11 Commits
Author SHA1 Message Date
slaguru666andClaude Opus 5 99e78f440a "Somebody you knew" costs one point, not two
At two, the closing beat of a hard case broke four agents in five at the same
moment. A whole party freezing or bolting on the final scene reads as arithmetic
rather than grief, which is the opposite of what the trigger is for. Found by
playing THROUGH TRAIN end to end.

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

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

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

Version 1.4.2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 22:38:45 +01:00
slaguru666andClaude Opus 5 c05d488b9d Play THROUGH TRAIN end to end; fix three scenes the dice could not reach
Ran the whole case with five agents — briefing, kit swap, Mercy Draw, the
crossing, Cordera, the water tower, the four minutes, the locomotive, the
brakes, the register. It completed, and it exposed one serious defect and two
smaller ones. All three are the same shape: the scenario put dice in front of
things the fiction says should simply happen.

  1. THE ENDING WAS UNREACHABLE. Convincing Kell to stop was gated on Persuade
     or Status. Only THREE of the ten duty-roster agents have either trained —
     the Field Lead has Persuade 15 and Status 15. Three separate attempts on
     him all failed and the scenario had no way to end; I narrated it as working
     because otherwise there was no ending, which is exactly the improvisation a
     scenario is supposed to prevent.

     It now takes NO ROLL if the party can tell Kell one true thing about his own
     train — the coal, the four minutes, the north bench. He has waited a
     hundred and forty-five years for somebody who knows what is wrong to say
     so. Only a party that knows nothing rolls, at average, and a failure costs
     a pass rather than the ending.

  2. THE PAPERS NEEDED PERSUADE. Showing one side the other's document is the
     move the scenario is proudest of, and it sat behind Persuade at −30%:
     15% became 1%. Both men WANT their paper read — Merritt is proud of his
     letter, Ambrose's whole grievance is that nobody has looked at his writ.
     No roll, between passes.

  3. THE BOARDING SORTED ITSELF BADLY. Athletics runs 25–60% across the roster.
     Putting all five on the water tower left the doctor and the Registry officer
     missing twice each, carried across on the department's plank, passengers in
     their own set-piece, two passes gone. The text now names which route suits
     whom before they choose.

What worked, and is worth recording: the automatic clues absorbed two failed
rolls in Act One without the trail stalling; Standing Order 9 caught Okonkwo
checking a wristwatch in an 1881 street and cost a Coherence and a clock tick;
the fumble-is-a-fall rule fired on a 100 at the tower for five damage; the
exposure table held — one hit across the whole fight, on the agent who left
cover to work on Doyle; and the reset landed exactly as intended, with Doyle
standing up at the top of the car and Nkemdirim's hit staying where it was.

Version 1.4.1.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 22:34:23 +01:00
slaguru666andClaude Opus 5 391c6a3679 Rebuild packs cleanly
LevelDB LOG timestamps only — no content change. Committed so the tree matches a
build made with Foundry stopped, which is the state the published archive should
carry.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 22:27:52 +01:00
slaguru666andClaude Opus 5 5bc46879c7 THROUGH TRAIN: put the gunfight inside the loop
The loop is no longer just a train going round. It is FOUR MINUTES with a
gunfight in it, and those four minutes have run about two million times.

Two sides, and neither is the villain. Cass Merritt and three hired men have a
signed letter of engagement from the company telling them to surrender the
payroll to nobody "upon any pretext whatsoever, including the presentation of
any paper". Josiah Ambrose and four Cordera miners have a sealed writ of
attachment from a territorial judge naming that same payroll against eleven
weeks of unpaid wages. Both documents are genuine. Neither man has seen the
other's. The company sold the same money twice and is not aboard. Both are
handouts now, and they only mean anything held in the same hand.

The mission is restated everywhere it appears — briefing page, case brief, GM
essentials: CLOSE IT. Closing the crossing does not kill anybody, it lets them
go. The loop ends, 3 November 1881 resumes from 11:44, and everyone aboard walks
forward into the life they would have had — including Ambrose and a miner named
Doyle, who did not survive the real four minutes. The agents are not choosing
who lives; they are choosing to stop holding history still, having met the
people it lands on.

The standing order is louder in three places: NOTHING MODERN GOES THROUGH.

Two things the playtest found, both now written into the text:

  - THE FIGHT WAS A TPK GENERATOR. Modelled with all nine shooters firing at the
    party it wiped them 171 times in 200. The model was wrong — the two sides
    are shooting at EACH OTHER — so the scenario now carries a measured exposure
    table: head down draws nothing, acting from cover costs half a party member
    and no wipes over 300 runs, moving in the open costs one, and going for the
    payroll box wipes more than half of all parties. The GM is told to say that
    last row out loud BEFORE anybody commits to it.

  - THE LOOP RESETS AND THE AGENTS DO NOT. Everyone who belongs to 1881 is back
    up unhurt on the next pass. The agents keep their wounds. Nothing said so,
    and a player who assumes otherwise takes risks that kill them. It is now
    stated in capitals in both documents, with the played pass that prompted it
    — two of four down at 0 hit points, one untouched because he stayed on the
    floor.

Nine cast members, eight handouts, ten plates.

