 #2
2026/08/17-23:24:47.244550 17253f000 Recovering log #3
2026/08/17-23:24:47.244581 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.244685 17253f000 Level-0 table #5: 3295 bytes OK
2026/08/17-23:24:47.244965 17253f000 Delete type=0 #3
2026/08/17-23:24:47.245003 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:01.058642 173a97000 Delete type=3 #1
2026/08/17-23:24:31.539431 17004b000 Delete type=3 #1
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+1 -1
View File
@@ -1 +1 @@
MANIFEST-000007
MANIFEST-000004
+5 -3
View File
@@ -1,3 +1,5 @@
2026/08/12-18:25:14.806453 172efb000 Recovering log #6
2026/08/12-18:25:14.806833 172efb000 Delete type=0 #6
2026/08/12-18:25:14.806857 172efb000 Delete type=3 #4
2026/08/17-23:24:47.222820 172d4b000 Recovering log #3
2026/08/17-23:24:47.225060 172d4b000 Level-0 table #5: started
2026/08/17-23:24:47.229466 172d4b000 Level-0 table #5: 561098 bytes OK
2026/08/17-23:24:47.229981 172d4b000 Delete type=0 #3
2026/08/17-23:24:47.230132 172d4b000 Delete type=3 #2
+1 -5
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@@ -1,5 +1 @@
2026/08/12-18:25:01.665437 16f483000 Recovering log #3
2026/08/12-18:25:01.667727 16f483000 Level-0 table #5: started
2026/08/12-18:25:01.671815 16f483000 Level-0 table #5: 545293 bytes OK
2026/08/12-18:25:01.672145 16f483000 Delete type=0 #3
2026/08/12-18:25:01.672193 16f483000 Delete type=3 #2
2026/08/17-23:24:31.496406 16e827000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.829681 173707000 Recovering log #3
2026/08/12-18:25:14.829858 173707000 Level-0 table #5: started
2026/08/12-18:25:14.830111 173707000 Level-0 table #5: 21613 bytes OK
2026/08/12-18:25:14.830352 173707000 Delete type=0 #3
2026/08/12-18:25:14.830387 173707000 Delete type=3 #2
2026/08/17-23:24:47.251999 173d63000 Recovering log #3
2026/08/17-23:24:47.252036 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.252324 173d63000 Level-0 table #5: 21613 bytes OK
2026/08/17-23:24:47.252692 173d63000 Delete type=0 #3
2026/08/17-23:24:47.252736 173d63000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:01.055569 172a7f000 Delete type=3 #1
2026/08/17-23:24:31.536318 17004b000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.841492 1726ef000 Recovering log #3
2026/08/12-18:25:14.841753 1726ef000 Level-0 table #5: started
2026/08/12-18:25:14.842198 1726ef000 Level-0 table #5: 43953 bytes OK
2026/08/12-18:25:14.842469 1726ef000 Delete type=0 #3
2026/08/12-18:25:14.842504 1726ef000 Delete type=3 #2
2026/08/17-23:24:47.263027 17253f000 Recovering log #3
2026/08/17-23:24:47.263228 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.263611 17253f000 Level-0 table #5: 44887 bytes OK
2026/08/17-23:24:47.263871 17253f000 Delete type=0 #3
2026/08/17-23:24:47.263914 17253f000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:01.052553 173a97000 Delete type=3 #1
2026/08/17-23:24:31.533004 16e827000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.831296 172efb000 Recovering log #3
2026/08/12-18:25:14.831754 172efb000 Level-0 table #5: started
2026/08/12-18:25:14.832094 172efb000 Level-0 table #5: 33484 bytes OK
2026/08/12-18:25:14.832323 172efb000 Delete type=0 #3
2026/08/12-18:25:14.832355 172efb000 Delete type=3 #2
2026/08/17-23:24:47.253858 172d4b000 Recovering log #3
2026/08/17-23:24:47.253959 172d4b000 Level-0 table #5: started
2026/08/17-23:24:47.254345 172d4b000 Level-0 table #5: 36526 bytes OK
2026/08/17-23:24:47.254740 172d4b000 Delete type=0 #3
2026/08/17-23:24:47.254786 172d4b000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:01.062100 17328b000 Delete type=3 #1
2026/08/17-23:24:31.542959 16f83f000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.819152 173707000 Recovering log #3
2026/08/12-18:25:14.819603 173707000 Level-0 table #5: started
2026/08/12-18:25:14.819785 173707000 Level-0 table #5: 7590 bytes OK
2026/08/12-18:25:14.820023 173707000 Delete type=0 #3
2026/08/12-18:25:14.820059 173707000 Delete type=3 #2
2026/08/17-23:24:47.241716 17253f000 Recovering log #3
2026/08/17-23:24:47.241766 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.241955 17253f000 Level-0 table #5: 7806 bytes OK
2026/08/17-23:24:47.242285 17253f000 Delete type=0 #3
2026/08/17-23:24:47.242328 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:00.991223 172a7f000 Delete type=3 #1
2026/08/17-23:24:31.467729 16f033000 Delete type=3 #1
Binary file not shown.
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.843251 1726ef000 Recovering log #3
2026/08/12-18:25:14.843315 1726ef000 Level-0 table #5: started
2026/08/12-18:25:14.843666 1726ef000 Level-0 table #5: 16902 bytes OK
2026/08/12-18:25:14.843880 1726ef000 Delete type=0 #3
2026/08/12-18:25:14.843909 1726ef000 Delete type=3 #2
2026/08/17-23:24:47.264565 17253f000 Recovering log #3
2026/08/17-23:24:47.264605 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.264863 17253f000 Level-0 table #5: 16902 bytes OK
2026/08/17-23:24:47.265193 17253f000 Delete type=0 #3
2026/08/17-23:24:47.265233 17253f000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:01.057365 1742a3000 Delete type=3 #1
2026/08/17-23:24:31.538092 16f033000 Delete type=3 #1
Binary file not shown.
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.834950 1726ef000 Recovering log #3
2026/08/12-18:25:14.836174 1726ef000 Level-0 table #5: started
2026/08/12-18:25:14.836766 1726ef000 Level-0 table #5: 82299 bytes OK
2026/08/12-18:25:14.837010 1726ef000 Delete type=0 #3
2026/08/12-18:25:14.837044 1726ef000 Delete type=3 #2
2026/08/17-23:24:47.257336 17253f000 Recovering log #3
2026/08/17-23:24:47.257721 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.258429 17253f000 Level-0 table #5: 84027 bytes OK
2026/08/17-23:24:47.258808 17253f000 Delete type=0 #3
2026/08/17-23:24:47.258862 17253f000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:01.042866 17328b000 Delete type=3 #1
2026/08/17-23:24:31.521202 16e827000 Delete type=3 #1
Binary file not shown.
+5 -5
View File
@@ -1,5 +1,5 @@
2026/08/12-18:25:14.844722 173707000 Recovering log #3
2026/08/12-18:25:14.844812 173707000 Level-0 table #5: started
2026/08/12-18:25:14.844927 173707000 Level-0 table #5: 3739 bytes OK
2026/08/12-18:25:14.845139 173707000 Delete type=0 #3
2026/08/12-18:25:14.845172 173707000 Delete type=3 #2
2026/08/17-23:24:47.266184 173557000 Recovering log #3
2026/08/17-23:24:47.266205 173557000 Level-0 table #5: started
2026/08/17-23:24:47.266343 173557000 Level-0 table #5: 3739 bytes OK
2026/08/17-23:24:47.266641 173557000 Delete type=0 #3
2026/08/17-23:24:47.266687 173557000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:01.037171 17328b000 Delete type=3 #1
2026/08/17-23:24:31.515307 16f033000 Delete type=3 #1
+5 -5
View File
@@ -1,5 +1,5 @@
2026/08/12-18:25:14.820693 171ee3000 Recovering log #3
2026/08/12-18:25:14.820828 171ee3000 Level-0 table #5: started
2026/08/12-18:25:14.821041 171ee3000 Level-0 table #5: 5770 bytes OK
2026/08/12-18:25:14.821296 171ee3000 Delete type=0 #3
2026/08/12-18:25:14.821332 171ee3000 Delete type=3 #2
2026/08/17-23:24:47.243316 173d63000 Recovering log #3
2026/08/17-23:24:47.243351 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.243531 173d63000 Level-0 table #5: 5770 bytes OK
2026/08/17-23:24:47.243775 173d63000 Delete type=0 #3
2026/08/17-23:24:47.243817 173d63000 Delete type=3 #2
+1 -1
View File
@@ -1 +1 @@
2026/08/12-18:25:00.993769 1742a3000 Delete type=3 #1
2026/08/17-23:24:31.470482 17004b000 Delete type=3 #1
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.828480 1726ef000 Recovering log #3
2026/08/12-18:25:14.828626 1726ef000 Level-0 table #5: started
2026/08/12-18:25:14.828783 1726ef000 Level-0 table #5: 6939 bytes OK
2026/08/12-18:25:14.828982 1726ef000 Delete type=0 #3
2026/08/12-18:25:14.829012 1726ef000 Delete type=3 #2
2026/08/17-23:24:47.250637 17253f000 Recovering log #3
2026/08/17-23:24:47.250671 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.250835 17253f000 Level-0 table #5: 6939 bytes OK
2026/08/17-23:24:47.251080 17253f000 Delete type=0 #3
2026/08/17-23:24:47.251125 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:01.000633 17328b000 Delete type=3 #1
2026/08/17-23:24:31.477647 16e827000 Delete type=3 #1
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-18:25:14.823695 171ee3000 Recovering log #3
2026/08/12-18:25:14.824080 171ee3000 Level-0 table #5: started
2026/08/12-18:25:14.824417 171ee3000 Level-0 table #5: 14767 bytes OK
2026/08/12-18:25:14.824758 171ee3000 Delete type=0 #3
2026/08/12-18:25:14.824810 171ee3000 Delete type=3 #2
2026/08/17-23:24:47.245857 173d63000 Recovering log #3
2026/08/17-23:24:47.245924 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.246193 173d63000 Level-0 table #5: 14767 bytes OK
2026/08/17-23:24:47.246515 173d63000 Delete type=0 #3
2026/08/17-23:24:47.246567 173d63000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-18:25:00.995275 1742a3000 Delete type=3 #1
2026/08/17-23:24:31.472133 16f83f000 Delete type=3 #1
+6 -6
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@@ -60,7 +60,7 @@ export const ROLES = {
registry: { label: "Registry Officer",
blurb: "Keeps the record that a crossing is made against. Knows what the file says and, more usefully, what it used to say.", stat: "edu",
core: ["research","knowledge","anomaly_lore","language:own","computer_use","insight"],
core: ["occult","knowledge","anomaly_lore","language:own","computer_use","insight"],
support: ["spot","art","first_aid","tradecraft","firearm:pistol"],
talents: ["chain_custody","wrong_memory","debriefer","quorum"],
kit: ["spectacles","notebook","handset","jacket","pistol_light", "carbon_book", "date_stamp", "seals"] },
@@ -82,7 +82,7 @@ export const ROLES = {
interview: { label: "Interview Officer",
blurb: "Sits with the witness afterwards. Patient, unhurried, and very hard to lie to twice.", stat: "cha",
core: ["insight","persuade","listen","language:own","anthropology"],
