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@@ -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
|
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
|
### Deploying to a remote Foundry server
|
||||||
|
|
||||||
@@ -47,7 +48,7 @@ packs or regenerate art on that machine:
|
|||||||
```bash
|
```bash
|
||||||
npm install # pulls classic-level, used to write the LevelDB packs
|
npm install # pulls classic-level, used to write the LevelDB packs
|
||||||
npm run build # rebuilds packs/ from tools/content.mjs
|
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
|
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 |
|
| **Postings** | 25, each with a key characteristic, trained skills, talents and its own kit |
|
||||||
| **Trades** | 10 ordinary jobs the department recruits from, plus induction |
|
| **Trades** | 10 ordinary jobs the department recruits from, plus induction |
|
||||||
| **Catalogue** | 236 items — 123 gear, 62 weapons, 32 armour, 19 vehicles |
|
| **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 |
|
| **Bestiary** | 21 statblocks across folklore, horror and the far side |
|
||||||
| **Eras** | modern, antique, future, anomalous — the agency is old and never abolishes anything |
|
| **Eras** | modern, antique, future, anomalous — the agency is old and never abolishes anything |
|
||||||
| **Icons** | 292, all generated from `tools/icons.mjs`; no external art |
|
| **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 |
|
| **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 |
|
| **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 -->
|
<!-- box:end -->
|
||||||
|
|
||||||
---
|
---
|
||||||
@@ -152,13 +153,12 @@ template.json data model for every Actor and Item type
|
|||||||
templates/ Handlebars sheets
|
templates/ Handlebars sheets
|
||||||
styles/ one stylesheet
|
styles/ one stylesheet
|
||||||
lang/en.json all user-facing text
|
lang/en.json all user-facing text
|
||||||
icons/ dice/ fonts/ generated art
|
icons/ fonts/ art/ generated art
|
||||||
packs/ built LevelDB compendia (committed — see Deploying)
|
packs/ built LevelDB compendia (committed — see Deploying)
|
||||||
tools/
|
tools/
|
||||||
content.mjs the catalogue: skills, weapons, armour, gear, vehicles, NPCs
|
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-icons.mjs draws all 231 icons
|
||||||
make-dice-textures.mjs
|
|
||||||
rules-text.mjs generates the rules journal FROM rules.mjs
|
rules-text.mjs generates the rules journal FROM rules.mjs
|
||||||
mission.mjs the case generator
|
mission.mjs the case generator
|
||||||
mission-tables.mjs its content tables
|
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
|
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.
|
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 -->
|
<!-- guards:start -->
|
||||||
```
|
```
|
||||||
check-rules: OK — 87 rules, 21 files scanned, 3 aliases + 41 constant sets checked, 275 formulas verified
|
check-rules: OK — 92 rules, 21 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-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, 945 keys, no leaf/branch collisions
|
check-lang: OK — en.json, 981 keys, no leaf/branch collisions
|
||||||
check-behaviour: OK — 45 behavioural tests
|
check-behaviour: OK — 59 behavioural tests
|
||||||
```
|
```
|
||||||
<!-- guards:end -->
|
<!-- guards:end -->
|
||||||
|
|||||||
|
After Width: | Height: | Size: 142 KiB |
|
After Width: | Height: | Size: 94 KiB |
|
After Width: | Height: | Size: 128 KiB |
|
After Width: | Height: | Size: 96 KiB |
|
After Width: | Height: | Size: 67 KiB |
|
After Width: | Height: | Size: 92 KiB |
|
After Width: | Height: | Size: 93 KiB |
|
After Width: | Height: | Size: 110 KiB |
|
After Width: | Height: | Size: 81 KiB |
|
After Width: | Height: | Size: 149 KiB |
|
Before Width: | Height: | Size: 43 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 3.9 KiB |
|
Before Width: | Height: | Size: 1.5 KiB |
|
Before Width: | Height: | Size: 785 B |
|
Before Width: | Height: | Size: 970 B |
|
Before Width: | Height: | Size: 826 B |
@@ -33,10 +33,9 @@ Only if you intend to edit the catalogue there:
|
|||||||
|
|
||||||
```bash
|
```bash
|
||||||
npm install # classic-level, for writing LevelDB
|
npm install # classic-level, for writing LevelDB
|
||||||
npm run check # the three guards
|
npm run check # the five guards
|
||||||
npm run build # rebuilds packs/
|
npm run build # rebuilds packs/
|
||||||
node tools/make-icons.mjs # redraws all icons
|
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
|
`npm run build` runs the guards first and aborts if any fails, so a broken catalogue
|
||||||
|
|||||||
@@ -0,0 +1,543 @@
|
|||||||
|
# Crossing starter — The Custodians: THROUGH TRAIN
|
||||||
|
|
||||||
|
> *A train has been running the same four miles of track since the third of November,
|
||||||
|
> 1881. It has never stopped. There are sixty-one people on it, nine of them are shooting
|
||||||
|
> at each other, and the same four minutes has run about two million times.*
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## GM ESSENTIALS
|
||||||
|
|
||||||
|
- **System:** d100 roll-under. Special under a fifth, critical under a twentieth.
|
||||||
|
96–99 never succeed; 00 always fumbles; a 60% skill fumbles on 98–00.
|
||||||
|
- **Panic is live** — 0–5, up. A trigger costs a point with no roll; relief is rolled.
|
||||||
|
**This is the case where it earns its keep.**
|
||||||
|
- **Standing Order 9 is live** — nothing modern goes through. Charge for *using*, never
|
||||||
|
for carrying. Anchors are exempt.
|
||||||
|
- **Runs with 4–6 agents from the duty roster.** Not the "(before)" sheets — this is the
|
||||||
|
job, and it wants people who have been trained.
