var __defProp = Object.defineProperty;
var __name = (target, value) => __defProp(target, "name", { value, configurable: !0 });
import { k as getDefaultExportFromCjs } from "./lancer-a96e7e01.mjs";
import require$$2 from "./lcp_manifest-329ecc60.mjs";
function _mergeNamespaces(n, m) {
  for (var i = 0; i < m.length; i++) {
    const e = m[i];
    if (typeof e != "string" && !Array.isArray(e)) {
      for (const k in e)
        if (k !== "default" && !(k in n)) {
          const d = Object.getOwnPropertyDescriptor(e, k);
          d && Object.defineProperty(n, k, d.get ? d : {
            enumerable: !0,
            get: () => e[k]
          });
        }
    }
  }
  return Object.freeze(Object.defineProperty(n, Symbol.toStringTag, { value: "Module" }));
}
__name(_mergeNamespaces, "_mergeNamespaces");
const require$$0 = [
  {
    id: "ktb-bond-harlequin",
    name: "The Harlequin",
    major_ideals: [
      "I addressed challenges with cunning, subterfuge, or deceit.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I struggled against or humiliated the powerful.",
      "I pretended to be someone else for a time.",
      "I charmed my way out of a charged situation.",
      "I obtained a guarded, hidden, or secret object or piece of information."
    ],
    questions: [
      {
        question: "What gives you your powers?",
        options: [
          "A high-tech stealth rig.",
          "A tattered patchwork of a cape stuffed with magician’s trinkets.",
          "Years of streetwise swindling.",
          "A deal you once made in a dream."
        ]
      },
      {
        question: "What weird quirks do you have?",
        options: [
          "You can change your eye color, your hair color, and your height by up to 3 inches in either direction.",
          "You weigh almost nothing if you choose not to. You sometimes float an inch off the ground.",
          "Your can swap your clothing’s coloration, material, fit, cut, and type completely when you enter any scene."
        ]
      }
    ],
    powers: [
      {
        name: "Masquerade",
        description: "You can always tell if someone is lying, though you don’t know the exact nature or extent of their lie."
      },
      {
        name: "Ridi Pagliacci",
        description: "Every session, you can invoke your burdens once each for +1 ACCURACY to any roll."
      },
      {
        name: "Gallows Humor",
        description: "If you break during a session, all other characters clear 2 STRESS."
      },
      {
        name: "Mockingbird",
        description: "You can mimic voices and sounds you’ve heard in the last day or so almost perfectly, granting your actions +1 ACCURACY and increased effect where this is relevant."
      },
      {
        name: "Slip",
        frequency: "2/session",
        description: "You can instantly disappear from sight and reappear somewhere within ten meters or so. You don’t have to be able to see where you are going."
      },
      {
        name: "Fast Friends",
        description: "When someone can hear and understand you, you can make them friendly to you for a minute. They’ll let you into areas, vouch for you, do small favors for you, and so on. Social rolls against them gain +1 ACCURACY and increased effect. After a minute, they realize they were manipulated and it won’t work on them again in the same session. This power only works on one person at a time."
      },
      {
        name: "Spectacular Flourish",
        description: "When you roll 20+ on any skill check, you amaze everyone present with your skill and daring. Anyone watching is stunned momentarily, granting +1 ACCURACY and increased effect to the next action you or another PC takes in the same scene."
      },
      {
        name: "Mercurial",
        frequency: "1/session",
        description: "If nobody else is looking, you can completely change your physical appearance, looking and sounding like an entirely new person (height, weight, build, hair/ clothes, and gender). Whether this physically changes you or is an illusory effect created by visual trickery is up to you. If you’re trying to impersonate someone else, your disguise holds up perfectly unless someone knows that person intimately, and even then you get +1 ACCURACY on all skill checks to keep the disguise up. You’re stuck in this form until you next eat or drink."
      },
      {
        name: "Exuent",
        description: "When you and your allies need to escape a bad situation right away, name your escape route and what you&rsquo;re taking with you. There&rsquo;s no roll required, and you always escape, but the GM chooses one:&nbsp;<ul> <li>You leave something behind (a weapon, a friend, evidence).&nbsp;</li> <li>You end up somewhere perilous or uncomfortable (a garbage chute, a cliff side, a seedy bar).&nbsp;</li> <li>You pick something up on your way out (a hanger-on, pursuers, STRESS).&nbsp;</li> <li>You can back out when you learn the cost and name another escape route (the GM might answer differently depending on how you phrase things).</li> </ul>"
      },
      {
        name: "Quickfingers",
        frequency: "1/session",
        description: "Name a visible nearby object that you could fit or carry in one or both hands. By the start of the next scene, you have possession of it. If you stole it, the person you stole it from will find out within the hour"
      },
      {
        name: "Boon of Chaos",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of Chaos.",
        description: "At the end of the session, if there was a particularly funny or chaotic moment or scene, describe it. Give someone who was part of the fun or chaos 1 XP.",
        veteran: !0
      },
      {
        name: "Silvertongue",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        frequency: "1/session",
        description: "Tell a lie to someone. If it’s wild and outlandish, anyone who listens wholeheartedly believes it for a minute. If it’s merely unbelievable, an hour. If it’s plausible, a day. If they want to believe it, a week. They realize it was a lie after the effect wears off.",
        master: !0
      }
    ]
  },
  {
    id: "ktb-bond-titan",
    name: "The Titan",
    major_ideals: [
      "I addressed challenges with strength, leadership, or force.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I protected someone weaker than myself.",
      "I led from the front.",
      "I won a competition, friendly or otherwise.",
      "I took harm, blame, penance, or burden for someone else."
    ],
    questions: [
      {
        question: "What gives you your powers?",
        options: [
          "A voice and heart of iron, passed down from your mentor.",
          "Cybernetic augmentation, laced through your limbs.",
          "Years of training, sweat, blood, and discipline."
        ]
      },
      {
        question: "What weapons do you wield?",
        options: [
          "My own flesh and sinews.",
          "A hereditary blade.",
          "A carefully curated arsenal.",
          "A thick and heavy shield.",
          "A battered old rifle."
        ]
      }
    ],
    powers: [
      {
        name: "True Grit",
        description: "The first time in a session you break due to Stress, you don’t lose control and can still act for the rest of the scene without hindrance."
      },
      {
        name: "Nothing to Fuck With",
        description: "If anyone causes one of your allies to take Stress in your presence, take +1 Accuracy on all actions against that person for the rest of the session."
      },
      {
        name: "Nerve",
        description: "The first time you take any amount of Stress in a session, ignore it."
      },
      {
        name: "Ironjaw",
        description: "Increase your maximum Stress by 1"
      },
      {
        name: "Hammerhand",
        description: "When you use your fists to solve a problem, you roll with +1 Accuracy and increased effect."
      },
      {
        name: "The Wall",
        description: "If you stand in defense of another person, they cannot take Stress while you are still conscious and you remain within arm’s reach. Instead, you take Stress each time they would take stress. You can’t take any action or concentrate on anything else while defending someone."
      },
      {
        name: "Absolute Meat",
        description: "If you concentrate and grit your teeth, your personal strength verges on superhuman. You can take 2 Stress and roll a skill check to do one of the following:<ul><li>Bust through a wall, door, or floor, even reinforced, with nothing but your body</li><li>Lift, push, or drag a vehicle, mech, or other tremendous weight a short distance</li><li>Withstand forces far beyond the human body such as gale force winds, a mech’ s strength, or the pull of the void.</li></ul>Your action has increased effect if successful."
      },
      {
        name: "Force of Will",
        frequency: "1/session",
        description: "Command someone to flee, stop and drop what they’re holding, or come to you. They must do so. If the GM decides they are too strong-willed for this to work on them, regain your use of this ability and clear 1 Stress."
      },
      {
        name: "Half Light",
        description: "When you enter a charged or tense scene, you may ask the GM one of both of the following and receive a truthful answer:<ul><li>Who’s really in charge here?</li><li>What’s the biggest danger here?</li></ul>You or an ally of your choice gets + 1 Accuracy on their next skill check acting on the answer."
      },
      {
        name: "Strength Beyond Strength",
        frequency: "1/session",
        description: "You can call on your inner reserves of willpower to act with incredible athleticism, speed, or strength. For the rest of the scene, you can’t roll less than a 10 on any checks involving physical activity (e.g., running, jumping, climbing, hand-to-hand combat, etc). Treat any roll of 9 or lower as if you rolled a 10."
      },
      {
        name: "Boon of Iron",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of Iron.",
        description: "At the end of the session, if anyone (yourself included) performed an extraordinary or inspiring feat of athleticism, acrobatics, or physical force, describe it. Give someone who witnessed or participated in it 1 XP.",
        veteran: !0
      },
      {
        name: "Unbreakable",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        frequency: "1/session",
        description: "For the rest of this scene, nobody you extend your protection over, can take Stress. Instead, you take 1 Stress when they would take Stress. If this causes you to break, you gain a burden as normal but stay in the scene and don’t lose control. For you to extend your protection over someone, they must remain within speaking distance of you.",
        master: !0
      }
    ]
  },
  {
    id: "ktb-bond-pathfinder",
    name: "The Pathfinder",
    major_ideals: [
      "I addressed challenges with curiosity, exploration, or understanding.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I smelled, heard, or tasted something new.",
      "I learned a new skill or trade, or gained a new level of mastery in one I already knew.",
      "I met and conversed with an expert.",
      "I beheld a unique, interesting, or beautiful sight."