support: ["fast_talk","spot","tradecraft","first_aid","firearm:pistol"],
support: ["psychology","spot","tradecraft","first_aid","firearm:pistol"],
talents: ["debriefer","read_room","wrong_memory","unblinking"],
kit: ["dictaphone","cover_id","notebook","jacket","pistol_light", "carbon_book", "vacuum_flask", "clipboard"] },
@@ -110,7 +110,7 @@ export const ROLES = {
pathology: { label: "Pathology Officer",
blurb: "Examines what is left. Establishes what a thing was, which is usually the question the case turns on.", stat: "int",
core: ["medicine","science:biology","xenology:baseline","insight","research"],
support: ["first_aid","spot","anthropology","dodge","melee_weapon:knife"],
support: ["first_aid","spot","religion","dodge","melee_weapon:knife"],
talents: ["triage","chain_custody","unblinking","clean_scene"],
kit: ["chirurgeon_kit","gas_mask","envsuit","sample_case","dagger", "specimen_jars", "swab_kit", "barrier_gloves"] },
@@ -172,7 +172,7 @@ export const ROLES = {
antiquities: { label: "Antiquities Officer",
blurb: "An archaic posting the department never abolished. Old objects, older records, and the manners to ask about both.", stat: "edu",
core: ["knowledge","art","anomaly_lore","research","status"],
core: ["religion","art","anomaly_lore","research","status"],
support: ["insight","spot","first_aid","melee_weapon:sword","firearm:pistol"],
talents: ["chain_custody","wrong_memory","borrowed_hour","quorum"],
kit: ["pocket_watch","tallow_candle","duelling_sword","brigandine","flintlock", "quill_ink", "sealing_wax", "sand_glass"] },
@@ -231,13 +231,13 @@ export const TRADES = {
doctor: { label: "Doctor",
blurb: "A&E, mostly. Used to people at their worst and to being the calmest thing in the room.", stat: "edu",
core: ["medicine","first_aid","science:biology","insight","knowledge"],
support: ["research","status","persuade","listen","spot"],
support: ["research","psychology","persuade","listen","spot"],
talents: ["triage","debriefer","unblinking","clean_scene"],
kit: ["medkit","trauma_unit","analgesics","specimen_jars","swab_kit"] },
professor: { label: "Professor",
blurb: "A chair in something narrow, and a reading list nobody else has finished. Argues for a living.", stat: "edu",
core: ["knowledge","research","anthropology","language:own","status"],
core: ["knowledge","research","occult","language:own","status"],
support: ["insight","persuade","science:botany","listen","art"],
talents: ["debriefer","read_room","requisition","wrong_memory"],
kit: ["carbon_book","notebook","spectacles","clipboard","quill_ink"] },
+112 -96
View File
@@ -50,7 +50,9 @@ import {
ARTS, powerCostFor, powerStartingRating,
CROSSING, crossingArtPoolFor, crossingGrantsArt, crossingCostFor, REACTION,
CIRCUMSTANCE, RANGE_LADDER, rangeBandFrom, MAJOR_WOUND_TABLE,
COHERENCE_BANDS, COHERENCE_COSTS, COHERENCE_RECOVERY, coherenceBandFrom
COHERENCE_BANDS, COHERENCE_COSTS, COHERENCE_RECOVERY, coherenceBandFrom,
PANIC_MAX, PANIC_BANDS, PANIC_TRIGGERS, PANIC_RELIEF, PANIC_BREAK, PANIC_AFTER_BREAK,
panicBandFrom, panicPenaltyFor, panicBreaksAt, panicAfter, panicReliefFor
} from "./rules.mjs";
export { hitPointsFor, majorWoundFor, damageModifierFor, locationMaxHp, reflexRating, awarenessRating };
@@ -1030,6 +1032,17 @@ export async function skillRoll({
flavourLines = [...flavourLines, game.i18n.format("RINGBRP.Flavour.Encumbered", { mod: enc })];
}
}
// Panic is the short track and it bites on everything, so it sits in the same stack
// the wound and encumbrance penalties already use — anything that computes a modifier
// and is not added here is a modifier nothing reads, which is this project's oldest
// way of shipping a rule that does not exist.
if (actor) {
const pan = panicPenaltyFor(actor.system?.panic?.value);
if (pan) {
situational = (Number(situational) || 0) + pan;
flavourLines = [...flavourLines, game.i18n.format("RINGBRP.Flavour.Panicking", { mod: pan })];
}
}
if (actor && !skipCoherence) {
const coh = coherencePenaltyFor(actor.system?.coherence?.value, categoryId);
if (coh) {
@@ -1075,7 +1088,6 @@ export async function skillRoll({
}
);
rbDressDice(roll, actor);
await roll.toMessage({
speaker: speaker ?? ChatMessage.getSpeaker({ actor }),
content,
@@ -1108,7 +1120,7 @@ export async function majorWoundRoll({ actor, woundType = "blunt", monofilament
console.error("Custodians | majorWoundRoll called without an actor");
return null;
}
const r = rbDressDice(await new Roll("1d10").evaluate(), actor);
const r = await new Roll("1d10").evaluate();
let result = r.total;
if (monofilament && result >= 4) result = 10; // spec §3.3 shift
else if (blunt && result === 10) result = 9;
@@ -1171,7 +1183,7 @@ export async function hitLocationRoll({ target, damage, mode = "ranged",
}
const sys = target.system;
const speciesId = sys.speciesProfile || "baseline";
const r = rbDressDice(await new Roll("1d20").evaluate(), target);
const r = await new Roll("1d20").evaluate();
const loc = locationFor(r.total, speciesId, mode);
const live = (sys.locations ?? []).find(l => l.id === loc.id);
const max = live?.max ?? locationMaxHp(sys.hp?.max ?? 1, loc.frac);
@@ -1280,7 +1292,7 @@ export async function rollReaction(combatant) {
: reactionPrintedFrom(rb.base, f.loadOverride);
const mod = reactionModifier({ aim: f.aim ?? 0, edge: !!f.edge, drag: !!f.drag });
const roll = rbDressDice(await new Roll(`1d${RINGBRP.reaction.die}`).evaluate(), actor);
const roll = await new Roll(`1d${RINGBRP.reaction.die}`).evaluate();
const raw = roll.total;
const coherence = actor.system?.coherence?.value ?? 10;
const shown = fluxDie(raw, coherence);
@@ -1524,7 +1536,10 @@ export async function loseCoherence(actor, reasonKey, { amount = null, note = ""
speaker: ChatMessage.getSpeaker({ actor }),
content: await rbRenderTemplate("systems/ringbrp/templates/chat-coherence.hbs", {
actorName: actor.name, before, after, cost,
reason: game.i18n.localize(spec?.label ?? reasonKey), note,
// The cost is already applied by this point, so anything that throws here loses
// the announcement and leaves the actor quietly poorer. localize() throws on a
// non-string, which an unrecognised reason will be.
reason: game.i18n.localize(String(spec?.label ?? reasonKey ?? "")), note,
band: bAfter, crossed: bBefore.id !== bAfter.id,
pips: Array.from({ length: Number(actor.system.coherence?.max ?? 10) }, (_, i) => i < after)
})
@@ -1532,6 +1547,71 @@ export async function loseCoherence(actor, reasonKey, { amount = null, note = ""
return bAfter;
}
RINGBRP.panicBands = PANIC_BANDS;
RINGBRP.panicTriggers = PANIC_TRIGGERS;
RINGBRP.panicRelief = PANIC_RELIEF;
export const panicBand = panicBandFrom;
/**
* Take a point of panic. No roll: 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.
*/
export async function gainPanic(actor, triggerKey, { amount = null, note = "" } = {}) {
if (!actor) return null;
const spec = PANIC_TRIGGERS[triggerKey];
const cost = amount ?? spec?.cost ?? 1;
const before = Number(actor.system?.panic?.value ?? 0);
const after = panicAfter(before, cost);
const log = [...(actor.system?.panic?.log ?? []), { reason: triggerKey, cost, note }];
await actor.update({ "system.panic.value": after, "system.panic.log": log });
await panicCard(actor, before, after, game.i18n.localize(String(spec?.label ?? triggerKey ?? "")), note);
return panicBandFrom(after);
}
/**
* Put a point back. `level` is the outcome of whatever was rolled — a special takes two
* — so every relief in PANIC_RELIEF runs through one function and cannot drift.
*/
export async function easePanic(actor, reliefKey, level = "success", { note = "" } = {}) {
if (!actor) return null;
const spec = PANIC_RELIEF[reliefKey];
const back = panicReliefFor(level);
const before = Number(actor.system?.panic?.value ?? 0);
const after = panicAfter(before, -back);
await actor.update({ "system.panic.value": after });
// A fumble comes back as negative relief, so the card has to say so — otherwise it
// reads "Psychology" over a number that just went up, and the table reads it as a bug.
await panicCard(actor, before, after, game.i18n.localize(String(spec?.label ?? reliefKey ?? "")),
note, { backfired: back < 0 });
return panicBandFrom(after);
}
/** Breaking spends the panic: you come back at 3, because it is not a rest. */
export async function breakPanic(actor, choice = "freeze") {
if (!actor) return null;
const before = Number(actor.system?.panic?.value ?? 0);
const after = PANIC_AFTER_BREAK;
await actor.update({ "system.panic.value": after });
await panicCard(actor, before, after,
game.i18n.localize("RINGBRP.Panic.Breaks"),
PANIC_BREAK.includes(choice) ? choice : "freeze");
return panicBandFrom(after);
}
async function panicCard(actor, before, after, reason, note, { backfired = false } = {}) {
const band = panicBandFrom(after);
await ChatMessage.create({
speaker: ChatMessage.getSpeaker({ actor }),
content: await rbRenderTemplate("systems/ringbrp/templates/chat-panic.hbs", {
actorName: actor.name, before, after, reason, note,
band, breaks: panicBreaksAt(after), penalty: panicPenaltyFor(after), backfired,
choices: PANIC_BREAK,
pips: Array.from({ length: PANIC_MAX }, (_, i) => i < after)
})
});
}
/**
* Displacement. Reaching zero is not a slow slide to be nursed back; it is an
* event. The character does not die — they go home to an Earth that is almost
@@ -2381,7 +2461,7 @@ export async function fall(actor, metres, { soft = false, controlled = false } =
content: `<div class="ringbrp-chat">${game.i18n.format("RINGBRP.Fall.Short", { m: metres })}</div>` });
return { damage: 0 };
}
const roll = rbDressDice(await new Roll(plan.formula).evaluate(), actor);
const roll = await new Roll(plan.formula).evaluate();
await roll.toMessage({ speaker: ChatMessage.getSpeaker({ actor }),
flavor: game.i18n.format("RINGBRP.Fall.Flavor", { m: metres, dice: plan.formula }) });
// armourApplied true: the fall ignores armour, and this is how we say so.