|
||||||
|
- **The four minutes are lethal.** Webley 1d10, Martini-Henry 2d6+2, against 11–16 hit
|
||||||
|
points. **Use the exposure table** — unrestricted fire from all nine wipes the party
|
||||||
|
five times in six.
|
||||||
|
- **The mission is to CLOSE it**, which releases everyone aboard into their own history —
|
||||||
|
including the two men who did not survive the real four minutes.
|
||||||
|
- **Hard rule: at 2:45 on the clock, they are on the train.**
|
||||||
|
- **Content warnings:** gun violence at close quarters, repeatedly; entrapment and
|
||||||
|
confinement; bystanders wounded on screen; a decision that lets named people die;
|
||||||
|
period hardship and labour exploitation; heights.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
- **Setting:** Mercy Draw, Nevada — present day, and 3–4 November 1881.
|
||||||
|
- **Tone:** Procedural, then unbearable. It is a paperwork error with sixty-one people
|
||||||
|
inside it.
|
||||||
|
- **Runtime:** 3h30 play + a 10 minute break.
|
||||||
|
- **The crossing:** opens at 11:40 every day, for about four minutes, on the grade.
|
||||||
|
|
||||||
|
### Design intent
|
||||||
|
|
||||||
|
1. **The supernatural is science fiction underneath.** Nobody is dead, nothing is
|
||||||
|
haunting anybody, and the whole event has a mechanism the players can understand and
|
||||||
|
explain back. If a table leaves thinking "ghost train", it has been run wrong.
|
||||||
|
2. **The obstacle is a physical problem, not a mystery.** They will know what is
|
||||||
|
happening by the end of Act One. Acts Two and Three are about a train that cannot
|
||||||
|
stop and an arithmetic that cannot be beaten.
|
||||||
|
3. **Standing Order 9 is the tutorial.** One shot at a time, no radio, a lantern that
|
||||||
|
runs out. The period kit *is* the difficulty setting, and it is the scene where
|
||||||
|
players learn what kind of game this is.
|
||||||
|
4. **The ending is a decision priced on both sides**, with no roll and no correct
|
||||||
|
answer, taken in front of a woman holding a manifest.
|
||||||
|
5. **There is a fight, and there is no villain in it.** Two armed parties, both with
|
||||||
|
genuine paper, both convinced the others are robbers. The players can survive it,
|
||||||
|
shape it and pull people out of it. They cannot end it — only the brakes end it.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Session Timing
|
||||||
|
|
||||||
|
| Section | Time | Cumulative | Checkpoint |
|
||||||
|
|---|---|---|---|
|
||||||
|
| Briefing — the standing order | ~20 min | 0:20 | kit swapped, somebody has complained |
|
||||||
|
| Act One — Mercy Draw, now | ~50 min | 1:10 | they know it is a survey fraud, and they have heard 11:40 |
|
||||||
|
| *Break* | *10 min* | *1:10* | lands on the whistle |
|
||||||
|
| Act Two — Cordera, 1881 | ~70 min | 2:20 | they are on the train |
|
||||||
|
| Act Three — Aboard | ~50 min | 3:10 | they have decided |
|
||||||
|
| Epilogue — the register | ~20 min | 3:30 | sixty-one names, written down |
|
||||||
|
|
||||||
|
**Hard rule:** at 2:45 they are aboard, by the department's wagon if not by their own wit.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Plot Summary (GM truth)
|
||||||
|
|
||||||
|
**April 1881.** The Cordera & Western needed four miles of narrow gauge across a dry
|
||||||
|
wash called **Mercy Draw**. The company surveyor, **Elias Vane**, was told what the chart
|
||||||
|
had to say before he walked the ground. He filed a survey showing the line on the
|
||||||
|
**north bench**. The line was laid on the **south bench**, because that is where the
|
||||||
|
ground allowed it.
|
||||||
|
|
||||||
|
Nobody was hurt by that. It is the dullest possible paperwork lie. And for six months
|
||||||
|
every timetable, waybill, dispatch and telegraph order in the company's operation
|
||||||
|
described a train running along the north bench.
|
||||||
|
|
||||||
|
**Reality keeps a record of what belongs where.** It can be made to get it wrong by
|
||||||
|
anything patient enough — and a train is the most patient arguer there is: a fixed line,
|
||||||
|
a constant speed, on the hour, every day, saying the same wrong thing about where it was.
|
||||||
|
|
||||||
|
**3 November 1881, 11:40.** The record gave way. Four miles of line came loose from the
|
||||||
|
date with No. 9 and five cars on it, **sixty-one souls aboard**, and a **gunfight already
|
||||||
|
three seconds old**.
|
||||||
|
|
||||||
|
**The loop is four minutes long and the fight is inside it.** The crossing did not capture
|
||||||
|
a train; it captured four minutes, and those four minutes contain two armed parties
|
||||||
|
shooting the length of car three. It has run about two million times.
|
||||||
|
|
||||||
|
### The two sides — and neither is the villain
|
||||||
|
|
||||||
|
| | Who | What they have | What they believe |
|
||||||
|
|---|---|---|---|
|
||||||
|
| **The coats** | Four men hired by the company to see the payroll to Fallon, led by **Cass Merritt** | A signed letter of engagement, and the key to the box | That men who board at a water stop are robbers |
|
||||||
|
| **The writ men** | Five Cordera miners, eleven weeks unpaid, led by **Josiah Ambrose** | A sealed writ of attachment from a territorial judge, naming that payroll | That they are lawfully seizing wages and being shot at for it |
|
||||||
|
|
||||||
|
**The company sold the same money twice and is not aboard.** Both papers are genuine.
|
||||||
|
Neither man has seen the other's. Nobody in car three is lying and nobody is wrong.
