4 Commits
Author SHA1 Message Date
slaguru666andClaude Opus 5 5aaae186e0 A fumbled relief attempt puts a point on
Trying to steady somebody and making it worse is the most familiar thing on that
list, and until now it was the only outcome that cost nothing.

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

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

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

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

Version 1.1.2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:25:46 +01:00
slaguru666andClaude Opus 5 20306d83d9 Play a scene with panic; tighten one reference row
Ran LAST ADMISSION's east corridor with the six civilians and real dice. The
track works end to end and, more importantly, the penalty REACHES things:
Ferriby at panic 3 swung at Old Marrow with Brawl 25% printed and 15% effective,
while Sharrock at panic 1 rolled his full 58%. That is the whole point of the
track and it is the part that is usually decoration.

The arc played well. Lights out took four of them to 1. The body took Braithwaite
and Ferriby to 2. Enderby counting took three of them again. Braithwaite fumbled
his Psychology roll trying to talk Colin down, then it said his name — 5, broke,
fled, came back at 3. Renshaw steadied herself on POW×5 and dropped to 1.

One thing I got wrong and one thing worth knowing:

  - I flagged a 99 grading as a fumble as a bug. It is not. A 58% skill fumbles
    on 98-00, and both the primer and the rules page say so in those words. The
    "96-99 never succeed / 00 always fumbles" pair are floor rules, not the whole
    fumble range. Only the quick-reference row was ambiguous — it now says
    "never succeeds ... and is a fumble if it is inside your fumble range".

  - The civilians cannot use two of the three new skills. Occult, Religion and
    Psychology sit at 5% on the "(before)" sheets, so in the prologue the only
    relief that works is POW×5 at 50-85%. That is correct — a site foreman is
    not an occultist — but it means the skills are an AGENT'S tools, and the
    prologue is deliberately the game without them. The agents have them where
    they should: Bhattacharya Occult 63, Lindqvist 58, Renshaw Psychology 40,
    Braithwaite Religion 35.

Version 1.1.1.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 21:58:30 +01:00
slaguru666andClaude Opus 5 cbad87ba98 Add Occult, Religion and Psychology, and the Panic track
From the first game's list. The three skills are not decoration — they are the
levers on the new track, which is why they arrived together.

PANIC, 0 to 5, up. It is the other half of Coherence and the rules page says so
in the first line, because a table that confuses them will make the wrong call
at the worst moment:

    Coherence   what knowing has cost you       weeks     10-0, down
    Panic       what is happening to you NOW    minutes    0-5, up

A trigger gives a point with NO ROLL. Asking for a die to find out whether you
are frightened slows the scene and tells the player how to feel; the die is for
getting rid of it, which is the interesting direction.

    0 steady · 1 rattled · 2 shaken -5% · 3 losing it -10%
    4 overwhelmed -20% · 5 broken

The first point is free on purpose, so the opening shock of a scene costs the
table nothing. At 5 you break — freeze, flee or fixate, choose fast — and come
back at 3, not at 0, because breaking is not a rest.

Relief is where the skills come in. A success takes one point, a special takes
two. Psychology is the only thing that steadies somebody who is NOT you.
Religion steadies you alone and does not care whether you are right. Occult is
the odd one: naming a thing correctly, out loud, helps everybody who can hear —
the department's actual work, and the only relief that reaches a room. Plus
POW×5 to steady yourself, and your anchor object once per case, which is what
that briefing scene was for.

The three skills are placed in six registers rather than left floating: Occult
to the professor and to Registry, Psychology to the doctor and to Interview,
Religion to Antiquities and Pathology.

Guards, because a track nothing reads is this project's oldest failure: the five
new rules carry spot-checks in check-rules, and check-behaviour gains nine tests
— the free first point, monotonic penalties, only 5 breaking, clamping at both
ends, breaking not clearing the track, special taking two, every band/trigger/
relief having a label, and every relief naming a skill the catalogue actually
has.

Verified in a live game: penalty reaches the roll (58 → 58 → 53 → 48 → 38 for
panic 0-4, criticals and specials recomputed with it), the full arc runs 0 → 2 →
4 → eased to 2 → pushed to 5 → breaks → 3 with no errors, the sheet shows the
band, and the rules journal has a Panic page generated from the same tables.

Version 1.1.0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 22:55:11 +01:00
slaguru666andClaude Opus 5 ab619f4b73 Remove the dice textures and the whole Dice So Nice path
Deleted: the seven PNGs in dice/, tools/make-dice-textures.mjs, the `npm run
dice` script, the RB_DICE colourset and texture tables, diceSetFor, the
diceSoNiceReady hook, and rbDressDice — which was tagging ten roll sites with
coloursets that no longer existed. 99 lines of module, plus the assets.
README and DEPLOY updated; they still advertised all of it.

Recoverable with `git revert` if it is ever wanted back.

This also explains the 01-that-was-12. The RESULT was never wrong: skillRoll
rolls one 1d100 and grades on roll.total, and the chat card derives the tens and
units it prints from that same total. Checked all 100 values of percentileFaces
and 60 live rolls — the printed faces reconstruct the graded number every time,
with no mismatches.

What disagreed was the ANIMATION. The custom addDicePreset labels registered for
d100 and d10 remapped which physical face means what, so Dice So Nice could land
showing 01 while the roll behind it was 12. Nothing downstream ever read the
animated faces, so no roll was ever adjudicated on the wrong number — but a
table watching the dice had every reason to believe otherwise, which is its own
kind of wrong. Disabling the skins in 1.0.6 already removed it; deleting them
makes it permanent.

Verified in a running Foundry after removal: skill roll, weapon damage, hit
location, major wound and Coherence all resolve and post their cards, no errors,
and game.ringbrp.diceSetFor is gone from the API.

