var __defProp = Object.defineProperty;
var __name = (target, value) => __defProp(target, "name", { value, configurable: !0 });
import { k as getDefaultExportFromCjs } from "./lancer-a96e7e01.mjs";
import require$$0 from "./lcp_manifest-3ec5d453.mjs";
function _mergeNamespaces(n, m) {
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        if (k !== "default" && !(k in n)) {
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  return Object.freeze(Object.defineProperty(n, Symbol.toStringTag, { value: "Module" }));
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__name(_mergeNamespaces, "_mergeNamespaces");
const require$$1 = [
  {
    id: "pbg_noble_heir",
    name: "Noble Heir",
    description: "Through an accident of birth or the result of political cunning you are set to inherit, and bear the weight of great expectations. <i>What relationship do you have with your noble house? What do the people around you expect of you? How does that constrain you?</i><br>Karrakin noble houses are hotbeds of political infighting. <i>Who did you have to step over to gain or retain your position? Who supports you? Who seeks to usurp you? Why?</i>",
    skills: [
      "sk_lead_or_inspire",
      "sk_pull_rank",
      "sk_read_a_situation",
      "sk_take_control"
    ]
  },
  {
    id: "pbg_second_choice",
    name: "Second Choice",
    description: "An entire industry exists to salve the existential ennui of young Karrakin nobility through travel and exchange programs with Earth, Ras Shamra, and beyond. <i>Where else in the galaxy have you been? What strange sights have you seen? Who have you met? How has this affected your relationship with Karrakin society?</i><br>You benefit from great privilege, but have comparatively little responsibility. <i>What is your relationship with your fellow nobles? With power? With your own privilege?</i>",
    skills: [
      "sk_charm",
      "sk_invent_or_create",
      "sk_survive",
      "sk_word_on_the_street"
    ]
  },
  {
    id: "pbg_company_squire",
    name: "Company Squire",
    description: "The traditional path to becoming a kavaliere is to learn from more experienced pilots as part of their support staff. <i>Who did you squire for? How did they treat you? What were your responsibilities?  What did you learn from them?</i><br>The Great Companies system is a political structure unto itself. <i>Did you squire for a noble house company or mercenary Free Company? Have you seen combat with them? How has your company influenced you?</i>",
    skills: [
      "sk_assault",
      "sk_get_a_hold_of_something",
      "sk_hack_or_fix",
      "sk_spot"
    ]
  },
  {
    id: "pbg_pankrati",
    name: "Pankrati",
    description: "The mech combat sport of pankration mekani produces a great number of the BUC’s most talented pilots. <i>What is your record in competitive matches? Which formats were your specialty? What motivated you to train for real combat? What did you find difficult about the transition?</i><br>Talented pankrati frequently achieve great renown across the Concern and beyond. <i>Do you have fans? How do they see you? Do you indulge your celebrity status?</i>",
    skills: [
      "sk_apply_fists_to_faces",
      "sk_charm",
      "sk_get_somewhere_quickly",
      "sk_show_off"
    ]
  },
  {
    id: "pbg_young_buck",
    name: "Young Buck",
    description: "The BUC celebrates its “young bucks”, the talented soldiers who rise through the ranks as a result of skill and dedication. <i>How did you join the BUC, and what was your role? What led to your meteoric rise? What obstacles have you faced, and how did you overcome them?</i><br>Tours with the BUC range from quiet peacekeeping missions, through to hot wars on distant planets. <i>Where were you deployed, and what did you do there? How has that experience shaped you? What is your relationship with war? With your fellow soldiers? With the people you helped, or hurt?</i>",
    skills: [
      "sk_assault",
      "sk_blow_something_up",
      "sk_patch",
      "sk_stay_cool"
    ]
  }
], require$$2 = [
  {
    id: "sotw-bond-firebrand",
    name: "The Firebrand",
    major_ideals: [
      "I addressed challenges with charisma, iconoclasm, or dedication.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I successfully challenged a long-held or foundational idea.",
      "I stood up for what was right despite great risk.",
      "I inspired others to revolutionary action.",
      "I fought even when the challenge seemed insurmountable."
    ],
    questions: [
      {
        question: "What gives you your powers?",
        options: [
          "An unshakeable conviction or faith.",
          "The support and solidarity of your comrades.",
          "The vivid memory of those you could not save."
        ]
      },
      {
        question: "What do you fight for?",
        options: [
          "Freedom for the enslaved and indentured.",
          "Justice for the mistreated and the downtrodden.",
          "An end to the established order.",
          "A better world for those who come after."
        ]
      }
    ],
    powers: [
      {
        name: "Strength In Conviction",
        frequency: "1/session",
        description: "When you openly declare your cause for all to hear, take +1 ACCURACY and increased effect on your next skill check against a person who heard you."
