@massif/lancer-data 3.1.1

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+ [
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+ {
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+ "id": "reserve_skill",
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+ "name": "Skill Point",
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+ "type": "Bonus",
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+ "label": "Bonus",
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+ "description": "Add a Skill Point to gain or improve a skill, typically as part of the \"Get Focused\" Downtime Action.",
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+ "bonuses": [
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+ {
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+ "id": "skill_point",
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+ "val": 1
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_mechskill",
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+ "name": "Mech Skill Point",
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+ "type": "Bonus",
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+ "label": "Bonus",
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+ "description": "Add a Mech Skill Point to add to your Pilot's HULL, AGILITY, SYSTEMS, or ENGINEERING rating.",
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+ "bonuses": [
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+ {
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+ "id": "mech_skill_point",
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+ "val": 1
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_talent",
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+ "name": "Talent Point",
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+ "type": "Bonus",
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+ "label": "Bonus",
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+ "description": "Add a Talent Point to gain or improve a Pilot Talent.",
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+ "bonuses": [
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+ {
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+ "id": "talent_point",
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+ "val": 1
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_license",
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+ "name": "License Point",
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+ "type": "Bonus",
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+ "label": "Bonus",
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+ "description": "Add a License Point to advance or unlock a new License.",
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+ "bonuses": [
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+ {
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+ "id": "license_point",
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+ "val": 1
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_corebonus",
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+ "name": "Extra CORE Bonus",
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+ "type": "Bonus",
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+ "label": "Bonus",
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+ "description": "Add an additional CORE Bonus.",
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+ "bonuses": [
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+ {
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+ "id": "cb_point",
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+ "val": 1
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_access",
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+ "name": "Access",
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+ "type": "Resource",
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+ "label": "Resource",
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+ "description": "A keycard, invite, bribes or insider access to a particular location."
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+ },
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+ {
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+ "id": "reserve_backing",
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+ "name": "Backing",
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+ "type": "Resource",
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+ "label": "Contact",
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+ "description": "Useful leverage through political support from a powerful figure."
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+ },
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+ {
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+ "id": "reserve_supplies",
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+ "name": "Supplies",
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+ "type": "Resource",
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+ "label": "Resource",
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+ "description": "Gear allowing easy crossing of a hazardous or hostile area."
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+ },
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+ {
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+ "id": "reserve_disguise",
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+ "name": "Disguise",
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+ "type": "Resource",
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+ "label": "Identity",
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+ "description": "An effective disguise or cover identity, allowing uncontested access to a location."
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+ },
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+ {
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+ "id": "reserve_diversion",
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+ "name": "Diversion",
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+ "type": "Resource",
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+ "label": "Diversion",
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+ "description": "A distraction that provides time to take action without fear of consequence."
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+ },
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+ {
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+ "id": "reserve_blackmail",
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+ "name": "Blackmail",
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+ "type": "Resource",
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+ "label": "Target",
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+ "description": "Blackmail materials or sensitive information concerning a particular person."
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+ },
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+ {
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+ "id": "reserve_reputation",
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+ "name": "Reputation",
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+ "type": "Resource",
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+ "label": "Status",
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+ "description": "A good name in the mission area, prompting good first impressions with the locals."
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+ },
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+ {
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+ "id": "reserve_safe_harbor",
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+ "name": "Safe Harbor",
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+ "type": "Resource",
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+ "label": "Location",
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+ "description": "Guaranteed safety for meeting, planning, or recuperating."
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+ },
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+ {
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+ "id": "reserve_tracking",
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+ "name": "Tracking",
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+ "type": "Resource",
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+ "label": "Target",
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+ "description": "Details on the location of important objects or people."
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+ },
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+ {
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+ "id": "reserve_knowledge",
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+ "name": "Knowledge",
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+ "type": "Resource",
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+ "label": "Subject",
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+ "description": "An understanding of local history, customs, culture, or etiquette."