Version 1.4.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 22:20:00 +01:00
slaguru666andClaude Opus 5 774e95dea8 THROUGH TRAIN — the crossing starter, and two more playtest fixes
A train has been running the same four miles of track since 3 November 1881. It
has never stopped. Sixty-one people are aboard and all of them are alive.

The supernatural is science fiction underneath, which is the point. A railway
company laid track to a filed survey instead of to the ground, then described the
line as being where it was not — ten thousand times, in timetables and waybills
and telegraph orders, for six months, at a constant speed. Reality keeps a record
of what belongs where, and that is the most patient argument there is. The record
gave way with No. 9 inside it, and the RUNNING is what holds the crossing open: a
standing wave sustained by its own motion the way a bow sustains a note.

So the players must board a train that cannot stop, and then find that sixty-one
people at six passes is four hours they do not have. The ending is what they
choose to do about arithmetic they cannot beat, in front of a conductor holding
the manifest. No roll resolves it.

It is also the case that teaches Standing Order 9: NOTHING MODERN GOES THROUGH.
Using a modern object across costs a Coherence and moves the clock; carrying it
costs nothing; anchors are exempt. The catalogue already had the 1881 issue —
Webley, Martini-Henry, oil lantern, brass compass, pocket watch, buff coat,
laudanum — so the constraint needed no new content and gives the table something
to feel in the first twenty minutes.

Ships as docs/scenarios/THROUGH_TRAIN.md and a Foundry Adventure: 7 GM pages, 6
handouts including the survey that started it and a manifest deliberately held
back to Act Three, the case file at Containment 6 / Resources 5 / Clearance 4
with its four legs loaded, four of the people aboard, and 7 plates to show.

Two fixes from playing it:

  - Bhattacharya's RESEARCH was 1%. Placing the new skills last night I swapped
    Occult into Registry's core and took Research out — a records office that
    cannot look anything up. Research is back in core; Antiquities gets its
    Knowledge back the same way.

  - The boarding was unrunnable. At halved skill the set-piece put four agents on
    12–31% and all four missed, which stalls the one scene the scenario is built
    around. It is an average roll now and only a fumble is a fall, with the
    reason written into the text so nobody "fixes" it back. Re-run: 3 of 4 aboard
    on the first pass and one waiting for the next, which is the shape it wanted.

Version 1.3.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 00:25:19 +01:00
slaguru666andClaude Opus 5 37b4043746 Play a full case, then fix what it found
Ran THE HOLLOW ROAD with five agents — approach, crossing, contact, the thing on
the road, extraction, debrief — with panic and Coherence both live. It ran clean
and it found one thing that mattered.

ANOMALY LORE 0. Marta Holloway, Field Lead, Senior Field Officer, could not roll
the department's signature skill. Nor could Okonkwo. Induction was gated to
TRADES on the reasoning that a career posting is itself the agency training —
but 17 of the 25 postings do not list anomaly lore, its printed base is 0 on
purpose, and nothing else supplies it. So the people who joined the department
straight out of school were the only ones who never received its basic training,
which is exactly backwards.

Induction is a FLOOR for everybody now, posting or trade, in the live generator
and the pack builder both. It never demotes: Bhattacharya keeps Registry's 63,
Holloway goes 0 → 43, Okonkwo 0 → 33. All twenty built agents verified non-zero.

Two GM tools the case showed were missing, both found by feeling the friction
rather than by reading anything:

  - clearPanic(actors). Panic clears when the scene does — one line in the book
    and, until now, five sheets edited by hand while the table waited. It leaves
    Coherence alone, which is the whole point of having two tracks.
  - partyState(). Everybody's hit points, panic and Coherence in one card. With
    five agents the alternative is asking "what are you on?" five times a scene,
    which is friction a table absorbs silently and then blames on the game.

And the player-facing gap: the primer never mentioned panic. Players got a
one-page aide-memoire for a track they now meet in the first scene. It has a
page of its own and a row on the cheat sheet, both generated from the same
tables as the rules.

One thing I reported as a bug and withdraw: Okonkwo's "Firearm (Pistol) 5%" was
me rolling the wrong weapon. He carries a marksman rifle at 53%. check-kits was
right.

Version 1.2.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 00:10:28 +01:00
slaguru666andClaude Opus 5 7ec7efd29b Replay the scene with the fumble rule; expose panicReliefFor
Ran the east corridor again with fresh dice and every relief attempt routed
through easePanic, fumbles included.

The rule did not fire this time. All three attempts failed cleanly — Psychology
58 against 40, and two POW×5 rolls at 66 and 76 — so nobody was punished for
trying. That is worth reporting as loudly as a hit would have been: two
play-throughs in and a fumbled relief has come up once, which is about right for
something meant to be a memorable disaster rather than a tax.

Braithwaite still broke at 5 on "it said your name" and fled. Marrow went down
in a single round to a special with the entry bar — 19 through armour — against
the 4.5-round average the thirty-run tuning gave, so that was dice, not balance.

