@massif/lancer-data 4.0.0-beta.1 → 4.0.0-beta.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/lib/info.json CHANGED
@@ -3,6 +3,5 @@
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  "author": "Massif Press",
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  "version": "July 2020 Release",
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  "description": "The official base game",
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- "website": "https://massif-press.itch.io/lancer-core-book",
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- "active": true
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- }
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+ "website": "https://massif-press.itch.io/lancer-core-book"
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+ }
package/lib/lists.json ADDED
@@ -0,0 +1,28 @@
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+ {
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+ "pilot_names": [],
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+ "callsigns": [],
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+ "mech_names": [],
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+ "team_names": [],
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+ "quirks": [
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+ "Part (or all) of your body was too damaged to be cloned perfectly and a significant percentage of your clone body has been replaced with cybernetics. These high-quality prostheses aren’t obviously synthetic to casual observers. You don’t know the extent of the damage.",
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+ "Your clone has been fitted with a necessary but visible cybernetic augmentation – an arm, leg, eyes, or similar. It is a conspicuous prosthetic.",
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+ "By accident or malign intent, your cognitive profile has been loaded into someone else’s body. It might be a clone of a notorious or famous individual, with both enemies and allies who thought they were dead; or, you might run into the “original” person the clone was based on.",
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+ "Your clone has a unique appearance that clearly marks you as vat-grown.",
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+ "Thanks to a series of administrative mishaps, the appearance of your new body is drastically different to that of your old body.",
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+ "An additional, withered limb grows out of your clone’s chest shortly after your cognitive profile has been loaded. It sometimes moves on its own.",
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+ "There’s a conspicuous barcode printed on your clone body. The barcode means something specific to at least one powerful organization, but you aren’t privy to its meaning – at least not yet.",
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+ "In certain light conditions, it’s possible to read a script or inscription printed just under your skin. The script is all over your body and contains information contested by powerful organizations or entities – scientific formulae, maps, or something else entirely.",
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+ "Your clone body is unusually susceptible to solar radiation, viruses, bacteria, or some other common environmental phenomenon. You must wear an environmental suit to operate outside certain safe environments, which include your mech’s cockpit and your personal quarters. You can use downtime actions to make other rooms safe.",
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+ "Genetic material from a non-human source was used in the creation of your clone body. Whoever revived you won’t tell you the exact details or what long-term effects it will have, and they treat you like a science experiment. The new genetic material has caused a cosmetic change that is useful and visible, although able to be hidden.",
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+ "Whenever you try to sleep or rest, you’re stricken with vivid and persistent dreams, visions, and images of your death. You know they’re real but can’t reconcile the existential gulf between the experiences of the old and new versions of yourself.",
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+ "In addition to your cognitive profile, your clone body has been loaded with a digital homunculus of someone else: a basic digital reconstruction of a personality that is more like a piece of software than a person. While not technically sapient, it is very smart, and carries a message or secret with it.",
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+ "You’re plagued by the constant understanding or belief that the “real” you is actually dead, and you’re merely a facsimile of a dead person, implanted with someone else’s memories. You can’t establish the difference between the “you” that died and the “you” that exists now.",
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+ "In addition to your cognitive profile, your flash clone is woven through with a subdermal data-lattice: this storage device contains very dangerous and potentially unwanted information that is contested or sought by powerful entities.",
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+ "The flash-cloning process went awry, and you have been revived tabula rasa. In desperation, the technicians dump a stock personality construct into your clone body. Choose a new background and triggers.",
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+ "There are complications while growing your clone body: it has a dramatically reduced life expectancy.",
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+ "Something changed you – you now have persistent and intrusive mental contact with an entity or entities, human or otherwise.",
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+ "You keep having searing headaches during which you see brief flashes of what you’re pretty sure is the future. Sometimes these visions come to pass, sometimes they don’t.",
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+ "Knowingly or unknowingly, your clone body has been implanted with a mental trigger that places you in a receptive state when heard or activated, causing you to either follow a pre-programmed course of action or to follow instructions given by the person who activated you. These commands must be simple (e.g., kill, lie, etc.), and the GM determines who (PC or NPC) gave them. You might be able to overcome this effect in time.",
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+ "You come back with total amnesia regarding the time before your death, meaning you must be retrained and prepared from scratch. You lose all previous triggers and assign new ones up to your current level. Additionally, you may rewrite some incidental facts of your backstory."
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+ ]
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+ }
package/lib/mods.json CHANGED
@@ -7,9 +7,13 @@
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  "source": "IPS-N",
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  "license": "Nelson",
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  "license_level": 2,
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- "effect": {
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- "description": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage."
