brine detail (Brine)



BRINE — municipal grit, fogged skills, a body that keeps receipts.

            You wake in Charter Intake Yard (Intake Cot). Drydock is retired.
            See `help tutorial` / `help intake` / `help start`.
            Skip anytime: `skip tutorial` (home → Charter Cross).

            Critical path: look cot → bay get/i → shed ask board → spur climb →
            gate map/lm → unlock chain (stub key on shed desk) → north leave.

            # Body

            # Body

            st — body snapshot: HP bar, hunger/thirst/stress/rads, held, credits, load.
            Empty hunger/thirst/stress/rads is the GOOD state. Full bars hurt.
            sc — six stats, XP, IP, mutation. Range 1-10.
            sk — discovered skills only (fog until trained/taught/chargen).
            Combat: fists, blades, clubs, dodge. Utility: scavenge, craft, repair,
            medic, appraise, street, athletics, farming, caravan, teach.
            total = floor(avg(stats)) + raw - M (+ buffs). M is heavier while raw 0.
            Use-train nicks raw up to 6. Past 6: learn <skill> from <npc> (spends XP).
            IP raises muscle/sense/wits/nerve at the Charter gym (help gym).
            Chargen nicks once: crowbar Blades, tin Scavenge, jug Street, Stay Medic.

            eat tin / drink jug / use stay — unchanged.
            drink pour — lowers stress, raises thirst, three sips. At stress 100,
            a Guts check; fail is a hard OD.
            use tape — little HP (Medic). craft bandage / improvise — tape and
            cloth or an oily rag, Craft or Medic raw > 0, then a Craft check.
            A clean pass makes a better bandage. craft vest / improvise vest —
            three carapaces, no check. A bench in the room (bench_quality) makes
            the check easier. use bandage stops bleeding and patches HP.
            Works scavenge: oily rag; tin sells at Scrap Buy;
            wire jury-rigs repair blank (+2 once).
            butcher corpse — handful of meat. eat it.
            kill / k / attack — real-time HP, 2s tick, crowbar or fists. Rat in Drydock;
            Charter Gym practice dummy (attack dummy) for safe skill training.
            stance — cautious / normal / aggressive / berserk. Trades to-hit,
            defense, and swing speed. Shown on st.
            Cut, pierce, rend, edged, and gaff hits can open a bleed. It takes
            HP each heartbeat, fades slowly, and drips in the room. A bandage
            stops it. A heavy head, face, or groin hit can stun you (lose the
            next swing or two; you cannot flee) or, rarely, knock you out for
            a few seconds. Guts shortens the blackout.
            mutate — list; mutate ironhide|drymouth at the drum (in the sump). One slot.
            wear / remove / worn — body slots + thickness (cap 10). Lead cloth,
            carapace vest, salt caul cover slots; worn shows the table.
            scavenge / search — Scavenge check in this room. Reveals hidden
            scavengeable loot (and the pump crawl). Small XP once per object.
            Works path scav (tin/wire/rag): after sell/craft/junk, soft reload
            restocks only after ~6h (never yanks held copies).
            open / close / put / get — crate opens and closes. Pallet stays open.
            look/examine shows contents when open. Carry mass includes contents.

            Hunger and thirst rise slowly (every tenth 10-second pulse). At 50
            they nibble HP (1/tick); at 75 they charge more (3/tick). Radiation
            sources (the leaking drum, scavenged hot slag) dirty the room they
            sit in. Rooms stay dirty a while after the source leaves. Carrying
            a hot item irradiates you even in a clean room. Hold or wear lead
            cloth to shrug some of it. mutate still needs the drum itself.
            High rads nick HP only while you are actually gaining them.
            Death leaves a lootable corpse, wakes you naked at Charter Cross (or Cot mid-tutorial), and
            taxes ~20 credits plus some XP. Credits survive death.

            Carry: mass vs 10+4*Muscle. Over = you cannot get more.

            # Verbs on the crowbar

            examine / x — description, condition, obvious commands
            hold / stow — one held slot
            throw — drop with a little violence
            pry — opens the jammed hatch if you are carrying the crowbar
            junk — destroys the item (no confirmation)
            appraise — about 12 credits
            give / get / drop — the usual

            No new map rooms. If you junk a tagged starter, a reload restocks it.

            # Charter sweepers

            Municipal bots hatch from the robot dispenser in Electrical (utilities)
            when Charter Side is dirty. They foam rads, spray hot people (cleans,
            does not damage), drag corpses to the Pump Room furnace, and burn
            alley trash. Look first; they work on their tick. `check dispenser`
            (also hatch/rack/robots/sweepers, or just `check` / `robots`) is a
            municipal readout from anywhere — deployed HP and tile, stowed slots.
            Looking at the robot dispenser appends the same roster. The furnace
            is a mouth that still clocks in: put X in furnace, enter furnace,
            activate, douse. If it is on and you are inside, it clocks you out.
            No corpse.