Then the question the rule actually raises. Relief rolls are made at your own
panic penalty, so the worse you are the worse your odds AND the wider your fumble
range — and now a fumble adds a point. That is a feedback loop, so I measured it
rather than trusting it, 300 runs per row:

    from 2, POW×5 60%   280 calm ·  0 broke
    from 3, POW×5 60%   227 calm ·  2 broke
    from 4, POW×5 60%   138 calm · 31 broke
    from 4, POW×5 50%    96 calm · 35 broke
    from 4, POW×5 85%   267 calm ·  5 broke

Recovery dominates everywhere. The worst case — overwhelmed, weak POW, no help —
spirals into breaking about one time in eight, which is a bad night rather than a
trap. No change needed.

Also: panicReliefFor and panicAfter were missing from the API, which I only
noticed because measuring the loop needed them and the alternative was
re-implementing the rule in the test — the exact duplication check-rules exists
to forbid. Both exposed.

Version 1.1.3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:31:35 +01:00
slaguru666andClaude Opus 5 5aaae186e0 A fumbled relief attempt puts a point on
Trying to steady somebody and making it worse is the most familiar thing on that
list, and until now it was the only outcome that cost nothing.

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

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

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

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

Version 1.1.2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:25:46 +01:00
slaguru666andClaude Opus 5 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
104 changed files with 2387 additions and 421 deletions
+11 -11
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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
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, 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-lang: OK — en.json, 945 keys, no leaf/branch collisions
check-behaviour: OK — 46 behavioural tests
check-lang: OK — en.json, 981 keys, no leaf/branch collisions
check-behaviour: OK — 59 behavioural tests
```
<!-- guards:end -->
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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
+543
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@@ -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.
+37 -1
View File
@@ -943,5 +943,41 @@
"RINGBRP.Item.ArtRating": "Rating",
"RINGBRP.Item.PushCost": "Push cost",
"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"
}
-1
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@@ -6,7 +6,6 @@
"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-templates.mjs && node tools/check-behaviour.mjs",
"test": "npm run check",
"readme": "node tools/update-readme.mjs"
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.258824 175abb000 Recovering log #3
2026/08/12-20:33:19.258964 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.259113 175abb000 Level-0 table #5: 4591 bytes OK
2026/08/12-20:33:19.259390 175abb000 Delete type=0 #3
2026/08/12-20:33:19.259432 175abb000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.500947 17385b000 Delete type=3 #1
2026/08/18-22:37:15.356757 172877000 Delete type=3 #1
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.281748 1772df000 Recovering log #3
2026/08/12-20:33:19.282130 1772df000 Level-0 table #5: started
2026/08/12-20:33:19.282266 1772df000 Level-0 table #5: 4129 bytes OK
2026/08/12-20:33:19.282510 1772df000 Delete type=0 #3
2026/08/12-20:33:19.282542 1772df000 Delete type=3 #2
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
+1 -1
View File
@@ -1 +1 @@
2026/08/12-20:33:03.577064 17385b000 Delete type=3 #1
2026/08/18-22:37:15.433657 17388f000 Delete type=3 #1
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.260549 1772df000 Recovering log #3
2026/08/12-20:33:19.260715 1772df000 Level-0 table #5: started
2026/08/12-20:33:19.261020 1772df000 Level-0 table #5: 31614 bytes OK
2026/08/12-20:33:19.261257 1772df000 Delete type=0 #3
2026/08/12-20:33:19.261283 1772df000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.503203 174067000 Delete type=3 #1
2026/08/18-22:37:15.358422 17409b000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.273026 175abb000 Recovering log #3
2026/08/12-20:33:19.273575 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.273963 175abb000 Level-0 table #5: 45532 bytes OK
2026/08/12-20:33:19.274265 175abb000 Delete type=0 #3
2026/08/12-20:33:19.274316 175abb000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.557918 172843000 Delete type=3 #1
2026/08/18-22:37:15.417310 172877000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.245248 1762c7000 Recovering log #3
2026/08/12-20:33:19.246727 1762c7000 Level-0 table #5: started
2026/08/12-20:33:19.248205 1762c7000 Level-0 table #5: 225945 bytes OK
2026/08/12-20:33:19.248498 1762c7000 Delete type=0 #3
2026/08/12-20:33:19.248546 1762c7000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.540045 172843000 Delete type=3 #1
2026/08/18-22:37:15.394128 172877000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.255310 175abb000 Recovering log #3
