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sla_industries_brp/sla-industries-brp/SLA_RULES_OF_PLAY_REFERENCE.md
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SLA Industries BRP

Rules of Play Reference (Expanded)

Date: 2026-02-23
Scope: Practical table-facing rules reference for the current Foundry implementation.


1. Core Resolution Engine

This system uses BRP-style percentile checks:

  1. Determine target percentage.
  2. Apply modifiers.
  3. Roll d100 (or edge roll, see below).
  4. Compare kept result to target.

Lower results are better.

Success Tiers

  • Critical
  • Special
  • Success
  • Failure
  • Fumble

The tier is determined from the kept d100 result against the final target.


2. Edge System (Advantage / Disadvantage)

Difficulty multipliers are replaced by edge mode:

  • Advantage: roll 1D100, reroll only the tens die, keep the lower result.
  • Normal: roll 1D100.
  • Disadvantage: roll 1D100, reroll only the tens die, keep the higher result.

Why this matters

  • Advantage increases chance of critical/special/success.
  • Disadvantage increases chance of failure/fumble.
  • The system keeps BRP tier math; only the die selection changes.

Example (Skill 60%)

  • Advantage: roll 74 and 32, keep 32 -> Success.
  • Disadvantage: roll 41 and 89, keep 89 -> Failure.

3. Target Score Construction

The system calculates a final target from multiple layers.

Displayed in chat as:

  • Base
  • Manual (tactical flat modifier)
  • SLA Mods (drug/EBB/mental overlays)
  • Final

Example Breakdown

Base 52% | Manual +10% | SLA Mods -20% | Final 42%

This makes it clear what changed the roll and by how much.


4. Roll Dialog Workflow

The roll dialog now functions as SLA Roll Control with EDGE CONTROL framing.

Typical fields:

  • Roll Edge (Advantage/Normal/Disadvantage)
  • Tactical Modifier (%)
  • Context fields when relevant:
    • Resistance value
    • Range / hands used
    • Ammo type
    • Wound target (First Aid flows)

Fast use pattern

  • Routine action: Normal, 0 modifier.
  • Favored tactical setup: Advantage, positive modifier if justified.
  • Harsh conditions: Disadvantage, negative modifier if justified.

5. Characteristic and Skill Checks

Characteristic checks

Use characteristic roll controls (e.g., STR/DEX/INT/POW).

Skill checks

Use skill row roll controls.

Both route into the same core pipeline:

  • edge selection,
  • target build,
  • kept roll,
  • BRP tier.

Example: Athletics Under Fire

  • Base Athletics: 64%
  • GM applies tactical penalty for suppression: -20%
  • Drug effect grants +10%
  • Final: 54%
  • Roll (Disadvantage): 18 and 77, keep 77 -> Failure.

6. Resistance and POW-v-POW

Resistance style flows remain supported for opposed-characteristic logic.

Use cases:

  • Strength vs physical force.
  • POW-v-POW contests.

Inputs include the opposing value, and target is recalculated accordingly.

Example

  • Operative STR test vs opposing STR equivalent.
  • Enter resistance value in prompt.
  • System recalculates percentile chance and resolves as normal.

7. SAN and COOL Flows

SAN/COOL checks support edge mode like standard checks:

  • Advantage / Normal / Disadvantage.

Mental-state modifiers can alter target.

Example: COOL Under Psychological Pressure

  • Base COOL: 48%
  • Mental pressure modifier: -15%
  • Final COOL target: 33%
  • Roll (Normal): 29 -> Success.

Example: SAN Shock With Disadvantage

  • SAN target: 55%
  • Disadvantage roll: 22 and 81, keep 81 -> Failure.

8. Escalation Initiative (Current Play Intent)

Character sheet supports initiative actions:

  • DEX INIT
  • INT INIT
  • SHIFT + click invokes risk behavior.

Design intent:

  • One initiative roll per round.
  • Fast turn ordering with optional risk pressure.

Example Round Start

  1. Op A uses DEX INIT -> 18.
  2. Op B uses INT INIT with risk -> 24.
  3. Op C uses DEX INIT -> 11.
  4. Turn order: B, A, C.

9. Combat Resolution Overview

Combat rolls use the same percentile edge pipeline, then branch to combat effects:

  • result tier,
  • ammo context,
  • optional quick-apply damage actions from chat card.

Ammo Context in Combat

Combat cards can show:

  • ammo tag/type,
  • ammo effect summary,
  • credits spent/surcharge where relevant.

Example: Rifle Attack

  • Firearm (Rifle): 70%
  • Long range and smoke: Disadvantage.
  • Roll: 14 and 83, keep 83 -> Failure.
  • Ammo still consumed per fire mode.