      },
      {
        name: "Solidarity",
        description: "When you push yourself to help an ally with a skill check, they add +2 ACCURACY rather than +1."
      },
      {
        name: "The Power Of Friendship",
        frequency: "1/session",
        description: "Name an allied or friendly NPC. As long as it is plausible for them to do so, that NPC shows up to help for the rest of the scene and the GM chooses one:<ul><li>They suffer harm or personal cost to do so.</li><li>They send someone else in their place.</li><li>They bring trouble with them.</li><li>They won't help you like this again until you do them a favor.</li></ul>"
      },
      {
        name: "Tenacity",
        description: "When you push yourself to reroll a skill check, you may take an additional STRESS. If you do, gain +1 ACCURACY."
      },
      {
        name: "Weight of the World",
        frequency: "1/session",
        description: "When you encounter someone who is imprisoned, oppressed, or has suffered a great injustice, you may gain a burden. Until the burden is healed, you gain +1 ACCURACY and increased effect on all checks to help or aid them."
      },
      {
        name: "Fuck You",
        description: "When you break, you may take one last action before you lose control. Gain +1 ACCURACY and increased effect on this action."
      },
      {
        name: "Iconoclast",
        description: "You gain increased effect whenever you take action against an entrenched institution, tradition, or long-held belief."
      },
      {
        name: "Together We Are Strong",
        frequency: "1/session",
        description: "When you successfully convince someone to join your side, each of your allies who witnessed the conversion clears 1 STRESS."
      },
      {
        name: "Inspiring Leader",
        description: "Each downtime when you roll for an organization you created, you may roll an additional d20 and choose the highest for the final result."
      },
      {
        name: "Raise The Banner",
        frequency: "1/session",
        description: "When you fly a flag, openly display an emblem, or prominently graffiti a symbol or slogan associated with your cause, you can attempt to provoke an enemy to act against you. The GM chooses one:<ul><li>Their response is hasty, or they make a mistake.</li><li>Their response rallies more people to your cause.</li><li>They do not respond immediately, but you gain increased effect on actions against them until they do.</li></ul>"
      },
      {
        name: "Boon of Rebellion",
        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 Rebellion.",
        description: "At the end of each session, if you can describe how someone struggled against the established order, do so. Give someone who participated in that struggle 1 XP.",
        veteran: !0
      },
      {
        name: "Do You Hear The People Sing",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        frequency: "1/session",
        description: "When you speak to a sympathetic crowd, you can inspire them to action. Name a cause or goal, and choose one:<ul><li>The crowd backs you up, and for the rest of the session they lend you +1 ACCURACY and increased effect on all actions to achieve your cause or goal while they are with you.</li><li>The crowd is inspired to action, and for the rest of the session they will attempt to achieve your cause or goal on their own initiative. At the end of the session (or when narratively appropriate), the GM describes what the crowd has achieved and the consequences of their actions.</li></ul>",
        master: !0
      }
    ]
  },
  {
    id: "sotw-bond-celebrant",
    name: "The Celebrant",
    major_ideals: [
      "I addressed challenges with enthusiasm, indulgence, or open-mindedness.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I embraced something I did not fully understand.",
      "I sought out and indulged in pleasurable experiences.",
      "I showed someone a different side of themselves.",
      "I managed to find joy in bleak circumstances."
    ],
    questions: [
      {
        question: "What gives you your powers?",
        options: [
          "A cosmopolitan upbringing among many diverse cultures.",
          "A thrill-seeking drive that only grows when fed.",
          "A certain awareness of death and the temporary nature of existence."
        ]
      },
      {
        question: "What is your greatest pleasure?",
        options: [
          "Unique cuisines and street food from across the Diaspora.",
          "The fiery adrenaline high of combat.",
          "Altered perception and otherworldly experiences.",
          "Convincing someone to try something new."
        ]
      }
    ],
    powers: [
      {
        name: "Uninhibited",
        frequency: "1/session",
        description: "When you indulge in an activity that brings you great joy, you or an ally who joined you may fill in a segment of a burden."
      },
      {
        name: "Infectious Enthusiasm",
        frequency: "1/scene",
        description: "When you convince an ally to try something new, they gain +1 ACCURACY and increased effect on skill checks related to that experience or activity for the rest of the scene."
      },
      {
        name: "Break Bread",
        frequency: "1/session",
        description: "When you share a meal or a drink with someone, choose a person you shared with and pick one:<ul><li>They clear 1 STRESS.</li><li>You gain +1 ACCURACY and increased effect on social checks against them for the rest of the scene.</li></ul>"
      },
      {
        name: "Live And Learn",
        description: "When you fail a RISKY or HEROIC check, the next check you make using the same trigger gains +1 ACCURACY."
