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>
- 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>