|
||||||
|
**Do not adjudicate it.** The players can learn enough to see there is nothing to settle.
|
||||||
|
|
||||||
|
**The running is what holds it open.** This is the thing the players must arrive at: the
|
||||||
|
train is not trapped inside the crossing — the train *is* the crossing. A standing wave,
|
||||||
|
sustained by its own motion the way a bow sustains a note.
|
||||||
|
|
||||||
|
- **Nobody is dead.** They eat, sleep in shifts, and have organised a water rota. By
|
||||||
|
their clocks it has been about nine hours.
|
||||||
|
- **Nobody can get off while it runs.** Three departmental attempts are on file; none
|
||||||
|
returned.
|
||||||
|
- **Stop the train and the loop ends.** This is the mission, and it is not a mercy killing.
|
||||||
|
|
||||||
|
### What closing it actually does — read this twice
|
||||||
|
|
||||||
|
**Closing the crossing does not kill anybody. It lets them go.** The loop ends, the third
|
||||||
|
of November 1881 resumes from 11:44, and every person aboard walks forward into the life
|
||||||
|
they would have had.
|
||||||
|
|
||||||
|
**Including the ones who did not survive the real four minutes.** History resumes as
|
||||||
|
history: Josiah Ambrose and a miner named Doyle died in that gunfight, and when the loop
|
||||||
|
lets go they die in it. Not because the agents killed them — because that is what
|
||||||
|
happened, and it has been prevented from happening for a hundred and forty-five years.
|
||||||
|
|
||||||
|
**That is the weight of this ending and it is the whole point.** The agents are not
|
||||||
|
choosing who lives. They are choosing to stop holding history still, and they will have
|
||||||
|
met the people it lands on.
|
||||||
|
|
||||||
|
The department's position is unambiguous: **close it.** A crossing held open by a
|
||||||
|
repeating event degrades, and when it fails on its own — Registry's read is within a
|
||||||
|
year — everyone inside is lost outright rather than returned. Waiting is the only option
|
||||||
|
that is definitely worse.
|
||||||
|
|
||||||
|
**Elias Vane is aboard.** He rode his own line to see what he had signed for. He has had
|
||||||
|
nine hours and a hundred and forty-five years to think about it. He understands the
|
||||||
|
standing wave better than the department does, he has told nobody, and he will answer any
|
||||||
|
direct question honestly because he has been waiting a very long time to be asked.
|
||||||
|
|
||||||
|
### Timeline
|
||||||
|
|
||||||
|
| When | What |
|
||||||
|
|---|---|
|
||||||
|
| 12 Apr 1881 | Vane files the survey. North bench. |
|
||||||
|
| Apr–Oct 1881 | Line laid on the south bench. Six months of paperwork says otherwise. |
|
||||||
|
| **3 Nov 1881, 11:40** | The record gives way, with No. 9 inside it. |
|
||||||
|
| 1889 | Rails lifted. The grade is still there. |
|
||||||
|
| 1974, 1991, 2009 | Three departmental attempts. No survivors. All tried to stop it. |
|
||||||
|
| Every day, 11:40 | The crossing opens on the grade for about four minutes. |
|
||||||
|
|
||||||
|
### Revelations
|
||||||
|
|
||||||
|
| # | Revelation |
|
||||||
|
|---|---|
|
||||||
|
| R1 | The filed survey puts the line on the north bench |
|
||||||
|
| R2 | There has never been a railway on the north bench |
|
||||||
|
| R3 | Six months of paperwork repeated it |
|
||||||
|
| R4 | The dispatcher's book has no 11:45 entry |
|
||||||
|
| R5 | The 11:40 sound is a train working *up* a grade — always accelerating |
|
||||||
|
| R6 | Nobody aboard is dead, and by their clocks it has been nine hours |
|
||||||
|
| R7 | The running is what holds the crossing open |
|
||||||
|
| R8 | Coal that should have lasted four hours has lasted a hundred and forty-five years |
|
||||||
|
| R9 | Kell will stop if told to, out loud, to his face — and only then |
|
||||||
|
| R10 | Vane signed it, and knows exactly what stopping it costs |
|
||||||
|
| R11 | The four minutes contain a gunfight, and it repeats exactly |
|
||||||
|
| R12 | Both sides have genuine paper, and the company sold the money twice |
|
||||||
|
| R13 | Closing it releases everyone into their own history — including the two who die in it |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Player Experience
|
||||||
|
|
||||||
|
You are handed a Webley, a single-shot rifle, an oil lantern and a pocket watch, and told
|
||||||
|
that the handset stays behind. Then you stand in a dry wash in Nevada at 11:38 in the
|
||||||
|
morning and listen to a train you cannot see work a grade that has had no rails on it
|
||||||
|
since 1889. By lunchtime you know it is a survey fraud from 1881. By the evening you are
|
||||||
|
lying on the top of a water tower waiting for forty seconds of slow track, and after that
|
||||||
|
you are in a warm carriage that smells of coffee, being asked by a conductor with a
|
||||||
|
manifest whether you are from the company. She has counted sixty-one every hour for a
|
||||||
|
hundred and forty-five years. She would like that noted.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## The Countdown — the crossing clock (0–6)
|
||||||
|
|
||||||
|
Move it on **each pass of the train**, when **somebody uses a modern object across**, and
|
||||||
|
on a **fumbled boarding attempt**.
