The eyes look down, the die stops the reel, and a punch is a fist
A day of Eric watching the clips as a newcomer would. The camera can pitch: FirstPerson takes a `pitch` that shears the horizon up the pane (walls center on it, the eye stays half a wall high), so the ground at the pane's foot comes within half a cell. The director uses it for deeds at your own feet — a conjuration on your square, a treasure taken up, the pit you fell down — instead of the cutaway that stepped outside your body. Everything shows through a warp. The floor pass now runs between the cast and the wall draw, so a column that bent through a mouth maps its ground through the warp's rigid motion and wears the far room's decals — the pit past the wormhole included — under the same violet haze as its walls. A wizard down a pit is public (inPit on the player view), drawn sunk to the floor line in first person and dimmed on the board. A body sharing your square, which had no depth to draw at, stands right in front of you. A pit leap glides like a shove instead of cutting. And the director's blocked-sight test no longer counts a warp BEYOND the target as a block, nor stands a cutaway camera inside another wizard's square — the pair that put Wanderer's face across the whole pane. The reel stops for a die: a card over the held world names who rolls and for what, tumbles the faces on the reel's own clock, lands the roll, and only then plays the outcome; the beat, the fx, the glides and the camera all wait it out. A punch by you drives a fist into the scene; one at you comes at the camera; both land with a comic POW. film-clips rolls until the reel's last move rather than a fixed count, and the gate settles longer on a step whose caption rolls a die. All thirty goldens re-blessed. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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Claude Fable 5.1
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7223f8eb0d
commit
7c0a761c59
@@ -570,7 +570,7 @@
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href={wizardArt(p.id)}
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x={-half} y={-half}
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width={half * 2} height={half * 2}
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cls={`token-art hit${hasSpell(p.id, "invisible") || hasSpell(p.id, "mist-body") ? " ghosted" : ""}${hasSpell(p.id, "medusa") ? " stone-gazed" : ""}`}
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cls={`token-art hit${hasSpell(p.id, "invisible") || hasSpell(p.id, "mist-body") ? " ghosted" : ""}${hasSpell(p.id, "medusa") ? " stone-gazed" : ""}${p.inPit ? " in-pit" : ""}`}
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/>
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<rect
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x={-half} y={-half}
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@@ -754,6 +754,8 @@
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pointer-events: none;
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}
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:global(.token-art.hit) { pointer-events: auto; cursor: pointer; }
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/* Down a pit: the standee sits in shadow, smaller, as if seen from above. */
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:global(.token-art.in-pit) { filter: brightness(0.5) saturate(0.7); transform: scale(0.8); transform-box: fill-box; transform-origin: center; }
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.creature-ring, .wizard-ring {
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fill: none;
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stroke-width: 2.5;
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