# THE CUSTODIANS — GM screen > Every number on this page was checked against `rules.mjs` on 9 September 2026 > — 58 of 58 figures, by running the functions — not read out of the design > specs. Where this and `design/` > disagree, **the code is right and this page is stale** — `rules.mjs` is the > single authority, imported by both the runtime and the pack builder so that > packs cannot be built under one rule and played under another. ## How to read this This is the sheet to have open while running, not the rules text. It carries the figures you reach for mid-scene and nothing you can look up afterwards. ### Where these numbers live | what | file | | --- | --- | | every pure rule formula, and rolling, banding and grading | `rules.mjs` | | the six specs in `design/` | review history addressed to Codex — **not** current rules | ## Rolling ### The order of operations Difficulty multiplies the rating **first**, then situational modifiers add. | difficulty | rating becomes | | --- | --- | | Easy | × 2 | | Average | unchanged | | Difficult | ÷ 2, rounded down | Then add circumstance and any other modifier. The result is clamped to 1–100, so nothing is ever truly impossible or certain. A skill with a printed base of 5 or more never drops below 5. ### The circumstance ladder Applied after difficulty. **Capped at ±40 in total**, however many apply. | | | | --- | --- | | Overwhelming | +30 | | Favourable | +20 | | Slightly good | +10 | | Neutral | 0 | | Slightly bad | −10 | | Unfavourable | −20 | | Severe | −30 | ### Reading the roll From the effective chance, call it **B**: | band | is | | --- | --- | | Critical | `ceil(B / 20)` or less | | Special | `ceil(B / 5)` or less | | Success | B or less | | Fumble | `101 − ceil((101 − B) / 20)` or more | Fumble is tested **first**. **96–99 never succeed**, whatever the chance. 00 always fumbles. Against armour: a **critical ignores armour entirely**; a **special counts it as half**, rounded down. ## Reaction — who goes first Reaction runs on two axes and takes the better of them: - **Reflex** = `ceil(DEX / 3)` - **Awareness** = `ceil(Readiness / 10)` Base = `3 × max(Reflex, Awareness)`, then a d6 and a modifier capped at ±3. Marksmanship style is the agent's own choice — home worlds are gone, and nothing determines it for them. ## The combat round ### Defending Every defence after the first in a round is cumulative **−30%**. Two defences is −60%, three is −90%. Standing in front of three people is possible and stupid. ### Fire modes | mode | to hit | gives you | | --- | --- | --- | | Slow | +10 | reloads | | Single | 0 | — | | Fast | 0 | a second shot | | Rapid | 0 | bursts | | Beam | +5 | sustain | A weapon with no mode set behaves as Single. ### The second shot **−20% to both shots**, not just the second. The cost of hurrying is that you hurried the first one too — which is what stops this being a free extra attack for anyone holding a revolver. ### Bursts | burst | rounds | to hit | | --- | --- | --- | | Short | 3 | −10 | | Long | 6 | −20 | | Full | 10 | −30 | Hits are **capped, not proportional**: | | success | special | critical | | --- | --- | --- | --- | | Short | 1 | 2 | 3 | | Long | 2 | 4 | 5 | | Full | 3 | 5 | 7 | However many rounds connect, **a burst is one wound event** — one Major Wound check, not one per round. Every round in the burst leaves the weapon regardless of what hits. A failure or fumble connects with nothing. ### Range | band | to hit | | --- | --- | | Short | 0 | | Medium | −10 | | Long | −30 | | Extreme (to twice long) | −50 | | Beyond | cannot be attempted | ### Two weapons −20% main hand and −40% off hand; if trained, −20% to both. ## Damage and wounds ### Hit points `HP = ceil((CON + SIZ) / 2)` — standard BRP. **Major Wound = `ceil(HP / 2)`**: a single blow of half your hit points or more. ### The damage modifier From STR + SIZ: | STR + SIZ | modifier | | --- | --- | | up to 8 | −1d6 | | 9–16 | −1d3 | | 17–24 | 0 | | 25–32 | +1d3 | | 33–40 | +1d6 | | 41–50 | +2d6 | | 51–60 | +3d6 | | 61–70 | +4d6 | | 71+ | +`4 + ceil((total − 70) / 10)`d6 | ### Hit locations (1D20) | melee | ranged | location | share of HP | | --- | --- | --- | --- | | 1–4 | 1–3 | Right leg | 42% | | 5–8 | 4–6 | Left leg | 42% | | 9–11 | 7–10 | Abdomen | 42% | | 12 | 11–15 | **Chest** | 50% | | 13–15 | 16–17 | Right arm | 35% | | 16–18 | 18–19 | Left arm | 35% | | 19–20 | 20 | **Head** | 40% | Ranged