@@ -2414,7 +2494,7 @@ export async function asphyxiate(actor, { held = 0, prepared = true } = {}) {
export async function burn(actor, bandId = "clothes", { round = 1 } = {}) {
if (!actor) return null;
const band = fireBandFor(bandId);
const roll = rbDressDice(await new Roll(band.damage).evaluate(), actor);
const roll = await new Roll(band.damage).evaluate();
// Armour on the round you catch, and never after. A sealed suit is the exception
// and the GM should say so by running it as a `spark` that never spreads.
const armour = (band.armour && round === 1) ? (Number(actor.system.armourPoints) || 0) : 0;
@@ -2433,7 +2513,7 @@ export async function burn(actor, bandId = "clothes", { round = 1 } = {}) {
* armour is only ever half of one, at contact.
*/
export async function detonate({ formula = "4d6", radius = 6, targets = [] } = {}) {
const roll = rbDressDice(await new Roll(formula).evaluate(), null);
const roll = await new Roll(formula).evaluate();
await roll.toMessage({ flavor: game.i18n.format("RINGBRP.Blast.Flavor",
{ formula, r: radius }) });
const out = [];
@@ -4289,7 +4369,7 @@ export async function rollCharacteristicsDialog({ actorName = "" } = {}) {
const rollOne = async k => {
const cell = el.querySelector(`tr[data-ch="${k}"] .rb-roll-value`);
if (!cell || cell.dataset.value) return; // rolled is rolled
const roll = rbDressDice(await new Roll(CHARACTERISTIC_DICE[k]).evaluate());
const roll = await new Roll(CHARACTERISTIC_DICE[k]).evaluate();
await roll.toMessage({
flavor: game.i18n.format("RINGBRP.Gen.RolledChar",
{ ch: game.i18n.localize(`RINGBRP.Char.${k}`) })
@@ -4535,90 +4615,6 @@ Hooks.on("preCreateItem", (item, data) => {
* The colourset is chosen per roll from the roller's Coherence, so the dice
* themselves report the one number the players are trying not to look at.
* ============================================================ */
const RB_DICE = {
textures: {
"custodians-registry": { name: "Registry", file: "custodians-registry.png" },
"custodians-drift": { name: "Drift", file: "custodians-drift.png" },
"custodians-displaced": { name: "Displaced", file: "custodians-displaced.png" },
"custodians-agency": { name: "Agency", file: "custodians-agency.png" }
},
// one colourset per Coherence band, plus the plain agency set
sets: [
{ name: "custodians-anchored", description: "Custodians — Anchored",
foreground: "#f2ea72", background: "#18268d", outline: "#0c125b",
edge: "#6674d8", texture: "custodians-registry", material: "metal" },
{ name: "custodians-loose", description: "Custodians — Loose",
foreground: "#f2ea72", background: "#16215f", outline: "#0c125b",
edge: "#6674d8", texture: "custodians-registry", material: "plastic" },
{ name: "custodians-adrift", description: "Custodians — Adrift",
foreground: "#ecefee", background: "#141e78", outline: "#0c125b",
edge: "#7a6cc8", texture: "custodians-drift", material: "plastic" },
{ name: "custodians-unmoored", description: "Custodians — Unmoored",
foreground: "#ff7a5c", background: "#101a6e", outline: "#08103f",
edge: "#ff7a5c", texture: "custodians-drift", material: "glass" },
{ name: "custodians-displaced", description: "Custodians — Displaced",
foreground: "#c9b6ff", background: "#0c0e3c", outline: "#000000",
edge: "#8a6cc0", texture: "custodians-displaced", material: "glass" },
{ name: "custodians-agency", description: "Custodians — Agency issue",
foreground: "#f2ea72", background: "#16215f", outline: "#0c125b",
edge: "#a8b2e3", texture: "custodians-agency", material: "metal" }
]
};
/** Which set an agent rolls, from the band they are in. */
export function diceSetFor(actor) {
const band = coherenceBand(actor?.system?.coherence?.value ?? 10);
return `custodians-${band?.id ?? "anchored"}`;
}
/** Tag a Roll so Dice So Nice draws it in the roller's colours. */
function rbDressDice(roll, actor) {
if (!roll?.dice?.length) return roll;
const colorset = diceSetFor(actor);
for (const d of roll.dice) {
d.options.colorset = colorset;
d.options.appearance = { ...(d.options.appearance ?? {}), colorset };
}
return roll;
}
Hooks.once("diceSoNiceReady", async (dice3d) => {
try {
dice3d.addSystem({ id: "custodians", name: "The Custodians" }, "preferred");
// addTexture returns a Promise and the colourset that references a texture must
// not be registered before it resolves, or the die renders untextured.
await Promise.all(Object.entries(RB_DICE.textures).map(([id, t]) =>
dice3d.addTexture(id, {
name: t.name, composite: "source-over",
source: `systems/ringbrp/dice/${t.file}`
})));
for (const set of RB_DICE.sets) {
dice3d.addColorset({
...set, category: "The Custodians",
font: "Michroma", visibility: "visible"
}, set.name === "custodians-anchored" ? "default" : "showcase");
}
// The percentile pair is the game's core roll, so it is the one worth dressing.
dice3d.addDicePreset({
type: "d100", system: "custodians",
labels: ["00", "10", "20", "30", "40", "50", "60", "70", "80", "90"]
});
dice3d.addDicePreset({ type: "d10", system: "custodians",
labels: ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"] });
for (const t of ["d4", "d6", "d8", "d12", "d20"]) {
const n = Number(t.slice(1));
dice3d.addDicePreset({ type: t, system: "custodians",
labels: Array.from({ length: n }, (_, i) => String(i + 1)) });
}
console.log("Custodians | dice registered with Dice So Nice");
} catch (err) {
console.warn("Custodians | could not register dice", err);
}
});
Hooks.on("renderItemDirectory", (app, html) => {
const root = html instanceof HTMLElement ? html : html?.[0];
if (!root || !game.user.isGM || root.querySelector(".rb-genbar")) return;
@@ -4836,6 +4832,9 @@ class RingBRPCharacterSheet extends ActorSheet {
ctx.reaction = this._reactionRail();
ctx.readiness = this._readiness ?? { rating: 0 };
ctx.coherence = { band: coherenceBand(sys.coherence?.value) };
ctx.panic = { band: panicBandFrom(sys.panic?.value),
penalty: panicPenaltyFor(sys.panic?.value),
pips: Array.from({ length: PANIC_MAX }, (_, i) => i < Number(sys.panic?.value ?? 0)) };
ctx.readinessSource = ctx.readiness.best >= ctx.readiness.intFloor
? game.i18n.localize("RINGBRP.React.ReadinessSkill")
: game.i18n.localize("RINGBRP.React.ReadinessInt");
@@ -4929,6 +4928,18 @@ class RingBRPCharacterSheet extends ActorSheet {
if (item) await useDeviceFunction(this.actor, item, btn.dataset.fn);
this.render(false);
}));
root.querySelectorAll("[data-action='panic-adjust']").forEach(el =>
el.addEventListener("click", async ev => {
ev.preventDefault(); ev.stopPropagation();
const delta = Number(ev.currentTarget.dataset.delta) || 0;
if (delta > 0) await gainPanic(this.actor, "wrongThing", { amount: 1 });
else await easePanic(this.actor, "steadyYourself", "success");
}));
root.querySelectorAll("[data-action='panic-break']").forEach(el =>
el.addEventListener("click", async ev => {
ev.preventDefault(); ev.stopPropagation();
await breakPanic(this.actor, ev.currentTarget.dataset.choice ?? "freeze");
}));
root.querySelectorAll("[data-action='coherence-adjust']").forEach(el =>
el.addEventListener("click", async ev => {
ev.preventDefault(); ev.stopPropagation();
@@ -5514,6 +5525,11 @@ class RingBRPItemSheet extends ItemSheet {
ctx.isMaterial = this.item.type === "material";
ctx.isVehicle = this.item.type === "vehicle";
ctx.isAuthority = this.item.type === "authority";
// Talents and Arts were added after this list and never joined it, so their sheets
// rendered an empty Detail tab over real data — category, rule, uses and cost all
// sat in the document with nothing on screen reading them.
ctx.isTalent = this.item.type === "talent";
ctx.isPower = this.item.type === "power";
ctx.descriptionHTML = await rbEnrich(ctx.sys.description ?? "");
if (ctx.isGear) {
@@ -5867,7 +5883,6 @@ export async function rollWeaponDamage({ actor = null, weapon, level = "success"
roll = await new Roll(usesDm ? formula + dm : formula).evaluate();
}
rbDressDice(roll, actor);
const note = level === "critical" ? game.i18n.localize("RINGBRP.Chat.DamageCritical")
: level === "special" ? game.i18n.localize("RINGBRP.Chat.DamageSpecial")
: "";
@@ -6163,6 +6178,7 @@ Hooks.once("init", () => {
reactionLoadFrom, reactionPrintedFrom,
readinessRating, percentileFaces, circumstanceTotal,
coherenceBand, coherencePenaltyFor, woundPenaltyFor, loseCoherence, regainCoherence, displace,
panicBand, panicPenaltyFor, panicBreaksAt, gainPanic, easePanic, breakPanic,
isAcross, setAcross, useTransposed, debrief, activeCaseFile, returnCrossing, caseMembers,
earnedDiscoveries, deviceFunctionStatus, earnDiscovery, useDeviceFunction, pickContactActor,
resolveContact, newEncounter, claimRewards, activeRewardEffects,
@@ -6181,7 +6197,7 @@ Hooks.once("init", () => {
usePower, grantPower, ARTS, powerCostFor, crossBack,
generateMissionCase, missionDialog, salvageFrom,
crossingArtPoolFor, crossingGrantsArt, crossingCostFor, returnCrossing,
rollWeaponDamage, diceSetFor,
rollWeaponDamage,
restFor, endOfCase, gearBonusFor,
hasTalent, talentAvailable, useTalent, requisition, armCleanScene, resetTalents,
generateCharacter, generateNPC, generateDialog, installContent, grantFullSkillList,
+110
View File
@@ -263,6 +263,116 @@ export const COHERENCE_COSTS = {
export const COHERENCE_RECOVERY = { debrief: 1, downtimeWeek: 1, anchorObject: 1 };
/* ============================================================
PANIC — the short track
============================================================
Coherence is the long one: 0-10, campaign-scale, what it costs to keep looking once
you know what you are looking at, recovered at a debrief. Panic is the other half and
they must not be confused at the table:
Coherence what knowing has cost you weeks 0-10, down
Panic what is happening to you NOW minutes 0-5, up
Panic goes UP. A trigger gives a point with no roll — asking for a die to find out
whether you are frightened is a die that slows the scene down and tells the player
how to feel. The roll is to get RID of it, which is the interesting direction and the
only one worth a check.
