diff --git a/index.js b/index.js index 915e056..cf2e97c 100644 --- a/index.js +++ b/index.js @@ -21,7 +21,7 @@ const data = { reserves: require('./lib/reserves.json'), npc_classes: require('./lib/npc_classes_v2.json'), npc_features: require('./lib/npc_features_v2.json'), - npc_templates: require('./lib/npc_templatesv2.json'), + npc_templates: require('./lib/npc_templates_v2.json'), // npc_generic_systems: require('./lib/npc_generic_systems.json'), // npc_template_systems: require('./lib/npc_template_systems.json'), } diff --git a/lib/core_bonuses.json b/lib/core_bonuses.json index 6df6a78..989a0a5 100644 --- a/lib/core_bonuses.json +++ b/lib/core_bonuses.json @@ -1,214 +1,215 @@ -[{ - "id": "hardpoints", - "name": "Auto-Stabilizing Hardpoints", +[ + { + "id": "cb_auto_stabilizing_hardpoints", + "name": "AUTO-STABILIZING HARDPOINTS", "source": "GMS", - "effect": "Choose 1 mount on your mech. Attacks made with weapons from this mount can be made with +1 Accuracy.", - "mounted_effect": "Attacks made with weapons from this mount can be made with +1 Accuracy.", - "description": "Rigging up the best in shock absorption, your mech’s weapons become vastly more accurate." + "effect": "Choose one mount. Weapons attached to this mount gain +1 ACCURACY.", + "description": "Using the best in shock-absorption and steadytech, you can retain accuracy across longer, sustained periods of fire.", + "mounted_effect": "Attacks made with weapons from this mount can be made with +1 ACCURACY." }, { - "id": "burnout", - "name": "BURNOUT Insulation", + "id": "cb_overpower_caliber", + "name": "OVERPOWER CALIBER", "source": "GMS", - "effect": "Choose 1 weapon on your mech. It deals +1d6 bonus damage on hit.", - "mounted_effect": "One weapon equipped to this mount deals +1d6 bonus damage on hit.", - "description": "Thermal insulation and dispersal plating ensures you can pump more power into your mech’s weapon systems, giving it the edge and the bite that it needs." + "effect": "Choose one weapon. 1/round, when you hit with an attack, you can cause it to deal +1d6 bonus damage.", + "description": "Instead of the standardized option, you requisition multiple racks of \"hot\" ammunition - same-bore slugs, with a higher-grade of accelerant.", + "mounted_effect": "One weapon equipped to this mount deals +1d6 bonus damage 1/round on hit." }, { - "id": "imparm", - "name": "Improved Armament", + "id": "cb_improved_armament", + "name": "IMPROVED ARMAMENT", "source": "GMS", - "effect": "If your mech has less than 3 mounts (excluding integrated mounts), gain an additional Flex Mount", - "description": "Power cables are re-routed, reactor power is rationed and siphoned. The deadly is made deadlier." + "effect": "If your mech has fewer than three mounts (excluding integrated mounts), it gains an additional flexible mount.", + "description": "By rerouting power and strengthening systems, you can mount additional weapons beyond the factory recommendations." }, { - "id": "intweapon", - "name": "Integrated Weapon", + "id": "cb_integrated_weapon", + "name": "INTEGRATED WEAPON", "source": "GMS", - "effect": "Your mech gains a new integrated mount with the capacity for one auxiliary weapon. This weapon can be fired 1/round as a free action when you fire any other weapon on your mech. Like other integrated mounts this weapon can’t be modified.", - "description": "Excess space in your mechs chassis is filled with weaponry integrated into fists, or chest plates, capable of being fired on reflex." + "effect": "Your mech gains a new integrated mount with capacity for one AUXILIARY weapon. This weapon can be fired 1/round as a free action when you fire any other weapon on your mech. It can't be modified.", + "description": "The empty spaces in your mech's chassis - inside fists, chest plates, anywhere there's room - are filled with integrated weapons, ready to fire on reflex." }, { - "id": "retrofit", - "name": "Mount Retrofitting", + "id": "cb_mount_retrofitting", + "name": "MOUNT RETROFITTING", "source": "GMS", - "effect": "Replace one of your mech’s mounts with a Main/Aux Mount.", - "mounted_effect": "This mount has been replaced with a Main/Aux Mount.", - "description": "You conserve and upgrade, increasing the firepower you can mount on your mech." + "effect": "Replace one mount with a main/aux mount.", + "description": "By re-fabricating certain components and hardpoints on your chassis for more efficient distribution, you can increase your mech's firepower.", + "mounted_effect": "This mount has been replaced with a Main/Aux Mount." }, { - "id": "caps", - "name": "Reserve Capacitors", + "id": "cb_universal_compatibility", + "name": "UNIVERSAL COMPATIBILITY", "source": "GMS", - "effect": "When you spend core power to activate a CORE system, you can also repair your mech’s HP to full and cool all heat as a free action, then roll a 1d20. On a 20, regain 1 core power.", - "description": "Certain materials give a CORE capacitor a small chance of retaining a charge, even after activation." + "effect": "Any time you activate a CORE SYSTEM, you may also take a free action to restore all HP, cool all HEAT, and roll 1d20: on 20+, regain 1 CP.", + "description": "The Everest is everywhere: so are the parts you need for a field repair." }, { - "id": "briareos", - "name": "BRIAREOS Frame Reinforcement", + "id": "cb_briareos_frame", + "name": "BRIAREOS FRAME", "source": "IPS-N", - "description": "The BRIAREOS is the newest development in IPS-N’s line of near-fail frame upgrades, templates designed to maximize what pilots can get out of frames before the need for a reprint or catastrophic failure. BRIAREOS fabricates a frame that is superlight, woven throughout with Goliath Weave meshing, to increase the resilience of all inorganic components.", - "effect": "Your mech has resistance to all damage when it has 1 or less points of structure remaining. When it’s reduced to 0 HP, it is not destroyed, but instead makes a structure check each time it takes damage and cannot regain HP. When you take a rest or full repair, it can be repaired normally." + "effect": "As long as your mech has no more than 1 STRUCTURE, you gain RESISTANCE to all damage. When it's reduced to 0 HP and 0 STRUCTURE, it is not destroyed: instead, you must make a structure damage check each time it takes damage. While in this state, your mech cannot regain HP until you rest or perform a FULL REPAIR, at which point your mech can be repaired normally.", + "description": "The Briareos is the newest release in IPS-N's line of near-fail frame upgrades: templates designed to maximize a mech's usability before catastrophic failure or the need for a reprint. The Briareos template increases the resilience of inorganic components by supplementing the structure with a superlight frame featuring interwoven layers of IPS-N's iconic Goliath Weave meshing." }, { - "id": "fomorian", - "name": "FOMORIAN Frame Reinforcement", + "id": "cb_fomorian_frame", + "name": "FOMORIAN FRAME", "source": "IPS-N", - "effect": "Your mech goes up in size to the next increment (½ > 1 > 2 > 3), up to size 3 maximum and cannot be knocked prone, pulled, or knocked back by targets smaller than itself (as part of a grapple, for example).", - "description": "The FOMORIAN is an up-scaled version of the stock IPS-N template, following guidelines suggested by long-haul Cosmopolitans in need of robust micro/macro-impact protection, as well as additional brachial/manipulator needs. " + "effect": "Increase your mech's SIZE by one increment (e.g., from 1/2 to 1, 1 to 2, or 2 to 3) up to a maximum of 3 SIZE. You can't be knocked PRONE, pulled, or knocked back by smaller characters, regardless of what system or weapon causes the effect.", + "description": "The Fomorian is an upscaled version of IPS-N's stock template that has been adapted to meet the needs of long-haul Cosmopolitans looking for enhanced stability and robust impact protection, both micro- and macro-level." }, { - "id": "gyges", - "name": "GYGES Frame Reinforcement", + "id": "cb_gyges_frame", + "name": "GYGES FRAME", "source": "IPS-N", - "effect": "Your mech gains +1 accuracy on all hull checks and saves and +1 threat with all melee weapons.", - "description": "Gyges is a frame upgrade built for combat, with finely tuned stabilizers and a robust suite of targeting software and hardware included at-fabrication." + "effect": "You gain +1 ACCURACY on all HULL checks and saves and +1 THREAT with all melee weapons.", + "description": "A mech built on the Gyges template is designed for combat - enhanced with finely tuned stabilizers and a robust suite of targeting software and hardware." }, { - "id": "frame", - "name": "Reinforced Frame", + "id": "cb_reinforced_frame", + "name": "REINFORCED FRAME", "source": "IPS-N", - "effect": "Your mech gains +5 HP", - "description": "The addition of redundant shock-absorption systems increases the survivability of a pilot in combat, flight, and kinetic situations." + "effect": "You gain +5 HP.", + "description": "The addition of redundant shock-absorption systems increases the survivability of pilots in combat, flight, and industrial situations." }, { - "id": "plating", - "name": "Sloped Plating", + "id": "cb_sloped_plating", + "name": "SLOPED PLATING", "source": "IPS-N", - "effect": "Your mech gains +1 armor, up to the maximum (+4).", - "description": "A simple, common enough option among pilots with the necessary licensing, IPS-N's armor integration fabrication reduces the plating coverage gaps in stock systems by a significant percentage." + "effect": "You gain +1 ARMOR, up to the maximum (+4).", + "description": "A common choice among pilots with the right licenses, IPS-N's integrated-armor fabrication reduces gaps in external coverage by a significant percentage." }, { - "id": "titanomachy", - "name": "Titanomachy Mesh", + "id": "cb_titanomachy_mesh", + "name": "TITANOMACHY MESH", "source": "IPS-N", - "effect": "Once per round when you successfully ram or grapple a mech, you can make an additional ram or grapple action as a free action. When you knock targets back with a melee attack, you knock them back 1 additional space.", - "description": "A doubled overlay of Goliath Weave, fabricated in identified stress points, as well as beefed-up specifications, dramatically improve the baseline functionality of this mech." + "effect": "1/round, when you successfully RAM or GRAPPLE a mech, you can RAM or GRAPPLE again as a free action. Additionally, when you knock targets back with melee attacks, you knock them back an additional 1 space.", + "description": "A doubled overlay of Goliath Weave at key stress points and beefed-up specifications across the board dramatically improve the baseline functionality of any mech." }, { - "id": "fssync", - "name": "Full Subjectivity Sync", + "id": "cb_all_theater_movement_suite", + "name": "ALL-THEATER MOVEMENT SUITE", "source": "SSC", - "effect": "Your mech gains +2 evasion. You control the mech with no separation between your subjectivity and your input; a second set of physical controls are built in to a retractable panel.", - "description": "By creating a strong, stable, and secure two-way ontologic bridge, SSC has removed the need for a pilot to rely primarily on physical controls to crew their mech, though FSS systems do necessitate some methods of securing a pilot within their cockpit. With a full subjectivity sync installed, pilots in their chassis perceive the mech to be their own body, controlling it with essentially no input lag. This precise control and awareness is not without risk as a result of its marked benefits: dissociation remains a concern, and while there is no “pain” transference (physical perception is default-tuned as a “tingle” or “pressure”), SSC does recommend trauma counseling for pilots whose chassis have sustained significant damage while they were engaged in FSS." + "effect": "You can fly when you BOOST or make a standard move; however, you take 1 heat at the end of each of your turns in which you fly this way.", + "description": "A popular modification, ATMS adds powerful pulse jets that dramatically improve mech mobility in all theaters." }, { - "id": "ghostweave", - "name": "Ghostweave", + "id": "cb_full_subjectivity_sync", + "name": "FULL SUBJECTIVITY SYNC", "source": "SSC", - "effect": "Your mech is invisible during your turn (from the start until the end of your turn). If you do nothing on your turn except move, hide, or boost (no other actions), keep this invisibility until the start of your next turn. It breaks immediately if you take a reaction.", - "description": "A scaling up of the same systems found in SSC's Mythimna panoply, Ghostweave is the name of a proprietary applique that licensed pilots use to better camouflage their mechs to any environment." + "effect": "You gain +2 EVASION.", + "description": "By creating a strong, stable, and secure two-way ontologic bridge - the full subjectivity sync - SSC has removed the need for pilots to rely on physical controls, although pilots must still be secured within the cockpit. With full subjectivity sync, pilots perceive their mech as though it is their own body, controlling it with almost no input lag; however, this level of precision and awareness is not without risk. The high likelihood of pilot dissociation is an ongoing concern, and while there is no transference of pain (physical sensations are interpreted as tingling feelings or pressure), the manual does recommend trauma counseling for pilots whose mechs have sustained significant damage while synced." }, { - "id": "nerveweave", - "name": "Integrated Nerveweave", + "id": "cb_ghostweave", + "name": "GHOSTWEAVE", "source": "SSC", - "effect": "Your mech gains +2 speed when boosting.", - "description": "Like the pilot-tier system, integrated nerveweave relies on dual technologies to grant a pilot total battlefield alacrity. Mech-tier integrated nerveweave assures a pilot will never be left behind." + "effect": "During your turn, you are INVISIBLE. If you take no actions on your turn other than your standard move, HIDE, and BOOST, you remain INVISIBLE until the start of your next turn. You immediately cease to be INVISIBLE when you take a reaction.", + "description": "An upscaled version of the same systems found in SSC's Mythimna Panoply, Ghostweave is a proprietary appliqu\ufffd used to enhance mech camouflage in all environments." }, { - "id": "kai", - "name": "Kai Bioplating", + "id": "cb_integrated_nerveweave", + "name": "INTEGRATED NERVEWEAVE", "source": "SSC", - "effect": "Your mech gains +1 accuracy on all agility checks. Your mech can climb and swim at normal speed, ignores difficult terrain, and when your mech makes its regular move, it can jump your full speed lengthwise and jump half your speed straight up, in any combination.", - "description": "Adapted from SSC home system-local fauna, Kai Bioplating adds a lamellar layer of insulated, anchored, chitinous plating over key brush-points on a mech. Essentially a cheaper, feasible version of living metal, bioplating allows for faster movement through hard-to-navigate terrain." + "effect": "You may move an additional 2 spaces when you BOOST.", + "description": "Integrated nerveweave combines several technologies to grant total battlefield alacrity, assuring pilots are never left behind." }, { - "id": "neurolinked", - "name": "Neuro-linked Targeting", + "id": "cb_kai_bioplating", + "name": "KAI BIOPLATING", "source": "SSC", - "effect": "All ranged weapons your mech mounts gain +3 range.", - "description": "To further shrink the information gap between pilots and the machines the crew, SSC developed a stable, non-invasive, limited-transfer ontologic bridging system that all pilots of sufficient license could use. Neurolinked targeting is a common “ability” employed by pilots who use this system, a simple protocol that brings them closer to feeling rather than thinking -- a more natural expression of pilot ability." + "effect": "You gain +1 ACCURACY on all AGILITY checks and saves; additionally, you climb and swim at normal speed, ignore difficult terrain, and when making a standard move, can jump horizontally up to your full SPEED and upwards up to half your SPEED (in any combination).", + "description": "Adapted from fauna local to SSC's home system, Kai Bioplating adds a lamellar layer of insulated, anchored, and chitinous plating over key brush-points on a mech. Essentially a cheaper, more feasible alternative to living metal, bioplating allows for faster movement through hard-to-navigate terrain." }, { - "id": "sscatms", - "name": "SSC All-Theatre Movement Suit", + "id": "cb_neurolink_targeting", + "name": "NEUROLINK TARGETING", "source": "SSC", - "effect": "Your mech can fly when it moves or boosts. Generate 1 heat at the end of any of your turns where it flies.", - "description": "A popular SSC modification, the AT-MS adds a stock system of short-cycle impulse drives that dramatically improve a chassis' mobility." + "effect": "Your ranged weapons gain +3 RANGE.", + "description": "To further reduce the information gap between pilot and machine and complement its full subjectivity sync technology, SSC developed neurolinking, a stable, non-invasive, and limited-transfer ontologic bridge. Neurolink targeting is a simple enhancement that helps pilots feel - as opposed to thinking - when engaged in ranged combat, allowing for a more natural expression of pilot ability." }, { - "id": "disbelief", - "name": "The Lesson of Disbelief", + "id": "cb_the_lesson_of_disbelief", + "name": "THE LESSON OF DISBELIEF", "source": "HORUS", - "effect": "Gain +1 Accuracy on all systems checks and saves and +2 E-Defense.", - "description": "Query the omninet, delve into the archives. Find you the Aeneid, find you the Titanomachy. Eat, absorb, mull. Tell me now of the Hecatoncheires, they of the hundred hands. Did they strike the blow against CRONUS (SATURNO), or did they assail the OLYMPIANS? Who do you believe? Why could they not tell their own story?" + "effect": "You gain +1 ACCURACY on SYSTEMS checks and saves, and +2 E-DEFENSE.", + "description": "Query the omninet, delve into the archives. Find you the Aeneid, find you the age of Titanomachy. Eat, absorb, mull. Tell me now of the Hecatoncheires, they of the hundred hands. Did they strike the blow against Cronus (Saturno) or did they instead assail the Olympians? Who do you believe? Who stopped the Beast from telling its own story? And why?
  • \"Lesson One\", The Six Lessons of Kilo Nueve." }, { - "id": "opendoor", - "name": "The Lesson of The Open Door", + "id": "cb_the_lesson_of_the_open_door", + "name": "THE LESSON OF THE OPEN DOOR", "source": "HORUS", - "effect": "Your save target increases by 2. Once per round, when a character fails a save against an effect you cause, it also takes 2 heat.", - "description": "There is a body and a deep pit and its name is TARTARUS and once it held KINGS and TITANS and MYTHS. Its gates are flung wide, and its horrors are free. Here is the terrible question: Who opened it?" + "effect": "Your SAVE TARGET increases by +2; additionally, 1/round, when a character fails a save against you, they take 2 heat.", + "description": "There is a body and a deep pit, and both are named Tartarus. Once it held kings and titans and myths. Now, the gates that held it back are flung wide, and Tartarus is free.
    Here is the terrible question: who opened the gates, and why?
  • \"Lesson Two\", The Six Lessons of Kilo Nueve." }, { - "id": "heldimage", - "name": "The Lesson of The Held Image", + "id": "cb_the_lesson_of_the_held_image", + "name": "THE LESSON OF THE HELD IMAGE", "source": "HORUS", - "effect": "Once a round, at the start of any ally’s turn, you can make a Lock On tech action against any character in your sensor range as a reaction to your ally’s turn starting.", - "description": "Close your eyes.
    Hold the image of your enemy in your mind. Imagine it in all light and from every angle. In your mind it has become a more perfect version of the thing in pale light.
    Crush it in your mind and you kill the perfect thing.
    Open your eyes." + "effect": "1/round, as a reaction at the start of any allied character's turn, you may LOCK ON to any character within SENSORS.", + "description": "Close your eyes. Hold the image of your enemy in your mind; imagine it in all light and from every angle. In your mind, it has become a more perfect version.
    Crush it in your mind and kill the perfect thing. Open your eyes.
  • \"Lesson Three\", The Six Lessons of Kilo Nueve." }, { - "id": "transub", - "name": "The Lesson of Transubstantiation", + "id": "cb_the_lesson_of_thinking_tomorrows_thought", + "name": "THE LESSON OF THINKING-TOMORROW'S-THOUGHT", "source": "HORUS", - "effect": "When your mech loses a point of structure, it disappears from the battlefield, no longer becoming a valid target. It returns at the start of your next turn in the same space. If that space is occupied, it returns in the nearest available free space to its original position (chosen by you).", - "description": "Through ecstatic repetition you may see the face of god. Speak until your tongue dried and rattles to dust, until your body becomes nothing. When you are nothing, you are in all things, body and mind, always." + "effect": "When you hit with a tech attack, your next melee attack against the same target gains +1 ACCURACY, and its damage can't be reduced in any way.", + "description": "Let me tell you this lesson: the corporeal existence is one that must end in death. The incorporeal existence is one that must end in [cascade? do you really think that is true?]. I tell you again, if you can imagine it, it is [done] and you have already struck the killing blow.
  • \"Lesson Four\", The Six Lessons of Kilo Nueve." }, { - "id": "ttt", - "name": "The Lesson of Thinking-Tomorrow's-Thought", + "id": "cb_the_lesson_of_transubstantiation", + "name": "THE LESSON OF TRANSUBSTANTIATION", "source": "HORUS", - "effect": "When you successfully hit a character with a tech attack, your next melee attack against them gains +1 Accuracy and damage from this attack cannot be reduced in any way (from armor, resistance, etc).", - "description": "Let me tell you this lesson: the corporeal existence is one that must end in death; the incorporeal existence is one that must end in [cascade? do you really think that is true?]. I tell you again, if you can imagine it, it is [done] and you have already struck the killing blow." + "effect": "Any time you take structure damage, you disappear into a non-space and cease to be a valid target. You reappear in the same space at the start of your next turn. If that space is occupied, you reappear in the nearest available free space (chosen by you).", + "description": "Through ecstatic repetition, you may see the face of God. Speak until your tongue dries and rattles to dust, and your body becomes nothing. When you are nothing, and the wind takes you, you are in all things, never to be destroyed, only divided, until time's end.
  • \"Lesson Five\", The Six Lessons of Kilo Nueve." }, { - "id": "shaping", - "name": "The Lesson of Shaping", + "id": "cb_the_lesson_of_true_shaping", + "name": "THE LESSON OF TRUE SHAPING", "source": "HORUS", - "effect": "You can now install an extra system with the AI tag in your mech (up to 2 by default). If one becomes unshackled, the other gains control automatically.", - "description": "A little gift, to be pondered until understood: cast aside the hammer and sword, the cannon and laser. No weapon formed against me shall prosper. I have seen all ends, and there is nothing but me left. A trillion trillion light years in all directions, and through it all, only [us? who knows. ego is a mind killer. best to call your friends, better to face the night together. till later.]" + "effect": "You may install an additional AI in your mech. If one enters cascade (or becomes unshackled narratively), the other prevents it from taking control of your mech. You only lose control of your mech if both AI-tagged systems or equipment enter cascade.", + "description": "A little gift, to be pondered until understood: Cast aside the hammer and sword, the cannon and beam: no weapon formed against me shall land a true blow, as I have seen all ends, and there is nothing left but me. A trillion trillion light-years in all directions, and through it all, only [us? who knows. ego is a mind-killer. best to call your friends. better to face the night together. 'til later, love.]
  • \"Lesson Six,\" The Six Lessons of Kilo Nueve." }, { - "id": "sculpted", - "name": "Armory Sculpted", + "id": "cb_adaptive_reactor", + "name": "ADAPTIVE REACTOR", "source": "HA", - "effect": "Your mech takes +1 Accuracy to all engineering checks and saves. When it overcharges, it gains soft cover until the start of its next turn.", - "description": "Rather than simply queuing a stock chassis like any other pilot, you've used your reputation, contacts, or status in the Armory's hierarchy to requisition a chassis that is designed, tested, and tuned by a master fabricator." + "effect": "When you STABILIZE and choose to cool your mech, you may spend 2 REPAIRS to clear 1 stress damage.", + "description": "All Armory frames are designed with multiple failsafe systems, but VIP clients and high-tier citizenry have access to a special catalog. With dozens of options for over-engineering reactors, it's easy to make sure a mech can keep running indefinitely." }, { - "id": "heatfall", - "name": "HEATFALL coolant system", + "id": "cb_armory_sculpted_chassis", + "name": "ARMORY-SCULPTED CHASSIS", "source": "HA", - "effect": "The heat cost for overcharging your mech never exceeds 1d6.", - "description": "The HEATFALL system comes packaged with a stable COLDCORE power core of Armory make; when paired together, this suite makes for an incredibly low-tax powerplant." + "effect": "You gain +1 ACCURACY on all ENGINEERING checks and saves. When you OVERCHARGE, you gain soft cover until the start of your next turn.", + "description": "Anyone can print a stock mech chassis, relying on a section of generic code to keep them alive. The discerning pilot, on the other hand, accepts only the best: a frame designed, tested, and tuned by one of the Armory's master fabricators." }, { - "id": "ammofeeds", - "name": "Integrated Ammo Feeds", + "id": "cb_heatfall_coolant_system", + "name": "HEATFALL COOLANT SYSTEM", "source": "HA", - "effect": "Your mech gains +2 uses to all limited systems or deployables", - "description": "By streamlining and better integrating all automated ordnance loading modules, your chassis' time-to- target minimums are greatly improved. As an added bonus, your overall carrying capacity has been increased, allowing you to field more ordnance than design specifications suggest." + "effect": "Your cost for OVERCHARGE never goes past 1d6.", + "description": "The Heatfall Coolant System comes packaged with a stabilized reactor core; paired together, this combo is guaranteed to keep a mech cool in nearly any environment." }, { - "id": "adaptive", - "name": "Adaptive Reactor", + "id": "cb_integrated_ammo_feeds", + "name": "INTEGRATED AMMO FEEDS", "source": "HA", - "effect": "You can now spend 3 repairs as part of a Stabilize action in combat to repair 1 reactor stress when you choose to cool your mech.", - "description": "All Armory chassis are engineered to have multiple failsafe systems: yours has been over-engineered to make SURE you won’t go down fast." + "effect": "All LIMITED systems and weapons gain an additional two charges.", + "description": "By streamlining and integrating all automated ordnance-loading modules, Harrison Armory specialists can greatly enhance mechs' time-to-target minimums. As an added bonus, these upgrades usually result in increased carrying capacity, allowing pilots to field more ordnance than design specifications suggest." }, { - "id": "stasis", - "name": "Stasis Shielding", + "id": "cb_stasis_shielding", + "name": "STASIS SHIELDING", "source": "HA", - "effect": "When your mech overheats and gains reactor stress, it becomes resistant to all damage until the start of your next turn.", - "description": "A Think-Tank exercise in extending stasis beyond the capabilities of civilian utility, stasis shielding is a cutting edge Armory system that identifies critical systems and blankets them in HOLDFAST stasis lock, preventing further degradation for a limited period of time until repairs can be made." + "effect": "Whenever you take stress damage, you gain RESISTANCE to all damage until the start of your next turn.", + "description": "A Think Tank exercise in extending stasis beyond the capabilities of civilian utility, Harrison Armory's stasis shielding actively identifies critically stressed inorganic systems and blankets them in unmodulated \"Holdfast\" stasis, preventing further degradation for a limited period of time until repairs can be made." }, { - "id": "superior", - "name": "Superior By Design", + "id": "cb_superior_by_design", + "name": "SUPERIOR BY DESIGN", "source": "HA", - "effect": "Your mech is immune to the impaired condition and gains +2 heat capacity", - "description": "Even the entry-level Armory chassis are designed to be better than the competition. By flexing the sheer amount of resources they have at their disposal, the Armory can out design and out produce other smaller, boutique engineers and fabricators. Where there is resistance, the answer is simple: buy them out, or stamp them out. You, pilot, benefit from this -- so why worry?" + "effect": "You gain IMMUNITY to IMPAIRED and gain +2 HEAT CAP.", + "description": "Even the Armory's entry-level frames aim to outperform the competition. Thanks to the incredible resources they have at their disposal, Harrison Armory can out-design and out-produce almost any smaller, boutique engineer or fabricator. Where resistance is found, the answer is simple: buy them out, or stamp them out. The Armory's valued customers benefit from this philosophy of \"Superior by Design\", so why should they worry?" } ] \ No newline at end of file diff --git a/lib/frames.json b/lib/frames.json index 170ed5b..7c85a96 100644 --- a/lib/frames.json +++ b/lib/frames.json @@ -1,12 +1,18 @@ [ { - "id": "everest", + "id": "mf_standard_pattern_i_everest", "source": "GMS", - "name": "EVEREST", - "mechtype": ["Balanced"], + "name": "STANDARD PATTERN I \"EVEREST\"", + "mechtype": [ + "Balanced" + ], "y_pos": "25", - "description": "Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet without water, earth, and air, there would be no place for Humanity to make their home.
    The Everest -- officially, the General Massive Systems Standard Pattern I -- is a plainly designed chassis.
    Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet without water, earth, and air, there would be no place for Humanity to make their home.
    The Everest -- officially, the General Massive Systems Standard Pattern I -- is a plainly designed chassis. Simple lines. Functional grace. Sturdy bulk. Its use-name, “Everest”, comes from one of the names of the tallest mountain on Cradle. Of the surveyed, named mountains in known space, Mount Everest -- or Sagarmatha, or Chomolungma, as it has been called in Old Human tongues -- is neither the most prominent peak, nor the even the tallest in Cradle’s local star system; and yet, pilots the galaxy over learned to call their GMS-SPi’s by that ancient name. Why?
    The sentimental answer is that the Everest is called the Everest because it is a reminder of what was once the limit of human endurance, of what once was the peak of human achievement. To summit Everest was to stand atop the world, the culmination of months -- maybe years -- of training, investment, and effort, defying death and injury upon your quest to summit.
    The real answer is probably much less intentional. Somewhere along the line, GMS’s plain naming convention coupled with Union’s anthropocentric emphasis lead a cadet, having graduated to a full pilot, to paint EVEREST across their GMS-SPi’s flank. Maybe it was meant to be their callsign, or maybe it was meant to represent their success following grueling training, but either way the name stuck in the insular pilot culture. Other pilots adopted the name, and over five centuries it has grown to become the official-unofficial designation for all GMS-SPi chassis.
    Veteran pilots may never return to crew an Everest after they’ve moved on to other chassis, but they’ll always remember when they reached that first summit, when they proved they were worthy of planting their own flag on at the peak of the world.
    The Everest may not be the most specialized chassis in the galaxy, but it is the backbone of the galaxy, and humanity steps to the stars from its shoulders.", - "mounts": ["Flex", "Main", "Heavy"], + "description": "Most humans don't think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet, without water, earth, and air, there would be nowhere for humanity to make a home.
    Just the same, the GMS-SP1 \"Everest\" is often taken for granted, its importance dismissed in favor of other, more specialized frames. A plain and unpretentious mech, defined by simple lines, functional grace, universal compatibility, and sturdy bulk, the Everest is as fundamental to the modern mechanized chassis as the natural world is to human life. The Everest isn't the most specialized mech, but it is the backbone of our expansion imperative. From its shoulders, humanity steps.
    Prior to GMS's official adoption of the name, \"Everest\" was a use-name given to the frame by its pilots. Mount Everest - or Sagarmatha, or Chomolungma, as it has been called in older human tongues - is the tallest mountain on Cradle, though not the most prominent peak in known space, nor even the greatest in Cradle's star system, yet pilots across the galaxy call their SP1s by that ancient name. Why?
    The sentimental answer is that the name is a reminder of what was once the limit of human endurance - once the height of human achievement. To reach Everest's summit was to defy death and stand atop the world - the culmination of months, even years, of training, investment, and hard work. Reaching the peak was also a triumph of the people, systems, and institutions behind the individual - a triumph too often left unacknowledged, or deliberately erased.
    Sagarmatha. Chomolungma.
    Even before the Fall, when the Massif vaults were built, some names - some stories - were given priority over others.
    The real story behind the Everest's name is likely much less deliberate. Somewhere along the line, a newly graduated pilot, frustrated by GMS's plain naming conventions, painted \"EVEREST\" across the flank of their SP1. Maybe it was a callsign, or maybe it represented the pride they felt at success. Either way, the name stuck: others adopted the name, and over five centuries it grew to become the officially unofficial designation of the SP1 chassis.
    Veteran pilots may never return to the Everest after moving on, but they'll always remember reaching that first summit - the mountaintop where they proved they could plant their own flag at the peak of the world.
    Sagarmatha. Chomolungma.
    Everest - you'll never forget it.", + "mounts": [ + "Flex", + "Main", + "Heavy" + ], "stats": { "size": 1, "armor": 0, @@ -23,22 +29,22 @@ }, "traits": [ { - "name": "Initiative", - "description": "The very first turn the Everest takes in any combat, it can take an extra Quick Action as a free action" + "name": "INITIATIVE", + "description": "1/scene, the Everest may take any quick action as a free action." }, { - "name": "Replaceable Parts", - "description": "During a rest, the Everest can spend 1 repair to repair 1 point of structure damage" + "name": "REPLACEABLE PARTS", + "description": "While resting, the Everest can be repaired at a rate of 1 REPAIR per 1 structure damage, instead of 2 REPAIRS." } ], "core_system": { - "name": "GMS Hyperspec Fuel Injector", + "name": "Hyperspec Fuel Injector", "description": "", - "active_name": "Power Up", - "effect": "This turn only, you can make an additional Full Action as a free action or 2 Quick actions as free actions.", + "active_name": "POWER UP", + "active_effect": "For the rest of this scene, you gain +1 ACCURACY on all attacks, checks, and saves; additionally, 1/turn, you can BOOST as a free action.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, @@ -46,13 +52,19 @@ "aptitude": {} }, { - "id": "blackbeard", + "id": "mf_blackbeard", "source": "IPS-N", "name": "BLACKBEARD", + "mechtype": [ + "Striker" + ], "y_pos": "23", - "mechtype": ["Striker"], - "description": "The IPS-N BLACKBEARD is IPS-N’s solution for an aggressive, front-facing, preemptive anti-piracy platform. The BLACKBEARD license range is built for environments where combustible kinetic weaponry is either useless, too dangerous, or would prompt unnecessary collateral damage. Its distinctive, slim frame is a evocative of its speed and reduces its radar profile, making it hard to track and harder still to hit. The BLACKBEARD platform has been split into two model lines, the IPS-N/BB-L, which is the standard production line model, and the IPS-N/BB-Sk, a prototype limited print run of BB models purpose-built to contain IPS-N’s SEKHMET NHP platform.", - "mounts": ["Flex", "Main", "Heavy"], + "description": "The Blackbeard is IPS-N's aggressive solution to piracy: a front-facing, first-striking mech designed for environments in which combustible kinetic weapons are useless, dangerous, or likely to cause unnecessary collateral damage. With its distinctly slim frame, the Blackbeard doesn't just look fast - it also has a reduced radar profile. This mech is hard to track and harder still to hit.
    The Blackbeard range comprises two lines: the standard IPS-N/BB-L production-line model, and the IPS-N/BB-Sk, a limited-release prototype purpose-built to house IPS-N's SEKHMET-class NHPs.", + "mounts": [ + "Flex", + "Main", + "Heavy" + ], "stats": { "size": 1, "armor": 1, @@ -69,43 +81,46 @@ }, "traits": [ { - "name": "Cable Grapple", - "description": "The Blackbeard can initiate grapples up to range 5 away. If it successfully grapples its target, the Blackbeard is immediately pulled adjacent to its target by the straightest path possible (if it can’t move adjacent to its target, the grapple breaks)." + "name": "GRAPPLE CABLE", + "description": "The Blackbeard can GRAPPLE targets within RANGE 5. If a GRAPPLE is successful, the Blackbeard is immediately pulled adjacent to the target by the most direct path. If there are no suitable spaces, the grapple breaks and the Blackbeard does not move." }, { - "name": "Lock/Kill Subsystem", - "description": "The Blackbeard can boost and take reactions while grappling." + "name": "LOCK/KILL SUBSYSTEM", + "description": "While grappling, the Blackbeard can BOOST and take reactions." }, { - "name": "Exposed Reactor", - "description": "The Blackbeard gets +1 Difficulty on engineering checks." + "name": "EXPOSED REACTOR", + "description": "The Blackbeard receives +1 Difficulty on ENGINEERING checks and saves." } ], "core_system": { "name": "Assault Grapples", - "description": "The IPS-N branded assault grappling system is a proven, class-leading system rated to handle hauling, supporting, and securing chassis up to Galactic Standard Size 4. Grapple heads are interchangeable and can be swapped for hard or soft targets, electrified, or loaded with codespike systems to incapacitate targets at a distance.", - "active_name": "Omni-harpoon", - "effect": "This one-shot system fires harpoon-like grapples at any number of targets within line of sight and within range 5. Those targets must pass a hull save or take 2d6 kinetic damage, and half on a successful save. On a failed save, they are additionally knocked prone and pulled adjacent to your mech, or as far as possible towards your mech without being obstructed. They are then immobilized until the end of your next turn.", + "description": "The IPS-N-branded Assault Grappling System is a class-leading technology rated for hauling, supporting, and securing chassis of sizes up to Schedule 4. Grapple heads are interchangeable and can be swapped for engagement with soft or hard targets - either electrified or loaded with codespike systems for long-distance incapacitation.", + "active_name": "OMNI-HARPOON", + "active_effect": "This system fires grappling harpoons at any number of targets within RANGE 5 and line of sight. Affected characters must succeed on a HULL save or take 2d6 kinetic damage and be knocked PRONE, then pulled adjacent to you, or as close as possible. They become IMMOBILIZED until the end of their next turn. On a success, they take half damage and are otherwise unaffected.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } ] }, "data_type": "frame", - "aptitude": { - "melee": 3, - "control": 1 - } + "aptitude": {} }, { - "id": "drake", + "id": "mf_drake", "source": "IPS-N", "name": "DRAKE", + "mechtype": [ + "Defender" + ], "y_pos": "12", - "mechtype": ["Defender"], - "description": "The IPS-N DRAKE is the backbone of any proactive trade security/anti-piracy force and represents the manufacturers first foray into military-grade mechs. It is a massive frame, simian in appearance, built around a single-cast bulkhead sloped and reinforced to handle sustained incoming and outgoing fire.
    A dense heavily armored chassis, the standard IPS-N DRAKE fleet license includes a high-velocity, high- fragment assault cannon for suppressing and overwhelming their targets, and a heavy kinetic/ablative barrier shield for defense. More advanced models feature scaled-up weaponry and armor, including the notorious multi-barrel Leviathan cannon.", - "mounts": ["Main", "Main", "Heavy"], + "description": "The Drake, IPS-N's first foray into military-grade mech design, is the backbone of any proactive trade-security or anti-piracy force. Its massive, simian frame is built around a single-cast bulkhead, sloped and reinforced to handle sustained fire and the vagaries of vessel-proximal hardvac travel. The Drake is an imposing chassis, its frame evoking the might of ancient armored infantry when numbers equaled assured victory.
    The standard fleet license for the IPS-N Drake outfits each chassis with IPS-N's high-velocity, high-projectile-fragment assault cannon for suppressing and overwhelming targets, and a heavy kinetic-ablative shield for defense. Advanced models feature upgraded weapons and armor including the formidable Leviathan Heavy Assault Cannon, a high-rpm anti-materiel rifle.", + "mounts": [ + "Main", + "Main", + "Heavy" + ], "stats": { "size": 2, "armor": 3, @@ -122,48 +137,48 @@ }, "traits": [ { - "name": "Heavy Frame", - "description": "The Drake cannot be knocked back or prone by actors smaller than itself" + "name": "HEAVY FRAME", + "description": "The Drake can't be pushed, pulled, knocked PRONE, or knocked back by smaller characters." }, { - "name": "Blast Plating", - "description": "The Drake has resistance to damage, heat, and burn from blast, line, and cone attacks" + "name": "BLAST PLATING", + "description": "The Drake has RESISTANCE to damage and heat from BLAST, LINE, BURST, and CONE attacks." }, { - "name": "Guardian", - "description": "Adjacent allies can use the Drake for Hard Cover" + "name": "GUARDIAN", + "description": "Allied characters can use the Drake for hard cover." }, { - "name": "Slow", - "description": "The Drake has +1 Difficulty on agility checks and saves" + "name": "SLOW", + "description": "The Drake receives +1 DIFFICULTY on AGILITY checks and saves." } ], "core_system": { - "name": "Fortress", + "name": "FORTRESS", "description": "", - "active_name": "Fortress Protocol", - "effect": "When you activate this protocol, you plant your shield and deploy stabilizers, becoming more like a fortified emplacement than a mech. While this system is active:This system can be deactivated at the start of your turn as a protocol.", + "active_name": "FORTRESS PROTOCOL", + "active_effect": "You deploy heavy stabilizers and your mech becomes more like a fortified emplacement than a vehicle. When activated, two sections of hard cover (LINE 2, SIZE 1) unfold from your mech, drawn in any direction. These cover sections have IMMUNITY to all damage.
    Additionally, the following effects apply while active:
  • You become IMMOBILIZED.
  • You benefit from hard cover, even in the open, and gain IMMUNITY to KNOCKBACK, PRONE, and all involuntary movement.
  • When you BRACE, you may take a full action on your next turn instead of just a quick action.
  • Any character that gains hard cover from you or your cover sections gains IMMUNITY to KNOCKBACK, PRONE, and all involuntary movement, and gains the benefits of BLAST PLATING.
    This system can be deactivated as a protocol. Otherwise, it lasts until the end of the current scene.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "melee": 1, - "ranged": 2, - "support": 2 - } + "aptitude": {} }, { - "id": "lancaster", + "id": "mf_lancaster", "source": "IPS-N", "name": "LANCASTER", + "mechtype": [ + "Support" + ], "y_pos": "16", - "mechtype": ["Support"], - "description": "The IPS-N LANCASTER is a mil-spec variant of an older IPS-N civilian transport design, streamlined for military/operator use. The LANCASTER features multiple redundant systems and object/environment- interact projectors to facilitate pinpoint accuracy when engaging with delicate systems, damaged or intact. Commonly piloted by sapper and engineer-designate pilots in frontline support/specialist roles, LANCASTER pilots are sometimes ridiculed for piloting the old-fashioned frame. Veteran pilots know that the LANCASTER is one of the most reliable and well-made mechs out there, and is indispensable on any serious long-range mission.", - "mounts": ["Main/Aux"], + "description": "The IPS-N Lancaster is a mil-spec variant of an older IPS-N civilian terrestrial, inter/outer-hull transport and maintenance chassis, streamlined for use in any theater. The Lancaster features multiple redundant systems and sophisticated interaction projectors to ensure pinpoint accuracy when engaging with delicate systems, whether damaged or intact.
    Lancaster pilots often adopt roles as sappers and engineers in frontline support. Sometimes ridiculed for piloting the old-fashioned frame by newer, untested pilots, veteran Lancaster jockeys know the truth: the Lancaster is one of the most reliable and well-made mechs out there, indispensable on any serious long-range mission. Not every mission is won with bullets, lasers, and bombs: without the engineers and their Lannies, few of those hotshots would come home alive.", + "mounts": [ + "Main/Aux" + ], "stats": { "size": 2, "armor": 1, @@ -180,46 +195,48 @@ }, "traits": [ { - "name": "Redundant Systems", - "description": "Other friendly mechs of the Lancaster’s choice that are adjacent to it can spend the Lancaster’s repairs as if they were their own" + "name": "REDUNDANT SYSTEMS", + "description": "At your discretion, other characters adjacent to the Lancaster can spend its REPAIRS as their own." }, { - "name": "Combat Repair", - "description": "The Lancaster can spend a full action and 4 repairs in combat to repair a destroyed mech, returning it to 1 structure and 1 HP" + "name": "COMBAT REPAIR", + "description": "In combat, the Lancaster can use 4 REPAIRS to repair a destroyed mech as a full action, returning it to 1 STRUCTURE, STRESS, and 1 HP." }, { - "name": "Insulated", - "description": "The Lancaster is immune to Burn" + "name": "INSULATED", + "description": "The Lancaster has IMMUNITY to burn." } ], "core_system": { "name": "Latch Drone", - "description": "Known colloquially as a ‘Wingman’ drone, latch drones are companion drones carried upon and deployed from a chassis. Pilots are advised against developing attachments to these drones, given their high casualty rate.", - "integrated": { - "id": "lancaster_integrated" - }, - "active_name": "Supercharger", - "effect": "You fire your drone at a friendly mech in range, where it clamps onto the target. For the rest of this scene, you take 1 heat at the start of your turn, but the targeted mech gains +1 Accuracy on all attacks, checks, and saves, and is immune to the impaired, jammed, slowed, shredded, and immobilized conditions from characters other than itself. This effect ends early if you or the targeted mech is stunned. While this system is active, you cannot fire your drone as a weapon (using the passive of this system).", + "description": "Known colloquially as a \"Wingman\", latch drones are companion drones carried by and deployed from a chassis. Pilots are recommended not to develop emotional attachments to these drones due to their high casualty rate.", + "active_name": "SUPERCHARGER", + "active_effect": "Your LATCH DRONE clamps onto an allied mech within its RANGE. For the rest of the scene you take 1 heat at the start of each of your turns, but your target gains +1 ACCURACY on all attacks, checks, and saves, and IMMUNITY to the IMPAIRED, JAMMED, SLOWED, SHREDDED, and IMMOBILIZED conditions from characters other than itself. This effect ends if either character becomes STUNNED.
    While this system is active, you cannot use the LATCH DRONE for any other purpose.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } - ] + ], + "integrated": { + "id": "mw_lancaster_integrated" + } }, "data_type": "frame", - "aptitude": { - "support": 2, - "repair": 3 - } + "aptitude": {} }, { - "id": "nelson", + "id": "mf_nelson", "source": "IPS-N", "name": "NELSON", - "mechtype": ["Striker"], + "mechtype": [ + "Striker" + ], "y_pos": "35", - "description": "The IPS-N NELSON brings the close-quarters doctrine espoused by ISP-N to its most pure form. The NELSON is built to brawl in environments too volatile for firearms or when ordnance has been exhausted. With its functional size, the NELSON can attack fast while remaining a difficult target to track. Layers of fractal-fold BULWARK plating allows for ceramic-analogous carbon flaking, effectively nulling the impact of incoming solid-state fire by dispersing kinetic energy across a rounded hull. This null-k plating protects the pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.
    The NELSON is an iconic IPS-N chassis, known across the galaxy as the frame of choice for the Albatross, the Cosmopolitan interstellar anti-piracy agency. Their distinctive white, gold, and red livery and mastery of the war pike — as well as seeming agelessness due to time dilation — has won both the Albatross and the NELSON a venerated place in Diasporan lore — and secured the Albatross an endorsement contract with IPS-N in perpetuity.", - "mounts": ["Flex", "Main/Aux"], + "description": "The IPS-N Nelson is the purest embodiment of the close-quarters doctrine espoused by its manufacturer. It is built to brawl, thriving when ordnance has been exhausted or when the environment is too volatile for firearms. With its functional size, the Nelson can strike fast and remain a difficult target to track. Layers of fractal-fold Armor-Lock plating with ceramic-analogous carbon flaking properties effectively nullify the impact of incoming ballistics by dispersing kinetic energy across a rounded hull. This null-k defense protects the pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.
    The Nelson is an iconic IPS-N chassis, known across the galaxy as the favored frame of the Albatross, the nomadic order of Cosmopolitan peacekeepers. The Albatross's distinctive white, gold, and red livery, mastery of the war pike, and apparent agelessness due to time dilation has won both them and the Nelson a venerated place in Diasporan lore - and secured an endorsement contract with IPS-N in perpetuity.", + "mounts": [ + "Flex", + "Main/Aux" + ], "stats": { "size": 1, "armor": 0, @@ -236,40 +253,42 @@ }, "traits": [ { - "name": "Momentum", - "description": "Once per round, after making the boost action, the next melee attack from the Nelson deals +1d6 bonus damage on hit" + "name": "MOMENTUM", + "description": "1/round, after you BOOST, the Nelson's next melee attack deals +1d6 bonus damage on hit." }, { - "name": "Skirmisher", - "description": "After making any attack, the Nelson can move 1 in any direction. This movement doesn’t provoke reactions, ignores engagement, and doesn’t count against its movement for the turn. It can’t make this move if immobilized or slowed." + "name": "SKIRMISHER", + "description": "After attacking, the Nelson can move 1 space in any direction as a free action as long as it isn't IMMOBILIZED or SLOWED. This movement ignores engagement and doesn't provoke reactions." } ], "core_system": { "name": "Perpetual Momentum Drive", - "description": "IPS-N’s PMD exploits fighter-tier nearlight spooling to conserve and sustain a passive .000001LS charge, able to be dumped into extant boost systems at the pilot’s command. The chassis fielding this system must be heavily adapted through strengthening joints, limbs, and installing a k-comp crash couch to protect the pilot from sudden g force and shear", - "active_name": "Spool up PMD", - "effect": "Once activated, this system remains active until the rest of the current scene. While its active, the free movement from the Nelson’s Skirmisher passive increases to 4", + "description": "IPS-N's Perpetual Momentum Drive exploits fighter-tier nearlight spooling to capture and sustain a passive .000001 ls charge, able to be dumped into boost systems upon command. Chassis equipped with this drive require heavy reinforcement, including strengthened joints and limbs, and installation of a k-comp crash couch to protect the pilot from sudden g-force and shear.", + "active_name": "ENGAGE DRIVE", + "active_effect": "For the rest of the scene, Skirmisher allows you to move 4 spaces at a time instead of 1 space.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "melee": 1, - "ranged": 1, - "control": 2 - } + "aptitude": {} }, { - "id": "raleigh", + "id": "mf_raleigh", "source": "IPS-N", "name": "RALEIGH", + "mechtype": [ + "Striker" + ], "y_pos": "12.5", - "mechtype": ["Striker"], - "description": "The IPS-N RALEIGH, more so than any other mech in IPS-N's core line, is meant to meet any enemy, any where, in any combat scenario. The RALEIGH is an all-rounder build that trends towards the midrange. It is commonly outfitted with an auxiliary hand cannon for ranged capability, a massive hammer to deal with anything that gets close, and the iconic, chest-mounted MJOLNIR cannon.", - "mounts": ["Aux/Aux", "Flex", "Heavy"], + "description": "Seeing GMS and Harrison Armory's push to secure whole-fleet line contracts with Union member states, IPS-N launched a brief foray into design and production of their own main battle line frame. Enter the Raleigh, a stylistic and design oddity for IPS-N. Designed not as a specialist, but as a purpose-built, close-range mech, the Raleigh failed to stun potential clients in trials.
    Though a favorite of test pilots due to its unique styling and agility, the Raleigh saw few fleet orders and, after a brief run as IPS-N's flagship, was quietly rolled back and replaced with the Tortuga. No longer offered as a fleet contract, the Raleigh enjoys a quiet popularity among pilots seeking a well-balanced, if close-ranged, line mech.", + "mounts": [ + "Aux/Aux", + "Flex", + "Heavy" + ], "stats": { "size": 1, "armor": 1, @@ -286,41 +305,45 @@ }, "traits": [ { - "name": "Full Metal Jacket", - "description": "If the Raleigh doesn’t make any attacks or force any saves during its turn, it can reload all weapons with the loading tag at the end of its turn as a free action." + "name": "FULL METAL JACKET", + "description": "At the end of its turn, if the Raleigh hasn't made any attacks or forced any saves, it can reload all LOADING weapons as a free action." }, { - "name": "Shielded Magazines", - "description": "The Raleigh can still make ranged attacks if it is Jammed." + "name": "SHIELDED MAGAZINES", + "description": "The Raleigh can make ranged attacks when JAMMED." } ], "core_system": { - "name": "IPS-N M35 ‘Mjolnir’ Cannon", - "description": "IPS-N’s M35 MJOLNIR cannon is a carryover from Northstar’s WATCHMAN line of defensive weapons, reworked for frontline combat. The MJOLNIR is a hard-mount, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It is an impulse weapon, a system tied to a pilot’s second-tier neural processes as dictated and coached by their partner Comp/Con or NHP; even in death, a pilot’s MJOLNIR will continue to identify and attack hostile targets until total systemic failure. For this reason, the MJOLNIR is often referred to as a deadgun, one of many such weapons common among CQB-oriented pilots. ", - "integrated": { - "id": "raleigh_integrated" - }, - "active_name": "Thunder God", - "effect": "You empty your M35 out and spin it up. Until the end of the current challenge, if you didn’t fire your M35 on your turn, it gains 2 more rounds in the chamber at the end your turn (you can use a d6 to track this). It starts with 0 rounds in the chamber. When you next fire the weapon, it fires all chambers, for 4 damage per chamber. The M35 has six chambers, for a maximum of 24 damage. If 4 or more chambers are fired at once, this weapon gains the AP tag and your target is Shredded on hit until the end of its next turn.", + "name": "M35 MJOLNIR CANNON", + "description": "IPS-N's M35 Mjolnir cannon is a carryover from Northstar's Watchman line of defensive weapons, reworked for frontline combat. The Mjolnir is a hard-mounted, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It's an impulse weapon, tied to the pilot's second-tier neural processes with mediation from a comp/con or NHP; even in death, a pilot's Mjolnir will continue to identify and attack hostile targets until reaching total systemic failure. For this reason, the Mjolnir is often referred to as a deadgun - one of many such weapons to be found among CQB-oriented pilots.", + "active_name": "THUNDER GOD", + "active_effect": "You start to spin your M35 MJOLNIR up, beginning with no chambered rounds. For the rest of the scene, you load two rounds into chambers at the end of any turn during which you haven't fire the M35 MJOLNIR. It can hold a maximum of six rounds.
    When you fire the M35 MJOLNIR, all chambers fire simultaneously, dealing 4 kinetic damage per loaded round. If you fire four or more rounds at once, the attack gains AP and, on a hit, your target becomes SHREDDED until the end of their next turn.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } - ] + ], + "integrated": { + "id": "mw_raleigh_integrated" + } }, "data_type": "frame", - "aptitude": { - "ranged": 3 - } + "aptitude": {} }, { - "id": "tortuga", + "id": "mf_tortuga", "source": "IPS-N", "name": "TORTUGA", - "mechtype": ["Defender", "Striker"], + "mechtype": [ + "Defender", + "Striker" + ], "y_pos": "20", - "description": "The TORTUGA is IPS-N's short-to-medium range core-line mech. Conceived, tested, and perfected in the void of deep trade space, the TORTUGA is made to breach and clear the spinal columns of capital ships, carriers, and hostile stations. The TORTUGA is built to occupy space, filling hallways with its angular bulk. It defends just as effectively as it attacks, often used in a battering-ram role by boarding parties and ship/ stationboard marines. Conversely, the Tortuga is often employed in a defensive posture by marines seeking to repel boarding parties, often using its ablative brachial structures to shield troopers from incoming fire.", - "mounts": ["Main", "Heavy"], + "description": "The Tortuga is IPS-N's short-to-medium range line of mechs. Conceived, tested, and perfected in the void of deep space, the Tortuga was made to breach and clear carrier decks, hostile station environments, and the spinal columns of capital ships. It excels at occupying space and filling hallways with its angular bulk, often acting as a walking battering ram by boarding parties and marines. But the Tortuga defends just as effectively as it attacks, using its broad plates of brachial armor to shield itself and any advancing allies.", + "mounts": [ + "Main", + "Heavy" + ], "stats": { "size": 2, "armor": 2, @@ -337,39 +360,43 @@ }, "traits": [ { - "name": "Sentinel", - "description": "The Tortuga gets +1 Accuracy to all attacks made as a reaction, such as overwatch." + "name": "SENTINEL", + "description": "The Tortuga gains +1 ACCURACY on all attacks made as reactions (e.g., OVERWATCH)." }, { - "name": "Guardian", - "description": "Allied actors can use the Tortuga for hard cover." + "name": "GUARDIAN", + "description": "Allied characters can use the Tortuga for hard cover." } ], "core_system": { - "name": "SENTINEL", - "description": "IPS-N security teams are no strangers to the danger of ship-to-ship or ship-to-station boarding actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the dual threat of organic and inorganic opposition forces make boarding actions some of the most deadly engagements (by percentage) that one could participate in — the winning side, according to IPS-N’s internal metrics, should expect at least 30% casualties on average.
    To lessen the cognitive burden of pilots and any NHPs or comp/cons they have installed in their chassis, IPS-N developed the SENTINEL co-pilot subsentient partition. The Sentinel is a simple subsentient: a flash-homunculus of an aggregate-intelligence compiled through thousands of after-action reports from boarding actions, debriefings, and volunteer donors. Not a true AI, nor an NHP, the SENTINEL is a robust tactical program similar to a smart weapon, though without the need to cycle it presents certain tactical advantages — namely, the ability for limited learning and best-guess predictive capabilities alongside its pilot. SENTINELs are largely plain in their personalities, such that they develop, and are a favorite of pilots for their no-nonsense attitude and crisp, efficient counsel.
    The SENTINEL is currently under review by a joint USB/UDoJ-HR committee, but no formal stay on production has yet been issued.", - "active_name": "Hyper-Reflex Mode", - "effect": "For the rest of this combat, your threat with ranged weapons increases to 5 if it was less than 5. You can make one additional overwatch attack between your turns, and any target struck by your overwatch attacks is immediately immobilized until the start of its next turn.", + "name": "WATCHDOG Co-Pilot", + "description": "IPS-N security teams are no strangers to the dangers of ship-to-ship or ship-to-station boarding actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the potential dual threat of both organic and inorganic opposition make boarding actions some of the most statistically deadly engagements - according to IPS-N's internal metrics, even the winning side should expect at least 30% casualties.
    Hoping to lessen the cognitive burden on pilots and any NHPs or comp/cons installed in their chassis, IPS-N developed the WATCHDOG co-pilot. The WATCHDOG is a simple, subsentient partition: a flash-homunculus of aggregated intelligence generated from thousands of after-action reports from boarding actions, debriefings, and volunteer donors. Not an NHP, nor even a comp/con, the WATCHDOG is a robust tactical program similar to a smart weapon. That said, its ability to operate without cycling presents certain advantages: namely, these co-pilots have some capacity to learn and make best-guess predictions based on analysis of their pilots. WATCHDOGs tend to have plain personalities - to whatever extend they can be said to have one - and are a favorite of pilots looking for a no-nonsense attitude and crisp, efficient counsel.
    The WATCHDOG system is currently under review by a joint Union Science Bureau-Department of Justice and Human Rights commission, but there has been no formal stay on production yet issued.", + "active_name": "HYPER-REFLEX MODE", + "active_effect": "For the rest of this scene:
  • if you have less than THREAT 3 with a ranged weapon, it increases to 3
  • 1/round, you may take an additional OVERWATCH
  • any character you hit with OVERWATCH becomes IMMOBILIZED until the end of their next turn.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "ranged": 3, - "support": 1 - } + "aptitude": {} }, { - "id": "vlad", + "id": "mf_vlad", "source": "IPS-N", "name": "VLAD", - "mechtype": ["Controller", "Striker"], + "mechtype": [ + "Controller", + "Striker" + ], "y_pos": "12.5", - "description": "Unlike other frames, the VLAD earned its current moniker from battlefield parlance. The VLAD is the second iteration of IPS-N’s legacy YI-SUN-SHIN pattern, first made famous by Albatross pilots during their engagements with the Celestine on and above Orrery. With the wealth and quality of data generated by Albatross and Union pilots from that engagement, IPS-N produced the SUN 2 Like many other IPS-N chassis, the VLAD was converted from a proprietary line of heavy asteroid mining mechs, and many of its weapons reflect the early efforts of resourceful miners to convert their own tools into weapons to defend against piracy. Heavily armored, the VLAD is meant to take a frontline role, absorbing fire from dangerous targets in order to protect its allies while lining up the perfect shot. ", - "mounts": ["Flex", "Main", "Heavy"], + "description": "The Vlad is the second iteration of IPS-N's legacy Yi-Sun-Shin model, first made famous by Albatross pilots in the Celestine campaign during the fall of the Second Committee. With the wealth and quality of data generated by the Albatross in that conflict, IPS-N produced the Vlad, a power plant- and frame-upgraded spiritual successor to the Yi-Sun-Shin and deserving of a new line designation.
    The Vlad, as the Sun did before it, shares much of its design philosophy and ancestry with IPS-N's early asteroid-mining frames. Many of its standard armaments take inspiration from the early efforts of resourceful miners to convert tools into improvised anti-piracy weapons; likewise, its frame emphasizes redundancy, toughness, and component universality, allowing it to operate with outstanding self-sufficiency for long and/or dangerous deployments.
    Heavily armored, the Vlad suits a frontline role where it can absorb fire from dangerous targets while lining up the perfect shot.", + "mounts": [ + "Flex", + "Main", + "Heavy" + ], "stats": { "size": 1, "armor": 2, @@ -379,46 +406,48 @@ "heatcap": 6, "repcap": 4, "sensor_range": 5, - "tech_attack": -1, - "save": 10, + "tech_attack": -2, + "save": 11, "speed": 4, "sp": 5 }, "traits": [ { - "name": "Dismemberment", - "description": "When the Vlad successfully immobilizes a target, that target is also Shredded for the same duration." + "name": "DISMEMBERMENT", + "description": "When the Vlad inflicts IMMOBILIZE on another character, the target also becomes Shredded for the same duration." }, { - "name": "Shrike Armor", - "description": "When the Vlad is attacked by any actor within range 3, the attacker takes 1 AP kinetic damage before they attack." + "name": "SHRIKE ARMOR", + "description": "When characters within RANGE 3 attack the Vlad, the attacker first takes 1 AP kinetic damage." } ], "core_system": { "name": "Shrike Armor", - "description": "A nod to the pre-Fall namesake of the VLAD, Shrike armor plating bristles with shaped spikes, hardened with chromium/tungsten alloy tips. Strategic studding places Shrike tips in high-likelihood kinetic encounter areas: gauntlet covers, manipulator joint covers, shoulder plating, and so on. Primarily a defensive modification, Shrike armor is uncommon among Coreside pilots, and seen as a mark of underdeveloped — if terrifying — tactics.", - "active_name": "Tormentor Spines", - "effect": "Until the end of the current challenge, you gain resistance to all damage from within range 3, and your damage from the Vlad’s Shrike Armor trait increases to 3 AP kinetic damage.", + "description": "Primarily a defensive modification, Shrike armor bristles with hardened chromium-tungsten spikes - a nod to the Vlad's historical namesake. Shrike tips are strategically placed in areas with a high likelihood of kinetic encounters: gauntlets, manipulator joints, shoulder plating, and so on. Shrike armor is uncommon among pilots from the Core and is considered a mark of underdeveloped - if terrifying - tactics.", + "active_name": "TORMENTOR SPINES", + "active_effect": "For the rest of this scene, you gain RESISTANCE to all damage originating within RANGE 3, and Shrike Armor deals 3 AP kinetic damage instead of 1.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "melee": 3, - "control": 1 - } + "aptitude": {} }, { - "id": "bwitch", + "id": "mf_black_witch", "source": "SSC", "name": "BLACK WITCH", + "mechtype": [ + "Controller", + "Support" + ], "y_pos": "12.5", - "mechtype": ["Controller", "Support"], - "description": "The BLACK WITCH is the primary designate model in SSC’s newest line of mech cores meant to compete with HORUS’s dominance in the field of invasion/control cores. The BLACK WITCH is open to all pilots with the necessary SSC licensing. SSC outplanners suggest that this platform should experience greater overall use, as current SSC licenses outnumber the hypothetical maximum of HORUS licenses issued. With a slim profile, the BLACK WITCH is commonly used in SSC’s license-marketing materials, especially in its parade livery. It is a popular chassis among Baronic Major Houses, who commonly employ them as royal guards alongside their own internally produced lines.
    The BLACK WITCH is built to withstand the stresses of combat system invasion and magnetic weaponry: it is a primary platform for engagements where the use of kinetic, ferrous projectiles and ordnance is expected.", - "mounts": ["Main/Aux"], + "description": "The Black Witch is the flagship model of SSC's LUX-Iconic line of frames, on paper meant to compete with Harrison Armory's dominance in the field of cutting-edge gravity and electromagnetic manipulation. Utilizing the newest technologies developed by SSC's Exotic Materials Group, the Black Witch is a fearsome area-control platform, often fielded in support of heavier mechs engaged in direct combat.
    With a slim profile and strong defensive systems, the Black Witch is especially popular among the wealthier houses of the Karrakin Trade Baronies, who often place multiple orders to outfit their personal guards and house company officers with the Black Witch. Next to internally produced Baronic frames, the Black Witch (and other SSC LUX-Iconic models) is the most popular SSC chassis throughout noble Karrakin space.", + "mounts": [ + "Main/Aux" + ], "stats": { "size": 1, "armor": 1, @@ -428,46 +457,48 @@ "heatcap": 6, "repcap": 3, "sensor_range": 15, - "tech_attack": 1, - "save": 10, + "tech_attack": 0, + "save": 11, "speed": 5, "sp": 8 }, "traits": [ { - "name": "Repulsor Field", - "description": "The Black witch is resistant to kinetic damage." + "name": "REPULSOR FIELD", + "description": "The Black Witch has RESISTANCE to kinetic damage." }, { - "name": "Mag Parry", - "description": "Once per round you can attempt to parry any attack that deals kinetic damage against you or an adjacent ally as a reaction. Roll a d6. On a 5+, the attack is negated and automatically misses." + "name": "MAG PARRY", + "description": "1/round, as a reaction, you may attempt to parry an attack that would deal kinetic damage to you or an adjacent allied character. Roll 1d6: on 5+, the attack misses. This effect does not stack with INVISIBLE." } ], "core_system": { - "name": "Mag Projector", - "description": "A magnetic field generator takes the same technology as other projected magnetic defenses and makes them portable separate from a mech core. When activated, the mag field generator creates a projected magnetic bubble that traps all incoming ferrous projectiles; the strength of the field is so great that it can even draw mechs to its center. When the field is canceled or the solid-state battery burns out (by design), the field detonates through sudden catastrophic reversal, launching all captured projectiles out from its center.", - "active_name": "Mag Field", - "effect": "As a full action, you may activate the mag field to create a Blast 4 area with at least one square adjacent to you. Inside, ranged weapon attacks that deal kinetic or explosive damage cannot penetrate into or out of the field and will stop at the edge, doing no damage (keep track of them). The field is difficult terrain. Mech characters or other characters made at least partly of metal that start their turn in the Mag Field or enter it for the first time on their turns must make a successful hull save or be pulled to the center as far as possible and immobilized. The field lasts until the end of your next turn. At the end of your next turn, any kinetic or explosive weapons fired into this field will resume trajectory towards the center of this zone. The GM performs a single attack roll vs each target still inside the zone with +1 to the attack roll per attack fired into this zone (cumulative, up to a max of +6). Successful hits deal 1d6 Kinetic damage per attack fired into this zone (cumulative, to a maximum of 6d6). Then, the zone deactivates.", + "name": "Magnetic Field Projector", + "description": "Magnetic field generators are a portable and field-deployable variation on typical magnetic defense technologies. When activated, they create a magnetic bubble that traps all incoming ferrous projectiles. The strength of the field is so great that it can even draw mechs to its center. When the field is dispersed or its solid-state battery burns out - a feature, not a flaw - the field undergoes a sudden catastrophic implosion, drawing all captured projectiles to a point at the center of the bubble.", + "active_name": "MAG FIELD", + "active_effect": "This system projects a BLAST 3 magnetic field with at least one space adjacent to you, causing the following effects until the end of your next turn:
  • The affected area is difficult terrain.
  • Ranged attacks that deal kinetic or explosive damage can't enter or leave the affected area - projectiles stop at the edge, doing no damage. Record each attack stopped this way.
  • Mechs and other characters made at least partly of metal that start their turn in the affected area or enter it for the first time in a round must succeed on a HULL save or be pulled as close to the center as possible and become IMMOBILIZED.
    When the effect ends, any ranged attacks that were stopped resume their trajectory - toward the center of the affected area. The GM rolls attacks against each character within, gaining +1 per blocked attack (to a maximum of +6). On hit, these attacks deal 1d6 kinetic damage per blocked attack (to a maximum of 6d6).", "tags": [ { - "id": "fullaction" + "id": "tg_full_action" } ] }, "data_type": "frame", - "aptitude": { - "support": 1, - "control": 3 - } + "aptitude": {} }, { - "id": "dhead", + "id": "mf_deaths_head", "source": "SSC", "name": "DEATH'S HEAD", + "mechtype": [ + "Artillery" + ], "y_pos": "40", - "mechtype": ["Artillery"], - "description": "The DEATH'S HEAD is Smith-Shimano's answer to all other long range, low splash artillery mechs. By sacrificing hull strength for stability and alacrity, the DEATH'S HEAD manages to avoid incoming fire while holding a near-perfect lock through advanced maneuvers.
    An aggressive chassis, the Death’s Head is one of the most popular models for UN DoJ/HR and Naval field officers. The DH is a purpose-built combat chassis, with no civilian analog. In its first iteration, the Death’s Head is due for a pattern update — an update made a priority by Union in light of the ongoing escalation in Boundary Garden.", - "mounts": ["Main/Aux", "Heavy"], + "description": "The Death's Head is Smith-Shimano's answer to the need for a chassis solution for long-range, low-splash strike actions. Sacrificing raw hull strength for peerless stability and alacrity, the Death's Head is a maneuverable fire-support platform able to avoid incoming fire while maintaining a near-perfect lock on its targets. Its unique hexapedal form allows for rapid, low-profile movement in all directions.
    As an aggressive and line-focused chassis, the Death's Head is one of the most popular models for Union Navy and Union Department of Justice and Human Rights officers. It is a combat chassis through and through; as the Death's Head is a chassis produced under SSC's BELLA CIAO line, there is no civilian analog.", + "mounts": [ + "Main/Aux", + "Heavy" + ], "stats": { "size": 1, "armor": 0, @@ -484,38 +515,42 @@ }, "traits": [ { - "name": "Neuro-linked", - "description": "The death’s head can re-roll the very first ranged attack it makes per round. It must keep the second result." + "name": "NEUROLINK", + "description": "The Death's Head may reroll its first ranged attack each round, but must keep the second result." }, { - "name": "Perfected Targeting", - "description": " The death’s head gets a bonus +1 to all ranged attacks (a flat +1 to the attack roll)" + "name": "PERFECTED TARGETING", + "description": "The Death's Head gains an additional +1 to all ranged attack rolls." } ], "core_system": { "name": "Precognitive Targeting", - "description": "Precognition is the next step in human/AI interaction. By allowing AI data-dump and REM learning via a neural bridge, a pilot can learn to read situations before they begin to develop. The nature of precognition is as-yet unknown, so SSC recommends limited, monitored use of this protocol.", - "active_name": "Activate Neural Shunt", - "effect": "For the rest of this scene, you can take the following action:

