/** GM-facing journal for the playtest slice. Content from RINGBRP_v0.5_PLAYTEST_SLICE.md. */ export const SLICE_PAGES = [ { name: "The Situation", content: `

Brief. Eleven days ago a Custodian team crossed to a Near world on a routine survey and did not come back. Their beacon is still transmitting from a stretch of coast outside a town called Ilfracombe — a town that exists on our Earth too, which is why the case was graded routine in the first place.

The anomaly. Something on that coast is holding a crossing open. It should not be possible without a regulator, and the missing team was not issued one. Whatever is doing it has been doing it for eleven days.

The objective. Reach the beacon, find out what happened to the first team, and close the crossing. In that order. The agency would like the regulator back; it would prefer the four agents back; it will settle for knowing which.

The complication. The team's own regulator is dead. Nobody aboard knows how it starts, and the way home was aimed on the assumption that it would.

Cover. Environment Agency coastal survey. It will hold for about a day.

Starting state

What this slice is testing

Every subsystem, once each: the case team tracks, first contact, the research chain, the familiarity gradient, and one fight that exercises both marksmanship styles at their proper ranges. If the GM has to invent a number anywhere, that is a defect — write it down.

` }, { name: "The Approach — four phases", content: `

Baseline cost is −1 Supply per leg. All four are on foot.

#TerrainNavModDaysExploredEvent
1Silted river flats, chest-high reedDifficult+0%4yes—
2disused railway embankmentDifficult+10%3yesContact at the end of this leg
3Closed forest district beltDifficult−10%5no—
4Rim-wall foothills, to 2.9 km absoluteDifficult−20%6noRaiders at the midpoint

Ordering matters

The Quiet Neighbours intercept the team at the end of phase 2, at the field boundary. Resolve the contact before rolling phase 3, so that its rewards apply to the phase they are meant to help with. This was a real defect in an earlier draft: contact used to happen after phase 3, and its rewards were retroactive.

Resolution

Navigate governs every overland leg. Pilot does not substitute — on a foot leg it does nothing at all.

Altitude: the foothills top out at 2.9 km absolute. The high-altitude rule needs 4 km. It does not apply anywhere in this slice.

` }, { name: "First Contact — the Quiet Neighbours", content: `

Roughly thirty adults. They live above the ground and consider that the only civilised place to be. Statistics are in the Natives & Threats compendium.

The two facts a READ can reveal

TABOO — they will not converse with anyone standing on the ground. A person on the ground is prey, or a corpse, or an animal, and the distinction is not important. Addressing them from ground level is the offence. It reads as embarrassment on the party's behalf, not hostility. While the party is on the ground, SIGNAL is at −30% whether or not they know why.

DESIRE — medicine. Their own ran out two generations ago, and they have watched the same three illnesses take people ever since.

On a critical READ, a third fact: they have watched the party for two days, and they know it is carrying something transposed, because it does not smell of anything.

Running the three stages

READ — Tomas is the obvious roller: Insight 58, Anthropology 52, Xenology (Baseline) 47.

SIGNAL — no shared language, but Tomas has Language (Sign) 42 and the eldest, Ambaro, has 30. That is a weak shared language, so it is opposed. If Ambaro wins, they simply misunderstand — treat it as a failure, not an offence. Alternatives: Persuade 44 or Art at Difficult, or Insight 58 at Difficult.

OFFER — Bargain governs, verbal or not. The correct form is a gift passed hand to hand with both parties off the ground. Someone has to climb: Athletics, Average — generic Athletics covers it, there is no separate Climb specialisation on these sheets. Dunn 48 or Tomas 40. Rakhi at nineteen MAS going over a wall is a comedy they will remember for a generation.

Antibiotics are the gift. One sealed course is the correct quantity; Tomas carries four in his field medic pack. Correct form is Easy; anything offered from the ground, or any other trade good, is Difficult.

The abandoned vehicle is a fixed location, not a reward

This is the most important change in v0.6, and it exists because two earlier versions failed on it. The abandoned vehicle holds the control plate, and the control plate is the object the entire research chain depends on. It used to be a Standing +3 reward. The maths said the party would reach it 1.7% of the time.