One free point on purpose: at Panic 1 you are rattled and roll at no penalty. It costs
the table nothing and it means the first shock of a scene is colour rather than
arithmetic.
============================================================ */
export const PANIC_MAX = 5;
export const PANIC_BANDS = [
{ min: 5, id: "broken", label: "RINGBRP.Panic.Broken", all: -20, breaks: true,
note: "RINGBRP.Panic.BrokenNote" },
{ min: 4, id: "overwhelmed", label: "RINGBRP.Panic.Overwhelmed", all: -20, breaks: false,
note: "RINGBRP.Panic.OverwhelmedNote" },
{ min: 3, id: "losing", label: "RINGBRP.Panic.Losing", all: -10, breaks: false,
note: "RINGBRP.Panic.LosingNote" },
{ min: 2, id: "shaken", label: "RINGBRP.Panic.Shaken", all: -5, breaks: false,
note: "RINGBRP.Panic.ShakenNote" },
{ min: 1, id: "rattled", label: "RINGBRP.Panic.Rattled", all: 0, breaks: false,
note: "RINGBRP.Panic.RattledNote" },
{ min: 0, id: "steady", label: "RINGBRP.Panic.Steady", all: 0, breaks: false,
note: "RINGBRP.Panic.SteadyNote" }
];
/** What a point costs. One each, so a GM never has to weigh anything mid-scene. */
export const PANIC_TRIGGERS = {
wrongThing: { cost: 1, label: "RINGBRP.Panic.Trig.WrongThing" },
touchedByIt: { cost: 1, label: "RINGBRP.Panic.Trig.Touched" },
aBody: { cost: 1, label: "RINGBRP.Panic.Trig.Body" },
someoneYouKnew:{ cost: 2, label: "RINGBRP.Panic.Trig.Known" },
theLightsWent: { cost: 1, label: "RINGBRP.Panic.Trig.Dark" },
majorWound: { cost: 1, label: "RINGBRP.Panic.Trig.Wounded" },
itSaidYourName:{ cost: 2, label: "RINGBRP.Panic.Trig.Named" }
};
/**
* What takes a point off, and what it is rolled against.
*
* `self` steadies you; `other` steadies somebody else, which is the whole reason
* Psychology is worth carrying. `heard` reaches everyone who can hear it: naming a thing
* correctly is the department's actual work, and it is worth a mechanical reward.
* A special takes two.
*/
export const PANIC_RELIEF = {
steadyYourself: { skill: null, reach: "self", once: "scene",
label: "RINGBRP.Panic.Relief.Steady" },
religion: { skill: "religion", reach: "self", once: "scene",
label: "RINGBRP.Panic.Relief.Religion" },
psychology: { skill: "psychology", reach: "other", once: "scene",
label: "RINGBRP.Panic.Relief.Psychology" },
occult: { skill: "occult", reach: "heard", once: "encounter",
label: "RINGBRP.Panic.Relief.Occult" },
anchorObject: { skill: null, reach: "self", once: "case",
label: "RINGBRP.Panic.Relief.Anchor" }
};
/** Breaking is a choice, not a table: three bad options, taken fast. */
export const PANIC_BREAK = ["freeze", "flee", "fixate"];
/** Breaking spends the panic. You come back at 3, not at 0 — it is not a rest. */
export const PANIC_AFTER_BREAK = 3;
export function panicBandFrom(value) {
const v = Math.max(0, Math.min(PANIC_MAX, Number(value) || 0));
return PANIC_BANDS.find(b => v >= b.min) ?? PANIC_BANDS.at(-1);
}
/** The roll penalty a level of panic carries. Never positive. */
export function panicPenaltyFor(value) {
return Math.min(0, panicBandFrom(value).all);
}
/** Does this level break the character this round? */
export function panicBreaksAt(value) {
return panicBandFrom(value).breaks === true;
}
/** Clamped, so nothing can push the track past its own ends. */
export function panicAfter(value, delta) {
return Math.max(0, Math.min(PANIC_MAX, (Number(value) || 0) + (Number(delta) || 0)));
}
/**
* A success takes one point, a special or better takes two — and a FUMBLE puts one on.
*
* Returned as a negative relief so the whole thing stays one number and one direction:
* easePanic subtracts what this gives it, so -1 subtracts a negative and the track goes
* up. Trying to talk somebody down and making it worse is the most familiar thing in
* this list, and until now it was the only outcome that cost nothing.
*/
export function panicReliefFor(level) {
if (level === "critical" || level === "special") return 2;
if (level === "success") return 1;
if (level === "fumble") return -1;
return 0;
}
export function coherenceBandFrom(value) {
const v = Math.max(0, Number(value) || 0);
return COHERENCE_BANDS.find(b => v >= b.min) ?? COHERENCE_BANDS.at(-1);
+164
View File
@@ -410,11 +410,19 @@
column-fill: balance;
}
.rb-skills { list-style: none; margin: 0; padding: 0; }
/* Seven columns: tick, icon, name, value, bands, edit, delete. The NPC sheet's rows
carry four children, not seven, so it gets its own template below — sharing this one
put the name in a 13px column and the value in a 20px one, and the whole list
overlapped itself. Nobody saw it because nobody had ever opened an NPC sheet. */
.rb-skill {
display: grid; grid-template-columns: 13px 20px minmax(0,1fr) 44px 104px 15px 15px;
gap: 5px; align-items: center; min-height: 26px; padding: 0;
border-bottom: 1px solid var(--rb-hairline);
}
/* name · value · edit · delete */
.rb-npc .rb-skill {
grid-template-columns: minmax(0,1fr) 46px 15px 15px;
}
.rb-skill:hover { background: var(--rb-blue); }
.rb-tick { width: 12px; height: 12px; border: 1px solid var(--rb-muted); display: inline-block; }
.rb-tick.on { background: var(--rb-yellow); border-color: var(--rb-yellow); }
@@ -1676,3 +1684,159 @@
.rb-dying { border-left: 3px solid var(--rb-danger); padding-left: 8px; }
.rb-stable { border-left: 3px solid var(--rb-yellow); padding-left: 8px; }
.rb-dead { border-left: 3px solid var(--rb-white); padding-left: 8px; }
/* ============================================================
THE PAUSE — a uniselector, stepping
============================================================
Foundry's pause is <figure id="pause"> holding an <img> and a <figcaption>, and core
hides it with `#pause { display: none }` / shows it with `#pause.paused { display:
flex }`. The first version of this styled the bare #pause with display:flex and so
overrode the hide — the panel never went away when the game unpaused. EVERY rule here
that could affect visibility or layout is therefore scoped to `.paused`, and `display`
is not set anywhere.
Core also already centres it: a full-width band, 180px tall, at top calc(50vh - 100px),
column flex, centred both ways, pointer-events none. That layout is correct and is
left alone — only its size and its looks change here. The first version repositioned
it with left/bottom and pushed it off centre for the trouble.
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. 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 — a contact every 700ms. A continuous spin reads as a
loading throbber; a discrete click reads as a machine working through a list.
============================================================ */
/* Taller than core's 180px, and moved up by exactly half the extra so it stays centred. */
#pause.paused {
height: 300px;
top: calc(50vh - 150px);
gap: 28px;
background: linear-gradient(to right,
transparent 0%,
color-mix(in srgb, var(--rb-void) 82%, transparent) 38%,
color-mix(in srgb, var(--rb-void) 82%, transparent) 62%,
transparent 100%);
}
/* the dial: eleven contacts, standing still, behind the arm */
#pause.paused::before {
content: "";
position: absolute;
top: 24px; left: 50%; margin-left: -85px;
width: 170px; height: 170px;
border-radius: 50%;
background:
repeating-conic-gradient(from -90deg,
var(--rb-line) 0deg 1.6deg, transparent 1.6deg 32.727deg);
-webkit-mask: radial-gradient(circle, transparent 0 52px, #000 54px);
mask: radial-gradient(circle, transparent 0 52px, #000 54px);
opacity: .9;
}
/* the arm. The <img> keeps its box and loses its pixels: object-position walks the
raster out of frame, which leaves a paintable element without adding a wrapper. */
#pause.paused img {
width: 170px; height: 170px;
object-fit: none; object-position: -9999px -9999px;
border: none; box-shadow: none; filter: none;
/* the arm, and behind it the contact it has just left — without the trailing sector
a 700ms step is easy to miss, and the stepping is the whole idea */
background: conic-gradient(from -91deg,
var(--rb-yellow) 0deg 3.5deg,
var(--rb-yellow-dim) 3.5deg 28deg,
transparent 28deg 360deg);
-webkit-mask: radial-gradient(circle, #000 0 78px, transparent 80px);
mask: radial-gradient(circle, #000 0 78px, transparent 80px);
animation: rb-uniselector 7.7s steps(11, end) infinite;
}
/* core adds fa-spin to that img; ours must be the only rotation running */
#pause.paused img.fa-spin { animation: rb-uniselector 7.7s steps(11, end) infinite; }
/* the hub, and the amber that says the record is being written */
#pause.paused::after {
content: "";
position: absolute;
top: 101px; left: 50%; margin-left: -8px;
width: 16px; height: 16px;
border-radius: 50%;
background: var(--rb-yellow);
animation: rb-pause-pip 2.6s ease-in-out infinite;
}
#pause.paused figcaption {
font-family: var(--rb-display);
font-size: 24px;
letter-spacing: .3em;
text-transform: uppercase;
color: var(--rb-yellow);
line-height: 1.2;
text-shadow: 0 2px 18px var(--rb-void);
}
@keyframes rb-uniselector { from { transform: rotate(0deg); } to { transform: rotate(360deg); } }
@keyframes rb-pause-pip { 0%, 100% { opacity: .25; } 50% { opacity: 1; } }
/* A stepping dial in the corner of the eye is exactly what this preference is about.
Keep the object, stop the movement — including core's own pulse on the whole figure. */
@media (prefers-reduced-motion: reduce) {
#pause.paused,
#pause.paused img,
#pause.paused img.fa-spin,
#pause.paused::after { animation: none; }
#pause.paused img { transform: rotate(-32.7deg); }
}
/* ============================================================
PANIC — the short track
============================================================
Deliberately NOT the same colour as Coherence. The two tracks run in opposite
directions on different timescales, and a table that reads one as the other will make
the wrong decision at the worst moment: Coherence is cool and yellow like the rest of
the department, Panic warms as it climbs and ends red.