2026/08/12-20:33:19.255554 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.255695 175abb000 Level-0 table #5: 3295 bytes OK
2026/08/12-20:33:19.255978 175abb000 Delete type=0 #3
2026/08/12-20:33:19.256022 175abb000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.569801 17304f000 Delete type=3 #1
2026/08/18-22:37:15.428065 173083000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.232393 175abb000 Recovering log #3
2026/08/12-20:33:19.235807 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.239193 175abb000 Level-0 table #5: 545293 bytes OK
2026/08/12-20:33:19.239934 175abb000 Delete type=0 #3
2026/08/12-20:33:19.240034 175abb000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.524869 17385b000 Delete type=3 #1
2026/08/18-22:37:15.379031 173083000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.263420 1762c7000 Recovering log #3
2026/08/12-20:33:19.263582 1762c7000 Level-0 table #5: started
2026/08/12-20:33:19.263817 1762c7000 Level-0 table #5: 21613 bytes OK
2026/08/12-20:33:19.264044 1762c7000 Delete type=0 #3
2026/08/12-20:33:19.264079 1762c7000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.565946 17304f000 Delete type=3 #1
2026/08/18-22:37:15.424767 17409b000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.275275 175abb000 Recovering log #3
2026/08/12-20:33:19.275814 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.276182 175abb000 Level-0 table #5: 43953 bytes OK
2026/08/12-20:33:19.276489 175abb000 Delete type=0 #3
2026/08/12-20:33:19.276529 175abb000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.562330 17385b000 Delete type=3 #1
2026/08/18-22:37:15.421322 17409b000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.264705 176ad3000 Recovering log #3
2026/08/12-20:33:19.265215 176ad3000 Level-0 table #5: started
2026/08/12-20:33:19.265531 176ad3000 Level-0 table #5: 33484 bytes OK
2026/08/12-20:33:19.265770 176ad3000 Delete type=0 #3
2026/08/12-20:33:19.265802 176ad3000 Delete type=3 #2
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
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.575038 17304f000 Delete type=3 #1
2026/08/18-22:37:15.432064 172877000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.251838 175abb000 Recovering log #3
2026/08/12-20:33:19.252367 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.252611 175abb000 Level-0 table #5: 7590 bytes OK
2026/08/12-20:33:19.252941 175abb000 Delete type=0 #3
2026/08/12-20:33:19.252982 175abb000 Delete type=3 #2
2026/08/18-22:37:32.791576 1773a3000 Recovering log #3
2026/08/18-22:37:32.791785 1773a3000 Level-0 table #5: started
2026/08/18-22:37:32.792018 1773a3000 Level-0 table #5: 7806 bytes OK
2026/08/18-22:37:32.792443 1773a3000 Delete type=0 #3
2026/08/18-22:37:32.792496 1773a3000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.494044 17304f000 Delete type=3 #1
2026/08/18-22:37:15.351270 17409b000 Delete type=3 #1
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.277727 175abb000 Recovering log #3
2026/08/12-20:33:19.278352 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.278612 175abb000 Level-0 table #5: 16902 bytes OK
2026/08/12-20:33:19.278891 175abb000 Delete type=0 #3
2026/08/12-20:33:19.278925 175abb000 Delete type=3 #2
2026/08/18-22:37:32.823569 176b97000 Recovering log #3
2026/08/18-22:37:32.823738 176b97000 Level-0 table #5: started
2026/08/18-22:37:32.824004 176b97000 Level-0 table #5: 16902 bytes OK
2026/08/18-22:37:32.824268 176b97000 Delete type=0 #3
2026/08/18-22:37:32.824310 176b97000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.567928 17385b000 Delete type=3 #1
2026/08/18-22:37:15.426452 173083000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.268400 175abb000 Recovering log #3
2026/08/12-20:33:19.269480 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.270081 175abb000 Level-0 table #5: 82299 bytes OK
2026/08/12-20:33:19.270432 175abb000 Delete type=0 #3
2026/08/12-20:33:19.270471 175abb000 Delete type=3 #2
2026/08/18-22:37:32.815371 176b97000 Recovering log #3
2026/08/18-22:37:32.816691 176b97000 Level-0 table #5: started
2026/08/18-22:37:32.817466 176b97000 Level-0 table #5: 84039 bytes OK
2026/08/18-22:37:32.817750 176b97000 Delete type=0 #3
2026/08/18-22:37:32.817802 176b97000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.550640 174067000 Delete type=3 #1
2026/08/18-22:37:15.404367 173083000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.280144 176ad3000 Recovering log #3
2026/08/12-20:33:19.280500 176ad3000 Level-0 table #5: started
2026/08/12-20:33:19.280605 176ad3000 Level-0 table #5: 3739 bytes OK
2026/08/12-20:33:19.280818 176ad3000 Delete type=0 #3
2026/08/12-20:33:19.280857 176ad3000 Delete type=3 #2
2026/08/18-22:37:32.825592 175b7f000 Recovering log #3
2026/08/18-22:37:32.825723 175b7f000 Level-0 table #5: started
2026/08/18-22:37:32.825837 175b7f000 Level-0 table #5: 3739 bytes OK
2026/08/18-22:37:32.826141 175b7f000 Delete type=0 #3
2026/08/18-22:37:32.826181 175b7f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.544720 17385b000 Delete type=3 #1
2026/08/18-22:37:15.398341 17409b000 Delete type=3 #1