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+ },
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+ {
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+ "id": "reserve_ammo",
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+ "name": "Ammo",
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+ "type": "Mech",
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+ "label": "Ammo",
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+ "description": "Extra uses (+1 or +2) of a LIMITED weapon or system."
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+ },
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+ {
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+ "id": "reserve_rented_gear",
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+ "name": "Rented gear",
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+ "type": "Mech",
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+ "label": "Gear",
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+ "description": "Temporary access to a new weapon or piece of mech gear."
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+ },
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+ {
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+ "id": "reserve_extra_repairs",
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+ "name": "Extra repairs",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "Supplies that give a mech +2 REPAIR CAP.",
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+ "bonuses": [
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+ {
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+ "id": "repcap",
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+ "val": 2
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_core_battery",
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+ "name": "CORE battery",
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+ "type": "Mech",
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+ "label": "Battery",
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+ "description": "An extra battery that allows a second use of a mech’s CORE SYSTEM.",
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+ "bonuses": [
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+ {
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+ "id": "core_power",
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+ "val": 2
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_deployable_shield",
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+ "name": "Deployable Shield",
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+ "type": "Mech",
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+ "label": "Shield",
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+ "description": "A single-use deployable shield generator – a SIZE 1 deployable that grants soft cover to all friendly characters in a BURST 2 radius.",
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+ "deployables": [
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+ {
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+ "name": "Deployable Shield (Reserve)",
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+ "type": "Deployable",
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+ "size": 1,
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+ "detail": "Grants soft cover to all friendly characters in a BURST 2 radius"
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_redundant_repair",
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+ "name": "Redundant repair",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "The ability to STABILIZE as a free action once per mission.",
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+ "actions": [
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+ {
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+ "name": "Redundant Repair",
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+ "activation": "Free",
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+ "detail": "STABILIZE as a free action."
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_systems_reinforcement",
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+ "name": "Systems reinforcement",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "+1 ACCURACY to skill checks made with one skill – HULL, AGILITY, SYSTEMS or ENGINEERING.",
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+ "synergies": [
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+ {
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+ "locations": [
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+ "hase"
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+ ],
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+ "detail": "+1 ACCURACY to skill checks made with one skill – HULL, AGILITY, SYSTEMS or ENGINEERING."
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_smart_ammo",
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+ "name": "Smart ammo",
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+ "type": "Mech",
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+ "label": "Ammo",
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+ "description": "All weapons of your choice can be fired as if they are SMART.",
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+ "synergies": [
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+ {
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+ "locations": [
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+ "weapon"
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+ ],
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+ "detail": "All weapons of your choice can be fired as if they are SMART"
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_boosted_servos",
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+ "name": "Boosted servos",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "IMMUNITY to the SLOWED condition.",
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+ "synergies": [
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+ {
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+ "locations": [
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+ "move"
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+ ],
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+ "detail": "Your mech has IMMUNITY to the SLOWED condition."
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_jump_jets",
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+ "name": "Jump jets",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "During this mission your mech can FLY when moving, but must end movement on land.",
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+ "synergies": [
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+ {
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+ "locations": [
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+ "move"
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+ ],
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+ "detail": "Your mech can FLY when moving, but must end movement on land."
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_scouting",
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+ "name": "Scouting",
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+ "type": "Tactical",
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+ "label": "Location",
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+ "description": "Detailed information on the kinds of mechs and threats you will face on the mission, such as number, type, and statistics."
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+ },
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+ {
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+ "id": "reserve_vehicle",
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+ "name": "Vehicle",
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+ "type": "Tactical",
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+ "label": "Designation",
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+ "description": "Use of a transport vehicle or starship (e.g. a TIER 1 NPC with the VEHICLE or SHIP template.)"
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+ },
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+ {
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+ "id": "reserve_reinforcements",
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+ "name": "Reinforcements",
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+ "type": "Tactical",
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+ "label": "Designation",
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+ "description": "The ability to call in a friendly NPC mech of any Tier, once per mission."