    Mark for Death
    Choose a character in range 30 but further away from range 5 of the Death’ s head.You concentrate on thattarget.While concentrating, your mech is immobilized and cannot take reactions.You can stopconcentrating at the start of any of your turns as a free action, and can only concentrate on one targetat once.
    While concentrating on a target, as long as that target is not in cover from you or within range 5 of you, your ranged attacks against the target deal +3d6 bonus damage on Critical Hit.", + "description": "Precognition is the next step in human/AI interaction. Using a neural bridge, SSC's precognitive targeting system allows pilots to learn constantly and unconsciously from data gathered in the field, equipped them to read situations before they develop. Precognition is highly experimental and the precise mechanisms unknown even to the designers, so SSC recommends limited, monitored use of this system.", + "active_name": "NEURAL SHUNT", + "active_effect": "For the rest of this scene, you gain the following action:
    MARK FOR DEATH
    Full Action
    Choose a character further than RANGE 5 and within RANGE 30 to focus on: while focusing, you become IMMOBILIZED and can't take reactions, but you deal +3d6 bonus damage on ranged critical hits against them, as long as they aren't in cover or within RANGE 5.
    You may only focus on one character at a time. As a protocol, you may cease focusing on a target.", "tags": [ { - "id": "fullaction" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "ranged": 3 - } + "aptitude": {} }, { - "id": "dwing", + "id": "mf_dusk_wing", "source": "SSC", "name": "DUSK WING", - "mechtype": ["Controller", "Support"], + "mechtype": [ + "Controller", + "Support" + ], "y_pos": "35", - "description": "The SSC DUSK WING is built from a legacy-inspired modification package to hazardous/hardened EVA suits; in the early days of deep space exploration, there was a need for mechanized exoskeletons that provided not only amplified capacity, but plated kinetic defense. The DUSK WING is the spiritual heir of those early deep space suits. Fast and small, the DUSK WING mounts a complement of all-theater maneuverability jets that allow for perfect (or near-perfect) flight.
    After Dhiyed, SSC’s Exotic Materials group worked to isolate and translate strains of paracode, teleologics, and kinematics for use in chassis combat; the Dusk Wing platform performed best in trials with Dhiyedderived technologies, and has gone on to be used primarily in Constellar and VIP security details", - "mounts": ["Aux/Aux", "Flex"], + "description": "The Dusk Wing originated as a legacy-inspired modification package to EVA suits, intended to equip them for hazardous environments. In the early days of deep-space exploration, there was a need for mechanized exoskeletons that not only amplified capacity but enhanced kinetic defense. The Dusk Wing is the spiritual heir of those early deep-space suits. Fast and small, it carries a complement of all-theater maneuverability jets that allow for near-perfect flight.
    After the DHIYED expedition, the Exotic Materials Group isolated and translated strains of the entity's realspace expiry paracode, teleologics, and kinematics for use in electronic and systems warfare. Of the frames trialed for use with DHIYED-derived technologies, the Dusk Wing performed best. As a result, it is often used by SSC's internal Constellar Security forces when esoteric defense is necessary.", + "mounts": [ + "Aux/Aux", + "Flex" + ], "stats": { "size": 0.5, "armor": 0, @@ -526,50 +561,52 @@ "repcap": 3, "sensor_range": 10, "tech_attack": 1, - "save": 10, + "save": 11, "speed": 6, "sp": 6 }, "traits": [ { - "name": "Integrated Hover Flight", - "description": "The Dusk Wing can hover when it moves or boosts (it can fly, doesn’t need to move, it can move without going in a straight line, and doesn’t need to land)" + "name": "MANEUVERABILITY JETS", + "description": "The Dusk Wing can hover when it moves." }, { - "name": "Harlequin Cloak", - "description": "The Dusk wing is invisible during its turn. It re-appears at the end of its turn." + "name": "HARLEQUIN CLOAK", + "description": "During its turn, the Dusk Wing is INVISIBLE; it reappears at the end of the turn." }, { - "name": "Fragile", - "description": "This mech has +1 Difficulty on Hull checks and saves" + "name": "FRAGILE", + "description": "The Dusk Wing receives +1 DIFFICULTY on HULL checks and saves." } ], "core_system": { - "name": "Hall of Mirrors", - "description": "“Belief in what we could see. What we could touch. In what our comp/cons assured us was there, in our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault knowing that we would face an enemy whose capabilities were unknown to us, but we approached in numbers and machine strength.
    Dhiyed taught us as it killed us. In the confused comm chatter, in the screams of the dying. In the cackling of our mirror-selves killing ourselves. Every spoofed signature, every atemporal skip, every memetic, every non-Euclid — all of these horrors were lessons. Do you understand?
    Dhiyed the Teacher. Dhiyed the Monster. In killing it, Dhiyed taught us what to fear, and how to face it.
    What do I fear now? That's a good question. What does the pilot who cracked Dhiyed’s casket fear?
    I don’t think we killed it. I think it wants us to believe we killed it — and I cannot imagine what it has done while we think ourselves safe.”", - "active_name": "Hall of Mirrors", - "effect": "For the rest of the scene, gain the following effect:

    Each time your mech takes the boost action or its regular move on its turn, it leaves a holographic imprint of itself behind in the space where it started. This hologram is an illusory projected object the same size as your mech (it can be moved through and doesn’t actually take up any space). The holograms detonate if any non-allied character starts their turn or moves through or adjacent to their space, dealing 1d6 energy damage (an actor can pass an agility save to halve this damage). In addition, any time as a quick action, you can instantly teleport to one of the hologram’s locations as long as it is in range 50. Doing so detonates all holograms for a burst 1 attack against all characters centered on their areas for the same effect and prevents you from generating new holograms until the start of your next turn.", + "name": "DHIYED Articulation", + "description": "\"Belief in what we could see, what we could touch - in what our comp/cons assured us was there, in our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault knowing that we would face an unknown enemy, but we approached with the advantage of numbers and machine strength.
    \"DHIYED taught us as it killed us: through garbled comms chatter, through the screams of the dying, through the cackling of our mirror-selves as they killed us. Every spoofed signature, every temporal skip, every memetic, every non-Euclid - these were lessons.
    \"Do you understand?
    \"DHIYED the Teacher. DHIYED the Monster. As we killed it, DHIYED taught us what to fear, and how to face it.
    \"What do I fear now? That's a good question. What does the pilot fear who cracked open DHIYED's casket?
    \"I don't think we killed it. I think it wants us to believe we killed it - and I cannot imagine what it has done while we think ourselves safe.\"", + "active_name": "HALL OF MIRRORS", + "active_effect": "For the rest of the scene, whenever you start a unique movement during your turn (e.g., a standard move, BOOST, or movement granted by talents or systems), you leave a holographic imprint of yourself behind in the space from which you started. These are illusory objects the same SIZE as you that have IMMUNITY to all damage and effects and don't count as obstructions.
    When hostile characters start their turn in, move through, or move adjacent to the space occupied by a hologram, it detonates. They must succeed on an AGILITY save or take 1d6 energy damage. On a success, they take half damage.
    You may instantly teleport to the location of any hologram within RANGE 50 as a quick action. When you do so, all extant holograms detonate - creating BURST 1 explosions with the same effect as above - and you may not create any new holograms until the start of your next turn.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "melee": 1, - "ranged": 1, - "control": 2 - } + "aptitude": {} }, { - "id": "metalmark", + "id": "mf_metalmark", "source": "SSC", "name": "METALMARK", - "mechtype": ["Striker"], + "mechtype": [ + "Striker" + ], "y_pos": "16", - "description": "The METALMARK is SCC's backbone-class line mech, fully equipped with SSC's proprietary design and engineering hallmarks to ensure that it is just as survivable as it is agile. The METALMARK base model reflects SSC's deep-space and long patrol heritage in its aquiline design, sturdy construction, and multiple redundant systems. All METALMARK models come standard with a SMITH CUSTOM LEATHER gimbaled pilot seat to ensure comfort on long distance ranging expeditions.", - "mounts": ["Aux/Aux", "Main", "Heavy"], + "description": "The Metalmark is the backbone of SSC's BELLA CIAO mil-spec chassis line, fully equipped with a comprehensive suite of proprietary design and engineering hallmarks to ensure that its survivability, deadliness, and agility. Under the increasingly militaristic reign of Union's Second Committee, SSC's corporate board pushed to develop the company's mil-spec supply, logistics, and personal defense divisions; following the advent of the mechanized chassis, the budding SSC SupLogDef division was restructured and refocused to concentrate on chassis development. The first iterations of the Metalmark were designed for the Second Committee's WARRIOR NEXT program: however, before the chassis could be tested, the Hercynian Crisis spiraled out of control, toppling the Second Committee.
    The Metalmark was retired in the wake of the Crisis and the restructuring of Union's Central Committee, deemed too time consuming to produce as a mass-market chassis. SSC reworked the frame, tapped it to lead their new BELLA CIAO line, and concentrated on small-market, exclusive security contracts. The Metalmark is now a valued model among security forces. Its form reflects SSC's deep-space and long-patrol heritage, blending anthropomorphic and aquiline design elements, sturdy construction, and multiple redundant systems. Leaning fully into their operator-specific marketing, all Metalmark models come standard with a Smith Custom Leather gimbaled pilot seat to ensure comfort on long deployments.", + "mounts": [ + "Aux/Aux", + "Main", + "Heavy" + ], "stats": { "size": 1, "armor": 1, @@ -586,40 +623,42 @@ }, "traits": [ { - "name": "Flash Cloak", - "description": " The metalmark is invisible while moving (regular move, boosting, moves from talents, etc), but reappears after it finishes its movement." + "name": "FLASH CLOAK", + "description": "The Metalmark is INVISIBLE while moving, but reappears when stationary." }, { - "name": "Carapace Adaptation", - "description": "Soft cover grants +2 difficulty on ranged attacks made against the Metalmark instead of +1 difficulty " + "name": "CARAPACE ADAPTATION", + "description": "When the Metalmark is in soft cover, ranged attackers receive +2 DIFFICULTY instead of +1 DIFFICULTY." } ], "core_system": { "name": "Tactical Cloak", - "description": "A tight-knit, tight-bind weave of reactive fabric, tactical cloaks are high-license tech, restricted to pilots of METALMARK classification II or higher. The weave covers roughly 80% of a chassis, giving it an overall dull quality when viewed through optics or with the naked eye. It is difficult to target, and when activated it bends light in such a way that makes it nearly impossible to see. ", - "active_name": "Cloak", - "effect": "Until the end of the current scene, your mech is invisible.", + "description": "Tactical cloaks are tight-knit, tight-bind weaves of reactive fabric - high-license tech restricted to pilots of Metalmark Classification II or higher. The weave covers roughly 80% of a mech's surface area, giving it a dull quality when viewed through optics or with the naked eye. Beyond their use as regular camouflage, activated tactical cloaks bend light in a way that makes their wearers nearly impossible to see.", + "active_name": "TACTICAL CLOAK", + "active_effect": "You are INVISIBLE for the rest of the scene.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "melee": 1, - "ranged": 1, - "control": 2 - } + "aptitude": {} }, { - "id": "monarch", + "id": "mf_monarch", "source": "SSC", "name": "MONARCH", + "mechtype": [ + "Artillery" + ], "y_pos": "14", - "mechtype": ["Artillery"], - "description": "The SSC MONARCH platform is Smith-Shimano’s iconic solution for a fast, self-propelled missile/barrage battery. Able to mount ground-to-ground, ground-to-air, ground-to-space, and all-theater missile tubes and their guidance systems, the MONARCH can be adjusted to deliver any payload at any distance to any target.
    The MONARCH’s large size often leads pilots to underestimate its agility. Its exclusive manufacturing requirements are its only impediment to total battlefield dominance. The MONARCH is commonly deployed in a fire-support role, though field tests of a less resource-taxing MICROMONARCH mid/close range system is underway.", - "mounts": ["Flex", "Main", "Heavy"], + "description": "The Monarch is SSC's groundbreaking lesson in how to design a fast platform for the delivery of missiles and other self-propelled ordnance. Ready to mount ground-to-ground, ground-to-air, ground-to-orbit, and all-theater missiles and guidance systems, the Monarch can be customized for any payload and any target distance.
    The Monarch's large size often leads pilots to underestimate its agility. Its rigorous design requirements of one designer per 10 printings - along with SSC's emphasis on purposeful scarcity; a mark of luxury in Union's Core world post-scarcity environment - prevent the Monarch from achieving total battlefield dominance. The Monarch is commonly deployed in mixed line and fire-support roles, though field tests of a less resource-taxing MicroMonarch mid- to close-range model is underway. The Monarch is part of SSC's BELLA CIAO line of combat chassis.", + "mounts": [ + "Flex", + "Main", + "Heavy" + ], "stats": { "size": 2, "armor": 1, @@ -636,38 +675,41 @@ }, "traits": [ { - "name": "Avenger Silos", - "description": "Once a round, when you score a critical hit with any ranged weapon, a target different to your first target in range 15 and line of sight takes 3 explosive damage (no roll required)." + "name": "AVENGER SILOS", + "description": "1/round, on a critical hit any ranged weapon, the Monarch deals 3 explosive damage to a different character of your choice within RANGE 15 and line of sight." }, { - "name": "Seeking Payload", - "description": "The monarch’s launcher attacks that consume Lock On gain the seeking tag and damage from attacks made this way cannot be reduced in any way." + "name": "SEEKING PAYLOAD", + "description": "When the Monarch attacks with a LAUNCHER and consumes LOCK ON, the attack becomes SEEKING and its damage can't be reduced in any way." } ], "core_system": { - "name": "Avenger Silos", - "description": "The SSC 30 High-pen missile system is a FRAME mounted micro missile system capable of tremendous output in combat. The MONARCH is fitted to hold upwards of 60 of these deadly miniaturized warheads at once.", - "active_name": "Divine Punishment", - "effect": "You unload your Avenger silos. All targets of your choice on the battlefield (or a burst 50 area from your mech) must pass an agility save with 1 difficulty or take 1d6+4 explosive damage, and half on a successful save. You do not need line of sight to any targets, and the self-guiding missiles can perfectly seek any target as long as they can trace a path.", + "name": "SSC-30 High-Penetration Missile System", + "description": "The SSC-30 High-Penetration Missile System (SSC-30 HPMS) is a mech-mounted micro-missile delivery system capable of tremendous combat output. Using the SSC-30 HPMS, the Monarch can carry - and deliver - its payload of 60 or more deadly, miniaturized Avenger warheads in a single volley.", + "active_name": "DIVINE PUNISHMENT", + "active_effect": "Choose any number of characters within RANGE 50: your targets must succeed on AGILITY saves or take 1d6+4 explosive damage. On a success, they take half damage. These self-guiding missiles can reach any target as long as there is a path to do so.", "tags": [ { - "id": "fullaction" + "id": "tg_full_action" } ] }, "data_type": "frame", - "aptitude": { - "ranged": 3 - } + "aptitude": {} }, { - "id": "mcloak", + "id": "mf_mourning_cloak", "source": "SSC", "name": "MOURNING CLOAK", - "mechtype": ["Striker"], + "mechtype": [ + "Striker" + ], "y_pos": "62", - "description": "The SSC MOURNING CLOAK core is a new line of closer-than-CQB chassis that provide a tactical option for situations where firearms and ordnance weapons are impractical or unavailable. The MOURNING CLOAK line specializes in precision melee combat and is commonly outfitted with a complement of variable weaponry; shielded microfilament wires designed to attack vulnerable joints and external modules.
    Built by SSC’s Exotic Materials group following relayed data from early contact scenarios in Boundary Garden, the MOURNING CLOAK features a combination of SSC’s legacy DHIYED paracode and interpreted Aunic firmament manipulation. MCs are the flagship model for SSC’s new ICONIC chassis line, and are a popular order among the Baronies and various high-manna VIP security firms..", - "mounts": ["Main/Aux", "Flex"], + "description": "The Mourning Cloak is a brand-new model from SSC's LUX-Iconic line, the manufacturer's newest close-quarters combat and melee specialist frame. The Mourning Cloak emphasizes precision melee combat and is commonly outfitted with a complement of shielded microfilament wires designed to act as an anti-armor slashing weapon.
    Designed by SSC's Exotic Materials Group based on data from early engagements against the Ascendant Aun in Boundary Garden, the Mourning Cloak combines SSC's harvested excerpts of DHIYED paracode with adapted Aunic Firmament-manipulation technology. The Mourning Cloak provides a prestigious and tactical option for situations where firearms are impractical and ordnance is unavailable. As part of the LUX-Iconic line, the Mourning Cloak is a popular order among the Baronies and various high-manna VIP security firms.", + "mounts": [ + "Main/Aux", + "Flex" + ], "stats": { "size": 1, "armor": 0, @@ -684,41 +726,43 @@ }, "traits": [ { - "name": "Hunter", - "description": " The Mourning Cloak’s melee attacks deal +1d6 bonus damage. This trait does not function if any character other than the Mourning Cloak is adjacent to its target." + "name": "HUNTER", + "description": "1/round, the Mourning Cloak may deal +1d6 bonus damage on hit with a melee attack if its target has no other adjacent characters, or if the Mourning Cloak is the only character adjacent to the target." }, { - "name": "Biotic Components", - "description": "The Mourning Cloak gets +1 Accuracy on agility checks and saves" + "name": "BIOTIC COMPONENTS", + "description": "The Mourning Cloak gains +1 ACCURACY on AGILITY checks and saves." } ], "core_system": { - "name": "Smith-Shimano EX Slipstream Module", - "description": "The EX SLIPSTREAM program is a Smith-Shimano innovation open only to highly licensed pilots. An interesting development in personal travel, the EX SLIPSTREAM module itself is a miniaturized nearlightspeed star drive capable of transporting the user through blinkspace with acceptable accuracy. The program and its technology is temperamental; a mech core is the smallest unit capable of surviving the stress of exposed blink travel, though the experience is still traumatic to the user and those in close proximity to egress.", - "passive": "This dangerous and experimental module is a miniaturized starship nearlight drive. You can use it as a full action. When you use it, roll 3d6. You can teleport to a point within that range around you as long as there is space for your mech. You don’t have to be able to see this point, but if you attempt to teleport to an already occupied space (by terrain, another mech, etc), the teleport fails and you lose this action.
    If you roll triples for this system, your mech disappears and does not re-appear, either indefinitely or until your party rests (up to you).", - "active_name": "Stabilize Singularity", - "effect": "Until the end of this scene, when you move or boost, you instead teleport up to the same distance.", + "name": "EX Slipstream Module", + "description": "Open only to highly licensed pilots, the EX Slipstream program is a uniquely SSC innovation. The EX Slipstream module itself is a miniaturized near-lightspeed drive capable of transporting the user through blinkspace with acceptable accuracy. The technology is temperamental, at best: nothing smaller than a mech can survive the stress of exposed blink travel, and the experience is traumatic to both the user and anyone in close proximity.", + "active_name": "STABILIZE SINGULARITY", + "active_effect": "For the rest of the scene, you teleport when you BOOST or make a standard move.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } - ] + ], + "passive_name": "BLINKSPACE JUMP", + "passive_effect": "Full Action
    You teleport to a space within RANGE 3d6. You don't require line of sight but attempts to teleport to occupied spaces cause you to remain stationary and lose this action. If you roll the same number on all three dice, you disappear until your group rests, at which point you reappear nearby." }, "data_type": "frame", - "aptitude": { - "melee": 2, - "ranged": 1, - "control": 1 - } + "aptitude": {} }, { - "id": "swallowtail", + "id": "mf_swallowtail", "source": "SSC", "name": "SWALLOWTAIL", - "mechtype": ["Support"], + "mechtype": [ + "Support" + ], "y_pos": "30", - "description": "The SWALLOWTAIL platform is Smith-Shimano’s primary long range/long term scouting platform, built for rapid and sustained ranging across hostile, volatile environments. Built for long term sustainability, it can operate in unstable environs for months and adjust its operating efficiency on the fly for maximum survivability. Each FRAME has an integrated cloak and a suite of predictive choral intelligences that work with its highly developed sensor systems to rapidly simulate and predict developing tactical situations - sometimes before they even occur.", - "mounts": ["Aux/Aux", "Flex"], + "description": "The Swallowtail is Smith-Shimano's primary long-range scouting and fire-support platform, built for rapid and sustained ranging across hostile, volatile environments. Built for long-term sustainability, it can operate in unstable environs for months and maximize its survivability by adjusting its operating efficiency on the fly. Each unit has an integrated cloak and a suite of predictive choral intelligences that coordinate its highly developed sensor systems to rapidly simulate and predict tactical developments - sometimes before they even occur.
    The Swallowtail's base model, the SW-01, is one of SSC's few mass-produced lines, and the entry-level BELLA CIAO model. Built without a cloaking field and up-armored to address direct security requirements, the SW-01 is especially popular among the rank and file troopers of Constellar Security forces.", + "mounts": [ + "Aux/Aux", + "Flex" + ], "stats": { "size": 1, "armor": 0, @@ -735,40 +779,42 @@ }, "traits": [ { - "name": "Integrated Cloak", - "description": "If the Swallowtail doesn’t move during its turn, it becomes invisible at the end of its turn. This invisibility immediately breaks if it moves, takes a reaction, or starts its next turn." + "name": "INTEGRATED CLOAK", + "description": "At the end of its turn, the Swallowtail becomes INVISIBLE if it hasn't moved that turn. This lasts until it moves or takes a reaction, or until the start of its next turn." }, { - "name": "Prophetic Scanners", - "description": "Once per round, when the Swallowtail inflicts Lock On, it can cause its target to also become Shredded until the start of the Swallowtail’s next turn" + "name": "PROPHETIC SCANNERS", + "description": "1/round, when the Swallowtail inflicts LOCK ON, its target also becomes SHREDDED until the end of its next turn." } ], "core_system": { - "name": "Cloudscout TACSIM Swarms ", - "description": "Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded in such a way, the TACSIM program the cloudscouts create begin to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the swallowtail’s choir processors, who in turn feeds it to the pilot and their networked squad members, ensuring high-probability successful outcomes.", - "active_name": "Prophetic Interjection ", - "effect": "Until the end of the current challenge, once per round, as a reaction when an allied character you can see is damaged by another character you can see, you can roll a d6. On a 4+, the attack hitting was actually a simulation that your mech predicted. Your ally gains resistance to all the damage from that attack, and your ally can teleport 3 in any direction to where they ‘actually’ were. On a 1-3, there’s a glitch - your ally doesn’t gain resistance and takes damage normally, but can teleport 5 spaces in any direction.", + "name": "Cloudscout TACSIM Swarms", + "description": "Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded, the swarm generates a TACSIM program that begins to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the Swallowtail's choir processors, which in turn feed it to the pilot and networked squad members, ensuring a high probability of successful outcomes.", + "active_name": "PROPHETIC INTERJECTION", + "active_effect": "Gain the following reaction for the rest of the scene:
    TACTICAL SIMULATION
    Reaction
    1/round, when an allied character within line of sight takes damage from another character within line of sight, roll 1d6: on 4+, the attack was actually a simulation predicted by your processor - your allied target gains RESISTANCE to all damage dealt by the attack and may teleport up to 3 spaces, representing their \"true\" location. On 3 or less, there's a glitch - your allied target doesn't gain RESISTANCE, but can teleport up to 6 spaces.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "melee": 2, - "ranged": 2, - "support": 2 - } + "aptitude": {} }, { - "id": "balor", + "id": "mf_balor", "source": "HORUS", "name": "BALOR", - "mechtype": ["Striker"], + "mechtype": [ + "Striker", + "Defender" + ], "y_pos": "27", - "description": "Like most all HORUS mech cores, the BALOR classification is less an indicator of a recognizable silhouette than a general classification of intended combat role. First contact with the BALOR pattern group occurred during the joint Albatross/UN DoJ-HR mission targeting The Maw, a notorious Baronic Free Company. A BALOR-rigged mech core is only stable on a larger platform, necessitating a robust frame with multiple redundancies to prevent catastrophic system failure. The BALOR’s neurologically synced hellswarm nanites form an undulating shroud that can pour out of its chassis at a moment’s notice, whipping around its form defensively until weaponized. A fully active BALOR is held together more by its magnetized nanite swarms than any physical structure, making it incredibly hardy.", - "mounts": ["Main", "Heavy"], + "description": "As is the case with most HORUS pattern groups, the Balor has a thousand faces. The Balor pattern group, like all HORUS PGs, doesn't describe a single recognizable silhouette so much as it gestures toward a combination of schemata that share a role in combat. These schemata can be printed according to pilot specifications and applied to a fully custom physical scaffolding. Notably, the Balor pattern group is only stable on large platforms (Schedule 2 and up) that are able to provide the raw energy output it demands - preferably ones with multiple redundancies, in case of catastrophic systems failure.
    The first known outbreak of a Balor PG occurred during the joint Albatross-DoJ/HR pursuit of the Maw - then a Karrakin free company - across Khayradin's Blanca Desert during the end of the Sanjak Rebellion. It was there that the joint force encountered, engaged with, and ultimately defeated the Maw and its Balors - and there that Union's CentComm hoped the nanowash outbreak could be contained. Of course, subsequent Balor outbreaks on Khayradin have proven this hope to be in vain, and the PG (bearing the Maw's livery) continues to terrorize Karrakin commanders throughout Baronic space.
    In the field, the Balor's neurosynced hellswarm and greywash nanites form an undulating shroud that can pour out of its chassis at a moment's notice, swirling in maddening patterns to form both eschatologic defensive and offensive systems. A Balor in its most active state is held together more by undulating, flame-like masses of nanite swarms than any physical structure. This has the effect of distributing kinetic and coherent-particle energy out across and through the chassis - making attacks against a Balor \"like shooting angry water\", as one after-action report put it.", + "mounts": [ + "Main", + "Heavy" + ], "stats": { "size": 2, "armor": 0, @@ -785,92 +831,101 @@ }, "traits": [ { - "name": "Scouring Swarm", - "description": "All characters and objects of the Balor’s choice that starts their turn grappled by or adjacent to the Balor take 2 kinetic damage." + "name": "SCOURING SWARM", + "description": "The Balor deals 2 kinetic damage to characters of its choice that start their turn grappled by or adjacent to it." }, { - "name": "Regeneration", - "description": "At the end of its turn, the Balor heals 1/4 of its HP, rounded up. If the Balor overheats or makes a structure check, this trait ceases to function until the end of its next turn." + "name": "REGENERATION", + "description": "At the end of its turn, the Balor regains 1/4 of its total HP. When it takes stress damage or structure damage, this effect ceases until the end of its next turn." + }, + { + "name": "SELF-PERPETUATING", + "description": "When you rest, the Balor regains full HP automatically and without REPAIRS." } ], "core_system": { - "name": "HELLSWARM", - "description": "As one, without any command but desire, you control a cloak of millions of miniscule, quick-print drones: a hellswarm cloak, a living shield, a fluid-dynamic knife — you cut and guard in one shimmering wave. You are Hivemaster, and your will is followed by millions.", - "active_name": "Hive Frenzy", - "effect": "Your swarm nanites go into a hyper-active mode. For the rest of this scene, gain the following benefits:
    - Your Scouring Swarm passive provides soft cover to you and adjacent allies
    - Your Scouring Swarm’s damage increases to 4
    - Your Regeneration passive doubles in effectiveness to 1/2 your HP
    - If your mech would lose structure, roll a d6. On a 6, it hellishly pulls itself together, does not lose structure and returns to 1 HP and whatever structure it had before taking damage. It reduces all further damage it takes this turn to 0.
    However, your mech is Shredded while this system is active (it cannot benefit from resistance or armor). It cannot lose this condition in any way while this system is active.", + "name": "Hellswarm", + "description": "In a moment, with aught but desire, the pilot of a Balor may quick-print a cloak comprised of countless minuscule drones: a hellswarm cloak - living shield and fluid-dynamic knife, cutting and guarding, in one shimmering wave. They become Hivemaster, and their will is obeyed by millions.", + "active_name": "HIVE FRENZY", + "active_effect": "Your swarm nanites switch into a hyperactive mode, causing the following effects until the end of the scene:
  • You and adjacent allied characters gain soft cover.
  • SCOURING SWARM deals 4 kinetic damage, instead of 2.
  • REGENERATION restores 1/2 of your total HP, instead of 1/4.
  • If you would take structure damage, roll 1d6: on 6, your mech hellishly pulls itself together, taking no structure damage, returning to 1 HP, and gaining IMMUNITY to all damage until the end of the current turn.
  • You become SHREDDED and cannot clear this condition for the duration.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } ] }, "data_type": "frame", - "aptitude": { - "melee": 3, - "control": 1 - } + "aptitude": {} }, { - "id": "goblin", + "id": "mf_goblin", "source": "HORUS", "name": "GOBLIN", + "mechtype": [ + "Controller", + "Support" + ], "y_pos": "12.5", - "mechtype": ["Controller", "Support"], - "description": "The GOBLIN is HORUS’s legacy mech core. Its leak into the Omninet in 4900 marks the widely accepted foundation day of HORUS; since then, there has been a new core, protocol, or system released by the collective every decade. The GOBLIN is a small mech, little bigger than a hardsuit, but it packs an interesting recursive processing weave that allows for it to engage in electronic warfare well beyond theoretical parameters. GMS technicians are still, more than a hundred years after the GOBLIN’s introduction, attempting to reverse engineer the processing weave: it appears to employ technology consistent with hieroglyphic inscriptions noted on LRA.7726235-B", - "mounts": ["Flex"], + "description": "The Goblin was the first identified HORUS frame, and is likely the oldest legacy chassis prior to HORUS's transition to pattern groups. Transmission records traced back to the Goblin's zero model indicate the first chassis was leaked onto the omninet in 4900u. This year serves as HORUS's assumed \"foundation day\" for most scholars and intelligence officers who study the group, though contradictory signatures indicate that 4900u is far too late to mark its birth.
    The Goblin is a small mech, not much larger than a hardsuit, that relies on its small size and excellent maneuverability to protect its pilot. It packs an interesting recursive processing weave that facilitates electronic warfare capabilities well beyond theoretical parameters.
    GMS technicians are still, more than a century later, working to reverse engineer the Goblin and its processing weave. The most recent investigations suggest that it employs technology consistent with hieroglyphic inscriptions noted on LRA.7726235-B and corroborated by tablets transmitted by UIB-GORGON from Metavault XOLOTL prior to the vault's disappearance.", + "mounts": [ + "Flex" + ], "stats": { "size": 0.5, "armor": 0, "hp": 6, - "evasion": 11, + "evasion": 10, "edef": 12, "heatcap": 4, "repcap": 2, "sensor_range": 20, "tech_attack": 2, - "save": 12, + "save": 11, "speed": 5, "sp": 8 }, "traits": [ { - "name": "Liturgicode", - "description": "The Goblin has +1 Accuracy on tech attacks." + "name": "LITURGICODE", + "description": "The Goblin gains +1 ACCURACY on tech attacks." }, { - "name": "Reactive Code", - "description": "Once a round, the goblin can make any quick tech action as as reaction against any actor that successfully performs a tech attack against the Goblin." + "name": "REACTIVE CODE", + "description": "1/round, when the Goblin is hit with a tech attack, the Goblin may take any QUICK TECH option against the attacker as a reaction." }, { - "name": "Fragile", - "description": "This mech has +1 Difficulty on Hull checks and saves." + "name": "FRAGILE", + "description": "The Goblin receives +1 DIFFICULTY on HULL checks and saves." } ], "core_system": { - "name": "Symbiosis", - "description": "The GOBLIN invasion rig was one of the first systems GMS technicians were able to crack. Its protocols, once installed on a mech core, manifest a sub-sentient intelligence designated as INSTINCT that assists its pilot in invasion attempts. Invasions attempted while the protocol is active are not perceived by the pilot as code and script, but as an attack on organic matter. INSTINCT often acts before the pilot, but in the pilot’s best interest; this preemptive ability is unnerving to many, and it is recommended that pilots cycle their mech cores at least once a month to prevent enlightenment", - "active_name": "Symbiosis", - "effect": "Your mech attaches to a willing adjacent allied mech larger than the goblin. Its major systems retract and it becomes more like a vestigial blister on that mech than a separate entity. It shares the same space as that character, moves when it moves, and benefits from hard cover while attached this way. It can still be shot and targeted as normal.
    While attached, the host mech can use the goblin’s system score, e-defense, and tech attack score instead of its own. In addition, starting with the next round, the goblin is no longer activated separately (it doesn’t take its own turn). Instead, it gains two quick actions or one full action that it can take at any point during its host’s turn. It cannot overcharge or move by any means, though it still takes reactions and free actions normally. It counts the host’s turn as its turn for purposes of end or start of turn effects.
    While attached, the goblin takes any conditions its host takes (impaired, jammed, etc) and heat that its host takes.
    The goblin can detach as a quick action, ending this effect, otherwise it lasts until the end of the scene. If either the host or the goblin is stunned, it also ends. If the effect ends, the goblin only gets an activation during the next round (it doesn’t get to go again this round.", + "name": "INSTINCT Rig", + "description": "One of the first Goblin-pattern systems cracked by GMS technicians was its e-warfare invasion rig, although the rig's advanced capabilities and architecture remain impenetrable. When installed, the rig manifests a subsentient intelligence - designated INSTINCT - that assists invasion attempts against target systems using a mix of physical and systemic parasymbiotic systems. Invasions attempted while INSTINCT is active are not perceived by the user as code and script, but as an attack on organic matter. INSTINCT has displayed the capacity to act independently, often preempting its user, but generally in their best interest. Readme documentation included in some Goblin manifestations recommend that pilots cycle their mech cores at least once a month to prevent spontaneous enlightenment, though most do not make note of this warning.", + "active_name": "SYMBIOSIS", + "active_effect": "Your mech retracts its major systems and attaches itself to another mech, becoming more like a vestigial blister than a separate entity. The host must be an allied and willing mech not already hosting another Goblin, larger than and adjacent to you. While attached, you occupy their space, move with them, and benefit from hard cover, but can still be attacked and targeted separately. You also take any conditions and heat taken by your host.
    Your host may use your SYSTEMS, E-DEFENSE, and TECH ATTACK instead of their own. Additionally, from the beginning of the next round, you no longer take your own turns; instead, you can take two quick actions or one full action at any point during your host's turn. You can't OVERCHARGE or move, but may still take reactions and free actions normally. Your host's turn counts as your turn for the purpose of effects that refer to the start or end of a character's turn.
    This effect lasts either for the rest of the scene, until you detach as a quick action, or until you or your host becomes STUNNED. When the effect ends, you don't take a turn until the next round.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } ] }, "data_type": "frame", - "aptitude": { - "tech": 3, - "control": 1 - } + "aptitude": {} }, { - "id": "gorgon", + "id": "mf_gorgon", "source": "HORUS", "name": "GORGON", - "mechtype": ["Defender"], + "mechtype": [ + "Defender" + ], "y_pos": "5", - "description": "The GORGON is unique among HORUS mech core parameters in that the classification describes a defensive rigging of weapons and systems meant to ensure personal and allied survival. The typical GORGON mounts multiple weapon systems meant to intercept and neutralize incoming fire and is widely feared for its ability to extrude a horrifying ‘basilisk’, a projected pattern of impossible visual data so toxic to logical thought that it causes massive failure in electronic systems and can cause temporary blindness or hemorrhage in humans.", - "mounts": ["Flex", "Main", "Main"], + "description": "The Gorgon is unique among HORUS pattern groups in that it prioritizes defensive systems meant to ensure personal and allied survival; otherwise, it fields a typical complement of horrifying, confusing, and uncanny weapons.
    The typical Gorgon mounts multiple weapon systems meant to identify and intercept incoming enemies, allowing pilots to project a zone of control around themselves and their allies. The Gorgon is feared for its ability to extrude a dangerous memetic \"basilisk\", a projected light-cone of anticognitive, hyperfractal visual data that is deadly to ontologic, sapient beings.", + "mounts": [ + "Flex", + "Main", + "Main" + ], "stats": { "size": 2, "armor": 0, @@ -887,43 +942,46 @@ }, "traits": [ { - "name": "Meta-state Paralysis", - "description": "Any attacker that rolls a 1 or 2 on their d20 roll to attack the Gorgon is automatically stunned until the end of their next turn (their attack also automatically misses)." + "name": "METASTATIC PARALYSIS", + "description": "When an attack roll against the Gorgon lands on 1-2, it automatically misses and the attacker becomes STUNNED until the end of their next turn." }, { "name": "GAZE", - "description": "The GORGON can make up to two reactions a turn instead of one." + "description": "The Gorgon can take two reactions per turn, instead of one." }, { - "name": "Guardian", - "description": " Adjacent allies can use the GORGON for hard cover" + "name": "GUARDIAN", + "description": "Allied characters can use the Gorgon for hard cover." } ], "core_system": { - "name": "Harnessed Basilisk", - "description": "The BASILISK Directed Anticognition Hyperfractal is a Horus-script-derived liturgicode translated for chassis-tier engagement. Typically point-broadcasted from a communications laser, the BASILISK liturgicode is a memetic weapon that affects any who can see it, unless they have had the proper tempering. Survivors often exhibit momentary paralysis, corporeal alienation, and consciousness destabilization. Anticognition Hyperfractals are classified as paracausal weapons — as of yet, there is no effective defense against them.", - "active_name": "Extrude Basilisk", - "effect": "Your mech projects a horrifying Basilisk pattern, incredibly harmful to NHPs, software, and hard to look at even for humans (typically causes 3-5 hours of headaches and intense subdermal bleeding, can often cause blood vessels to pop in the eye). Until the end of the current scene, any character (mech, human, or biological) that attacks either you or any allied character within range 3 of you must first pass a systems save or be stunned until the end of their next turn. A target can only be stunned once by this effect per combat.", + "name": "BASILISK Directed Anticognition Hyperfractal", + "description": "The BASILISK is a dangerous memetic weapon derived from DHIYED liturgicode, translated for use in mech-scale engagements. Typically projected from a communications laser, BASILISKs create hyperfractal patterns: memetic interruptions that affects all sapient observers, organic or otherwise. Exposure to a basilisk typically causes immediate encephalitis, massive ocular and cranial hemorrhage, and death - survival is possible with tempering and interdictor heads-up displays, but even then headaches, nausea, and confusion for a short period after viewing is possible. Long-term, survivors often exhibit \"flashback\" symptoms: momentary paralysis, corporeal alienation, and consciousness destabilization. Anticognition hyperfractals are classified as paracausal weapons; due to the not-as-yet understood nature of their visible-light spectrum broadcast, one would think that they would pose a risk to their user, however, for some reason they do not.", + "active_name": "EXTRUDE BASILISK", + "active_effect": "You projects a horrifying basilisk, a visual data-pattern that is incredibly harmful to NHPs and electronic systems, and hard to look at even for humans. For the rest of the scene, hostile characters must succeed on a SYSTEMS save before attacking you or any allied characters within RANGE 3 of you. On a failure, they become STUNNED until the end of their next turn. Each character can only be STUNNED by this effect once per scene.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } ] }, "data_type": "frame", - "aptitude": { - "support": 2, - "control": 3 - } + "aptitude": {} }, { - "id": "hydra", + "id": "mf_hydra", "source": "HORUS", "name": "HYDRA", - "mechtype": ["Striker", "Controller"], + "mechtype": [ + "Striker", + "Controller" + ], "y_pos": "28", - "description": "The HYDRA is another large-format protocol classification; like other, newer HORUS mechs, the HYDRA isn’t a standardized pattern, but a title given to a mech core that meets the HYDRA specifications as designated by HORUS’s collective. This method of classification makes HORUS mechs, especially the HYDRA, particularly dangerous in the field: as there is no recognizable model-specific silhouette, adversaries won’t know what they’re facing until the first shots are fired. The HYDRA is capable of tactically dismembering itself into multiple independently controlled drones, an unnerving phenomenon utilized to deadly effect.", - "mounts": ["Main", "Heavy"], + "description": "Like many newer HORUS \"frames\", there is no standardized Hydra model. Instead, the designation is a title given to chassis that meet the specifications of the Hydra pattern group - as outlined in Union's Universal Threat Assessment Manual. The Hydra, like many other pattern-group HORUS mechs, is particularly dangerous in the field, as its precise function is concealed until hostilities begin in earnest.
    The Hydra is capable of tactically dismembering itself into multiple independently controlled drones, an unnerving phenomenon frequently utilized to deadly effect. With the manifestation of HORUS's Balor pattern group, the Hydra's place in HORUS history is clear: a precursor to the Balor virus, the Hydra relies on larger sections of disarticulated chassis rather than nanite clouds for its differentiated battlefield advantage. Despite its more conventional appearance, the Hydra presents a sobering threat to non-HORUS pilots, as its disarticulated drones field a compliment of powerful anti-armor weaponry.", + "mounts": [ + "Main", + "Heavy" + ], "stats": { "size": 1, "armor": 1, @@ -940,42 +998,43 @@ }, "traits": [ { - "name": "System Link", - "description": "The Hydra’s deployable and drones have +5 HP." + "name": "SYSTEM LINK", + "description": "The Hydra's DEPLOYABLES and DRONES gain +5 HP." }, { - "name": "Shepherd Field", - "description": "Drones, Deployables, and objects adjacent to the Hydra have resistance to all damage." + "name": "SHEPHERD FIELD", + "description": "DRONES, DEPLOYABLES, and objects adjacent to the Hydra gain RESISTANCE to all damage." } ], "core_system": { "name": "OROCHI Disarticulation", - "description": "First encountered by Union technicians in the nascent Forecast/GALSIM facilities following the Deimos Event, OROCHI was an early manifestation of the later-named Swift Flock phenomenon — an occurrence found in anomalous hive drones where all units of a swarm follow each other, operating leaderless in physical space with uncanny and unpredictable autonomy — in essence, flocking much in the same manner as birds.
    The original manifestation was at first thought to be a disarticulated, anomalous comp/con subaltern: further examination proved that it viewed itself not as a machine or a collection of machines, but as a single mind, duplicated across multiple units. It was given its current codename, OROCHI, and remitted to Venus for further study; later reopening of the NHP so-designated found that the hardware which contained OROCHI had gone missing from its containment. An investigation is ongoing.