    ],
    questions: [
      {
        question: "What gives you your power?",
        options: [
          "A star map given to you long ago by an old friend.",
          "Years spent out in the wilderness, mapping the mountains.",
          "Many years on a freighter, and many worlds passed by."
        ]
      },
      {
        question: "Where have you traveled in your dreams?",
        options: [
          "The edge of the world.",
          "Deep into the molten core of a supernova.",
          "A still, black pool in the deep forest.",
          "An endless expanse of desert."
        ]
      }
    ],
    powers: [
      {
        name: "Momentum",
        frequency: "2/session",
        description: "When you survey a situation, ask one of the following questions and get a truthful answer from the GM:<ul><li>How do I think I can get around this obstacle ?</li><li>What’ s the most direct way forward ?</li><li>Which way do I feel I should be moving ?</li></ul>You or an ally of your choice gets + 1 Accuracy on their next skill check acting on the answer."
      },
      {
        name: "Saddleborn",
        description: "Gain +1 Accuracy and increased effect to all skill checks related to the use, driving, piloting, and upkeep of vehicles or mounts of any kind. This includes animals like horses."
      },
      {
        name: "Dabbler",
        description: "Gain +2 to a trigger of your choice, up to a max of +6. You can change this bonus around at the end of each downtime."
      },
      {
        name: "Feet Up",
        description: "You can forgo any downtime action, including your free Heal Burdens action, to clear 3 Stress."
      },
      {
        name: "Freesoul",
        description: "You can escape from any restraint, shackle, hold, or prison cell without rolling. Nobody can hold, grab, or restrain you unless you let them. You can choose to conceal this ability if you wish."
      },
      {
        name: "Beginner’s Luck",
        description: "When you try an activity or skill you’ve never tried before, you get +1 Accuracy and increased effect to checks related to that skill for the rest of the session. This only ever works once for each activity or skill."
      },
      {
        name: "Lightspeed",
        description: "When you need to go really, really fast, name your method, your destination, and tell the GM you’re pulling out all the stops. You and any of your allies nearby can get there faster than anyone else has before, and can easily outrun anyone you’re running from or trying to pursue. Don’t roll – you do it –  but the GM chooses two:<ul><li>You and your allies are exhausted and take 1 Stress.</li><li>You go off course and end up close to your destination, but not quite there.</li><li> Your vehicle, mount, or method of travel is completely busted and will need repair.</li></ul>"
      },
      {
        name: "Lay Burdens",
        description: "Fill in a segment of all burdens when using Heal Burdens for free. If you are healing in a different location than your last downtime, tick another segment on any one burden."
      },
      {
        name: "Renaissance",
        description: "At the start of any session, pick one of your triggers. You become an expert at that skill. When you roll it, roll two d20s and pick the highest for the final result. You must pick a new trigger each session, and can’t pick the same one twice in a row"
      },
      {
        name: "Feel the Air",
        frequency: "1/session",
        description: "You can ask the GM up to three of the following about any location you arrive at and receive truthful answers:<ul><li>Who lives here or has passed through recently, and where can I find them ?</li><li>Who owns this place, or wants to, and where can I talk to them ?</li><li>What part of this place do people avoid, and why ?</li></ul>Gain + 1 Accuracy and increased effect on your next check acting on the answers.If you ask only one question, heal 1 Stress."
      },
      {
        name: "Boon of the Traveler",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of the Traveler.",
        description: "At the end of each session, if you were inspired by the sights, smells, sounds, or sensations of a particular place, describe them. Give someone you shared them with 1 XP.",
        veteran: !0
      },
      {
        name: "Long Road Home",
        frequency: "1/session",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        description: "Name a location you’ve been in the last three days. You can make your way back there without rolling. The GM will determine the following about the journey there:<ul><li>Was it a long or arduous journey?</li><li>Was the location dangerous, defended, or contested?</li><li>Were you being pursued, tracked, or hunted ?</li></ul>For every “yes” answer, take 2 Stress; however, at the beginning of the next scene, you and up to ten other willing people arrive safely there.Don’t worry about playing out the journey(just ‘cut’ to the next scene as you are arriving) and work backwards to figure out how you got there.",
        master: !0
      }
    ]
  },
  {
    id: "ktb-bond-builder",
    name: "The Builder",
    major_ideals: [
      "I addressed challenges with diplomacy, creativity, or empathy.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I made a new friend or ally.",
      "I defused a potentially violent or charged situation.",
      "I helped to soothe or heal someone’s pain.",
      "I created a new object, organization, or alliance, or mended one that was broken."
    ],
    questions: [
      {
        question: "What gives you your power?",
        options: [
          "A strong sense of community from years spent station-side.",
          "A love of engineering passed down from your parents.",
          "Part of your body that you built yourself, lovingly tinkered with."
        ]
      },
      {
        question: "What do you speak with?",
        options: [
          "Your voice.",
          "Your hands.",
          "Your eyes.",
          "Your heart.",
          "Your gut."
        ]
      }
    ],
    powers: [
      {
        name: "Inspiration",
        frequency: "2/session",
        description: "When an ally takes can see or hear you while making a skill check, you can encourage them to give them +1 Accuracy or increased effect."
      },
      {
        name: "Secret History",
        frequency: "2/session",
        description: "When you examine an object or vehicle close enough to touch, you can ask any of the following to the GM and get an honest answer:<ul><li>Is this thing broken? If so, how can it be fixed?</li><li>Who touched or used this recently?</li><li>Where has this thing been in the past day or so?</li></ul>Gain +1 Accuracy on your next skill check acting on the answers."
      },
      {
        name: "Untangle",
        description: "When you help someone else Heal Burdens, they clear two extra segments instead of one, and you clear one segment."
      },
      {
        name: "The Clockmaker",
        description: "Gain increased effect on all project clocks and +1 Accuracy on all skill checks to progress them."
      },
      {
        name: "Sanctuary",
        description: "Until you take violent action in a scene, you cannot take more than 1 Stress at a time from physical harm at the hands of other people."
      },
      {
        name: "Bilingual",
        frequency: "1/session",
        description: "For the entirety of a scene, you can talk to objects as if they were people, treating your work on them like a conversation, using social triggers, and so on. Talking to them has the same effect as working on them. Alternatively, you can do the opposite (work on someone like you would a project, using mechanical triggers). You can decide how metaphorical or literal this is. Gain increased effect when you use this ability."
      },
      {
        name: "Rigger",
        frequency: "2/session",
        description: "You can create an improvised tool or device. Name its intended purpose and what you built it from (you always have the parts on your person). It provides +1 Accuracy on any skill checks for that purpose, but the first time you use it, roll a d6 and check for the following effects:<ol><li>It explodes immediately unless you take 1 Stress.</li><li>It melts something nearby into slag with a loose bolt of energy unless you take 1 Stress.</li><li>It makes a loud noise straight away and every time it is used.</li><li>It seems to have a mind of its own and sometimes activates without you.</li><li>For the rest of the session, you have to remain perfectly still to use it.</li><li>For the rest of the session, you have to feed it extra parts, raw material, or input from your gear or the environment if you want to use it.</li></ol> This item stops working at the end of the session. "
      },
      {
        name: "Comfort",
        frequency: "1/session",
        description: "When you sit down and listen to a character for a short time, you may ask one of the following questions of the GM (if they’re an NPC) or their player (if they are a PC) and receive an honest answer:<ul><li>What does this character really want?</li><li>How can I help?</li></ul>The GM or player in question can pass this information to you secretly if desired. You gain +1 Accuracy on your next skill check acting on the answer. If the character was a PC, you both clear 1 Stress."
      },
      {
        name: "Metalbloom",
        frequency: "1/session",
        description: "For the rest of this scene, you cannot roll less than a 10 on any skill checks involving the use or understanding of technology. Treat any d20 result of a 9 or lower as a 10."
      },
      {
        name: "Mender",
        description: "When you wish to fix something broken (a relationship, an object, an alliance), name your approach. You can do it, but the GM chooses one or two things you’ll need:<ul><li>To bring the disparate parts together in one place.</li><li>To gather specific materials or find more time</li><li>To find out what’s missing.</li><li>To be comfortable with not fully fixing it.</li></ul>When you have what you need, you can perform a downtime action and play a scene out to fix it. When it’s fixed, gain 1 XP."
      },
      {
        name: "Boon of the Forge",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of the Forge.",
        description: "At the end of each session, if you completed a project, show it off to everyone. Give someone who admires it 1 XP.",
        veteran: !0
      },
      {
        name: "Web of Creation",
        frequency: "1/session",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        description: "By touching a willing person, an object, or a structure, you can visualize the connections between them or it and other objects, people, or things. You get excellent (but incomplete) information on these people, objects, or similar and how they relate. This information is factual and detailed. You can view up to three points of connection before this power fades. For example, you could visualize something three times removed or three separate things.",
        master: !0
      }
    ]
  },
  {
    id: "ktb-bond-magus",
    name: "The Magus",
    major_ideals: [
      "I addressed challenges with passion, faith, or intuition.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I witnessed something terrifying, mind-bending, or glorious.",
      "I acted on my first impulse.",
      "I questioned my own senses, beliefs, or sense of self.",
      "My stated intuition or gut feeling about something turned out to be right."