|
||||||
|
|
||||||
|
| Clock | What |
|
||||||
|
|---|---|
|
||||||
|
| 0 | Open. Four minutes at 11:40. |
|
||||||
|
| 1 | Thinning. The whistle arrives a half-second before it should. |
|
||||||
|
| 2 | Slipping. −1 Coherence to everyone across, once. |
|
||||||
|
| 3 | The line flickers — a hundred yards of grade is briefly not there. |
|
||||||
|
| 4 | The far end stops answering. Fallon's wire goes dead in 1881. |
|
||||||
|
| 5 | One pass left, and everybody can tell. |
|
||||||
|
| 6 | It closes, with whoever is aboard. |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Handouts
|
||||||
|
|
||||||
|
| ID | Description | When |
|
||||||
|
|---|---|---|
|
||||||
|
| TT-H01 | Case brief TT-004 | Briefing |
|
||||||
|
| TT-H02 | **Standing Order 9** — period crossings | Briefing |
|
||||||
|
| TT-H03 | Issue list, 1881 | Briefing |
|
||||||
|
| TT-H04 | **The filed survey** — the line on the north bench | Act One |
|
||||||
|
| TT-H05 | Working timetable and the dispatcher's book | Act One |
|
||||||
|
| TT-H06 | **Passenger manifest** — sixty-one souls, nine children | Act Three |
|
||||||
|
| TT-H07 | **Letter of engagement** — found on Merritt | Act Three, when searched |
|
||||||
|
| TT-H08 | **Writ of attachment** — found on Ambrose | Act Three, when searched |
|
||||||
|
|
||||||
|
The two papers are the ambiguity, and they only mean anything **held in the same hand**.
|
||||||
|
Give them separately and let the table put them together.
|
||||||
|
|
||||||
|
The manifest is deliberately held back to Act Three. It is a list of names, and the
|
||||||
|
players should not be holding it until the moment it starts to weigh something.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Briefing — the standing order *(~20 min)*
|
||||||
|
|
||||||
|
> You will be crossing to November 1881. Nothing you are carrying goes with you. Stores
|
||||||
|
> has laid out what you may take instead, and I would ask you not to argue with the
|
||||||
|
> storeman, because he is right and you are in a hurry.
|
||||||
|
|
||||||
|
**Nothing modern goes through.** Give both reasons:
|
||||||
|
|
||||||
|
1. **It costs you.** An object that does not belong is a thing the far side must also be
|
||||||
|
wrong about. **Using** a modern item across costs **1 Coherence**, per object, first
|
||||||
|
time.
|
||||||
|
2. **It is a beacon.** A crossing is a place where the record is already wrong. It
|
||||||
|
notices what does not fit, and the case clock moves.
|
||||||
|
|
||||||
|
**Charge for using, never for carrying.** A player who smuggles a torch across and never
|
||||||
|
switches it on has made a good decision and should get away with it.
|
||||||
|
|
||||||
|
**The anchor is exempt.** Everybody keeps theirs.
|
||||||
|
|
||||||
|
### The 1881 issue
|
||||||
|
|
||||||
|
| Instead of | They get |
|
||||||
|
|---|---|
|
||||||
|
| service pistol | **Webley revolver** — 1d10, six shots, slow reload |
|
||||||
|
| carbine | **Martini-Henry** — 2d6+2, **one shot**, then work the lever |
|
||||||
|
| torch | **oil lantern** and lamp oil, which runs out |
|
||||||
|
| the handset | **nothing.** Out of contact from the moment they cross. |
|
||||||
|
| stab vest | **buff coat** or oilcloth coat |
|
||||||
|
| medkit | **chirurgeon's roll** and **laudanum** |
|
||||||
|
| phone and GPS | **brass compass**, **pocket watch**, **spyglass** |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Act One — Mercy Draw, now *(~50 min)*
|
||||||
|
|
||||||
|
> **Goal:** find the fraud, hear the train, understand it is on a timetable.
|
||||||
|
|
||||||
|
Nevada. A dry wash four miles long with a railway grade along the south side. Rails
|
||||||
|
lifted in 1889; ballast and tie marks still there. Your watch says 11:38.
|
||||||
|
|
||||||
|
- **The south bench** — the grade, real and obvious.
|
||||||
|
- **The north bench** — nothing, and never anything. `[CUS: Spot or Engineering]`
|
||||||
|
- **The water tower footing**, half a mile up at the top of the grade. *Remember it.*
|
||||||
|
- **11:40.** A whistle a long way off, then four minutes of a train working a grade,
|
||||||
|
getting no nearer. **Automatic — nobody rolls for this.**
|
||||||
|
|
||||||
|
### Clue trail
|
||||||
|
|
||||||
|
| # | Clue | How found | Type |
|
||||||
|
|---|---|---|---|
|
||||||
|
| 1 | The filed survey puts the line on the **north** bench | **Automatic** — it is a handout with a line drawn on it | Essential |
|
||||||
|
| 2 | There has never been a railway on the north bench | **Automatic** to anyone who walks it | Essential |
|
||||||
|
| 3 | Six months of paperwork all say north bench | `[CUS: Research]`, or Registry provides | Essential |
|
||||||
|
| 4 | No 11:45 entry in the dispatcher's book | `[CUS: Research]` | Essential |
|
||||||
|
| 5 | E. Vane, surveyor, is on the manifest | `[CUS: Research]` | Optional |
|
||||||
|
| 6 | Three previous attempts, no survivors, all tried to stop it | Registry, if asked | Optional |
|
||||||
|
| 7 | The sound is a train *accelerating* up a grade | `[CUS: Listen or Engineering]` | Optional |
|
||||||
|
|
||||||
|
**Fallbacks.** 1 and 2 are the handout and the ground. 3 and 4 arrive from Registry by
|
||||||
|
telephone at the twenty-minute mark if nobody goes looking — Bewley is thorough and
|
||||||
|
slightly impatient.