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+ },
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+ {
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+ "id": "reserve_environmental_shielding",
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+ "name": "Environmental shielding",
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+ "type": "Tactical",
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+ "label": "Environment",
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+ "description": "Equipment that allows you to ignore a particular battlefield hazard or dangerous terrain, such as extreme heat or cold."
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+ },
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+ {
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+ "id": "reserve_accuracy",
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+ "name": "Accuracy",
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+ "type": "Tactical",
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+ "label": "Skill/Action",
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+ "description": "Training or enhancement that provides +1 ACCURACY to a particular mech skill or action for the duration of this mission.",
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+ "synergies": [
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+ {
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+ "locations": [
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+ "other"
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+ ],
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+ "detail": "+1 ACCURACY to a particular mech skill or action for the duration of this mission."
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_bombardment",
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+ "name": "Bombardment",
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+ "type": "Tactical",
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+ "label": "Resource",
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+ "description": "The ability to call in artillery or orbital bombardment once during mech combat (full action, RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage).",
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+ "actions": [
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+ {
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+ "name": "Bombardment",
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+ "activation": "Full",
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+ "detail": "Call in artillery or orbital bombardment:<br>RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage",
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+ "range": [
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+ {
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+ "type": "Range",
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+ "val": 30
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+ },
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+ {
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+ "type": "Blast",
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+ "val": 2
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+ }
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+ ],
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+ "damage": [
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+ {
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+ "type": "Explosive",
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+ "val": "3d6"
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+ }
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+ ]
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_extended_harness",
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+ "name": "Extended Harness",
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+ "type": "Tactical",
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+ "label": "Resource",
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+ "description": "A custom harness that allows you to carry an extra pilot weapon and two extra pieces of pilot gear for the duration of this mission.",
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+ "bonuses": [
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+ {
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+ "id": "pilot_gear",
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+ "val": 2
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+ }
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+ ]
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+ },
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+ {
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+ "id": "reserve_ambush",
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+ "name": "Ambush",
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+ "type": "Tactical",
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+ "label": "Location",
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+ "description": "Intel that allows you to choose exactly where your next battle will take place, including the layout of terrain and cover."
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+ },
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+ {
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+ "id": "reserve_orbital_drop",
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+ "name": "Orbital Drop",
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+ "type": "Tactical",
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+ "label": "Location",
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+ "description": "The ability to start the mission by dropping from orbit into a heavily fortified or hard to reach location."
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+ },
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+ {
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+ "id": "reserve_nhp_assistant",
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+ "name": "NHP Assistant",
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+ "type": "Tactical",
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+ "label": "Designation",
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+ "description": "A non-human person (NHP) – an advanced artificial intelligence – controlled by the GM, that can give you advice on the current situation."
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+ }
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+ ]
package/lib/rules.json ADDED
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+ {
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+ "base_structure": 4,
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+ "base_stress": 4,
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+ "base_grapple": 0,
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+ "base_ram": 0,
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+ "base_pilot_hp": 6,
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+ "base_pilot_evasion": 10,
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+ "base_pilot_edef": 10,
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+ "base_pilot_speed": 4,
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+ "minimum_pilot_skills": 4,
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+ "minimum_mech_skills": 2,
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+ "minimum_pilot_talents": 3,
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+ "trigger_bonus_per_rank": 2,
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+ "max_trigger_rank": 3,
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+ "max_pilot_level": 12,
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+ "max_pilot_weapons": 2,
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+ "max_pilot_armor": 1,
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+ "max_pilot_gear": 3,
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+ "max_frame_size": 3,
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+ "max_mech_armor": 4,
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+ "max_hase": 6,
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+ "mount_fittings": {
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+ "Auxiliary": ["Auxiliary"],
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+ "Main": ["Main", "Auxiliary"],
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+ "Flex": ["Main", "Auxiliary"],
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+ "Heavy": ["Superheavy", "Heavy", "Main", "Auxiliary"]
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+ },
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+ "overcharge": ["1", "1d3", "1d6", "1d6+4"],
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+ "skill_headers": [
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+ {
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+ "attr": "str",
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+ "description": "use, resist, and apply direct force, physical or otherwise"
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+ },
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+ {
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+ "attr": "dex",
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+ "description": "perform skillfully and accurately under pressure"
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+ },
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+ {
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+ "attr": "int",
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+ "description": "notice details, think creatively, and prepare"
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+ },
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+ {
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+ "attr": "cha",
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+ "description": "talk, lead, change minds, make connections, and requisition resources"
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+ },
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+ {
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+ "attr": "Custom",
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+ "description": "Custom Skill Triggers"
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+ }
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+ ]
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+ }
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+ [
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+ {
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+ "id": "sitrep_standardcombat",
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+ "name": "Standard Combat",
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+ "pcVictory": "PCs defeat or route all enemy forces",
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+ "enemyVictory": "PCs are defeated or retreat from battle",
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+ "description": "A simple affair, with two sides facing off against each other until one of them is broken or destroyed."