    ],
    questions: [
      {
        question: "What gives you your powers?",
        options: [
          "Esoteric technology, implanted in your cortex",
          "A gut feeling too real for comfort",
          "A conversation you once had with a long-dead monolith."
        ]
      },
      {
        question: "What are your nightmares about?",
        options: [
          "Sinking through an endless blackness.",
          "Fleeing from teeth, muscle, and bone.",
          "Hollow faces, staring at you.",
          "My own blood and body, revolting against me."
        ]
      }
    ],
    powers: [
      {
        name: "Heartsight",
        frequency: "2/session",
        description: "By concentrating momentarily you can sense the ambient emotional state of those close to you. You don’t have to be able to see them, but the effect becomes muddled if there are more than a few people close by. Get +1 Accuracy and increased effect on your next check acting on any insight you glean from this."
      },
      {
        name: "To the Brink",
        description: "If you would take enough Stress to break, roll 1d6. On 4+, ignore all the Stress you’d take. On 6, additionally clear 1 Stress."
      },
      {
        name: "Eyes of the Void",
        description: "You can see perfectly well in even pitch darkness, fog, or poor weather conditions. Gain +1 Accuracy and increased effect on checks that rely on surveying or observing your surroundings. You can see even fine detail up to a mile away unaided."
      },
      {
        name: "Possession",
        frequency: "2/session",
        description: "Ask a dark presence deep inside of you for advice on a course of action. The GM answers and you get either +1 Accuracy or increased effect on your next action following this advice (GM choice)."
      },
      {
        name: "Blackblood",
        description: "You may clear two segments from any of your burdens for +1 Accuracy on any skill check."
      },
      {
        name: "Skincrawl",
        description: "If there’s any question about who acts first in a scene, it’s you. You get an itch, tic, or bad feeling when you or someone you consider close to you is in immediate danger."
      },
      {
        name: "Geist",
        description: "When you touch someone skin to skin and take 1 Stress, you can see through their eyes and experience their sensations and ambient emotional state, even after breaking contact, although you can do little but observe. They are unaware of and unharmed by your presence. This lasts until the end of the scene, or until you use this ability again, and while you’re concentrating on it, you cannot do anything yourself except sit in quiet focus, otherwise the effect ends. PCs must be willing."
      },
      {
        name: "Plunder the Void",
        frequency: "1/session",
        description: "When you strike out alone and enter a dark and distant place, nobody – PC or NPC – can find you and you may ask the GM one question about a situation at hand. They must answer truthfully with “yes”, “no”, or “unclear”. Whether this is merely a mental space or a different realm entirely is up to you and your GM. You return to reality where you left it at the start of the next scene."
      },
      {
        name: "Instinctive",
        frequency: "2/session",
        description: "Describe a course of action to the GM that you plan to take in the same scene. You will receive guidance from the GM in the form of a feeling that is truthful, if unclear. The GM can choose boon (good outcomes), bane (bad outcomes), or chaos (a mix of good and bad outcomes)."
      },
      {
        name: "Unveil",
        frequency: "2/session",
        description: "Choose someone present. If you stare straight at them you can ask “what does this person fear right now?” of the GM (if they’re an NPC) or their player (if they’re a PC) and receive an honest answer. You get +1 Accuracy on your next skill check acting on the answer. If a PC answers, they may clear 1 Stress."
      },
      {
        name: "Boon of Revelation",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of Revelation.",
        description: "At the end of the session, if you found a scene troubling, exciting, or terrifying, describe why. Give someone who felt similarly 1 XP.",
        veteran: !0
      },
      {
        name: "Pierce the Gate",
        frequency: "1/session",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        description: "By concentrating and remaining still, you can witness a scene, place, or person you have seen before as if you were physically present. You can’t interact with anything there, nobody is aware of you, and you can do nothing but observe as a detached mind for the duration. You have all your normal senses, and the effect lasts for the rest of the scene. To view a place, you have to have been there. To view a person, you have to have seen their face. The scene does not need to take place at the same time (it could be in the near past or future), though if it’s not at the present, it becomes blurry and indistinct and is reduced to impressions.",
        master: !0
      }
    ]
  },
  {
    id: "ktb-bond-wolf",
    name: "The Wolf",
    major_ideals: [
      "I addressed challenges with precision, coldness, or intimidation.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I showed someone how it’s done.",
      "I revealed an ugly truth about the world.",
      "My pain or weakness became apparent despite my efforts to hide it.",
      "I got someone to back down or back off."
    ],
    questions: [
      {
        question: "What gives you your power?",
        options: [
          "A long time spent alone in the cold, a time you’d rather forget.",
          "A hardened, bitter upbringing.",
          "A collection of blades, polished and well used."
        ]
      },
      {
        question: "What must you keep hidden at all costs?",
        options: [
          "The wounds and scars that deform you.",
          "The people you most care about.",
          "The person you truly are at your core.",
          "The blood in your past that’s catching up to you."
        ]
      }
    ],
    powers: [
      {
        name: "Go for a Walk",
        description: " If you go off by yourself to accomplish a task, name your goal. You’ll return to the group next scene successful, having accomplished it off-screen, but the GM chooses one<ul><li>You have to hurt someone innocent.</li><li>You raise an alarm, come back with pursuers, or start a ticking clock.</li><li>You come back hurt, taking 2 Stress.</li></ul>If the task was too dangerous, difficult, or complicated to accomplish alone, the GM will tell you that when you return, but will also tell you exactly what needs to be done to finish it. Gain increased effect when you take action to finish the task."
      },
      {
        name: "Cornered",
        description: "When you break, gain +1 Accuracy and increased effect on all skill checks for the next scene."
      },
      {
        name: "Scarcoat",
        description: "Your maximum Stress increases by 1 for each burden you currently have."
      },
      {
        name: "Discipline",
        description: "If an ally fails a skill check, you can both take 1 Stress for them to immediately reroll it. They must keep the new result."
      },
      {
        name: "Blood Scent",
        description: "If someone or something is bleeding, gain +1 Accuracy and increased effect on any action made to intimidate, track, or harm them"
      },
      {
        name: "Pounce",
        frequency: "1/session",
        description: "You take an action before any NPCs have the chance to act, giving you a free roll. Hostile NPCs can’t deal harm or consequences to you as a part of this roll (they’re too slow), although you can still fail or suffer other consequences normally."
      },
      {
        name: "Tear Throat",
        description: "You can instantly kill any NPC in arm’s reach of you without rolling, but must first pay the cost. The GM chooses one:<ul>  <li>You are wracked by guilt and unable to use this ability again until the next session.</li><li>You take a burden.</li></ul>"
      },
      {
        name: "Ultimatum",
        frequency: "2/session",
        description: "You look someone in the face, lock eyes with them, and name what you need. They either give you what you want, right now, or they choose one:<ul><li>They flee the scene (they always get away).</li><li>They escalate the situation (resorting to physical violence, calling in backup, raising the stakes, etc).</li></ul>"
      },
      {
        name: "It’s Nothing",
        description: "At the end of each session, clear 3 Stress if you didn’t let anyone tend to you, help you, heal you, or comfort you (even if they tried)."
      },
      {
        name: "Don’t Tell Me the Odds",
        description: "Gain +1 Accuracy on all actions in a scene where you are clearly outnumbered, outgunned, or backed into a corner."
      },
      {
        name: "Boon of the Fang",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of the Fang.",
        description: "At the end of the session, if you think the party fought their way out of a bad situation, describe it, and give someone who you thought fought as hard as you 1 XP.",
        veteran: !0
      },
      {
        name: "Wick",
        frequency: "1/session",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        description: "This scene, ignore all Stress from anyone not important enough to merit a name, and take increased effect on all actions to evade, fight, subdue, or intimidate them.",
        master: !0
      }
    ]
  },
  {
    id: "ktb-bond-fool",
    name: "The Fool",
    major_ideals: [
      "I addressed challenges with perseverance, learning, or sheer dumb luck.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "Someone else helped me out of a bad situation.",
      "I learned from my own vulnerability or weakness.",
      "I threw myself into a situation without planning or preparation.",
      "Someone taught me something useful, comforting, or painful."
    ],
    questions: [
      {
        question: "What gives you your power?",
        options: [
          "A strong sense of adventure.",
          "Always being in the right place at the right time or the wrong place at the right time.",
          "A stubborn refusal to give up."
        ]
      },
      {
        question: "Who’s rooting for you back home?",
        options: [
          "My family.",
          "My partner.",
          "My grandparent.",
          "My community.",
          "Nobody in particular, but that’s okay."
        ]
      }
    ],
    powers: [
      {
        name: "Rescue",
        frequency: "1/session",
        description: "When you fail a skill check, you can let a nearby character step in and bail you out. That character gets 1 XP and can immediately reroll the check as if they were making it, with +1 Accuracy. They take any consequences (including Stress) instead of you."
      },
      {
        name: "Punching Bag",
        description: "When someone causes you Stress, your allies gain +1 Accuracy on actions against them for the rest of the scene."
      },
      {
        name: "The Sun",
        frequency: "1/session",
        description: "Gain increased effect on all actions for the rest of the scene."