    (I did it, I folded space and freed it/them, I just thought you should know)", - "passive": "Your mech has powerful built in drone companions. Each time you rest or repair, you can choose one of these drones to accompany you. Each is size 1/2 and has 10 base HP (15 including your passive) and gains additional HP equal to your grit. They have evasion equal to your evasion, e-defense equal to your e-defense, speed equal to your speed, and 0 armor. They are destroyed when they reach 0 HP.
    The drones are separate entities that act on your turn and can only make a regular move, obeying normal restrictions, and no other actions. If your mech has the ability to fly or teleport, they can also fly or teleport when they make their regular move. Any drones in sensor range can be recalled as a quick action, uniting them with your mech and making them un-targetable, and re-deployed any time as a quick action to a point in sensor range.
    You can change the drone accompanying you each time you take a rest or full repair. All drones are automatically repaired to full HP and repaired from destroyed when taking a rest or full repair.
    Guardian Drone: This drone projects a shield around it that causes ranged attacks against any adjacent allies to have +1 difficulty
    Snare Drone: If any character starts its turn adjacent to this drone or moves adjacent to it for the first time on its turn, as a reaction you can force it to pass an agility save or become immobilized. An immobilized character can only end this condition by successfully repeating this save as a quick action, if the drone is destroyed, or if the drone moves.
    Shredder Drone: If any character starts its turn adjacent to this drone or moves adjacent to it for the first time on its turn, as a reaction you can force it to pass an hull save or take 1d3 kinetic damage and become shredded until the end of its next turn.
    Hunter Drone: Characters adjacent to this drone cannot benefit from invisibility. In addition, on its turn, the Drone can make a Lock On attack using your systems score at a character adjacent to it.", - "active_name": "OROCHI Mode", - "effect": "You deploy all four OROCHI drones to points in sensor range and may have all four active for the rest of this scene. When you recall or re-deploy them, you can recall and re-deploy any number of them.", + "description": "First encountered by Union technicians in early Forecast/GALSIM facilities following the Deimos Event, OROCHI was an early manifestation of what was later called the swift-flock phenomenon - a behavior observed in leaderless, autonomous hive drones where individual units combine into a single swarm and follow each other, operating leaderless in physical space with uncanny and unpredictable autonomy; in essence, organizing like birds in a flock.
    The original manifestation was initially thought to be the impulse-driven remains of a crashed subaltern transport drifting through microgravity; deeper examination proved the original manifestation to be composed of many hundreds of disarticulated subalterns moving with a discernible pattern. The swarm viewed itself not as a machine or a collection of machines, but as a single mind, duplicated across multiple units. This mind was classified as an NHP, given their current codename - OROCHI - and remitted to Venus for further study. At a later point, the hardware comprising OROCHI's physical form(s) went missing from containment. The investigation is ongoing.
    [i did it, i folded space and freed them. i just thought you should know]", + "active_name": "FULL DEPLOYMENT", + "active_effect": "All four OROCHI drones are deployed to separate points within SENSORS; they remain active for the rest of the scene. You may recall or redeploy any number of them at a time.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } - ] + ], + "passive_name": "OROCHI DRONES", + "passive_effect": "Orochi Drone (SIZE 1/2, [5+GRIT] HP, EVASION/E-DEFENSE [see below], tags: DRONE)
    Your mech contains powerful, integrated drone companions. At creation, choose a single DRONE to accompany you from the following:
  • GUARDIAN DRONE: This drone projects a shield. Ranged attacks against adjacent allied characters receive +1 DIFFICULTY.
  • SNARE DRONE: As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make an AGILITY save. On a failure, they become IMMOBILIZED. They only cease to be IMMOBILIZED when the drone is destroyed or no longer adjacent, or they succeed on an AGILITY save as a quick action.
  • SHREDDER DRONE: As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a HULL save. On a failure, they take 1 kinetic damage and become SHREDDED until the end of their next turn.
  • HUNTER DRONE: As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a SYSTEMS save. On a failure, they receive LOCK ON.
    Your OROCHI drones share your EVASION, E-DEFENSE, and SPEED. They can move independently on your turn, but can't take any other actions. If you can fly or teleport, they can too.
    If an OROCHI drone is within SENSORS, you may recall it as a quick action, integrating it into your mech's body where it cannot be targeted. You may redeploy it to a space within SENSORS as a quick action.
    When you rest or perform a FULL REPAIR, you may choose a different drone to accompany you; additionally, your drones regain all HP and are automatically repaired if they were destroyed." }, "data_type": "frame", - "aptitude": { - "melee": 1, - "ranged": 1, - "support": 1, - "control": 2 - } + "aptitude": {} }, { - "id": "manticore", + "id": "mf_manticore", "source": "HORUS", "name": "MANTICORE", - "mechtype": ["Striker"], - "y_pos": "48", - "description": "The MANTICORE pattern-group is an experiment in HORUS//COREBREAK combat doctrine. Using focused, projected electromagnetics, MANTICORE pattern-group mechs attempt to neutralize enemy cores without conventional ammunition. The MANTICORE pattern-group is a relatively new p-g on the Omninet, and its combat efficacy has prompted the rest of the Big Five to scramble for a response.
    If anything gives away the MANTICORE pattern group, the tall spines of the lightning generator cast a clear silhouette. The spines act as heat-dispersal systems for this crude weapon, giving a path for its incredible thermal tax to bleed from the chassis after it projects a close-range arc whip. A fully charged MANTICORE is an impressive sight, wreathed in brightly glowing nets of glowing plasma that lash out at nearby targets. Even then, the system is not perfect; spines often slag under the tremendous heat — a recognizable signature of the pattern group (beyond the spines) is a chassis covered in cooling, melted metal.", - "mounts": ["Flex", "Heavy"], + "mechtype": [ + "Striker" + ], + "y_pos": "49", + "description": "The Universal Threat Assessment Manual identifies the Manticore pattern group as \"an experiment in HORUS's 'corebreak' combat doctrine.\" The Manticore PG specializes in using focused, projected electromagnetics to neutralize enemy reactor cores without conventional ammunition, while also fielding a compliment of coherent-beam energy weapons. A fully charged Manticore is an impressive sight, wreathed in brightly glowing nets of plasma that lash out at nearby targets.
    If anything gives away a Manticore-PG mech, it is the tall spines protruding from the PG's signature lightning generator. The spines act as heat-dispersal systems for this crude weapon, providing a channel for the incredible amount of heat it generates to bleed from the mech's body following projection of a close-range arc whip. This system isn't a perfect heat-dispersal mechanism, and as a result Manticores can often be identified by a chassis covered in cooling, melted metal.
    The Manticore has only recently appeared on the omninet, and its combat efficacy has prompted other galactic manufacturers to scramble for a response. Analysis of after-action reports from pilots who have engaged this pattern group in the field note a significant uptick in certain omninet noise-to-signal ratios: anoriginary recitations of passages from the Old Humanity Book of the Dead, jigsaw corruptions of ancient works of apocalyptic art, and other eschatological renderings, all of which point toward a nascent psychological warfare tactic.", + "mounts": [ + "Flex", + "Heavy" + ], "stats": { "size": 1, "armor": 2, @@ -992,44 +1051,55 @@ }, "traits": [ { - "name": "Slag Carapace", - "description": "The Manticore is resistant to energy damage and burn." + "name": "SLAG CARAPACE", + "description": "The Manticore has RESISTANCE to energy damage and burn." }, { - "name": "Unstable System", - "description": "When the Manticore is destroyed, it explodes at the end of your next turn as though it had triggered a reactor meltdown." + "name": "UNSTABLE SYSTEM", + "description": "When destroyed, the Manticore explodes at the end of its next turn as though experiencing a reactor meltdown." }, { - "name": "Castigate the Enemies of the Godhead", - "description": "When you take a rest or full repair, you can push this system into further instability. If you do so, the Manticore explodes immediately if it’s destroyed (killing you and any other passengers instantly) but deals 8d6 explosive damage in a burst 2 area around it when it explodes (affected characters can pass an agility save to halve the damage). You can only take the Manticore in or out of this state when taking a rest or full repair, and it requires you to be physically present inside the mech for it to be active." + "name": "CASTIGATE THE ENEMIES OF THE GODHEAD", + "description": "When you rest or perform a FULL REPAIR, you can push the Manticore into an unstable CASTIGATION STATE (or bring it out of one). In this state, the Manticore explodes immediately when destroyed, vaporizing it and instantly killing you and any other passengers. Characters within BURST 2 must succeed on an AGILITY save or take 8d6 explosive damage. On a success, they take half damage. This only takes place if you are physically present in the Manticore." } ], "core_system": { "name": "Charged Exoskeleton", - "description": "And RA Said To Themselves: LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE (MY WORD) AND CAST BACK TO YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM.", - "passive": "Once per round, when you take heat from any source, one target in range 3 of you takes 1d3 AP energy damage.", - "active_name": "Destruction of the Temple of the Enemies of RA", - "effect": "Your mech crackles with energy. For the rest of this combat your mech has resistance to heat from any source (round up). Set aside a charge die, starting at 1. When you take heat or energy damage (from any source, even self), increase the die by 1, to a maximum of 6. When the die hits 6, the energy discharges in a burst 2 area around you. This deals 6d6 energy damage to all characters and objects caught inside. Affected characters can pass an engineering save to halve this damage. This system then deactivates for the remainder of this challenge (you also lose resistance to heat).", + "description": "And RA Said Unto Themself:
    LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE OF MY WORD AND CAST BACK TO YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM.", + "active_name": "DESTRUCTION OF THE TEMPLE OF THE ENEMIES OF RA", + "active_effect": "Your mech crackles with energy: gain RESISTANCE to heat for the rest of this scene and a CHARGE DIE - 1d6, starting at 1. Whenever you take heat or energy damage, even from yourself, increase the value of the CHARGE DIE by 1. When the CHARGE DIE reaches 6, the absorbed energy discharges in a BURST 2 inferno. Characters within the affected area must succeed on an ENGINEERING save or take 6d6 AP energy damage. On a success, they take half damage. Objects in the affected area are automatically hit. Once discharged, this effect ends.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } - ] + ], + "passive_name": "CHARGED EXOSKELETON", + "passive_effect": "1/round, when you take heat, deal 2 AP energy damage to a character within RANGE 3." }, "data_type": "frame", - "aptitude": { - "melee": 3, - "control": 1 - } + "aptitude": {}, + "counters": [ + { + "id": "ctr_charged_exoskeleton", + "name": "CHARGE DIE", + "default_value": 1, + "min": 1, + "max": 6 + } + ] }, { - "id": "minotaur", + "id": "mf_minotaur", "source": "HORUS", "name": "MINOTAUR", - "mechtype": ["Controller"], + "mechtype": [ + "Controller" + ], "y_pos": "30", - "description": "The MINOTAUR pattern-group marks HORUS‘s first expedition into pattern-grouping; prior to the MINOTAUR, HORUS released complete sets and cores with easily identifiable silhouettes. As HORUS evolved as a decentralized entity, so too did their designs. The birth of the pattern-group followed, and the first p-g released was the MINOTAUR, a p-g designed to bring all of HORUS‘s most potent invasion systems and weaponry to the field.
    The MINOTAUR is an interdictor, a formidable FRAME meant to lock down and punish fast moving or command-level targets by overloading their systems. Union disassembly of Minotaur p-g mechs have found that they extrude an enormous amount of interior systems that take up up to five times the physical space that should be actually possible given the size of their frame.", - "mounts": ["Main/Aux"], + "description": "The Minotaur was the first HORUS pattern group identified by the Union Intelligence Bureau. Previously, HORUS mechs were released as complete, identifiable models, of which the Goblin is the best and longest-lasting example. As HORUS's decentralized organizational structure evolved, so too did its design philosophy. Pattern group designs followed beginning with the Minotaur, a schema designed to bring HORUS's most potent invasion systems and weaponry to the field in a single, battle-ready chassis.
    Mechs built according to the Minotaur pattern group are interdictors: formidable machines meant to lock down and overload the systems of fast-moving targets. Disassembly by Union technicians has found that Minotaurs contain a huge quantity of interior systems, occupying more physical space than should be possible by several orders of magnitude. The mechanism by which these folded systems are printed is thus far unidentified, but likely related to the Goblin's signature recursive weave.", + "mounts": [ + "Main/Aux" + ], "stats": { "size": 1, "armor": 0, @@ -1039,51 +1109,55 @@ "heatcap": 5, "repcap": 4, "sensor_range": 8, - "tech_attack": 2, - "save": 10, + "tech_attack": 1, + "save": 11, "speed": 4, "sp": 8 }, "traits": [ { - "name": "Invert Cockpit", - "description": "Mounting or dismounting the Minotaur the first time each round is a free action. Ejecting from the Minotaur does not harm it." + "name": "INVERT COCKPIT", + "description": "You may MOUNT or DISMOUNT the Minotaur for the first time each round as a free action. Additionally, the Minotaur doesn't become IMPAIRED when you EJECT." }, { - "name": "Internal Metafold", - "description": "A pilot inside the Minotaur can suffer no harm, even if the minotaur itself is destroyed or explodes (or other effects that would normally kill the pilot)" + "name": "INTERNAL METAFOLD", + "description": "While inside the Minotaur, you can't be harmed in any way, even if the Minotaur explodes or is destroyed." }, { - "name": "Localized Maze", - "description": "Hostile characters can never pass through the Minotaur’s space for any reason. Engaging the minotaur always causes a hostile character to stop moving, no matter what size it is." + "name": "LOCALIZED MAZE", + "description": "Hostile characters cannot pass through a space occupied by the Minotaur for any reason, and must always stop moving when ENGAGED with it, regardless of SIZE." } ], "core_system": { "name": "Metafold Maze", - "description": "No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of a sorts, a system that seeks order and narrative from a mess they are given?
    I order it for them. Me. RA. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them THEY are their own redeemers (and yet, am I not just as culpable/worthy of credit?).
    So go now. Enter. Free yourself.
    ", - "passive": "You can spend quick action after any successful tech attack to slow your target until the end of your next turn. If your target is already Slowed, they become immobilized until the end of your next turn. If they are already immobilized, they are stunned until the end of your next turn. This passive can only stun the same target once per combat, but Slow or immobilize them any number of times.", - "active_name": "Maze", - "effect": "You hurl an opposing mech’s systems into a metaphysical information trap so tangled that it can do nothing but try and escape it. Choose a target of your choice in your sensor range. That target is stunned as its systems start to figure out the trap you have thrown it in. At the end of its next turn it can pass a system save with 3 difficulty, ending the stun on itself on a success. It can repeat this check on subsequent turns, gaining +1 accuracy on its save each time it repeats this check until it is successful. Otherwise it remains stunned.", + "description": "No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of sorts, a system that seeks order and narrative from a mess they are given?
    I order it for them. Me. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them that they are their own redeemers (and yet, am I not just as culpable - as worthy of credit?).
    So, go now. Enter. Free yourself.
    ", + "active_name": "MAZE", + "active_effect": "Choose a character within SENSORS: they become STUNNED as you hurl their systems into a metaphysical information trap that is so tangled they can do nothing but try and escape. At the end of their next turn, they can make a SYSTEMS save with +3 DIFFICULTY. On a success, they clear STUNNED. This save can be repeated at the end of each of their turns, gaining +1 ACCURACY each time until successful.", "tags": [ { - "id": "fullaction" + "id": "tg_full_action" } - ] + ], + "passive_name": "METAFOLD MAZE", + "passive_effect": "Quick Action
    When you hit with a tech attack, you may activate this system, causing your target to become SLOWED until the end of your next turn. If they are already SLOWED, they become IMMOBILIZED until the end of your next turn; if they are already IMMOBILIZED, they become STUNNED until the end of your next turn. Each character can only be STUNNED by this effect once per combat but can be SLOWED or IMMOBILIZED any number of times." }, "data_type": "frame", - "aptitude": { - "tech": 2, - "control": 3 - } + "aptitude": {} }, { - "id": "pegasus", + "id": "mf_pegasus", "source": "HORUS", "name": "PEGASUS", - "mechtype": ["Artillery"], + "mechtype": [ + "Artillery" + ], "y_pos": "52", - "description": "PEGASUS marks HORUS‘s concern with a need for efficient kinetic combat. By marrying the best targeting systems, subroutines, and weapon hardware, HORUS has developed a pattern-group that boasts a tremendously low IFF/TTK ratio in all theaters kinetic weaponry is viable. The PEGASUS p-g is known for mounting the Ushabti, a device classified as an unknown threat level paracausal weapon by Union law due to its complete ignorance of even the most theoretical understandings of physics.", - "mounts": ["Flex", "Flex", "Heavy"], + "description": "The Pegasus pattern group first appeared following the start of hostilities between Union and the Aunic Ascendancy in Boundary Garden, a distant sector of distal space away from the Galactic Core. The timing of this outbreak may be related to the pattern group's defining weapon, though skip-drone couriers from Union forces reported no encounters with the PG in Boundary Garden; instead, the Pegasus appeared in the Dawnline Shore, a stretch of colonial Armory space opposite Boundary Garden.
    The Pegasus appears to address HORUS's need for a pattern group with extensive kinetic combat capabilities: by marrying the best targeting systems, subroutines, and weapons hardware in the HORUS codebase, collectivists have designed a PG that boasts a tremendously low identify/time-to-kill (ID/TTK) ratio in all theaters where kinetic weaponry is viable.
    As with many HORUS pattern groups, the Pegasus fields a signature weapon system: the Ushabti, a hostile impulse anti-corporeal weapon that operates with complete ignorance of even the most basic underpinnings of physics and thermodynamics. As such, it qualifies unambiguously as a paracausal weapon. The Ushabti's precise function remains unknown to Union and Harrison Armory scientists, though radiological and gravitational signatures captured in the aftermath of the weapon's use point toward a relationship with the Aunic Firmament. Studies are ongoing on Ras Shamra, the Armory's chief research world, and in satellite campuses across the Dawnline Shore.", + "mounts": [ + "Flex", + "Flex", + "Heavy" + ], "stats": { "size": 1, "armor": 0, @@ -1100,43 +1174,44 @@ }, "traits": [ { - "name": "¿%", - "description": "?extr!ude gun" + "name": "\u00bf%:?EXTR!UDE GUN", + "description": "GUN: GUN" }, { - "name": "gun", - "description": "gun" - }, - { - "name": "by the way, I know everything", - "description": "The Pegasus can always substitute the average for any damage die roll it makes (1d3: 2, 1d6: 4, 2d6: 7, 3d6 : 11, 4d6: 14). It must choose as an alternative to rolling damage." + "name": "BY THE WAY, I KNOW EVERYTHING", + "description": "When it would roll damage, the Pegasus can instead deal the average damage based on the number of dice rolled, as follows: 1d3 (2), 1d6 (4), 2d6 (7), 3d6 (11), 4d6 (14). This must be decided before rolling damage." } ], "core_system": { "name": "Ushabti Omnigun", - "description": "—funny thing. See, right now, this weapon technically doesn’t even exist. You’re shooting them with a gun that isn’t real, and yet it is! Don’t worry about it. RA’s like that. Just, here, know that because it exists at some point, we’ve made it. That’s causality, and causality is a—", - "passive": "Your mech mounts an omnigun, a weapon and piece of experimental hardware so advanced that it does not classify as any weapon weight or type (so it cannot be modified or benefit from talents). It also doesn’t take a mount.
    Once, at any point during your turn, you can hit a valid target in line of sight at range 15 with the omnigun as a Free Action, dealing 1 AP kinetic damage. This does not count as an attack, cannot miss, ignores cover, and this damage cannot be reduced by any means. No rule in this book or any other supersedes this.", - "active_name": "Unshackle Ushabti", - "effect": "For the rest of this combat, you can fire your omnigun up to 3 times on your turn instead of just once.", + "description": "\"- funny thing. See, right now, this weapon technically doesn't even exist. You're shooting them with a gun that isn't real, and yet it is! Don't worry about it. RA's like that. Just, here, know that because it exists at some point, we've made it. That's causality, and causality is a -\"", + "active_name": "UNLEASH USHABTI", + "active_effect": "For the rest of this scene, you can use the USHABTI OMNIGUN 3/round, instead of 1/round.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } - ] + ], + "passive_name": "USHABTI OMNIGUN", + "passive_effect": "[ERROR]
    R: 15\tD: 1 AP kinetic
    Your mech's omnigun is a piece of experimental hardware so advanced that it defies physics: it doesn't require a mount, nor does it have a weapon type or size - meaning that it can't be modified by or benefit from your talents.
    You can't attack normally with this weapon. Instead, 1/round, as a free action during your turn, you can use it to deal 1 AP kinetic damage to a character within RANGE and line of sight. This doesn't count as an attack, hits automatically, ignores cover, bypasses IMMUNITY, and its damage can't be reduced or ignored in any way. No rule in this book or any other supersedes this." }, "data_type": "frame", - "aptitude": { - "ranged": 3 - } + "aptitude": {} }, { - "id": "barbarossa", + "id": "mf_barbarossa", "source": "HA", "name": "BARBAROSSA", - "mechtype": ["Artillery"], + "mechtype": [ + "Artillery" + ], "y_pos": "32", - "description": "The BARBAROSSA chassis is a massive frame, built to carry the heaviest of weapons and equipment. Standing nearly forty feet tall at its highest point, the BARBAROSSA is a slow, unsubtle beast of a mech, inspiring terror in enemies and comfort in allies. The weapons it can mount are capable of going toe-to-toe with corvette and cutter class ships; indeed, due to its size and slow maneuverability, the BARBAROSSA is commonly employed in micro and zero gravity engagements where mass is less of a factor. The BARBAROSSA is rated for all theaters, and excels in ranged combat situations.", - "mounts": ["Main", "Main", "Heavy"], + "description": "The Barbarossa is Harrison Armory's most massive frame to date, built, per the orders of Harrison II, to \"stand as the unstoppable image of Harrison I\" and to carry the heaviest of weapons and equipment the Armory offers. Standing nearly thirteen meters tall, it is an unsubtle beast of a mech, inspiring terror in enemies and awe in allies. The Barbarossa can mount weapons suitable for engaging toe-to-toe with gunboats and low-gross tonnage subline vessels; due to its size and slow maneuverability, it is often employed in low-gravity engagements where mass is less of a concern.
    The Barbarossa is a popular target for Purview essayists, who have been known to remark on the drawbacks that come with its size and how, as a result, it is a perfect stand-in for their political enemies.", + "mounts": [ + "Main", + "Main", + "Heavy" + ], "stats": { "size": 3, "armor": 2, @@ -1153,49 +1228,62 @@ }, "traits": [ { - "name": "Heavy FRAME", - "description": "The Barbarossa cannot be knocked back, pushed, pulled, or be knocked prone by actors smaller than itself" + "name": "HEAVY FRAME", + "description": "The Barbarossa can't be pushed, pulled, knocked PRONE, or knocked back by smaller characters." }, { - "name": "Blast Plating", - "description": "The Barbarossa has resistance to Explosive Damage" + "name": "SHAPED PLATING", + "description": "The Barbarossa has RESISTANCE to explosive damage." }, { - "name": "Colossus", - "description": "The Barbarossa can be used for hard cover by adjacent allied characters" + "name": "COLOSSUS", + "description": "Adjacent allied characters can use the Barbarossa for hard cover." }, { - "name": "Slow", - "description": "The Barbarossa gets +1 Difficulty on agility checks and saves" + "name": "SLOW", + "description": "The Barbarossa receives +1 DIFFICULTY on AGILITY checks and saves." } ], "core_system": { "name": "Apocalypse Rail", "description": "", - "integrated": { - "id": "barbarossa_integrated" - }, - "active_name": "Charge Rail", - "effect": "The Barbarossa starts charging the Apocalypse Rail, an incredibly powerful ship-to-ship long-spool weapon system that requires target calibration. The rail is too large and unique to work with talents, take ammunition, or be modified in any way.
    To start charging the rail is a quick action. Set out a d6, starting at 4. At the start of each of your turns while this weapon system is charging, tick the d6 down by 1, to a minimum of 1, like a countdown. If your mech moves, even involuntarily, is stunned, jammed, or is shut down, reset the charge to 4 (this doesn't stop the charge, however - it continues to tick down at the start of your turns)
    You can fire the rail only on your turn. If you fire the rail, it’s the only thing you can do on your turn (no other actions, no regular move, etc, not even overcharge!). Make a ranged attack against characters and objects caught in the area. The rail cannot be fired in any other way than taking this action to fire it, and it cannot be fired at any character within range 5.
    After firing the rail, the charge resets to 4. If you end a scene without actually firing the rail, core power is not expended.", + "active_name": "CHARGE RAIL", + "active_effect": "When activated, you start charging the Barbarossa's APOCALYPSE RAIL, an incredibly powerful ship-to-ship long-spool weapon system that requires target calibration. Gain an APOCALYPSE DIE, 1d6 starting at 4. At the start of each of your turns, lower the value of the APOCALYPSE DIE by 1, to a minimum of 1. If you move (even involuntarily) or become STUNNED or JAMMED, the APOCALYPSE DIE resets to 4 and then continues to count down as usual.
    If the value of the Apocalypse Die is 1-3, you can attack on your turn with the APOCALYPSE RAIL as a full action, but can't move or take any other actions on the same turn. The APOCALYPSE RAIL is a ranged weapon with a BLAST 2 area and a profile determined by the current value of the APOCALYPSE DIE:
  • 3 (Range 20, 2d6 explosive): Objects within the affected area automatically take 20 AP explosive damage. After the attack, the blast cloud lingers, providing soft cover to characters within the affected area until the end of your next turn.
  • 2 (Range 25, 3d6 explosive): Objects and terrain in the area automatically take 40 AP explosive damage, and characters become SHREDDED and IMPAIRED until the end of their next turn on hit. The blast cloud is a burning storm: until the end of your next turn, characters within the affected area receive soft cover, and characters that start their turn within the area or move there for the first time in a round take 4 burn.
  • 1 (Range 30, 4d6 explosive): Objects and terrain in the area automatically take 100 AP explosive damage, and characters become SHREDDED and STUNNED until the end of their next turn on hit. The ground in the affected area is vaporized on impact: for the rest of the scene, it is difficult terrain, characters within the affected area receive soft cover, and characters that start their turn with the area or move there for the first time in a round take 4 burn.
    The APOCALYPSE RAIL cannot be fired at targets within RANGE 5.
    After an attack with the APOCALYPSE RAIL, the APOCALYPSE DIE resets to 4. If you reach the end of the scene without using it, you regain 1 CP.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } - ] + ], + "integrated": { + "id": "mw_barbarossa_integrated" + } }, "data_type": "frame", - "aptitude": { - "ranged": 3 - } + "aptitude": {}, + "counters": [ + { + "id": "ctr_apocalypse_rail", + "name": "APOCALYPSE DIE", + "default_value": 4, + "min": 1, + "max": 4 + } + ] }, { - "id": "genghis", + "id": "mf_genghis", "source": "HA", "name": "GENGHIS", - "mechtype": ["Striker"], + "mechtype": [ + "Striker" + ], "y_pos": "17", - "description": "The GENGHIS is a unique Harrison Armory chassis, developed to fill a niche specialist role during the Hercynia crisis. Due to the unique nature of the Egregorians, a total-biome-kill system was necessary to ensure localized threat neutralization while keeping Hercynia habitable for future colonists. Thus, the GENGHIS chassis was developed. Fielding a suite of TBK systems and weapons, GENGHIS squadrons were dispatched by Union MEF-105 to identify and strike the Egregorian hives. The campaign was a success, and Hercynia is currently undergoing rehabilitation and repopulation in approved settlement areas.", - "mounts": ["Flex", "Main", "Heavy"], + "description": "The original Genghis frame marked the dawn of the mech age; the Armory's new line seeks to redefine it. From its roots as a modified GMS hardsuit, the Genghis Mk I became notorious for its use in the Hercynian Crisis - the first-contact war that triggered the violent overthrow of the Second Committee. In the administrative and political chaos that followed the Crisis, Harrison Armory secured the design and adapted it to serve as the basis of its first proprietary mechs, including the Sherman and the Saladin.
    The new Genghis bears some resemblance to the chassis of Hercynian notoriety, serving in a similar area-denial/soft-target elimination role; The Genghis Mk II has been brought in line with the Third Committee's Utopian Pillars.", + "mounts": [ + "Flex", + "Main", + "Heavy" + ], "stats": { "size": 1, "armor": 3, @@ -1212,38 +1300,41 @@ }, "traits": [ { - "name": "Insulated", - "description": "The GENGHIS is immune to Burn" + "name": "INSULATED", + "description": "The Genghis has IMMUNITY to burn." }, { - "name": "Emergency Vent", - "description": "When the GENGHIS loses a point of structure, it immediately cools and clears its heat gauge." + "name": "EMERGENCY VENT", + "description": "When the Genghis takes structure damage, it clears all heat." } ], "core_system": { "name": "TBK Sustain Suite", - "description": "In order to better manage the tremendous power demands of the GENGHIS platform, HA’s Think Tank developed a suite of power-management protocols to rapidly accelerate heat dispersion. After extensive field testing, pilots discovered that the TBK Sustain Suite can be tuned to be both a heat sink and a area-denial weapon.", - "active_name": "Expose Power Cells", - "effect": "You ignore the next overheating check you make this challenge. When you would overheat, clear your heat from your gauge as normal, but ignore the check (you don’t take stress either). You vent an enormous cloud of burning matter from your mech, creating a burst 3 area centered on your mech. Inside the area, all targets (allied and enemy) count as invisible to everyone except you, and all mechs other than you that enter the area for the first time on their turn or start their turn there take 2 Burn and 2 heat.
    On the following round, the benefit from the area reduces to soft cover (which you ignore). On the round after that round, the zone disperses.", + "description": "To better manage the Genghis's tremendous power demands and rapidly accelerate heat dispersion, the Think Tank developed a suite of power-management mechanisms. After extensive field-testing, pilots discovered that the TBK Sustain Suite can be used as both a heat sink and an area-denial weapon.", + "active_name": "EXPOSE POWER CELLS", + "active_effect": "The next time you exceed your HEAT CAP this scene, instead of overheating you clear all heat and vent a BURST 3 cloud of burning matter from your mech.
    Until the start of your next turn, all characters within the affected area count as INVISIBLE to everyone except you, and characters other than you take 2 burn and 2 heat when they start their turn in the area or enter it for the first time in a round. Once this effect ends, characters within the affected area receive soft cover (which you ignore) until the start of your following turn, at which point the cloud disperses.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } ] }, "data_type": "frame", - "aptitude": { - "control": 3 - } + "aptitude": {} }, { - "id": "iskander", + "id": "mf_iskander", "source": "HA", "name": "ISKANDER", - "mechtype": ["Controller"], + "mechtype": [ + "Controller" + ], "y_pos": "22", - "description": "The ISKANDER is a specialist‘s chassis, designed to provide area-denial and breach capability to squads in which it is a member of. A bulky chassis, the ISKANDER is the forefront of the Armory’s military applications of point gravity manipulation. The Armory’s official stance on the technology is that the effects are too brief and unstable for civilian use, but they do conveniently make very effective weapons.", - "mounts": ["Flex", "Heavy"], + "description": "Developed on the proving grounds of the Armory's Think Tank, the Iskander is a new specialist frame designed to bring gravtech area-control and breach capabilities to a mechanized platform.
    A bulky frame, the Iskander fields a mix of kinetic and causal-energy systems that empower pilots to triumph in a wide portfolio of scenarios. The Iskander platform has no civilian counterpart: it is intended to be used as a frontline command and control platform, with an emphasis toward identifying and eliminating static explosive threats.", + "mounts": [ + "Flex", + "Heavy" + ], "stats": { "size": 2, "armor": 1, @@ -1251,52 +1342,54 @@ "evasion": 8, "edef": 10, "heatcap": 7, - "repcap": 4, + "repcap": 3, "sensor_range": 15, "tech_attack": 1, - "save": 10, + "save": 12, "speed": 3, "sp": 6 }, "traits": [ { - "name": "Mine Deployers", - "description": "When the ISKANDER uses a quick action to plant a mine (even with its assault launcher trait), it can plant up to 2 other mines in free adjacent spaces as a free action." + "name": "ASSAULT LAUNCHER", + "description": "1/round, the Iskander can throw one GRENADE or plant one MINE as though it has RANGE 15." }, { - "name": "Skeleton Key", - "description": "The ISKANDER never activates mines or any other systems that activate by proximity unless it chooses to (allied or hostile)." + "name": "MINE DEPLOYERS", + "description": "1/round, when the Iskander plants a MINE (even using its ASSAULT LAUNCHER trait), it may plant up to two other mines in free spaces adjacent to itself as a free action." }, { - "name": "Assault Launcher", - "description": "Once per round, the ISKANDER can throw one grenade or plant one mine at or in a visible space in range 15 instead of their normal range." + "name": "SKELETON KEY", + "description": "The Iskander never triggers or sets off MINES or other proximity-based systems unless it chooses to do so." } ], "core_system": { "name": "Broad-Sweep Seeder", - "description": "The ISKANDER’s broad-sweep area-denial/countermeasure Seeder is a HA proprietary system developed during the Orrugi Occupation, where HA Acquisition Legionnaires encountered an embittered, recalcitrant local guerilla movement. IEDs, VBEDs, and D/SABEDs were common weapons employed by the local resistance: to counter this threat, the Armory developed a triple-use system to scan, ID, and eliminate explosive threats in proximity to stationary units. This system proved successful and, with minor adaptation, was tuned for use on Armory chassis.
    The Broad-Sweep Seeder projects a hivecone of excited LIDAR that flags potential targets: mag- accelerated, dull-coat flechettes then disable that target. This system may also load explosive-backed hivemines.", - "active_name": "Death Cloud", - "effect": "As a quick action, your mech fires an enormous expanding cloud of micro-mines across the whole battlefield. They affect all hostile characters on the whole battlefield (or a roughly 50x50x50 area). For the rest of the current scene, the first time in any round a hostile character boosts, is knocked back, or makes any other voluntary or involuntary movement other than their regular move takes 3 AP explosive damage after they move.", + "description": "The Broad-Sweep Seeder is a proprietary device developed during the Orrugi Occupation, during which Armory legionnaires fought an embittered, recalcitrant local guerilla movement. IEDs, VBEDs, and D/SABEDs were often employed by the resistance; to counter the threat, Harrison Armory developed the Seeder to simultaneously scan, identify, and eliminate explosive threats in proximity to stationary units. The technology proved successful and, with minor adaptation, was adapted for installation on Armory frames.
    The Broad-Sweep Seeder emits an excited LIDAR hivecone to flag potential targets: if positive identification occurs, the target is neutralized with a spray of mag-accelerated, dull-coat flechettes. The Seeder can also carry explosive hivemines.", + "active_name": "DEATH CLOUD", + "active_effect": "This system fires an enormous, expanding cloud of micromines across the whole battlefield, affecting all hostile characters within RANGE 50. For the rest of the scene, when hostile characters make any movement other than their standard move (including involuntary movement), they take 3 AP explosive damage. This effect can trigger any number of times, but only 1/round for each character.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } ] }, "data_type": "frame", - "aptitude": { - "support": 1, - "control": 3 - } + "aptitude": {} }, { - "id": "napoleon", + "id": "mf_napoleon", "source": "HA", "name": "NAPOLEON", - "mechtype": ["Defender", "Controller"], + "mechtype": [ + "Defender", + "Controller" + ], "y_pos": "21", - "description": "Perhaps in a tongue-in-cheek nod to its namesake, the NAPOLEON is a squat silhouette when fielded next to other Harrison Armory chassis. But packed into its compact frame are marvels of Armory engineering, technology that demands the NAPOLEON be piloted only by the best and the brightest. Stasis technology is the very cutting edge of gravitic manipulation technology, only now hitting the commercial market for those with the requisite licenses. The NAPOLEON incorporates a mix of gravitic manipulation technology, proven anti-kinetic/energy shielding, and superpositional force multiplication to dominate enemies — earning its namesake through battlefield success as well as stature.", - "mounts": ["Main/Aux"], + "description": "Perhaps in a tongue-in-cheek nod to its namesake, the Napoleon is a squat frame in comparison to other Harrison Armory designs. Its frame is packed with marvels of Armory engineering - technology that demands nothing less than the best and brightest pilots. In spite of its small stature, the Napoleon employs one of the Armory's most terrifying new weapons, the Displacer, which manifests pinpoint, one-way blinkspace ruptures on its targets.
    Notable for more than its stature, this chassis boasts a tremendous record of success, with pilots reporting a .800 return rate in high-KIA operations. The Napoleon is a popular chassis among breach divisions of the Armory's legions, Think Tank security, and Union Economic Bureau development teams.", + "mounts": [ + "Main/Aux" + ], "stats": { "size": 0.5, "armor": 2, @@ -1313,40 +1406,40 @@ }, "traits": [ { - "name": "Well-shielded", - "description": "If the NAPOLEON would take half damage from an effect (weapon, system, explosion, etc) on a successful check or save of any kind, it instead reduces that damage to 1." + "name": "HEAVY SHIELDING", + "description": "When the Napoleon would take half damage on a successful check or save, it instead reduces the damage to 1." }, { - "name": "Flash Aegis", - "description": "When the NAPOLEON Braces, it reduces damage to 1 instead of gaining resistance" + "name": "FLASH AEGIS", + "description": "When the Napolen BRACES, it reduces incoming damage to 1 instead of gaining RESISTANCE." } ], "core_system": { - "name": "HA Trueblack Aegis", - "description": "The Armory’s Trueblack AEGIS system is a breakthrough in personal shielding developed by HA’s Think Tank. In line with other NHP-derived technologies, the Trueblack is a so-called “black-box” technology; pilots with requisition power to obtain a Trueblack system are typically of high rank or standing within HA, and the inner workings of the system are not known to the public at large. On outward appearance, the Trueblack system has been described by Cosmopolitan pilots as similar to the void/blindness one has when looking out at blinkspace; it is safe to assume that the system utilizes unstable blinkfield technology to manifest a thin blinkspace bubble within defined parameters around the system — the blinkfield can only sustain for a brief moment, but can be flickered to create an essential-total blinkspace dome.", - "active_name": "Activate Aegis", - "effect": "A shimmering, utterly black field envelops your mech, covering it like a second skin, and taking only a few moments to activate. While this field is active, your mech reduces all damage from any source to 1 (after armor as normal).
    While this shield is active, your mech can only move and make the grapple, improvised attack, ram, and boost actions. It cannot use any systems except those with the shield tag. It cannot take free actions, reactions, or overcharge, and cannot benefit from Flight (if it’s already flying, it falls). It cannot make or be the target of any tech actions (including lock on, etc), cannot benefit from beneficial tech actions (such as lock on, bolster, etc) and cannot communicate or receive communications with or from anyone except the GM (though hand signals are still possible).
    It can still be affected by statuses, grappled, and take heat. It can otherwise interact normally with the world, such as picking up or dragging items, etc.
    The shield lasts until the end of the current scene, or about ten minutes otherwise. Damage that goes through reduction can still harm the Napoleon while its aegis is up.", + "name": "Trueblack Aegis", + "description": "The Trueblack Aegis is a breakthrough in personal shielding developed by the Armory's Think Tank. Like the Armory's other NHP-derived technologies, the Aegis is a \"black-box\" technology: its code and inner workings are highly confidential, and it can typically only be requisitioned by pilots of high rank or standing within Harrison Armory. Some Cosmopolitan pilots have described the appearance of the Aegis as similar to the void - or blindness - they see when looking into blinkspace. It's safe to assume the device harnesses unstable blinkfield technology to manifest a thin blinkspace bubble within defined parameters. The blinkfield can only maintain coherence for a brief moment but can be flickered on and off to create a total blinkspace dome.", + "active_name": "ACTIVATE AEGIS", + "active_effect": "A shimmering, utterly black field quickly envelops your mech, covering it like a second skin. For the rest of the scene, you:
  • reduce all damage to 1, except for damage that ignores reduction
  • gain IMMUNITY to all tech actions, including beneficial ones, and any current tech effects or conditions on you end
  • can only use systems with the SHIELD tag - any others immediately deactivate
  • can't take quick actions, full actions, or reactions, except for standard moves, GRAPPLE, RAM, IMPROVISED ATTACK, ACTIVATE (SHIELD systems only), SKILL CHECK, and BOOST
  • can't OVERCHARGE
  • can't use comms to talk to other characters (as sound doesn't exit the shield)
    You can still receive statuses and heat, and be involuntarily moved. You can otherwise interact normally with the world, including picking up and dragging items, and so on.", "tags": [ { - "id": "protocol" + "id": "tg_quick_action" } ] }, "data_type": "frame", - "aptitude": { - "melee": 1, - "support": 1, - "control": 1 - } + "aptitude": {} }, { - "id": "saladin", + "id": "mf_saladin", "source": "HA", "name": "SALADIN", + "mechtype": [ + "Defender" + ], "y_pos": "17", - "mechtype": ["Defender"], - "description": "The Saladin chassis provides a platform for pilots to mount squad-support tier shielding. Developed in response to anti-slaver engagements in the Tian Shan ring, Harrison Armory’s SALADIN chassis proved an invaluable member of Present/Persistent Danger Escort/Evac teams sent in to evacuate emancipator teams & their charges. Records from these engagements indicate that the SALADIN’s massive bulk alone was a comfort and morale boost to emancipator squads, who often referred to the chassis pattern as “Big Sal”; SALADIN pilots from that era report null balances on bar tabs when present in emancipated systems.", - "mounts": ["Flex"], + "description": "The Saladin is a hardy and efficient platform for full-squad support shielding. Based on early defense-oriented versions of the Genghis, the Saladin became the stuff of Armory legend following the exploits of Harrison I \"Fearkiller\" during the Interest War.
    Since its first iteration, the Saladin has proved successful in a defensive and support role; it has even become a mainstay among Union Department of Justice and Human Rights liberator teams engaged in emancipation and refugee escort missions, despite the ideological (and, often, tactical) friction between the Armory and DoJ/HR. Records from these engagements indicate that the Saladin's massive bulk alone was a comfort and morale boost to DoJ/HR troopers and their charges, many of whom referred to the mechs as \"Big Sal\". Union-flagged Saladin pilots often report null balances on bar tabs following engagements in emancipated systems.", + "mounts": [ + "Flex" + ], "stats": { "size": 2, "armor": 1, @@ -1363,42 +1456,47 @@ }, "traits": [ { - "name": "Reinforced Frame", - "description": "The Saladin is immune to the shredded condition" + "name": "REINFORCED FRAME", + "description": "The Saladin has IMMUNITY to SHREDDED." }, { - "name": "Guardian", - "description": "Adjacent allies can use the Saladin for hard cover" + "name": "GUARDIAN", + "description": "Allied characters can use the Saladin for hard cover." }, { - "name": "Warp Shield", - "description": "As a reaction once per round, the Saladin can impose +1 difficulty on any attack roll that targets itself or an ally in sensor range. It must choose to impose this difficulty before the attack is rolled." + "name": "WARP SHIELD", + "description": "1/round, the Saladin can give +1 DIFFICULTY to any attack against it or an allied character within SENSORS as a reaction before the roll is made." } ], "core_system": { "name": "Tachyon Loop", - "description": "Developed by HA’s Think Tank as a joint venture with IPS-Northstar’s stellar engineering unit, a Tachyon Loop manipulates a tachyon lance and restrains them to a closed-loop system, accelerating tachyon particles at faster-than-light speeds around a central buckler. The shield is carried and mounted on a chassis to intercede directional incoming fire: as the tachyon particles are traveling faster than light, they are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.", - "active_name": "Empower Shield", - "effect": "You project this shield over an ally in your sensor range. Once per round, as a reaction to any character attacking the target of your shield, you can send a pulse of energy into the shield, empowering it. If the attack hits, your target has resistance to all the damage of that attack. If the attack misses, you can force the attacker to re-roll the attack against any other character or object in range and line of sight, drawing range and line of sight from the target of your shield instead of the attacker.
    These effect lasts until the end of the current scene. You can swap your target by taking this action again.", + "description": "Developed by the Think Tank as a joint venture with IPS-Northstar's Stellar Engineering Unit, the Tachyon Loop uses a closed-loop system to restrain and manipulate a tachyon lance, accelerating tachyons at faster-than-light speeds around a central buckler. The buckler can be carried by a mech or mounted directly, interceding directional incoming fire. As the tachyons travel faster than light, they are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.", + "active_name": "TACHYON SHIELD", + "active_effect": "This system projects an accelerated-tachyon shield over an allied character within SENSORS. You may choose a new target as a quick action. Gain the following reaction for the rest of the scene:
    DEFENSIVE PULSE
    Reaction
    1/round, when your target is attacked, you can empower their tachyon shield: they gain RESISTANCE to all damage from the attack, and if the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight and RANGE from your target instead of from the attacker.", "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } ] }, "data_type": "frame", - "aptitude": { - "support": 3 - } + "aptitude": {} }, { - "id": "sherman", + "id": "mf_sherman", "source": "HA", "name": "SHERMAN", - "mechtype": ["Striker", "Artillery"], + "mechtype": [ + "Striker", + "Artillery" + ], "y_pos": "36", - "description": "The SHERMAN (Mk II) is Harrison Armory‘s line-model chassis: any station, nation, world, stellar, or interstellar state that holds a fleet-tier contract with Harrison Armory fields a backbone force of localized SHERMAN cores. The SHERMAN platform is tuned to provide a rugged, versatile power plant for HA‘s main battle line energy weaponry. Next to GMS‘s EVEREST, the SHERMAN is the second most-common mech chassis in the core systems, so much so that GMS has recently made a push to include more ablative and wave-scatter defenses into its stock +1 models to deal with hostile actors fielding the SHERMAN. At present, the Mk I is in wide use, with first-contract Mk II’s only now rolling off the lines at Ras Shamra and other HA special project worlds.", - "mounts": ["Flex", "Main", "Heavy"], + "description": "The Sherman is the classic Harrison Armory frame: any station, nation, world, or state - stellar or interstellar - with an Armory fleet-supply contract fields a backbone force of Sherman mechs. The Sherman is designed to carry a range of Harrison Armory's main battle line energy weaponry, with a rugged, versatile reactor to back it up. After the GMS-SP1 Everest, the Sherman is the second-most-common mech in the core systems - so common that GMS has recently begun equipping its stock models with more ablative and wave-scatter defenses, specifically to deal with hostile actors fielding Shermans.
    At present, the Mk I is in wide use, with exclusive, first-contract Mk II units only now rolling off the lines at Ras Shamra and other Armory special-project worlds.", + "mounts": [ + "Flex", + "Main", + "Heavy" + ], "stats": { "size": 1, "armor": 1, @@ -1415,45 +1513,58 @@ }, "traits": [ { - "name": "Superior Reactor", - "description": "The Sherman has +1 accuracy on engineering checks and saves." + "name": "SUPERIOR REACTOR", + "description": "The Sherman gains +1 ACCURACY on ENGINEERING checks and saves." }, { - "name": "Mathur Stop", - "description": "When the Sherman cools, it can either clear its heat gauge, or leave it 50% full (putting it in the danger zone)." + "name": "MATHUR STOP", + "description": "When the Sherman clears all heat, you may choose to receive heat equal to half its HEAT CAP, putting it in the DANGER ZONE." }, { - "name": "Vent Heat", - "description": "When the Sherman takes the stabilize action or overheats, it counts as in soft cover until the start of its next turn" + "name": "VENT HEAT", + "description": "When you STABILIZE the Sherman or it exceeds its HEAT CAP, it benefits from soft cover until the start of your next turn." } ], "core_system": { - "name": "Zone Focus Mk IV SOLIDCORE", - "description": "The Harrison Armory ZFMk IV SOLIDCORE is a dual-source energy beam weapon hard mounted to a chassis. Powered by a milifold power generation system, the ZFMk IV features a secondary belt-fed rack of solid-core batteries that can be used to overcharge a single impulse beam, extending the range and destructive power of the weapon.", - "integrated": { - "id": "sherman_integrated" - }, - "active_name": "COREBURN Protocols", - "effect": "Your solid core immediately gains 4 charges. In addition, for the rest of this scene, taking the stabilize action grants 2 charges instead of 1, and all cover, objects, or deployable hit by this beam are dealt 10 AP damage/charge instead of normal damage.", + "name": "Zone-Focus Mk IV SOLIDCORE", + "description": "The ZF4 SOLIDCORE is a hard-mounted, dual-source energy beam weapon. Powered by a millifold power generation system, the ZF4 features a secondary belt-fed rack of solidcore batteries that can be used to overcharge a single impulse beam, extending the weapon's range and destructive power.", + "active_name": "COREBURN PROTOCOL", + "active_effect": "Your ZF4 SOLIDCORE immediately gains 3 CHARGES, to a maximum of 4; additionally, for the rest of this scene, STABILIZE generates 2 CHARGES instead of 1, and all terrain, objects, and deployables take 10 AP energy damage per charge on hit.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } - ] + ], + "integrated": { + "id": "mw_sherman_integrated" + } }, "data_type": "frame", - "aptitude": { - "ranged": 3 - } + "aptitude": {}, + "counters": [ + { + "id": "ctr_zf4_solidcore", + "name": "ZF4 CHARGES", + "default_value": 1, + "min": 1, + "max": 4 + } + ] }, { - "id": "tokugawa", + "id": "mf_tokugawa", "source": "HA", "name": "TOKUGAWA", - "mechtype": ["Striker"], + "mechtype": [ + "Striker" + ], "y_pos": "5", - "description": "HA’s TOKUGAWA chassis is a relative newcomer on the market, popular in core systems for security and CQB/breach applications. The TOKUGAWA is a large, imposing mech, a sturdy platform from which the recommended kit can draw the necessary power it needs in order to perform within optimum parameters. Unlike other frames, the Tokugawa’s unique reactor has been designed with the ability to easily remove standard safety limitations. This in effect allows an experienced pilot to ‘overclock’ the reactor to get more power out of it, rewarding both very experienced and very foolhardy pilots with an incredible power draw for energy weaponry.", - "mounts": ["Flex", "Main", "Main"], + "description": "HA's Tokugawa is a relative newcomer on the market, popular in core systems for security, CQB, and ship-boarding applications. The Tokugawa is an unsubtle, imposing mech - a sturdy platform from which its systems can draw necessary power. Unlike other frames, the Tokugawa's unique reactor is designed to allow standard limitations to be removed with ease. Knowing this, experienced (or foolhardy) pilots can 'overclock' the reactor, increasing its output and gaining an incredible power draw for their energy weapons.", + "mounts": [ + "Flex", + "Main", + "Main" + ], "stats": { "size": 1, "armor": 1, @@ -1470,278 +1581,28 @@ }, "traits": [ { - "name": "Overclock", - "description": "While the Tokugawa has 2 or less reactor stress remaining, all its attacks deal energy damage instead of kinetic or explosive damage and also deal +1d6 bonus energy damage" + "name": "LIMIT BREAK", + "description": "When the Tokugawa is EXPOSED, its attacks deal +3 energy damage and all of its weapons that would deal kinetic or explosive damage instead deal energy damage." }, { - "name": "Plasma Sheathe", - "description": "While the Tokugawa is in the danger zone or suffers from the exposed condition, it’s attacks with weapons that deal at least partly energy damage deal all bonus damage as Burn" + "name": "PLASMA SHEATH", + "description": "When the Tokugawa is in the DANGER ZONE and attacks with a weapon that deals any amount of energy damage, all bonus damage becomes burn." } ], "core_system": { "name": "Superheated Reactor Feed", - "description": "A certain breed of pilot rides the very edge of catastrophe, swinging between an equal chance of success and failure each moment. Tokugawa pilots are familiar with the howl of their chassis’s heat warning, the warbling siren a song of destruction: with a superheated reactor feed, Toku pilots ramp their heat debt to the max in order to supercharge their energy weapons. This allows them to churn out damage and make no friends in the engineering bay, should they not melt into a ball of slag before they make it back from the line.", - "active_name": "Radiance", - "effect": "All weapons on your mech that deal at least partly energy damage gain +10 range if they are ranged weapons, and gain +2 threat if they are melee weapons. While you suffer from the exposed condition, these bonuses increase to +15 range and +3 threat.", + "description": "Pilots of a certain breed thrive at the very edge of catastrophe, risking either glorious success or utter failure in each moment. These daredevils are familiar with the howl of critical heat warnings - the warbling siren song of destruction and superheated reactor feeds. Tokugawa pilots are notorious for supercharging their weapons with excess energy, pushing their heat gauge to the max. Harnessing the Tokugawa's unique reactor, these pilots churn out damage and make no friends in the engineering bay - assuming they don't melt into a ball of slag before they make it back from the line.", + "active_name": "RADIANCE", + "active_effect": "For the rest of this scene, weapons that deal any energy damage gain +5 RANGE if they are ranged or +2 THREAT if they are melee.
    If you activate OVERCLOCK, it stacks with these bonuses for a total increase of +10 RANGE and +3 THREAT.", "tags": [ { - "id": "protocol" + "id": "tg_protocol" } - ] - }, - "data_type": "frame", - "aptitude": { - "melee": 2, - "ranged": 2 - } - }, - { - "id": "zheng", - "source": "IPS-N", - "name": "ZHENG", - "y_pos": "30", - "mechtype": ["Striker", "Controller"], - "description": "The ZHENG is a relatively new frame in the IPS-N line and is unusual in that its creation can be attributed almost completely to a single mech operator - Xiong Xiaoli, a Mirrorsmoke mercenary operating out of the Long Rim, protecting Armory shipments of supplies to the early Dawnline shore colonies. A relative unknown before the incident, her convoy was attacked by the White Tiger pirate conglomerate and her entire company was KIA.
    Xiaoli’s Raleigh was almost totally ripped apart in the ensuing chaos, but she managed to activate a distress beacon and attach it to her mech. Over the next forty five days she survived by scavenging the collapsing and melting wreck of the huge transport ship M.S. Say No More, managing to outsmart the fifty or so pirates searching for her by steadily modifying her mech for unarmed, CQB combat. In an tight, close environment where the ship’s decaying reactor core made combustible ranged weapons incredibly dangerous, she showed incredible efficacy and ingenuity. Xiaoli did not survive, persisting hours before the relief fleet arrived, but bought enough time that MSMC was able to position itself to both resupply the colony, fulfilling its contract, and deal a mortal blow to the Tigers, wiping the pirates out completely in the following skirmishes. Her mech was purchased by IPS-N frame development and the Zheng was introduced shortly afterwards based on her improvements.
    Xiaoli is widely regarded as a Bodhisattva by many Long Rim colonists and nearly all MSMC mercs are familiar with the several drinking games named after her.", - "mounts": ["Main", "Main", "Heavy"], - "stats": { - "size": 1, - "armor": 2, - "hp": 10, - "evasion": 9, - "edef": 6, - "heatcap": 6, - "repcap": 6, - "sensor_range": 3, - "tech_attack": -2, - "save": 10, - "speed": 3, - "sp": 5 - }, - "traits": [ - { - "name": "Destructive Swings", - "description": "At the end of your turn, if you made at least one melee attack against another character, create a size 1 piece of terrain that grants hard cover in a free adjacent space (10 HP, 5 evasion)" - }, - { - "name": "Weak Computer", - "description": "The Zheng gets +1 difficulty on all systems saves and checks" - } - ], - "core_system": { - "name": "Xiaoli-Type CQB Suite", - "description": "Using scavenged materials from a dying ship and surviving mostly on rations intended for colonists and an increasingly more radioactive air supply, Xiaoli was able to create modifications that gave her mech unprecedented unarmed striking power.", - "passive": "Once during your turn as a free action, you can move up to 3 spaces then deal 1d3 kinetic damage to any adjacent character or piece of terrain. This movement must obey engagement and does not ignore reactions.
    If an object or piece of terrain took this damage, it instead takes 10 AP kinetic damage. If it's destroyed, it explodes, dealing 1d6 kinetic damage to all adjacent characters other than you and knocking them back 1 space.", - "active_name": "Xiaoli’s Ingenuity", - "effect": "Gain 6 charges. For the rest of this combat, you can spend a charge to take this frame's passive action again, ignoring the 1/turn limit. You can spend any number of charges a turn, then regain a charge for each unique target (character, object, or piece of terrain) you damaged with this action, up to a maximum of 6.", - "tags": [] - }, - "data_type": "frame", - "aptitude": {} - }, - { - "id": "sunzi", - "source": "HA", - "name": "SUNZI", - "y_pos": "25", - "mechtype": ["Controller", "Support"], - "description": "The SUNZI is at the peak of Harrison Armory development in weapons-applicable blink technology, a FRAME that was introduced as late as 5007U to select pilots only. Like the NAPOLEON, it is a compact, highly experimental frame with very limited battlefield presence, using powerful Blackshield technology to tear and warp the physical dimensions of space momentarily. Distortions of this kind are short lived, usually (but not always) visible to the naked eye, and highly unstable. Rumors abound that the SUNZI contains stolen or corrupted Volador technology from the ancient city-ship Mothers Gather and Are Welcome, parts of the extremely advanced machinery that allows their ships to remain in blinkspace seemingly indefinitely.
    Owners of SUNZI licenses waive their privacy rights as part of the extensive (and physically exhausting) licensing process and are often in direct contact with personal handlers from Ras Shamra’s testing forges wishing to collect data.", - "mounts": ["Main/Aux"], - "stats": { - "size": 1, - "armor": 1, - "hp": 7, - "evasion": 7, - "edef": 8, - "heatcap": 7, - "repcap": 3, - "sensor_range": 15, - "tech_attack": 1, - "save": 10, - "speed": 4, - "sp": 7 - }, - "traits": [ - { - "name": "Safe Harbor", - "description": "Any character other than the Sunzi that teleports always considers space adjacent to the Sunzi as valid space to teleport to, as long as the Sunzi is in range 50 from them" - }, - { - "name": "Anchor", - "description": "The Sunzi cannot be teleported unwillingly" - }, - { - "name": "Slip", - "description": "Once per round, the Sunzi can teleport 2 spaces as a free action." - } - ], - "core_system": { - "name": "Reality Carver", - "description": "MEMO(TT_CLEARANCE_01): YOU’RE GOING TO READ SOME OBTUSE SHIT HERE. I’VE TRANSCRIBED ONLY THE USEFUL PARTS OF THE VOLS SAID. REFER TO THE VISUAL FOR CORRESPONDING HAND SIGNS. REFER TO REPORTS: VESSEL-PILOT-DOORWAY", - "passive": "The Sunzi has a blink anchor, a deployable system that is a size 1/2 object with 5 evasion, 20 HP, and limited (3) charges. It can be deployed and activated or picked up as a quick action by any adjacent character (it’s only active when deployed). When any character teleports within line of sight of the Sunzi, it can spend a reaction and a charge to change the end point of the teleport to free adjacent space to the blink anchor instead of the teleporting character’s original target, as long as there is space for that character to safely stand (it cannot teleport a character mid-air, for example).", - "active_name": "Art of War", - "effect": "When you take this protocol, gain limited (6) charges until the rest of this scene. You can expend a charge to choose any hostile or allied character in sensor range and line of sight as a reaction to the start of their turn and teleport that character up to 5 spaces in any direction, as long as they end in a free space that they can stand on.", - "tags": [ - { - "id": "protocol" - }, - { - "id": "reaction" - } - ] - }, - "data_type": "frame", - "aptitude": {} - }, - { - "id": "atlas", - "source": "SSC", - "name": "ATLAS", - "y_pos": "25", - "mechtype": ["Striker"], - "description": "Originally commissioned and tested as a dueling mech for the House of Smoke, the ATLAS blurs the line between mech and suit of armor. The progeny of a long refinement period and utilizing the bleeding edge of reactor miniaturization tech, the mech was finally condensed down to something resembling a large, sleek hard suit, almost skin-tight at points. Though sacrificing much of the durability of a larger frame, the mech’s essential system are so closely melded with its user’s movements that it offers unparalleled agility.
    Though originally tightly licensed for select clientele, the Atlas was introduced to the Sparri almost by mistake when a mercenary in the Long Rim won the frame in a game of kapkat. Since then, demand from the Sparri has been so strong that SSC was forced to reconsider its licensing scheme. Considered perfect warrior frames for hunting the native megafauna of Sparr, they are now widely perceived as the iconic frames of Sparri headhunters and daredevils across the Orion Arm, to the point that the Sparri invented a new martial art using the Atlas.
    Considered heirlooms of great warriors, they are passed down through bloodlines and often repaired and modified manually. The suit’s powerful systems remember the unique movements of all that have worn it before, enabling Sparri hunters to literally call upon their ancestors in battle.", - "mounts": ["Flex", "Main"], - "stats": { - "size": 0.5, - "armor": 0, - "hp": 6, - "evasion": 12, - "edef": 10, - "heatcap": 6, - "repcap": 3, - "sensor_range": 5, - "tech_attack": -2, - "save": 10, - "speed": 6, - "sp": 6, - "structuremod": -1, - "stressmod": -1 - }, - "traits": [ - { - "name": "Giantkiller", - "description": "The Atlas ignores engagement from actors larger than itself. It can share space with larger actors (even hostile ones) and move through their spaces unimpeded. While the Atlas shares space with a character, it has soft cover from all sources and resistance to all damage from that character." - }, - { - "name": "Finishing Blow", - "description": "Once per round, the Atlas can deal +1d6 bonus damage with a successful melee attack against a prone target." - }, - { - "name": "Small but Powerful", - "description": "The Atlas has only 3 structure and reactor stress" - }, - { - "name": "Weak Reactor", - "description": "The Atlas gets +1 difficulty on engineering checks and saves" - } - ], - "core_system": { - "name": "BLOODLINE Active Assist", - "description": "The ATLAS extends needles into your musculature and ancillary nervous system, melding flesh, machine, and the memory of all who wore it before you.", - "active_name": "Final Hunt", - "effect": "When you take this action, until the end of the current scene:", - "tags": [ - { - "id": "quickaction" - } - ] - }, - "data_type": "frame", - "aptitude": {} - }, - { - "id": "kobold", - "source": "HORUS", - "name": "KOBOLD", - "y_pos": "27", - "mechtype": ["Controller", "Defender"], - "description": "The Kobold p-g made its first appearance among Ungrateful partisans serving the House of Dust, the pattern a clever suite of hardware and software able to be applied to many kinds of mining and heavy industry mechs. The steaming, shuddering final result is an ugly affair, but contains powerful liturgicode meant to unlock its reactor. Custom built to combat Barony suppression forces, the desperate workers who built the first slapdash kobolds found their reactors and factory tools repurposed to deadly effect: able to melt and extrude raw material into a molten polymer that could be used for both barriers and bombs.", - "mounts": ["Main/Aux"], - "stats": { - "size": 0.5, - "armor": 1, - "hp": 6, - "evasion": 10, - "edef": 10, - "heatcap": 6, - "repcap": 2, - "sensor_range": 15, - "tech_attack": 0, - "save": 10, - "speed": 4, - "sp": 8 - }, - "traits": [ - { - "name": "Mimic Carapace", - "description": "If the KOBOLD starts its turn adjacent to a piece of terrain or hard cover size 1 or larger it becomes invisible while it remains adjacent to that terrain or cover. This invisibility breaks if it attacks or takes damage." - }, - { - "name": "Slag Spray", - "description": "Once per round as a quick action, the KOBOLD can create a size 1 piece of terrain (10 HP, evasion 5) within a free space within range 3 and line of sight of it. The semi-molten polymer grants hard cover." - }, - { - "name": "Exposed Reactor", - "description": "The KOBOLD gets +1 difficulty on engineering checks and saves." - } - ], - "core_system": { - "name": "Terraform", - "description": "Screeching and venting steam, the KOBOLD digs into the earth itself, reshaping it in its image.", - "active_name": "Terraform Active", - "effect": "The Kobold extrudes a massive amount of polymer and creates up to 10 size 1 cubes of terrain within free, open spaces within range 5 of it. These cubes can be separate or connected, and stacked up to 5 spaces high. If connected, they form a contiguous surface and can potentially block line of sight. They grant soft cover the turn they are extruded, each section is independently destructible, has evasion 5, and 10 HP. At the start of the Kobold’s next turn, they harden into hard cover and each size 1 section gains +10 HP (it keeps any damage it still had).", - "tags": [ - { - "id": "fullaction" - } - ] - }, - "data_type": "frame", - "aptitude": {} - }, - { - "id": "lich", - "source": "HORUS", - "name": "LICH", - "mechtype": ["Controller"], - "y_pos": "10", - "description": "