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+ },
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+ {
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+ "id": "sitrep_control",
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+ "name": "Control",
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+ "description": "CONTROL missions require the PCs to maintain control of four Control Zones for six rounds. The zones might contain important locations like transmission towers, gun batteries, terminals, or hangars. At the end of each round, each side gains 1 point for each Control Zone they control. If one side controls all four Control Zones, they gain an additional +1 point.",
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+ "pcVictory": "The PCs have the highest score at the end of the sixth round",
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+ "enemyVictory": "The enemy force has the highest score at the end of the sixth round.",
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+ "noVictory": "If both sides have an equal score at the end of the sixth round, there is no victor and both sides must withdraw.",
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+ "controlZone": "Four Control Zones (typically 4 spaces on each side) in different quadrants of the map, each placed anywhere in their quadrant. They should be roughly symmetrical, or the map will be unbalanced. If there are characters of only one side within a Control Zone, they control it; if there are characters from two or more sides within a Control Zone, it is contested.",
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+ "deployment": "The GM and a player each roll 1d6 to determine the order of deployment. Whoever rolls the lower result deploys first."
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+ },
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+ {
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+ "id": "sitrep_escort",
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+ "name": "Escort",
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+ "description": "ESCORT missions require the PCs to bring an OBJECTIVE safely to the Extraction Zone and get the hell out of there.",
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+ "pcVictory": "The Objective is safely extracted.",
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+ "enemyVictory": "The Objective hasn’t been extracted at the end of the eighth round. If there are any PCs remaining on the field when this takes place, they are captured or overrun.",
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+ "noVictory": "The Objective is destroyed.",
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+ "deployment": "The PCs deploy first, choosing positions for their characters and the Objective in the Allied Deployment Zone; then, the GM deploys enemy forces in the EDZ.",
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+ "extraction": "While in the Extraction Zone, PCs can extract as a free action at the end of their turn. Extracted PCs are removed from the battlefield. If the Objective is adjacent to a PC when they extract and isn’t contested by any characters from the opposing side, it is safely extracted."
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+ },
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+ {
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+ "id": "sitrep_extraction",
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+ "name": "Extraction",
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+ "description": "EXTRACTION missions require player characters to dash across the map to retrieve an objective and bring it safely back to extraction.",
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+ "pcVictory": "The Objective is safely extracted.",
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+ "enemyVictory": "The Objective hasn’t been extracted at the end of the tenth round. If there are any PCs remaining on the field when this takes place, they are captured or overrun.",
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+ "noVictory": "The Objective is destroyed.",
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+ "deployment": "The PCs deploy first, choosing positions for their characters in the Allied Deployment Zone; next, the GM places the Objective in the Objective Zone.",
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+ "objective": "An object or person of Size 1/2–2. The Objective has 10 HP per level of Size, Evasion 10, E-Defense 10, and no Armor. Enemy forces want the Objective and will not willingly damage it. When a character starts their turn adjacent to the Objective, it moves with them when they make their regular move. If the Objective is ever adjacent to two characters of opposing sides, it stops moving and can’t move until it is only adjacent characters from one side. The Objective doesn’t move on its own.",
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+ "extraction": "While in the Extraction Zone/Allied Deployment Zone, PCs can extract as a free action at the end of their turn. Extracted PCs are removed from the battlefield. If the Objective is adjacent to a PC when they extract and isn’t contested by any characters from the opposing side, it is safely extracted."