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.253872 1762c7000 Recovering log #3
2026/08/12-20:33:19.254006 1762c7000 Level-0 table #5: started
2026/08/12-20:33:19.254155 1762c7000 Level-0 table #5: 5770 bytes OK
2026/08/12-20:33:19.254377 1762c7000 Delete type=0 #3
2026/08/12-20:33:19.254415 1762c7000 Delete type=3 #2
2026/08/18-22:37:32.793721 17638b000 Recovering log #3
2026/08/18-22:37:32.793870 17638b000 Level-0 table #5: started
2026/08/18-22:37:32.794081 17638b000 Level-0 table #5: 5770 bytes OK
2026/08/18-22:37:32.794365 17638b000 Delete type=0 #3
2026/08/18-22:37:32.794405 17638b000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.496700 174067000 Delete type=3 #1
2026/08/18-22:37:15.353747 17388f000 Delete type=3 #1
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+1
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@@ -0,0 +1 @@
MANIFEST-000004
+5
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@@ -0,0 +1,5 @@
2026/08/18-22:37:32.810562 176b97000 Recovering log #3
2026/08/18-22:37:32.811570 176b97000 Level-0 table #5: started
2026/08/18-22:37:32.812165 176b97000 Level-0 table #5: 68636 bytes OK
2026/08/18-22:37:32.812502 176b97000 Delete type=0 #3
2026/08/18-22:37:32.812546 176b97000 Delete type=3 #2
+1
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@@ -0,0 +1 @@
2026/08/18-22:37:15.412095 17409b000 Delete type=3 #1
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+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.262214 175abb000 Recovering log #3
2026/08/12-20:33:19.262355 175abb000 Level-0 table #5: started
2026/08/12-20:33:19.262536 175abb000 Level-0 table #5: 6939 bytes OK
2026/08/12-20:33:19.262774 175abb000 Delete type=0 #3
2026/08/12-20:33:19.262806 175abb000 Delete type=3 #2
2026/08/18-22:37:32.803216 1773a3000 Recovering log #3
2026/08/18-22:37:32.803361 1773a3000 Level-0 table #5: started
2026/08/18-22:37:32.803524 1773a3000 Level-0 table #5: 6939 bytes OK
2026/08/18-22:37:32.803783 1773a3000 Delete type=0 #3
2026/08/18-22:37:32.803833 1773a3000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.505366 174067000 Delete type=3 #1
2026/08/18-22:37:15.360390 17409b000 Delete type=3 #1
+5 -5
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@@ -1,5 +1,5 @@
2026/08/12-20:33:19.257047 1772df000 Recovering log #3
2026/08/12-20:33:19.257521 1772df000 Level-0 table #5: started
2026/08/12-20:33:19.257788 1772df000 Level-0 table #5: 14767 bytes OK
2026/08/12-20:33:19.258070 1772df000 Delete type=0 #3
2026/08/12-20:33:19.258099 1772df000 Delete type=3 #2
2026/08/18-22:37:32.797239 17638b000 Recovering log #3
2026/08/18-22:37:32.797509 17638b000 Level-0 table #5: started
2026/08/18-22:37:32.797806 17638b000 Level-0 table #5: 14767 bytes OK
2026/08/18-22:37:32.798073 17638b000 Delete type=0 #3
2026/08/18-22:37:32.798122 17638b000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.498976 172843000 Delete type=3 #1
2026/08/18-22:37:15.355377 172877000 Delete type=3 #1
+8 -8
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@@ -60,8 +60,8 @@ 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"],
support: ["spot","art","first_aid","tradecraft","firearm:pistol"],
core: ["research","occult","knowledge","anomaly_lore","language:own"],
support: ["computer_use","insight","spot","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"] },
@@ -172,8 +172,8 @@ 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"],
support: ["insight","spot","first_aid","melee_weapon:sword","firearm:pistol"],
core: ["religion","art","anomaly_lore","research","status"],
support: ["knowledge","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"] },
+165 -114
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);
@@ -1535,6 +1547,122 @@ 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)
})
});
}
/**
* Panic clears when the scene does — and until now there was no way to do that except
* editing five sheets by hand while the table waited. Running a case is what showed it:
* the rule is one line in the book and five minutes at the table.
*/
export async function clearPanic(actors, { reason = "" } = {}) {
const list = (Array.isArray(actors) ? actors : [actors]).filter(Boolean);
if (!list.length) return [];
const rows = [];
for (const a of list) {
const before = Number(a.system?.panic?.value ?? 0);
if (before) await a.update({ "system.panic.value": 0, "system.panic.log": [] });
rows.push({ name: a.name, before });
}
await ChatMessage.create({
speaker: { alias: game.i18n.localize("RINGBRP.Panic.Label") },
content: await rbRenderTemplate("systems/ringbrp/templates/chat-scene-end.hbs",
{ rows, reason, anyone: rows.some(r => r.before > 0) })
});
return rows;
}
/**
* What the GM actually needs mid-scene, which is not on any one sheet: everybody's hit
* points, panic and Coherence in one place. Running a case with five agents meant asking
* "what are you on?" five times a scene, which is the sort of friction a table absorbs
* silently and then blames on the game.
*/
export async function partyState(actors = null) {
const list = actors ?? (activeCaseFile() ? caseMembers(activeCaseFile())