Version 1.0.7.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 22:45:52 +01:00
79 changed files with 617 additions and 413 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, 20 files scanned, 3 aliases + 45 constant sets checked, 291 formulas verified
check-kits: OK — 25 roles, 10 trades, 218 catalogue items, every kit key resolves, every posting can use what it carries, every loadout distinct
check-lang: OK — en.json, 945 keys, no leaf/branch collisions
check-behaviour: OK — 46 behavioural tests
check-lang: OK — en.json, 977 keys, no leaf/branch collisions
check-behaviour: OK — 57 behavioural tests
```
<!-- guards:end -->
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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
+33 -1
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@@ -943,5 +943,37 @@
"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 —"
}
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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"
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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
2026/08/17-23:24:47.247472 17253f000 Recovering log #3
2026/08/17-23:24:47.247505 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.247700 17253f000 Level-0 table #5: 4591 bytes OK
2026/08/17-23:24:47.248094 17253f000 Delete type=0 #3
2026/08/17-23:24:47.248137 17253f000 Delete type=3 #2
+1 -1
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2026/08/12-20:33:03.500947 17385b000 Delete type=3 #1
2026/08/17-23:24:31.473921 16e827000 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
2026/08/17-23:24:47.267497 173d63000 Recovering log #3
2026/08/17-23:24:47.267518 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.267658 173d63000 Level-0 table #5: 4129 bytes OK
2026/08/17-23:24:47.267918 173d63000 Delete type=0 #3
2026/08/17-23:24:47.267949 173d63000 Delete type=3 #2
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2026/08/12-20:33:03.577064 17385b000 Delete type=3 #1
2026/08/17-23:24:31.544854 16e827000 Delete type=3 #1
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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
2026/08/17-23:24:47.248920 173d63000 Recovering log #3
2026/08/17-23:24:47.249014 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.249313 173d63000 Level-0 table #5: 31614 bytes OK
2026/08/17-23:24:47.249730 173d63000 Delete type=0 #3
2026/08/17-23:24:47.249796 173d63000 Delete type=3 #2
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2026/08/12-20:33:03.503203 174067000 Delete type=3 #1
2026/08/17-23:24:31.475804 17004b000 Delete type=3 #1
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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
2026/08/17-23:24:47.261246 17253f000 Recovering log #3
2026/08/17-23:24:47.261511 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.261915 17253f000 Level-0 table #5: 46857 bytes OK
2026/08/17-23:24:47.262265 17253f000 Delete type=0 #3
2026/08/17-23:24:47.262307 17253f000 Delete type=3 #2
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@@ -1 +1 @@
2026/08/12-20:33:03.557918 172843000 Delete type=3 #1
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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
2026/08/17-23:24:47.235329 173d63000 Recovering log #3
2026/08/17-23:24:47.236302 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.238305 173d63000 Level-0 table #5: 234672 bytes OK
2026/08/17-23:24:47.238754 173d63000 Delete type=0 #3
2026/08/17-23:24:47.238827 173d63000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.540045 172843000 Delete type=3 #1
2026/08/17-23:24:31.510747 16f83f000 Delete type=3 #1
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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
2026/08/17-23:24:47.244550 17253f000 Recovering log #3
2026/08/17-23:24:47.244581 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.244685 17253f000 Level-0 table #5: 3295 bytes OK
2026/08/17-23:24:47.244965 17253f000 Delete type=0 #3
2026/08/17-23:24:47.245003 17253f000 Delete type=3 #2
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@@ -1 +1 @@
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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
2026/08/17-23:24:47.222820 172d4b000 Recovering log #3
2026/08/17-23:24:47.225060 172d4b000 Level-0 table #5: started
2026/08/17-23:24:47.229466 172d4b000 Level-0 table #5: 561098 bytes OK
2026/08/17-23:24:47.229981 172d4b000 Delete type=0 #3
2026/08/17-23:24:47.230132 172d4b000 Delete type=3 #2
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2026/08/12-20:33:03.524869 17385b000 Delete type=3 #1
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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
2026/08/17-23:24:47.251999 173d63000 Recovering log #3
2026/08/17-23:24:47.252036 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.252324 173d63000 Level-0 table #5: 21613 bytes OK
2026/08/17-23:24:47.252692 173d63000 Delete type=0 #3
2026/08/17-23:24:47.252736 173d63000 Delete type=3 #2
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2026/08/12-20:33:03.565946 17304f000 Delete type=3 #1
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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
2026/08/17-23:24:47.263027 17253f000 Recovering log #3
2026/08/17-23:24:47.263228 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.263611 17253f000 Level-0 table #5: 44887 bytes OK
2026/08/17-23:24:47.263871 17253f000 Delete type=0 #3
2026/08/17-23:24:47.263914 17253f000 Delete type=3 #2
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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
2026/08/17-23:24:47.253858 172d4b000 Recovering log #3
2026/08/17-23:24:47.253959 172d4b000 Level-0 table #5: started
2026/08/17-23:24:47.254345 172d4b000 Level-0 table #5: 36526 bytes OK
2026/08/17-23:24:47.254740 172d4b000 Delete type=0 #3
2026/08/17-23:24:47.254786 172d4b000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.575038 17304f000 Delete type=3 #1
2026/08/17-23:24:31.542959 16f83f000 Delete type=3 #1
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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
2026/08/17-23:24:47.241716 17253f000 Recovering log #3
2026/08/17-23:24:47.241766 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.241955 17253f000 Level-0 table #5: 7806 bytes OK
2026/08/17-23:24:47.242285 17253f000 Delete type=0 #3
2026/08/17-23:24:47.242328 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.494044 17304f000 Delete type=3 #1
2026/08/17-23:24:31.467729 16f033000 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
2026/08/17-23:24:47.264565 17253f000 Recovering log #3
2026/08/17-23:24:47.264605 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.264863 17253f000 Level-0 table #5: 16902 bytes OK
2026/08/17-23:24:47.265193 17253f000 Delete type=0 #3
2026/08/17-23:24:47.265233 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.567928 17385b000 Delete type=3 #1
2026/08/17-23:24:31.538092 16f033000 Delete type=3 #1
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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
2026/08/17-23:24:47.257336 17253f000 Recovering log #3
2026/08/17-23:24:47.257721 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.258429 17253f000 Level-0 table #5: 84027 bytes OK
2026/08/17-23:24:47.258808 17253f000 Delete type=0 #3
2026/08/17-23:24:47.258862 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.550640 174067000 Delete type=3 #1
2026/08/17-23:24:31.521202 16e827000 Delete type=3 #1
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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
2026/08/17-23:24:47.266184 173557000 Recovering log #3
2026/08/17-23:24:47.266205 173557000 Level-0 table #5: started
2026/08/17-23:24:47.266343 173557000 Level-0 table #5: 3739 bytes OK
2026/08/17-23:24:47.266641 173557000 Delete type=0 #3
2026/08/17-23:24:47.266687 173557000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.544720 17385b000 Delete type=3 #1
2026/08/17-23:24:31.515307 16f033000 Delete type=3 #1
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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
2026/08/17-23:24:47.243316 173d63000 Recovering log #3
2026/08/17-23:24:47.243351 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.243531 173d63000 Level-0 table #5: 5770 bytes OK
2026/08/17-23:24:47.243775 173d63000 Delete type=0 #3
2026/08/17-23:24:47.243817 173d63000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.496700 174067000 Delete type=3 #1
2026/08/17-23:24:31.470482 17004b000 Delete type=3 #1
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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
2026/08/17-23:24:47.250637 17253f000 Recovering log #3
2026/08/17-23:24:47.250671 17253f000 Level-0 table #5: started
2026/08/17-23:24:47.250835 17253f000 Level-0 table #5: 6939 bytes OK
2026/08/17-23:24:47.251080 17253f000 Delete type=0 #3
2026/08/17-23:24:47.251125 17253f000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.505366 174067000 Delete type=3 #1
2026/08/17-23:24:31.477647 16e827000 Delete type=3 #1
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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
2026/08/17-23:24:47.245857 173d63000 Recovering log #3
2026/08/17-23:24:47.245924 173d63000 Level-0 table #5: started
2026/08/17-23:24:47.246193 173d63000 Level-0 table #5: 14767 bytes OK
2026/08/17-23:24:47.246515 173d63000 Delete type=0 #3
2026/08/17-23:24:47.246567 173d63000 Delete type=3 #2
+1 -1
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@@ -1 +1 @@
2026/08/12-20:33:03.498976 172843000 Delete type=3 #1
2026/08/17-23:24:31.472133 16f83f000 Delete type=3 #1
+6 -6
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@@ -60,7 +60,7 @@ export const ROLES = {
registry: { label: "Registry Officer",
blurb: "Keeps the record that a crossing is made against. Knows what the file says and, more usefully, what it used to say.", stat: "edu",
core: ["research","knowledge","anomaly_lore","language:own","computer_use","insight"],
core: ["occult","knowledge","anomaly_lore","language:own","computer_use","insight"],
support: ["spot","art","first_aid","tradecraft","firearm:pistol"],
talents: ["chain_custody","wrong_memory","debriefer","quorum"],
kit: ["spectacles","notebook","handset","jacket","pistol_light", "carbon_book", "date_stamp", "seals"] },
@@ -82,7 +82,7 @@ export const ROLES = {
interview: { label: "Interview Officer",
blurb: "Sits with the witness afterwards. Patient, unhurried, and very hard to lie to twice.", stat: "cha",
core: ["insight","persuade","listen","language:own","anthropology"],
support: ["fast_talk","spot","tradecraft","first_aid","firearm:pistol"],
support: ["psychology","spot","tradecraft","first_aid","firearm:pistol"],
talents: ["debriefer","read_room","wrong_memory","unblinking"],
kit: ["dictaphone","cover_id","notebook","jacket","pistol_light", "carbon_book", "vacuum_flask", "clipboard"] },
@@ -110,7 +110,7 @@ export const ROLES = {
pathology: { label: "Pathology Officer",
blurb: "Examines what is left. Establishes what a thing was, which is usually the question the case turns on.", stat: "int",
core: ["medicine","science:biology","xenology:baseline","insight","research"],
support: ["first_aid","spot","anthropology","dodge","melee_weapon:knife"],
support: ["first_aid","spot","religion","dodge","melee_weapon:knife"],
talents: ["triage","chain_custody","unblinking","clean_scene"],
kit: ["chirurgeon_kit","gas_mask","envsuit","sample_case","dagger", "specimen_jars", "swab_kit", "barrier_gloves"] },
@@ -172,7 +172,7 @@ export const ROLES = {
antiquities: { label: "Antiquities Officer",
blurb: "An archaic posting the department never abolished. Old objects, older records, and the manners to ask about both.", stat: "edu",
core: ["knowledge","art","anomaly_lore","research","status"],
core: ["religion","art","anomaly_lore","research","status"],
support: ["insight","spot","first_aid","melee_weapon:sword","firearm:pistol"],
talents: ["chain_custody","wrong_memory","borrowed_hour","quorum"],
kit: ["pocket_watch","tallow_candle","duelling_sword","brigandine","flintlock", "quill_ink", "sealing_wax", "sand_glass"] },
@@ -231,13 +231,13 @@ export const TRADES = {
doctor: { label: "Doctor",
blurb: "A&E, mostly. Used to people at their worst and to being the calmest thing in the room.", stat: "edu",
core: ["medicine","first_aid","science:biology","insight","knowledge"],
support: ["research","status","persuade","listen","spot"],
support: ["research","psychology","persuade","listen","spot"],
talents: ["triage","debriefer","unblinking","clean_scene"],
kit: ["medkit","trauma_unit","analgesics","specimen_jars","swab_kit"] },
professor: { label: "Professor",
blurb: "A chair in something narrow, and a reading list nobody else has finished. Argues for a living.", stat: "edu",
core: ["knowledge","research","anthropology","language:own","status"],
core: ["knowledge","research","occult","language:own","status"],
support: ["insight","persuade","science:botany","listen","art"],
talents: ["debriefer","read_room","requisition","wrong_memory"],
kit: ["carbon_book","notebook","spectacles","clipboard","quill_ink"] },
+103 -110
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@@ -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 +1547,71 @@ export async function loseCoherence(actor, reasonKey, { amount = null, note = ""
return bAfter;
}
RINGBRP.panicBands = PANIC_BANDS;
RINGBRP.panicTriggers = PANIC_TRIGGERS;
RINGBRP.panicRelief = PANIC_RELIEF;
export const panicBand = panicBandFrom;
/**
* Take a point of panic. No roll: a die to find out whether you are frightened slows
* the scene and tells the player how to feel. The die is for getting rid of it.
*/
export async function gainPanic(actor, triggerKey, { amount = null, note = "" } = {}) {
if (!actor) return null;
const spec = PANIC_TRIGGERS[triggerKey];
const cost = amount ?? spec?.cost ?? 1;
const before = Number(actor.system?.panic?.value ?? 0);
const after = panicAfter(before, cost);
const log = [...(actor.system?.panic?.log ?? []), { reason: triggerKey, cost, note }];
await actor.update({ "system.panic.value": after, "system.panic.log": log });
await panicCard(actor, before, after, game.i18n.localize(String(spec?.label ?? triggerKey ?? "")), note);
return panicBandFrom(after);
}
/**
* Put a point back. `level` is the outcome of whatever was rolled — a special takes two
* — so every relief in PANIC_RELIEF runs through one function and cannot drift.
*/
export async function easePanic(actor, reliefKey, level = "success", { note = "" } = {}) {
if (!actor) return null;
const spec = PANIC_RELIEF[reliefKey];
const back = panicReliefFor(level);
const before = Number(actor.system?.panic?.value ?? 0);
const after = panicAfter(before, -back);
await actor.update({ "system.panic.value": after });
// A fumble comes back as negative relief, so the card has to say so — otherwise it
// reads "Psychology" over a number that just went up, and the table reads it as a bug.
await panicCard(actor, before, after, game.i18n.localize(String(spec?.label ?? reliefKey ?? "")),
note, { backfired: back < 0 });
return panicBandFrom(after);
}
/** Breaking spends the panic: you come back at 3, because it is not a rest. */
export async function breakPanic(actor, choice = "freeze") {
if (!actor) return null;
const before = Number(actor.system?.panic?.value ?? 0);
const after = PANIC_AFTER_BREAK;
await actor.update({ "system.panic.value": after });
await panicCard(actor, before, after,
game.i18n.localize("RINGBRP.Panic.Breaks"),
PANIC_BREAK.includes(choice) ? choice : "freeze");
return panicBandFrom(after);
}
async function panicCard(actor, before, after, reason, note, { backfired = false } = {}) {
const band = panicBandFrom(after);
await ChatMessage.create({
speaker: ChatMessage.getSpeaker({ actor }),
content: await rbRenderTemplate("systems/ringbrp/templates/chat-panic.hbs", {
actorName: actor.name, before, after, reason, note,
band, breaks: panicBreaksAt(after), penalty: panicPenaltyFor(after), backfired,
choices: PANIC_BREAK,
pips: Array.from({ length: PANIC_MAX }, (_, i) => i < after)
})
});
}
/**
* Displacement. Reaching zero is not a slow slide to be nursed back; it is an
* event. The character does not die — they go home to an Earth that is almost
@@ -2384,7 +2461,7 @@ export async function fall(actor, metres, { soft = false, controlled = false } =
content: `<div class="ringbrp-chat">${game.i18n.format("RINGBRP.Fall.Short", { m: metres })}</div>` });
return { damage: 0 };
}
const roll = rbDressDice(await new Roll(plan.formula).evaluate(), actor);
const roll = await new Roll(plan.formula).evaluate();
await roll.toMessage({ speaker: ChatMessage.getSpeaker({ actor }),
flavor: game.i18n.format("RINGBRP.Fall.Flavor", { m: metres, dice: plan.formula }) });
// armourApplied true: the fall ignores armour, and this is how we say so.
@@ -2417,7 +2494,7 @@ export async function asphyxiate(actor, { held = 0, prepared = true } = {}) {
export async function burn(actor, bandId = "clothes", { round = 1 } = {}) {
if (!actor) return null;
const band = fireBandFor(bandId);
const roll = rbDressDice(await new Roll(band.damage).evaluate(), actor);
const roll = await new Roll(band.damage).evaluate();
// Armour on the round you catch, and never after. A sealed suit is the exception
// and the GM should say so by running it as a `spark` that never spreads.
const armour = (band.armour && round === 1) ? (Number(actor.system.armourPoints) || 0) : 0;
@@ -2436,7 +2513,7 @@ export async function burn(actor, bandId = "clothes", { round = 1 } = {}) {
* armour is only ever half of one, at contact.
*/
export async function detonate({ formula = "4d6", radius = 6, targets = [] } = {}) {
const roll = rbDressDice(await new Roll(formula).evaluate(), null);
const roll = await new Roll(formula).evaluate();
await roll.toMessage({ flavor: game.i18n.format("RINGBRP.Blast.Flavor",
{ formula, r: radius }) });
const out = [];
@@ -4292,7 +4369,7 @@ export async function rollCharacteristicsDialog({ actorName = "" } = {}) {
const rollOne = async k => {
const cell = el.querySelector(`tr[data-ch="${k}"] .rb-roll-value`);
if (!cell || cell.dataset.value) return; // rolled is rolled
const roll = rbDressDice(await new Roll(CHARACTERISTIC_DICE[k]).evaluate());
const roll = await new Roll(CHARACTERISTIC_DICE[k]).evaluate();
await roll.toMessage({
flavor: game.i18n.format("RINGBRP.Gen.RolledChar",
{ ch: game.i18n.localize(`RINGBRP.Char.${k}`) })
@@ -4538,105 +4615,6 @@ Hooks.on("preCreateItem", (item, data) => {
* The colourset is chosen per roll from the roller's Coherence, so the dice
* themselves report the one number the players are trying not to look at.
* ============================================================ */
const RB_DICE = {
textures: {
"custodians-registry": { name: "Registry", file: "custodians-registry.png" },
"custodians-drift": { name: "Drift", file: "custodians-drift.png" },
"custodians-displaced": { name: "Displaced", file: "custodians-displaced.png" },
"custodians-agency": { name: "Agency", file: "custodians-agency.png" }
},
// one colourset per Coherence band, plus the plain agency set
sets: [
{ name: "custodians-anchored", description: "Custodians — Anchored",
foreground: "#f2ea72", background: "#18268d", outline: "#0c125b",
edge: "#6674d8", texture: "custodians-registry", material: "metal" },
{ name: "custodians-loose", description: "Custodians — Loose",
foreground: "#f2ea72", background: "#16215f", outline: "#0c125b",
edge: "#6674d8", texture: "custodians-registry", material: "plastic" },
{ name: "custodians-adrift", description: "Custodians — Adrift",
foreground: "#ecefee", background: "#141e78", outline: "#0c125b",
edge: "#7a6cc8", texture: "custodians-drift", material: "plastic" },
{ name: "custodians-unmoored", description: "Custodians — Unmoored",
foreground: "#ff7a5c", background: "#101a6e", outline: "#08103f",
edge: "#ff7a5c", texture: "custodians-drift", material: "glass" },
{ name: "custodians-displaced", description: "Custodians — Displaced",
foreground: "#c9b6ff", background: "#0c0e3c", outline: "#000000",
edge: "#8a6cc0", texture: "custodians-displaced", material: "glass" },
{ name: "custodians-agency", description: "Custodians — Agency issue",
foreground: "#f2ea72", background: "#16215f", outline: "#0c125b",
edge: "#a8b2e3", texture: "custodians-agency", material: "metal" }
]
};
/** Which set an agent rolls, from the band they are in. */
export function diceSetFor(actor) {
const band = coherenceBand(actor?.system?.coherence?.value ?? 10);
return `custodians-${band?.id ?? "anchored"}`;
}
/** Tag a Roll so Dice So Nice draws it in the roller's colours. */
function rbDressDice(roll, actor) {
if (!roll?.dice?.length) return roll;
const colorset = diceSetFor(actor);
for (const d of roll.dice) {
d.options.colorset = colorset;
d.options.appearance = { ...(d.options.appearance ?? {}), colorset };
}
return roll;
}
/**
* 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 +4832,9 @@ class RingBRPCharacterSheet extends ActorSheet {
ctx.reaction = this._reactionRail();
ctx.readiness = this._readiness ?? { rating: 0 };
ctx.coherence = { band: coherenceBand(sys.coherence?.value) };
ctx.panic = { band: panicBandFrom(sys.panic?.value),
penalty: panicPenaltyFor(sys.panic?.value),
pips: Array.from({ length: PANIC_MAX }, (_, i) => i < Number(sys.panic?.value ?? 0)) };
ctx.readinessSource = ctx.readiness.best >= ctx.readiness.intFloor
? game.i18n.localize("RINGBRP.React.ReadinessSkill")
: game.i18n.localize("RINGBRP.React.ReadinessInt");
@@ -4947,6 +4928,18 @@ class RingBRPCharacterSheet extends ActorSheet {
if (item) await useDeviceFunction(this.actor, item, btn.dataset.fn);
this.render(false);
}));
root.querySelectorAll("[data-action='panic-adjust']").forEach(el =>
el.addEventListener("click", async ev => {
ev.preventDefault(); ev.stopPropagation();
const delta = Number(ev.currentTarget.dataset.delta) || 0;
if (delta > 0) await gainPanic(this.actor, "wrongThing", { amount: 1 });
else await easePanic(this.actor, "steadyYourself", "success");
}));
root.querySelectorAll("[data-action='panic-break']").forEach(el =>
el.addEventListener("click", async ev => {
ev.preventDefault(); ev.stopPropagation();
await breakPanic(this.actor, ev.currentTarget.dataset.choice ?? "freeze");
}));
root.querySelectorAll("[data-action='coherence-adjust']").forEach(el =>
el.addEventListener("click", async ev => {
ev.preventDefault(); ev.stopPropagation();
@@ -5890,7 +5883,6 @@ export async function rollWeaponDamage({ actor = null, weapon, level = "success"
roll = await new Roll(usesDm ? formula + dm : formula).evaluate();
}
rbDressDice(roll, actor);
const note = level === "critical" ? game.i18n.localize("RINGBRP.Chat.DamageCritical")
: level === "special" ? game.i18n.localize("RINGBRP.Chat.DamageSpecial")
: "";
@@ -6186,6 +6178,7 @@ Hooks.once("init", () => {
reactionLoadFrom, reactionPrintedFrom,
readinessRating, percentileFaces, circumstanceTotal,
coherenceBand, coherencePenaltyFor, woundPenaltyFor, loseCoherence, regainCoherence, displace,
panicBand, panicPenaltyFor, panicBreaksAt, gainPanic, easePanic, breakPanic,
isAcross, setAcross, useTransposed, debrief, activeCaseFile, returnCrossing, caseMembers,
earnedDiscoveries, deviceFunctionStatus, earnDiscovery, useDeviceFunction, pickContactActor,
resolveContact, newEncounter, claimRewards, activeRewardEffects,
@@ -6204,7 +6197,7 @@ Hooks.once("init", () => {
usePower, grantPower, ARTS, powerCostFor, crossBack,
generateMissionCase, missionDialog, salvageFrom,
crossingArtPoolFor, crossingGrantsArt, crossingCostFor, returnCrossing,
rollWeaponDamage, diceSetFor,
rollWeaponDamage,
restFor, endOfCase, gearBonusFor,
hasTalent, talentAvailable, useTalent, requisition, armCleanScene, resetTalents,
generateCharacter, generateNPC, generateDialog, installContent, grantFullSkillList,
+110
View File
@@ -263,6 +263,116 @@ export const COHERENCE_COSTS = {
export const COHERENCE_RECOVERY = { debrief: 1, downtimeWeek: 1, anchorObject: 1 };
/* ============================================================
PANIC — the short track
============================================================
Coherence is the long one: 0-10, campaign-scale, what it costs to keep looking once
you know what you are looking at, recovered at a debrief. Panic is the other half and
they must not be confused at the table:
Coherence what knowing has cost you weeks 0-10, down
Panic what is happening to you NOW minutes 0-5, up
Panic goes UP. A trigger gives a point with no roll — asking for a die to find out
whether you are frightened is a die that slows the scene down and tells the player
how to feel. The roll is to get RID of it, which is the interesting direction and the
only one worth a check.
One free point on purpose: at Panic 1 you are rattled and roll at no penalty. It costs
the table nothing and it means the first shock of a scene is colour rather than
arithmetic.
============================================================ */
export const PANIC_MAX = 5;
export const PANIC_BANDS = [
{ min: 5, id: "broken", label: "RINGBRP.Panic.Broken", all: -20, breaks: true,
note: "RINGBRP.Panic.BrokenNote" },
{ min: 4, id: "overwhelmed", label: "RINGBRP.Panic.Overwhelmed", all: -20, breaks: false,
note: "RINGBRP.Panic.OverwhelmedNote" },
{ min: 3, id: "losing", label: "RINGBRP.Panic.Losing", all: -10, breaks: false,
note: "RINGBRP.Panic.LosingNote" },
{ min: 2, id: "shaken", label: "RINGBRP.Panic.Shaken", all: -5, breaks: false,
note: "RINGBRP.Panic.ShakenNote" },
{ min: 1, id: "rattled", label: "RINGBRP.Panic.Rattled", all: 0, breaks: false,
note: "RINGBRP.Panic.RattledNote" },
{ min: 0, id: "steady", label: "RINGBRP.Panic.Steady", all: 0, breaks: false,
note: "RINGBRP.Panic.SteadyNote" }
];
/** What a point costs. One each, so a GM never has to weigh anything mid-scene. */
export const PANIC_TRIGGERS = {
wrongThing: { cost: 1, label: "RINGBRP.Panic.Trig.WrongThing" },
touchedByIt: { cost: 1, label: "RINGBRP.Panic.Trig.Touched" },
aBody: { cost: 1, label: "RINGBRP.Panic.Trig.Body" },
someoneYouKnew:{ cost: 2, label: "RINGBRP.Panic.Trig.Known" },
theLightsWent: { cost: 1, label: "RINGBRP.Panic.Trig.Dark" },
majorWound: { cost: 1, label: "RINGBRP.Panic.Trig.Wounded" },
itSaidYourName:{ cost: 2, label: "RINGBRP.Panic.Trig.Named" }
};
/**
* What takes a point off, and what it is rolled against.
*
* `self` steadies you; `other` steadies somebody else, which is the whole reason
* Psychology is worth carrying. `heard` reaches everyone who can hear it: naming a thing
* correctly is the department's actual work, and it is worth a mechanical reward.
* A special takes two.
*/
export const PANIC_RELIEF = {
steadyYourself: { skill: null, reach: "self", once: "scene",
label: "RINGBRP.Panic.Relief.Steady" },
religion: { skill: "religion", reach: "self", once: "scene",
label: "RINGBRP.Panic.Relief.Religion" },
psychology: { skill: "psychology", reach: "other", once: "scene",
label: "RINGBRP.Panic.Relief.Psychology" },
occult: { skill: "occult", reach: "heard", once: "encounter",
label: "RINGBRP.Panic.Relief.Occult" },
anchorObject: { skill: null, reach: "self", once: "case",
label: "RINGBRP.Panic.Relief.Anchor" }
};
/** Breaking is a choice, not a table: three bad options, taken fast. */
export const PANIC_BREAK = ["freeze", "flee", "fixate"];
/** Breaking spends the panic. You come back at 3, not at 0 — it is not a rest. */
export const PANIC_AFTER_BREAK = 3;
export function panicBandFrom(value) {
const v = Math.max(0, Math.min(PANIC_MAX, Number(value) || 0));
return PANIC_BANDS.find(b => v >= b.min) ?? PANIC_BANDS.at(-1);
}
/** The roll penalty a level of panic carries. Never positive. */
export function panicPenaltyFor(value) {
return Math.min(0, panicBandFrom(value).all);
}
/** Does this level break the character this round? */
export function panicBreaksAt(value) {
return panicBandFrom(value).breaks === true;
}
/** Clamped, so nothing can push the track past its own ends. */
export function panicAfter(value, delta) {
return Math.max(0, Math.min(PANIC_MAX, (Number(value) || 0) + (Number(delta) || 0)));
}
/**
* A success takes one point, a special or better takes two — and a FUMBLE puts one on.
*
* Returned as a negative relief so the whole thing stays one number and one direction:
* easePanic subtracts what this gives it, so -1 subtracts a negative and the track goes
* up. Trying to talk somebody down and making it worse is the most familiar thing in
* this list, and until now it was the only outcome that cost nothing.
*/
export function panicReliefFor(level) {
if (level === "critical" || level === "special") return 2;
if (level === "success") return 1;
if (level === "fumble") return -1;
return 0;
}
export function coherenceBandFrom(value) {
const v = Math.max(0, Number(value) || 0);
return COHERENCE_BANDS.find(b => v >= b.min) ?? COHERENCE_BANDS.at(-1);
+52
View File
@@ -1788,3 +1788,55 @@
#pause.paused::after { animation: none; }
#pause.paused img { transform: rotate(-32.7deg); }
}
/* ============================================================
PANIC — the short track
============================================================
Deliberately NOT the same colour as Coherence. The two tracks run in opposite
directions on different timescales, and a table that reads one as the other will make
the wrong decision at the worst moment: Coherence is cool and yellow like the rest of
the department, Panic warms as it climbs and ends red.
============================================================ */
.rb-vital-panic .rb-big { color: var(--rb-white); }
.rb-panic-steady .rb-big, .rb-panic-steady .rb-cohband { color: var(--rb-muted); }
.rb-panic-rattled .rb-big, .rb-panic-rattled .rb-cohband { color: var(--rb-white); }
.rb-panic-shaken .rb-big, .rb-panic-shaken .rb-cohband { color: var(--rb-yellow); }
.rb-panic-losing .rb-big, .rb-panic-losing .rb-cohband { color: #ffb066; }
.rb-panic-overwhelmed .rb-big, .rb-panic-overwhelmed .rb-cohband { color: var(--rb-danger); }
.rb-panic-broken .rb-big, .rb-panic-broken .rb-cohband { color: var(--rb-danger); }
.rb-vital-panic.rb-panic-broken { border-color: var(--rb-danger); }
.rb-panic-pips { display: flex; gap: 5px; list-style: none; margin: 8px 0; padding: 0; }
.rb-panic-pip {
width: 20px; height: 8px;
background: transparent; border: 1px solid var(--rb-hairline);
}
.rb-panic-pip.on { background: var(--rb-danger); border-color: var(--rb-danger); }
.rb-panic-move { display: flex; align-items: baseline; gap: 8px; margin: 6px 0; }
.rb-panic-from, .rb-panic-to {
font-family: var(--rb-display); font-size: 20px; color: var(--rb-white);
}
.rb-panic-arrow { color: var(--rb-muted); }
.rb-panic-band {
font-family: var(--rb-body); font-size: 11px; font-weight: 700;
letter-spacing: .1em; text-transform: uppercase; color: var(--rb-yellow);
}
.rb-panic-reason { font-size: 13px; color: var(--rb-white); margin: 4px 0; }
.rb-panic-note { font-size: 12px; color: var(--rb-muted); margin: 2px 0 6px; }
.rb-panic-pen { font-size: 13px; font-weight: 700; color: var(--rb-danger); margin: 2px 0; }
.rb-panic-break {
font-family: var(--rb-body); font-size: 12px; font-weight: 700; letter-spacing: .08em;
color: var(--rb-void); background: var(--rb-danger);
padding: 5px 8px; margin: 6px 0 0;
}
/* A fumbled relief puts a point ON. The card must say which way it went, or it reads
as "Psychology" printed over a number that just rose, and the table reads that as a
bug rather than as the rule. */
.rb-panic-worse {
font-family: var(--rb-body); font-size: 11px; font-weight: 700; letter-spacing: .08em;
text-transform: uppercase; color: var(--rb-void); background: var(--rb-danger);
padding: 2px 6px; margin-right: 6px;
}
+1 -1
View File
@@ -2,7 +2,7 @@
"id": "ringbrp",
"title": "The Custodians",
"description": "A Basic Roleplaying game of agents who cross the crossing to contain what should not be there — and who come back a little less from here each time.",
"version": "1.0.6",
"version": "1.1.2",
"compatibility": {
"minimum": 13,
"verified": "14.364"
+5
View File
@@ -69,6 +69,11 @@
"value": 10,
"max": 10,
"drift": []
},
"panic": {
"value": 0,
"max": 5,
"log": []
}
}
},
+10
View File
@@ -51,6 +51,16 @@
</span>
<span class="rb-cohband">{{localize coherence.band.label}}</span>
</div>
<div class="rb-vital-panic rb-panic-{{panic.band.id}}"
data-tooltip="{{localize panic.band.note}}">
<span class="rb-vital-label">{{localize "RINGBRP.Panic.Label"}}</span>
<span class="rb-coh-row">
<a data-action="panic-adjust" data-delta="-1" class="rb-cohbtn">&minus;</a>
<span class="rb-big">{{sys.panic.value}}</span>
<a data-action="panic-adjust" data-delta="1" class="rb-cohbtn">+</a>
</span>
<span class="rb-cohband">{{localize panic.band.label}}</span>
</div>
<div class="rb-armour{{#if armourUnworn.length}} rb-unworn{{/if}}"
{{#if armourUnworn.length}}data-tooltip="{{localize "RINGBRP.Sheet.ArmourUnworn"}}"{{/if}}>
<span class="rb-vital-label">{{localize "RINGBRP.Sheet.Armour"}}</span>
+21
View File
@@ -0,0 +1,21 @@
<div class="ringbrp-chat rb-panic-card">
<div class="rb-chat-title">{{localize "RINGBRP.Panic.Label"}}</div>
<div class="rb-chat-sub">{{actorName}}</div>
<ol class="rb-panic-pips">
{{#each pips as |on|}}<li class="rb-panic-pip{{#if on}} on{{/if}}"></li>{{/each}}
</ol>
<div class="rb-panic-move">
<span class="rb-panic-from">{{before}}</span>
<span class="rb-panic-arrow">&rarr;</span>
<span class="rb-panic-to">{{after}}</span>
<span class="rb-panic-band rb-panic-{{band.id}}">{{localize band.label}}</span>
</div>
<p class="rb-panic-reason">{{#if backfired}}<span class="rb-panic-worse">{{localize "RINGBRP.Panic.Backfired"}}</span> {{/if}}{{reason}}{{#if note}} — <em>{{note}}</em>{{/if}}</p>
<p class="rb-panic-note">{{localize band.note}}</p>
{{#if penalty}}<p class="rb-panic-pen">{{penalty}}% {{localize "RINGBRP.Chat.ToEverything"}}</p>{{/if}}
{{#if breaks}}<p class="rb-panic-break">{{localize "RINGBRP.Panic.Breaks"}}</p>{{/if}}
</div>
+87
View File
@@ -448,6 +448,93 @@ 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`);
}
});
/* ---------------------------------------------------------------- */
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"],
-176
View File
@@ -1,176 +0,0 @@
/**
* Dice textures for The Custodians, generated rather than drawn.
*
* Written as raw RGBA and encoded to PNG with node:zlib, so the repo gains no
* image dependency and the textures can be regenerated deterministically. Every
* pattern is tileable — Dice So Nice wraps these across a die face, and a seam
* shows up immediately on a d20.
*
* The set is the setting: the Custodians keep a filing system, and the game is
* about that filing system being wrong. So the dice carry a ruled grid, and the
* further an agent drifts from their own reality the more the grid stops agreeing
* with itself.
*
* node tools/make-dice-textures.mjs
*/
import { deflateSync } from "node:zlib";
import { writeFile, mkdir } from "node:fs/promises";
const SIZE = 256;
/* ---------- a minimal PNG encoder: RGBA, no interlace ---------- */
function crc32(buf) {
let c, table = crc32.table;
if (!table) {
table = crc32.table = new Int32Array(256);
for (let n = 0; n < 256; n++) {
c = n;
for (let k = 0; k < 8; k++) c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1;
table[n] = c;
}
}
c = -1;
for (let i = 0; i < buf.length; i++) c = table[(c ^ buf[i]) & 0xff] ^ (c >>> 8);
return (c ^ -1) >>> 0;
}
function chunk(type, data) {
const len = Buffer.alloc(4); len.writeUInt32BE(data.length);
const td = Buffer.concat([Buffer.from(type, "ascii"), data]);
const crc = Buffer.alloc(4); crc.writeUInt32BE(crc32(td));
return Buffer.concat([len, td, crc]);
}
function png(width, height, rgba) {
const ihdr = Buffer.alloc(13);
ihdr.writeUInt32BE(width, 0); ihdr.writeUInt32BE(height, 4);
ihdr[8] = 8; ihdr[9] = 6; ihdr[10] = 0; ihdr[11] = 0; ihdr[12] = 0;
// each scanline is prefixed with filter byte 0
const raw = Buffer.alloc(height * (width * 4 + 1));
for (let y = 0; y < height; y++) {
raw[y * (width * 4 + 1)] = 0;
rgba.copy(raw, y * (width * 4 + 1) + 1, y * width * 4, (y + 1) * width * 4);
}
return Buffer.concat([
Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]),
chunk("IHDR", ihdr),
chunk("IDAT", deflateSync(raw, { level: 9 })),
chunk("IEND", Buffer.alloc(0))
]);
}
/* ---------- deterministic noise, so a rebuild is byte-identical ---------- */
let seed = 20260810;
const rnd = () => (seed = (seed * 1664525 + 1013904223) >>> 0) / 4294967296;
const canvas = () => Buffer.alloc(SIZE * SIZE * 4);
const put = (buf, x, y, r, g, b, a = 255) => {
const i = ((y & (SIZE - 1)) * SIZE + (x & (SIZE - 1))) * 4;
buf[i] = r; buf[i + 1] = g; buf[i + 2] = b; buf[i + 3] = a;
};
const fill = (buf, r, g, b, a = 255) => {
for (let i = 0; i < buf.length; i += 4) { buf[i] = r; buf[i + 1] = g; buf[i + 2] = b; buf[i + 3] = a; }
};
/* ============================================================
1. REGISTRY — the ruled grid of a filing system, kept true.
============================================================ */
function registry() {
const b = canvas();
fill(b, 24, 38, 141); // ultramarine ground
for (let i = 0; i < SIZE; i++) {
for (const step of [32]) {
for (let k = 0; k < SIZE; k += step) {
put(b, i, k, 102, 116, 216); // --rb-line
put(b, k, i, 102, 116, 216);
}
}
for (let k = 16; k < SIZE; k += 32) { // fainter half-lines
put(b, i, k, 60, 78, 175);
put(b, k, i, 60, 78, 175);
}
}
// registry ticks at the intersections
for (let x = 0; x < SIZE; x += 64) for (let y = 0; y < SIZE; y += 64) {
for (let d = -3; d <= 3; d++) { put(b, x + d, y, 242, 234, 114); put(b, x, y + d, 242, 234, 114); }
}
return b;
}
/* ============================================================
2. DRIFT — the same grid, no longer agreeing with itself.
Used for agents who have come loose from their own reality.
============================================================ */
function drift() {
const b = canvas();
fill(b, 20, 30, 120);
const wobble = y => Math.round(6 * Math.sin(y / 14) + 3 * Math.sin(y / 5.5));
for (let i = 0; i < SIZE; i++) {
for (let k = 0; k < SIZE; k += 32) {
put(b, i + wobble(i), k, 122, 108, 200);
put(b, k, i + wobble(i), 122, 108, 200);
}
}
for (let n = 0; n < 900; n++) { // grain where it has torn
const x = (rnd() * SIZE) | 0, y = (rnd() * SIZE) | 0;
put(b, x, y, 200, 120, 150, 255);
}
for (let x = 0; x < SIZE; x += 64) for (let y = 0; y < SIZE; y += 64) {
const ox = ((rnd() * 7) | 0) - 3, oy = ((rnd() * 7) | 0) - 3;
for (let d = -3; d <= 3; d++) { put(b, x + d + ox, y + oy, 255, 122, 92); put(b, x + ox, y + d + oy, 255, 122, 92); }
}
return b;
}
/* ============================================================
3. DISPLACED — the grid is gone. What is left is not filed.
============================================================ */
function displaced() {
const b = canvas();
fill(b, 12, 14, 60);
for (let n = 0; n < 5200; n++) {
const x = (rnd() * SIZE) | 0, y = (rnd() * SIZE) | 0;
const v = 40 + ((rnd() * 90) | 0);
put(b, x, y, v, v * 0.5, v * 0.7);
}
// a few surviving fragments of rule, going nowhere
for (let n = 0; n < 26; n++) {
const x = (rnd() * SIZE) | 0, y = (rnd() * SIZE) | 0, len = 6 + ((rnd() * 22) | 0);
const horiz = rnd() > 0.5;
for (let d = 0; d < len; d++) {
if (horiz) put(b, x + d, y, 150, 120, 190); else put(b, x, y + d, 150, 120, 190);
}
}
return b;
}
/* ============================================================
4. AGENCY — brushed plate, for the agency-issue set.
============================================================ */
function agency() {
const b = canvas();
for (let y = 0; y < SIZE; y++) {
for (let x = 0; x < SIZE; x++) {
const grain = 6 * Math.sin(x / 1.7 + y / 90) + (rnd() * 7 - 3.5);
const v = 30 + grain;
put(b, x, y, 22 + v, 33 + v, 95 + v);
}
}
for (let k = 0; k < SIZE; k += 48) for (let i = 0; i < SIZE; i++) put(b, i, k, 90, 104, 190);
return b;
}
const TEXTURES = {
"custodians-registry": registry,
"custodians-drift": drift,
"custodians-displaced": displaced,
"custodians-agency": agency
};
await mkdir(new URL("../dice/", import.meta.url), { recursive: true });
for (const [name, make] of Object.entries(TEXTURES)) {
const buf = png(SIZE, SIZE, make());
await writeFile(new URL(`../dice/${name}.png`, import.meta.url), buf);
console.log(` ${name}.png ${SIZE}x${SIZE} ${(buf.length / 1024).toFixed(1)} kB`);
}
console.log("Custodians | dice textures written");
+50 -3
View File
@@ -28,7 +28,8 @@ import {
powerStartingRating, brawlFallbackFor, bleedStoppedBy,
crossingArtPoolFor, crossingGrantsArt, crossingCostFor,
REACTION, BLEED, CIRCUMSTANCE, RANGE_LADDER, rangeBandFrom,
MAJOR_WOUND_TABLE, COHERENCE_BANDS, COHERENCE_COSTS, COHERENCE_RECOVERY
MAJOR_WOUND_TABLE, COHERENCE_BANDS, COHERENCE_COSTS, COHERENCE_RECOVERY,
PANIC_BANDS, PANIC_TRIGGERS, PANIC_RELIEF, PANIC_MAX, PANIC_AFTER_BREAK, PANIC_BREAK
} from "../rules.mjs";
// Postings, trades and induction are plain data and are imported as such.
import { ROLES, TRADES, INDUCTION, TIERS, TRADE_BANDS } from "../postings.mjs";
@@ -75,6 +76,13 @@ const woundRows = MAJOR_WOUND_TABLE.map(r => {
return [`${r.min}`, L(`RINGBRP.Wound.${r.key}.title`), bits.join(" · ") || "—"];
});
const panicRows = [...PANIC_BANDS].reverse().map(b =>
[String(b.min), L(b.label), b.all ? `${pc(b.all)} everything` : "none", L(b.note)]);
const panicTrigRows = Object.values(PANIC_TRIGGERS)
.map(t => [L(t.label), `+${t.cost}`]);
const panicReliefRows = Object.values(PANIC_RELIEF)
.map(r => [L(r.label), r.reach, r.once]);
const cohRows = COHERENCE_BANDS.map((b, i) => {
const hi = i === 0 ? 10 : COHERENCE_BANDS[i - 1].min - 1;
const rng = b.min === hi ? `${b.min}` : `${hi}–${b.min}`;
@@ -518,6 +526,45 @@ return does not strand you either — you arrive near your target rather than at
There is no state in which an agent cannot get home. There are only states in which
getting home costs more than the case was worth.</p>` },
{ name: "4b · Panic", content: `
<p><em>Coherence is what knowing has cost you, and it is measured in weeks. Panic is
what is happening to you now, and it is measured in minutes. Do not confuse them at
the table: one goes down over a career, the other goes up over a corridor.</em></p>
<p>Panic runs from <strong>0 up to ${PANIC_MAX}</strong>. You take a point when
something happens to you — <strong>no roll</strong>. Asking for a die to find out
whether you are frightened slows the scene down and tells you how to feel. The die is
for getting rid of it.</p>
${table(["Panic", "Band", "Penalty", "What it looks like"], panicRows)}
<p>The first point is free. At Panic 1 you are rattled and you roll at no penalty,
because the opening shock of a scene should be colour rather than arithmetic.</p>
<h2>Taking a point</h2>
${table(["This happens", "Panic"], panicTrigRows)}
<h2>Getting rid of one</h2>
<p>Roll it. A success takes one point off; a <strong>special or better takes two</strong>.
A failure costs nothing but the moment you spent on it — and a <strong>fumble puts a
point ON</strong>. Trying to steady somebody and making it worse is the most familiar
thing on this list.</p>
${table(["How", "Reaches", "How often"], panicReliefRows)}
<p><strong>Occult is the odd one.</strong> Naming a thing correctly, out loud, helps
everybody who can hear you — which is the department's actual work, and the only relief
that reaches a whole room. <strong>Psychology</strong> is the only one that steadies
somebody who is not you. <strong>Religion</strong> steadies you and nobody else, and it
does not care whether you are right.</p>
<h2>Breaking</h2>
<p>At ${PANIC_MAX} you break. Choose one — <strong>${PANIC_BREAK.join(", ")}</strong> —
take it, and come back at <strong>${PANIC_AFTER_BREAK}</strong>. You do not come back at
zero. Breaking is not a rest.</p>
<p>Panic clears when the scene does. When you are somewhere safe with the door shut and
somebody has made tea, you are at nought again.</p>` },
{ name: "5 · The Quiet Arts", content: `
<p><em>Some agents come back with something. It is not a gift and it is not
training — it is the crossing, left in a person.</em></p>
@@ -730,8 +777,8 @@ ${table(["Location", "Share", "Capacity"], [
<h2>Rolls that ignore your skill</h2>
${table(["Roll", "Result"], [
["96–99", "always fails, whatever your skill"],
["00", "always a fumble"],
["96–99", "never succeeds, whatever your skill — and is a fumble if it is inside your fumble range"],
["00", "always a fumble, whatever your skill"],
["01", "always at least a critical chance — the floor is 1%"]
])}