      },
      {
        name: "What Could Go Wrong?",
        frequency: "2/session",
        description: "When you or a willing ally makes a skill check, you may make that check RISKY (or make a RISKY check HEROIC). If you do, the person making the check gains +1 ACCURACY and increased effect."
      },
      {
        name: "The Good Stuff",
        frequency: "1/scene",
        description: "You always have a ready supply of alcohol, smokes, or tasty snacks, with more than enough to share. Once per scene in a situation where this helps, gain +1 ACCURACY and increased effect."
      },
      {
        name: "Bad Influence",
        frequency: "1/session",
        description: "You can convince a friendly NPC to take a risk against their better judgment. When you do, the GM chooses one:<ul><li>The consequences are severe.</li><li>You take the consequences.</li><li>They'll never do this again.</li></ul>"
      },
      {
        name: "Hook Up",
        description: "You usually know how to get hold of things rare, expensive, or otherwise scarce; if you don't, you know who does. You can always ask the GM exactly what needs to be done to acquire a rare item, and have increased effect on all actions to do so."
      },
      {
        name: "Friends In Strange Places",
        frequency: "1/session",
        description: "When you visit a new location for the first time, you may declare that you know someone there. Give them a name, and describe how you know them; they might be an old colleague, a contact, or someone unexpected from your past. They'll be willing to talk to you, and maybe even help you - but might need some convincing first."
      },
      {
        name: "Cosmopolitan",
        description: "When you encounter a new culture, subculture, or society, ask one of the following questions and get a truthful answer from the GM:<ul><li>What does this group value?</li><li>What does this group detest?</li><li>How can I best blend in?</li></ul>You or an ally of your choice gets +1 ACCURACY on their next skill check to act on the answer."
      },
      {
        name: "Boon of the Open Mind",
        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 Open Mind.",
        description: "At the end of the session, describe how an experience changed or expanded your worldview. Give someone who shared that experience 1 XP.",
        veteran: !0
      },
      {
        name: "The Beautiful Life",
        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 the scene, you or an ally of your choice can defer the consequences of all skill checks. They all catch up to you at the end of the scene. If deferred consequences would cause you to break one or more times, you are not removed from a scene but take burdens as usual.",
        master: !0
      }
    ]
  },
  {
    id: "sotw-bond-knave",
    name: "The Knave",
    major_ideals: [
      "I addressed challenges with resolve, ruthlessness, or ambition.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I set an impossible goal and achieved it anyway.",
      "I humiliated or brought low a rival.",
      "I took something important or irreplaceable for myself.",
      "I paid the price for my ambition."
    ],
    questions: [
      {
        question: "What gives you your powers?",
        options: [
          "An upbringing where you had to take what you needed to survive.",
          "An uncompromising mentor who taught you tough lessons.",
          "A heart hardened by betrayal or great injustice."
        ]
      },
      {
        question: "What would you give up to achieve your goals?",
        options: [
          "Your dignity.",
          "Your safety.",
          "Your principles.",
          "Your reputation."
        ]
      }
    ],
    powers: [
      {
        name: "I'll Do It Myself",
        frequency: "2/session",
        description: "When an ally fails a skill check, you may attempt that check yourself using the same trigger. Your ally still takes any consequences from failing the check."
      },
      {
        name: "Ruthless",
        frequency: "1/session",
        description: "When you would take a consequence, you may instead choose a friendly NPC who is present in the scene. That NPC takes the consequence, and then becomes your enemy."
      },
      {
        name: "White Whale",
        description: "Declare a nemesis (a major antagonist, a powerful organization, an abstract concept). When you score a significant victory over your nemesis, you and each ally who helped clear 1 STRESS. When you defeat your nemesis for good, you or someone who helped you gains 1 XP. You may only have a single nemesis at once, but may change your nemesis during downtime."
      },
      {
        name: "Shoot First",
        frequency: "1/session",
        description: "When you are tricked or double-crossed, describe how you prepared for this scenario and are able to turn it to your advantage. The GM picks one:<ul><li>You take the consequences, but gain +1 ACCURACY and increased effect against your adversary for the rest of the scene.</li><li>You are able to avoid the consequences, though your allies may not be so lucky.</li><li>You get to act first.</li></ul>"
      },
      {
        name: "Heartbreaker",
        frequency: "1/session",
        description: "When you break something significant to another person (a relationship, an object, hard-earned trust), gain +1 ACCURACY and increased effect on all rolls against that person for the rest of the scene."
      },
      {
        name: "Out Of My Way",
        frequency: "1/session",
        description: "When someone blocks your path or prevents you from getting what you want, describe how you confront them. You gain +1 ACCURACY and increased effect against them for the rest of the scene."
      },
      {
        name: "From Hell's Heart",
        description: "When you break and are removed from the scene, choose an NPC who is present; they are also removed."
