DEFENCE_STEP is -30, so a creature's Dodge is not a percentage it has for a round — it is one it has once or twice. The median dodge in the book is 45% and goes 45 -> 15 -> 1 inside a single round. No player-facing document said so, which hid a real decision: what order the party shoots in. The bestiary now has a section on it. Only a landing hit spends a defence, so a miss strips nothing; each landing hit makes the next attack of that round easier; therefore the cheapest reliable weapon fires first and the one you most need to land fires last — against the supporter, the weapon the borough does not own. Everything it states is generated from DEFENCE_STEP, resolveBands and the statblocks: the step, the ladder, the median, the spread (13 of 47 creatures stripped by one landing hit, 25 by two, 9 by three) and the list of the hardest to strip. Negative-tested by setting the step to -15 and -20; the page rewrites itself both times. No win rates are published: the ordering measurements come from a table-side harness that ignores wound penalties, bleeding and dying, so the page states the mechanism and quotes no percentages. My first draft used the dodgiest creature in the book as the worked example — 80%, three landing hits to strip — directly beneath a claim that the first attack of the round eats the dodge. True of a modest dodge, false of a good one, and both were on the same page. tools/bestiary.mjs --check has existed since the document did, with the comment "(for the guards)", and no guard ever ran it: a check written and wired to nothing, the same shape as every rule found computed and never read. That was tolerable while the page restated statblocks and is not now that it derives from rules — change DEFENCE_STEP and the document lies to a GM. check-bestiary.mjs is the tenth guard, negative-tested both ways it can fail: a rule change that staler the page, and a hand-edit of the page. update-readme flagged it as "run by the build, not advertised" before I listed it, and the README's count word went from nine to ten by itself. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
196 lines
8.9 KiB
Markdown
196 lines
8.9 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 ten 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** | 47 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 ten 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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check-lethality.mjs guard: no creature may quietly change what it does to a party
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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 ten guards before it writes anything:
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<!-- guards:start -->
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```
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check-rules: OK — 110 rules, 35 files scanned, 3 aliases + 46 constant sets checked, 395 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, 1018 keys, no leaf/branch collisions
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check-templates: OK — 19 templates compile
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check-behaviour: OK — 76 behavioural tests
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check-scenarios: OK — 11 scenario files, 78 mechanic tags, every skill named resolves against 62 catalogue entries
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check-creatures: OK — 102 actor specs across 8 sources, every characteristic, skill, kit key, talent, species and style resolves, no duplicate keys
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check-anatomy: OK — 5 body plans, 36 locations, d20 complete in both modes, every location drawn, every kind handled and destructible, 20 plan changes carried 432 wounds with their severity intact, 1 flyer(s) with a survivable landing
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check-lethality: OK — 47 creatures, every one fighting exactly as recorded against the frozen party
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check-bestiary: OK — 47 creatures, the document matches the game
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```
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<!-- guards:end -->
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