So: the party will reach the vehicle. Contact decides only how fast and at what cost.

And one further reward that now carries real weight: at impression +1 or better the party may research inside the band's territory as guests, which costs no Supply. Since the research takes about forty-five days and would otherwise cost 9 Supply, this is often the difference between finishing and starving.

Permanent Standing still moves by at most ±1 for any later meeting.

Impression arithmetic

RouteImpression
SIGNAL success + OFFER success or special+2
SIGNAL special + OFFER special+3
SIGNAL critical + OFFER success or better+3

One OFFER per encounter. Tomas's four medicine gifts are four encounters' worth, not four attempts at one. Impression cannot be farmed.

The climb is Athletics Average. On a failure another character may try in the same encounter. On a fumble the climber falls, takes 1D3, and the band finds it funny — impression is unaffected.

Why this is the fastest route

+2 is a good encounter; +3 requires a critical at SIGNAL or OFFER — SIGNAL special plus OFFER special is only +2, and an earlier draft got that arithmetic wrong twice. Since the vehicle is no longer gated, +3 being rare is now merely a bonus rather than a scenario-ender.

The quickest way to the object the whole scenario depends on still runs through understanding a taboo about where you are standing. No amount of firepower reaches the vehicle sooner.

` }, { name: "Combat — the cliff path", content: `

Six Cleaners raiders working the foothills for salvage. They want power cells. They are not suicidal.

Geometry

Cliff path 120 m long, 30 m wide, climbing toward the rim.
Rifles (2): north lip, 40 m above the floor, 60 m from the party's entry.
Pistols (4): behind boulders on the floor at 45, 60, 60 and 75 m.
Cover on the floor at 15, 35, 55 and 80 m — solid partial, attacker −30%.
It blocks line of sight to the floor shooters but NOT to the lip.
Party enters at 0 m. Exit at 120 m.

At entry the pistols are at 60 m — long band, −30%. The rifles are at 60 m — medium, −10%. That is why the pistol raiders must close, and with the range ladder in place it is now mechanically true rather than merely asserted.

Behaviour

  1. Round 0 — a rifle puts a warning round into the ground and a raider shouts a demand for the power cells. The gesture at the cells is unambiguous even without the words.
  2. If the party complies — they lose 2 Power and the raiders withdraw. This is a legitimate outcome. Do not penalise it. It leaves exactly 4 Power, which is exactly one attempt at the brone, and that is a much better bind than a fight.
  3. If the party fights — the rifles engage from the lip. The pistol raiders advance by bounds: 15 m per round while firing, 30 m if they do not fire, moving cover to cover at 80 → 55 → 35 m.
  4. Targeting — each raider fires at the nearest visible party member; ties go to the lowest current hit points. This is not optional colour. In an earlier draft it was unstated, and simulation showed it swung the party's casualty rate from 15% to 81%.
  5. Morale — when two of the six are down, the rest withdraw with their wounded. Down means hit points at 2 or less, or unconscious, or a Major Wound of 9 or 10.
  6. No pursuit past the cliff path.

What it is testing

The rifle raiders are Deliberate — heavy-gravity origin, so POW governs their shot and an aimed round ignores four points of armour. That is the only reason a heavy rifle threatens a the catalogued worlds impact vest at all: against armour 6 an unaimed rifle causes a Major Wound on zero percent of hits. Aimed, it bites.

The pistol raiders are Reflex, and are useless until they close. Rakhi answers the lip; Dunn and Tomas answer the floor. The encounter cannot be won by one style alone, and that is the point.

The rulings the fight needs — all of them

Success levels. A critical deals maximum weapon damage plus a rolled damage modifier and ignores armour entirely. A special deals normal damage and the target's armour counts as half, rounded down. A success is normal damage against full armour. A fumble drops or jams the weapon; a loaded firearm needs one full round to clear.

Action economy. One offensive action per round, plus unlimited defensive reactions at the escalating penalty. Attacking, aiming, taking cover, reloading, giving First Aid and operating a device each consume it. Movement does not — 15 m if you also act, 30 m if you do not. So you may move and take cover, but not take cover and shoot.