      },
      {
        name: "Eyes On The Prize",
        description: "You may forgo healing STRESS at the start of your downtime. If you do, gain +1 ACCURACY on the roll for your downtime action."
      },
      {
        name: "Where There's A Will",
        frequency: "1/session",
        description: "When you come across an impossible scenario or puzzle that seems to have no solution, describe your determined efforts to tackle it anyway. The GM chooses one:<ul><li>You uncover a solution, but it’s extremely dangerous.</li><li>You uncover a solution, but it requires something you don’t have yet (a specific person or object, a key piece of information, backing or influence).</li><li>You confirm that it is truly impossible, and clear 2 STRESS.</li></ul>"
      },
      {
        name: "Bite The Bullet",
        frequency: "2/session",
        description: "When you fail a skill check, you may clear 2 segments from any of your burdens to reroll it. You must keep the new result. Whether you succeed or fail, you take any consequences from the check."
      },
      {
        name: "Boon of Triumph",
        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 Triumph.",
        description: "At the end of the session, describe how you got what you wanted. Give someone who helped you 1 XP.",
        veteran: !0
      },
      {
        name: "Do or Die",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        frequency: "1/session",
        description: "Once per session, when you make a HEROIC skill check, you succeed on a 10+. If you succeed, you gain increased effect as you achieve your objective in spectacular fashion. If you fail, you suffer increased consequences as you crash and burn.",
        master: !0
      }
    ]
  },
  {
    id: "sotw-bond-seneschal",
    name: "The Seneschal",
    major_ideals: [
      "I addressed challenges with honor, loyalty, or integrity.",
      "I expressed my heritage, background, or beliefs through my actions.",
      "I struggled with issues from my burdens or background."
    ],
    minor_ideals: [
      "I spared or extended grace to a defeated opponent.",
      "I stood by a friend or ally despite dire consequences.",
      "I swore a solemn and unbreakable vow.",
      "I made restitution to someone harmed by my actions."
    ],
    questions: [
      {
        question: "What gives you your powers?",
        options: [
          "An ironclad personal code of honor.",
          "A family legacy stretching back centuries.",
          "The knowledge of your privilege and a sense of responsibility to those less fortunate."
        ]
      },
      {
        question: "What vow have you sworn?",
        options: [
          "To never allow an innocent to come to harm.",
          "To preserve the traditions and uphold the values of your culture.",
          "To repent for an unforgivable mistake.",
          "To stand by your friends and family, no matter the cost."
        ]
      }
    ],
    powers: [
      {
        name: "Steadfast Ally",
        frequency: "2/session",
        description: "When you push yourself to help another character, you do not take STRESS unless they succeed. You still share in any consequences by helping."
      },
      {
        name: "Stewardship",
        frequency: "1/session",
        description: "When a group of people, organization, or object you are leading or protecting would take losses, damage, or other harm, you may instead take consequences (minor, typical, or major) in proportion to the harm they would suffer."
      },
      {
        name: "My Word Is My Bond",
        frequency: "2/session",
        description: "When you make a solemn promise or swear that you will achieve a goal, take 1 STRESS. When you fulfil that promise or achieve that goal, clear 2 STRESS."
      },
      {
        name: "Clarion",
        description: "When you speak the truth in full knowledge and without intent to deceive, everyone who hears you knows that what you are saying is true."
      },
      {
        name: "Responsibility",
        description: "When you discover that someone important to you (a trusted friend, a family member, a mentor or student) is in danger, your next skill check to help them this scene gains +1 ACCURACY and increased effect."
      },
      {
        name: "Its Own Reward",
        frequency: "1/session",
        description: "When you help or give to another character in a way that causes consequences for yourself, you may fill in a section of a burden."
      },
      {
        name: "Forbearance",
        frequency: "1/session",
        description: "When you offer forgiveness or freedom to a defeated enemy, the GM chooses one:<ul><li>They accept the consequences of defeat.</li><li>They escape, vowing revenge against you and your allies. All allies present gain 1 XP.</li></ul>"
      },
      {
        name: "Champion's Heart",
        frequency: "2/session",
        description: "When you or an ally makes a skill check to help a vulnerable or powerless person, gain +1 ACCURACY and increased effect."
      },
      {
        name: "The Best Kind Of Correct",
        description: "You have a talent for dealing with institutions (governmental, academic, military) and navigating their bureaucracies. When dealing with or managing large organizations you instinctively understand their rules, and can always cut through red tape or get a meeting with the right person.  In situations where this helps, gain +1 ACCURACY and increased effect."
      },
      {
        name: "Shivers",
        description: "When you enter a scene, you may take 2 STRESS to ask the GM whether someone present is planning to betray or cheat you, and receive a truthful answer. This doesn't tell you who, or how."