fire favours the chest, melee the legs — the two columns are different distributions, not one table read twice. A location's own pool is that share of total HP, rounded up. At its maximum the location is **disabled**; at twice its maximum, **destroyed**. Location damage folds together with Major Wound effects additively: both are true about the same body at once. ### The Major Wound table (1D10) | d10 | wound | what it does | | --- | --- | --- | | 1 | Concussed | −20% to everything | | 2 | Winded | −20% physical, and you lose your action | | 3 | Bleeding | 1 HP at the end of each round | | 4 | Manipulation | −30% manipulation | | 5 | Mobility | −30% physical, MOV halved | | 6 | Deep bleeding | 2 HP at the end of each round | | 7 | Sensory | −40% perception, and −40% manipulation (sight) or communication (hearing) | | 8 | Broken | −30% manipulation, or −30% physical and MOV halved | | 9 | Crippling | defence only, MOV 1 | | 10 | Catastrophic | unconscious, defence only, MOV 1 | Wounds **stack**: two concussions is −40%, and a Major Wound stacks with a shattered limb, because both are true about the same body. Where a wound splits two ways and the variant was never recorded, the harsher reading applies. ### Bleeding | | per round | stopped by | | --- | --- | --- | | Bleeding | 1 | a successful First Aid, or Medicine at any difficulty | | Deep bleeding | 2 | a **Difficult** First Aid, or Medicine at any difficulty | Any one listed stop is enough. First Aid restoring hit points does not clear the wound — the bleed keeps running until something on that list lands. ## Panic — the short track 0 to 5, **upward**, minutes long: what is happening to you *now*. | | track | penalty | | --- | --- | --- | | Steady | 0 | — | | Rattled | 1 | — | | Shaken | 2 | −5% | | Losing it | 3 | −10% | | Overwhelmed | 4 | −20% | | Broken | 5 | −20%, and they break | Talking someone down: a success takes one point off, a special or critical takes two — and **a fumble puts one on**. ## Coherence — the long track 0 to 10, **downward**, campaign length: what knowing has cost you. Do not confuse the two tracks at the table. | band | from | all rolls | communication | | --- | --- | --- | --- | | Anchored | 8 | — | — | | Loose | 5 | — | −5% | | Adrift | 3 | −5% | −10% | | Unmoored | 1 | −10% | −20%, and −30% to the return | | Displaced | 0 | −20% | −30% — permanent | ### What it costs | | | | --- | --- | | Fumbling a crossing | 1 | | Witnessing a paradox | 1 | | Using crossing tech | 1 | | Breaking local law | 1 | | Overstaying | 1 | | Meeting yourself | 2 | | Killing a duplicate | 3 | ### Getting it back One point each: a debrief, a week of downtime, an anchor object. ## The way home ### The return clock Three steps. It is the *crossing* that gets harder, not the people — a cost the players can see coming. | steps | the return is at | | --- | --- | | 0 | — | | 1 | −10% | | 2 | −20%, **and Difficult** | | 3 | −30%, and Difficult | ### Extraction | roll | completes? | clock | | --- | --- | --- | | Critical | yes | a step **back** | | Special | yes | — | | Success | yes | — | | Failure | yes | +1 | | Fumble | **no** | +1 | Nothing else takes damage from a bad extraction. Getting out badly does not hurt anyone on the causeway; it makes the next crossing harder. ## Craft actions — the stations Every agent takes a station, each uses a skill somebody already has, and the round is one roll each in the normal reaction order. No vector arithmetic, no map — range is a band. | station | skill | does | heat | | --- | --- | --- | --- | | Helm | Pilot | changes the band | +1 | | Guns | Energy Weapon | damage | +2, and on a failure too | | Sensors | Computer Use | marks a target | — | | Engines | Engineering | sheds heat | −3 | | Damage control | Repair | hull | — | | Signals | Persuade | talking | — | | Medical | First Aid | the crew | — | | Anchor | Transposition | escape | +2 | ### Heat Runs 0–10. **Loud from 4. Blind from 6. Slow from 8.** ### Space range bands | band | to hit | | --- | --- | | Docked | 0 | | Knife | +20 | | Close | +10 | | Standoff | −10 | | Distant | −30 | | Gone | cannot be attempted | ## The environment ### Falling 1d6 per 3 metres, to a maximum of 20 dice — reached at 60 metres, and nothing above that falls harder. **Fall damage ignores armour.** ### Drowning and airlessness 1 point per round. Caught unprepared, you hold your breath half as long.