Files
slaguru666andClaude Opus 5 0c0996858f A GM screen taken from the rules that actually run
The figures a GM reaches for mid-scene, on one page: the order of
operations, the circumstance ladder, how a roll bands, reaction, the
combat round, hit locations, wounds and bleeding, both tracks, the way
home, the stations, and the environment.

Every number was checked by running the function rather than by reading
it — 58 of 58 against rules.mjs, including the eight that moved out of
ringbrp.mjs. That matters more than usual here, because `design/` still
carries four rulings the code has overtaken: hit points as CON+MAS, a
Major Wound at max(9, HP/3), "no hit locations, final", and marksmanship
style fixed by home-world gravity. rules.mjs is the authority and the
page says so at the top.

It is also written to drop straight onto a Loom board: 34 cards, 23
links, nothing swallowed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 17:18:51 +01:00

8.9 KiB
Raw Permalink Blame History

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.