3 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
28 changed files with 70 additions and 33 deletions
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@@ -180,9 +180,9 @@ The build runs all five guards before it writes anything:
<!-- guards:start -->
```
check-rules: OK — 92 rules, 20 files scanned, 3 aliases + 45 constant sets checked, 290 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, 976 keys, no leaf/branch collisions
check-behaviour: OK — 55 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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@@ -974,5 +974,6 @@
"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.Chat.ToEverything": "to everything",
"RINGBRP.Panic.Backfired": "Fumbled —"
}
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@@ -1580,7 +1580,10 @@ export async function easePanic(actor, reliefKey, level = "success", { note = ""
const before = Number(actor.system?.panic?.value ?? 0);
const after = panicAfter(before, -back);
await actor.update({ "system.panic.value": after });
await panicCard(actor, before, after, game.i18n.localize(String(spec?.label ?? reliefKey ?? "")), note);
// 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);
}
@@ -1596,13 +1599,13 @@ export async function breakPanic(actor, choice = "freeze") {
return panicBandFrom(after);
}
async function panicCard(actor, before, after, reason, note) {
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),
band, breaks: panicBreaksAt(after), penalty: panicPenaltyFor(after), backfired,
choices: PANIC_BREAK,
pips: Array.from({ length: PANIC_MAX }, (_, i) => i < after)
})
@@ -6175,7 +6178,8 @@ Hooks.once("init", () => {
reactionLoadFrom, reactionPrintedFrom,
readinessRating, percentileFaces, circumstanceTotal,
coherenceBand, coherencePenaltyFor, woundPenaltyFor, loseCoherence, regainCoherence, displace,
panicBand, panicPenaltyFor, panicBreaksAt, gainPanic, easePanic, breakPanic,
panicBand, panicPenaltyFor, panicBreaksAt, panicReliefFor, panicAfter,
gainPanic, easePanic, breakPanic,
isAcross, setAcross, useTransposed, debrief, activeCaseFile, returnCrossing, caseMembers,
earnedDiscoveries, deviceFunctionStatus, earnDiscovery, useDeviceFunction, pickContactActor,
resolveContact, newEncounter, claimRewards, activeRewardEffects,
+9 -1
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@@ -358,10 +358,18 @@ 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. */
/**
* 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;
}
+9
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@@ -1831,3 +1831,12 @@
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
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@@ -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": "1.1.0",
"version": "1.1.3",
"compatibility": {
"minimum": 13,
"verified": "14.364"
+1 -1
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@@ -13,7 +13,7 @@
<span class="rb-panic-band rb-panic-{{band.id}}">{{localize band.label}}</span>
</div>
<p class="rb-panic-reason">{{reason}}{{#if note}} — <em>{{note}}</em>{{/if}}</p>
<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}}
+14 -2
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@@ -482,13 +482,25 @@ 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", () => {
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);
assert.equal(RULES.panicReliefFor("fumble"), 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");
+1
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@@ -196,6 +196,7 @@ const checks = [
["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],
+5 -3
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@@ -546,7 +546,9 @@ ${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 takes nothing and costs nothing but the moment you spent on it.</p>
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
@@ -775,8 +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%"]
])}