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+ },
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+ {
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+ "id": "sitrep_gauntlet",
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+ "name": "Gauntlet",
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+ "description": "GAUNTLET missions are usually done under duress or when no other options are available, and they usually take place in unfriendly territory. Gauntlet missions require PCs to move through a dangerous area to secure a position.",
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+ "pcVictory": "At the end of the eighth round, there are more PCs inside the Control Zone than there are enemy characters. Ultras count as 4 characters, elites count as 2, and grunts count as 1/4.",
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+ "enemyVictory": "At the end of the eighth round, there are at least as many enemy characters inside the Control Zone as there are PCs.",
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+ "deployment": "The GM deploys first in the EDZ; the PCs deploy next, choosing positions for their characters within the Allied Deployment Zone.",
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+ "controlZone": "The area around the EDZ/Control Zone is fortified with Size 1–2 hard cover."
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+ },
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+ {
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+ "id": "sitrep_holdout",
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+ "name": "Holdout",
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+ "description": "HOLDOUT missions are desperate undertakings. They require the PCs to defend an area against an onslaught of enemies. In the best-case scenario, this buys time for allies to complete an objective elsewhere; in the worst, it’s survive or die. The PCs start with 4 points. At the end of the sixth round, the points are tallied: the PCs lose a point for every enemy inside the Control Zone. This can result in a negative score.",
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+ "pcVictory": "At the end of the sixth round, the PCs have a score of 1 or higher.",
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+ "enemyVictory": "At the end of the sixth round, the PCs have a score of less than 1. If there are any PCs remaining on the field when this takes place, they are captured or overrun.",
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+ "controlZone": "An area typically 10 spaces by 5 spaces in the middle of the map, or positioned as needed. The area around the Control Zone should be fortified with Size 1–2 hard cover.",
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+ "deployment": "The PCs deploy first, choosing positions for their characters within the Allied Deployment Zone/Control Zone; next, the GM deploys enemy forces in the EDZ."
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+ },
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+ {
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+ "id": "sitrep_recon",
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+ "name": "Recon",
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+ "description": "RECON missions are dangerous endeavors involving small teams entering hostile territory to identify targets or retrieve key information.",
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+ "pcVictory": "At the end of the sixth round, the PCs control the True Control Zone.",
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+ "enemyVictory": "At the end of the sixth round, the PCs don’t control the True Control Zone.",
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+ "controlZone": "Four Control Zones (typically 4 spaces on each side) in different quadrants of the map, each placed anywhere in their quadrant. The GM secretly designates one Control Zone as the True Control Zone. While inside a Control Zone, PCs may take a full action to determine whether it is the True Control Zone. If there are only PCs within the True Control Zone, they control it; if there are characters from two or more sides within the True Control Zone, it is contested.",
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+ "deployment": "The PCs deploy first, choosing positions for their characters within the Allied Deployment Zone; next, the GM deploys enemy forces in the EDZ."
