The old faces were recolored ALIEN RPG dice. Replaced with an original set
drawn programmatically in the B&W ink identity, numerals set in the system's
own SLA Borg Title face (converted woff2->ttf for rendering):
- Operative d6: bone-white schematic faces — heavy rough-inked frame, corner
crop ticks, SLA hex stamp; the 6 is a filled SLA hexagon with knocked-out
numeral and radiating flash ticks
- Stress d6: the same language inverted on black
- Stress 1 (BANE): white flash-frame with a hand-built inked skull — angular
eye sockets, cracked cranium, tooth plate, STRESS label
All remaining Blade Runner d6/d8/d10/d12 dice art removed along with the
recolored alien faces — no derivative dice art remains.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every game asset re-rendered into one style: white ink linework + graphite
tonality + film grain on near-black. Cyberpunk-horror noir, uniform across
453 raster images (species, NPC portraits/abilities, weapons, armor, ammo,
drugs, gear, ebb, skills, traits, maps, textures, message art) and 122 SVG
icons (recolored to bone-white/near-black).
Dice keep their function, restyled to match: Operative d6 = bone-white with
black ink faces; Stress d6 = black with white ink; the bane 1 is now a white
flash-frame facehugger (inverted) — instantly readable on a black die.
DSN colorsets and inline chat dice CSS updated to the same B&W language.
Untouched: screenshots/ (docs) and logos/ (third-party marks).
Pipeline: scripts in session scratchpad (Pillow+numpy edge-ink/dodge etch).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- CRITICAL: dsnSafeShow() guard on all 7 Dice So Nice awaits — a stalled DSN
animation froze the whole roll pipeline (attack charged Bullet Tax but never
posted its card). Rolls now always complete within 3.5s of a DSN stall.
- RULES: racial Health/Resolve modifiers were silently dropped at runtime
(RACE_DERIVED_MODS all zeros + three inconsistent race key sets). Canonical
race keys via canonicalRaceKey(); Stormer +2 HP, Ebon/Wraith +1 RES,
Shaktar/Frother +1 HP, Frother/Vevaphon -1 RES now actually apply.
- Sheet race dropdown matched 'wraith' but actors store 'wraithraider' —
showed '-- SELECT --' for every Wraith Raider. Fixed across all sheets.
- Natural weapons (Wraith Teeth & Claw, Morphic Strike…) now appear in the
Equipment tab's Melee Weapons list with a STRIKE button.
- PC wizard: unspent attribute/skill points now require a second click with
an explicit '<N> points unspent — Next anyway?' prompt.
- First-run world setup: branded 'Mort — Downtown Grid' landing scene (user's
SLA neon art) + 'START HERE' GM briefing journal on first GM login.
- Removed Blade Runner splash/banner art (wrong game, third-party trademark).
- CSS: push button no longer wraps mid-word; dice flow layout; GM toolbar
chips unified into the v2 chrome; natural-weapon row accent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Stress dice get a blood-red facehugger BANE face on the 1; numbered faces
on 2-5 for both sets; metal material, SLA Borg font on both colorsets
- Cyan accent (#00d4ff) replaced by hazard yellow across mjs + css
- New v2 identity CSS layer: palette variables, window chrome, hazard-stripe
header rail, tabs, buttons, inputs, dark-glass chat cards, inline dice that
match the 3D dice, red push button, dialog + scrollbar styling
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full identifier rename (id, paths, flags, packs), KickStart drugs moved into
drugs.json source, legacy Blade Runner files removed, fresh history.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>