      },
      {
        name: "The Moon",
        frequency: "1/session",
        description: "Reduce all Stress suffered by 1, to a minimum of 1, for the rest of the scene."
      },
      {
        name: "Joyluck Wind Thrower",
        frequency: "1/session",
        description: "When you roll an unmodified 20 on the dice for a skill check, you may succeed in your task is and describe how you totally blow past everyone’s expectations (even your own). Your action ticks 5 segments on any relevant clocks, and you may give someone else present 1 XP."
      },
      {
        name: "Inspired Heroism",
        frequency: "1/session",
        description: "Once a session, when you succeed on a Heroic skill check, all allies present gain 1 XP and heal 1 Stress."
      },
      {
        name: "All-In",
        description: "When you push yourself to help another character on a Risky or Heroic skill check, it costs you 0 Stress. You still share in any consequences by helping."
      },
      {
        name: "Heart of Hearts",
        frequency: "1/session",
        description: "When you and your group are in a tough spot, you can flash back to a scene from your past or hometown and describe how your memory of that time inspires you in the current moment. You can treat your next roll as though you rolled an unmodified 20. You can only ever use this ability three times; after that, replace it with a new power from this bond."
      },
      {
        name: "Stroke of Luck",
        description: "When you fail a skill check and take Stress, put yourself into danger, or seriously mess up, tell the GM you stumble onto something lucky of their choice a way forward, an opportunity, or a lucky break. You or another character gain +1 Accuracy on the next check acting on this stroke of luck."
      },
      {
        name: "Learn by Example",
        frequency: "2/session",
        description: "At the start of any session, choose another character to be your mentor (whether they are willing or unwilling is up to them). Twice in that session, you may ask them for advice before making a skill check. If you follow their advice, gain +1 Accuracy on that check. If they spurn your request or give you obviously harmful advice, take +1 Accuracy on a check for actions that ignore them."
      },
      {
        name: "Boon of the Star",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of the Star.",
        description: "If you or anyone else succeeded on at least one Heroic skill check, describe what happened. Give someone else who witnessed it 1 XP.",
        veteran: !0
      },
      {
        name: "The World",
        frequency: "1/session",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        description: "For the rest of the scene, treat any final result of 9 or lower on one of your skill checks as 10+. This means you cannot fail skill checks (you might still take consequences for rolling a 10–19 on Risky or Heroic checks).",
        master: !0
      }
    ]
  },
  {
    id: "ktb-bond-broker",
    name: "The Broker",
    major_ideals: [
      "I addressed challenges with manipulation, influence, or elegance.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I kept my hands clean of the dirty work.",
      "I proved that I was the most qualified to handle a situation.",
      "Someone found me attractive, intriguing, or frightening.",
      "Despite my best efforts, we went wildly off the plan."
    ],
    questions: [
      {
        question: "What gives you your power?",
        options: [
          "A honeyed voice.",
          "A filed and organized list of debts owed.",
          "A favored upbringing, used to your advantage."
        ]
      },
      {
        question: "What do you value?",
        options: [
          "Good business and a sense of professionalism.",
          "Loyalty above all.",
          "Secrets, the dirtier the better.",
          "The respect of others, no matter how it’s won."
        ]
      }
    ],
    powers: [
      {
        name: "Cosmocephalos",
        frequency: "2/session",
        description: "When someone else makes a skill check, give them +1 Accuracy by telling the GM how you planned, prepared, or accounted for this situation."
      },
      {
        name: "Perfect Little Universe",
        description: "Each downtime, you or another PC gain an extra downtime action."
      },
      {
        name: "Little Consequence",
        frequency: "1/session",
        description: "When you would take blame, personal fallout, or physical harm as a result of your actions, you may have another willing character nearby take the consequences instead of you after you learn what they are. If they do, they take 1 XP."
      },
      {
        name: "The Ledger",
        description: "Any time, you may ask any character what they want from you right now (service, time, attention, apologies, aid, information, a favor). If you give it to them as described, you can write their name in your ledger. Once their name is in there, you can invoke the ledger any time. When you invoke someone’s name in the ledger, any roll you make against them with a result of 9 or lower is treated as a 10 for the rest of the session, then it loses its power over them."
      },
      {
        name: "Favors Owed",
        description: "If a nearby character will take consequences from their actions, you can offer to take those consequences instead. If they accept, you get a favor with them. You can cash this favor in any time to force them to help you with any skill check without spending Stress and share in the consequences, or defer to you on a decision. You can only hold one favor from each character at a time."
      },
      {
        name: "Contingency Plans",
        frequency: "2/session",
        description: "When you or someone else takes consequences as a result of their actions, you can reduce their severity by describing how you intervene, manipulate, or otherwise change the outcome. This cannot eliminate the consequences entirely, just reduce them. Any Stress suffered is reduced by 1, which can reduce it to 0 Stress."
      },
      {
        name: "Beg, Borrow, or Steal",
        frequency: "1/session",
        description: "When you need the right tool for the job (a disguise, a power tool, a weapon, loose currency, identity papers) you can choose to have it right now. The tool gives you +1 accuracy and increased effect on actions but it was stolen or “borrowed” from someone, and they will track you down by next downtime. The tool stops working at the end of the session or if you use this ability again to get a new tool."
      },
      {
        name: "Immaculate",
        description: "You are always the best dressed in any given situation. You are never unprepared for any situation involving clothing and have access to all manner of uniforms, disguises, costumes, formalwear, and so on. In situations where this helps, gain +1 Accuracy and increased effect."
      },
      {
        name: "Spider",
        frequency: "1/session",
        description: "When you need something done without involving yourself or your group, you can call one of your many contacts. Pick up to three of the following words to describe how they get it done for you: <b>quiet, clean, quick</b>. For each word you pick, the GM chooses one thing you will need to get your contact, or else owe them after the job is done:<ul><li>collateral</li><li>proof, payment, or assurances</li><li>extraction</li></ul>For each word you don’ t pick, they don’ t do it that way at all;however, they will always get the job done. The scale of what they need is concurrent with the scale of the request you make of them, which might make the request impossible unless you rephrase it."
      },
      {
        name: "Boon of Order",
        prerequisite: "If you have two or more powers from this bond, you can choose a power from any other bond instead of one from this bond when you would gain a power. You can do this twice. If you have at least one veteran power, gain the Boon of Order.",
        description: "At the end of each session, if you can describe how everything went to plan, do so. Give someone you think followed the plan 1 XP.",
        veteran: !0
      },
      {
        name: "Seal in Blood",
        frequency: "1/session",
        prerequisite: "You may only gain this power if you’ve taken four or more powers from this bond, including the Veteran Power.",
        description: "When you make a deal with a willing person, name the terms of the deal (parties, duration, and services rendered), then shake hands. If you do, any person (including you) that breaks the deal suffers a baleful curse. They rapidly become deathly ill. If they’re an NPC, they are too sick to do anything for the duration of one mission and are essentially helpless. If they are a PC, they gain a “deathly ill” burden.<br>If the deal is broken by one party, the other suffers no consequences and the seal is lifted, ending this effect. Otherwise the seal lasts indefinitely or until the terms of the deal are fulfilled.",
        master: !0
      }
    ]
  }
], require$$1 = [
  {
    id: "mf_white_witch",
    source: "SSC",
    name: "White Witch",
    mechtype: [
      "Defender"
    ],
    y_pos: 28,
    license_level: 2,
    description: "<p>A proof of concept more than a line-production chassis, there have been select releases of White Witch licenses by Smith-Shimano&rsquo;s LUX-Exotic group to elite military enclaves, most notably to the upper cadres of the House of Moments.</p> <p>The White Witch builds on the platform established by the Black Witch; utilizing SSC&rsquo;s signature magtech weapons and equipment, it takes Black Witch and tunes it for hypersolipsistic focus, narrowing the effect cone to encompass only the White Witch and its pilot.</p> <p>The White Witch marks SSC&rsquo;s first foray into null-ordnance/environmental-manipulation chassis. When active, its entire chassis becomes a conduit for onboard base-compound magtech agitators to exploit its immediate environment, drawing atomic components out of organic and inorganic objects and surfaces to enhance its built-in defensive systems. The White Witch reorganizes these molecular draws using its chassis as substrate, quickly forming substantive defenses and weapons from &ldquo;thin air&rdquo;.</p> <p>This process has understandably traumatic effects on organic and inorganic materials inside the immediate effect cone.&nbsp;</p>",
    mounts: [
      "Flex",
      "Heavy"
    ],
    stats: {
      size: 2,
      stress: 4,
      structure: 4,
      armor: 0,
      hp: 7,
      evasion: 10,
      edef: 6,
      heatcap: 4,
      repcap: 5,
      sensor_range: 5,
      tech_attack: 0,
      save: 11,
      speed: 6,
      sp: 6
    },
    traits: [
      {
        name: "Rooted",
        description: "While this mech is Immobilized, it has resistance to Kinetic damage and cannot be knocked back or knocked prone. It can choose to become immobilized until the end of its next turn as a protocol."
      },
      {
        name: "Harden",
        description: "When the White Witch braces, it gains overshield equal to 4 + GRIT before it takes damage.",
        synergies: [
          {
            locations: [
              "brace"
            ],
            detail: "When the White Witch braces, it gains overshield equal to 4 + GRIT before it takes damage."