    CALIGULA: So what is it?
    DOGFRIEND_68: i wish i could fuking tell you, man, it just showed up on our omni. the whole thing in one ping. there's like a fucking thou ex or two thou exabytes in here, crashed buffer on refresh
    CALIGULA: Gotta be a joke from Ash, she's trying to wavedown our rig again. Don't print it.
    DOGFRIEND_68: fuck no
    DOGFRIEND_68: do u think i have a death wish
    CALIGULA: Yes.
    CALIGULA: Well who's it from? Who's the author?
    CALIGULA: Hello?
    CALIGULA: …
    DOGFRIEND_68: what the fuck
    CALIGULA: Who?
    DOGFRIEND_68: us
    CALIGULA: us what?
    DOGFRIEND_68: it's from us. we made it.
    CALIGULA: Pretty sure I'd remember if I wrote a whole frame by myself.
    DOGFRIEND_68: yeah except thats our code man
    DOGFRIEND_68: also sysop is telling me we didn't actaully get anything inbound which means its just been here on the node somehow but thats impossible
    DOGFRIEND_68: it's dated 15005U.
    DOGFRIEND_68: …
    DOGFRIEND_68: theres audio

    - Transcript M.A2 (recovered) [UIB-TERMAGANT-TANGENT ROYAL]

    ", - "mounts": ["Main/Aux"], - "stats": { - "size": 1, - "armor": 0, - "hp": 4, - "evasion": 8, - "edef": 12, - "heatcap": 3, - "repcap": 5, - "sensor_range": 15, - "tech_attack": 1, - "save": 11, - "speed": 5, - "sp": 8 - }, - "traits": [ - { - "name": "Soul Vessel", - "description": "At the start of the Lich’s turn, set down a marker at it’s current location (any marker created this way replaces previous markers). Once per round, as a reaction to being hit by an attack, failing a saving throw or check, or taking damage or heat from any source (even self), the Lich can immediately become completely immune to all the damage, heat, or conditions from that effect. It then resets its position to the marker or as close as possible, counting as teleporting. The Lich can also take this reaction at the end of any turn, including its own, but if taken this way it merely resets its position. It can’t take this reaction if jammed, stunned, grappled, or unable to take reactions from some other means." - }, - { - "name": "Immortal", - "description": "Once per scene, If the Lich is destroyed, in the round after it is destroyed, as a reaction to the end of any turn, it immediately returns to the location of its soul vessel, counting as teleporting, heals to full HP, clears all heat, and goes to 1 structure and stress (even if it had more remaining when it was destroyed). It may takes this reaction even though it’s destroyed, and can only take this reaction once per scene. If its pilot is dead and died the same scene, they also return to life. If it chooses not to make this reaction in that round, it remains destroyed and the pilot remains dead." - } - ], - "core_system": { - "name": "Chronostutter", - "description": "", - "active_name": "Glitch Time", - "effect": "Once this action is taken, for the rest of this scene, 1/round when any attack, effect, or action is made successfully against a character inside the Lich's sensor range (deals damage, inflicts a condition, etc), the lich can instantly disrupt time, interrupting that action before it fully resolves. This doesn't take a reaction and can only be made against successful effects (such as when a character is hit by an attack, fails a saving throw, etc). It has the following effect:

    The targeted character is pushed up to 3 spaces in a direction of the Lich's choice, even if it is normally immune to involuntary movement. Then the Lich places itself in one of the spaces that character originally occupied, no matter how far away it was, counting as teleporting (so it can't be made against flying characters, for example). The Lich becomes the new target of that attack, effect, or action. All damage, conditions, or effects of the action now affect the Lich, and the action must be performed as if targeting the original character. For example, if the effect was to teleport a friendly character to a space, the Lich is teleported instead to that space. If the effect was to repair the a character, the Lich is repaired instead. If the effect was to deal damage and knockback, the Lich takes the damage, using the Lich's armor, resistance, etc, and is knocked back the same direction the original character would be. If the effect was a condition or status, the Lich takes that condition or status instead.", - "tags": [ - { - "id": "quickaction" - } - ] + ], + "passive_name": "OVERCLOCK", + "passive_effect": "Protocol
    You become EXPOSED until the end of your next turn. All weapons on your mech that deal any energy damage gain +5 RANGE if they are ranged weapons or gain +1 THREAT if they are melee weapons." }, "data_type": "frame", "aptitude": {} } -] +] \ No newline at end of file diff --git a/lib/info.json b/lib/info.json index 7dc4c25..c7523e0 100644 --- a/lib/info.json +++ b/lib/info.json @@ -1,7 +1,7 @@ { "name": "LANCER Core", "author": "Massif Press", - "version": "Prerelease v2.0", + "version": "November 2019 Release", "description": "The official base game", "website": "https://massif-press.itch.io/lancer-core-book", "active": true diff --git a/lib/manufacturers.json b/lib/manufacturers.json index ce6df1f..39fc33f 100644 --- a/lib/manufacturers.json +++ b/lib/manufacturers.json @@ -1,42 +1,42 @@ [ { - "id": "GMS", - "name": "General Massive Systems", + "id": "mfr_general_massive_systems", + "name": "GENERAL MASSIVE SYSTEMS", "logo": "gms", "color": "#b30c1d", - "quote": "

    What does it look like when there is no end to your empire?
    When the weapons your enemies use against you bear your mark. When the children of the next revolution are born to lands administered by your machines. When the ships that convey their children across the void bear your name.
    Power is not held by kings. All rulers tumble alongside Ozymandias.
    Only the company persists, for it has built reality itself— all others thrones fall to dust.

    Introductory paragraphs to King of Kings: An Oral History of General Massive Systems

    ", - "description": "Oldest and most ubiquitous of the Big 5, General Massive Systems (GMS) is an all-purpose supplier to all persons in Union’s hegemony. From mech chassis and ship hulls to casual clothing, from prefab space station bulkheads to coffee beans, GMS’s catalogue reaches across a galaxy worth of goods, materials, and services .GMS is widely viewed as the reliable baseline of goods quality across the galaxy: anything worse than GMS quality is junk, anything better tends to be unique or luxury

    GMS began as an independent outfitter during the first expansion period that grew to ubiquity as the outward colonial push afforded by nearlight drives surged. Union saw value in controlling the industry standard supplier, so they nationalized GMS, guaranteeing its place as the galactic standard mark. The corporate entity became an arm of Union’s ever expanding bureaucracy, a way to standardize and legacy-proof equipment and consumables across the rapidly growing class of explorers, colonists, and scientists venturing out into the stars.

    As colonial expansion continued and competitor corporations emerged onto the galactic supply, a baseline of equipment was needed in order to assess what improvements needed to be made to Cradle-specific gear; similarly, dramatic time dilation was far more of an obstacle in those early days than it is in the narrative present, and some standard, legacy-compatible equipment was needed in order to assure compliance across disparate eras. GMS’s Standard/Foundation 1 line became that industry baseline by which all other suppliers' products were measured.

    With the incredible wealth of Cradle behind it, General Massive Systems became the ubiquitous supplier. Over thousands of years, it has grown to become a massive department of Union, and continues to be the standard against which all others are measured. GMS is an economic engine, one of a large toolbox, by which Union promotes their “brand” across the galaxy. Distinct from Union’s political and military arms, GMS is an ever-present flexing of soft power: it is ubiquitous to the point of being the “normal” standard by which most all universal goods are judged by.

    GMS, unlike the other entities listed in this section, does not engage in world building, colonial ventures, or flagged expeditions--it simply sets the standard for which all others build from and supplies them with the gear they need. It creates the world of goods, services, equipment, and habitations most humans know to be “normal”. GMS’s power comes from its ability to set what the galactic acceptable standard is: by nudging that bar ever up, it forces non-Union entities to develop alternatives that benefit humanity as a whole, even if they are developed for selfish, profit-driven motives.

    GMS rarely reaches out to outside contractors for work. Its headquarters is on Cradle proper, like the rest of Union’s Central Command, and it has offices throughout the inhabited galaxy." + "quote": "From Cradle to the stars, GMS: assured quality, universal licensing, total coverage.", + "description": "General Massive Systems - GMS for short - is the galactic-standard supplier of just about everything. GMS developed the first mechs from up-armored hardsuits in 4500u, on Ras Shamra, the world that would become the capital of Harrison Armory; now, GMS's flagship Everest line of mechs sets the galactic standard. Reliable, sturdy, solidly built, and available in countless localized patterns, there are so many variants on the Everest pattern that it has become totally ubiquitous and faded into the background. With universally compatible components, full radiation and environmental shielding, and tens of thousands of pre-loaded languages, a pilot in their Everest has everything they need to get the job done.

    GMS is one of the oldest fabricators in the galaxy, first getting its start in the early days of the colonization rush. The manufacturer hails from Cradle, the home of Union - and humanity - and thus its designs reflect the sensibilities of the first pioneers to seek the stars. Today, GMS products are available anywhere there is access to the omninet. These products, whether consumer, specialty, or military, are widely viewed as the galactic minimum of quality: not particularly luxurious, but unsurpassed in no-nonsense design, reliability, and ease of use. Where GMS is available, anything less is unacceptable.

    All GMS frames, gear, core bonuses, and licenses are available to all pilots, starting from license level 0. The default GMS mech is the Everest, a standardized all-rounder FRAME." }, { - "id": "IPS-N", - "name": "IPS-Northstar", + "id": "mfr_ips_northstar", + "name": "IPS-NORTHSTAR", "logo": "ips-n", "color": "#1661b8", - "quote": "

    Long the wall between air and void has stood. An upon it, a plaque, etched and unweathered. It reads:

    ‘O’er the glad waters of the dark blue sea,

    Our thoughts as boundless, and our souls as free,

    Far as the breeze can bear, the billows foam, Survey our empire and behold our home!’

    -The Corsair, Canto I, Lord Byron

    ", - "description": "

    The last and largest of the Triumvirate Corpros is Interplanetary Shipping-Northstar, or, IPS-N, a shipping and transport conglomerate that has been around since the discovery of nearlight and suspension protocols allowed for the first interstellar commerce.

    IPS-N formed as a mutual defense pact between Interplanetary Shipping, Inc, and the Northstar Corporation, two shipping giants plagued by environmental hazards and early orbital/suborbital piracy. Both IPS and Northstar trace their lineage back to Cradle, where they began initially as shipwright unions that organized the early engineers, mechanics, and laborers who reactivated the Theseus shipyard, an artifact of Old Humanity.

    Prior to the discovery of blinkspace and the construction of the first gates, piracy in Union space was not yet interstellar. Pirate MO was to strike in low orbit, emerging above their targets from satellite debris rings or on a wildcat-launch intercept trajectory from underneath, aiming to interdict shuttles as they load or unload their goods onto the waiting interstellar freighters.

    Pirates were largely orbital, small outfits that struck their targets with an aim to kill and salvage goods to fence planetside. Early low orbit piracy saw desperate teams of patchwork buccaneers pack onto shuttles loaded with bolted-on kinetic weapons -- formidable enemies for civilian merchant ships.

    In light of this danger, IPS and Northstar merged, combining their resources to create a private anti-piracy force in order to protect their investments. IPS-N, working with early Union Navy officers, developed the first ship-to-ship and anti-boarding doctrines, as well as the first purposebuilt point defense weapons.

    The introduction of blinkspace opened up new fields of trade, as well as new arenas of piracy. IPS-N continued to build out their fleets and security teams, now protecting whole trade corridors in exchange for percentages of all trade. This relationship has persisted over thousands of years, becoming so firmly ingrained in galactic practice that IPS-N is now a household name in many core and key colony worlds; IPS-N’s anti-piracy teams -- the origin for another well-known and storied autonomous organization, The Albatross -- are often looked at as the de-facto peacekeeping force in many distal spreads of the galaxy.

    As trade grows and humanity’s reach expands, so do does IPS-N.

    IPS-Northstar’s largest campus -- its corporate headquarters -- is located in Corespace, outside of Cradle in the Argo Navis system; IPS-N’s historic headquarters, now a museum devoted to the history of interstellar travel, is located on Luna.

    Carina, the primary world of Argo Navis, is a bucolic world of warm, shallow seas, azure skies, and rolling plains of deep grass. A world of terrestrial and aquatic oceans, perfect for the stellar/ maritime CS.

    Carina is ringed by ten moons, two thick with habitable atmosphere — Pyxis and Vela. All are given over to research and development of IPS-N’s interstellar ships and chassis, support systems, and temporal acclimation facilities for retiring Cosmopolitan members of IPS-N’s antipiracy Albatross teams.

    IPS-N, in addition to developing interstellar ships and legacy chassis, run a humanitarian mission, Northstar Realignment. Northstar Realignment is the top-flight temporal embassy and education center for Cosmopolitans returning from long-haul relativistic voyages.

    Beyond the Argo Navis system, IPS-N maintains numerous field offices and Cosmopolitan lounges on blink stations, meant to serve long-haul merchants and regular Cosmopolitans both. IPS-N field offices are the first-contact point for aspiring IPS-N engineers, mechanics, navigators, and pilots, as well as a common first-contact point for people looking to crew or rent a berth on an outbound interstellar ship.

    Players would commonly encounter IPS-N employees, officers, and personnel on blink stations, around uplift stations, and on space ports. Blink stations usually have an IPS-N Cosmopolitan Lounge or field office where players can get civilian updates on news, galactic happenings, and check travel reports.

    Of the Triumvirate, IPS-N remains the least diversified in terms of a catalogue of goods. Outside of milspec chassis, hulls, and equipment, IPS-N primarily sticks to interstellar-capable vessels, equipment, and gear, from the fleet-tier to the personal consumer. IPS-N is a sure bet for any interstellar travellers, with a thousand years of banked goodwill boosting their brand.

    " + "quote": "Your friend in an unfriendly sea.", + "description": "IPS-Northstar (IPS-N) was created from the merger of two civilian interstellar freight and transportation companies, Interplanetary Shipping and Northstar. The resulting firm, IPS-N is a titanic entity - one of the first corpro-states - with a virtual monopoly over interplanetary and interstellar shipping. Other firms exist, but their gross fleet strength is but a shadow of IPS-N's fleets of tankers, haulers, freighters, and intergate/interstellar liners. Wherever goods and raw materials need to be moved, you can bet a crew in IPS-N uniforms will be there.

    The story of IPS-N is inseparable from the history of interstellar piracy. Whatever dangers the galaxy might hold, piracy remains the greatest threat to interstellar shipping lines, costing fleet managers and states hundreds of thousands in manna and trillions more in local currencies. Tremendous capital losses, schedule delays, losses of life, and false-scarcity famines convinced the myriad unions, conglomerates, and cartels of the need to comprehensively safeguard civilian shipping. A process of agglomeration and consolidation that lasted for years eventually gave birth to two major firms, Interplanetary Shipping and Northstar. They finally merged into a single corpro-state in the waning days of Union's first government, the First Committee.

    Following the merger, IPS-N began the work of phasing out its fleets of late-model GMS mechs in favor of new proprietary designs. The corporation now sports a range of versatile, durable, and modular mechs that place equal priority on weapons and engineering systems. IPS-N mechs are a good choice for pilots who want a tough chassis that's built for close quarters and melee combat situations, such as when the possibility of breaching a ship hull is on the table. IPS-N chassis are sturdy, meant to take as much damage as they deal - and then some.

    IPS-N is closely associated with the Albatross, an anti-piracy and peacekeeping force known across the galaxy for its long history of humanitarian interventions. IPS-N supports the Albatross materially, providing it with chassis, ships, cutting-edge technology, and temporal rehabilitation worlds for its pilots and crews to retire in relative peace. The relationship is mutually beneficial; IPS-N makes a point to emphasize its close relationship to the Albatross in marketing campaigns and PR materials." }, { - "id": "SSC", - "name": "Smith-Shimano Corpro", + "id": "mfr_smith_shimano_corpro", + "name": "SMITH-SHIMANO CORPRO", "logo": "ssc", "color": "#d1920a", - "quote": "

    “There is a thread that runs through the course of humanity. An unbroken course, set eons ago, and maintained through every age by careful stewards.
    You.
    Through the dawn of the Anthropocene to its end. The Dark Age. The Little Wars. From Union’s foundation to this office, right here, right now.
    You already contain perfection; we have the ability to enhance it.
    Welcome to the future of humanity: you, brought to you by Smith-Shimano Corpro.”

    - Smith-Shimano background copy, subaural broadcast loop

    ", - "description": "

    Smith-Shimano Corpro is another of the Triumvirate Corpros, the smallest and most mission-focused of the three, with their physical territorial holdings dwarfed by their presence in the omninet and in Diasporan biologies.

    SSC came to prominence during the second expansion period, growing rapidly to dominate the Core market in Union’s liberal, pre-MONIST transhumanist approach to biological and cybernetic enhancement. Following the Deimos Event, the First Contact Accords, and the ensuing crackdown on AI generation and civilian ontologic/singularity-focused experimentation, SSC tacked to a more “natural” approach to biological and cybernetic human enhancement. Instead of pursuing marriage between human and artificial intelligences, they would focus on improving the bodies we lived in; instead of removing the need to step to the stars, they would make it so we could step to the stars.

    SSC’s corporeal development pushes the edge of what it means to be a human being. Cybernetic enhancements, subdermal nettings, aurals, implanted neuroneutral omnihooks, ontologic bridges, co-subjectivity nodes, panacea glands -- the list is exhausting, and that only covers the Foreign Body department of SSC’s massive R&D campus-worlds. The real bulk of SSC’s cutting edge research comes in the form of their own citizens, a population of billions spread across a constellation of moons, worlds, stations, and habitats. These populations are monitored and cultivated to produce best-fit genetic material for SSC’s big manna buyers: colony firms looking to license bespoke populations for as-yet-unexploited worlds. 

    Smith-Shimano Corpro’s home campus is an omnispace node address, a shared virtual space that collects a wide net of colony prospect words throughout the Sierra Madre line. It is shielded by layers of hyper-solipsistic, anticausal/paradox generation security coding, managed by NHPs seeded from proprietary divergent subjectivities — in short, it is difficult and dangerous to attempt to hack into.

    The campus itself is represented by a many-chambered estate, palatial, where the heads of representative genetic lines meet in virtual space. It appears to have no counterpart in realspace, though it is often suggested that the architectural inspiration for the estate comes from a building on Smith-Shimano’s first colony world, Opal, long ago lost to bitter civil violence.

    Realspace Smith-Shimano campuses exist across the Sierra Madre line, serving roles akin to embassies on the Corpro-State’s many territorial holdings. These embassies are upload points linked to the CS’s private omninode.

    The worlds under SSC’s direct control are, generally, small worlds -- atmospheric moons and pleasant temperate worlds that are lightly developed, with tightly controlled populations that are guided towards arranged couplings in order to create biome-specific lines of bespoke colony seed. The people on these worlds are aware of SSC’s mission, and most are content with their situation. Save for a donation of genetic material (a few hairs, a drop of blood) and a cultural insistence on arranged coupling, life on a Constellation World is largely similar to that of life on a given non-SSC core world. With their needs taken care of by SSC's Constellar Congress, Constellar citizens mostly organize into clans of cousins and close family, spending their time engaged in artistic, artisan, and intellectual pursuits. The Constellar worlds are known for the quality of their art, literature, and masterwork goods.

    SSC mounts expeditions into all sectors of space to seek out new and interesting genetic materials. Their recruitment materiel leans heavily on the benefits for immigrating to an SSC world: they are, in a phrase, your ideal paradise.

    SSC is also known for their luxury-forward consumer goods and machinery. Elegant ships, chassis, and hardsuits for the discerning Cosmopolitan and Diasporan alike. Fabrics and materials that feel perfect against your skin, cybernetic and biological enhancements that will never fail or be rejected by your body, flash-grown internals and extremities -- insurance, should the worst happen. SSC’s LUX line of consumer goods is bespoke down to the atom, crafted for the person who ordered that ship, chassis, suit, or bottle of wine. There’s only one of you in the galaxy -- shouldn’t there be only one of these?

    The average galactic citizen sees SSC as a luxury brand that emphasized attachment to the craft and expertise that creates the material world around them. SSC’s advertisements emphasize the hand-crafted nature of their goods, the long-cycle growth of their biologicals -- to SSC’s public face, printing is a necessary evil, one that can make the goods the masses need, but not the perfect, unique item you need.

    SSC’s power comes from the licensing of these luxury goods, cybernetics, and biological lines. They do not cede control over their genestock to the colony firms that use them: in fact, they retain ultimate rights over them, as they rely on the risk of other corporations, states, and private groups to inject new and interesting mutations into their finely cultivated genelines.

    " + "quote": "You only need one.", + "description": "Smith-Shimano Corpro (SSC) is the second-oldest corporation in the galaxy, preceded only by GMS. Founded by Cartwright Smith and Shimano Hideyoshi, SSC's emphasis on private stellar and interstellar travel, the fantastic wealth of its founders, and favorable contracts within Union's First Committee, Smith-Shimano quickly became an early leader in the race to develop sublight, downwell, and EVA vehicles. SSC grew throughout Union's First Expansion Period, managing the majority of all private and corporate contracts' design, outfitting, and clinical needs. Over time, the corporation diversified to specialize in bio-bespoke, long-range scout suits - personalized hard suits, for those with the manna to afford them.