Cover penalises, it does not block. Solid partial cover is −30% to the attacker and never removes line of sight.

Rifle cadence. The two Deliberate rifles alternate aiming and firing — aim one round, fire the next. Without that they never activate the armour bypass and the Major Wound table does not fire at all against impact vests. An aimed rifle at 60 m: skill 50, medium −10, aim +30 = 70%, ignoring 4 armour. Against Dunn's vest 4 that is a Major Wound on 40.8% of shots; against an impact vest 6, 19.4%.

Pistol positions. They start at 45, 60, 60 and 75 m and bound forward to the cover at 35 m — 15 m per round while firing, 30 m if not. Ignore the 80→55→35 route in earlier drafts; it ran the wrong way.

Targeting. Nearest visible, then lowest current hit points, then lowest DEX, then GM's choice. A character who is down is not a legal target while anyone is still standing.

Wound checks. The Stamina roll made immediately on taking the wound is the first of the three. Ordinary wound unconsciousness lasts 1D6 × 10 minutes, or until First Aid.

What the simulation says

Twenty thousand fights per case: with the party in cover and shooting the rifles first, someone goes down 50% of the time and the party wipes 0.2% of the time. Out of cover, someone goes down 88% of the time. Shooting the nearest raider instead of the rifles turns it into a 48% party wipe. Take cover, and shoot the lip.

` }, { name: "Research and the Device", content: `

The project

Question: how is a transposed alloy-permeability field initiated?

Step 1 — FIELD. Objective: recover an intact regulator control plate from the abandoned vehicle. Resolved in play at the vehicle site. One Engineering (Field Systems) roll by the best-qualified character, Average. Success = intact; failure = cracked; fumble = cracked and −1 Integrity.

A cracked plate inserts one 100-hour Average Repair (Electronics) step before step 2 — not a percentage penalty. An earlier draft applied −20% instead, which produced about a thousand expected research days.

Step 2 — LABORATORY. Engineering (Field Systems), Difficult, 200 hours, portable kit −20%. Rakhi 16%, Ceyla 10%, combined 24.4% on the first attempt.

The calibration ramp is what makes this playable: a retry costs only 40 hours and grants +10% cumulative to everyone on the step.

AttemptPer-attemptCumulativeHours
124.4%24.4%200
240.8%55.2%240
355.2%79.9%280
467.6%93.5%320

Step 3 — ARMCHAIR. Research, Average, 200 hours reduced to 160 by Ceyla's agency handset. She rolls 55%.

93.5% complete by day 32; expected 25.9 days. Step 3 adds an expected 1.65 attempts and 18.6 days. Steps 2 and 3 together: expected 44.6 days. Note that is an expectation, not a guarantee — there is a 6.5% tail past day 32 on step 2 alone.

Research hours are project hours, not per-researcher hours. Two researchers do not halve the calendar; they improve the odds per attempt.

Stationary time costs 1 Supply per 5 days — about 9 Supply for the whole project, which the party does not have. They must either run Supply recoveries or accept the band's hospitality, which costs nothing. Roll one hazard per ten research days, ignoring results 2 and 5 (both travel-only; reroll them).

The device

The brone is stored at Integrity 0. The Discovery does two separate things, and both matter:

  1. It unlocks the operate function, which is otherwise not attemptable at all.
  2. It drops repair from Difficult-with-no-analogue to Average at −20% familiarity.

Before the Discovery, Rakhi repairs at 58 halved to 29, minus 50 — floored to 5% (Repair's printed base is 15, so the 5% floor applies). Effectively impossible, which is correct. After it: 58 − 20 = 38%.

The target is net Integrity 3, not three successes — a fumble removes a point. That makes it a reflecting walk, not a simple count: expected 8.48 attempts, 33.9 hours. 59.8% done by eight attempts, 94.5% by sixteen.

Research does not merely grant permission. It makes the work possible. An earlier draft unlocked the function and left the device broken with no path to fixing it.

Diagnose, worked

Rakhi's Megastructure Lore is 17. Average difficulty, −20% familiarity because the locals made something similar: 17 − 20 = −3, clamped to 1%. Megastructure Lore's printed base is 0, so the 5% floor does not rescue it. Ceyla's 12 gives the same. Nobody in the catalogued worlds can read builder-grade hardware yet, and the tech gradient is doing exactly its job.