          }
        ]
      },
      {
        name: "Fluid Burst",
        description: "When an allied character in Range 2 of the White Witch takes damage from a hostile source, the White Witch can reduce the damage by 1 and deal 1 AP kinetic damage to itself."
      },
      {
        name: "Guardian",
        description: "Adjacent allied characters can use this mech as hard cover."
      }
    ],
    core_system: {
      name: "Ferroreactive Shell",
      description: "“The first test nearly ended the program. Exotic Materials is a … liberal department within the Constellation, but even our executives were hesitant to approve a second run. The data generated by WW_01 was invaluable, and we were sure we could get it right with a second test – all we needed was the sigma on its rewrite cone! Suits just get leery when systems fail. They forget that progress takes blood – sometimes literally – as payment for a breakthrough.”",
      active_name: "Hyperactive mode",
      active_effect: "For the rest of the scene, Ferroreactive Armor gives +2 Armor each time instead of +1, to a max of +12. Each time your armor increases in this way, your mech deals 1 AP kinetic damage to all characters in a Burst 1 area as it draws raw material from the environment. If your benefit from Ferroreactive Armor would increase past +12, it explodes instead, dealing 1 AP kinetic damage in a Burst 2 area around you. All characters within the affected area must succeed on a HULL save or be knocked PRONE, then IMMOBILIZED and SHREDDED until the end of their next turns. The benefit from Ferroreactive Armor resets to 0, although it continues to be active and this effect can occur multiple times in a scene.",
      active_synergies: [
        {
          locations: [
            "armor"
          ],
          detail: "For the rest of the scene, Ferroreactive Armor gives +2 Armor each time instead of +1, to a max of +12. Each time your armor increases in this way, your mech deals 1 AP kinetic damage to all characters in a Burst 1 area as it draws raw material from the environment. If your benefit from Ferroreactive Armor would increase past +12, it explodes instead, dealing 1 AP kinetic damage in a Burst 2 area around you. All characters within the affected area must succeed on a HULL save or be knocked PRONE, then IMMOBILIZED and SHREDDED until the end of their next turns. The benefit from Ferroreactive Armor resets to 0, although it continues to be active and this effect can occur multiple times in a scene."
        }
      ],
      use: "Encounter",
      activation: "Protocol",
      passive_name: "Ferroreactive Armor",
      passive_effect: "Each time you take damage from yourself or a hostile source (even if that damage is reduced or ignored), gain +1 ARMOR for the rest of this scene after taking damage, up to a maximum of +6.",
      passive_synergies: [
        {
          locations: [
            "armor"
          ],
          detail: "Each time you take damage from yourself or a hostile source (even if that damage is reduced or ignored), gain +1 ARMOR for the rest of this scene after taking damage, up to a maximum of +6."
        }
      ],
      counters: [
        {
          id: "ctr_ferroreactive_armor",
          name: "Ferroreactive Armor",
          default_value: 0,
          min: 0,
          max: 6
        }
      ]
    },
    data_type: "frame",
    aptitude: {},
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/whitewitch.png",
    license_id: "mf_white_witch"
  },
  {
    id: "mf_emperor",
    source: "SSC",
    name: "Emperor",
    mechtype: [
      "Support",
      "Artillery"
    ],
    y_pos: 21,
    license_level: 2,
    description: "<p>&ldquo;In Exotic Materials we don&rsquo;t have problems: we have doors that are not yet open to us. A &lsquo;problem&rsquo; presents endless branching paths. Doors are binary. Open and shut. &lsquo;The tyranny of the problem lies in the impossible breadth of possibility.&rsquo; Smith said that. He went on to say that this is a useless framing for tinkerers and hobbyists whose ethics are defined by calcified, hand-wringing institutions. So! EXMAT is solutions-focused: there is no such thing as a problem, only a door, and the question: can we open it, or do we have to bash it down?</p> <p>Progress. Smith Shimano has always been about progress. Humanity has always been about progress. In service of progress, one must accept the necessity of teleological suspension.</p> <p>For the Emperor, after Hercynia, we had to bash the door down. Ugly process, but the riches beyond the door were more than worth it. Syncretic subjectivities, induced gestalt manifestation, H-NHP ontologic bridging, superpositional defensive lensing &ndash; look at what the battering ram gave us and tell me you&rsquo;d rather puzzle out a problem then bash down the door and grab all the gold.</p> <p>What else is there to say? Long live the Emperor, for in its creation did we find the method by which to fling open every locked door. Wondrous things are coming. I&rsquo;m glad that they&rsquo;ll be under our control.&rdquo;</p> <p>&ndash; Memo to personal records, Bala Shimano, CEO-1, Exotic Materials Group</p>",
    mounts: [
      "Main"
    ],
    stats: {
      size: 1,
      stress: 4,
      structure: 4,
      armor: 0,
      hp: 2,
      evasion: 10,
      edef: 8,
      heatcap: 5,
      repcap: 2,
      sensor_range: 15,
      tech_attack: 1,
      save: 11,
      speed: 5,
      sp: 7
    },
    traits: [
      {
        name: "Storm Shield",
        description: "The Emperor’s HP is not increased by its pilots GRIT. Instead, at the start of any scene, the Emperor gains OVERSHIELD equal to 6+GRIT. This OVERSHIELD refreshes any time the Emperor takes structure damage",
        bonuses: [
          {
            id: "hp",
            val: "-{grit}"
          }
        ],
        synergies: [
          {
            locations: [
              "overshield"
            ],
            detail: "The Emperor’s HP is not increased by its pilots GRIT. Instead, at the start of any scene, the Emperor gains OVERSHIELD equal to 6+GRIT. This OVERSHIELD refreshes any time the Emperor takes structure damage"
          }
        ]
      },
      {
        name: "Imperial Vestment",
        description: "Whenever the Emperor grants OVERSHIELD to another character, it gains the same amount of OVERSHIELD. If the Emperor gains OVERSHIELD from any source, including this trait, it increases its current OVERSHIELD by that amount instead of replacing it. Its OVERSHIELD cannot exceed the amount granted by Storm Shield.",
        synergies: [
          {
            locations: [
              "overshield"
            ],
            detail: "Whenever the Emperor grants OVERSHIELD to another character, it gains the same amount of OVERSHIELD. If the Emperor gains OVERSHIELD from any source, including this trait, it increases its current OVERSHIELD by that amount instead of replacing it. Its OVERSHIELD cannot exceed the amount granted by Storm Shield."
          }
        ]
      },
      {
        name: "Sovereign Presence",
        description: "1/round, when the Emperor targets a character with an attack, it can condemn that character, forcing them to make an ENGINEERING save. On a failure, the target takes +1 damage any time they take damage until the start of the Emperor’s next turn.",
        synergies: [
          {
            locations: [
              "weapon",
              "active_effects"
            ],
            detail: "1/round, when the Emperor targets a character with an attack, it can condemn that character, forcing them to make an ENGINEERING save. On a failure, the target takes +1 damage any time they take damage until the start of the Emperor’s next turn."
          }
        ]
      }
    ],
    core_system: {
      name: "Darian Regalia",
      description: "",
      active_name: "Xerxes Apex",
      active_effect: "For the rest of this scene, any mech targeted by an attack using the Marathon Arc Bow releases a bolt of lightning after the attack resolves, striking a character of your choice within RANGE 3, which can be the character it originated from. This lightning bolt either deals 2 AP damage (no attack or save) or increases the target’s OVERSHIELD by +2. The same character can be struck by multiple bolts.",
      activation: "Protocol",
      use: "Encounter",
      integrated: [
        "mw_emperor_integrated"
      ]
    },
    data_type: "frame",
    aptitude: {},
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/emperor.png",
    license_id: "mf_emperor"
  },
  {
    id: "mf_black_witch_alt_orchidea",
    source: "SSC",
    variant: "Black Witch",
    name: "Orchis",
    mechtype: [
      "Controller",
      "Defender"
    ],
    y_pos: 35.5,
    license_level: 2,
    description: "The Orchis is the spear and shield of the house companies and makes up the bulk of the fighting forces in Baronic space. Its ubiquity does not bely its reliability and durability, nor its iconic status as the line mech of the baronies. Due to a trade negotiation with Smith-Shimano corpro, the Orchis is compatible with the Black Witch licensing scheme and can appropriate the majority of its gear and weaponry. Utilizing ancient and sturdy mag-lock technology, the Orchis wields a heavy Scuta shield, reinforced to deflect incoming fire. This shield can be locked in place and braced against another shield of its own kind, creating a tessellated wall of impenetrable strength. The half-mile long shield walls of the throne guard, blazoned with their house emblems, are an iconic and terrifying sight in Baronic history. The kuirassers of the Baronies decorate their Orchii with house heraldry, war banners, and trophies of past conflicts, each one the avatar resplendent with the regalia of a decorated warrior.",
    mounts: [
      "Main/Aux"
    ],
    stats: {
      size: 1,
      stress: 4,
      structure: 4,
      armor: 1,
      hp: 8,
      evasion: 10,
      edef: 10,
      heatcap: 6,
      repcap: 4,
      sensor_range: 10,
      tech_attack: -1,
      save: 12,
      speed: 5,
      sp: 8
    },
    traits: [
      {
        name: "Perfect Parry",
        description: "The Orchis and all adjacent allied characters have IMMUNITY to all damage and effects from missed attacks.",
        synergies: [
          {
            locations: [
              "active_effects"
            ],
            detail: "The Orchis and all adjacent allied characters have IMMUNITY to all damage and effects from missed attacks."