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+ "effect": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
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+ "on_hit": {
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+ "detail": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
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+ "damage": [{ "val": "1d6", "type": "Explosive" }],
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+ "activation": "Free"
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  },
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+ "cost": 1,
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  "description": "One popular modification to the classic war pike involves replacing the long, armor-piercing pike head with a disposable, impact-triggered explosive charge. On penetration, the pike’s head is severed from the shaft – moments later, the embedded pike head detonates in a conical explosion from the point forward. Spare thermal charges are stable, and transported in external tube magazines.<br>IPS-N also makes thermal charges compatible with GMS’s range of blades, hammers, and picks.",
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  "tags": [
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  {
@@ -20,12 +24,6 @@
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  "id": "tg_unique"
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  }
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  ],
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- "added_damage": [
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- {
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- "type": "Explosive",
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- "val": "1d6"
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- }
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- ],
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  "license_id": "mf_nelson"
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  },
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  {
@@ -36,9 +34,16 @@
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  "source": "IPS-N",
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  "license": "Raleigh",
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  "license_level": 3,
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- "effect": {
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- "description": "Your UNCLE-class COMP/CON has control of the weapon this mod is applied to and its associated systems.<br>1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn.<br>UNCLE isn’t a full NHP, so cannot enter cascade."
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- },
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+ "effect": "Your UNCLE-class COMP/CON has control of the weapon this mod is applied to and its associated systems.<br>1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn.<br>UNCLE isn’t a full NHP, so cannot enter cascade.",
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+ "actions": [
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+ {
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+ "name": "UNCLE",
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+ "activation": "Free",
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+ "frequency": "1/turn",
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+ "condition": "The weapon this mod is applied to hasn’t been used this turn.",
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+ "detail": "1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn."
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+ }
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+ ],
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  "description": "IPS-N’s UNCLE COMP/CON system is the result of the DARKSTAR-2 program, a temporary project that sought to develop more advanced smart weapons. Early prototypes were hampered by a combination of high power-draw, unstable conditioning, and frustrating single-task orientation that eventually saw the project shuttered.<br>While IPS-N is no longer developing new iterations of UNCLE, they still have a stock of QA-approved legacy systems accessible to qualified pilots.<br>Pilots lucky enough to field test models swear by UNCLE’s task efficiency and parallel-track reasoning, though the outdated COMP/CONs are known for their somewhat unstable personalities.",
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  "tags": [
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  {
@@ -62,9 +67,21 @@
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  "source": "IPS-N",
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  "license": "Tortuga",
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  "license_level": 3,
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- "effect": {
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- "description": "When you attack with the weapon this mod is applied to, you may fire a throughbolt round instead of attacking normally. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction."
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- },
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+ "effect": "When you attack with the weapon this mod is applied to, you may fire a throughbolt round instead of attacking normally. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
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+ "actions": [
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+ {
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+ "name": "Fire Throughbolt Round",
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+ "detail": "Instead of this weapon's normal attack, fire a Throughbolt Round. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
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+ "damage": [
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+ {
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+ "type": "Kinetic",
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+ "val": "2",
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+ "ap": true,
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+ "aoe": true
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+ }
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+ ]
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+ }
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+ ],
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  "description": "Throughbolt rounds are a proprietary IPS-N anti-armor invention. When fired, the rounds ignite and project a superheated cone of plasma before them, creating an effect like a miniature lance that easily penetrates multiple targets – even through hard surfaces.",
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  "tags": [
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  {
@@ -81,16 +98,16 @@
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  "source": "SSC",
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  "license": "Metalmark",
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  "license_level": 3,
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- "effect": {
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- "description": "In addition to its usual damage, 1/round you may activate the wreath as a quick action when you hit a character with the weapon this mod is applied to to cause it to take 1d6 burn. If it already is suffering from burn, it can additionally only draw line of sight to adjacent spaces until the end of its next turn."
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+ "effect": "In addition to its usual damage, 1/round you may activate the wreath as a quick action when you hit a character with the weapon this mod is applied to to cause it to take 1d6 burn. If it already is suffering from burn, it can additionally only draw line of sight to adjacent spaces until the end of its next turn.",
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+ "on_hit": {
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+ "activation": "Quick",
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+ "damage": [
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+ {
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+ "type": "Burn",
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+ "val": "1d6"
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+ }
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+ ]
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  },
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- "actions": [
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- {
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- "name": "Activate Shock Wreath",
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- "activation": "Quick",
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- "detail": "1/round you may activate your equipped Shock Wreath as a quick action when you hit a character with the weapon it is applied to to cause it to take 1d6 burn. If it already is suffering from burn, it can additionally only draw line of sight to adjacent spaces until the end of its next turn."
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- }
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- ],
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  "description": "A post-fab modification popular among melee combat specialists, Shock Wreathes integrate a bundle of conductive filaments within the blade, point, tip, or surface of a close combat weapon. Paired with a power source – typically in the hilt or lower half of a weapon, but sometimes external – Shock Wreathes give kinetic weapons a thermal edge and a distinctive visual marker: fine lines of white-hot light like filigree, shrouding the modified weapon in shimmering heat.",
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  "tags": [
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  {
@@ -107,9 +124,7 @@
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  "source": "SSC",
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  "license": "Monarch",
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  "license_level": 2,
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- "effect": {
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- "description": "the weapon this mod is applied to gains +5 range and the Ordnance tag."