After the Discovery, diagnose costs 0 Power and its output widens to include what is on the far side of the wall. This matters: the post-compliance budget is exactly Power 4, and operating costs 4.

Beyond the aperture

The far side is the outer face of the cliff: hard vacuum, 0.99 gee outward, and a sixteen-hundred-kilometre drop to the shoreline. Only Dunn and Tomas have pressure suits. The post-Discovery diagnose reveals this, so it is information the party can act on rather than a surprise death.

Power budget, corrected. The vehicle yields 1D3 Power and is now guaranteed, so complying with the raiders (−2) leaves 5 to 7, not 4. Diagnose after the Discovery is free. Operating costs 4 on success and 1 on a failure or fumble. The rim-wall site is a Power-recovery installation — Repair (Electronics), Average, one day, +2 — so running dry costs days and Supply, never the scenario.

Critical-path invariant: the eye-storm never takes the brone, and Power can never be exhausted to a dead end. Two versions of this scenario died on exactly that kind of single point of failure.

` }, { name: "Reference — bases, masses, budgets", content: `

Printed skill bases

The resolution rule floors any skill whose printed base is 5% or more at 5%. A rating is not a base, so these matter.

SkillBaseSkillBase
Brawl25Navigate10
Melee / Firearm / Energy / Bow5Research1
Bargain, Fast Talk, Insight5Megastructure Lore0
Persuade, Status15Listen, Spot, Athletics25
Language (any)0Track, Stealth10
Repair (any)15Scent0
Science, Anthropology, Xenology1DodgeDEX×2
Engineering, Medicine1Pilot, Spacecraft1
Computer Use, Knowledge5First Aid30

Because Repair's base is 15, pre-Discovery repair of the brone floors at 5%, not 1%. Because Megastructure Lore's base is 0, diagnose really does sit at 1%.

Masses — for the eye-storm hazard and encumbrance

ItemkgItemkg
Crossing regulator12.5Marksman rifle3.2
Trauma unit14Environment suit8
Engineer's toolkit8Prybar3
Field analysis kit9Impact vest3
Medical kit2Service pistol0.8
Ground scanner1.5Redaction lance0.7
Field medic pack1.2Power cell0.6
Agency handset0.3Medicine (0.5 kg)0.5

Heaviest single item, by character: Ceyla field analysis kit 9 · Rakhi the regulator 12.5 · Dunn ground scanner 1.5 · Tomas field medic pack 1.2.

Abstract consumables

Rations are not itemised. The firestorm hazard costs −1 Supply and the medical kit if carried. The vampire hazard costs −1 Supply per separated character, once, not per day.

The Keeper route to the vehicle

The Keepers want the location of any death. The party has crossed twelve days of country; if the GM wants something concrete, the silted flats of leg 1 held a drowned Grass Giant. At impression +2 they give up the vehicle's position: one day, no Navigate roll. It is inside the district belt, not beyond it.

Research complication 6

Replaced. Instead of "something notices", the work draws a scavenger pack: 1D3 Night Hunters — use the Keepers statblock at −20% to everything — arriving 1D6 hours later. They want the food stores, not the researchers.

` }, { name: "GM — running the acceptance test", content: `

This slice exists to be broken. Run it start to finish using only this journal, the compendia and the character sheets, and log every failure.

Target: zero INVENT, zero CONTRA. Anything else is a defect for the next version.

Out of scope — not defects

Advancement between sessions, training, the simweb, publication downtime, psionics, starship travel, vehicle-scale combat, any species other than human, and building a character from scratch. The four explorers are given.

Design history worth knowing

Two rules in an earlier draft were each correct on their own and together made this scenario impossible: permanent Standing was capped at ±1 per encounter, and the control plate was a Standing +3 reward with only one contact available. The plate had a 0.666% chance of ever appearing. The fix was to separate impression within an encounter from permanent Standing between encounters.

That is the sort of thing only a full playthrough finds, which is why this exists.

` } ];