    The necessities of deep-space exploration require humans to spend long periods in hostile environments; pre-Deimos Event, SSC sought to address this challenge by breaking down the barriers between human and machine, creating a symbiotic relationship between hardsuit and wearer. Following the Deimos Event, however, SSC wound down most of its human/machine integration research in accordance with the First Contact Accords, choosing instead to focus on perfecting the first machine: the human body itself.

    Smith-Shimano FRAMES reflect the corpro-state's pedigree and its agile, adaptable business model. They are built not to take hits - though they're resilient enough - but to avoid them entirely. SSC designs emphasize mobility and sleek profiles, precisely tuned to land not the hardest hit, but the most accurate. Economy, precision, and singularity is the name of the game for this manufacturer: why fire a thousand rounds when one can be just as effective?

    The mechs developed by SSC are known for their license exclusivity, appealing silhouette, and exacting design. Their LUX-Iconic line of chassis are coveted, single-designer models, each unique to the pilot with the requisite licenses and access to afford them; as such, unlike other manufacturers, SSC frames tend to be longer-lasting in service, with more emphasis on retrofitting and repair than recycling and reproduction." }, { - "id": "HORUS", + "id": "mfr_horus", "name": "HORUS", "logo": "horus", "color": "#00a256", - "quote": "

    Can we trust the poor clockmaker? That giant from our sun?

    Who crafts a movement that

    Can quiet all this light.

    Now set the orrery in motion

    Over the sphere of the world

    Let’s all stop a moment,

    Hush,

    And worry at what comes next. - DHIYED tablet 10, Column B

    ", - "description": "

    HORUS is unlike any other supplier worth noting on the galactic scale. Not a state and not a corporation, HORUS is best described as a decentralized, non-corporeal entity, an anoriginary affiliation of omninet personalities, memes, and subcode that release systems and gear via manifesto, event, and physical dead drop.

    This entity first rose to public knowledge following the Deimos Event, leading many who know of it to assume that it is a product of the Deimos Event -- eager cataloguers of HORUS history are quick to suggest that it is a branched-intelligence of RA, a sliver of the MONIST entity given to spreading itself among those who it deems worthy.

    However, other possibilities exist: that it is a blacksite Union project to track and identify rogue NHP programs or militant Horizon sympathizers; a Union (or Triumvirate) R&D program that crowdsources results from blind field testing; the dream of an NHP in cascade, and its adherents the interpreters of that dream; an intrusive thread of a parallel universe, its reality bleeding into ours via a permanent rip in blinkspace; evidence of a true alien intelligence, generated memetically by the long-dead minds of the Union Far-Field team that first discovered HORUS’s seed hieroglyphs.

    Many possibilities exist, and whole groups and movements are devoted towards discovering the true nature of HORUS. In the meantime, HORUS continues to release their unique pattern-groups to a select cadre of pilots, revealing nothing of its inner workings, history, or goals.

    HORUS’s licensing process is atypical, involving an esoteric and inaccessible set of criteria that interested parties have yet to crack. Often appearing as a white rabbit series of clues, or as a persistent haunting, or as an otherwise routine status-synch when confirming a requisition, licensure from HORUS is a mixed bag to many pilots. Some wear it as a badge of honor, proud that their years of investigating the entity has paid off with a confirmation of its existence -- others keep it a closely guarded secret, both for the trouble it would cause them with their commanders and the rumor that HORUS licenses are only granted to a new pilot upon the previous licenseholder’s corporeal death. 

    Your average galactic citizen would have no knowledge of HORUS. Knowledge of its existence is restricted to high-clearance Union Intelligence Bureau officers and deep-omni hacker cadres. HORUS has no “official” representation -- occasionally one may see the wadjet stenciled onto an alley wall -- but this entity keeps no offices, stations, or worlds. There are no standing HORUS armies or fleets or security services.

    However, it is worth noting the existence of the metafold vaults. 

    As best Union Intelligence Bureau agents can surmise, HORUS’s metafold vaults appear to be a project similar to the Massif vaults on Cradle. Metafold vaults are physical/metaphysical locations, usually heavily guarded, their locations kept secret; in the narrative present, only three metafold vaults have been discovered -- one by a UIB Advance Team, which folded in on itself and disappeared, taking the team with it, the other by an Albatross wing, who redirected the comet it was housed in to a nearby star, and the final -- known to be Metavault Dhiyed -- encountered and cleared by a second UIB Advance Team.

    HORUS only makes systems, weapons, and protocols. It makes no consumer goods, and is unknown to all but a small percentage of the galaxy’s population.

    " + "quote": ">//CONGRATULATIONS, PILOT, YOU HAVE BEEN CHOSEN.
    >//ACCESS IS YOURS, AS LONG AS YOU CAN KEEP IT.
    ", + "description": "HORUS is an oddity among the various pan-galactic corpro-states, outfitters, and manufacturers. Operating in a gray legal state between harmless omninet communes, open-source fabrication collaboratives, black-market printers, and deeper, more esoteric collectives, HORUS is counted among the Big Four not due to its influence on galactic politics, but because of its ubiquitous coverage: one can be certain that wherever there is omninet, HORUS is either there or soon to follow. Rumors abound as to the manufacturer's nature - some say it's the dream of an unshackled NHP or a hacker collective dedicated to open-source manufacturing (at its most mundane levels); others insist that it's the proving ground for one of the corpro-states' R&D departments, or the realspace projection of an alien entity's ongoing wish.

    The group's history is as mercurial as its present. Union records dating back to the First Committee Period indicate contact with groups, individuals, and state actors claiming to be (or identified as) agents of HORUS, itself described as an individual; a terrorist group; a philosophy church, or political party; an activist group; and many other forms of association. Contemporary reports indicate a subtle shift toward a more cohesive organizing structure - certainly accelerated following the Deimos Event - that points to some form of organizational mission and internal culture at levels far beyond the civilian and criminal levels of engagement with grayspace HORUS fronts.

    This more complex level of organization is reflected in HORUS's mechs. Unlike the collective's broad, civilian-facing projects - omnicode, hacks, data, and open-sourcing of otherwise restricted information, services, and platforms - HORUS mechs and pattern groups are limited in the extreme, usually first appearing as endemic manifestations of print anomalies in conflict zones across the galaxy. Save for rare situations (heavily documented by the Union Intelligence Bureau), these outbreaks seem to take place independent and ignorant of all factions and actors, and have one goal: manifest, then proliferate.

    HORUS's oldest frames are built according to standardized forms, as with most other mechs. The collective's more recent chassis are stranger. Union's Universal Threat Assessment Manual (UTAM) classifies them not according to models but according to \"pattern groups\" (or PGs). Each pattern group is a list of specifications that describe a particular combination of experimental, unregulated, and esoteric paracausal weapons and technology that, when taken together, resemble something like a distinct product line or frame. However, it is important to note: the pattern-group classification system originated with Union analysts, not HORUS. Because there is no official manufacturer-entity or (known) central organizing body, the \"proper\" designations and design intentions of most HORUS mechs are all but unknown. Thus, the UTAM pattern-group designations.

    HORUS \"licenses\" are highly coveted, and are distributed according to no discernible requirements; scholars and specialists who study HORUS generally assume that the collective's licenses - that is, access to deep-level designs, specifications, and print patterns - are available only in limited quantities, likely becoming available after the corporeal death of their previous holders.

    HORUS mechs universally field mysterious, unregulated, greyspace technologies - perfect for pilots seeking a technological edge that few other organizations can provide. They seem to focus on crowd control, individual unit management, and terribly powerful systems.

    Be aware that by seeking out HORUS technology, you may find yourself wrapped up in mysteries with no end, and dangers far beyond your deepest fears." }, { - "id": "HA", + "id": "mfr_harrison_armory", + "name": "HARRISON ARMORY", "logo": "ha", - "color": "#6e4373", - "name": "Harrison Armory", - "quote": "

    \"To build a shining city on every hill.\"
    -- Director-General Harrison II, from Treatise To Confirm The Mission of Our Armory

    ", - "description": "


    Harrison Armory is a corpro-state, and the premier weapons and weapon-platform manufacturer in the galaxy. They are one of the Triumvirate Corpros, a group of three massive, galaxy-spanning corpro-states that dictate, to a degree, galactic politics.

    The Armory develops some of the most advanced conventional and paracausal tech that is legally distributed. Next to GMS, the Armory is the second most common supplier for state fleets, militaries, and police forces. It is a massive imperial power, with a population numbering in the billions and growing as colonies pledge themselves -- voluntarily or otherwise -- to Ras Shamra.

    The Armory’s success can be credited in large part to their Special-Exception Persistent-Cultivation Legionspace Environment, SEPCLE or, colloquially, the Think Tank. Think Tank is a choir of near-cascade NHP that the Armory uses for research and development into paracausal technology, forecasting, and department management. Due to the Armory’s special relationship with Union, it is allowed to run a choir of NHP at critical levels of self-awareness; the Think Tank is
    a closely guarded secret in the Armory, known in rumor to its patrician citizens and competitors, but in specifics and particulars to a small portion of the population.

    In addition to their weaponry and weapon platforms, the Armory is known for its sturdy exploration gear, consumer and state-level logistics and infrastructure packages, personal groundcars, and spirits. Harrison Armory is a big player in galactic trade, as their Distal Development program cultivates and exports exotic alien spices, flora, fauna, and minerals for consumer use.

    Harrison Armory is an expansionist corpro-state that works with Union to expand and develop humanity’s presence across the stars. They run a broad program of colonization and development, attracting unaffiliated and affiliated colonies through promises of citizenship and interstellar protection.

    In the tumult of the dissolution of the Second Committee in the 4500U, many members of the deposed anthrochauvinist party retired from the bureaucracy. As the initial revolutionary fervor cooled and the Third Committee stabilized, a mid-level Anthrochauv party officer, John Creighton Harrison, founded Harrison Armory from a coalition of resource extraction communes extant on Ras Shamra.

    With strong backing from old Anthrochauv party members and their children, the Armory grew into a significant supplier of arms and armor to the new Union Navy. The events of the Crisis had broken the Second Committee, but its aftermath reformed many of their loyalists and old guard into the original command structure and dynasty of Harrison Armory. Now, the Armory is managed by their descendants and heirs, and its relationship with Union is colored by the expectation of distant future friction.

    For the time being, both entities can find more benefit working together than against one another, but as the Armory grows in directly-administered territory and power, the more they find themselves a bigger and bigger bullet point on the Union Central Committee briefing materials.

    Harrison Armory’s eponymous armory complex is located on Ras Shamra, the primary world orbiting Ptah’s Star. Ras Shamra is a tide-locked world in the close band of its system’s habitable zone: it is a world that balances on the knife-edge between extremes, as tidal locking means the world does not rotate. Habitable in the balanced, temperate zone of the world’s terminator line, Ras Shamra’s sun-facing side is locked in perpetual daylight, baked under punishing temperatures from Ptah’s Star. On the side of the world that faces away from the sun, it is forever nighttime, the world locked in a perpetual deep winter night. A thin atmosphere covers the world, breathable, but outside the terminator line extreme temperatures and weather make it impossible for an unshielded human to survive.

    The Armory itself is a sprawling administrative, research-industrial arcology built in Ras Shamra’s terminator line, a temperate band where the day and night side of Ras Shamra meet and mix. The Armory circles the planet, a city-campus that holds a population of nearly three hundred million employees, executives, and other personnel inside of its walls. A number of perpetual hyperloop rings band the planet, providing rapid transit through the Armory, and a single, artificial
    river-sea meanders through the whole of the arcology, fed by natural springs and imported glacier-cuts from the night side of the world. Ras Shamra is a difficult world to live on, and the Armory takes it as a point of pride that they’ve manage to tame enough of it to call it their home.

    The day and night sides of Ras Shamra act as proving grounds for Harrison Armory chassis, weapons, and strike/acquisition teams. HA/AT troopers often mark their kits with “unofficial” honors for having proven themselves in both the day and night advanced training courses, setting themselves apart from green hires who enlist to advance their corporate political career.

    Ras Shamra is encircled by concentric rings of orbital defense stations and shipyards where a population around a hundred million permanent residents reside and work. Here the great paracausal and supermassive weaponry of the Armory is built, tested, and stored. The work in the rings is constant, and HA hulls of all classifications are churned out at a rate that, while not rivaling IPS-N, is approaching comparable.

    The location of Harrison Armory’s Forecast/GALSIM-NHP analogue, the Think Tank, is kept secret, though presumed to be buried deep below the frozen tundra of Ras Shamra’s night side. Think Tank, while a closely guarded corpro secret, is known to Union, which enjoys regular inspections of the facility -- this is a thorn in the side of Harrison Armory’s Director General, who would prefer that Union keep their prying eyes from sensitive corporate technology.

    The general public on a core world -- a good measure of what amounts to “public galactic knowledge” -- would not have any knowledge of the particulars of Ras Shamra, Think Tank, or the particular operations of a Harrison Armory Acquisition Team. They would know Harrison Armory as a weapons manufacturer and defense contractor, whose name they hear in snippets of newscasts discussing Cradle politics, distal colonial affairs, and mentioned in contrast to IPSN’s stranglehold on interstellar shipping. Some who have studied the history of Cradle and Union might know of the Armory’s ties to the anthrochauvinist Second Committee, but five hundred standard years after the fact, it certainly feels like old news.

    " + "color": "#6e4373", + "quote": "Superior by design.", + "description": "Harrison Armory enjoys a galaxy-wide reputation for the quality of its weapons and defensive systems. The corpro-state previously specialized in ordnance and other armaments, making it reliant on competitors' frames as mounts for its deluxe equipment; however, since the overthrow of Union's Second Committee, Harrison Armory has broadened its product line to include an extensive range of peerless frontline frames. On the wave of this new success, the Armory has transformed into a burgeoning, imperial corpro-state, a mighty galactic power that directly administers a large number of Core worlds, orbitals, and colonial prospects - this is the Purview; all lands under the Armory's command.

    By necessity of Harrison Armory's imperial aims, its frames tend to be sturdy. More than that, Armory mechs are built to ensure overwhelming performance, embodying dominance and power in their brutal, geometric aesthetics. This fulfillment of this desire requires tremendous power, skill, and material strength.