      },
      {
        name: "Boon of Integrity",
        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 Integrity.",
        description: "At the end of the session, describe how someone else made the right choice despite personal cost. Give them 1 XP.",
        veteran: !0
      },
      {
        name: "Durendal, My Brand",
        prerequisite: "You may only gain this power If you’ve taken four powers from this bond, including the Veteran Power.",
        frequency: "1/session",
        description: "You may give a name to a weapon, ship, or other object belonging to you or a willing ally. Once per session, the item’s owner may invoke its name for +1 ACCURACY and increased effect on a relevant skill check. If the item is ever lost or damaged beyond repair, the item’s owner gains a burden.<br>You can name multiple items, but a character may only own one named item at a time. If they acquire a second named item, the first loses this benefit.",
        master: !0
      }
    ]
  }
], require$$3 = [
  {
    id: "mf_lancaster_alt_taraxacum",
    source: "IPS-N",
    license_level: 2,
    name: "Taraxacum",
    mechtype: [
      "Support"
    ],
    variant: "Lancaster",
    description: "<p>Those who examine the House of Remembrance’s push to colonize its holdings in the Dawnline Shore often highlight the parallels between Crossland’s extensive rainforests and a mythologised Arrudyen past, as well as the political pressure on the Liberal house from its Republican-leaning elements. Less often examined is the pervasive cultural impact of the industry that has been built – almost from scratch – to support the house’s colonial goals.</p><p>The Taraxacum has become almost synonymous in popular omnivids with the pioneer spirit of the colonial effort. The image of a heavy mech effortlessly lifting gear, vehicles, industrial equipment, and even prefabricated building components into and above the thick canopies is a symbol of Arrudyen power in distant lands. Moreover, the Taraxacum is a capable military frame prized by Karrakin commanders across the Dawnline Shore both as a mobility multiplier, and for its performance as an airborne early warning and surveillance platform in support of ground operations.</p>",
    mounts: [
      "Main/Aux"
    ],
    stats: {
      size: 2,
      structure: 4,
      stress: 4,
      armor: 1,
      hp: 6,
      evasion: 10,
      edef: 8,
      heatcap: 8,
      repcap: 4,
      sensor_range: 15,
      tech_attack: 1,
      save: 10,
      speed: 6,
      sp: 8
    },
    traits: [
      {
        name: "ROC Superlifter Flight System",
        description: "The Taraxacum may hover when it moves. As long as it is only carrying objects or allied characters, the Taraxacum may ignore restrictions on carrying caused by flight.<br><br>At the end of any of the Taraxacum’s turns in which it uses this trait, it takes heat equal to 1 + the total Size of objects and characters it is carrying."
      },
      {
        name: "Relay Coupling",
        description: "When the Taraxacum targets an allied character within sensors with a system or tech action, they may use the Taraxacum’s Sensors and line of sight for tech actions until the start of its next turn."
      }
    ],
    core_system: {
      name: "Crossland-Pattern Survey Sensors",
      active_name: "Omnispectrum Sensor Burst",
      active_effect: "Scan all hostile characters within and below a burst 4 area. You may apply Lock On to any characters scanned this way. This action is <b>Efficient</b> and will refund 1 Core Point at the end of any scene in which this action was used.",
      activation: "Quick",
      description: "<p>Initial Taraxacum design drafts called for a highly sensitive, custom-printed sensor suite. Unfortunately, a litany of design flaws forced engineers on Crossland to fit the first prototypes with existing sensor modules meant for high-altitude survey drones.</p><p>Test pilots immediately took a shine to the replacement sensors despite their significant power draw, referring to them as “God’s eyes”. Their ability to resolve terrain through even the thickest vegetation massively simplified wilderness navigation and landing, while tuning them to pick up specific emission bands conferred an obvious combat advantage in high-density environments.</p>",
      active_actions: [],
      active_bonuses: [],
      active_synergies: [],
      passive_name: "Precision Fix",
      passive_effect: "When you Scan a character, it cannot benefit from cover or being Invisible until the end of your next turn.",
      passive_actions: [],
      passive_bonuses: [],
      passive_synergies: [],
      tags: []
    },
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/taraxacum.png",
    y_pos: 0
  },
  {
    id: "mf_balor_alt_hecatoncheires",
    source: "HORUS",
    license_level: 2,
    name: "Hecatoncheires",
    mechtype: [
      "Striker",
      "Controller"
    ],
    variant: "Balor",
    description: "<p>Officially, the Hecatoncheires does not exist. Baronic Intelligence denies the domestication of liturgicode seeds recovered from the Blanca Desert after the Maw’s defeat on Khayradin, and instead the Hecatoncheires is described as a local variant HORUS pattern group. The chassis is most frequently encountered in the hands of Company Centimane, whose status as a Free Company (and the occasional appearance of the pattern group elsewhere) lends a thin veneer of plausibility to the official story.</p><p>On Free Sanjak, the Hecatoncheires is a weapon of terror, a nightmare given form from haze and smoke. Revolutionary fire-teams have been known to trek through tropical jungles and the monsoon rains for days, losing members one by one as they are stalked by something just out of sight. Beneath the waters of Ludra’s beach paradises, it is said a monster lurks – tearing apart coastal communities and ships alike. In the deep tunnels, apocryphal tales persist of a thick gray cloud that sweeps through and leaves nothing but dust in its wake.</p><p>Meanwhile, a deep cover DoJ/HR operation working with support from the House of Dust has been trying to unearth solid evidence directly tying the Hecatoncheires to Baronic authorities – a link that might be leveraged to rally the Republican cause and finally ease pressure on Sanjak.</p>",
    mounts: [
      "Main",
      "Heavy"
    ],
    stats: {
      size: 0.5,
      structure: 4,
      stress: 4,
      armor: 0,
      hp: 6,
      evasion: 10,
      edef: 10,
      heatcap: 5,
      repcap: 3,
      sensor_range: 10,
      tech_attack: 1,
      save: 10,
      speed: 5,
      sp: 6
    },
    traits: [
      {
        name: "Dispersed Profile",
        description: "When the Hecatoncheires is in soft cover, ranged attackers receive +2 Difficulty instead of +1 Difficulty."