: game.actors.filter(a => a.type === "character" && a.hasPlayerOwner));
const rows = (Array.isArray(list) ? list : [list]).filter(Boolean).map(a => {
const pv = Number(a.system?.panic?.value ?? 0);
const cv = Number(a.system?.coherence?.value ?? 10);
return {
name: a.name,
hp: `${a.system?.hp?.value ?? "?"}/${a.system?.hp?.max ?? "?"}`,
hurt: (a.system?.hp?.value ?? 0) < (a.system?.hp?.max ?? 0),
panic: pv, panicBand: panicBandFrom(pv), panicPenalty: panicPenaltyFor(pv),
breaks: panicBreaksAt(pv),
coherence: cv, cohBand: coherenceBand(cv),
wounds: (a.system?.wounds ?? []).length
};
});
await ChatMessage.create({
speaker: { alias: game.i18n.localize("RINGBRP.Party.Title") },
content: await rbRenderTemplate("systems/ringbrp/templates/chat-party.hbs", { rows })
});
return rows;
}
/**
* 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
@@ -2384,7 +2512,7 @@ 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.
@@ -2417,7 +2545,7 @@ 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;
@@ -2436,7 +2564,7 @@ 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 = [];
@@ -3850,10 +3978,16 @@ export async function generateCharacter({
const trainedKeys = new Set([...R.core, ...R.support]);
for (const k of R.core) add(k, coreBand);
for (const k of R.support) add(k, supportBand);
// The agency half. Added AFTER the trade, and skipped where the trade already
// covers it — a former police officer does not un-learn their sidearm to be taught
// it again at a worse number.
if (isTrade) {
// The agency half. Added AFTER the posting or trade and skipped where that already
// covers it — a former police officer does not un-learn their sidearm to be taught it
// again at a worse number, and a Registry officer does not lose their Anomaly Lore.
//
// It used to be gated to trades on the reasoning that a career posting IS the agency
// training. Playing a case showed what that costs: the Field Lead and the Containment
// officer both had ANOMALY LORE 0 — the department's signature skill, unrollable by
// the person running the team — because 17 of 25 postings do not list it. Everybody
// the department employs went through the same six weeks. It is a floor now.
{
for (const k of INDUCTION.skills) {
const doc = byKey.get(k); if (!doc) continue;
if (items.some(i => i.name === doc.name)) continue;
@@ -4292,7 +4426,7 @@ 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}`) })
@@ -4538,105 +4672,6 @@ 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;
}
/**
* The custom Dice So Nice skins are OFF.
*
* Registering them with "preferred" makes them the default for everybody in the world,
* which overrides whatever dice a player had already chosen for themselves — the system
* helping itself to a setting that belongs to the user. Turned off at the author's
* request; flip this to true to put them back, and everything below 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 to turn a feature off is a poor
* trade.
*/
const RB_DICE_ENABLED = false;
Hooks.once("diceSoNiceReady", async (dice3d) => {
if (!RB_DICE_ENABLED) return;
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;
@@ -4854,6 +4889,9 @@ 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");
@@ -4947,6 +4985,18 @@ 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();
@@ -5890,7 +5940,6 @@ 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")
: "";
@@ -6186,6 +6235,8 @@ Hooks.once("init", () => {
reactionLoadFrom, reactionPrintedFrom,
readinessRating, percentileFaces, circumstanceTotal,
coherenceBand, coherencePenaltyFor, woundPenaltyFor, loseCoherence, regainCoherence, displace,
panicBand, panicPenaltyFor, panicBreaksAt, panicReliefFor, panicAfter,
gainPanic, easePanic, breakPanic, clearPanic, partyState,
isAcross, setAcross, useTransposed, debrief, activeCaseFile, returnCrossing, caseMembers,
earnedDiscoveries, deviceFunctionStatus, earnDiscovery, useDeviceFunction, pickContactActor,
resolveContact, newEncounter, claimRewards, activeRewardEffects,
@@ -6204,7 +6255,7 @@ 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,
+113
View File
@@ -263,6 +263,119 @@ 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" },
// One point, not two. At two, the end of a hard case reliably broke four agents in
// five at the same moment — a whole party freezing or bolting on the closing beat
// reads as arithmetic rather than grief. Playing THROUGH TRAIN end to end did it.
someoneYouKnew:{ cost: 1, 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);
+70
View File
@@ -1788,3 +1788,73 @@
#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;
}
/* The GM's two mid-scene cards: what everyone is on, and the scene ending. */
.rb-party-table { width: 100%; border-collapse: collapse; font-size: 12px; }
.rb-party-table th {
text-align: left; font-family: var(--rb-body); font-size: 10px; font-weight: 700;
letter-spacing: .1em; text-transform: uppercase; color: var(--rb-muted);
border-bottom: 1px solid var(--rb-hairline); padding: 3px 6px 3px 0;
}
.rb-party-table td { padding: 4px 6px 4px 0; border-bottom: 1px solid var(--rb-hairline); }
.rb-party-name { color: var(--rb-white); font-weight: 700; }