============================================================ */
.rb-vital-panic .rb-big { color: var(--rb-white); }
.rb-panic-steady .rb-big, .rb-panic-steady .rb-cohband { color: var(--rb-muted); }
.rb-panic-rattled .rb-big, .rb-panic-rattled .rb-cohband { color: var(--rb-white); }
.rb-panic-shaken .rb-big, .rb-panic-shaken .rb-cohband { color: var(--rb-yellow); }
.rb-panic-losing .rb-big, .rb-panic-losing .rb-cohband { color: #ffb066; }
.rb-panic-overwhelmed .rb-big, .rb-panic-overwhelmed .rb-cohband { color: var(--rb-danger); }
.rb-panic-broken .rb-big, .rb-panic-broken .rb-cohband { color: var(--rb-danger); }
.rb-vital-panic.rb-panic-broken { border-color: var(--rb-danger); }
.rb-panic-pips { display: flex; gap: 5px; list-style: none; margin: 8px 0; padding: 0; }
.rb-panic-pip {
width: 20px; height: 8px;
background: transparent; border: 1px solid var(--rb-hairline);
}
.rb-panic-pip.on { background: var(--rb-danger); border-color: var(--rb-danger); }
.rb-panic-move { display: flex; align-items: baseline; gap: 8px; margin: 6px 0; }
.rb-panic-from, .rb-panic-to {
font-family: var(--rb-display); font-size: 20px; color: var(--rb-white);
}
.rb-panic-arrow { color: var(--rb-muted); }
.rb-panic-band {
font-family: var(--rb-body); font-size: 11px; font-weight: 700;
letter-spacing: .1em; text-transform: uppercase; color: var(--rb-yellow);
}
.rb-panic-reason { font-size: 13px; color: var(--rb-white); margin: 4px 0; }
.rb-panic-note { font-size: 12px; color: var(--rb-muted); margin: 2px 0 6px; }
.rb-panic-pen { font-size: 13px; font-weight: 700; color: var(--rb-danger); margin: 2px 0; }
.rb-panic-break {
font-family: var(--rb-body); font-size: 12px; font-weight: 700; letter-spacing: .08em;
color: var(--rb-void); background: var(--rb-danger);
padding: 5px 8px; margin: 6px 0 0;
}
/* A fumbled relief puts a point ON. The card must say which way it went, or it reads
as "Psychology" printed over a number that just rose, and the table reads that as a
bug rather than as the rule. */
.rb-panic-worse {
font-family: var(--rb-body); font-size: 11px; font-weight: 700; letter-spacing: .08em;
text-transform: uppercase; color: var(--rb-void); background: var(--rb-danger);
padding: 2px 6px; margin-right: 6px;
}
+1 -1
View File
@@ -2,7 +2,7 @@
"id": "ringbrp",
"title": "The Custodians",
"description": "A Basic Roleplaying game of agents who cross the crossing to contain what should not be there — and who come back a little less from here each time.",
"version": "1.0.0",
"version": "1.1.2",
"compatibility": {
"minimum": 13,
"verified": "14.364"
+5
View File
@@ -69,6 +69,11 @@
"value": 10,
"max": 10,
"drift": []
},
"panic": {
"value": 0,
"max": 5,
"log": []
}
}
},
+10
View File
@@ -51,6 +51,16 @@
</span>
<span class="rb-cohband">{{localize coherence.band.label}}</span>
</div>
<div class="rb-vital-panic rb-panic-{{panic.band.id}}"
data-tooltip="{{localize panic.band.note}}">
<span class="rb-vital-label">{{localize "RINGBRP.Panic.Label"}}</span>
<span class="rb-coh-row">
<a data-action="panic-adjust" data-delta="-1" class="rb-cohbtn">&minus;</a>
<span class="rb-big">{{sys.panic.value}}</span>
<a data-action="panic-adjust" data-delta="1" class="rb-cohbtn">+</a>
</span>
<span class="rb-cohband">{{localize panic.band.label}}</span>
</div>
<div class="rb-armour{{#if armourUnworn.length}} rb-unworn{{/if}}"
{{#if armourUnworn.length}}data-tooltip="{{localize "RINGBRP.Sheet.ArmourUnworn"}}"{{/if}}>
<span class="rb-vital-label">{{localize "RINGBRP.Sheet.Armour"}}</span>
+21
View File
@@ -0,0 +1,21 @@
<div class="ringbrp-chat rb-panic-card">
<div class="rb-chat-title">{{localize "RINGBRP.Panic.Label"}}</div>
<div class="rb-chat-sub">{{actorName}}</div>
<ol class="rb-panic-pips">
{{#each pips as |on|}}<li class="rb-panic-pip{{#if on}} on{{/if}}"></li>{{/each}}
</ol>
<div class="rb-panic-move">
<span class="rb-panic-from">{{before}}</span>
<span class="rb-panic-arrow">&rarr;</span>
<span class="rb-panic-to">{{after}}</span>
<span class="rb-panic-band rb-panic-{{band.id}}">{{localize band.label}}</span>
</div>
<p class="rb-panic-reason">{{#if backfired}}<span class="rb-panic-worse">{{localize "RINGBRP.Panic.Backfired"}}</span> {{/if}}{{reason}}{{#if note}} — <em>{{note}}</em>{{/if}}</p>
<p class="rb-panic-note">{{localize band.note}}</p>
{{#if penalty}}<p class="rb-panic-pen">{{penalty}}% {{localize "RINGBRP.Chat.ToEverything"}}</p>{{/if}}
{{#if breaks}}<p class="rb-panic-break">{{localize "RINGBRP.Panic.Breaks"}}</p>{{/if}}
</div>
+58
View File
@@ -171,6 +171,28 @@
</section>
{{/if}}
{{#if isTalent}}
<section class="rb-statline">
<div class="rb-stat rb-stat-primary"><span class="rb-stat-label">{{localize "RINGBRP.Item.TalentCategory"}}</span>
<span class="rb-stat-value rb-stat-small">{{sys.category}}</span></div>
<div class="rb-stat"><span class="rb-stat-label">{{localize "RINGBRP.Item.UsesPerCase"}}</span>
<span class="rb-stat-value">{{#if sys.usesPerCase}}{{sys.usedThisCase}} / {{sys.usesPerCase}}{{else}}&mdash;{{/if}}</span></div>
<div class="rb-stat"><span class="rb-stat-label">{{localize "RINGBRP.Coh.Label"}}</span>
<span class="rb-stat-value">{{#if sys.coherenceCost}}{{sys.coherenceCost}}{{else}}&mdash;{{/if}}</span></div>
</section>
{{/if}}
{{#if isPower}}
<section class="rb-statline">
<div class="rb-stat rb-stat-primary"><span class="rb-stat-label">{{localize "RINGBRP.Item.ArtRating"}}</span>
<span class="rb-stat-value">{{sys.value}}%</span></div>
<div class="rb-stat"><span class="rb-stat-label">{{localize "RINGBRP.Coh.Label"}}</span>
<span class="rb-stat-value">{{sys.coherenceCost}}</span></div>
<div class="rb-stat"><span class="rb-stat-label">{{localize "RINGBRP.Item.PushCost"}}</span>
<span class="rb-stat-value">{{sys.pushCost}}</span></div>
</section>
{{/if}}
<nav class="sheet-tabs rb-tabs" data-group="primary">
<a class="item" data-tab="detail">{{localize "RINGBRP.Tab.Detail"}}</a>
<a class="item" data-tab="desc">{{localize "RINGBRP.Tab.Description"}}</a>
@@ -471,6 +493,42 @@
<h3 class="rb-cat-head">{{localize "RINGBRP.Item.BlocksSensors"}}</h3>
<p class="rb-tags">{{#each sys.blocksSensors as |t|}}<span class="rb-tag">{{t}}</span>{{else}}<span class="rb-dim">&mdash;</span>{{/each}}</p>
{{/if}}
{{#if isTalent}}
<h3 class="rb-cat-head">{{localize "RINGBRP.Item.Identity"}}</h3>
<div class="rb-grid2">
<label>{{localize "RINGBRP.Item.TalentId"}}<input type="text" name="system.talentId" value="{{sys.talentId}}"/></label>
<label>{{localize "RINGBRP.Item.TalentCategory"}}<input type="text" name="system.category" value="{{sys.category}}"/></label>
</div>
<label class="rb-wide">{{localize "RINGBRP.Item.TalentSummary"}}<input type="text" name="system.summary" value="{{sys.summary}}"/></label>
<label class="rb-wide">{{localize "RINGBRP.Item.TalentRule"}}<textarea name="system.rule" rows="3">{{sys.rule}}</textarea></label>
<h3 class="rb-cat-head">{{localize "RINGBRP.Tab.Combat"}}</h3>
<div class="rb-grid2">
<label>{{localize "RINGBRP.Item.UsesPerCase"}}<input type="number" name="system.usesPerCase" value="{{sys.usesPerCase}}"/></label>
<label>{{localize "RINGBRP.Item.UsedThisCase"}}<input type="number" name="system.usedThisCase" value="{{sys.usedThisCase}}"/></label>
<label>{{localize "RINGBRP.Coh.Label"}}<input type="number" name="system.coherenceCost" value="{{sys.coherenceCost}}"/></label>
<label>{{localize "RINGBRP.Item.GrantsAction"}}<input type="text" name="system.grantsAction" value="{{sys.grantsAction}}"/></label>
<label>{{localize "RINGBRP.Item.SkillBonusFam"}}<input type="text" name="system.skillBonus.skillFamilyId" value="{{sys.skillBonus.skillFamilyId}}"/></label>
<label>{{localize "RINGBRP.Item.SkillBonusVal"}}<input type="number" name="system.skillBonus.value" value="{{sys.skillBonus.value}}"/></label>
</div>
{{/if}}
{{#if isPower}}
<h3 class="rb-cat-head">{{localize "RINGBRP.Item.Identity"}}</h3>
<div class="rb-grid2">
<label>{{localize "RINGBRP.Item.ArtId"}}<input type="text" name="system.artId" value="{{sys.artId}}"/></label>
<label>{{localize "RINGBRP.Item.ArtRating"}}<input type="number" name="system.value" value="{{sys.value}}"/></label>
</div>
<label class="rb-wide">{{localize "RINGBRP.Item.ArtSummary"}}<input type="text" name="system.summary" value="{{sys.summary}}"/></label>
<label class="rb-wide">{{localize "RINGBRP.Item.ArtRule"}}<textarea name="system.rule" rows="3">{{sys.rule}}</textarea></label>
<h3 class="rb-cat-head">{{localize "RINGBRP.Coh.Label"}}</h3>
<div class="rb-grid2">
<label>{{localize "RINGBRP.Coh.Label"}}<input type="number" name="system.coherenceCost" value="{{sys.coherenceCost}}"/></label>
<label>{{localize "RINGBRP.Item.PushCost"}}<input type="number" name="system.pushCost" value="{{sys.pushCost}}"/></label>
</div>
<label class="rb-wide">{{localize "RINGBRP.Item.PushRule"}}<textarea name="system.pushRule" rows="2">{{sys.pushRule}}</textarea></label>
<label class="rb-wide">{{localize "RINGBRP.Item.Origin"}}<input type="text" name="system.origin" value="{{sys.origin}}"/></label>
{{/if}}
</div>
<div class="tab" data-group="primary" data-tab="desc">
+4 -1
View File
@@ -40,7 +40,10 @@
<section class="sheet-body rb-body">
<div class="tab" data-group="primary" data-tab="skills">
{{#each RINGBRP.categories as |cat key|}}
{{#if (lookup ../skillsByCategory key).length}}
{{! Handlebars cannot read a property off a subexpression — `(lookup a b).length`
is a parse error, and a parse error in a template is a sheet that never opens.