      },
      {
        name: "Smoke and Mirrors",
        description: "The Hecatoncheires can always Hide in an area of soft cover, regardless of Engagement or enemy traits and systems."
      },
      {
        name: "Panoptes Targeting",
        description: "The Hecatoncheires' Smart weapons ignore the Invisible status of characters within sensors."
      }
    ],
    core_system: {
      name: "MYRIOS Long-Leash Directed Greywash",
      active_name: "Enrage Swarm",
      active_effect: "",
      activation: "",
      description: "<p>Hard lessons were learned from the downfall of the Maw, harder even than those learned from the invisible, unstoppable consumption of Bo. From those lessons came visceral terror, perfected. Long-leash technology allows greywash swarms to operate persistently apart from their hives and draw power from alternate sources while remaining under failsafe control of their operator.</p><p>This level of operational safety comes as little comfort to the victims of MYRIOS swarms, however, as the swarms specialize in eating away at their targets in hideous acts of consumption barely tempered by their controllers’ instructions.</p>",
      deactivation: "",
      active_actions: [
        {
          name: "Enrage Swarm",
          activation: "Quick",
          detail: "Each hostile character in one or more areas created by your Drones takes 4 burn. This action is <b>Efficient</b> and will refund 1 Core Point at the end of any scene in which this action was used."
        }
      ],
      active_bonuses: [],
      active_synergies: [],
      passive_name: "Razor Hive",
      passive_effect: "",
      passive_actions: [
        {
          name: "Deploy Razor Swarm",
          activation: "Quick",
          detail: "Deploy a Razor Swarm to a valid Blast 1 area within Sensors that contains no hostile characters. The Hecatoncheires may only have a single Razor Swarm deployed at any one time. The Razor Swarm persists until the end of the scene or until recalled or redeployed as a quick action."
        }
      ],
      passive_bonuses: [],
      passive_synergies: [],
      deployables: [
        {
          name: "Razor Swarm",
          type: "Drone",
          detail: "<p>A Razor Swarm is a Blast 1 area that provides soft cover to allied characters that are at least partially within the area. Hostile characters that start their turn at least partially within the area or move into it for the first time in a round take 2 Burn.</p><p>A Razor Swarm counts as a Drone for the purposes of your and your allies' systems, talents, traits, and so on, but is not a character and is otherwise treated as a zone on the battlefield. It does not obstruct movement or cause Engagement, and hostile characters cannot affect the Razor Swarm in any way.</p>",
          activation: "Quick",
          recall: "Quick",
          redeploy: "Quick"
        }
      ],
      tags: []
    },
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/hecatoncheires.png",
    y_pos: 0
  },
  {
    id: "mf_sherman_alt_tagetes",
    source: "HA",
    license_level: 2,
    name: "Tagetes",
    mechtype: [
      "Artillery"
    ],
    variant: "Sherman",
    description: "<p>The Tagetes was the product of a collaboration between the Karrakin Cavalry College – whose kavalieres demanded a high-performance line mech that could outmatch and outrange the now-ubiquitous Sherman Mk I across extended engagements – and a collective of top Ispahsalari designers, celebrated for the performance of their work in the House Games.</p><p>The initial production models exceeded performance benchmarks, but suffered from a host of practical issues that only became apparent in the field. It was only after extensive field-testing in the deserts of Tilimsan that the Tagetes truly found its footing, as design revisions from the highly regarded Fusilier variant quickly fed back into the mainline chassis – which is now in mass production at fabrication plants across both the Concern and the Interest.</p>",
    mounts: [
      "Flex",
      "Main",
      "Heavy"
    ],
    stats: {
      size: 1,
      structure: 4,
      stress: 4,
      armor: 1,
      hp: 8,
      evasion: 7,
      edef: 8,
      heatcap: 8,
      repcap: 4,
      sensor_range: 8,
      tech_attack: -1,
      save: 10,
      speed: 3,
      sp: 5
    },
    traits: [
      {
        name: "Fusilier",
        description: "When you install a ranged weapon on the Tagetes (or during a Full Repair), you may change its weapon type to Rifle. Weapons with their type changed in this way gain Overkill."