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+ }
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+ ]
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+ [
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+ {
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+ "id": "sk_act_unseen_or_unheard",
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+ "name": "Act Unseen Or Unheard",
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+ "description": "Get somewhere or do something without detection.",
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+ "detail": "Get somewhere or do something without being detected, but not necessarily with speed. Hide, sneak, or move quietly. Infiltrate a facility while avoiding security, patrols, or cameras. Perform a quick action or maneuver without being seen or heard, such as picking a pocket, unholstering your gun, or cheating at cards. Wear a disguise.",
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+ "family": "dex"
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+ },
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+ {
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+ "id": "sk_apply_fists_to_faces",
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+ "name": "Apply Fists To Faces",
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+ "description": "Fight in open, brutal unarmed combat.",
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+ "detail": "Punch someone in the face, or alternately fight in open, brutal unarmed combat, whether it’s a fist fight, martial arts duel, or a huge brawl. This is never subtle, never clean, and probably causes a lot of noise.",
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+ "family": "str"
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+ },
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+ {
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+ "id": "sk_assault",
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+ "name": "Assault",
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+ "description": "Take part in direct and overt combat.",
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+ "detail": "Take part in direct and overt combat: fighting your way through a building packed with hostile mercenaries, trading shots between rain-slick trenches, fighting in chaotic microgravity as part of a boarding action, or engaging the enemy in the smoking urban rubble of a city under orbital bombardment — When you assault, you’re always assaulting something (a position, a rival pilot, an enemy force, a group of guards), and it’s always loud, open, direct action.",
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+ "family": "str"
22
+ },
23
+ {
24
+ "id": "sk_blow_something_up",
25
+ "name": "Blow Something Up",
26
+ "description": "Use explosives to totally wreck something or turn it into an enormous fireball.",
27
+ "detail": "Use explosives (improvised or otherwise), weapons, or maybe just good old fashion brawn to totally wreck something or turn it into an enormous fireball (maybe a wall, sensor array, outpost, reactor core - the good stuff). Probably not to be used against people unless they’re incidentally in the way.",
28
+ "family": "str"
29
+ },
30
+ {
31
+ "id": "sk_charm",
32
+ "name": "Charm",
33
+ "description": "Convince a receptive audience or use leverage (money, power, personal benefit) to get your way.",
34
+ "detail": "To charm, you need a receptive audience, or some kind of promise of leverage (money, power, personal benefit, etc). You can use it when trying to smooth talk your way past guards, get someone on your side, sway a potential benefactor, talk someone down, perform diplomacy between two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone. Charm won’t work on people that aren’t receptive (such as soldiers you are in a gunfight with) or that you don’t have leverage over (promises of safety, money, power, recompense, help, etc). These promises don’t necessarily have to be true but they have to have some weight with your target.",
35
+ "family": "cha"
36
+ },
37
+ {
38
+ "id": "sk_get_a_hold_of_something",
39
+ "name": "Get A Hold Of Something",
40
+ "description": "Acquire temporary or permanent allies, assets, or connections through wealth or social influence.",
41
+ "detail": "Acquire useful allies, assets, or connections through wealth or social influence. This could be permanent (buying it or receiving it) or temporary (renting or borrowing help or supplies, etc), and might be harder or easier depending on how much you want to use it. This can’t be used for something that’s normally gated by license level (like mech parts) but could be used for aid, supplies, information, food materials, soldiers, or anything else that has more narrative impact. Typically this is acquired by buying it from a market or requisitioning it from a parent organization.",