#if already treats an empty array as falsy, so the length was never needed. }}
{{#if (lookup ../skillsByCategory key)}}
<div class="rb-cat">
<h3 class="rb-cat-head">{{localize cat.label}}<span class="rb-catbonus">+{{lookup ../sys.categoryBonus key}}</span>
<a class="rb-add" data-action="item-create" data-type="skill"><i class="fas fa-plus"></i></a></h3>
+92 -4
View File
@@ -461,6 +461,38 @@ function journalDoc(name, key, pages) {
return { doc: { _id: id, name, pages: pageDocs.map(p => p._id), categories: [], ...BASE() }, pages: pageDocs, id };
}
/**
* A journal of nothing but pictures, for showing to players.
*
* title.show is FALSE and there is no caption on purpose: when the GM hits Show Players
* the table gets the image and nothing else — no heading telling them which room this
* is, no label naming the thing they are looking at. The page NAME is for the GM's list
* in the sidebar, so they can find the right one in a hurry; the players never see it.
*/
function imageJournal(name, key, plates) {
const id = idFor(`journal:${key}`);
const pageDocs = plates.map((p, i) => {
// A missing plate is a blank frame on a projector in front of six people.
if (!existsSync(path.join(ROOT, p.src))) throw new Error(`${name}: no plate at ${p.src}`);
return {
_id: idFor(`journal:${key}:${i}`),
name: p.name, type: "image",
title: { show: false, level: 1 },
src: `systems/ringbrp/${p.src}`,
image: { caption: "" },
text: { format: 1, content: "", markdown: "" },
video: { controls: true, volume: 0.5 },
system: {}, sort: (i + 1) * 100, ownership: { default: 2 }, flags: {},
category: null
};
});
return {
doc: { _id: id, name, pages: pageDocs.map(p => p._id), categories: [],
...BASE(), ownership: { default: 2 }, flags: { ringbrp: { brand: true } } },
pages: pageDocs, id
};
}
/* ---------------- writer ---------------- */
/**
@@ -503,6 +535,11 @@ async function writePack(packName, entries) {
// every sheet in the system and gives no error the user would connect to it.
execFileSync(process.execPath, [new URL("check-lang.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
// And refuse if a template will not compile. A parse error in a .hbs is a sheet
// that never opens, and no other guard reads templates — npc-sheet.hbs shipped
// broken and every NPC in the system threw on click.
execFileSync(process.execPath, [new URL("check-templates.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
// And refuse if a rule a play-through already found is broken again. The static
// guards cannot tell whether a rule is READ; these tests can.
execFileSync(process.execPath, [new URL("check-behaviour.mjs", import.meta.url).pathname],
@@ -788,6 +825,42 @@ await writePack("armour", ARMOURS.map(a => {
+ `${S.STARTER_PAGES.length} GM pages, ${S.STARTER_HANDOUTS.length} handouts`);
}
/**
* Culland Hall as a playable Scene.
*
* The map is DRAWN (art/maps/culland-hall.svg) rather than generated, because a room
* count, a door position and a label are all load-bearing in this scenario and a
* generator cannot be trusted with any of them. 2800x2000 at 100px to the square, so
* the Foundry grid lands exactly on the grid drawn into the image.
*
* No walls or lighting: the scenario is a conversation with a floor plan behind it, and
* a GM who wants line-of-sight can add them in ten minutes. Shipping half-done walls
* would be worse than shipping none.
*/
function cullandScene() {
const id = idFor("scene:culland_hall");
return {
_id: id,
name: "Culland Hall — ground floor and grounds",
navigation: true, navName: "Culland Hall", active: false,
background: { src: "systems/ringbrp/art/maps/culland-hall.webp" },
foreground: null, thumb: null,
width: 2800, height: 2000, padding: 0.1,
initial: { x: 1400, y: 1000, scale: 0.4 },
backgroundColor: "#0c125b",
grid: { type: 1, size: 100, style: "solidLines", thickness: 1,
color: "#6674d8", alpha: 0.12, distance: 5, units: "ft" },
tokenVision: false, fog: { exploration: false, overlay: null },
globalLight: true, darkness: 0,
environment: { globalLight: { enabled: true }, darknessLevel: 0 },
drawings: [], tokens: [], lights: [], sounds: [], regions: [], templates: [],
tiles: [], walls: [], notes: [],
playlist: null, playlistSound: null, journal: null, journalEntryPage: null,
weather: "", flags: { ringbrp: { key: "culland_hall" } },
...BASE()
};
}
// LAST ADMISSION — the two-hour prologue, and the one to run by default. Same shape as
// OPEN DAY's adventure and for the same reason: journals and cast only, because the
// player characters are the "(before)" pregens in the Pregens pack.
@@ -801,6 +874,19 @@ await writePack("armour", ARMOURS.map(a => {
castDocs.push(actorDoc);
}
// The plates, one per page, for showing at the table. Named for what the GM will be
// looking for under pressure, ordered by when it comes up.
const showJournal = imageJournal("LAST ADMISSION — Show the players", "la_show", [
{ name: "1 · The house, from the drive", src: "art/scenes/la_01_hall.webp" },
{ name: "2 · Floor plan — Culland Hall", src: "art/maps/culland-hall.webp" },
{ name: "3 · Backstage — the green room", src: "art/scenes/la_06_green.webp" },
{ name: "4 · The east corridor", src: "art/scenes/la_03_corridor.webp" },
{ name: "5 · The nursery", src: "art/scenes/la_04_nursery.webp" },
{ name: "6 · The glasshouse — Old Marrow", src: "art/scenes/la_05_glass.webp" },
{ name: "7 · The stairs — the woman standing", src: "art/scenes/la_07_stairs.webp" },
{ name: "8 · The car park, afterwards", src: "art/scenes/la_08_carpark.webp" }
]);
const gmJournal = journalDoc("LAST ADMISSION — Run the prologue", "la_gm", L.LA_PAGES);
const handouts = journalDoc("LAST ADMISSION — Player handouts", "la_handouts", L.LA_HANDOUTS);
handouts.doc.ownership = { default: 2 };
@@ -829,16 +915,18 @@ await writePack("armour", ARMOURS.map(a => {
actors: castDocs,
items: [],
journal: [
{ ...gmJournal.doc, pages: gmJournal.pages },
{ ...handouts.doc, pages: handouts.pages }
{ ...gmJournal.doc, pages: gmJournal.pages },
{ ...handouts.doc, pages: handouts.pages },
{ ...showJournal.doc, pages: showJournal.pages }
],
scenes: [], combats: [], tables: [], macros: [], cards: [], playlists: [], folders: [],
scenes: [cullandScene()], combats: [], tables: [], macros: [], cards: [], playlists: [], folders: [],
sort: 0, ...BASE()
};
await writePack("lastadmission", [[`!adventures!${advId}`, adventure]]);
console.log(` lastadm LAST ADMISSION — ${castDocs.length} cast, `
+ `${L.LA_PAGES.length} GM pages, ${L.LA_HANDOUTS.length} handouts`);
+ `${L.LA_PAGES.length} GM pages, ${L.LA_HANDOUTS.length} handouts, `
+ `${showJournal.pages.length} plates to show`);
}
// OPEN DAY — the prologue. A much smaller adventure than BLACK PLATFORM: no case file,
+137
View File
@@ -398,6 +398,143 @@ test("every compendium pack is declared in exactly one packFolders folder", asyn
assert.equal(dupes.length, 0, `declared in more than one folder: ${dupes.join(", ")}`);
});
// Talent and Art were added to template.json and then forgotten twice over: no
// TYPES.Item.* label, so the sheet printed the raw key under the name, and no branch in
// item-sheet.hbs, so the Detail tab was blank over a document full of real data. Eleven
// of thirteen types were handled, which is exactly the shape a human eye skips.
test("every declared document type has a label and a sheet section", async () => {
const { readFile } = await import("node:fs/promises");
const here = u => new URL(u, import.meta.url);
const tmpl = JSON.parse(await readFile(here("../template.json"), "utf8"));
const lang = JSON.parse(await readFile(here("../lang/en.json"), "utf8"));
const itemSheet = await readFile(here("../templates/item-sheet.hbs"), "utf8");
const system = await readFile(here("../ringbrp.mjs"), "utf8");
for (const doc of ["Actor", "Item"]) {
for (const t of tmpl[doc].types) {
assert.ok(lang[`TYPES.${doc}.${t}`],
`no TYPES.${doc}.${t} in en.json — the sheet prints the raw key`);
}
}
// Item types share one sheet, so each needs its own branch and the flag that drives it.
for (const t of tmpl.Item.types) {
const flag = `is${t[0].toUpperCase()}${t.slice(1)}`;
assert.ok(system.includes(`ctx.${flag} =`),
`the item sheet never sets ${flag}, so its section can never render`);
assert.ok(itemSheet.includes(`{{#if ${flag}}}`),
`item-sheet.hbs has no {{#if ${flag}}} section — Detail will be blank for ${t}`);
}
});
// Core hides the pause overlay with `#pause { display: none }` and shows it with
// `#pause.paused { display: flex }`. A system rule on the BARE #pause that sets display
// wins on specificity and the overlay never goes away — the game unpauses, play carries
// on, and GAME PAUSED sits over the table for the rest of the session. Shipped exactly
// that in 1.0.4. Anything targeting #pause must be scoped to .paused.
test("no stylesheet rule sets display on a bare #pause", async () => {
const { readFile } = await import("node:fs/promises");
const raw = await readFile(new URL("../styles/ringbrp.css", import.meta.url), "utf8");
// Comments first, or this guard reports the comment that explains the guard — which
// is precisely what the template guard did the last time round.
const css = raw.replace(/\/\*[\s\S]*?\*\//g, "");
// every rule whose selector mentions #pause, with its declaration block
for (const m of css.matchAll(/([^{}]*#pause[^{}]*)\{([^{}]*)\}/g)) {
const selector = m[1].trim().replace(/\s+/g, " ");
const body = m[2];
const scoped = selector.split(",").every(sel => !sel.includes("#pause") || /#pause[^,]*\.paused/.test(sel));
if (scoped) continue;
assert.ok(!/(^|;)\s*display\s*:/.test(body),
`"${selector}" sets display on an unscoped #pause — the overlay will not hide on unpause`);
}
});
/* ---------------------------------------------------------------- *
* Panic — the short track, added after the first game asked for it
* ---------------------------------------------------------------- */
// The first point is free ON PURPOSE: the opening shock of a scene should be colour,
// not arithmetic. If this ever starts costing, the whole track has been re-tuned.