      },
      {
        name: "Rank Discipline",
        description: "While adjacent to an allied mech, the Tagetes gains +1 Accuracy on all skill checks and saves."
      },
      {
        name: "Eterane Construction",
        description: "When you Stabilize, you may choose one of the following in addition to other options:<ul><li>Reload all loading weapons</li><li>Clear any burn currently affecting your mech</li><li>Clear a condition that wasn’t caused by one of your own systems, talents, etc.</li><li>Clear an adjacent allied character’s condition that wasn’t caused by one of their own systems, talents, etc.</li></ul>"
      }
    ],
    core_system: {
      name: "Chorak Skirmish Gear",
      active_name: "SANDSTORM Heat Dispersal System",
      active_effect: "When you stabilize, you may activate this system to create a stationary burst 2 zone of soft cover that lasts until the end of your next turn. While benefiting from this soft cover, you and allied characters may clear 1d3+1 heat as a protocol. 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: "",
      description: "Tilimsan is a harsh proving ground for any mech. Baking heat, scouring sand, dry lightning, and treacherous terrain are challenge enough for designers, but Company Tempeste’s technical requirements are just as uncompromising as the landscape. Popular rumor has it that one headstrong Ispahsalari artisan who refused to integrate the company’s aftermarket modifications on aesthetic grounds simply never returned from the desert.",
      deactivation: "",
      active_actions: [],
      active_bonuses: [],
      active_synergies: [],
      passive_name: "Tempeste Synchronized Long Scope",
      passive_effect: "You can attack with Rifles as though they had +5 range, as long as Lock On is consumed during the attack.",
      passive_actions: [],
      passive_bonuses: [],
      passive_synergies: [],
      tags: []
    },
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/tagetes.png",
    y_pos: 0
  }
], require$$4 = [
  {
    id: "npcf_void_rend",
    name: "VOID REND",
    origin: {
      type: "",
      name: "",
      base: !1
    },
    locked: !1,
    type: "System",
    effect: "This system creates a tear in reality in an adjacent free space that lasts until the end of the scene. The tear is not an object or character, does not provide obstruction, and cannot be interacted with in any way.<br><br>Characters that enter a space occupied by a tear may choose to leave realspace and enter a strange, gray, interstitial realm in which they can no longer see or interact with the real world. Characters that leave realspace in this way are removed from the battlefield entirely and cannot return for the remainder of the scene.",
    tags: [
      {
        id: "tg_full_action"
      },
      {
        id: "tg_recharge",
        val: 6
      }
    ]
  }
], require$$5 = [
  {
    id: "pg_personal_shielding",
    name: "Personal Kinetic Shielding",
    type: "Armor",
    effect: "While this armor is active, you cannot make ranged attacks. When you are hit by a ranged weapon, reduce the damage by 1d6. If the damage is not reduced to zero, the shield burns out and is unusable until the next Rest or Full Repair.",
    description: "Kinetic shields are a common choice for personal defense among Karrakin nobles. Despite lacking features considered vital by most pilots, such as strength-augmentation, mech interface components, and protection against environmental hazards, shields have a few notable advantages over hardsuits. Most importantly, their generator packs are compact and easily concealed, enabling discreet use and providing protection with minimal impact on the user’s fashion choices.",
    bonuses: [
      {
        id: "pilot_hp",
        val: 0
      },
      {
        id: "pilot_evasion",
        val: 10,
        replace: !0
      },
      {
        id: "pilot_edef",
        val: 10,
        replace: !0
      },
      {
        id: "pilot_speed",
        val: 4,
        replace: !0
      }
    ],
    tags: [
      {
        id: "tg_shield"
      }
    ]
  },
  {
    id: "pg_monofilament_rapier",
    name: "Monofilament Rapier",
    type: "Weapon",
    description: "A field-supported monofilament blade of Smith-Shimano design capable of slicing through armor, shielding, and other weapons with ease. These swords are banned in formal duels, but remain the weapon of choice for those who value efficiency above decorum.",
    tags: [
      {
        id: "tg_pilot_weapon"
      },
      {
        id: "tg_ap"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    damage: [
      {
        type: "kinetic",
        val: 2
      }
    ]
  },
  {
    id: "pg_hardlight_knives",
    name: "The Wolf's Blades",
    type: "Weapon",
    description: "These strangely weighted hardlight knives were stolen from a feared pirate. Without proper training, they are as dangerous to their user as to their target.",