|
||||||
|
|
||||||
|
**They cannot board at this end.** Too fast, grade against them. Let them try: a bruise, a
|
||||||
|
lesson, and the clock moves one.
|
||||||
|
|
||||||
|
> **Fast-track at 1:10:** the 11:40 comes round again and the door stays open long enough
|
||||||
|
> to walk through. That is what degrading looks like.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Act Two — Cordera, 1881 *(~70 min)*
|
||||||
|
|
||||||
|
> **Goal:** the far side, the standing order in practice, and the boarding.
|
||||||
|
|
||||||
|
The fourth of November, 1881. A town of four hundred that smells of woodsmoke and horses.
|
||||||
|
Nobody is frightened yet — a train went into the Draw yesterday and has not come out, and
|
||||||
|
the wire says it never arrived.
|
||||||
|
|
||||||
|
- **The company office** — dispatcher, orders on spikes, the original survey in a drawer.
|
||||||
|
- **The livery** — horses. This matters.
|
||||||
|
- **Ada Reyes**, telegraph, who has sent the same query forty times and has noticed the
|
||||||
|
missing 11:45.
|
||||||
|
- **The Draw**, four miles out. The train passes about every forty minutes.
|
||||||
|
|
||||||
|
**Nobody in 1881 can help them stop it, and everybody will help them get near it.** The
|
||||||
|
company wants its train back. Let the players use that.
|
||||||
|
|
||||||
|
### The set-piece — getting aboard
|
||||||
|
|
||||||
|
The train cannot stop and cannot be flagged. The only way on is to **match its speed**,
|
||||||
|
and the only place it is slow is **the top of the grade at the water tower** — about eight
|
||||||
|
miles an hour, for perhaps forty seconds.
|
||||||
|
|
||||||
|
1. **Ride it down.** Horses alongside on the bench, step across. `[CUS: Ride, then
|
||||||
|
Athletics]` — and the horse needs its own Ride roll to go near the train at all.
|
||||||
|
2. **Drop from the tower.** Twelve feet onto a moving roof. `[CUS: Athletics — average;
|
||||||
|
**only a fumble is a fall**]`. **Do not make this difficult** — playtested at halved
|
||||||
|
skill it put four agents on 12–31% and all four missed, which stalls the one scene the
|
||||||
|
scenario is built around.
|
||||||
|
3. **The wagon on the grade.** Four horses, a plank across. Slowest to arrange, safest to
|
||||||
|
cross, and it needs the company's help.
|
||||||
|
|
||||||
|
**The wagon is easier than the tower, and the tower is easier than the horses.** A party
|
||||||
|
that spends an hour arranging the wagon has bought an easy roll and should get one.
|
||||||
|
|
||||||
|
**Say which route suits whom, out loud, before they choose.** Athletics on a duty-roster
|
||||||
|
sheet runs from about 25% to 60%, and the split is not subtle: the Containment officer and
|
||||||
|
the criminal take the tower, the Field Lead can, and **the doctor and the Registry officer
|
||||||
|
should be on the wagon**. Playtested by putting all five on the tower: two missed twice,
|
||||||
|
had to be carried across on the department's plank, and became passengers in their own
|
||||||
|
set-piece — at a cost of two passes on the clock.
|
||||||
|
|
||||||
|
**Everybody has to get on.** A failed attempt gets the next pass, forty minutes later, and
|
||||||
|
the clock moves — not a full stop.
|
||||||
|
|
||||||
|
**Panic:** boarding is worth a point to anybody who wants one. Offer it; do not force it.
|
||||||
|
|
||||||
|
> **At 2:45 they are aboard.** If two attempts have failed, the department's second wagon
|
||||||
|
> arrives with two more agents and a plank, and the players owe somebody a favour.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Act Three — Aboard, and the four minutes *(~50 min)*
|
||||||
|
|
||||||
|
> **Goal:** survive a gunfight nobody started for their benefit, work out that it repeats,
|
||||||
|
> and close the crossing anyway.
|
||||||
|
|
||||||
|
> It is warm. That is the first thing. Sixty-one people in five cars, and it smells of
|
||||||
|
> bodies and coal smoke and coffee. Somebody has organised a rota for the water. A child
|
||||||
|
> is asleep across two seats with a coat over her. They look up when you come through the
|
||||||
|
> door, and one of them says: *"You want to be somewhere else in about six minutes."*
|
||||||
|
|
||||||
|
| Where | What |
|
||||||
|
|---|---|
|
||||||
|
| The locomotive | **Marius Kell**, who has not let go of the regulator |
|
||||||
|
| Tender, car one | Coal that has not run out — the first hard evidence |
|
||||||
|
| Car two | Most of the passengers. They lie down before it starts. They have a drill. |
|
||||||
|
| **Car three** | **Where the fight happens.** Overturned seats at both ends. |
|
||||||
|
| Car four | Freight, the payroll box bolted down, the signed survey in the satchel |
|
||||||
|
| Car five | **Elias Vane**, alone, watching the line come out from under |
|
||||||
|
|
||||||
|
### The four minutes
|
||||||
|
|
||||||
|
Starts on the whistle for the grade. Run it in rounds. **It is the same four minutes every
|
||||||
|
time** — same men, same shots, same two passengers hit in the second minute.