test("panic 1 costs nothing to roll at", () =>
assert.equal(RULES.panicPenaltyFor(1), 0));
test("panic bites from 2 upward and never rewards", () => {
let prev = 1;
for (const v of [2, 3, 4, 5]) {
const pen = RULES.panicPenaltyFor(v);
assert.ok(pen <= 0, `panic ${v} gives a bonus`);
assert.ok(pen <= prev, `panic ${v} is kinder than ${v - 1}`);
prev = pen;
}
});
test("only 5 breaks you", () => {
for (const v of [0, 1, 2, 3, 4]) assert.equal(RULES.panicBreaksAt(v), false, `${v} breaks`);
assert.equal(RULES.panicBreaksAt(5), true);
});
// A track that can be pushed past its own ends is a track that will be, by a GM
// clicking + on a bad night.
test("panic cannot leave 0..5", () => {
assert.equal(RULES.panicAfter(5, 3), RULES.PANIC_MAX);
assert.equal(RULES.panicAfter(0, -3), 0);
assert.equal(RULES.panicAfter(2, 2), 4);
});
// Breaking spends it. Coming back at 0 would make breaking the cheapest way to clear
// the track, which is exactly backwards.
test("breaking does not reset you to calm", () => {
assert.ok(RULES.PANIC_AFTER_BREAK > 0, "breaking wipes the track clean");
assert.ok(RULES.PANIC_AFTER_BREAK < RULES.PANIC_MAX, "breaking leaves you still broken");
});
test("a special takes two points, a failure takes none, a fumble ADDS one", () => {
assert.equal(RULES.panicReliefFor("special"), 2);
assert.equal(RULES.panicReliefFor("critical"), 2);
assert.equal(RULES.panicReliefFor("success"), 1);
assert.equal(RULES.panicReliefFor("failure"), 0);
// Negative relief. Trying to steady somebody and making it worse is the most familiar
// thing on the list and it used to be the only outcome that cost nothing.
assert.equal(RULES.panicReliefFor("fumble"), -1);
});
// The sign has to survive the arithmetic easePanic does, or a fumble quietly heals.
test("a fumbled relief puts a point ON, through the same subtraction", () => {
const before = 2;
const after = RULES.panicAfter(before, -RULES.panicReliefFor("fumble"));
assert.equal(after, 3, "a fumbled relief did not raise panic");
assert.equal(RULES.panicAfter(before, -RULES.panicReliefFor("success")), 1);
});
// And it must still not be able to push past the top.
test("a fumbled relief at 5 stays at 5", () =>
assert.equal(RULES.panicAfter(5, -RULES.panicReliefFor("fumble")), RULES.PANIC_MAX));
// Every band and every trigger and relief must be sayable, or the chat card prints a key.
test("every panic band, trigger and relief has a label", async () => {
const { readFile } = await import("node:fs/promises");
const lang = JSON.parse(await readFile(new URL("../lang/en.json", import.meta.url), "utf8"));
for (const b of RULES.PANIC_BANDS) {
assert.ok(lang[b.label], `no label for panic band ${b.id}`);
assert.ok(lang[b.note], `no note for panic band ${b.id}`);
}
for (const [k, t] of Object.entries(RULES.PANIC_TRIGGERS))
assert.ok(lang[t.label], `no label for panic trigger ${k}`);
for (const [k, r] of Object.entries(RULES.PANIC_RELIEF))
assert.ok(lang[r.label], `no label for panic relief ${k}`);
});
// The reliefs name skills; a skill that is not in the catalogue is a relief nobody can
// roll. This is the same defect as a kit key with no item behind it.
test("every panic relief names a skill the catalogue has", async () => {
const { SKILL_CATALOGUE } = await import("./content.mjs");
const known = new Set(SKILL_CATALOGUE.map(r => r[0]));
for (const [k, r] of Object.entries(RULES.PANIC_RELIEF)) {
if (!r.skill) continue;
assert.ok(known.has(r.skill), `panic relief "${k}" rolls ${r.skill}, which is not a skill`);
}
});
// The three the first game asked for.
test("occult, religion and psychology exist and can be learned", async () => {
const { SKILL_CATALOGUE } = await import("./content.mjs");
for (const fam of ["occult", "religion", "psychology"]) {
const row = SKILL_CATALOGUE.find(r => r[0] === fam);
assert.ok(row, `${fam} is not in the catalogue`);
assert.ok(row[3] > 0, `${fam} has no printed base, so nobody can roll it untrained`);
assert.notEqual(row[5]?.canBeTaught, false, `${fam} cannot be taught`);
}
});
/* ---------------------------------------------------------------- */
await runAll();
+18
View File
@@ -179,6 +179,24 @@ const checks = [
["coherenceBandFrom(4).id", RULES.coherenceBandFrom(4).id, "adrift"],
["coherenceBandFrom(1).id", RULES.coherenceBandFrom(1).id, "unmoored"],
["coherenceBandFrom(0).id", RULES.coherenceBandFrom(0).id, "displaced"],
// Panic. The free first point is deliberate, so 1 must cost nothing.
["panicBandFrom(0).id", RULES.panicBandFrom(0).id, "steady"],
["panicBandFrom(1).id", RULES.panicBandFrom(1).id, "rattled"],
["panicBandFrom(3).id", RULES.panicBandFrom(3).id, "losing"],
["panicBandFrom(5).id", RULES.panicBandFrom(5).id, "broken"],
["panicPenaltyFor(1)", RULES.panicPenaltyFor(1), 0],
["panicPenaltyFor(2)", RULES.panicPenaltyFor(2), -5],
["panicPenaltyFor(4)", RULES.panicPenaltyFor(4), -20],
["panicBreaksAt(4)", RULES.panicBreaksAt(4), false],
["panicBreaksAt(5)", RULES.panicBreaksAt(5), true],
["panicAfter(4,1)", RULES.panicAfter(4, 1), 5],
["panicAfter(5,1)", RULES.panicAfter(5, 1), 5],
["panicAfter(0,-1)", RULES.panicAfter(0, -1), 0],
["panicReliefFor('success')", RULES.panicReliefFor("success"), 1],
["panicReliefFor('special')", RULES.panicReliefFor("special"), 2],
["panicReliefFor('failure')", RULES.panicReliefFor("failure"), 0],
["panicReliefFor('fumble')", RULES.panicReliefFor("fumble"), -1],
// a lost location must cost something, for every kind the species tables use
["locationEffectsFor([]) is inert", RULES.locationEffectsFor([]).all, 0],
["leg disabled → physical", RULES.locationEffectsFor([{kind:"leg",disabled:true}]).physical, -30],
+73
View File
@@ -0,0 +1,73 @@
/**
* TEMPLATE GUARD.
*
* Every .hbs in templates/ must compile. This exists because it did not, and shipped:
* 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 open — the
* Natives & Threats compendium, the starter's enemy roster, the whole LAST ADMISSION
* cast. It was invisible to every other guard: check-rules reads .mjs, check-behaviour
* says in its own header that it cannot reach sheets, and the play-throughs drove the
* system through its API rather than by clicking, so no NPC sheet was ever opened.
*
* The lesson is narrow and cheap to hold: a template is code, and code that is never
* compiled by the build is code nobody has checked. This compiles all of them in about
* a tenth of a second.
*
* It cannot tell you a template is CORRECT — only that Handlebars will accept it. What
* a sheet looks like once it has data in it is still verified by opening one.
*/
import Handlebars from "handlebars";
import { readFile, readdir } from "node:fs/promises";
import path from "node:path";
import { fileURLToPath } from "node:url";
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), "..");
const DIR = path.join(ROOT, "templates");
async function hbsFiles(dir) {
const out = [];
for (const e of await readdir(dir, { withFileTypes: true })) {
const full = path.join(dir, e.name);
if (e.isDirectory()) out.push(...await hbsFiles(full));
else if (e.name.endsWith(".hbs")) out.push(full);
}
return out;
}
const files = (await hbsFiles(DIR)).sort();
const failures = [];
for (const file of files) {
const src = await readFile(file, "utf8");
const rel = path.relative(ROOT, file);
try {
Handlebars.precompile(src);
} catch (err) {
// Handlebars reports the line in its message; keep it, it is the useful part.
failures.push(` ${rel}\n ${String(err.message).split("\n")[0]}`);
continue;
}
// The specific shape that caused this file to exist. Handlebars' own parser catches
// it, but naming it makes the failure say WHY rather than just where. Comments are
// blanked first, keeping line numbers, or this file's own explanation of the bug
// would report the bug.
const scan = src
.replace(/\{\{!--[\s\S]*?--\}\}|\{\{![\s\S]*?\}\}/g, m => m.replace(/[^\n]/g, " "));
const bad = scan.split("\n").findIndex(l => /\)\s*\.[a-zA-Z_]/.test(l));
if (bad >= 0) {
failures.push(` ${rel}:${bad + 1}\n property read off a subexpression — `
+ `Handlebars cannot do (helper x).prop`);
}
}
if (failures.length) {
console.error(`check-templates: ${failures.length} template(s) will not compile\n`
+ failures.join("\n"));
process.exit(1);
}
console.log(`check-templates: OK — ${files.length} templates compile`);
+7
View File
@@ -75,6 +75,13 @@ export const SKILL_CATALOGUE = [
["navigate", "", "mental", 10, "Navigate"],
["research", "", "mental", 1, "Research"],
["anomaly_lore", "", "mental", 0, "Anomaly Lore", { canBeTaught: false }],
// Added after the first game, which wanted all three and had none of them. Occult and
// Religion are the two halves of what people believed BEFORE the department existed —
// one is what the books say, the other is what the congregation does — and Psychology
// is the only skill that steadies somebody who is not you.
["occult", "", "mental", 5, "Occult"],
["religion", "", "mental", 5, "Religion"],
["psychology", "", "mental", 5, "Psychology"],
// perception
["listen", "", "percep", 25, "Listen"],
["spot", "", "percep", 25, "Spot"],
-176
View File
@@ -1,176 +0,0 @@
/**
* Dice textures for The Custodians, generated rather than drawn.
*
* Written as raw RGBA and encoded to PNG with node:zlib, so the repo gains no
* image dependency and the textures can be regenerated deterministically. Every
* pattern is tileable — Dice So Nice wraps these across a die face, and a seam
* shows up immediately on a d20.
*
* The set is the setting: the Custodians keep a filing system, and the game is
* about that filing system being wrong. So the dice carry a ruled grid, and the
* further an agent drifts from their own reality the more the grid stops agreeing
* with itself.