          }
        ]
      },
      {
        name: "Guardian",
        description: "Adjacent allied characters can use the Orchis for hard cover."
      },
      {
        name: "Royal Guard",
        description: "When an allied mech adjacent to the Orchis moves, the Orchis can also move with that character as long as it doesn’t break adjacency, mirroring that character’s movement. The Orchis is still affected by obstructions and, between its turns, can only move a total number of spaces with this ability equal to its SPEED+1.This effect doesn’t take a reaction, and doesn’t provoke reactions or obey engagement."
      }
    ],
    core_system: {
      name: "Helion",
      description: "&ldquo;The man who took the reins of steel and became greater than man. The lowly one, the first, the greatest, the one who threw the sun at the face of his foes. IA! IA! Helion!&ldquo;",
      active_name: "Helion",
      active_effect: "You hurl your shield with a mighty throw at a mech (allied or hostile) within Range 6, making a special Ram attack that cannot miss and knocks the target 3 spaces back instead of 1. This can cause characters to collide with obstructions as normal. This action is <b>Efficient</b>, and refunds 1 Core Power at the end of any scene in which it’s used.",
      activation: "Quick",
      passive_name: "Hunting Eagle",
      passive_effect: "1/round when the Orchis causes a character to collide with another obstacle or character, you can - in addition to any other effects - throw your mech's scuta shield at that character, dealing 3 kinetic damage and rendering them unable to take reactions until the end of their next turn. The shield then returns to you. This effect doesn’t take an action or reaction to activate.",
      passive_actions: [
        {
          name: "Hunting Eagle",
          activation: "Free",
          frequency: "1/round",
          detail: "1/round when the Orchis causes a character to collide with another obstacle or character, you can - in addition to any other effects - throw your mech's scuta shield at that character, dealing 3 kinetic damage and rendering them unable to take reactions until the end of their next turn. The shield then returns to you. This effect doesn’t take an action or reaction to activate."
        }
      ]
    },
    data_type: "frame",
    aptitude: {},
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/orchis.png",
    license_id: "mf_black_witch"
  },
  {
    id: "mf_minotaur_alt_wraith",
    source: "HORUS",
    variant: "Minotaur",
    name: "Calendula",
    mechtype: [
      "Controller"
    ],
    y_pos: 12.5,
    license_level: 2,
    description: "A signature of the Order Xenoglossia’s Stygos Grammaton, the Royal Karrakin Foundries Calendula is derived from the Minotaur pattern group first released by HORUS. Oddly, it is unclear from temporal markers whether the codebase used to create the Calendula was created separately, before contact with Union, despite being nearly identical to the Minotaur codebase.<br>The Calendula uses the internal spatial manipulation abilities of the Minotaur and inverts them, allowing experienced pilots of the mech to cut into a ‘non-space’ widely regarded by Union theorists to be the Aunic Firmament. In this grey and bleak interstitial zone, matter appears as a flowing fog, and is just as easily parted.",
    mounts: [
      "Main/Aux"
    ],
    stats: {
      size: 1,
      stress: 4,
      structure: 4,
      armor: 2,
      hp: 7,
      evasion: 7,
      edef: 10,
      heatcap: 6,
      repcap: 3,
      sensor_range: 8,
      tech_attack: 1,
      save: 11,
      speed: 4,
      sp: 8
    },
    traits: [
      {
        name: "Sculptor of Fate",
        description: "1/round, when the Calendula hits a character with a tech attack, it can create a void husk in a free space within RANGE 3 of its target. Void husks are INTANGIBLE objects that don’t cause obstruction. The husk is the same SIZE as its target, has IMMUNITY to all damage and effects, and emits a BURST 2 aura while active that affects both Intangible and tangible characters. Hostile characters are SLOWED while they are at least partly in the area. The Calendula can create any number of husks, all of which disintegrate at the end of the scene.",
        synergies: [
          {
            locations: [
              "tech_attack"
            ],
            detail: "1/round, when the Calendula hits a character with a tech attack, it can create a void husk in a free space within RANGE 3 of its target. Void husks are INTANGIBLE objects that don’t cause obstruction. The husk is the same SIZE as its target, has IMMUNITY to all damage and effects, and emits a BURST 2 aura while active that affects both Intangible and tangible characters. Hostile characters are SLOWED while they are at least partly in the area. The Calendula can create any number of husks, all of which disintegrate at the end of the scene."
          }
        ],
        deployables: [
          {
            name: "Void Husk",
            type: "Void Husk",
            activation: "Free",
            instances: 1,
            evasion: "",
            edef: "",
            hp: "",
            detail: "The <b>void husk</b> is an <b>intangible</b> object that doesn’t cause obstruction. The husk is the same size as its target, immune to all damage and effects, and emits a Burst 2 aura while active that affects both Intangible and tangible characters. Hostile characters are SLOWED while they are at least partly in the area."
          }
        ]
      },
      {
        name: "Grammaton Law",
        description: "SLOWED hostile characters are also SHREDDED while within Range 3 of the Calendula."
      },
      {
        name: "Grammaton Mantle",
        description: "As a protocol, the Calendula can become INTANGIBLE until the start of its next turn.",
        actions: [
          {
            name: "Grammaton Mantle",
            activation: "Protocol",
            detail: "As a protocol, the Calendula can become INTANGIBLE until the start of its next turn."
          }
        ]
      }
    ],
    core_system: {
      name: "Execration of the Names of the Unworthy Dead",
      description: "&ldquo;I inscribe thy name, I threaten thee with the second death. I kill thy name, and this I kill thee again in the afterlife.&ldquo;",
      active_name: "Weighing of Inequitable Hearts",
      active_effect: "One hostile character and one allied character both within Range 5 and line of sight to you or a void husk, become INTANGIBLE until the end of your next turn. Two characters must be chosen for this effect to occur. This ability is <b>Efficient</b> and will refund 1 Core Point at the end of any scene in which this ability was used.",
      activation: "Quick",
      passive_name: "Execrate",
      passive_effect: "Gain the Execrate Quick Tech action.",
      passive_actions: [
        {
          name: "Execrate",
          activation: "Quick Tech",
          frequency: "1/round",
          detail: "1/round You may target another character in line of sight within Range 3 of a void husk, banishing them to an interstitial space. Allied characters can choose whether or not to be affected, and hostile characters can avoid being affected by succeeding on a SYSTEMS save. Banished characters exist in a shadowy gray realm, making them INTANGIBLE.<br>This effect lasts until the banished character moves adjacent or starts their turn adjacent to a void husk, either of which returns them to physical space and clears INTANGIBLE."
        }
      ]
    },
    data_type: "frame",
    aptitude: {},
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/calendula.png",
    license_id: "mf_minotaur"
  }
], require$$3 = [
  {
    name: "Intangible",
    icon: "",
    type: "Status",
    terse: "Cannot interact with anything which isn't also intangible.",
    effects: "INTANGIBLE characters can move through obstructions such as characters or terrain but not end their turns in them. They, their actions, and any effects they own or control can only affect other Intangible characters and objects. Tangible characters can move through INTANGIBLE characters and objects but not end their turns inside their spaces and can’t affect them in any way. INTANGIBLE characters cannot capture points or count for zones (for sitreps) and don’t count as adjacent to tangible characters.<br>Effects that are already active on a character when they become INTANGIBLE, such as statuses, remain active, but effects that require an ongoing interaction between two characters or objects (like traps or force fields) end. If a mech becomes INTANGIBLE, its pilot remains INTANGIBLE for the same duration."
  }
], require$$4 = [
  {
    id: "ms_pinning_spire",
    name: "Pinning Spire",
    type: "System",
    sp: 1,
    source: "SSC",
    license: "White Witch",
    license_level: 1,
    actions: [
      {
        activation: "Quick",
        detail: "You and one character within Range 3 and line of sight become Immobilized and cannot be moved in any way. For the duration, the target always considers you within range for melee attacks. On any subsequent turn, you can end this effect as a protocol, or your target can end it by successfully hitting you with a ranged or melee attack. This condition can’t be removed any other way."
      }
    ],
    description: "“We call it ‘demand-compliance tethering’. Though, that makes it sound as if they have a choice to resist.”",
    data_type: "system",
    aptitude: {},
    license_id: "mf_white_witch"
  },
  {
    id: "ms_sympathetic_shield",
    name: "Sympathetic Shield",
    type: "Shield",
    sp: 1,
    tags: [
      {
        id: "tg_overshield"
      },
      {
        id: "tg_shield"
      },
      {
        id: "tg_limited",
        val: 3
      }
    ],
    source: "SSC",
    license: "White Witch",
    license_level: 2,
    actions: [
      {
        activation: "Quick",
        detail: "You project a shield of resonant ferrofluid over an allied character within Range 5. They gain Overshield equal to 4 + GRIT, but any damage dealt to this Overshield before reductions of any kind also deals equivalent kinetic damage to you as if the attacker had also damaged you, no matter how far away you are. This damage does not inherit tags or effects."