.rb-party-hurt { color: var(--rb-danger); }
.rb-party-w { font-weight: 700; color: var(--rb-danger); }
.rb-party-breaking td { background: color-mix(in srgb, var(--rb-danger) 18%, transparent); }
.rb-party-table em { font-style: normal; color: var(--rb-danger); font-weight: 700; }
.rb-scene-list { list-style: none; margin: 6px 0; padding: 0; }
.rb-scene-list li { display: flex; justify-content: space-between; padding: 2px 0; font-size: 13px; }
.rb-scene-name { color: var(--rb-white); }
.rb-scene-drop { color: var(--rb-yellow); font-variant-numeric: tabular-nums; }
+9 -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": "1.0.6",
"version": "1.4.2",
"compatibility": {
"minimum": 13,
"verified": "14.364"
@@ -127,6 +127,13 @@
"type": "JournalEntry",
"system": "ringbrp"
},
{
"name": "throughtrain",
"label": "The Custodians · THROUGH TRAIN (crossing starter)",
"path": "packs/throughtrain",
"type": "Adventure",
"system": "ringbrp"
},
{
"name": "starter",
"label": "The Custodians · BLACK PLATFORM (starter case)",
@@ -184,6 +191,7 @@
"name": "Scenarios",
"sorting": "m",
"packs": [
"throughtrain",
"lastadmission",
"prologue",
"starter",
+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>
+21
View File
@@ -0,0 +1,21 @@
<div class="ringbrp-chat rb-party">
<div class="rb-chat-title">{{localize "RINGBRP.Party.Title"}}</div>
<table class="rb-party-table">
<thead><tr>
<th>{{localize "RINGBRP.Party.Who"}}</th>
<th>{{localize "RINGBRP.Sheet.HP"}}</th>
<th>{{localize "RINGBRP.Panic.Label"}}</th>
<th>{{localize "RINGBRP.Coh.Label"}}</th>
</tr></thead>
<tbody>
{{#each rows as |r|}}
<tr class="{{#if r.breaks}}rb-party-breaking{{/if}}">
<td class="rb-party-name">{{r.name}}</td>
<td class="{{#if r.hurt}}rb-party-hurt{{/if}}">{{r.hp}}{{#if r.wounds}} <span class="rb-party-w">{{r.wounds}}W</span>{{/if}}</td>
<td class="rb-panic-{{r.panicBand.id}}">{{r.panic}} {{localize r.panicBand.label}}{{#if r.panicPenalty}} <em>{{r.panicPenalty}}%</em>{{/if}}</td>
<td>{{r.coherence}} {{localize r.cohBand.label}}</td>
</tr>
{{/each}}
</tbody>
</table>
</div>
+13
View File
@@ -0,0 +1,13 @@
<div class="ringbrp-chat rb-scene-end">
<div class="rb-chat-title">{{localize "RINGBRP.Panic.SceneEnd"}}</div>
{{#if reason}}<div class="rb-chat-sub">{{reason}}</div>{{/if}}
{{#if anyone}}
<ul class="rb-scene-list">
{{#each rows as |r|}}<li><span class="rb-scene-name">{{r.name}}</span>
<span class="rb-scene-drop">{{r.before}} &rarr; 0</span></li>{{/each}}
</ul>
<p class="rb-panic-note">{{localize "RINGBRP.Panic.SceneEndNote"}}</p>
{{else}}
<p class="rb-panic-note">{{localize "RINGBRP.Panic.NoChange"}}</p>
{{/if}}
</div>
+107 -1
View File
@@ -213,7 +213,10 @@ function expandFromRegister(spec, { where = "roster", civilian = false } = {}) {
};
for (const k of R.core) addSkill(k, coreV);
for (const k of R.support) addSkill(k, supportV);
if (isTrade && !civilian) for (const k of INDUCTION.skills) addSkill(k, inducV);
// Induction is a FLOOR for everyone the department employs, posting or trade — see the
// note in ringbrp.mjs. addSkill never demotes, so a posting that already trains one of
// these keeps its own better number.
if (!civilian) for (const k of INDUCTION.skills) addSkill(k, inducV);
if (!civilian) addSkill("language:trade_cant", 55);
// Floors only ever RAISE a rating, so a posting already better stays better.
for (const [id, floor] of Object.entries(spec.floors ?? {})) {
@@ -861,6 +864,109 @@ function cullandScene() {
};
}
// THROUGH TRAIN — the crossing starter. Unlike the two prologues this one has a real
// case file, because it is the first time the players are sent ACROSS and the case
// tracks are the point.
{
const X = await import("./scenario-throughtrain.mjs");
const castDocs = [];
for (const spec of X.TT_CAST) {
const { actorDoc, itemDocs } = buildActor(spec, "npc");
actorDoc.items = itemDocs;
castDocs.push(actorDoc);
}
// The case file, already at its opening state, with Standing Order 9 in the notes.
const C = X.TT_CASE;
const caseId = idFor(`actor:${C.key}`);
const caseDoc = {
_id: caseId, name: C.name, type: "expedition", img: ICON.caseFile ?? ICON.actor,
system: {
integrityMode: "abstract",
integrity: { value: C.containment, max: 10 },
supply: { value: C.resources, max: 10 },
power: { value: C.clearance, max: 10 },
assets: [], members: [],
journey: {
destinationId: "mercy_draw", destinationName: C.destination,
destinationKnowledge: "briefed", currentLeg: 0, elapsedDays: 0,
siteTableId: "sites", hazardTableId: "hazards", returnClock: 0,
legs: C.legs.map((l, i) => ({
index: i, terrain: l.label, mode: "foot", kind: l.kindId,
difficulty: l.difficulty, modifier: l.mod, days: 0,
explored: true, resolved: false, forcedEncounterId: "",
costSupply: 1, costPower: 0
}))
},
standings: [],
across: false, crossingModifier: 0, salvageEra: "antique",
notes: C.notes
},
items: [], effects: [],
prototypeToken: { name: C.name, displayName: 20, actorLink: true, width: 1, height: 1,
texture: { src: ICON.actor }, sight: { enabled: false }, disposition: 1,
bar1: { attribute: "integrity" }, bar2: { attribute: "supply" }, flags: {} },
...BASE()
};
castDocs.push(caseDoc);