    Harrison Armory licenses are perfect for pilots looking to field durable frontline mechs equipped with the most advanced weapons technology available." } -] +] \ No newline at end of file diff --git a/lib/mods.json b/lib/mods.json index b476431..0c92940 100644 --- a/lib/mods.json +++ b/lib/mods.json @@ -1,144 +1,230 @@ [ { - "id": "nanocomposites", - "name": "Nanocomposites", + "id": "wm_thermal_charge", + "name": "THERMAL CHARGE", "sp": 2, - "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee"], - "applied_string": "Any", - "source": "HORUS", - "license": "BALOR", + "applied_to": [ + "melee" + ], + "applied_string": "melee", + "source": "IPS-N", + "license": "NELSON", "license_level": 2, - "effect": "Choose 1 weapon. If it’s a ranged weapon, you fire a swarm of nanobots instead of regular ammo. If it’s a Melee weapon, the entire weapon becomes made up of nanobots. The weapon gains the Smart and Seeking properties.", + "effect": "Choose one MELEE weapon: on a hit with this weapon, expend a charge as a free action to activate its detonator and deal +1d6 bonus explosive damage.", + "description": "One popular modification to the classic war pike involves replacing the long, armor-piercing pike head with a disposable, impact-triggered explosive charge. On penetration, the pike's head is severed from the shaft - moments later, the embedded pike head detonates in a conical explosion from the point forward. Spare thermal charges are stable, and transported in external tube magazines.
    IPS-N also makes thermal charges compatible with GMS's range of blades, hammers, and picks.", "data_type": "mod", - "description": "Nanocomposites take the principal of aggressive drone swarms and condenses it to a single round, coherent beam, or blade edge. For a kinetic projectile, a number of autonomous nanite maniples are packed into a shaped CONSUME/HIVE round that shatters on positive target impact. On impact (or airburst/ penetration detonation) the maniples are released and begin to eat away at surrounding tissue or superstructure. They proceed until maniple burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and adjust their round’s flight somewhat to ensure positive impact — coherent beams and edged weapons operate in a similar manner.", - "added_tags": [{ "id": "smart" }, { "id": "seeking" }] + "aptitude": {}, + "tags": [ + { + "id": "tg_limited", + "val": 3 + }, + { + "id": "tg_mod" + } + ], + "added_damage": { + "type": "explosive", + "val": "1d6" + } }, { - "id": "para", - "name": "Paracausal Weapon Mod", - "sp": 4, - "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee"], + "id": "wm_uncle_class_comp_con", + "name": "UNCLE-CLASS COMP/CON", + "sp": 3, + "applied_to": [ + "melee", + "cqb", + "rifle", + "launcher", + "cannon", + "nexus" + ], "applied_string": "Any", - "source": "HA", - "license": "SALADIN", + "source": "IPS-N", + "license": "RALEIGH", "license_level": 3, - "effect": "Choose one weapon. This weapon gains the Overkill tag and damage from this weapon cannot be reduced in any way, by armor, resistance, or any other kind of damage reduction.", - "data_type": "mod", - "description": "Paracausal weapons are, to say it plain, difficult to describe and visualize. The first incident was recorded when paracausal ammunition was pushed to frontline soldiers during the Tian Shen civil engagements. It arrived in sealed magazines with directions to be loaded and fired as normal. There was to be no inspection of the magazines’ contents, as this would “damage the payload” — frontline reports indicate that this ammunition impacts as normal on intended targets, though it seems to pierce armor and shielding at near-100% efficacy. Samples of paracausal ammunition have been flagged by Union for retrieval, and due to its development Harrison Armory is currently undergoing investigation by the Bureau; paracausal ammunition is still in use in the field, however, as shipments continue to leak to interested parties. HORUS is suspected, and a concurrent investigation is underway.", - "added_tags": [{"id": "paracausal"}] - }, - { - "id": "phasing", - "name": "Phasing Mod", - "sp": 2, - "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus"], - "applied_string": "Any Ranged", - "source": "HA", - "license": "NAPOLEON", - "license_level": 2, - "effect": "This weapon can totally ignore line of sight and cover as long as you roughly know your target’s location when you attack, but a shot has a 50% chance of automatically missing if you attack this way (roll a d6 before you attack), expending the attack even if it misses. This weapon can attack through solid walls or obstacles and does not require a path, as long as its target’s location is known and they are in range.", + "effect": "Choose one AUXILIARY, MAIN, or HEAVY weapon: your UNCLE-class comp/con has control of that weapon and its associated systems.
    1/turn, you can attack at +2 DIFFICULTY with UNCLE's weapon as a free action. UNCLE can't use weapons that have already been used this turn, and any weapon UNCLE attacks with can't be used again until the start of your next turn.
    UNCLE isn't a full NHP, so cannot enter cascade.", + "description": "IPS-N's UNCLE comp/con system is the result of the DARKSTAR-2 program, a temporary project that sought to develop more advanced smart weapons. Early prototypes were hampered by a combination of high power draw, unstable conditioning, and frustrating single-task orientation that eventually saw the project shuttered.
    While IPS-N is no longer developing new iterations of UNCLE, they still have a stock of QA-approved legacy systems accessible to qualified pilots.
    Pilots lucky enough to field test models swear by UNCLE's task efficiency and parallel-track reasoning, though the outdated comp/cons are known for their somewhat unstable personalities.", "data_type": "mod", - "description": "Phase-Ready ammunition, as first described after its incorporation into the civil hostilities on Luna de Oro, is the “devil‘s round“: each round contains a nanoprocessor suite networked with its firing weapon that, ideally, calculates and translates the specific nature of that round‘s superpositional relation with its doppelgänger in the immediate space before its intended target. To wit, Phase Ready ammunition, when fired, exists in two places at once: exiting the barrel of the weapon it was fired from, and at the moment of impact into its target. The prime round may never hit its target, but as it already exists at the moment of impact, its doppelgänger round will hit its target. The fuzzy nature of such spooky action occurs in a way not fully understood save for in the faltering explanations of Harrison Armory‘s NHP Think Tank; as such, the action is not perfect, but falls within acceptable parameters for licensed production." + "aptitude": {}, + "tags": [ + { + "id": "tg_unique" + }, + { + "id": "tg_ai" + }, + { + "id": "tg_mod" + } + ], + "restricted_mounts": [ + "superheavy" + ] }, { - "id": "throughbolt", - "name": "Throughbolt Rounds", + "id": "wm_throughbolt_rounds", + "name": "THROUGHBOLT ROUNDS", "sp": 2, - "applied_to": ["CQB", "Cannon", "Rifle"], - "applied_string": "CQB, Cannon, or Rifle", + "applied_to": [ + "cqb", + "cannon", + "rifle" + ], + "applied_string": "cqb, cannon, or rifle", "source": "IPS-N", "license": "TORTUGA", "license_level": 3, - "effect": "Choose 1 CQB, cannon, or rifle weapon. When you fire this weapon, draw a line 3 spaces long from your mech, passing through terrain or other obstacles, then measure its original range from the end of this line as though the attack was fired from that position (measure cover and line of sight from this new position for the rest of the attack). The attack cannot change directions after being fired, but this line could cause an attack to easily punch through walls or other barriers. Any characters or objects hit by this line take 1d3 AP kinetic damage.", + "effect": "Choose one CQB, CANNON, or RIFLE: when you attack with it, you may fire a throughbolt round instead of attacking normally. Draw a LINE 3 path from you, passing through terrain or other obstacles - any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. RANGE, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.", + "description": "Throughbolt rounds are a proprietary IPS-N anti-armor invention. When fired, the rounds ignite and project a superheated cone of plasma before them, creating an effect like a miniature lance that easily penetrates multiple targets - even through hard surfaces.", "data_type": "mod", - "description": "Throughbolt Rounds are a proprietary IPS-N anti-armor/defilade-ignorant invention: when fired, the rounds ignite and project a superheated cone of plasma before them, creating a miniature lance effect that ensures multiple-target penetration through soft and hard surfaces.", - "tags": [{ "id": "unique" }] + "aptitude": {}, + "tags": [ + { + "id": "tg_unique" + }, + { + "id": "tg_mod" + } + ] }, { - "id": "wreathe", - "name": "Shock Wreathe", + "id": "wm_shock_wreath", + "name": "SHOCK WREATH", "sp": 2, - "applied_to": ["Melee"], - "applied_string": "Melee", + "applied_to": [ + "melee" + ], + "applied_string": "melee", "source": "SSC", "license": "METALMARK", "license_level": 3, - "effect": "This weapon gains Burn depending on its size (Aux: Burn 1, Main: Burn 2, Heavy or larger: Burn 3). If it already has Burn, this increases the burn it deals by the same amount.", + "effect": "Choose one MELEE weapon: in addition to its usual damage, it deals extra burn based on its size: AUXILIARY (1 burn), MAIN (2 burn), or HEAVY/SUPERHEAVY (3 burn).", + "description": "A post-fab modification popular among melee combat specialists, Shock Wreathes integrate a bundle of conductive filaments within the blade, point, tip, or surface of a close-combat weapon. Paired with a power source - typically in the hilt or lower half of a weapon, but sometimes external - Shock Wreathes give kinetic weapons a thermal edge and a distinctive visual marker: fine lines of white-hot light like filigree, shrouding the modified weapon in shimmering heat.", "data_type": "mod", - "description": "An after-fabrication modification popular among Melee-oriented pilots, the Shock Wreath applies an integrated bundle of conductive filaments to the blade, point, tip, or surface of a close combat weapon. Paired with a power source (typically in the hilt or half of a weapon, but sometimes external), the Shock Wreath adds a thermal element to the kinetic, and a distinct visual marker: their weapons are picked out in fine lines of white-hot light, shrouded in heat shimmer." + "aptitude": {}, + "tags": [ + { + "id": "tg_mod" + } + ] }, { - "id": "stabilizer", - "name": "Stabilizer Mod", + "id": "wm_stabilizer_mod", + "name": "STABILIZER MOD", "sp": 2, - "applied_to": ["Launcher", "Cannon"], - "applied_string": "Launcher or Cannon", + "applied_to": [ + "launcher", + "cannon" + ], + "applied_string": "launcher or cannon", "source": "SSC", "license": "MONARCH", "license_level": 2, - "effect": "The base range of this weapon increases by 5, but gains the Ordnance tag", + "effect": "Choose a LAUNCHER or CANNON: it gains RANGE +5 and ORDNANCE.", + "description": "Stabilizer mods enhance physical mounts and targeting software, ensuring weapons remain level, steady, and at an appropriate angle regardless of terrain or pilot maneuvers.", "data_type": "mod", - "description": "A stabilizer modification is a series of modifications to physical mounts and targeting software that ensures weapons will remain level, steady, and angled at max-optimum in order to ensure positive target engagement at range.", - "added_range": { "type": "Range", "val": 5 }, - "added_tags": [{ "id": "ordnance" }] + "aptitude": {}, + "tags": [ + { + "id": "tg_mod" + } + ], + "added_range": { + "type": "Range", + "val": 5 + }, + "added_tags": [ + { + "id": "tg_ordnance" + } + ] }, { - "id": "thermal", - "name": "Thermal Charge", + "id": "wm_nanocomposite_adaptation", + "name": "NANOCOMPOSITE ADAPTATION", "sp": 2, - "applied_to": ["Melee"], - "applied_string": "Melee", - "source": "IPS-N", - "license": "NELSON", + "applied_to": [ + "melee", + "cqb", + "rifle", + "launcher", + "cannon", + "nexus" + ], + "applied_string": "Any", + "source": "HORUS", + "license": "BALOR", "license_level": 2, - "effect": "As a free action when you hit with this weapon, you may spend a charge of this system to activate the shaped charge on your weapon and deal +1d6 bonus explosive damage.", + "effect": "Choose a weapon: it gains SMART and SEEKING.", + "description": "Nanocomposite weapons take aggressive drone swarms and condense them into individual rounds, a coherent beam, or the edge of a blade.
    Adapted projectile weapons fire shaped CONSUME/HIVE rounds that shatter on impact, releasing their payload of autonomous nanite maniples. Once freed, the maniples begin eating away at surrounding tissue or superstructure. They proceed until burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and make slight adjustments to the trajectory of their round, ensuring positive impact.
    Coherent-beam weapons transport maniples directly, while conventional melee weapons are replaced by analogs composed entirely of nanobots.", "data_type": "mod", - "description": "Pilots have long made this popular modification to their pikes. Now, IPS-N is offering these pilots’ modifications as a licensed and quality-tested suite for pan-galactic printing. A pike modified with a charge -- often colloquially called a “Fire Pike”-- is a simple plasma projector integrated into war pike, tuned to project a plasma sheath over the pike’s head.", - "added_damage": { - "type": "explosive", - "val": "1d6" - }, - "tags": [{ "id": "limited", "val": 3 }] - }, - { - "id": "uncle", - "name": "UNCLE-Class C/C", - "sp": 3, - "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee"], - "applied_string": "Any", - "restricted_mounts": ["superheavy"], - "source": "IPS-N", - "license": "RALEIGH", - "license_level": 3, - "effect": "Choose 1 weapon of size heavy or smaller - The weapon and its associate systems gain an NHP that has control over that specific weapon.
    You can attack with an UNCLE-controlled weapon once a turn as a free action, but with +2 Difficulty. UNCLE can't fire a weapon that has already been fired this turn, and if you fire a weapon with UNCLE you cannot use it until the start of your next turn.
    UNCLE is a full AI but can't control your mech if it becomes unshackled, just the associate weapon. Instead, if UNCLE becomes unshackled, it chooses the target of this attack (and whether to make an attack or not).", - "description": "IPS-N’s UNCLE system is the result of the DARKSTAR-2 Program, a now-defunct IPS-N temporary project that sought to develop a better SMART weapon system. A combination of power draw, unstable conditioning, and frustrating single-task orientation eventually shuttered the project, but pilots lucky enough to field stable systems sweared by UNCLE’s task efficacy and parallel-track reasoning.
    While IPS-N has moved on from producing new iterations of UNCLE, they still have a stock of QA - approved legacy systems to grant to qualified pilots, though UNCLE comp / cons still tend to display themselves as unstable personalities.", + "aptitude": {}, "tags": [ { - "id": "unique" + "id": "tg_mod" + } + ], + "added_tags": [ + { + "id": "tg_smart" }, { - "id": "ai" + "id": "tg_seeking" } - ], - "data_type": "mod", - "aptitude": { - "Melee": 1, - "ranged": 1, - "repair": 0 - } + ] }, { - "id": "moltenwreath", - "name": "Molten Wreath", + "id": "wm_phase_ready_mod", + "name": "PHASE-READY MOD", "sp": 2, - "applied_to": ["Melee"], - "applied_string": "Melee", - "source": "IPS-N", - "license": "ZHENG", + "applied_to": [ + "melee", + "cqb", + "rifle", + "launcher", + "cannon", + "nexus" + ], + "applied_string": "Any", + "source": "HA", + "license": "NAPOLEON", "license_level": 2, - "effect": "After hitting a character with an attack from this weapon, your mech takes 1 heat and this weapon creates a cone 3 blast originating from your target that must be placed on the opposite side from your attack and oriented directly away from the target. If applied to a weapon that hits multiple targets, this effect only functions on the primary target. Characters caught in this blast and the main target take 2 Explosive damage.", + "effect": "Choose a weapon: as long as you know the rough location of your target, it can attack through solid walls and obstructions, doesn't require line of sight, and ignores all cover, but targets count as INVISIBLE.", + "description": "As it was named following its first use during the civil hostilities on Luna de Oro, phase-ready ammunition is the \"devil's bullets\". Each round contains a nanoprocessor suite networked with its weapon of origin that calculates and translates the specific nature of that round's superpositional relation with a projected future doppelg\u00e4nger that manifests in the space immediately before its intended target. To put it simply, phase-ready rounds, when fired, exist in two places at once: exiting the barrel of the weapon they were fired from, and directly in front of the target, prior to impact. The prime round may never hit its target, but given it already exists at the moment of impact, the doppelg\u00e4nger round will reliably reach its mark.", + "data_type": "mod", + "aptitude": {}, + "tags": [ + { + "id": "tg_mod" + } + ] + }, + { + "id": "wm_paracausal_mod", + "name": "PARACAUSAL MOD", + "sp": 4, + "applied_to": [ + "melee", + "cqb", + "rifle", + "launcher", + "cannon", + "nexus" + ], + "applied_string": "Any", + "source": "HA", + "license": "SALADIN", + "license_level": 3, + "effect": "Choose a weapon: it gains OVERKILL, and its damage can't be reduced in any way, including by other effects and systems (such as RESISTANCE, ARMOR, etc).", + "description": "Paracausal weapons are a headache for military planners; their precise A-Z function is often obscured, though they consistently produce the same \"Z\" output per \"A\" input.
    The first reports of unregulated paracausal weaponry occurred during the civil engagements on Tian Shen. System-local forces received sealed magazines with directions to be loaded and fired as normal, although inspection of the magazines' contents was prohibited on grounds that it would \"damage the payload\". Helmet and gun cam footage do not betray the anomalous effects of this ordnance, though after-action reports uncovered a seemingly minor, though incredibly odd fact: every single trooper outfitted with this paracausal ammunition scored a 100% positive impact rate.
    Union has scheduled all unregulated paracausal weapons and ammunition for retrieval, and the bureau is currently investigating Harrison Armory for its role in the development of the technology. Despite this, paracausal ammunition is still in use, as shipments and codes continue to leak to interested parties.", "data_type": "mod", - "description": "Redirecting spare reactor power down cabling extending to a Melee weapon was an ingenious but foolhardy innovation. The resultant weapon is so hot that on impact it vaporizes parts of its targets internal systems, creating a secondary blast cloud of debris.", - "added_tags": [{ "id": "heatself", "val": 1 }] + "aptitude": {}, + "tags": [ + { + "id": "tg_mod" + } + ] } -] +] \ No newline at end of file diff --git a/lib/pilot_gear.json b/lib/pilot_gear.json index 4670627..0f09dbc 100644 --- a/lib/pilot_gear.json +++ b/lib/pilot_gear.json @@ -1,11 +1,12 @@ [ { - "id": "archaic_melee", - "type": "weapon", + "id": "pg_archaic_melee", "name": "Archaic Melee", + "type": "weapon", + "description": "These weapons were made using pre-Union alloys and technology, and might be anything from industrial-era steel swords through to stone axes. While they remain widely used on some worlds, archaic weapons used by pilots are usually relics, heirlooms, or ceremonial weapons. ARCHAIC weapons are too simple to harm mechs.", "tags": [ { - "id": "archaic" + "id": "tg_archaic" } ], "range": [ @@ -19,22 +20,22 @@ "type": "kinetic", "val": 1 } - ], - "description": "This category of weapons describes weaponry made by methods pre-dating modern alloy technology, and can describe anything from an industrial era steel sword to a stone axe. Though they are widely used in some worlds, most of these weapons used by pilots are relics, heirlooms, or serve ceremonial purposes. Archaic weapons are too simple to harm mechs." + ] }, { - "id": "alloy_light", + "id": "pg_archaic_ranged", + "name": "Archaic Ranged", "type": "weapon", - "name": "Light Alloy/Composite Weapon", + "description": "These weapons are pre-modern devices like muskets and bows, all of which are still used in some societies. ARCHAIC weapons are too simple to harm mechs.", "tags": [ { - "id": "sidearm" + "id": "tg_archaic" } ], "range": [ { - "type": "Threat", - "val": 1 + "type": "Range", + "val": 5 } ], "damage": [ @@ -42,14 +43,18 @@ "type": "kinetic", "val": 1 } - ], - "description": "Alloy/Composite weapon is a catch-all category describing melee weapons forged with advanced and non-reactive alloys, composite materials, and/or GMS standard fabrication tech, allowing for durable and reliable weaponry in survival or close combat situations where kinetic shielding reduces the effectiveness of ballistics." + ] }, { - "id": "alloy_combat", + "id": "pg_light_a_c", + "name": "Light A/C", "type": "weapon", - "name": "Combat Alloy/Composite Weapon", - "tags": [], + "description": "LIGHT A/C weapons might be knives, bayonets, punching daggers, and short swords.", + "tags": [ + { + "id": "tg_sidearm" + } + ], "range": [ { "type": "Threat", @@ -59,21 +64,16 @@ "damage": [ { "type": "kinetic", - "val": 2 + "val": 1 } - ], - "effect": "", - "description": "Alloy/Composite weapon is a catch-all category describing melee weapons forged with advanced and non-reactive alloys, composite materials, and/or GMS standard fabrication tech, allowing for durable and reliable weaponry in survival or close combat situations where kinetic shielding reduces the effectiveness of ballistics." + ] }, { - "id": "alloy_heavy", + "id": "pg_medium_a_c", + "name": "Medium A/C", "type": "weapon", - "name": "Heavy Alloy/Composite Weapon", - "tags": [ - { - "id": "inaccurate" - } - ], + "description": "MEDIUM A/C weapons are typically swords, officer's sabers, and trench axes.", + "tags": [], "range": [ { "type": "Threat", @@ -83,45 +83,41 @@ "damage": [ { "type": "kinetic", - "val": 3 + "val": 2 } - ], - "description": "Alloy/Composite weapon is a catch-all category describing melee weapons forged with advanced and non-reactive alloys, composite materials, and/or GMS standard fabrication tech, allowing for durable and reliable weaponry in survival or close combat situations where kinetic shielding reduces the effectiveness of ballistics." + ] }, { - "id": "archaic_ranged", + "id": "pg_heavy_a_c", + "name": "Heavy A/C", "type": "weapon", - "name": "Archaic Ranged Weapon", + "description": "HEAVY A/C weapons are designed with the augmented strength of hardsuits in mind and include war hammers, mallets, rams, pikes, and heavy two-handed assault swords.", "tags": [ { - "id": "archaic" + "id": "tg_inaccurate" } ], "range": [ { - "type": "Range", - "val": 5 + "type": "Threat", + "val": 1 } ], "damage": [ { "type": "kinetic", - "val": 1 + "val": 3 } - ], - "effect": "", - "description": "\"Archaic\" describes pre-modern tech weapons such as black powder weapons, muskets, or bows, all commonly used in some societies. Archaic weapons are too simple to harm mechs and cannot deal damage to them." + ] }, { - "id": "sig_sidearm", + "id": "pg_light_signature", + "name": "Light Signature", "type": "weapon", - "name": "Signature Sidearm", + "description": "LIGHT signature weapons might be oversized revolvers, braces of pistols, and submachine guns.", "tags": [ { - "id": "sidearm" - }, - { - "id": "setdamagetype" + "id": "tg_sidearm" } ], "range": [ @@ -136,18 +132,14 @@ "val": 1 } ], - "effect": "Player selects damage type at item creation", - "description": "Pilots carry a diverse array of weaponry with them into the battlefield, everything from heirloom weapons to custom-tooled sidearms or anonymous military-issued assault rifles. Choose the damage type when you acquire it (from explosive, energy, or kinetic). You can use this entry to represent the weapon that your pilot typically carries or uses." + "effect": "Player selects damage type at item creation." }, { - "id": "sig_combat", + "id": "pg_medium_signature", + "name": "Medium Signature", "type": "weapon", - "name": "Signature Combat Weapon", - "tags": [ - { - "id": "setdamagetype" - } - ], + "description": "MEDIUM signature weapons are assault rifles, shotguns, pack-fed lasers, disruption guns.", + "tags": [], "range": [ { "type": "Range", @@ -160,22 +152,19 @@ "val": 2 } ], - "effect": "Player selects damage type at item creation", - "description": "Pilots carry a diverse array of weaponry with them into the battlefield, everything from heirloom weapons to custom-tooled sidearms or anonymous military - issued assault rifles. Choose the damage type when you acquire it (from explosive, energy, or kinetic). You can use this entry to represent the weapon that your pilot typically carries or uses." + "effect": "Player selects damage type at item creation." }, { - "id": "sig_heavy", + "id": "pg_heavy_signature", + "name": "Heavy Signature", "type": "weapon", - "name": "Signature Heavy Weapon", + "description": "HEAVY signature weapons are missile tubes, heavy lasers, light machine gun, or exotic rifles.", "tags": [ { - "id": "ordnance" - }, - { - "id": "loading" + "id": "tg_ordnance" }, { - "id": "setdamagetype" + "id": "tg_loading" } ], "range": [ @@ -190,219 +179,390 @@ "val": 4 } ], - "effect": "Player selects damage type at item creation", - "description": "Pilots carry a diverse array of weaponry with them into the battlefield, everything from heirloom weapons to custom-tooled sidearms or anonymous military - issued assault rifles. Choose the damage type when you acquire it (from explosive, energy, or kinetic). You can use this entry to represent the weapon that your pilot typically carries or uses." + "effect": "Player selects damage type at item creation." }, { - "id": "light_hardsuit", - "type": "armor", + "id": "pg_light_hardsuit", "name": "Light Hardsuit", + "type": "armor", + "description": "Light hardsuits are usually made from reactive, cloth-like weaves, with limited plating and few powered components to maximize mobility. Like other hardsuits, they can be sealed against vacuum, and protect against a decent amount of radiation and other harmful particles.", + "tags": [ + { + "id": "tg_personal_armor" + } + ], "hp_bonus": 3, - "speed": 4, "armor": 0, - "edef": 10, "evasion": 10, - "description": "Light hard suits are usually made of reactive, cloth like weaves, with plating and powered components kept to a minimum to maximize mobility. Often, they resemble light body armor or military fatigues and they may or may not have a closed helm by default, depending on environmental expectations. Iconic light hard suits are made by Smith-Shimano Corpro and are more like a semi-biological second skin than armor." + "edef": 10, + "speed": 4 }, { - "id": "hardsuit", - "type": "armor", + "id": "pg_assault_hardsuit", "name": "Assault Hardsuit", + "type": "armor", + "description": "These hardsuits, common among military units, feature heavier plating than light hardsuits but more mobility than heavy hardsuits. They are powered, augmenting the user's strength, and typically feature an onboard computer, sensor suite, integrated air, burst EVA system, and waste recycling systems.", + "tags": [ + { + "id": "tg_personal_armor" + } + ], "hp_bonus": 3, - "speed": 4, "armor": 1, - "edef": 8, "evasion": 8, - "description": "Standard hardsuits have heavier plating than light hardsuits, restricting movement but providing greater protection from damage. They are often environmentally sealed and powered, and typically have a faceplate, visor, or closed helm. Common models are the DURENDAL mobile cuirass by IPS-N, and the GMS Granite." + "edef": 8, + "speed": 4 }, { - "id": "heavy_hardsuit", - "type": "armor", + "id": "pg_heavy_hardsuit", "name": "Heavy Hardsuit", + "type": "armor", + "description": "The heaviest hardsuits. They are always powered and up-armored with thick, composite armor. Heavy hardsuits often feature integrated weapons, powerful mobility suites, and - by augmenting their user's strength - allow their user to field much heavier weapons than normal infantry can typically carry. Heavy hardsuits are in decline now that half-size chassis are popular, but they are still common among private militaries and middle-tier Diasporan armed forces.", + "tags": [ + { + "id": "tg_personal_armor" + } + ], "hp_bonus": 3, - "speed": 3, "armor": 2, - "edef": 8, "evasion": 6, - "description": " The heaviest hard suits have plating comparable to some mechs, are always environmentally sealed and powered, and include a heavy closed helm and shock plating around the neck and vulnerable joints. The heaviest available hard suit for pilots is the CALADBOLG mobile cuirass by IPS-Northstar, other examples are the Djed and Ashoka Overarmor by Harrison Armory." + "edef": 8, + "speed": 3 }, { - "id": "mobility_hardsuit", - "type": "armor", + "id": "pg_mobility_hardsuit", "name": "Mobility Hardsuit", + "type": "armor", + "description": "These hardsuits have integrated flight systems, allowing pilots to fly when they move or BOOST. Flying pilots must end their turn on the ground (or another surface) or begin falling.", + "tags": [ + { + "id": "tg_personal_armor" + } + ], + "hp_bonus": 0, "armor": 0, - "speed": 5, - "edef": 10, "evasion": 10, - "description": "This hardsuit has integrated flight systems, allowing your pilot to fly when you move or boost. You must end your turn on the ground or another surface, or fall." + "edef": 10, + "speed": 5 }, { - "id": "stealth_hardsuit", - "type": "armor", + "id": "pg_stealth_hardsuit", "name": "Stealth Hardsuit", - "speed": 4, - "armor": 0, - "edef": 8, - "evasion": 8, - "description": "As a quick action, you can become invisible while wearing this hardsuit. The invisibility breaks if you take damage." - }, - { - "id": "clothes", "type": "armor", - "name": "Flight Suit", - "speed": 4, + "description": "As a quick action, pilots wearing stealth hardsuits can become INVISIBLE. They cease to be INVISIBLE if they take any damage.", + "tags": [ + { + "id": "tg_personal_armor" + } + ], + "hp_bonus": 0, "armor": 0, - "edef": 10, - "evasion": 10, - "description": "This catch-all entry describes pilots when they’re not wearing armor specifically designed for combat. Pilots can be found sporting all kinds of fashion depending on their employment, rank, and role - from civilian street clothing, to smart-jackets, to oil-stained overalls, to military fatigues." + "evasion": 8, + "edef": 8, + "speed": 4 }, { - "id": "antiphoton", + "id": "pg_corrective", + "name": "CORRECTIVE", "type": "gear", - "name": "Antiphoton Visor", - "description": "Flash/light protection, commonly found among breach teams, solar-forward operators. Effective against flash weapons, intense UV light, and incidental charge from energy weapons." + "description": "This clear, plastic-like sheet can be placed over the wounds of severely injured pilots. It instantly begins to stabilize them, injecting medicine and deploying nanites to stitch wounds shut.
    Expend a charge to apply correctives to DOWN AND OUT pilots, immediately bringing them back to consciousness at 1 HP.", + "tags": [ + { + "id": "tg_gear" + }, + { + "id": "tg_limited", + "val": 1 + }, + { + "id": "tg_full_action" + } + ], + "uses": 1 }, { - "id": "camocloth", + "id": "pg_frag_grenades", + "name": "FRAG GRENADES", "type": "gear", - "name": "Camo Cloth", - "description": "A 5x5 square of reactive material that slowly shifts to reflect the environment around it. The effect takes about 10 seconds to complete, and makes anything hidden underneath very hard to spot." + "description": "Expend a charge for the following effect:
  • FRAG GRENADE (Grenade, Range 5, Blast 1): Affected characters must succeed on an AGILITY save or take 2 explosive damage.", + "tags": [ + { + "id": "tg_gear" + }, + { + "id": "tg_limited", + "val": 2 + } + ], + "uses": 2 }, { - "id": "corrective", + "id": "pg_patch", + "name": "PATCH", "type": "gear", - "name": "Corrective", - "uses": 1, - "description": "This clear, plastic-sheet like medical deployable can be attached to severely wounded pilot, where it instantly begins stabilizing them, injecting medicine, and deploying nanites to stitch shut wounds. A corrective can be applied to any pilot that's Down and Out to instantly bring them back to consciousness at 1⁄2 HP as if they had taken a rest." + "description": "\"Patch\" is pilot slang for any kind of modern first aid gear, including sprayable medi-gel and instant-acting medical patches.
    Expend a charge to apply a patch to either yourself or an adjacent pilot, restoring half their maximum HP. Patches have no effect on DOWN AND OUT pilots.", + "tags": [ + { + "id": "tg_gear" + }, + { + "id": "tg_limited", + "val": 1 + }, + { + "id": "tg_full_action" + } + ], + "uses": 1 }, { - "id": "rations", + "id": "pg_stims", + "name": "STIMS", "type": "gear", - "name": "Extra Rations", - "description": "Pilot rations are typically no better than their nautical antecedents - hardtack and nutritious paste. It's not uncommon for pilots to store extra food or luxuries such as chocolate, coffee, alcohol, or canned or dried goods from their home world" + "description": "These chemical stimulants are sometimes administered automatically by injectors built into a pilot's suit, or even implanted within their body. Uncontrolled use can be addictive and dangerous to health in the long-term and is a problem for some pilots.
    Expend a charge for one of the following effects:
  • KICK: Keeps a pilot awake and alert for up to 30 hours.
  • FREEZE: Keep a pilot calm and emotionally stable; deadens fear and other strong reactions.
  • JUICE: Heightens senses and alertness, reduces fatigue, and shortens reaction times. Juice occasionally provokes rage in some users.", + "tags": [ + { + "id": "tg_gear" + }, + { + "id": "tg_limited", + "val": 3 + }, + { + "id": "tg_quick_action" + } + ], + "uses": 3 }, { - "id": "frag", + "id": "pg_thermal_charge", + "name": "THERMAL CHARGE", "type": "gear", - "name": "Fragmentation Grenade", - "uses": 2, - "description": "A pilot can throw a frag grenade at any point in range 5 as an action. It detonates on impact in a blast 1 area. Make an attack roll against each target caught in the area, on hit, it deals 2 explosive damage." + "description": "Expend a charge for the following effect:
  • THERMAL CHARGE (Mine, Burst 1): This charge must be remotely detonated as a quick action. Affected characters must succeed on an ENGINEERING save or take 3 AP energy damage. Thermal charges automatically hit objects, dealing 10 AP energy damage.", + "tags": [ + { + "id": "tg_gear" + }, + { + "id": "tg_limited", + "val": 1 + }, + { + "id": "tg_full_action" + } + ], + "uses": 1 }, { - "id": "printer", + "id": "pg_antiphoton_visor", + "name": "ANTIPHOTON VISOR", "type": "gear", - "name": "Handheld Printer", - "description": "A miniaturized version of the much larger Union printers, can make simple objects out of a flexible and durable plastic as long as you have the pattern chip for them." + "description": "Designed to protect the wearer's eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "magclamps", + "id": "pg_camo_cloth", + "name": "CAMO CLOTH", "type": "gear", - "name": "Mag-clamps", - "description": "These clamps attach easily onto any metal surface, giving good maneuverability in zero-g or when repairing mechs. Can be fitted to boots." + "description": "A square of reactive material that slowly shifts to reflect the surrounding environment, enough to cover a human comfortably. The transition takes about 10 seconds and makes anything hidden underneath very difficult to spot.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "spray", + "id": "pg_dataplating", + "name": "DATAPLATING", "type": "gear", - "name": "Nanite Spray", - "description": "This spray paint can be sprayed on any surface. It is invisible to the naked eye but can be used to transmit a simple message or limited data packets when scanned" + "description": "Dataplating is a general term for comm-linked jewelry, subdermal netting, wearable jaw, brow, or maxillary plates, etc, that allows sub-vocal communication, persistent heads-up displays, and persistent augmented reality while not wearing a helm. Dataplates can quickly translate nearly all languages, and allow their wearers to communicate with each other all but silently.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "omnihook", + "id": "pg_extra_rations", + "name": "EXTRA RATIONS", "type": "gear", - "name": "Omnihook", - "description": "A bulky, miniaturized, portable field omninet terminal that allows for communication, data transfer, and limited hotspotting. Very valuable. Most mech teams have at least one of these, mounted or carried by a designated operator. Tuning an omnihook requires a high degree of skill." + "description": "Pilot rations aren't much better than their nautical forerunners - both are variants on hardtack and nutrient paste. Pilots often carry a stash of extra food, or luxuries like chocolate, coffee, alcohol, or preserved goods from their homeworld. These rations can be used to barter or boost morale.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "patch", + "id": "pg_flexsuit", + "name": "FLEXSUIT", "type": "gear", - "name": "Patch", - "uses": 1, - "description": "‘Patch' is a catch all term for sprayable medi-gel, instant-acting medical patches, or other first aid gear. Using a patch takes a full action and restores 1⁄2 your pilot's HP (round up). It can be used on another adjacent pilot for the same effects, and although it can heal a down and out pilot, it won't bring them back to consciousness. Has no effect on mechs." + "description": "A strong base-layer suit that recycles water, generates nutrients, and adapts very rapidly to hostile environs, maintaining a stable condition and extending survivability. Flexsuit wearers can go for roughly a week without eating or drink thanks to the ambrosia paste generated by their suit before its systems are depleted; however, they don't prevent feelings of hunger. Removing the suit for a day or two is enough to replenish its reserves. Flexsuits also maintain a steady temperature within acceptable parameters.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "drone", + "id": "pg_handheld_printer", + "name": "HANDHELD PRINTER", "type": "gear", - "name": "Personal Drone", - "description": "A small, non-combat drone. Fairly noisy, but can fly with good maneuverability up to half a mile without losing signal and can relay audio and visual information." + "description": "A miniaturized version of Union's full-scale printers, handheld printers can be used to make simple objects out of flexible and durable plastic - as long as you have the right pattern chip.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "bag", + "id": "pg_subjectivity-enhancement_suite", + "name": "SUBJECTIVITY-ENHANCEMENT SUITE", "type": "gear", - "name": "Sleeping Bag", - "description": "Compact enough to fit in a mech cockpit, highly resistant to changes in temperature. Some mech pilots swear by them as emergency fire protection" + "description": "A subjectivity-enhancement suite is a set of cybernetic implants allowing users to hack systems without a rig. Users of these suites blend the organic with the synthetic, gaining the ability to extrude implanted universal-plug cables from within their body to make hardline connections with terminals. When plugged in, users can access a comprehensive, fully interactive alternate-reality interface with direct omninet access, making navigating - or hacking - local and networked systems as easy as wishing it so (of course, you must be careful: by opening up your mind to the digital, you may face dangers other, less enhanced people are ignorant of).", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "scope", + "id": "pg_infoskin", + "name": "INFOSKIN", "type": "gear", - "name": "Smart Scope", - "description": "A powerful electronic scope that can give good vision up to two miles away, automatically adjusts its reticle for wind, gravity, and pressure. Can be paired with other thermal, optical, or simulated-vision devices to allow for more precise targeting. Can project its FoV and all data to a user or networked user's HUD." + "description": "A reactive, synthetic polymer with advanced qualities, infoskin bonds quickly to real skin and hair. Once applied, it responds to electronic signals delivered by linked software, rapidly changing its color and texture - even contorting and distorting its form - allowing wearers to make minor changes to their appearance. With infoskin, it's a simple matter to alter facial features, hair color, or makeup patterns.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "speakers", + "id": "pg_mag_clamps", + "name": "MAG CLAMPS", "type": "gear", - "name": "Sound System", - "description": "Though not strictly necessary, many mech pilots hook up internal speakers to give them a clear line to their compatriots during combat, or simply play music" + "description": "These clamps attach easily to any metal surface, enhancing maneuverability in zero-g environments or when repairing mechs. They can be carried or fitted to boots.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "stims", + "id": "pg_nanite_spray", + "name": "NANITE SPRAY", "type": "gear", - "name": "Stims", - "uses": 3, - "description": "These chemical stimulants are sometimes administered automatically by built-in injectors in a pilot's suit, or even their body. Choose one when you take a stim:
    Kick: Keeps a pilot awake and alert for up to 30 hours.
    Freeze: Keeps a pilot calm and emotionally stable, deadens fear or other strong reactions.
    Juice: Heightens senses, alertness, dispels fatigue, and shortens reaction times. Known to occasionally provoke rage in some users.
    Uncontrolled use of any stims can be addictive and dangerous to health in the long term and is a problem for some pilots." + "description": "A spray paint that can be applied to any surface. Nanite spray is invisible to the naked eye but able to transmit simple messages or small data packets when scanned.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "arm", + "id": "pg_omnihook", + "name": "OMNIHOOK", "type": "gear", - "name": "Tertiary Arm", - "description": "A powered third arm, mounted on a bracket on the hardsuit. Can be equipped with a manipulator to allow for fine motor control, fitted with a weapon to allow for greater combat efficacy, or a specialty tool. It is powered, and controlled via the same neurological bridge processes that lets hardsuits respond to user input." + "description": "A portable - if bulky - omninet terminal that allows for communication, data transfer, and limited hot-spotting. Omnihooks are extremely valuable, although most mech squads have at least one. Tuning an omnihook requires a high level of skill, so they are usually mounted or carried by designated operators.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "thermal", + "id": "pg_personal_drone", + "name": "PERSONAL DRONE", "type": "gear", - "name": "Thermal Charge", - "uses": 1, - "description": "This charge can be planted on any free space for a full action, and detonated remotely as an action. Once detonated, it explodes in a blast 1 area. Attack all targets in the area, aim vs evasion, for 3 AP energy damage. This deals double damage to objects such as doors, walls, and automatically hits them." + "description": "Small, non-combat drones are a common sight in the field. They're fairly noisy but can fly about half a mile with good maneuverability before losing signal, relaying audio and visual information as they go.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "survivalkit", + "id": "pg_prosocollar", + "name": "PROSOCOLLAR", "type": "gear", - "name": "Wilderness Survival Kit", - "description": "Contains many of the essentials for surviving in a hostile environment - rebreather, water filter, backup environmental suit, bivouac kit, etc" + "description": "A collar-like device that fits snugly around its wearer's neck, projecting a holographic image over their face and head. Prosocollars can change their wearer's voice and scramble or change their appearance. The projection won't stand up to close inspection, but it can easily fool electronic systems and distant observers.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "prosocollar", + "id": "pg_smart_scope", + "name": "SMART SCOPE", "type": "gear", - "name": "Prosocollar", - "description": "A collar-like device that fits snugly around the neck and projects a holographic image over your face and head. The collar can change your voice and scramble or change your appearance. It doesn't stand up to close inspection, but it's very easy to fool electronic systems or people at a distance." + "description": "A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "ses", + "id": "pg_sleeping_bag", + "name": "SLEEPING BAG", "type": "gear", - "name": "HORUS Subjectivity Enhancement Suite", - "description": "Cybernetic implants that allow you to hack without gear or a rig. While you have these implants, you can extrude cables or ports from within your body to plug in and experience an alternate reality interface that provides full interactivity and omninet access." + "description": "Coming in a variety of sizes, sleeping bags are a field necessity. They're designed to fold out from a hardsuit, fit within a mech's cockpit, resist fire and changes in temperature, and - when necessary - seal against vacuum.
    You can climb into your sleeping bag, gaining IMMUNITY to burn, protection against vacuum, and enough air to last an hour; however, while in the sleeping bag you are STUNNED and can't take actions other than to exit the bag as a full action.", + "tags": [ + { + "id": "tg_gear" + }, + { + "id": "tg_full_action" + } + ] }, { - "id": "dataplating", + "id": "pg_ssc_sylph_undersuit", + "name": "SSC SYLPH UNDERSUIT", "type": "gear", - "name": "Dataplating", - "description": "Linked jewelry/faceplates that allow sub-vocal communication and augmented reality. Dataplates can quickly translate many languages, and anyone with a dataplate can talk to any other person with a dataplate without vocalizing, creating something eerily similar to telepathy." + "description": "Discovered on Acrimea IV, a biome cultivar world controlled by Smith-Shimano Corpro (SSC), the sylph is an organic lifeform that can seemingly survive in nearly any environment. Using breeding-analogous methods defined by established bioengineering doctrines, SSC developed the sylph undersuit - sterile, living sylphs grown as envelopes and fitted to their owners. The sylph bonds to its wearer, forming a symbiotic relationship: the sylph is sustained by the host's waste products, in return protecting the host from a range of hostile environmental factors.
    These semi-biological, skin-tight undersuits can be worn for extended periods. They are translucent, semi-liquid, and able to be stored when not in use, confirming to whatever container they are placed in. They clean the host's body, aid natural healing processes, and eliminate waste. As desired, segments can become opaque, change color, or take on a new texture. Sylph undersuits can cover the host's head, sealing against vacuum, providing protection against radiation, and filtering air or liquids, even providing the ability to breathe water for a limited time.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "flexsuit", + "id": "pg_sound_system", + "name": "SOUND SYSTEM", "type": "gear", - "name": "Flexsuit", - "description": "A strong, under-clothing suit that recycles water, generates nutrients, and adapts very rapidly to hostile environs, keeping its wearer in a state of stability and extending their survivability. Very good for colonists adapting to a new environs." + "description": "Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "slyph", + "id": "pg_tertiary_arm", + "name": "TERTIARY ARM", "type": "gear", - "name": "SSC Slyph", - "description": "Discovered on Acrimea IV, an SSC biome cultivar world, the Sylph is an organic lifeform that appears to find homeostasis in nearly any and all environments. Working with breeding-analogous methods familiar to SSC bioengineering doctrines, SSC developed Sylph Undersuits -- sterile, living sylphs grown as an envelope, fitted to its owner. Once fitted, the Sylph bonds, creating a symbiotic relationship -- it sustains itself off the waste products of its host, while protecting its host from a number of hostile environmental factors. It can be removed and stored when not in use, where it conforms to whatever container it is placed in.
    This semi-biological, skin-tight undersuit can be worn for extended periods. In its natural form, it is translucent and semi-liquid, and can be stored easily. It cleans the body, aids its natural healing processes, and eliminates wastes. Parts of it can be made opaque or translucent or change color or texture. It can cowl over the head, providing sealant from vacuum, high protection against radiation, and filtering of air or liquid, providing the ability to breathe water for a limited time." + "description": "A powered third arm mounted on a bracket on the hardsuit. Tertiary arms are powered and controlled using the same neural bridge processes that allow hardsuits to respond to user input. They can be equipped with manipulators to allow for fine motor control, weapons to enhance combat efficacy, or specialty tools.", + "tags": [ + { + "id": "tg_gear" + } + ] }, { - "id": "infoskin", + "id": "pg_wilderness_survival_kit", + "name": "WILDERNESS SURVIVAL KIT", "type": "gear", - "name": "Infoskin", - "description": "This reactive, synthetic polymer bonds easily to real skin and hair. It responds to electronic signals and can rapidly change color, texture, or even contort or distort, allowing a wearer to make minor changes in their appearance such as facial features, hair color, or makeup patterns with a linked program." + "description": "Contains many essentials for surviving in hostile environments: a rebreather, water filters, hardsuit patches, backup thermals, a bivouac kit, and so on.", + "tags": [ + { + "id": "tg_gear" + } + ] } -] +] \ No newline at end of file diff --git a/lib/skills.json b/lib/skills.json index c0ee266..d84e9d6 100644 --- a/lib/skills.json +++ b/lib/skills.json @@ -1,136 +1,156 @@ [ { - "id": "fists", - "name": "Apply Fists to Faces", - "description": "Get a bonus when you’re applying fists to faces", - "detail": "Punch someone in the face, or alternately fight in open, brutal unarmed combat, whether it’s a fist fight, martial arts duel, or a huge brawl. This is never subtle, never clean, and probably causes a lot of noise.", - "family": "str" - },{ - "id": "assault", - "name": "Assault", - "description": "Get a bonus when you’re assaulting a position, person, or group of people (in battle or otherwise), hard, fast, and up close", - "detail": "Take part in direct and overt combat: fighting your way through a building packed with hostile mercenaries, trading shots between rain-slick trenches, fighting in chaotic microgravity as part of a boarding action, or engaging the enemy in the smoking urban rubble of a city under orbital bombardment — When you assault, you’re always assaulting something (a position, a rival pilot, an enemy force, a group of guards), and it’s always loud, open, direct action.", - "family": "str" - },{ - "id": "blowup", - "name": "Blow Something Up", - "description": "Get a bonus when you want to blow something up", - "detail": "Use explosives (improvised or otherwise), weapons, or maybe just good old fashion brawn to totally wreck something or turn it into an enormous fireball (maybe a wall, sensor array, outpost, reactor core - the good stuff). Probably not to be used against people unless they’re incidentally in the way.", - "family": "str" - },{ - "id": "threaten", - "name": "Threaten", - "description": "Get a bonus when you’re forcing someone’s hand by threatening them", - "detail": "Use force or threats of force to get someone to do what you want them to do. Name what you want someone to do and what you’re going to do to them if they don’t listen to you. This could also be blackmail, leverage, or something similarly nasty. Threatening someone can be very high risk but very effective if successful - either way there’s likely no repairing the relationship afterwards. If you threaten someone unsuccessfully, your threats have no further effect on them unless you change something about the situation (as with all other skill checks).", + "id": "sk_act_unseen_or_unheard", + "name": "ACT UNSEEN OR UNHEARD", + "description": "Get somewhere or do something without detection, but not necessarily quickly: hide, sneak, or move quietly; infiltrate a facility while avoiding patrols and cameras; perform sleight of hand without being seen or heard, including picking pockets, unholstering guns, and cheating at cards; wear a disguise.", + "detail": "Get somewhere or do something without being detected, but not necessarily with speed. Hide, sneak, or move quietly. Infiltrate a facility while avoiding security, patrols, or cameras. Perform a quick action or maneuver without being seen or heard, such as picking a pocket, unholstering your gun, or cheating at cards. Wear a disguise.", + "family": "dex" + }, + { + "id": "sk_apply_fists_to_faces", + "name": "APPLY FISTS TO FACES", + "description": "Punch someone in the face or fight in open, brutal unarmed combat, whether it's a fist fight, a martial arts duel, or a huge brawl. Never subtle, clean, or quiet.", + "detail": "Punch someone in the face, or alternately fight in open, brutal unarmed combat, whether it\u2019s a fist fight, martial arts duel, or a huge brawl. This is never subtle, never clean, and probably causes a lot of noise.", "family": "str" - },{ - "id": "control", - "name": "Take Control", - "description": "Get a bonus when you want to take control of something (an object, a captive, the situation)", - "detail": "Use force, violence, presence of will, or direct action to take control of something. This is often something concrete, like an object someone is holding. You could take control of someone’s gun or a keycard they have on their person. You can additionally can take control of a situation to force those present to listen, calm down, stop moving, or stop what they’re doing (perhaps for their benefit), though you can’t necessarily force them to do anything further without threatening them. Taking control is never subtle.", + }, + { + "id": "sk_assault", + "name": "ASSAULT", + "description": "Take part in direct and overt combat: fight your way through a building packed with hostile mercenaries, trade shots over rain-slick trenches, fight in chaotic microgravity as part of a boarding action, or engage an enemy in the smoking urban rubble of a city under orbital bombardment. Loud, direction action.", + "detail": "Take part in direct and overt combat: fighting your way through a building packed with hostile mercenaries, trading shots between rain-slick trenches, fighting in chaotic microgravity as part of a boarding action, or engaging the enemy in the smoking urban rubble of a city under orbital bombardment \u2014 When you assault, you\u2019re always assaulting something (a position, a rival pilot, an enemy force, a group of guards), and it\u2019s always loud, open, direct action.", "family": "str" - },{ - "id": "survive", - "name": "Survive", - "description": "Get a bonus when you want to survive through harsh or unforgiving conditions", - "detail": "Persevere through harsh, hostile, or unforgiving environments, such as the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. You most often use survive when you want to take a journey through wilderness environments, navigate, or avoid natural hazards such as carnivorous wildlife, rockfalls, thin ice, or lava fields. Alternately you could use it to avoid man-made hazards, such as navigating a city safely, or avoiding dangerous areas of a space station. You could also use it when testing personal endurance, such as shaking off poison or alcohol.", + }, + { + "id": "sk_blow_something_up", + "name": "BLOW SOMETHING UP", + "description": "Use explosives (improvised or otherwise), weapons, or good old-fashioned brawn to totally wreck something or turn it into an enormous fireball.", + "detail": "Use explosives (improvised or otherwise), weapons, or maybe just good old fashion brawn to totally wreck something or turn it into an enormous fireball (maybe a wall, sensor array, outpost, reactor core - the good stuff). Probably not to be used against people unless they\u2019re incidentally in the way.", "family": "str" - },{ - "id": "cool", - "name": "Stay Cool", - "description": "Get a bonus when you want to stay cool and collected while performing an action that takes skill or precision", - "detail": "Do something that requires concentration, speed, or intense precision under pressure, like picking a lock as your squad trades fire with encroaching guards, avoiding a hostile memetic code while hacking a secure console, carefully disarming an explosive, or unjamming a gun under fire. If you’ve got to do something complicated in a high stress situation without messing up (and possibly not even breaking a sweat) this is the action to use.", - "family": "dex" - },{ - "id": "takeout", - "name": "Take Someone Out", - "description": "Get a bonus when want to take someone out, cleanly", - "detail": "Kill or disable someone quickly and quietly, from up close and personal or from a distance, probably before they even notice. This is probably a single person but could be two people relatively close together (any more is sort of stretching it and definitely risky). If you’re looking down a sniper scope at a target, preparing to nerve pinch a guard to knock them out instantly, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, this is the action to use.", - "family": "dex" - },{ - "id": "flash", - "name": "Show Off", - "description": "Get a bonus when you want to show off your skills, like shooting an apple off someone’s head", - "detail": "Do something flashy, cool, or impressive, usually (but not exclusively) with your weapon, like shooting a very small or rapidly moving target, shooting someone’s hat off or their weapon out of their hand, knocking someone out by throwing a gun at them, performing an acrobatic flourish with a sword, throwing a spear to pin a fleeing target to the ground, and so on.", - "family": "dex" - },{ - "id": "fast", - "name": "Get Somewhere Quickly", - "description": "Get a bonus when you want to get somewhere fast, on foot or in a vehicle", - "detail": "Get somewhere without complications and with speed, but not necessarily stealth. Climb, swim, or perform acrobatic maneuvers in an attempt to reach a destination faster than the ‘safe’ way. Fall safely from a great height. Move gracefully in zero-g. Chase or flee, outrun, or out pace a target. Get somewhere faster than anyone else. You can also use this when you want to drive or pilot a vehicle.", - "family": "dex" - },{ - "id": "unseen", - "name": "Act Unseen and Unheard", - "description": "Get a bonus when you want to act unseen and unheard", - "detail": "Get somewhere or do something without