10. Chat Card Reading Guide

For non-resistance checks, each card now shows:

  • Header: edge roll type (Advantage Roll, etc.)
  • Main line: skill/stat and final target.
  • Meta line 1: edge + target breakdown.
  • Meta line 2: roll details (1D100 base + tens re-roll -> keep best/worst).

Example Chat Interpretation

Edge: Advantage | Base 60% | Manual +10% | SLA Mods -5% | Final 65% Roll: 1D100 base 74 | Edge tens d10:3 => 34 | keep lowest 34 Result: Success: 32

This gives full transparency for players and GM.


11. Drugs, EBB, and Mental Overlays

Subsystem overlays can add flat target modifiers or state effects.

Displayed/used in roll pipeline:

  • Drug summary + roll modifier.
  • EBB effects and roll modifier.
  • Mental effects and roll modifier.

Example Combined Overlay

  • Base skill: 45%
  • Tactical mod: +10%
  • Drug mod: +15%
  • Mental stress: -20%
  • Final: 50%

Roll at Normal: 47 -> Success.


12. Equipment Play Usage (With Examples)

The system includes seeded drag/drop gear items from the SLA equipment catalogue.

Common Gear Categories

  • Communications
  • Surveillance/Detection
  • Medical
  • Climbing/Exploration
  • Utility/Breaching
  • Personal/Field sustainment
  • Specialist tech
  • Non-lethal/security

Example Gear in Play

A) Headset Communicator

Use: keep squad coordinated in split locations.

  • Practical effect: easier coordinated tactical calls.
  • Example: two-team pincer where rear team feeds movement updates.

B) Environment Scanner (Standard)

Use: detect hidden hostiles/heat signatures.

  • Example: squad sweeps maintenance corridor before breach.
  • GM can grant better detection outcomes where scanner is relevant.

C) Forensic Kit

Use: evidence-grade scene processing.

  • Example: White BPN murder scene.
  • Without kit, forensics performance is worse; with kit, evidence capture is reliable.

D) BOOPA Medical Kit (Advanced)

Use: trauma stabilization and field treatment.

  • Example: teammate drops to critical after hallway ambush.
  • Medic uses advanced kit to stabilize before extraction.

E) Grapple Gun + Climbing Harness

Use: vertical insertion/exfiltration.

  • Example: rooftop access to avoid checkpoint firefight.

F) Smoke Grenade

Use: break LOS, reposition, or extract.

  • Example: pop smoke across open street and relocate to hard cover.

G) Ebb Damper

Use: suppress EBB activity in close zone.

  • Example: hostile EBB user in confined room; team deploys damper before entry.

H) Magna-Clamp Tracker

Use: covertly mark target vehicle.

  • Example: Grey BPN convoy tail without open confrontation.

13. BPN Toolkit in Active Play

GM can generate mission packets and run operations quickly.

Typical cycle:

  1. Generate BPN journal from toolkit.
  2. Present player-facing brief.
  3. Keep GM-only debrief hidden.
  4. Link scenes, opposition actors, and items.
  5. Run mission and update debrief with outcomes.

Example Session Start

  • Generate WHITE BPN - Missing Precinct Team.
  • Seed opposition clues and locations.
  • Squad rolls initial Investigate/Perception checks with edge based on scene conditions.

14. End-to-End Example of Play (Full Turn)

Setup

  • Op skill (Firearm Pistol): 58%
  • Tactical stance bonus: +10%
  • Panic penalty: -15%
  • Final target: 53%

Action 1: Opening Shot

  • Edge: Advantage (target exposed)
  • Roll: 64, 27, keep 27
  • Result: Success (27 <= 53)
  • Combat card resolves hit path.

Action 2: Return Fire Pressure

  • Same skill, now under smoke + movement penalty.
  • Edge: Disadvantage
  • Manual mod: -10%
  • Final target: 43%
  • Roll: 18, 71, keep 71
  • Result: Failure.

Team Utility Action

  • Support op throws smoke grenade to cut enemy LOS.
  • Next ally movement occurs behind visual disruption.

This demonstrates how edge + modifiers drive tactical tempo.


15. GM Adjudication Tips

  • Use edge mode for situational quality; use flat modifier for specific numeric pressure.
  • Keep modifier math visible to maintain trust.
  • Use equipment relevance as a real tactical lever.
  • Reserve disadvantage for genuinely degraded conditions, not routine difficulty.
  • When in doubt, prefer consistent edge rulings over ad hoc multiplier math.

16. Current Draft State

This reference reflects implemented behavior in the present build.

As the system evolves, update this file whenever these change:

  • edge logic,
  • initiative process,
  • combat/ammo handling,
  • SAN/COOL automation,
  • equipment effect handling.