*
* node tools/make-dice-textures.mjs
*/
import { deflateSync } from "node:zlib";
import { writeFile, mkdir } from "node:fs/promises";
const SIZE = 256;
/* ---------- a minimal PNG encoder: RGBA, no interlace ---------- */
function crc32(buf) {
let c, table = crc32.table;
if (!table) {
table = crc32.table = new Int32Array(256);
for (let n = 0; n < 256; n++) {
c = n;
for (let k = 0; k < 8; k++) c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1;
table[n] = c;
}
}
c = -1;
for (let i = 0; i < buf.length; i++) c = table[(c ^ buf[i]) & 0xff] ^ (c >>> 8);
return (c ^ -1) >>> 0;
}
function chunk(type, data) {
const len = Buffer.alloc(4); len.writeUInt32BE(data.length);
const td = Buffer.concat([Buffer.from(type, "ascii"), data]);
const crc = Buffer.alloc(4); crc.writeUInt32BE(crc32(td));
return Buffer.concat([len, td, crc]);
}
function png(width, height, rgba) {
const ihdr = Buffer.alloc(13);
ihdr.writeUInt32BE(width, 0); ihdr.writeUInt32BE(height, 4);
ihdr[8] = 8; ihdr[9] = 6; ihdr[10] = 0; ihdr[11] = 0; ihdr[12] = 0;
// each scanline is prefixed with filter byte 0
const raw = Buffer.alloc(height * (width * 4 + 1));
for (let y = 0; y < height; y++) {
raw[y * (width * 4 + 1)] = 0;
rgba.copy(raw, y * (width * 4 + 1) + 1, y * width * 4, (y + 1) * width * 4);
}
return Buffer.concat([
Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]),
chunk("IHDR", ihdr),
chunk("IDAT", deflateSync(raw, { level: 9 })),
chunk("IEND", Buffer.alloc(0))
]);
}
/* ---------- deterministic noise, so a rebuild is byte-identical ---------- */
let seed = 20260810;
const rnd = () => (seed = (seed * 1664525 + 1013904223) >>> 0) / 4294967296;
const canvas = () => Buffer.alloc(SIZE * SIZE * 4);
const put = (buf, x, y, r, g, b, a = 255) => {
const i = ((y & (SIZE - 1)) * SIZE + (x & (SIZE - 1))) * 4;
buf[i] = r; buf[i + 1] = g; buf[i + 2] = b; buf[i + 3] = a;
};
const fill = (buf, r, g, b, a = 255) => {
for (let i = 0; i < buf.length; i += 4) { buf[i] = r; buf[i + 1] = g; buf[i + 2] = b; buf[i + 3] = a; }
};
/* ============================================================
1. REGISTRY — the ruled grid of a filing system, kept true.
============================================================ */
function registry() {
const b = canvas();
fill(b, 24, 38, 141); // ultramarine ground
for (let i = 0; i < SIZE; i++) {
for (const step of [32]) {
for (let k = 0; k < SIZE; k += step) {
put(b, i, k, 102, 116, 216); // --rb-line
put(b, k, i, 102, 116, 216);
}
}
for (let k = 16; k < SIZE; k += 32) { // fainter half-lines
put(b, i, k, 60, 78, 175);
put(b, k, i, 60, 78, 175);
}
}
// registry ticks at the intersections
for (let x = 0; x < SIZE; x += 64) for (let y = 0; y < SIZE; y += 64) {
for (let d = -3; d <= 3; d++) { put(b, x + d, y, 242, 234, 114); put(b, x, y + d, 242, 234, 114); }
}
return b;
}
/* ============================================================
2. DRIFT — the same grid, no longer agreeing with itself.
Used for agents who have come loose from their own reality.
============================================================ */
function drift() {
const b = canvas();
fill(b, 20, 30, 120);
const wobble = y => Math.round(6 * Math.sin(y / 14) + 3 * Math.sin(y / 5.5));
for (let i = 0; i < SIZE; i++) {
for (let k = 0; k < SIZE; k += 32) {
put(b, i + wobble(i), k, 122, 108, 200);
put(b, k, i + wobble(i), 122, 108, 200);
}
}
for (let n = 0; n < 900; n++) { // grain where it has torn
const x = (rnd() * SIZE) | 0, y = (rnd() * SIZE) | 0;
put(b, x, y, 200, 120, 150, 255);
}
for (let x = 0; x < SIZE; x += 64) for (let y = 0; y < SIZE; y += 64) {
const ox = ((rnd() * 7) | 0) - 3, oy = ((rnd() * 7) | 0) - 3;
for (let d = -3; d <= 3; d++) { put(b, x + d + ox, y + oy, 255, 122, 92); put(b, x + ox, y + d + oy, 255, 122, 92); }
}
return b;
}
/* ============================================================
3. DISPLACED — the grid is gone. What is left is not filed.
============================================================ */
function displaced() {
const b = canvas();
fill(b, 12, 14, 60);
for (let n = 0; n < 5200; n++) {
const x = (rnd() * SIZE) | 0, y = (rnd() * SIZE) | 0;
const v = 40 + ((rnd() * 90) | 0);
put(b, x, y, v, v * 0.5, v * 0.7);
}
// a few surviving fragments of rule, going nowhere
for (let n = 0; n < 26; n++) {
const x = (rnd() * SIZE) | 0, y = (rnd() * SIZE) | 0, len = 6 + ((rnd() * 22) | 0);
const horiz = rnd() > 0.5;
for (let d = 0; d < len; d++) {
if (horiz) put(b, x + d, y, 150, 120, 190); else put(b, x, y + d, 150, 120, 190);
}
}
return b;
}
/* ============================================================
4. AGENCY — brushed plate, for the agency-issue set.
============================================================ */
function agency() {
const b = canvas();
for (let y = 0; y < SIZE; y++) {
for (let x = 0; x < SIZE; x++) {
const grain = 6 * Math.sin(x / 1.7 + y / 90) + (rnd() * 7 - 3.5);
const v = 30 + grain;
put(b, x, y, 22 + v, 33 + v, 95 + v);
}
}
for (let k = 0; k < SIZE; k += 48) for (let i = 0; i < SIZE; i++) put(b, i, k, 90, 104, 190);
return b;
}
const TEXTURES = {
"custodians-registry": registry,
"custodians-drift": drift,
"custodians-displaced": displaced,
"custodians-agency": agency
};
await mkdir(new URL("../dice/", import.meta.url), { recursive: true });
for (const [name, make] of Object.entries(TEXTURES)) {
const buf = png(SIZE, SIZE, make());
await writeFile(new URL(`../dice/${name}.png`, import.meta.url), buf);
console.log(` ${name}.png ${SIZE}x${SIZE} ${(buf.length / 1024).toFixed(1)} kB`);
}
console.log("Custodians | dice textures written");
+50 -3
View File
@@ -28,7 +28,8 @@ import {
powerStartingRating, brawlFallbackFor, bleedStoppedBy,
crossingArtPoolFor, crossingGrantsArt, crossingCostFor,
REACTION, BLEED, CIRCUMSTANCE, RANGE_LADDER, rangeBandFrom,
MAJOR_WOUND_TABLE, COHERENCE_BANDS, COHERENCE_COSTS, COHERENCE_RECOVERY
MAJOR_WOUND_TABLE, COHERENCE_BANDS, COHERENCE_COSTS, COHERENCE_RECOVERY,
PANIC_BANDS, PANIC_TRIGGERS, PANIC_RELIEF, PANIC_MAX, PANIC_AFTER_BREAK, PANIC_BREAK
} from "../rules.mjs";
// Postings, trades and induction are plain data and are imported as such.
import { ROLES, TRADES, INDUCTION, TIERS, TRADE_BANDS } from "../postings.mjs";
@@ -75,6 +76,13 @@ const woundRows = MAJOR_WOUND_TABLE.map(r => {
return [`${r.min}`, L(`RINGBRP.Wound.${r.key}.title`), bits.join(" · ") || "—"];
});
const panicRows = [...PANIC_BANDS].reverse().map(b =>
[String(b.min), L(b.label), b.all ? `${pc(b.all)} everything` : "none", L(b.note)]);
const panicTrigRows = Object.values(PANIC_TRIGGERS)
.map(t => [L(t.label), `+${t.cost}`]);
const panicReliefRows = Object.values(PANIC_RELIEF)
.map(r => [L(r.label), r.reach, r.once]);
const cohRows = COHERENCE_BANDS.map((b, i) => {
const hi = i === 0 ? 10 : COHERENCE_BANDS[i - 1].min - 1;
const rng = b.min === hi ? `${b.min}` : `${hi}–${b.min}`;
@@ -518,6 +526,45 @@ return does not strand you either — you arrive near your target rather than at
There is no state in which an agent cannot get home. There are only states in which
getting home costs more than the case was worth.</p>` },
{ name: "4b · Panic", content: `
<p><em>Coherence is what knowing has cost you, and it is measured in weeks. Panic is
what is happening to you now, and it is measured in minutes. Do not confuse them at
the table: one goes down over a career, the other goes up over a corridor.</em></p>
<p>Panic runs from <strong>0 up to ${PANIC_MAX}</strong>. You take a point when
something happens to you — <strong>no roll</strong>. Asking for a die to find out
whether you are frightened slows the scene down and tells you how to feel. The die is
for getting rid of it.</p>
${table(["Panic", "Band", "Penalty", "What it looks like"], panicRows)}
<p>The first point is free. At Panic 1 you are rattled and you roll at no penalty,
because the opening shock of a scene should be colour rather than arithmetic.</p>
<h2>Taking a point</h2>
${table(["This happens", "Panic"], panicTrigRows)}
<h2>Getting rid of one</h2>
<p>Roll it. A success takes one point off; a <strong>special or better takes two</strong>.
A failure costs nothing but the moment you spent on it — and a <strong>fumble puts a
point ON</strong>. Trying to steady somebody and making it worse is the most familiar
thing on this list.</p>
${table(["How", "Reaches", "How often"], panicReliefRows)}
<p><strong>Occult is the odd one.</strong> Naming a thing correctly, out loud, helps
everybody who can hear you — which is the department's actual work, and the only relief
that reaches a whole room. <strong>Psychology</strong> is the only one that steadies
somebody who is not you. <strong>Religion</strong> steadies you and nobody else, and it
does not care whether you are right.</p>
<h2>Breaking</h2>
<p>At ${PANIC_MAX} you break. Choose one — <strong>${PANIC_BREAK.join(", ")}</strong> —
take it, and come back at <strong>${PANIC_AFTER_BREAK}</strong>. You do not come back at
zero. Breaking is not a rest.</p>
<p>Panic clears when the scene does. When you are somewhere safe with the door shut and
somebody has made tea, you are at nought again.</p>` },
{ name: "5 · The Quiet Arts", content: `
<p><em>Some agents come back with something. It is not a gift and it is not
training — it is the crossing, left in a person.</em></p>
@@ -730,8 +777,8 @@ ${table(["Location", "Share", "Capacity"], [
<h2>Rolls that ignore your skill</h2>
${table(["Roll", "Result"], [
["96–99", "always fails, whatever your skill"],
["00", "always a fumble"],
["96–99", "never succeeds, whatever your skill — and is a fumble if it is inside your fumble range"],
["00", "always a fumble, whatever your skill"],
["01", "always at least a critical chance — the floor is 1%"]
])}