The bestiary goes 22 to 46: eight more FOLKLORE, eight more HORROR, eight more FORWARD. Ten of the forty-six are now Vesh or Cadence, up from two. That ratio is the point. Both anatomies have had complete hit-location tables, body geometry, species talents and location effects for the whole life of this project and nothing used either, so none of it ran outside the character generator. They are now written to be WORTH the anatomy rather than to wear it: - The relay is five Cadence bodies holding a crossing open, and the crossing closes as they are destroyed. No vital, no head, 10% off everything per body lost - it cannot be dropped and cannot be ignored, which is the species argument entire. - The courier is a Vesh that fights at half rating while its one grasp limb is full. Disable the limb and it drops the consignment and fights properly. The whole encounter turns on a trade the party has to work out. - The census cannot be usefully fought at all: no head means no killing shot, so the fight lasts until somebody opens the ridge, by which time it has counted everyone. - Knockers are the only folklore Cadence, and the committee is a Cadence because a committee IS several bodies and one decision. The rest is written to the house line that most of these are arrangements rather than fights, because a bestiary where every answer is a gun has one page. The washer at the ford will not fight and cannot be made to; the apple tree man wants a drink it has been owed since 1961; the waiting room's exit was never locked and nobody stands up. Measured, 250 runs against four duty-roster agents, seed 11. Nothing accidental turned up: the non-combat entries sit at 0.0-0.1 agents hurt, the fighters at 1.4-2.3, and the only creature over a 10% solo wipe is the stanchion at 14.4% - which is a fixed object with 12 armour whose own tactics say it is a demolition problem and not a fight. The harness can only force a fight, so read that number as "the party punched the pillar". Art regenerated: 24 new portraits, and the eight new non-humans verified to draw exactly as many body parts as their location tables have entries. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
189 lines
8.1 KiB
Markdown
189 lines
8.1 KiB
Markdown
# THE CUSTODIANS
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*A Basic Roleplaying game of crossings, as a Foundry VTT system.*
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A drab British government agency deals with **crossings**. Reality keeps a record of
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what belongs where, and it can be made to get it wrong. Agents are civil servants:
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they carry warrant cards and cordon tape, they file in triplicate, and the thing that
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makes them dangerous is that they know how the record works.
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The tone is bureaucratic horror. Most cases close with an arrangement rather than a
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fight, and the supernatural is a filing error somebody committed on purpose.
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---
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## Installing
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**In Foundry:** *Game Systems → Install System → Manifest URL*
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```
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https://gitea.timevans.uk/slaguru666/RingBRP/raw/branch/main/system.json
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```
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**Or by hand:** clone this repository into your Foundry data directory as
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`Data/systems/ringbrp`, then restart Foundry.
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```bash
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git clone https://gitea.timevans.uk/slaguru666/RingBRP.git ringbrp
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```
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Requires **Foundry v13+** (verified against v14.364). No modules are required. Dice So
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Nice works if you have it, using your own dice — the system ships no dice skins and does
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not touch anybody's dice settings.
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### Deploying to a remote Foundry server
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The built compendia in `packs/` **are committed on purpose**, so a remote server needs
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nothing but the files:
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```bash
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cd /path/to/foundrydata/Data/systems
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git clone https://gitea.timevans.uk/slaguru666/RingBRP.git ringbrp
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# restart Foundry
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```
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`node_modules/` is *not* committed. You only need it if you intend to rebuild the
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packs or regenerate art on that machine:
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```bash
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npm install # pulls classic-level, used to write the LevelDB packs
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npm run build # rebuilds packs/ from tools/content.mjs
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npm run check # the seven guards; the build refuses to run if they fail
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```
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To update a deployed server: `git pull` and restart Foundry. If the pull touches
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`packs/`, Foundry must be **stopped** first — LevelDB will not tolerate its files
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changing underneath a running server.
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---
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## What is in the box
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<!-- box:start -->
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| | |
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|---|---|
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| **Postings** | 25, each with a key characteristic, trained skills, talents and its own kit |
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| **Trades** | 10 ordinary jobs the department recruits from, plus induction |
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| **Catalogue** | 236 items — 123 gear, 62 weapons, 32 armour, 19 vehicles |
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| **Skills / talents** | 62 skills, 19 talents |
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| **Bestiary** | 46 statblocks across folklore, horror and the far side |
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| **Eras** | modern, antique, future, anomalous — the agency is old and never abolishes anything |
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| **Icons** | 292, all generated from `tools/icons.mjs`; no external art |
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| **Starter scenario** | **BLACK PLATFORM**, a six-player action starter, importable as a single Adventure |
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| **Compendia** | pregens, NPCs, skills, weapons, armour, gear, vehicles, powers, tables, rules, the starter |
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| **Rules journal** | 13 pages, generated from `rules.mjs` so the book cannot drift from the code |
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<!-- box:end -->
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---
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## The rules, in brief
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**d100 roll-under**, banding into critical / special / success / failure / fumble.