      }
    ],
    description: "“Soon enough we realized that shaping weapons from molecules and particles wasn’t enough to justify the conical mag as a system worth platforming. We needed to find a way to make it … more. More visual, tactile, concrete, imposing, thrilling – we needed to sell the next step in realspace control! So with some tuning and, regrettably, input from Visual, we figured out how to define the White Witch: as the most terrifying, alien thing you’ve ever fucking seen.”",
    data_type: "system",
    aptitude: {},
    license_id: "mf_white_witch"
  },
  {
    id: "ms_camuss_razor",
    name: "Camus’s Razor",
    type: "Shield",
    sp: 2,
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_shield"
      }
    ],
    source: "SSC",
    license: "White Witch",
    license_level: 2,
    actions: [
      {
        name: "Prime Camus's Razor",
        activation: "Quick",
        detail: "Your mech is capable of projecting a spot-magnetic force of incredible power. You can prime this system as a quick action. Once primed, you gain one use of the Intervention reaction for the rest of the scene."
      },
      {
        name: "Intervention",
        activation: "Reaction",
        frequency: "1/round",
        init: "This system must be primed as a quick action.",
        trigger: "An allied character within Range 5 and line of sight is targeted by an action that deals kinetic or explosive damage.",
        detail: "You become the target of the action instead. If the action was an area of effect, such as a line, cone, blast, etc, the attacker must now position it so it targets you, or as close as possible, which could change its targets. This transfer takes place even if the original could not have hit you (i.e., it was a melee attack)."
      }
    ],
    description: "“Manipulating the world around the platform doesn’t end at rearranging the natural/built environment. This was the line that many on the team were afraid to cross, the question we had all asked ourselves once we bracketed the platform: what happens when we apply it to a person? What does existence mean when it can be ended with a thought?”",
    data_type: "system",
    aptitude: {},
    license_id: "mf_white_witch"
  },
  {
    id: "ms_ferrospike_barrier",
    name: "Ferrospike Barrier",
    type: "Deployable",
    sp: 3,
    source: "SSC",
    license: "White Witch",
    license_level: 3,
    deployables: [
      {
        name: "Ferrospike Barrier",
        type: "Deployable",
        activation: "Quick",
        instances: 1,
        size: 2,
        hp: 20,
        evasion: 5,
        detail: "You spray a Size 2 surge of liquid metal in a free adjacent space, where it rapidly hardens into wicked spines. It doesn’t provide obstruction initially, but at the beginning of your next turn, it becomes a solid object (20 HP) that can be used for hard cover. The first time in a round any character would move into its space after the barrier hardens, that character takes 1d6 AP kinetic damage. You can only have one barrier deployed at a time; if a new one is deployed, the first one dissolves."
      }
    ],
    description: "“Again and again the meatheads over at Visual asked us to ‘help them sell’ the platform. What else could we do? We handed them a power that gods of death and war had coveted since Cain cracked a rock over Abel’s head, and they told us, ‘if we can’t see it, we can’t sell it.’ So we mucked around and made another diadematic little wonder for them, the F-Barrier. It’s brilliant. Of course it is. We’re Exotic Materials, brilliance is easy.”",
    data_type: "system",
    aptitude: {},
    license_id: "mf_white_witch"
  },
  {
    id: "ms_dominions_breadth",
    name: "Dominion's Breadth",
    type: "Tech",
    sp: 2,
    tags: [
      {
        id: "tg_quick_tech"
      },
      {
        id: "tg_overshield"
      },
      {
        id: "tg_shield"
      },
      {
        id: "tg_unique"
      }
    ],
    source: "SSC",
    license: "Emperor",
    license_level: 1,
    actions: [
      {
        activation: "Quick Tech",
        detail: "A mech character within Sensors and line of sight gains Overshield 1. When this Overshield is lost for any reason, that character releases a Burst 2 electric pulse. All hostile characters in the affected area (including the original character, if hostile), take 2 AP energy damage and must succeed on an Engineering save or become Impaired until the end of their next turn."
      }
    ],
    description: "“Our first door in was not, as we thought, from the subject’s neural mapping, but from an image of one of the igneomemetic samples returned by Perfect Execution during their deployment – Darius 1.11: The Golden Fulcrum. With it, we were able to crack the gestalt and begin to translate [Witness]; finding our way into the subject followed shortly thereafter.”",
    data_type: "system",
    aptitude: {},
    license_id: "mf_emperor"
  },
  {
    id: "ms_the_imperial_eye",
    name: "The Imperial Eye",
    type: "Tech",
    sp: 2,
    tags: [
      {
        id: "tg_shield"
      }
    ],
    source: "SSC",
    license: "Emperor",
    license_level: 2,
    actions: [
      {
        activation: "Quick Tech",
        detail: "An allied mech character within Sensors gains a Disruptive Charge until the start of your next turn. When a hostile character enters a space within Range 3 of the target, the Disruptive Charge sparks to that character and then dissipates. The character struck by the spark takes 2 AP energy damage and must succeed on an Engineering save or be knocked back 2 spaces, knocked Prone, and Shredded until the end of their next turn.<br>Characters that start their turns within Range 3 of the target are unaffected until they move outside of that area and re - enter it."
      }
    ],
    description: "Darius was the door in; Cyrus was the map. Navigation through the subject’s parasubjective topography was proven on paper. Using a particularized human-nonhuman ontologic bridge, EXMAT was able to demonstrate gestalt manifestation in test pilots; with help, we can do what they do — and do it better.<br>The walls between us and what comes next fall down. The work continues.",
    data_type: "system",
    aptitude: {},
    license_id: "mf_emperor"
  },
  {
    id: "ms_shahnameh",
    name: "Shahnameh",
    type: "Tech",
    sp: 3,
    tags: [
      {
        id: "tg_overshield"
      },
      {
        id: "tg_shield"
      },
      {
        id: "tg_limited",
        val: 3
      },
      {
        id: "tg_unique"
      }
    ],
    source: "SSC",
    license: "Emperor",
    license_level: 2,
    actions: [
      {
        activation: "Quick Tech",
        detail: "An allied mech character within Sensors and line of sight gains Overshield equal to 4 + GRIT. While they have this Overshield, they have Resistance to heat inflicted by other characters. If they lose this Overshield for any reason, they clear all heat."
      }
    ],
    description: "“Be recorded in my book of Kings; live into forever and beyond.”<br>— translated gestalt from the Cyrus Omega ferromemetic, no pre-contact text associated; likely a subject-original imperative/corrective impulse.",
    data_type: "system",
    aptitude: {},
    license_id: "mf_emperor"
  },
  {
    id: "ms_ayah_of_the_syzygy",
    name: "Āyah of the Syzygy",
    type: "System",
    sp: 2,
    tags: [
      {
        id: "tg_unique"
      }
    ],
    source: "SSC",
    license: "Emperor",
    license_level: 3,
    actions: [
      {
        activation: "Quick",
        detail: "You create a Blast 2 energy field in a space within Sensors and line of sight. The first time each turn any hostile character in this area is hit by a ranged or melee attack, they release a discharge of energy and all hostile characters at least partly in the area – including the original character – take 2 AP energy damage. This effect lasts for the rest of the scene or until you take this action again."
      }
    ],
    description: "“So where are you going? Is your travel not just a reminder to the heavens? Go where thou wilt.”<br>— Witnessed from the Darius 4.8 ferromemetic",
    data_type: "system",
    aptitude: {},
    license_id: "mf_emperor"
  },
  {
    id: "ms_the_walk_of_kings",
    name: "The Walk of Kings",
    type: "Tech",
    sp: 3,
    tags: [
      {
        id: "tg_overshield"
      },
      {
        id: "tg_shield"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_limited",
        val: 3
      }
    ],
    source: "SSC",
    license: "Emperor",
    license_level: 3,
    actions: [
      {
        activation: "Quick Tech",
        detail: "An allied character within Sensors and line of sight gains Overshield equal to 4 + GRIT. While they have this Overshield, all their melee attacks gain AP, and the first time each turn that they either hit with a melee attack or take damage from a hostile character, they release a Burst 1 energy blast centered on them. All hostile characters in the affected area take 1 AP energy damage."
      }
    ],
    description: "“AND IT WAS SO, that we saw His power, and burned under His glory, and wept, and no fortress could withstand our might.”<br>— Witnessed from the Darius 5.10 ferromemetic",
    data_type: "system",
    aptitude: {},
    license_id: "mf_emperor"
  }
], require$$5 = [
  {
    id: "tg_efficient",
    name: "Efficient",
    description: "At the end of any scene in which this system is used, you regain 1 Core Power."
  }
], require$$6 = [
  {
    id: "t_house_guard",
    name: "House Guard",
    terse: "Improve your ability to defend your allies.",
    description: "You fight at the side of your allies, your mech a bulwark that grants them unbreakable resolve and bolsters them up to greater glory.",
    ranks: [
      {
        name: "Front Rank",
        description: "You count as adjacent when you are within Range 2 for the purposes of your effects on allied characters (from your traits, talents, systems, or weapons) that require adjacency to your mech."
      },
      {
        name: "Greater Guardian",
        description: "Your mech gains the Guardian trait if it doesn’t already have it (adjacent allies can use your mech as hard cover). Guardian now additionally grants soft cover to all adjacent allies from all directions."