|
||||||
|
|
||||||
|
| Minute | What happens if nobody interferes |
|
||||||
|
|---|---|
|
||||||
|
| 1 | Ambrose's five come forward from car four. Merritt's four are at the front of car three. Somebody shouts *put it down*; both sides think they said it. |
|
||||||
|
| 2 | First volley. **Two passengers are hit** — a miner named Doyle, and Mrs Danforth's arm. Every time. |
|
||||||
|
| 3 | Merritt falls back to the car four door and holds it. Ambrose takes the overturned seats. Everybody reloads: a Webley is six, a Martini is one. |
|
||||||
|
| 4 | Ambrose reaches the box. Merritt shoots him through the door. The whistle sounds, and it resets. |
|
||||||
|
|
||||||
|
### HOW MUCH FIRE THE AGENTS DRAW — read before running it
|
||||||
|
|
||||||
|
**The two sides are shooting at each other, not at the agents.** Getting this wrong turns
|
||||||
|
the scene into a massacre. Work out what each agent is *doing* and give them that much
|
||||||
|
fire and no more.
|
||||||
|
|
||||||
|
| The agent is | Shooters | Cover | Measured over 300 runs |
|
||||||
|
|---|---|---|---|
|
||||||
|
| **Head down, not acting** | none | — | Untouched. A legitimate choice for a pass. |
|
||||||
|
| **Acting from cover** | 1 | −30% | **2 of 4 hurt, half a party member down, no wipes.** The intended shape. |
|
||||||
|
| **Moving in the open** | 2 | −30% | 3 of 4 hurt, one down. One party in 300 wiped. |
|
||||||
|
| **Going for the payroll box** | 2 | none | **3½ of 4 down. More than half of all parties wiped.** |
|
||||||
|
|
||||||
|
**Tell them the last row before they commit, not after.** Everything else is survivable.
|
||||||
|
**Nobody rolls to hide** — taking cover is a decision, and it works.
|
||||||
|
|
||||||
|
### THE LOOP RESETS. THE AGENTS DO NOT.
|
||||||
|
|
||||||
|
Everybody who belongs to 1881 is back on their feet at the next pass, unhurt, with no
|
||||||
|
memory of having been shot. **The agents are not part of the loop and their wounds are
|
||||||
|
permanent.** Say this before the first volley — a player who thinks the reset will heal
|
||||||
|
them will take risks that kill them.
|
||||||
|
|
||||||
|
A downed agent is *down*, not dead: the dying rules apply, and the only medicine aboard is
|
||||||
|
a chirurgeon's roll and a bottle of laudanum. First Aid is the whole answer, and somebody
|
||||||
|
has to stop shooting to give it.
|
||||||
|
|
||||||
|
*A playtested pass, four agents all acting from cover: two down at 0 hit points, one on a
|
||||||
|
quarter, one untouched because he stayed on the floor. That is a bad pass rather than a
|
||||||
|
typical one — the average is half a party member — but it is possible on the first one.*
|
||||||
|
|
||||||
|
### What the players will try
|
||||||
|
|
||||||
|
| They try | What it does |
|
||||||
|
|---|---|
|
||||||
|
| Shout, show a warrant card, take charge | Nothing. No authority aboard is recognised. `[CUS: Persuade at −30% on the first pass; easier later as they learn names]` |
|
||||||
|
| Shoot one side | It works, and changes nothing. Everyone is back next pass. **Let that land in silence.** |
|
||||||
|
| Get the passengers down | Genuinely useful. Doyle and Mrs Danforth can be pulled clear before minute two. |
|
||||||
|
| Get to the payroll box | The obvious idea, and the one that kills them. See the table. |
|
||||||
|
| Show one side the other's paper | **The good move.** It does not stop the fight; it is how they learn what they are looking at. |
|
||||||
|
| Get to the locomotive | Through car two and the tender, under fire in the gap. This is the route to the ending. |
|
||||||
|
|
||||||
|
### The paper — the ambiguity, made findable
|
||||||
|
|
||||||
|
**Merritt** carries a letter of engagement from the company: see the box to Fallon,
|
||||||
|
surrender it to no one *upon any pretext whatsoever, including the presentation of any
|
||||||
|
paper*. **Ambrose** carries a sealed writ of attachment naming that same payroll against
|
||||||
|
eleven weeks of unpaid wages.
|
||||||
|
|
||||||
|
**Both genuine. Neither man has seen the other's.** An agent holding both has the whole
|
||||||
|
truth: the company sold the same money twice, then put nine armed men on a train with it.
|
||||||
|
|
||||||
|
**NO ROLL IS NEEDED TO SEE EITHER PAPER.** Between passes Merritt shows his letter to
|
||||||
|
anybody who asks — he is proud of it, it is his authority, and he has had a hundred and
|
||||||
|
forty-five years with nobody to show it to. Ambrose shows the writ to anybody not
|
||||||
|
currently shooting at him, because having it read is the entire thing he wants. **Do not
|
||||||
|
put Persuade in front of this.** Playtested with a real team, the Field Lead's Persuade
|
||||||
|
was 15% and fell to 1% under the crowd penalty — which turned the scene the scenario is
|
||||||
|
proudest of into an impossible roll.
|
||||||
|
|
||||||
|
**It does not stop the fight.** Merritt will not stand down for a judge he has never heard
|
||||||
|
of while being shot at, and Ambrose has eleven weeks of nothing behind him.
|
||||||
|
|
||||||
|
### Closing it
|
||||||
|
|
||||||
|
**Kell will stop the train if a person he believes has authority tells him to, out loud,
|
||||||
|
to his face.** He has waited a hundred and forty-five years to be told. Not on a note, not
|
||||||
|
shouted from the tender. Getting there means the gap between the cars — `[CUS: Athletics]`.
|
||||||
|
|
||||||
|
**Convincing him takes NO ROLL if they can tell him one true thing about his own train.**
|
||||||
|
That the coal has not run out. That it is the same four minutes. That the line was never
|
||||||
|
on the north bench. Any of it. The moment somebody who knows what is wrong says so, he
|
||||||
|
asks them to say when.