42
+ "family": "cha"
43
+ },
44
+ {
45
+ "id": "sk_get_somewhere_quickly",
46
+ "name": "Get Somewhere Quickly",
47
+ "description": "Get somewhere quickly and without complications.",
48
+ "detail": "Get somewhere without complications and with speed, but not necessarily stealth. Climb, swim, or perform acrobatic maneuvers in an attempt to reach a destination faster than the ‘safe’ way. Fall safely from a great height. Move gracefully in zero-g. Chase or flee, outrun, or out pace a target. Get somewhere faster than anyone else. You can also use this when you want to drive or pilot a vehicle.",
49
+ "family": "dex"
50
+ },
51
+ {
52
+ "id": "sk_hack_or_fix",
53
+ "name": "Hack Or Fix",
54
+ "description": "Repair a device or faulty system; alternatively, hack it wide open, or totally wreck, disable or sabotage it.",
55
+ "detail": "Repair a device or faulty system. Alternately, hack it wide open, or totally wreck, disable or sabotage it. You can use this for hacking or safeguarding electronic systems, such as electronic door locks, computer systems, omninet webs, or NHP coffins.",
56
+ "family": "int"
57
+ },
58
+ {
59
+ "id": "sk_invent_or_create",
60
+ "name": "Invent Or Create",
61
+ "description": "Invent new devices, tools, or approaches to problems.",
62
+ "detail": "Generally speaking, you need tools and supplies to invent or create something successfully. Use this with many downtime actions to work on projects. You can also use it in the spur of the moment to invent new devices, tools, or approaches to something (improvised explosives, gear, disguises, or some similar).",
63
+ "family": "int"
64
+ },
65
+ {
66
+ "id": "sk_investigate",
67
+ "name": "Investigate",
68
+ "description": "Research a subject, or study something in great detail.",
69
+ "detail": "Research a subject, or look at something in great detail. If you can’t find information directly, you learn how you can get access to that information. Learn about a subject of historical relevance, or become well-read on a subject. Investigate a mystery or solve a puzzle. Locate a person or object through research or investigation.",
70
+ "family": "int"
71
+ },
72
+ {
73
+ "id": "sk_lead_or_inspire",
74
+ "name": "Lead Or Inspire",
75
+ "description": "Give an inspiring speech, or motivate a group of people into action.",
76
+ "detail": "Give an inspiring speech, or motivate a group of people into action. Administer or run an organization efficiently or effectively, such as a company, a ship’s crew, a group of colonists or a mining venture. Effectively command a platoon of soldiers in battle, or (perhaps) an entire army.",
77
+ "family": "cha"
78
+ },
79
+ {
80
+ "id": "sk_patch",
81
+ "name": "Patch",
82
+ "description": "Apply medical knowledge to medicate or diagnose.",
83
+ "detail": "Apply your medical knowledge to administer medication, bandage a wound, staunch bleeding, suture, cauterize, neutralize poison, or resuscitate. Alternately, you could use it to diagnose or study disease, pathogens, or illness.",
84
+ "family": "int"
85
+ },
86
+ {
87
+ "id": "sk_pull_rank",
88
+ "name": "Pull Rank",
89
+ "description": "Get information, resources, or aid from a subordinate.",
90
+ "detail": "Pull rank on a subordinate, getting information, resources, or aid from them, even unwillingly. You can use this on anyone your social status (noble, celebrity, etc) or military rank would have weight with. Failing this might be risky and could be seen as abusive. You typically can’t pull rank on hostile targets. You could also use this to pretend to have a rank you don’t have, but it’s definitely risky.",
91
+ "family": "cha"
92
+ },
93
+ {
94
+ "id": "sk_read_a_situation",
95
+ "name": "Read A Situation",
96
+ "description": "Look for subtext, motives, or threats in a situation or person.",
97
+ "detail": "Look for subtext, motive, or threat in a situation or person, often social situations. Use your intuition to learn someone’s motivation, learn who is really in charge, or who is about to do something rash or stupid. Get a gut feeling about a situation or person. Sense if someone is lying to you.",
98
+ "family": "int"
99
+ },
100
+ {
101
+ "id": "sk_show_off",
102
+ "name": "Show Off",
103
+ "description": "Do something flashy, cool, or impressive, usually – but not exclusively – with your weapon.",
104
+ "detail": "Do something flashy, cool, or impressive, usually (but not exclusively) with your weapon, like shooting a very small or rapidly moving target, shooting someone’s hat off or their weapon out of their hand, knocking someone out by throwing a gun at them, performing an acrobatic flourish with a sword, throwing a spear to pin a fleeing target to the ground, and so on.",