      },
      {
        name: "Shield of the Legion",
        description: "1/round, when you reduce damage to an allied character, cancel an attack against them, or cause one to miss, you may deal 2 energy damage to the attacker and knock them Prone."
      }
    ]
  },
  {
    id: "t_pankrati",
    name: "Pankrati",
    terse: "Rush and overpower slower opponents",
    description: "Your fighting is as flashy as the greatest fighters of the Kreoss, and your mech leaps into battle with great aplomb.",
    ranks: [
      {
        name: "Veni",
        description: "You gain +1 Accuracy to melee attacks against Immobilized or Slowed targets.",
        synergies: [
          {
            locations: [
              "weapon"
            ],
            detail: "Your melee attacks against Immobilized or Slowed characters gain +1 Accuracy.",
            weapon_types: [
              "Melee"
            ]
          }
        ]
      },
      {
        name: "Vidi",
        description: "1/scene, you can make a Valiant Charge as a free action on your turn, moving up to twice your Speed and ignoring terrain penalties. You must move in a straight line and end your charge adjacent to a hostile character, and you cannot start your charge adjacent to any hostile characters. When you end your charge, any adjacent hostile characters are Slowed until the end of their next turn.",
        actions: [
          {
            name: "Valiant Charge",
            activation: "Free",
            frequency: "1/scene",
            detail: "You charge, moving up to twice your Speed and ignoring terrain penalties. You must move in a straight line and end your charge adjacent to a hostile character, and you cannot start your charge adjacent to any hostile characters. When you end your charge, any adjacent hostile characters are Slowed until the end of their next turn."
          }
        ]
      },
      {
        name: "Vici",
        description: "If you start your Valiant Charge adjacent to any allied characters, they may immediately Boost as a reaction after your charge resolves."
      }
    ]
  }
], require$$7 = [
  {
    id: "mw_ferrofluid_lance",
    name: "Ferrofluid Lance",
    mount: "Main",
    type: "Melee",
    damage: [
      {
        type: "Kinetic",
        val: "1d6"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 2
      }
    ],
    tags: [
      {
        id: "tg_round",
        val: 1
      }
    ],
    source: "SSC",
    license: "White Witch",
    license_level: 1,
    on_hit: "1/round, you may force a character hit by this weapon to make a Hull save. On a failure, both you and your target are Immobilized and cannot be moved in any way. For the duration, the target always considers you within range for melee attacks. On any subsequent turn, you can end this effect as a protocol, knocking your target 4 spaces in any direction, or your target can end it by successfully hitting you with a ranged or melee attack. This condition can’t be removed any other way.",
    actions: [
      {
        name: "Ferrofluid Lance Fling",
        activation: "Protocol",
        frequency: "1/round",
        detail: "End the immobilization effect of the Ferrofluid Lance on both you and your target to knock them back 4 spaces in any direction."
      }
    ],
    description: "“To say we can pull this needle from ‘thin air’ is the best-fit phrase, but it’s not accurate. Not entirely. There’s no such thing as thin air, not in the way one means it when they use that phrase. ‘Agreeable atomic space’ – that’s what ‘thin air’ really is. A place where one could – if one could – coalesce utility from useless particulate mass with a thought. With a snap of our finger. Here, watch this –”",
    data_type: "weapon",
    aptitude: {},
    license_id: "mf_white_witch"
  },
  {
    id: "mw_retort_loop",
    name: "Retort Loop",
    mount: "Heavy",
    type: "Cannon",
    profiles: [
      {
        name: "0 Charges",
        on_attack: "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
        range: [
          {
            type: "Range",
            val: 10
          }
        ],
        damage: [
          {
            type: "Kinetic",
            val: "3"
          }
        ]
      },
      {
        name: "1 Charge",
        on_attack: "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
        range: [
          {
            type: "Range",
            val: 10
          }
        ],
        damage: [
          {
            type: "Kinetic",
            val: "1d6+3"
          }
        ],
        tags: [
          {
            id: "tg_reliable",
            val: 2
          },
          {
            id: "tg_knockback",
            val: 1
          }
        ]
      },
      {
        name: "2 Charges",
        on_attack: "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
        range: [
          {
            type: "Range",
            val: 10
          }
        ],
        damage: [
          {
            type: "Kinetic",
            val: "2d6+3"
          }
        ],
        tags: [
          {
            id: "tg_reliable",
            val: 4
          },
          {
            id: "tg_knockback",
            val: 2
          }
        ]
      },
      {
        name: "3 Charges",
        on_attack: "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
        range: [
          {
            type: "Range",
            val: 10
          }
        ],
        damage: [
          {
            type: "Kinetic",
            val: "3d6+3"
          }
        ],
        tags: [
          {
            id: "tg_reliable",
            val: 6
          },
          {
            id: "tg_knockback",
            val: 3
          }
        ]
      }
    ],
    source: "SSC",
    license: "White Witch",
    license_level: 3,
    effect: "Any time you take damage from a hostile source you may choose to store a charge in this weapon. It fires with an additional +1d6 kinetic damage, Reliable 2, and Knockback 1 for each charge stored, to a maximum of 3 charges. Once fired, it clears all charges, hit or miss.",
    description: "“Ultimately, I have to return to the core of what we made, the code we cracked when we finally figured out NO/EM. From a simple prompt, we created a terrible engine. I am more proud of what we did than anything I’ve ever worked on before, but it should never see the light of day. Working with Visual convinced me of this: it’s their job to translate our work to sales, and they could not. If the translator cannot understand the text … then who are they to rewrite it? Who is the reader to attempt to access it? I conclude my summary with this: mothball the platform. There are less terrible paths we can walk.”",
    counters: [
      {
        id: "ctr_mw_retort_loop",
        name: "Retort Loop",
        min: 0,
        max: 3
      }
    ],
    data_type: "weapon",
    aptitude: {},
    license_id: "mf_white_witch"
  },
  {
    id: "mw_bolt_nexus",
    name: "Bolt Nexus",
    mount: "Main",
    type: "Nexus",
    tags: [
      {
        id: "tg_smart"
      }
    ],
    profiles: [
      {
        name: "Default",
        on_hit: "Once this weapon hits a character, it gains the Target Acquired profile against that character only until you attack a new character with this weapon.",
        damage: [
          {
            type: "Energy",
            val: 1
          }
        ],
        range: [
          {
            type: "Range",
            val: 10
          }
        ]
      },
      {
        name: "Target Acquired",
        on_hit: "",
        damage: [
          {
            type: "Energy",
            val: 4
          }
        ],
        range: [
          {
            type: "Range",
            val: 20
          }
        ],
        tags: [
          {
            id: "tg_seeking"
          },
          {
            id: "tg_reliable",
            val: 4
          }
        ]
      }
    ],
    source: "SSC",
    license: "Emperor",
    license_level: 1,
    description: "“But they denied Him. So their Lord brought down upon them destruction for their sin, and did not fear retribution, for He was the LORD, and above reproach. Put out your eye if you think otherwise.”<br>— Witnessed from the Cyrus 2.14 ferromemetic",
    data_type: "weapon",
    aptitude: {},
    license_id: "mf_emperor"
  },
  {
    id: "mw_emperor_integrated",
    name: "Marathon Arc Bow",
    mount: "Main",
    type: "Launcher",
    on_attack: "Allied characters caught in the area are not attacked, but instead have any Overshield supercharged, increasing it by +4, but clearing all Overshield at the end of their next turn. If they have no Overshield, they instead gain Overshield 2.",
    range: [
      {
        type: "Line",
        val: 15
      }
    ],
    damage: [
      {
        type: "Energy",
        val: "1d6"
      }
    ],
    description: "“Directed Subjective Convergence Weapon, Pattern 3. Or as Visual calls it, the ‘Marathon Arc’. I suppose it is a better name. Imposing. Inaccurate but Visual has never been accurate. The Arc forces realignment along a superpositional plane, destabilizing targets without the correct pineal hash while imparting sympathetic lensing on those with the correct hash; a simple ‘weapon’ that emulates an Overmind’s corrective/imperative push.”",
    tags: [
      {
        id: "tg_ap"
      }
    ],
    license_id: ""
  }
], data = {
  // actions: require('./lib/actions.json'),
  // backgrounds: require('./lib/backgrounds.json'),
  bonds: require$$0,
  // core_bonuses: require('./lib/core_bonuses.json'),
  // environments: require('./lib/environments.json'),
  frames: require$$1,
  lcp_manifest: require$$2,
  // manufacturers: require('./lib/manufacturers.json'),
  // mods: require('./lib/mods.json'),
  // pilot_gear: require('./lib/pilot_gear.json'),
  // reserves: require('./lib/reserves.json'),
  // sitreps: require('./lib/sitreps.json'),
  // skills: require('./lib/skills.json'),
  statuses: require$$3,
  systems: require$$4,
  // tables: require('./lib/tables.json'),
  tags: require$$5,
  talents: require$$6,
  weapons: require$$7
};
var ktbData = data;
const index = /* @__PURE__ */ getDefaultExportFromCjs(ktbData), index$1 = /* @__PURE__ */ _mergeNamespaces({
  __proto__: null,
  default: index
}, [ktbData]);
export {
  index$1 as i
};
//# sourceMappingURL=index-4a385dd8.mjs.map