|
||||||
|
|
||||||
|
**Only a party that can tell him nothing has to roll** — Persuade or Status at average, and
|
||||||
|
a failure means he wants another pass to think. **Do not gate the ending on Persuade.**
|
||||||
|
Seven of the ten duty-roster agents have neither Persuade nor Status trained; playtested,
|
||||||
|
three separate attempts on Kell all failed and the scenario had no way to end.
|
||||||
|
|
||||||
|
**When the brakes go on, the loop lets go.** Four minutes finish for the first time since
|
||||||
|
1881. Doyle and Ambrose do not get up. They never did.
|
||||||
|
|
||||||
|
### The choices — no roll resolves this
|
||||||
|
|
||||||
|
| Choice | What it costs |
|
||||||
|
|---|---|
|
||||||
|
| **Close it as ordered** | The mission, done. Fifty-nine released into their own century. Two men die of wounds taken in 1881, in 1881. |
|
||||||
|
| **Close it, having pulled Doyle and Mrs Danforth clear** | Works for those two. Nobody can save Ambrose — only stopping the train stops Merritt shooting him, and stopping the train is what kills him. |
|
||||||
|
| **Try to end the fight first** | Admirable, probably impossible. Every pass spent trying moves the crossing clock; at 6 it closes with everyone inside. |
|
||||||
|
| **Refuse, leave it running** | Everyone lives, for a value of living four minutes long. It fails inside a year and then nobody is released at all. |
|
||||||
|
|
||||||
|
### If they ask Vane
|
||||||
|
|
||||||
|
> I filed a chart that said the line was somewhere it was not, because a man told me to
|
||||||
|
> and I wanted the work. Six months of honest railwaymen repeating it made it true. Now —
|
||||||
|
> you have seen the middle of the car. Two of those men do not get up when it stops. They
|
||||||
|
> have not got up two million times and they will not get up now. I would still stop it.
|
||||||
|
> It is not our place to hold a thing still because we have grown fond of it.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Epilogue — the register *(~20 min)*
|
||||||
|
|
||||||
|
A Registry room, a form, and somebody writing down sixty-one names.
|
||||||
|
|
||||||
|
| Ending | What the register says |
|
||||||
|
|---|---|
|
||||||
|
| **Closed as ordered** | Fifty-nine walk forward into their own century. Ambrose and Doyle die of wounds taken on 3 November 1881, four minutes after they took them. Registry counts it a success and it is one. |
|
||||||
|
| **Closed, the two passengers pulled clear first** | As above, and Mrs Danforth keeps her arm. |
|
||||||
|
| **Closed late** | The same ending, more expensively. If the clock reached 6 first, add the agents to the list. |
|
||||||
|
| **Left running** | Logged, monitored, inherited. Sixty-one people continue to live four minutes. When it fails, nobody is released at all. |
|
||||||
|
|
||||||
|
**Registry's note on any ending:** *"The department did not cause these deaths. It ceased
|
||||||
|
to prevent them. The distinction matters to the file and it is not expected to matter to
|
||||||
|
the agents."*
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Cast
|
||||||
|
|
||||||
|
| Who | Wants | Key line |
|
||||||
|
|---|---|---|
|
||||||
|
| **Cass Merritt**, hired guard | to see the box to Fallon, as engaged | *"I have a letter. Whatever you have, I have a letter."* |
|
||||||
|
| **Josiah Ambrose**, miner | eleven weeks of wages, lawfully | *"There is a judge's seal on this. Read it and then shoot me."* |
|
||||||
|
| **Marius Kell**, engineer | to be allowed to stop | *"You tell me when. I'll not do it before you say."* |
|
||||||
|
| **Elias Vane**, surveyor | to be asked, at last | *"I signed it. Six months of honest men made it true."* |
|
||||||
|
| **Hester Bligh**, conductor | her passengers accounted for | *"Sixty-one aboard. I have counted them every hour since."* |
|
||||||
|
| **Ada Reyes**, telegraph | an answer up the line | *"It never got to Fallon. I've sent it forty times."* |
|
||||||
|
| **Mr Bewley**, Registry | the chart, and the truth written down | *"Bring me the paper. The paper is the case."* |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Do not resolve
|
||||||
|
|
||||||
|
- **Who was in the right.** Both papers are genuine, the company sold the money twice,
|
||||||
|
and the company is not aboard to answer for it. If a player asks the GM to adjudicate,
|
||||||
|
do not.
|
||||||
|
- **Why the coal has not run out.** The wave sustains it; that is as far as anyone gets.
|
||||||
|
- **What is at the far end of the line.** Nobody aboard has reached it.
|
||||||
|
- **Whether closing it was a rescue.** Fifty-nine people say yes. Two men do not get to
|
||||||
|
say.
|
||||||
|
|
||||||
|
## GM notes
|
||||||
|
|
||||||
|
- **Play the passengers as people, hard** — and the nine men in the fight hardest of all.
|
||||||
|
- **Never let the players win the fight.** They can survive it, shape it, and pull people
|
||||||
|
out of it. They cannot end it. Only the brakes end it.
|
||||||
|
- **Standing Order 9 is the tutorial.** Do not soften it and do not apologise for it.
|
||||||
|
- **Cut first:** the town, down to the livery and the telegraph office. Never cut the
|
||||||
|
boarding.
|
||||||
|
- **If they crack it early,** run the passes — six of them, forty minutes apart — and let
|
||||||
|
the table feel the arithmetic they are betting on.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Which scenario to run
|
||||||
|
|
||||||
|
| | Length | Combat | Sends them across |
|
||||||
|
|---|---|---|---|
|
||||||
|
| **LAST ADMISSION** | 2h | yes, one fight | no — prologue, civilians |
|
||||||
|
| **OPEN DAY** | 2h15 | no | no — prologue, civilians |
|
||||||
|
| **THROUGH TRAIN** | 3h30 | no | **yes** — the first real case |
|
||||||
|
| **BLACK PLATFORM** | 3–4h | yes, heavily | no — a modern-day action case |
|
||||||
|
|
||||||
|
Run a prologue, then THROUGH TRAIN. BLACK PLATFORM is the one to reach for when a table
|
||||||
|
wants a fight.
|
||||||
@@ -943,5 +943,41 @@
|
|||||||
"RINGBRP.Item.ArtRating": "Rating",
|
"RINGBRP.Item.ArtRating": "Rating",
|
||||||
"RINGBRP.Item.PushCost": "Push cost",
|
"RINGBRP.Item.PushCost": "Push cost",
|
||||||
"RINGBRP.Item.PushRule": "What pushing does",
|
"RINGBRP.Item.PushRule": "What pushing does",
|
||||||
"RINGBRP.Item.Origin": "Where it came from"
|
"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 —",
|
||||||
|
"RINGBRP.Panic.SceneEnd": "Scene over",
|
||||||
|
"RINGBRP.Panic.SceneEndNote": "Panic clears when the scene does. Coherence does not.",
|
||||||
|
"RINGBRP.Party.Title": "The team, right now",
|
||||||
|
"RINGBRP.Party.Who": "Agent"
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,7 +6,6 @@
|
|||||||
"scripts": {
|
"scripts": {
|
||||||
"build": "node tools/build-packs.mjs && node tools/update-readme.mjs",
|
"build": "node tools/build-packs.mjs && node tools/update-readme.mjs",
|
||||||
"icons": "node tools/make-icons.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-templates.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",
|
"test": "npm run check",
|
||||||
"readme": "node tools/update-readme.mjs"
|
"readme": "node tools/update-readme.mjs"
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:20.951787 172dab000 Delete type=3 #1
|
2026/08/18-22:37:32.799186 176b97000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.799323 176b97000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.799504 176b97000 Level-0 table #5: 4591 bytes OK
|
||||||
|
2026/08/18-22:37:32.799868 176b97000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.799916 176b97000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.356757 172877000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:21.036764 172dab000 Delete type=3 #1
|
2026/08/18-22:37:32.827220 176b97000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.827303 176b97000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.827422 176b97000 Level-0 table #5: 4129 bytes OK
|
||||||
|
2026/08/18-22:37:32.827654 176b97000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.827715 176b97000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.433657 17388f000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:20.954786 17259f000 Delete type=3 #1
|
2026/08/18-22:37:32.801021 17638b000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.801454 17638b000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.801772 17638b000 Level-0 table #5: 31614 bytes OK
|
||||||
|
2026/08/18-22:37:32.802069 17638b000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.802111 17638b000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.358422 17409b000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:21.015776 172dab000 Delete type=3 #1
|
2026/08/18-22:37:32.818774 176b97000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.819665 176b97000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.820075 176b97000 Level-0 table #5: 46857 bytes OK
|
||||||
|
2026/08/18-22:37:32.820335 176b97000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.820381 176b97000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.417310 172877000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:20.996296 1735b7000 Delete type=3 #1
|
2026/08/18-22:37:32.784037 17638b000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.786085 17638b000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.787900 17638b000 Level-0 table #5: 234672 bytes OK
|
||||||
|
2026/08/18-22:37:32.788307 17638b000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.788379 17638b000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.394128 172877000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:21.030689 17259f000 Delete type=3 #1
|
2026/08/18-22:37:32.795533 176b97000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.795934 176b97000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.796065 176b97000 Level-0 table #5: 3295 bytes OK
|
||||||
|
2026/08/18-22:37:32.796355 176b97000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.796392 176b97000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.428065 173083000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:20.979932 17259f000 Delete type=3 #1
|
2026/08/18-22:37:32.768723 176b97000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.772081 176b97000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.777725 176b97000 Level-0 table #5: 560581 bytes OK
|
||||||
|
2026/08/18-22:37:32.778401 176b97000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.778494 176b97000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.379031 173083000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:21.025079 172dab000 Delete type=3 #1
|
2026/08/18-22:37:32.804709 175b7f000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.804956 175b7f000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.805208 175b7f000 Level-0 table #5: 23087 bytes OK
|
||||||
|
2026/08/18-22:37:32.805486 175b7f000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.805525 175b7f000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.424767 17409b000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:21.020396 17259f000 Delete type=3 #1
|
2026/08/18-22:37:32.821353 176b97000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.821969 176b97000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.822328 176b97000 Level-0 table #5: 44887 bytes OK
|
||||||
|
2026/08/18-22:37:32.822647 176b97000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.822686 176b97000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.421322 17409b000 Delete type=3 #1
|
||||||
@@ -1 +1 @@
|
|||||||
MANIFEST-000002
|
MANIFEST-000004
|
||||||
|
|||||||
@@ -1 +1,5 @@
|
|||||||
2026/08/12-19:12:21.035224 1735b7000 Delete type=3 #1
|
2026/08/18-22:37:32.806477 1773a3000 Recovering log #3
|
||||||
|
2026/08/18-22:37:32.807016 1773a3000 Level-0 table #5: started
|
||||||
|
2026/08/18-22:37:32.807385 1773a3000 Level-0 table #5: 36532 bytes OK
|
||||||
|
2026/08/18-22:37:32.807654 1773a3000 Delete type=0 #3
|
||||||
|
2026/08/18-22:37:32.807690 1773a3000 Delete type=3 #2
|
||||||
|
|||||||
@@ -0,0 +1 @@
|
|||||||
|
2026/08/18-22:37:15.432064 172877000 Delete type=3 #1
|
||||||