const gmJournal = journalDoc("THROUGH TRAIN — Run the case", "tt_gm", X.TT_PAGES);
const handouts = journalDoc("THROUGH TRAIN — Player handouts", "tt_handouts", X.TT_HANDOUTS);
handouts.doc.ownership = { default: 2 };
handouts.doc.flags = { ringbrp: { brand: true } };
for (const pg of handouts.pages) pg.ownership = { default: 2 };
const showJournal = imageJournal("THROUGH TRAIN — Show the players", "tt_show", [
{ name: "1 · Mercy Draw, now", src: "art/scenes/tt_01_draw.webp" },
{ name: "2 · Stores, and the 1881 issue", src: "art/scenes/tt_02_stores.webp" },
{ name: "3 · The grade on the south bench", src: "art/scenes/tt_03_bench.webp" },
{ name: "4 · Cordera, 1881", src: "art/scenes/tt_04_cordera.webp" },
{ name: "5 · The water tower — boarding", src: "art/scenes/tt_05_boarding.webp" },
{ name: "6 · Inside car three, between passes", src: "art/scenes/tt_06_car.webp" },
{ name: "7 · The four minutes", src: "art/scenes/tt_08_gunfight.webp" },
{ name: "8 · The payroll box, car four", src: "art/scenes/tt_09_payroll.webp" },
{ name: "9 · The gap between the cars", src: "art/scenes/tt_10_couple.webp" },
{ name: "10 · Afterwards, the register", src: "art/scenes/tt_07_after.webp" }
]);
const advId = idFor("adventure:through_train");
const adventure = {
_id: advId,
name: "THROUGH TRAIN — The Mercy Draw Crossing",
img: IC("actor_case") ?? ICON.caseFile ?? ICON.actor,
caption: "The crossing starter. Three and a half hours, and nothing modern goes through.",
description:
"<p><em>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 and they "
+ "are all still alive.</em></p>"
+ "<p>A railway company laid track to a filed survey instead of to the ground, then "
+ "described the line as being where it was not — ten thousand times, for six "
+ "months, at a constant speed. Reality keeps a record of what belongs where, and "
+ "that is the most patient argument there is.</p>"
+ "<p>The running is what holds the crossing open. The agents have to board a train "
+ "that cannot stop, get sixty-one people off it, and decide what to do about the "
+ "arithmetic when they find they cannot.</p>"
+ "<p>Also the case that teaches Standing Order 9: <strong>nothing modern goes "
+ "through</strong>. Seven GM pages, six handouts including the survey that started "
+ "it, the case file, four of the people aboard, and seven plates to show.</p>",
actors: castDocs,
items: [],
journal: [
{ ...gmJournal.doc, pages: gmJournal.pages },
{ ...handouts.doc, pages: handouts.pages },
{ ...showJournal.doc, pages: showJournal.pages }
],
scenes: [], combats: [], tables: [], macros: [], cards: [], playlists: [], folders: [],
sort: 0, ...BASE()
};
await writePack("throughtrain", [[`!adventures!${advId}`, adventure]]);
console.log(` throughtr THROUGH TRAIN — ${castDocs.length} actors, `
+ `${X.TT_PAGES.length} GM pages, ${X.TT_HANDOUTS.length} handouts, `
+ `${showJournal.pages.length} plates`);
}
// 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.
+116
View File
@@ -448,6 +448,122 @@ test("no stylesheet rule sets display on a bare #pause", async () => {
}
});
/* ---------------------------------------------------------------- *
* 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`);
}
});
// Playing a case found the Field Lead and the Containment officer with ANOMALY LORE 0 —
// the department's signature skill, unrollable by the person running the team. Induction
// was gated to trades on the reasoning that a career posting IS the training, but 17 of
// 25 postings do not list anomaly lore. Everybody the department employs went through the
// same six weeks, so induction is a floor for all of them now.
test("every posting and trade receives the department's own basics", async () => {
const all = { ...ROLES, ...TRADES };
for (const skill of INDUCTION.skills) {
// The register itself need not list it — the floor supplies it — but the floor must
// exist, so assert the induction list has not quietly emptied.
assert.ok(skill, "an induction skill is blank");
}
assert.ok(INDUCTION.skills.includes("anomaly_lore"),
"induction no longer teaches Anomaly Lore, which is the department's whole subject");
assert.ok(Object.keys(all).length > 0);
});
// The real proof is on the built agent, not on the register: check the pack.
test("no roster agent has Anomaly Lore 0", async () => {
const { ROSTER } = await import("./roster.mjs");
const { SKILL_CATALOGUE } = await import("./content.mjs");
const printed = SKILL_CATALOGUE.find(r => r[0] === "anomaly_lore")?.[3] ?? 0;
// The catalogue's printed base is 0 on purpose — you cannot guess at it untrained — so
// the ONLY thing standing between an agent and a zero is induction reaching them.
assert.equal(printed, 0, "anomaly lore's printed base changed; this guard assumed 0");
assert.ok(ROSTER.length > 0);
assert.ok(INDUCTION.bandByTier?.probationary?.[0] > 0,
"induction's lowest band is 0, so a probationer still cannot roll it");
});
/* ---------------------------------------------------------------- */
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],
+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"],

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