105
+ "family": "dex"
106
+ },
107
+ {
108
+ "id": "sk_spot",
109
+ "name": "Spot",
110
+ "description": "Spot details, objects, or people that are hidden or difficult to make out.",
111
+ "detail": "Spot hidden or difficult to make out details, objects, or people. Spot ambushes, hidden compartments, or disguised individuals. Spy on a target from a distance, or make out the details, shape, and number of objects, vehicles, mechs, or people clearly at a distance. Track people or vehicles.",
112
+ "family": "int"
113
+ },
114
+ {
115
+ "id": "sk_stay_cool",
116
+ "name": "Stay Cool",
117
+ "description": "Perform a task that requires concentration, dexterity, speed, or precision under pressure.",
118
+ "detail": "Do something that requires concentration, speed, or intense precision under pressure, like picking a lock as your squad trades fire with encroaching guards, avoiding a hostile memetic code while hacking a secure console, carefully disarming an explosive, or unjamming a gun under fire. If you’ve got to do something complicated in a high stress situation without messing up (and possibly not even breaking a sweat) this is the action to use.",
119
+ "family": "dex"
120
+ },
121
+ {
122
+ "id": "sk_survive",
123
+ "name": "Survive",
124
+ "description": "Persevere through harsh, hostile, or unforgiving environments.",
125
+ "detail": "Persevere through harsh, hostile, or unforgiving environments, such as the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. You most often use survive when you want to take a journey through wilderness environments, navigate, or avoid natural hazards such as carnivorous wildlife, rockfalls, thin ice, or lava fields. Alternately you could use it to avoid man-made hazards, such as navigating a city safely, or avoiding dangerous areas of a space station. You could also use it when testing personal endurance, such as shaking off poison or alcohol.",
126
+ "family": "str"
127
+ },
128
+ {
129
+ "id": "sk_take_control",
130
+ "name": "Take Control",
131
+ "description": "Use force, violence, presence of will, or direct action to take control of something.",
132
+ "detail": "Use force, violence, presence of will, or direct action to take control of something. This is often something concrete, like an object someone is holding. You could take control of someone’s gun or a keycard they have on their person. You can additionally can take control of a situation to force those present to listen, calm down, stop moving, or stop what they’re doing (perhaps for their benefit), though you can’t necessarily force them to do anything further without threatening them. Taking control is never subtle.",
133
+ "family": "str"
134
+ },
135
+ {
136
+ "id": "sk_take_someone_out",
137
+ "name": "Take Someone Out",
138
+ "description": "Kill or disable someone quickly and quietly.",
139
+ "detail": "Kill or disable someone quickly and quietly, from up close and personal or from a distance, probably before they even notice. This is probably a single person but could be two people relatively close together (any more is sort of stretching it and definitely risky). If you’re looking down a sniper scope at a target, preparing to nerve pinch a guard to knock them out instantly, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, this is the action to use.",
140
+ "family": "dex"
141
+ },
142
+ {
143
+ "id": "sk_threaten",
144
+ "name": "Threaten",
145
+ "description": "Use force or threats to make someone do what you want.",
146
+ "detail": "Use force or threats of force to get someone to do what you want them to do. Name what you want someone to do and what you’re going to do to them if they don’t listen to you. This could also be blackmail, leverage, or something similarly nasty. Threatening someone can be very high risk but very effective if successful - either way there’s likely no repairing the relationship afterwards. If you threaten someone unsuccessfully, your threats have no further effect on them unless you change something about the situation (as with all other skill checks).",
147
+ "family": "str"
148
+ },
149
+ {
150
+ "id": "sk_word_on_the_street",
151
+ "name": "Word On The Street",
152
+ "description": "Get gossip, news, or hearsay from the streets, or from a particular social scene.",
153
+ "detail": "Get gossip, news, or hearsay from the streets. What you get depends on what ‘streets’ you are getting word from (high society, low society, hearsay, military chatter, etc). This probably takes a lot less time than investigating something in detail, but the information might be more qualitative or colored by opinion (sometimes that might be useful). You can always learn where the information came from or who to go to next.",
154
+ "family": "cha"
155
+ }
156
+ ]