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96–99 always fail, 00 always fumbles, and every skill has a 1% floor.
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**Reaction Lanes** replace Strike Rank. Initiative is
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`3 × max(⌈DEX/3⌉, ⌈readiness/10⌉)` less carried load, plus a d6, **re-rolled every
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round** — including the first, so the opening round is ordered like every other.
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**Coherence** runs 10 → 0 and measures how well-filed an agent is in reality. It bands
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into Anchored / Loose / Adrift / Unmoored / Displaced, and spending it is how the
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supernatural works.
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**The Quiet Arts** are deliberate misfilings, not spells. They cost Coherence, and
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they **only ever arrive from a crossing that goes wrong**.
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**Defences are graded.** A defence stops a blow of its own quality or worse outright;
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against something better it only reduces it by as many steps as it was outclassed by.
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Only a critical stops a critical.
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**Access is a record.** There is no hacking skill and nothing to break into — see
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below.
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**A weapon's fire mode is a decision.** Slow weapons shoot better and then make you
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work; fast ones offer a second shot at the cost of both; rapid ones fire bursts; beams
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can be held on the target for damage instead of hits. A weapon that cannot fire a
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burst cannot be made to.
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**Sights and lamps apply themselves.** A sight is graded by range band — a telescopic
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sight is a penalty inside ten metres — and a carried lamp buys the dark back to dim,
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never to daylight, and tells everyone where you are. Neither is a thing the player
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selects: both are facts about what is in the pack.
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---
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## Borrowed Authority — the access subsystem
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Deliberately not cyberpunk. Nobody jacks into anything.
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What an agent has is a **named credential** belonging to somebody real, with a
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**scope** of things that person could plausibly do, a **Trust** that erodes as it is
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used, and **red flags** describing how the real owner behaves.
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- **Inside its scope there is no roll.** A facilities contractor opening a plant room
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is not intrusion, it is Tuesday. It costs 1 Trust and it works.
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- **One tier beyond is a stretch** — roll, at −20 for each red flag you break. The
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system is not testing whether you are clever. It is testing whether you are
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behaving like the person whose name is on the record.
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- **Two tiers beyond is impossible at any skill.** No percentage on any sheet gets a
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contractor issuing accounts.
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- A **fumble burns** the credential, and somebody real is going to be asked about it.
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A credential is assembled, not found: up to **three dossier items, each a separate
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scene using a different skill, at most one of them at a keyboard**. Items make the
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credential better, never the roll easier.
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**AI** is a posture on the target rather than an opponent — a *gatekeeper* raises what
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counts as routine, an *analyst* writes a new red flag every time you stretch, an
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*asset* stands in for a dossier item.
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And you may spend **Coherence** to widen a scope, because reality can be made to
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remember that the person always held that duty. It works. It always works. Push a
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credential past what its Trust will carry and your file and theirs converge one step,
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and nothing in this game spends anything to converge them back.
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---
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## Repository layout
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```
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ringbrp.mjs the system: sheets, engine, hooks (~5,500 lines)
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rules.mjs THE SINGLE AUTHORITY for every rule formula
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system.json Foundry manifest
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template.json data model for every Actor and Item type
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templates/ Handlebars sheets
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styles/ one stylesheet
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lang/en.json all user-facing text
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icons/ fonts/ art/ generated art
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packs/ built LevelDB compendia (committed — see Deploying)
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tools/
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content.mjs the catalogue: skills, weapons, armour, gear, vehicles, NPCs
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build-packs.mjs builds packs/ — runs the seven guards first and refuses on failure
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make-icons.mjs draws all 231 icons
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rules-text.mjs generates the rules journal FROM rules.mjs
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mission.mjs the case generator
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mission-tables.mjs its content tables
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check-rules.mjs guard: no rule may be defined twice
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check-kits.mjs guard: every posting's kit must exist and be usable
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check-lang.mjs guard: no localisation key may be both a value and a branch
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docs/REVIEW_LOG.md the design and defect log, R-1 onward
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```
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### The one rule this codebase enforces on itself
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**No rule formula may exist in more than one place.** Everything lives in `rules.mjs`,
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and `tools/check-rules.mjs` fails the build if a formula is restated, if an alias
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stops being identity-equal to what it aliases, if a constant is re-declared as a
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literal, or if an exported rule has no spot-check. The packs used to be built under
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one set of numbers and played under another; this makes that impossible to ship.
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The build runs all seven guards before it writes anything:
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<!-- guards:start -->
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```
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check-rules: OK — 103 rules, 31 files scanned, 3 aliases + 46 constant sets checked, 346 formulas verified
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check-kits: OK — 25 roles, 10 trades, 218 catalogue items, every kit key resolves, every posting can use what it carries, every loadout distinct
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check-lang: OK — en.json, 995 keys, no leaf/branch collisions
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check-behaviour: OK — 67 behavioural tests
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```
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<!-- guards:end -->
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