    tags: [
      {
        id: "tg_pilot_weapon"
      },
      {
        id: "tg_sidearm"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    damage: [
      {
        type: "burn",
        val: 1
      }
    ]
  },
  {
    id: "pg_blue_blood",
    name: "The Blue Blood of Pangloss",
    type: "Gear",
    description: "A legendary medicinal liquid created by the Order Xenoglossia. The Blue Blood of Pangloss grants precognitive visions to its users, an ability that Augurs spend a lifetime learning to use to its full potential. Extended use causes sterility, and a strange blue tint to the lips, tongue, and extremities. The Blue Blood of Pangloss is impossible to reproduce without access to specific Begi flora and the secret distillation techniques of the Xenoglossary. Unless a PC has both of these, it can only ever be acquired as a limited-use reserve (at extraordinary cost). Those who steal or abuse the Blue Blood often find themselves the targets of the Stygos Grammaton.",
    actions: [
      {
        name: "Imbibe Blue Blood",
        activation: "Quick",
        detail: "Expend a charge to gain strange and unpredictable insights into the future. These visions grant you +1 Accuracy on all skill checks for the rest of this scene when acting on the information they reveal, and may have additional effects at GM discretion.",
        pilot: !0
      }
    ],
    tags: [
      {
        id: "tg_gear"
      },
      {
        id: "tg_limited",
        val: 1
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ]
  }
], require$$6 = [
  {
    id: "ms_champions_favor",
    name: "Champion's Favor",
    sp: 1,
    source: "EXOTIC",
    effect: "At the start of your turn, gain 1 Overshield.",
    description: "These mech-scale golden laurels granted to pankration mechani champions house a small but sophisticated shield generator. The shield provides both protection and a distinctively colored visual shimmer, referred to as a champion's “aura” or “halo”.",
    license_id: "",
    tags: [
      {
        id: "tg_exotic"
      },
      {
        id: "tg_unique"
      }
    ]
  },
  {
    id: "ms_entangled_co-consciousness_rig",
    name: "Entangled Co-Consciousness Rig",
    sp: 3,
    source: "EXOTIC",
    type: "AI",
    effect: "<p>Your mech gains the AI tag and Champions, Guide My Hands. This system is not an NHP and cannot enter cascade.</p><p>Additionally, if a hostile character or a structure damage check would cause you to become Stunned, you may instead turn control of your mech over to its Entangled Co-Consciousness Rig. If you do, you do not become Stunned, but you cannot pick the controls back up or turn over control to any other AI on your next turn.</p>",
    description: "<p>House Montmorency carried one of the most impressive win streaks ever seen under the glittering skies of Ispahsalar into the Kreoss, and scored victory after victory until an elite team of Sand-men gave their lives to extract the secret of their exceptional performance.</p><p>Neurolink interfaces fitted with custom paracausal entanglement systems connected each of House Montmorency's pilots together, allowing them to draw on each other’s expertise and even subconscious reactions to gain an edge in combat. Once the mystery was revealed, rules committees were encouraged to find against the use of these systems in the House Games. Other competitions followed suit, and the minor house’s dominance finally came to an end.</p>",
    tags: [
      {
        id: "tg_exotic"
      },
      {
        id: "tg_ai"
      },
      {
        id: "tg_unique"
      }
    ],
    actions: [
      {
        name: "Champions, Guide My Hands",
        activation: "Other",
        frequency: "1/scene",
        detail: "1/scene, when you make an attack, you may choose not to roll, instead treating your attack as if you had rolled a 10 on the d20. If this attack hits, it automatically becomes a critical hit.",
        description: "<p>“Sometimes I see them when I dream. Don’t tell anyone, will you? It’s like they’re with me somehow, even after I jack out. I know it’s not how the link works. It’s more like... echoes, memories, only they’re of things you never did, places you never were, battles you never fought.”</p><p>“Maybe somewhere out there, one of them dreams of the golden fields – running through them and dancing and laughing like we used to, back before we were called to fight.”</p><p>–Lady Karida, to her sister Zuleika</p>"
      }
    ]
  }
], data = {
  lcp_manifest: require$$0,
  backgrounds: require$$1,
  bonds: require$$2,
  frames: require$$3,
  npc_features: require$$4,
  pilot_gear: require$$5,
  systems: require$$6
};
var sotwData = data;
const index = /* @__PURE__ */ getDefaultExportFromCjs(sotwData), index$1 = /* @__PURE__ */ _mergeNamespaces({
  __proto__: null,
  default: index
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