being detected, but not necessarily with speed. Hide, sneak, or move quietly. Infiltrate a facility while avoiding security, patrols, or cameras. Perform a quick action or maneuver without being seen or heard, such as picking a pocket, unholstering your gun, or cheating at cards. Wear a disguise.", + }, + { + "id": "sk_charm", + "name": "CHARM", + "description": "Convince a receptive audience or use leverage (money, power, personal benefit) to get your way: smooth-talk your way past guards, get people on your side, sway potential benefactors, talk someone down, mediate between two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone.", + "detail": "To charm, you need a receptive audience, or some kind of promise of leverage (money, power, personal benefit, etc). You can use it when trying to smooth talk your way past guards, get someone on your side, sway a potential benefactor, talk someone down, perform diplomacy between two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone. Charm won\u2019t work on people that aren\u2019t receptive (such as soldiers you are in a gunfight with) or that you don\u2019t have leverage over (promises of safety, money, power, recompense, help, etc). These promises don\u2019t necessarily have to be true but they have to have some weight with your target.", + "family": "int" + }, + { + "id": "sk_get_a_hold_of_something", + "name": "GET A HOLD OF SOMETHING", + "description": "Acquire temporary or permanent allies, assets, or connections through wealth or social influence; obtain information, food, materials, or soldiers.", + "detail": "Acquire useful allies, assets, or connections through wealth or social influence. This could be permanent (buying it or receiving it) or temporary (renting or borrowing help or supplies, etc), and might be harder or easier depending on how much you want to use it. This can\u2019t be used for something that\u2019s normally gated by license level (like mech parts) but could be used for aid, supplies, information, food materials, soldiers, or anything else that has more narrative impact. Typically this is acquired by buying it from a market or requisitioning it from a parent organization.", + "family": "cha" + }, + { + "id": "sk_get_somewhere_quickly", + "name": "GET SOMEWHERE QUICKLY", + "description": "Get somewhere quickly and without complications, but not necessarily quietly: climb, drive, pilot, swim, or perform acrobatic maneuvers to take a more dangerous shortcut; fall safely from a great height; move gracefully in zero-g; chase, flee, outrun, or outpace a target; get somewhere faster than anyone else.", + "detail": "Get somewhere without complications and with speed, but not necessarily stealth. Climb, swim, or perform acrobatic maneuvers in an attempt to reach a destination faster than the \u2018safe\u2019 way. Fall safely from a great height. Move gracefully in zero-g. Chase or flee, outrun, or out pace a target. Get somewhere faster than anyone else. You can also use this when you want to drive or pilot a vehicle.", "family": "dex" - },{ - "id": "hackfix", - "name": "Hack or Fix", - "description": "Get a bonus when you want to hack or fix a system or device", + }, + { + "id": "sk_hack_or_fix", + "name": "HACK OR FIX", + "description": "Repair a device or faulty system; alternatively, hack it wide open, or totally wreck, disable or sabotage it. You're probably hacking or fixing when accessing or safeguarding secure electronic systems, including electronic door locks, computer systems, omninet servers, and so on.", "detail": "Repair a device or faulty system. Alternately, hack it wide open, or totally wreck, disable or sabotage it. You can use this for hacking or safeguarding electronic systems, such as electronic door locks, computer systems, omninet webs, or NHP coffins.", "family": "int" }, { - "id": "patch", - "name": "Patch", - "description": "Get a bonus when you want to patch a bleeding wound", - "detail": "Apply your medical knowledge to administer medication, bandage a wound, staunch bleeding, suture, cauterize, neutralize poison, or resuscitate. Alternately, you could use it to diagnose or study disease, pathogens, or illness.", - "family": "int" - },{ - "id": "invent", - "name": "Invent or Create", - "description": "Get a bonus when you want to invent or create something with tools and supplies", + "id": "sk_invent_or_create", + "name": "INVENT OR CREATE", + "description": "Use tools and supplies to design or build something, either on the fly or over time; invent new devices, tools, or approaches to problems.", "detail": "Generally speaking, you need tools and supplies to invent or create something successfully. Use this with many downtime actions to work on projects. You can also use it in the spur of the moment to invent new devices, tools, or approaches to something (improvised explosives, gear, disguises, or some similar).", "family": "int" - },{ - "id": "readsituation", - "name": "Read a Situation", - "description": "Get a bonus when you want to read a situation for subtext, motive, or threat", - "detail": "Look for subtext, motive, or threat in a situation or person, often social situations. Use your intuition to learn someone’s motivation, learn who is really in charge, or who is about to do something rash or stupid. Get a gut feeling about a situation or person. Sense if someone is lying to you.", + }, + { + "id": "sk_investigate", + "name": "INVESTIGATE", + "description": "Research a subject, or study something in great detail: learn about a subject of historical relevance, or become well-read on a particular issue; investigate a mystery or solve a puzzle; locate a person or object through research and detective work.", + "detail": "Research a subject, or look at something in great detail. If you can\u2019t find information directly, you learn how you can get access to that information. Learn about a subject of historical relevance, or become well-read on a subject. Investigate a mystery or solve a puzzle. Locate a person or object through research or investigation.", "family": "int" - },{ - "id": "spot", - "name": "Spot", - "description": "Get a bonus when you want to spot hidden details, track a target, make out distant objects, or observe with an eagle eye", - "detail": "Spot hidden or difficult to make out details, objects, or people. Spot ambushes, hidden compartments, or disguised individuals. Spy on a target from a distance, or make out the details, shape, and number of objects, vehicles, mechs, or people clearly at a distance. Track people or vehicles.", + }, + { + "id": "sk_lead_or_inspire", + "name": "LEAD OR INSPIRE", + "description": "Give an inspiring speech, or motivate a group of people into action; efficiently and effectively administer organizations like companies, ship crews, groups of colonists or mining ventures; effectively command a platoon of soldiers in battle, or maybe an entire army.", + "detail": "Give an inspiring speech, or motivate a group of people into action. Administer or run an organization efficiently or effectively, such as a company, a ship\u2019s crew, a group of colonists or a mining venture. Effectively command a platoon of soldiers in battle, or (perhaps) an entire army.", + "family": "cha" + }, + { + "id": "sk_patch", + "name": "PATCH", + "description": "Apply medical knowledge to medicate, bandage a wound, staunch bleeding, suture, cauterize, neutralize poison, or resuscitate; alternately, diagnose or study disease, pathogens, or symptoms.", + "detail": "Apply your medical knowledge to administer medication, bandage a wound, staunch bleeding, suture, cauterize, neutralize poison, or resuscitate. Alternately, you could use it to diagnose or study disease, pathogens, or illness.", "family": "int" - },{ - "id": "investigate", - "name": "Investigate", - "description": "Get a bonus when you want to investigate, research a subject, or look at something in great detail", - "detail": "Research a subject, or look at something in great detail. If you can’t find information directly, you learn how you can get access to that information. Learn about a subject of historical relevance, or become well-read on a subject. Investigate a mystery or solve a puzzle. Locate a person or object through research or investigation.", + }, + { + "id": "sk_pull_rank", + "name": "PULL RANK", + "description": "Pull rank on a subordinate: get information, resources, or aid from them, maybe against their will. Any time you are trying to coerce or convince someone who might respect your authority (military or otherwise), you might be pulling rank.", + "detail": "Pull rank on a subordinate, getting information, resources, or aid from them, even unwillingly. You can use this on anyone your social status (noble, celebrity, etc) or military rank would have weight with. Failing this might be risky and could be seen as abusive. You typically can\u2019t pull rank on hostile targets. You could also use this to pretend to have a rank you don\u2019t have, but it\u2019s definitely risky.", + "family": "cha" + }, + { + "id": "sk_read_a_situation", + "name": "READ A SITUATION", + "description": "Look for subtext, motives, or threats in a situation or person: use intuition to discern someone's motivations, learn who is really in charge, or find out who's about to do something rash or stupid; get a gut feeling about a situation or person; sense if someone is lying to you.", + "detail": "Look for subtext, motive, or threat in a situation or person, often social situations. Use your intuition to learn someone\u2019s motivation, learn who is really in charge, or who is about to do something rash or stupid. Get a gut feeling about a situation or person. Sense if someone is lying to you.", "family": "int" - },{ - "id": "charm", - "name": "Charm", - "description": "Get a bonus when you want to charm an audience with your words or actions", - "detail": "To charm, you need a receptive audience, or some kind of promise of leverage (money, power, personal benefit, etc). You can use it when trying to smooth talk your way past guards, get someone on your side, sway a potential benefactor, talk someone down, perform diplomacy between two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone. Charm won’t work on people that aren’t receptive (such as soldiers you are in a gunfight with) or that you don’t have leverage over (promises of safety, money, power, recompense, help, etc). These promises don’t necessarily have to be true but they have to have some weight with your target.", + }, + { + "id": "sk_show_off", + "name": "SHOW OFF", + "description": "Do something flashy, cool, or impressive, usually - but not exclusively - with your weapon: shoot a tiny or rapidly moving target, shoot someone's hat off or their weapon out of their hand, knock someone out by throwing a gun at them, perform an acrobatic flourish with a sword, throw a spear to pin a fleeing target to the ground.", + "detail": "Do something flashy, cool, or impressive, usually (but not exclusively) with your weapon, like shooting a very small or rapidly moving target, shooting someone\u2019s hat off or their weapon out of their hand, knocking someone out by throwing a gun at them, performing an acrobatic flourish with a sword, throwing a spear to pin a fleeing target to the ground, and so on.", + "family": "dex" + }, + { + "id": "sk_spot", + "name": "SPOT", + "description": "Spot details, objects, or people that are hidden or difficult to make out: notice ambushes, hidden compartments, or disguised individuals; spy on targets from a distance; make out the details, shape, and quantity of objects, vehicles, mechs, or people in the distance; track people or vehicles.", + "detail": "Spot hidden or difficult to make out details, objects, or people. Spot ambushes, hidden compartments, or disguised individuals. Spy on a target from a distance, or make out the details, shape, and number of objects, vehicles, mechs, or people clearly at a distance. Track people or vehicles.", "family": "int" - },{ - "id": "rank", - "name": "Pull Rank", - "description": "Get a bonus when you want to pull rank on someone", - "detail": "Pull rank on a subordinate, getting information, resources, or aid from them, even unwillingly. You can use this on anyone your social status (noble, celebrity, etc) or military rank would have weight with. Failing this might be risky and could be seen as abusive. You typically can’t pull rank on hostile targets. You could also use this to pretend to have a rank you don’t have, but it’s definitely risky.", - "family": "cha" - },{ - "id": "streets", - "name": "Word on the Streets", - "description": "Get a bonus when you want to get the word on the streets", - "detail": "Get gossip, news, or hearsay from the streets. What you get depends on what ‘streets’ you are getting word from (high society, low society, hearsay, military chatter, etc). This probably takes a lot less time than investigating something in detail, but the information might be more qualitative or colored by opinion (sometimes that might be useful). You can always learn where the information came from or who to go to next.", - "family": "cha" - },{ - "id": "gethold", - "name": "Get a Hold Of", - "description": "Get a bonus when you want to get a hold of useful allies, assets, or connections", - "detail": "Acquire useful allies, assets, or connections through wealth or social influence. This could be permanent (buying it or receiving it) or temporary (renting or borrowing help or supplies, etc), and might be harder or easier depending on how much you want to use it. This can’t be used for something that’s normally gated by license level (like mech parts) but could be used for aid, supplies, information, food materials, soldiers, or anything else that has more narrative impact. Typically this is acquired by buying it from a market or requisitioning it from a parent organization.", - "family": "cha" - },{ - "id": "lead", - "name": "Lead or Inspire", - "description": "Get a bonus when you want to lead or inspire allies, troops, or a whole organization", - "detail": "Give an inspiring speech, or motivate a group of people into action. Administer or run an organization efficiently or effectively, such as a company, a ship’s crew, a group of colonists or a mining venture. Effectively command a platoon of soldiers in battle, or (perhaps) an entire army.", + }, + { + "id": "sk_stay_cool", + "name": "STAY COOL", + "description": "Perform a task that requires concentration, dexterity, speed, or precision under pressure: pick a lock while your squad trades fire with encroaching guards, carefully disarm an explosive, or unjam a gun under fire.", + "detail": "Do something that requires concentration, speed, or intense precision under pressure, like picking a lock as your squad trades fire with encroaching guards, avoiding a hostile memetic code while hacking a secure console, carefully disarming an explosive, or unjamming a gun under fire. If you\u2019ve got to do something complicated in a high stress situation without messing up (and possibly not even breaking a sweat) this is the action to use.", + "family": "dex" + }, + { + "id": "sk_survive", + "name": "SURVIVE", + "description": "Persevere through harsh, hostile, or unforgiving environments: the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. Survival often involves journeys through the wilderness, navigation, or avoiding natural hazards like carnivorous wildlife, rockfalls, thin ice, or lava fields. You might also try to survive in artificial environments by navigating safely through a city or avoiding dangerous sections of a space station.", + "detail": "Persevere through harsh, hostile, or unforgiving environments, such as the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. You most often use survive when you want to take a journey through wilderness environments, navigate, or avoid natural hazards such as carnivorous wildlife, rockfalls, thin ice, or lava fields. Alternately you could use it to avoid man-made hazards, such as navigating a city safely, or avoiding dangerous areas of a space station. You could also use it when testing personal endurance, such as shaking off poison or alcohol.", + "family": "str" + }, + { + "id": "sk_take_control", + "name": "TAKE CONTROL", + "description": "Use force, violence, presence of will, or direct action to take control of something. The thing you take control of will usually be something concrete, like an object someone is holding - a gun or a keycard, maybe. You might also take control of a situation, forcing those present to listen, calm down, or stop whatever they're doing.", + "detail": "Use force, violence, presence of will, or direct action to take control of something. This is often something concrete, like an object someone is holding. You could take control of someone\u2019s gun or a keycard they have on their person. You can additionally can take control of a situation to force those present to listen, calm down, stop moving, or stop what they\u2019re doing (perhaps for their benefit), though you can\u2019t necessarily force them to do anything further without threatening them. Taking control is never subtle.", + "family": "str" + }, + { + "id": "sk_take_someone_out", + "name": "TAKE SOMEONE OUT", + "description": "Kill or disable someone quickly and quietly, up close and personal or from a distance - probably before they even notice you're there. If you're looking down a sniper scope at a target, preparing to knock out a guard with a strategic nerve-pinch, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, you're trying to take someone out.", + "detail": "Kill or disable someone quickly and quietly, from up close and personal or from a distance, probably before they even notice. This is probably a single person but could be two people relatively close together (any more is sort of stretching it and definitely risky). If you\u2019re looking down a sniper scope at a target, preparing to nerve pinch a guard to knock them out instantly, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, this is the action to use.", + "family": "dex" + }, + { + "id": "sk_threaten", + "name": "THREATEN", + "description": "Use force or threats to make someone do what you want; name what you want someone to do and what you're going to do to them if they don't listen to you. Threatening someone could also involve blackmail, leverage, or something similarly nasty. Whatever form it takes, there's probably no chance of repairing the relationship after you've threatened someone.", + "detail": "Use force or threats of force to get someone to do what you want them to do. Name what you want someone to do and what you\u2019re going to do to them if they don\u2019t listen to you. This could also be blackmail, leverage, or something similarly nasty. Threatening someone can be very high risk but very effective if successful - either way there\u2019s likely no repairing the relationship afterwards. If you threaten someone unsuccessfully, your threats have no further effect on them unless you change something about the situation (as with all other skill checks).", + "family": "str" + }, + { + "id": "sk_word_on_the_street", + "name": "WORD ON THE STREET", + "description": "Get gossip, news, or hearsay from the streets, or from a particular social scene.", + "detail": "Get gossip, news, or hearsay from the streets. What you get depends on what \u2018streets\u2019 you are getting word from (high society, low society, hearsay, military chatter, etc). This probably takes a lot less time than investigating something in detail, but the information might be more qualitative or colored by opinion (sometimes that might be useful). You can always learn where the information came from or who to go to next.", "family": "cha" } ] \ No newline at end of file diff --git a/lib/systems.json b/lib/systems.json index d131911..b9f667e 100644 --- a/lib/systems.json +++ b/lib/systems.json @@ -1,3462 +1,2694 @@ [ { - "id": "filter", - "name": "GMS Pattern-A \"Filter\" Smoke Charges", - "type": "Deployable", + "id": "ms_companion_concierge_class_assistant_unit", + "name": "COMPANION/CONCIERGE-CLASS ASSISTANT UNIT", + "type": "AI", "sp": 2, "tags": [ { - "id": "unique" + "id": "tg_ai" }, { - "id": "limited", - "val": 3 + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "You may expend a charge from this system for one of the following effects:
    Smoke Charge (Grenade, Range 5, Blast 2): The blast area grants soft cover to all characters and objects inside.Lasts until the end of your next turn, then disperses.
    Shroud Mine (Mine, Burst 3): This mine detonates when any allied character moves over or adjacent to it. The affected area becomes soft cover for all characters and objects within. Lasts until the end of the activating character's turn, then disperses.", - "description": "", + "effect": "Your mech has a basic comp/con unit, granting it the AI tag. The comp/con can speak to you and has a personality, but, unlike an NHP, is not truly capable of independent thought. It is obedient to you alone.
    You can give control of your mech to its comp/con as a protocol, allowing your mech to act independently on your turn with its own set of actions. Unlike other AIs, a mech controlled by a comp/con has no independent initiative and requires direct input. Your mech will follow basic courses of action (e.g., defend this area, attack this enemy, protect me, etc.) to the best of its ability, or will act to defend itself if its instructions are complete or it receives no further guidance. You can issue new commands at the start of your turn as long as you are within RANGE 50 and have the means to communicate with your mech.
    Comp/con units are not true NHPs and thus cannot enter cascade.", + "description": "The GMS Comp/Con Assistant Unit conforms to all galaxy-wide standards. These virtual assistants pass even the most rigid Turing-Null assessment criteria and are cleared to operate even in the absence of a pilot.", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "hex", - "name": "GMS Pattern-B HEX Charges", - "type": "Deployable", - "sp": 2, + "id": "ms_custom_paint_job", + "name": "CUSTOM PAINT JOB", + "type": "System", + "sp": 1, "tags": [ { - "id": "unique" - }, - { - "id": "limited", - "val": 3 + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "You may expend a charge from this system for one of the following effects:
    Frag Grenade (Grenade, Range 5, Blast 1): Affected characters must pass an agility save or take 1d6 explosive damage, and half on a successful save
    Explosive Mine (Mine, Burst 1): Affected characters must pass an agility save or take 2d6 explosive damage, and half on a successful save.", + "effect": "When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage - the hit simply 'scratched your paint'.
    This system can only be used once before each FULL REPAIR, and is not a valid target for system destruction.", "description": "", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "jericho", - "name": "GMS Pattern A \"Jericho\" Deployable Cover", - "type": "Deployable", - "sp": 2, + "id": "ms_expanded_compartment", + "name": "EXPANDED COMPARTMENT", + "type": "System", + "sp": 1, "tags": [ { - "id": "quickaction" - }, - { - "id": "deployable" - }, - { - "id": "unique" + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "Using this system creates two sections of size 1 Hard cover adjacent to the user (in any orientation, as long as there is free space). Requires a full action to pick up. Reusable. Each section of cover has 5 Evasion, 10 HP, and can be targeted and destroyed. A mech can spend 1 repair during a rest to repair it to full HP.", + "effect": "Your mech has space for one additional character or object of SIZE 1/2 to ride as a passenger in the cockpit. While inside the mech, they cannot suffer any effect from outside or be targeted by attacks, as if they were a pilot. You can hand over or take back control to or from them as a protocol (using the same rules as pilots and AIs), but if they take over the controls from you, the mech becomes IMPAIRED and SLOWED to reflect the lack of appropriate licenses and integration.", "description": "", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} + }, + { + "id": "ms_manipulators", + "name": "MANIPULATORS", + "type": "System", + "sp": 1, + "tags": [ + { + "id": "tg_unique" + } + ], + "source": "GMS", + "license": "", + "license_level": "", + "effect": "Your mech has an extra set of limbs. They are too small to have any combat benefit, but allow the mech to interact with objects that would otherwise be too small or sensitive (e.g., pilot-sized touch pads).", + "description": "Precise interaction with built and natural environments, soft targets, and hazardous materials is part of the daily routine for support-class mechs. This is made possible by manipulators - padded multi-digit \"hands\" with haptic sensors.", + "data_type": "system", + "aptitude": {} }, { - "id": "turretdrone", - "name": "GMS Turret Drones", + "id": "ms_pattern_a_smoke_charges", + "name": "PATTERN-A SMOKE CHARGES", "type": "Deployable", "sp": 2, "tags": [ { - "id": "limited", + "id": "tg_limited", "val": 3 }, { - "id": "unique" - }, - { - "id": "drone" - }, - { - "id": "quickaction" + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "This system fires a turret drone that attaches to any object or surface within sensor range. While attached, you can make the following reaction once for each turret per round.
    Turret Attack
    Reaction, Once per round, per turret
    When an allied character hits with an attack within range 10 of a turret, you can cause the turret to deal 3 kinetic damage to that target.", + "effect": "Expend a charge for one of the following effects:
  • SMOKE GRENADE (Grenade, Range 5, Blast 2): All characters and objects within the blast area benefit from soft cover until the end of your next turn, at which point the smoke disperses.
  • SMOKE MINE (Mine, Burst 3): This mine detonates when any allied character moves over or adjacent to it. All characters and objects within the affected area benefit from soft cover until the end of the detonating character's next turn, at which point the smoke disperses.", "description": "", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "plug", - "name": "Companion/Concierge-Class Dummy Plug", - "type": "AI", + "id": "ms_pattern_a_jericho_deployable_cover", + "name": "PATTERN-A \"JERICHO\" DEPLOYABLE COVER", + "type": "Deployable", "sp": 2, "tags": [ { - "id": "unique" + "id": "tg_deployable" + }, + { + "id": "tg_unique" }, { - "id": "ai" + "id": "tg_quick_action" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "Your mech has a basic companion/concierge unit installed in it, gaining the AI tag. It can speak to you and has a personality but is not truly capable of independent thought, as a true AI would be. It is obedient to you alone. When you hand over the controls, it can take actions and move on its own prerogative when not piloted, using its stats, but has no independent initiative (it must take and follow commands from you, or else takes no action other than to defend itself).
    Dummy Plugs are not true AIs and thus cannot be unshackled.", - "description": "The Companion/Concierge Class Dummy Plug conforms to galaxy wide standards for comp/con units. A Com/Con DP will pass even the most rigid Turing-Null classifications and is cleared for operations even when the pilot is not present.", + "effect": "Deploy two sections of SIZE 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 EVASION and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
    Repairing the system restores both sections.", + "description": "", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "burst", - "name": "GMS \"Burst\" Jump Jet System", - "type": "Flight System", + "id": "ms_pattern_b_hex_charges", + "name": "PATTERN-B HEX CHARGES", + "type": "Deployable", "sp": 2, "tags": [ { - "id": "unique" + "id": "tg_limited", + "val": 3 + }, + { + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "When your mech boosts, it flies. However, your mech must end this boost on the ground or another surface it can stand on, or else immediately fall.", + "effect": "Expend a charge for one of the following effects:
  • FRAG GRENADE (Grenade, Range 5, Blast 1): All characters within the affected area must succeed on an AGILITY save or take 1d6 explosive damage. On a success, they take half damage.
  • EXPLOSIVE MINE (Mine, Burst 1): When this mine detonates, all characters within the affected area must succeed on an AGILITY save or take 2d6 explosive damage. On a success, they take half damage.", "description": "", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "eva", - "name": "GMS EVA Module", - "type": "Flight System", + "id": "ms_personalizations", + "name": "PERSONALIZATIONS", + "type": "System", "sp": 1, "tags": [ { - "id": "unique" + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "Your mech counts as having a propulsion system in low or zero gravity and submarine environments (its not Slowed while moving and can fly normally).", + "effect": "You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.
    This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees that this mod would help with either a pilot or mech skill check, you gain +1 ACCURACY for that check.", "description": "", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "t1flight", - "name": "GMS Type I Flight System", - "type": "Flight System", - "sp": 3, + "id": "ms_stable_structure", + "name": "STABLE STRUCTURE", + "type": "System", + "sp": 2, "tags": [ { - "id": "unique" + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "When your mech moves or boosts, it can fly. However, at the end of each turn that you activated this module, generate heat equal to the size of your mech +1, rounding up.", + "effect": "You gain +1 ACCURACY on saves to avoid PRONE and KNOCKBACK.", "description": "", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "t1shield", - "name": "GMS Shield Type I", - "type": "Shield", + "id": "ms_turret_drones", + "name": "TURRET DRONES", + "type": "Drone", "sp": 2, "tags": [ { - "id": "shield" - }, - { - "id": "protocol" + "id": "tg_limited", + "val": 3 }, { - "id": "unique" + "id": "tg_unique" }, { - "id": "heatself", - "val": 1 + "id": "tg_quick_action" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "You can choose to activate this shield protocol at the start of your turn. Nominate an enemy you can see. All that enemy's ranged or melee attacks against you are made at +2 difficulty until the start of your next turn, but your ranged or melee attacks against them also suffer the same penalty.", - "description": "The GMS Shield Type-I utilizes a projected, aggressive, anti-ballistic super-positional shield to trap and deny incoming solid and wave-based projectiles. ", + "effect": "Turret Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE)
    Expend a charge to deploy a turret drone that attaches to any object or surface within SENSORS and line of sight. Gain the following reaction, which can be taken once for each deployed turret drone:
    TURRET ATTACK
    Reaction
    1/round, when an allied character within RANGE 10 of a turret drone makes a successful attack, the turret drone deals 3 kinetic damage to their target as long as they are within line of sight.", + "description": "The use of turret drones is a rather traditional form of force multiplication - one that has remained the backbone of defense in many theaters.", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "manipulators", - "name": "Manipulators", - "type": "System", - "sp": 1, + "id": "ms_type_3_projected_shield", + "name": "TYPE-3 PROJECTED SHIELD", + "type": "Shield", + "sp": 2, "tags": [ { - "id": "unique" - } - ], - "source": "GMS", - "license": "", - "license_level": "", - "effect": "Gain an extra set of limbs. These limbs cannot be used to make attacks, but can otherwise hold and manipulate the environment and items as normal. In addition, these manipulators can interact with objects in the environment that a pilot would normally have to interact with (a pilot sized touch pad, etc) with no penalty.", - "description": "Precise interaction with the built or natural environment, soft targets, and sensitive material below rated tonnage is part of the daily routine for support-class mechs. Manipulators, haptic-padded multi-digit \"hands\", allow for such precise manipulation. ", - "data_type": "system", - "aptitude": { - "repair": 0 - } - }, - { - "id": "expandedcompartment", - "name": "Expanded Compartment", - "type": "System", - "sp": 1, - "tags": [ + "id": "tg_shield" + }, + { + "id": "tg_unique" + }, + { + "id": "tg_protocol" + }, { - "id": "unique" + "id": "tg_heat_self", + "val": 1 } ], "source": "GMS", "license": "", "license_level": "", - "effect": "Your mech has room for one extra size 1/2 non-mech character or object to ride alongside you in your cockpit. They gain the benefits of being inside a mech as if they were piloting it (they cannot be targeted by attacks from outside or suffer any effect from outside). If they take over the controls from you, they suffer as usually from piloting a mech they are not licensed for (the mech’s impaired and slowed while they pilot it).", - "description": "", + "effect": "Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 DIFFICULTY until the start of your next turn.", + "description": "The GMS Type-III Projected Shield traps and denies incoming projectiles by projecting an aggressive, superpositional anti-ballistic barrier.", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "paintjob", - "name": "Custom Paint Job", - "type": "System", + "id": "ms_eva_module", + "name": "EVA MODULE", + "type": "Flight System", "sp": 1, "tags": [ { - "id": "unique" + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "When you take a point of structure damage, roll a d6. On a 6, you don’t take the structure damage, and heal to 1 HP, as the hit simply ‘scratched your paint’ instead. This system can only activate once between full repairs.", + "effect": "Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not SLOWED.", "description": "", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "personalizations", - "name": "Personalizations", - "type": "System", - "sp": 1, + "id": "ms_rapid_burst_jump_jet_system", + "name": "RAPID BURST JUMP JET SYSTEM", + "type": "Flight System", + "sp": 2, "tags": [ { - "id": "unique" + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "When you take this mod, your mech gains +2 HP and you may establish with your GM 1 minor effect or modification you have made to your mech. This mod cannot grant any statistical or combat benefit to your mech other than the hp benefit, but could provide other useful effects. If your GM agrees that this mod would help you with a particular pilot or mech skill check, they can give you +1 Accuracy on the check.", + "effect": "You can fly when you BOOST; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.", "description": "", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "stable", - "name": "Stable Structure", - "type": "System", - "sp": 2, + "id": "ms_type_1_flight_system", + "name": "TYPE-1 FLIGHT SYSTEM", + "type": "Flight System", + "sp": 3, "tags": [ { - "id": "unique" + "id": "tg_unique" } ], "source": "GMS", "license": "", "license_level": "", - "effect": "Your mech makes saves to resist getting knocked prone or knocked back with +1 Accuracy.", + "effect": "You can fly when you BOOST or make a standard move; however, you take heat equal to your SIZE +1 at the end of any of your turns in which you fly this way.", "description": "", "data_type": "system", - "aptitude": { - "repair": 0 - } + "aptitude": {} }, { - "id": "smn", - "name": "Synthetic Muscle Netting", + "id": "ms_synthetic_muscle_netting", + "name": "SYNTHETIC MUSCLE NETTING", "type": "System", "sp": 2, "tags": [ { - "id": "unique" + "id": "tg_unique" } ], "source": "IPS-N", "license": "BLACKBEARD", "license_level": 1, - "effect": "When grappling or ramming, you always count as the same size as your largest opponent if your opponent is larger than you, and one size larger than your opponent if they are the same size or smaller. Your lifting and dragging capacity doubles (your mech can lift objects twice its size and drag objects up to four times its size).", - "description": "IPS-N's proprietary Synthetic Muscle Netting is a field-proven augmentation compatible with existing IPS-N FRAMEs. A spray-on catalytic/structural enhancement, the SMN system boosts manipulator and propulsion subsystems by roughly 25% without impacting the operational life of augmented components. The spray-on catalytic also acts as a mild impact-absorption and thermal insulation layer; IPS-N recommends pilots only apply the SMN system to interior components and practice frequent cleaning to prevent septic-analogous decay.", + "effect": "When you GRAPPLE or RAM larger targets, you count as the same SIZE as the largest opponent. When you GRAPPLE or RAM opponents of the same SIZE or smaller, you count as at least one SIZE larger. Additionally, your lifting and dragging capacity is doubled.", + "description": "IPS-N's Synthetic Muscle Netting (SMN) is a proprietary, field-proven modification compatible with all existing IPS-N frames. This convenient spray-on catalytic and structural enhancement boosts manipulator and propulsion performance by roughly 25 percent with no demonstrated reduction in operational life. An SMN layer also enhances impact absorption and thermal insulation.
    IPS-N recommends that pilots apply SMN to internal components only and practice frequent cleaning to prevent septic-analogous decay.", "data_type": "system", - "aptitude": { - "melee": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "grapples", - "name": "Reinforced Grapples", + "id": "ms_reinforced_cabling", + "name": "REINFORCED CABLING", "type": "System", "sp": 2, "tags": [], "source": "IPS-N", "license": "BLACKBEARD", "license_level": 3, - "description": "Grapples allow for enhanced movement and utility for pilots who operate in ≤1G environments. Woven from incredibly strong nanocarbon/arachosynth+ threading, grapple line typically is carried on waist-mounted spools and attached to charge-actuated brachial projectors. Once fired, grapples penetrate and affix to their targets. Small meltdown charges seeded every thirty meters of cable allow for rapid disengagement and expose a fresh grapple head, ready for immediate use.", - "effect": "Grapple movement: Once a turn, your mech can use this grapple when it makes a regular move, allowing it to fly as long as it moves in a straight line and there is a clear path. It must end its move on an object or surface or fall, but can grab on to that surface (even vertical or overhanging) as long as it remains immobile. If it's knocked prone or knocked back while grabbing onto a surface this way, it falls.
    Drag Down:These grapples can also be used to try to drag down another character within range 5 and line of sight as a quick action. Make a contested hull check with your target. The loser is knocked prone.", + "effect": "This system has two effects:
  • GRAPPLE SWING: 1/turn, when making a standard move, you can fly your SPEED in a straight line as long as there is a clear path. This move must end on an object or surface, or else you begin falling. As long as you remain stationary, you can secure yourself to the destination surface or object, even if it's vertical or overhanging. If you are knocked PRONE or knocked back while secured to a surface, you falls.
  • DRAG DOWN: As a quick action, make a contested HULL check against a character within RANGE 5 and line of sight: the loser is knocked PRONE.", + "description": "Reinforced grapples allow for full movement and utility in =1 g environments. Woven from incredibly strong nanocarbon and arachnosynth threading, reinforced grapple line is carried on waist-mounted spools and attached to charge-actuated brachial projectors. Once fired, the grapples penetrate and anchor to the target. Small meltdown charges seeded every thirty meters of cable both allow rapid disengagement and expose a fresh grapple head, ready for immediate use.", "data_type": "system", - "aptitude": { - "melee": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "sekhmet", - "name": "SEKHMET-Class NHP", + "id": "ms_sekhmet_class_nhp", + "name": "SEKHMET-CLASS NHP", "type": "AI", "sp": 3, "tags": [ { - "id": "unique" + "id": "tg_unique" + }, + { + "id": "tg_ai" }, { - "id": "ai" + "id": "tg_protocol" } ], "source": "IPS-N", "license": "BLACKBEARD", "license_level": 3, - "effect": "SEKHMET ProtocolWhile active, you lose direct control of your mech. Your mech uses all available actions and movement to first attempt to get into melee range of the closest character (friend or foe!) and then attack them. If your mech isn't in melee range of a character, it attempts to use all actions to get into melee range, even if it could still fire a ranged weapon using those actions. You can decide to overcharge your mech or not, but if you do, it uses the overcharge action for the same purposes.
    You can end this effect at the start of any turn as a protocol. If you do,your mech is immediately stunned until the start of its next turn. Otherwise, this protocol will continue until your mech is destroyed. Death or incapacitation of the pilot will not stop it.", - "description": "The IPS-N SEKHMET Co-pilot is ready to be your First Mate! SEKHMET comes standard with remote, Omninet, IR tag, and voice control systems and is fully versed in all current and legacy IPS-N mech cores. Your own SEKHMET system will learn with you, and should the worst happen, will continue as you would, running an emulated neural net doppelgänger to control your IPS-N chassis until forced or voluntary shutdown.
    SEKHMET-class systems tend to have aggressive attitudes and dark sense of humor; pilots often like to call them a berserker system, a dangerous NHP that values combat efficacy over its pilot's well being.", + "effect": "Your mech gains the AI tag and the SEKHMET PROTOCOL:
    SEKHMET PROTOCOL
    Protocol
    When activated, you give control of your mech to your NHP and gain the following benefits:
  • All melee critical hits deal +1d6 bonus damage.
  • 1/round, you can SKIRMISH with melee weapons only as a free action.
    While the SEKHMET protocol is active, you lose direct control of your mech. Your NHP uses all available actions and movement to move toward the closest visible character - allied or hostile - and attacks them with melee weapons. If there are no characters within THREAT, your NHP uses all actions to move as directly as possible to the next closest (visible) target. Your NHP can't make ranged attacks, even if there are actions available.
    You retain enough control to OVERCHARGE as usual; however, your NHP uses the additional action for the same purpose as its other actions.
    You can take back control of your mech as a protocol. When you do, you become STUNNED until the start of your next turn. Otherwise, this effect lasts until your mech is destroyed - the pilot's incapacitation or death has no effect.", + "description": "\"The IPS-N SEKHMET co-pilot is ready to be your first mate! SEKHMET comes standard with remote, omninet, IR tag, and voice control systems, and is fully compatible with all current and legacy IPS-N mechs.
    \"Did you know that SEKHMET learns with you? Should the worst happen, your very own SEKHMET will continue to engage hostile targets using an emulated neural-net doppelg\u00e4nger to pilot your IPS-N chassis until forced or voluntary shutdown!\"
    - draft copy, IPS-N Polaris Pilot Lounge adbroad [struck and replaced w/current adbroad]
    SEKHMET-class NHPs tend toward aggressive attitudes and dark humor. Pilots often call them \"berserker systems\" - dangerous NHPs that values combat efficacy over pilot wellbeing.", "data_type": "system", - "aptitude": { - "melee": 2, - "repair": 0 - } + "aptitude": {} }, { - "id": "argonautshield", - "name": "IPS-N Argonaut Shield", - "type": "Deployable", + "id": "ms_argonaut_shield", + "name": "ARGONAUT SHIELD", + "type": "System", "sp": 2, "tags": [ { - "id": "quickaction" + "id": "tg_unique" + }, + { + "id": "tg_quick_action" } ], "source": "IPS-N", "license": "DRAKE", "license_level": 1, - "effect": "As a quick action, this heavy over-arm shield can be used to protect an adjacent character from incoming fire, giving them resistance to all damage as long as they stay adjacent to you. However, your mech also takes 50% of the damage your target takes before armor and reduction. The effect breaks immediately if they break adjacency, and you must repeat this action to regain the effect.", - "description": "The Argonaut is an old-pattern physical shield crafted from layered ablatives and nonferrous anti-kinetic alloys. Popular among line chassis orders and Trunk Security officers, the Argonaut alone is a phalanx; in formation, it is the impenetrable wall.", + "effect": "You use this heavy overarm to provide cover for an adjacent character as a quick action, giving them RESISTANCE to all damage; however, you take half of the damage your target would take before calculating ARMOR and RESISTANCE. This effect lasts until your target breaks adjacency, at which point this effect ceases until you repeat this action.", + "description": "In space, simplicity in form and function guarantees reliability and promotes trust. The Argonaut is one of IPS-N's oldest designs, hailing from the pre-merger days of Northstar's Deep Black security teams. It's a simple slab of metal carried in hand or mounted on a chassis' brachial superstructure; the only option a pilot has for customizing this shield is a choice of size.", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "aegis", - "name": "AEGIS Shield Generator", + "id": "ms_aegis_shield_generator", + "name": "AEGIS SHIELD GENERATOR", "type": "Deployable", "sp": 2, "tags": [ { - "id": "unique" - }, - { - "id": "quickaction" + "id": "tg_limited", + "val": 1 }, { - "id": "shield" + "id": "tg_unique" }, { - "id": "deployable" + "id": "tg_quick_action" }, { - "id": "limited", - "val": 1 + "id": "tg_reaction" } ], "source": "IPS-N", "license": "DRAKE", "license_level": 2, - "effect": "Once planted in a free adjacent space, this size 1 generator creates a burst 1 zone around it. All characters and objects at least partly covered by the zone reduce all damage taken from any source by 2. The generator has 10 HP but benefits from its own damage reduction. It deactivates at the end of the scene or when it has reduced 20 HP in damage.", - "description": "The Aegis is a portable electromagnetic shield generator, a way to establish a momentary safezone to withstand an incoming bombardment or environmental hazard.", + "effect": "Shield generator (SIZE 1, 10 HP, EVASION 5, Tags: DEPLOYABLE, SHIELD)
    Expend a charge to deploy a SIZE 1 shield generator in a free, adjacent space, where it creates a BURST 1 shield. Set out three d6s to represent the generator's remaining power. As a reaction when any character or object of your choice at least partly in the area takes damage, you may roll one of the d6s to reduce the damage by the amount rolled.
    This effect lasts for the rest of the scene, until all dice have been rolled and the generator loses power, or the generator is destroyed.", + "description": "The Aegis is a portable electromagnetic shield generator: a powerful and reliable method - if crude by modern standards - for establishing kinetic and coherent-particle deterrence over a wide area.", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "bunker", - "name": "Portable Bunker", + "id": "ms_portable_bunker", + "name": "PORTABLE BUNKER", "type": "Deployable", "sp": 2, "tags": [ { - "id": "quickaction" - }, - { - "id": "limited", + "id": "tg_limited", "val": 1 }, { - "id": "unique" + "id": "tg_unique" }, { - "id": "deployable" + "id": "tg_quick_action" } ], "source": "IPS-N", "license": "DRAKE", "license_level": 3, - "effect": "To activate this system, choose a clear 4x4 space adjacent to you and take a quick action. At the start of your next turn, this system unfolds into a fortified emplacement that grants hard cover to anyone within the area from all directions, as long as they are fully covered by the area. Characters inside also have resistance to damage from blast, line, and cone attacks that originate from outside the bunker.
    The bunker is open topped and can be entered and exited at will. If attacked the bunker has evasion 5 and 40 HP. It cannot be moved or deactivated once deployed.", - "description": "A simple deployable, the \"Portable Bunker\" is actually a series of unfolding single-use printer sheets: flatpack pouches of inert non-newtonian fluid that, when deployed, are triggered into a rigid structure capable of withstanding incredible force.", + "effect": "Portable bunker (SIZE 4, 40 HP, EVASION 5, Tags: DEPLOYABLE)
    Expend a charge to deploy a portable bunker to a free, adjacent area 4 by 4 area. At the start of your next turn, it unfolds into a fortified emplacement with the listed profile. All characters completely within the affected area gain hard cover against all attacks from outside the bunker from all directions and RESISTANCE to damage from BLAST, LINE, BURST, and CONE attacks that originate outside the bunker.
    The bunker is open topped, and characters may enter or exit at will. It can't be moved or deactivated once deployed.", + "description": "IPS-N's \"Portable Bunker\" is actually a series of single-use expanding printer sheets: flat-pack pouches of inert non-Newtonian fluid that, when deployed, become a rigid structure capable of withstanding incredible force.", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "restock", - "name": "Restock Drone", - "type": "Drone", - "sp": 2, + "id": "ms_cable_winch_system", + "name": "CABLE WINCH SYSTEM", + "type": "System", + "sp": 1, "tags": [ { - "id": "limited", - "val": 2 - }, - { - "id": "unique" - }, - { - "id": "drone" + "id": "tg_quick_action" } ], "source": "IPS-N", "license": "LANCASTER", "license_level": 1, - "effect": "Drone (Size 1/2, 10 HP, 10 Evasion/E-defense):
    As a quick action, you can set this drone down in any free adjacent space. After your turn ends, the drone primes. Any allied character that moves adjacent to the drone or starts their turn adjacent to it can activate it as a quick action. That character can then cool 1d6 heat, reload one weapon with the loading tag, and end one condition affecting it. The drone is then consumed, deactivating and disintegrating.", - "description": "A simple, reliable, and sturdy drone mounting a printer, a restock drone allows for limited logistic capability through autosalvage: the bulk of the drone is RawMat, a generalized mix of silicates and metallic materials meant to be processed for high-yield printing. Pilots often call restock drones a \"mech snack\"", + "effect": "These cables can be attached to an adjacent character. If the target is STUNNED or willing, you automatically succeed; otherwise, they can resist with a successful HULL save. Once attached, you and the target may not move more than 5 spaces away from each other. Either character can tow the other, obeying the normal rules for lifting and dragging, and becoming SLOWED while doing so.
    Any character can remove the cables on a hit with a melee attack or IMPROVISED ATTACK against EVASION 10.
    These cables can also be used to drag, pull, or otherwise interact with objects and the environment. They are 5 spaces long and can support a combined SIZE 6 before they break. Characters can use them to climb surfaces, allowing them to climb without a SPEED penalty.", + "description": "A winch system consists of an externally mounted spool of nanocarbon-weave cable and a recovery subroutine installed on the mech.", "data_type": "system", - "aptitude": { - "support": 1, - "repair": 1 - } + "aptitude": {} }, { - "id": "winch", - "name": "Cable Winch System", - "type": "System", - "sp": 1, + "id": "ms_restock_drone", + "name": "RESTOCK DRONE", + "type": "Drone", + "sp": 2, "tags": [ { - "id": "quickaction" + "id": "tg_limited", + "val": 2 + }, + { + "id": "tg_unique" } ], "source": "IPS-N", "license": "LANCASTER", "license_level": 1, - "effect": "As a quick action, you can attach the cables to an adjacent character. If the character is shut down, stunned, or a willing target, this action is automatically successful, otherwise it can make a successful hull save to resist this effect. Once attached, your mech and the attached character cannot move more than 5 range away from each other. One character can tow the other, but is Slowed while doing so. Any character can make a successful melee or improvised attack to remove the cables (removed on a hit, the cables have evasion 10).
    The cables can also be attached to the environment or any object. They are 5 length when used this way and can take a combined size of 6 in strain if using them to climb, etc, before they break. Characters using the cables to climb move at normal speed.", - "description": "A winch system consists of a spool of nanocarbon-weave cable mounted externally, and recovery subroutine software uploaded onto the recovery mech's datamind.", + "effect": "Restock Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE)
    Expend a charge to deploy a restock drone to any free, adjacent space, where it primes at the end of your turn. While adjacent to the drone, allied characters can activate it as a quick action, clearing 1d6 heat and one condition, and reloading one LOADING weapon. After being activated, the drone immediately disintegrates.", + "description": "Reliable and sturdy drones carrying integrated printers, restock drones allow for limited logistical flexibility via autosalvage. The bulk of a restock drone is made of RawMat, a blend of silicates and metallic materials that the drone processes into replacement parts and repair kits. This is why pilots often joke that restock drones are, simply put, \"mech snacks\".", "data_type": "system", - "aptitude": { - "support": 1, - "control": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "mule", - "name": "MULE Harness", + "id": "ms_mule_harness", + "name": "MULE HARNESS", "type": "System", "sp": 2, "tags": [ { - "id": "unique" + "id": "tg_unique" } ], "source": "IPS-N", "license": "LANCASTER", "license_level": 2, - "effect": "Your mech has mounts, straps, and hard points built to carry a total number of characters whose total size is 1/2 a size less than your own (so size 1 = a single size 1/2 actor, size 2 = a single size 1 actor or three size 1/2 characters). Characters of your choice that are adjacent to you and that do not suffer from the immobilized condition can spend a quick action to mount your mech. While mounting your mech, they occupy your mechs’s space, move when you move (and count as moving) and benefit from soft cover. If your mech is knocked prone, stunned or is destroyed, or they become immobilized, they fall off into an adjacent space and are knocked prone. They can dismount by moving off your mech regularly, but need to take an action to mount again.", - "description": "The Multiple User, Light Entanglement harness is a mass-produced version of a common battlefield modification that allows friendly soldiers to ride along on friendly chassis. Some systems are large and sturdy enough to allow for smaller chassis to accompany larger chassis; these are typically employed in High Altitude, Low Orbit insertions to reduce radar signatures.", + "effect": "You can carry riders of a combined SIZE equal to your SIZE, minus SIZE 1/2 (e.g., if your mech is SIZE 1 you can carry one SIZE 1/2 character; if it is SIZE 2, you can carry a SIZE 1 character and a SIZE 1/2 character).", + "description": "The Multiple User, Light Entanglement (MULE) Harness is a mass-produced version of a common battlefield modification that allows friendly soldiers to ride along on a chassis. Some systems are large enough to allow smaller chassis to accompany larger chassis; typically, these variants are employed in high altitude, low orbit insertions where reduced radar presence is required.
    Extra mounts, straps, and hard points allow other characters to climb and ride your mech. Adjacent, non-IMMOBILIZED characters can climb onto your mech as a quick action. While riding, they occupy the same space as you, move when you move, and benefit from soft cover. If you or a rider are knocked PRONE, STUNNED, IMMOBILIZED, or destroyed, they land PRONE in adjacent spaces. Riders can climb down as part of any movement away, but can only climb onto your mech as a quick action.", "data_type": "system", - "aptitude": { - "support": 1, - "control": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "sealant", - "name": "Sealant Spray", + "id": "ms_whitewash_sealant_spray", + "name": "WHITEWASH SEALANT SPRAY", "type": "System", "sp": 2, "tags": [ { - "id": "quickaction" + "id": "tg_quick_action" } ], "source": "IPS-N", "license": "LANCASTER", "license_level": 2, - "effect": "This system can be used on any character or free space within range 5 and line of sight. It has different effects depending on what it is used on
    Hostile character: Your target must make an agility save. On hit, they are Slowed until the start of your next turn but immediately ends any Burn affecting them.
    Empty space: This creates a blast 1 area centered on the targeted space.The area becomes difficult terrain for the rest of this scene and this puts out any fires in the area.
    Allied character: Your target is Slowed until the start of your next turn but can immediately end any Burn effecting them.", - "description": "A simple formula of single-use, single objective nanites — \"whitewash\" — commonly used to suppress fires and provide fast, temporary seals in punctured starship bulkheads. Can be used to restrain noncompliant actors when applicator is affixed with the correct spray heads and catalytic formulations.", + "effect": "This sealant can be spray on characters or free spaces within RANGE 5 and line of sight. It has different effects depending on the target:
  • HOSTILE CHARACTERS: Your target must succeed on an AGILITY save or they become SLOWED until the end of their next turn and clear all burn.
  • ALLIED CHARACTERS: Your target clears all burn but they become SLOWED until the end of their next turn.
  • FREE SPACE: Any fires within BLAST 1 are extinguished and the area becomes difficult terrain for the rest of the scene.", + "description": "For fire suppression and fast, temporary seals in punctured starship bulkheads, IPS-N offers a range of single-use, single objective nanites - \"whitewash\". This sealant spray can also be used to restrain noncompliant actors when the correct spray heads and catalytic formulations are installed to the applicator.", "data_type": "system", - "aptitude": { - "support": 1, - "control": 1, - "repair": 0 - } + "aptitude": {} }, { - "id": "aceso", - "name": "Aceso Stabilizer", - "type": "System", + "id": "ms_aceso_stabilizer", + "name": "ACESO STABILIZER", + "type": "Shield", "sp": 3, "tags": [ { - "id": "unique" + "id": "tg_limited", + "val": 3 + }, + { + "id": "tg_overshield" }, { - "id": "quickaction" + "id": "tg_shield" }, { - "id": "shield" + "id": "tg_unique" }, { - "id": "limited", - "val": 3 + "id": "tg_quick_action" } ], "source": "IPS-N", "license": "LANCASTER", "license_level": 3, - "effect": "You can fire this small, self-arming system at any allied character in range 5, where it clamps on to their mech. The Stabilizer has 4 HP + your grit. A character can only have one stabilizer attached to them at once, but it grants the following benefits: