4 Commits
Author SHA1 Message Date
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
150 changed files with 535 additions and 136 deletions
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@@ -65,13 +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 -->
---
@@ -180,9 +180,9 @@ The build runs all five guards before it writes anything:
<!-- guards:start -->
```
check-rules: OK — 87 rules, 20 files scanned, 3 aliases + 41 constant sets checked, 275 formulas verified
check-rules: OK — 92 rules, 20 files scanned, 3 aliases + 45 constant sets checked, 291 formulas verified
check-kits: OK — 25 roles, 10 trades, 218 catalogue items, every kit key resolves, every posting can use what it carries, every loadout distinct
check-lang: OK — en.json, 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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"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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2026/08/12-22:44:48.920895 172817000 Recovering log #3
2026/08/12-22:44:48.921047 172817000 Level-0 table #5: started
2026/08/12-22:44:48.921223 172817000 Level-0 table #5: 4591 bytes OK
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2026/08/12-22:44:48.946376 17382f000 Recovering log #3
2026/08/12-22:44:48.946637 17382f000 Level-0 table #5: started
2026/08/12-22:44:48.946788 17382f000 Level-0 table #5: 4129 bytes OK
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2026/08/12-22:44:48.922471 173023000 Recovering log #3
2026/08/12-22:44:48.923346 173023000 Level-0 table #5: started
2026/08/12-22:44:48.923621 173023000 Level-0 table #5: 31614 bytes OK
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2026/08/12-22:44:48.937301 17200b000 Level-0 table #5: started
2026/08/12-22:44:48.937794 17200b000 Level-0 table #5: 45532 bytes OK
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2026/08/12-22:44:48.907196 173023000 Recovering log #3
2026/08/12-22:44:48.908927 173023000 Level-0 table #5: started
2026/08/12-22:44:48.910392 173023000 Level-0 table #5: 225945 bytes OK
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2026/08/12-22:44:48.917660 172817000 Level-0 table #5: started
2026/08/12-22:44:48.917794 172817000 Level-0 table #5: 3295 bytes OK
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2026/08/12-22:44:48.898901 17200b000 Level-0 table #5: started
2026/08/12-22:44:48.902279 17200b000 Level-0 table #5: 545293 bytes OK
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2026/08/12-22:44:48.925841 17382f000 Recovering log #3
2026/08/12-22:44:48.926073 17382f000 Level-0 table #5: started
2026/08/12-22:44:48.926304 17382f000 Level-0 table #5: 21613 bytes OK
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2026/08/12-22:44:48.939398 17200b000 Recovering log #3
2026/08/12-22:44:48.940505 17200b000 Level-0 table #5: started
2026/08/12-22:44:48.941454 17200b000 Level-0 table #5: 43953 bytes OK
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2026/08/12-22:44:48.927292 172817000 Recovering log #3
2026/08/12-22:44:48.927647 172817000 Level-0 table #5: started
2026/08/12-22:44:48.928175 172817000 Level-0 table #5: 33484 bytes OK
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2026/08/12-22:44:48.914288 172817000 Level-0 table #5: started
2026/08/12-22:44:48.914458 172817000 Level-0 table #5: 7590 bytes OK
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2026/08/12-22:44:48.943292 17200b000 Level-0 table #5: started
2026/08/12-22:44:48.943546 17200b000 Level-0 table #5: 16902 bytes OK
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