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- },
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+ "effect": "the weapon this mod is applied to gains +5 range and the Ordnance tag.",
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  "description": "Stabilizer mods enhance physical mounts and targeting software, ensuring weapons remain level, steady, and at an appropriate angle regardless of terrain or pilot maneuvers.",
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  "added_range": [
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  {
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  "source": "HORUS",
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  "license": "Balor",
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  "license_level": 2,
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- "effect": {
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- "description": "the weapon this mod is applied to gains Smart and Seeking."
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- },
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+ "effect": "the weapon this mod is applied to gains Smart and Seeking.",
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  "description": "Nanocomposite weapons take aggressive drone swarms and condense them into individual rounds, a coherent beam, or the edge of a blade.<br>Adapted projectile weapons fire shaped CONSUME/HIVE rounds that shatter on impact, releasing their payload of autonomous nanite maniples. Once freed, the maniples begin eating away at surrounding tissue or superstructure. They proceed until burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and make slight adjustments to the trajectory of their round, ensuring positive impact.<br>Coherent beam weapons transport maniples directly, while conventional melee weapons are replaced by analogs composed entirely of nanobots.",
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  "added_tags": [
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  {
@@ -154,9 +167,7 @@
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  "source": "HA",
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  "license": "Napoleon",
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  "license_level": 2,
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- "effect": {
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- "description": "As long as you know the rough location of your target, the weapon this mod is applied to can attack through solid walls and obstructions, doesn’t require line of sight, and ignores all cover, but targets attacked this way count as Invisible."
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- },
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+ "effect": "As long as you know the rough location of your target, the weapon this mod is applied to can attack through solid walls and obstructions, doesn’t require line of sight, and ignores all cover, but targets attacked this way count as Invisible.",
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  "description": "As it was named following its first use during the civil hostilities on Luna de Oro, phase-ready ammunition is the “devil’s bullets”. Each round contains a nanoprocessor suite networked with its weapon of origin that calculates and translates the specific nature of that round’s superpositional relation with a projected future doppelgänger that manifests in the space immediately before its intended target. To put it simply, phase-ready rounds, when fired, exist in two places at once: exiting the barrel of the weapon they were fired from, and directly in front of the target, prior to impact. The prime round may never hit its target, but given it already exists at the moment of impact, the doppelgänger round will reliably reach its mark.",
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  "license_id": "mf_napoleon"
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  },
@@ -168,13 +179,14 @@
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  "source": "HA",
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  "license": "Saladin",
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  "license_level": 3,
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- "effect": {
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- "description": "This weapon gains Overkill, and its damage can’t be reduced in any way, including by other effects and systems (such as Resistance, Armor, etc)."
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- },
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+ "effect": "This weapon gains Overkill, and its damage can’t be reduced in any way, including by other effects and systems (such as Resistance, Armor, etc).",
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  "description": "Paracausal weapons are a headache for military planners; their precise A–Z function is often obscured, though they consistently produce the same “Z” output per “A” input.<br>The first reports of unregulated paracausal weaponry occurred during the civil engagements on Tian Shen. System-local forces received sealed magazines with directions to be loaded and fired as normal, although inspection of the magazines’ contents was prohibited on grounds that it would “damage the payload”. Helmet and gun cam footage do not betray the anomalous effects of this ordnance, though after-action reports uncovered a seemingly minor, though incredibly odd fact: every single trooper outfitted with this paracausal ammunition scored a 100% positive impact rate.<br>Union has scheduled all unregulated paracausal weapons and ammunition for retrieval, and the bureau is currently investigating Harrison Armory for its role in the development of the technology. Despite this, paracausal ammunition is still in use, as shipments and codes continue to leak to interested parties.",
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  "added_tags": [
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  {
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  "id": "tg_overkill"
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+ },
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+ {
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+ "id": "tg_irreducible"
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  }
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  ],
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  "license_id": "mf_saladin"
@@ -1,17 +1,4 @@
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  [
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- {
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- "id": "missing_pilotweapon",
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- "name": "ERR: DATA NOT FOUND",
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- "type": "Weapon",
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this Pilot Gear. This is likely the result of a missing or outdated content pack.",
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- "tags": [
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- {
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- "id": "tg_pilot_weapon"
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- }
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- ],
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- "range": [],
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- "damage": []
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- },
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  {
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  "id": "pg_archaic_melee",
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  "name": "Archaic Melee",
@@ -33,7 +20,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 1
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  }
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  ]
@@ -59,7 +46,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 1
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  }
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  ]
@@ -85,7 +72,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 1
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  }
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  ]
@@ -134,7 +121,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 3
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  }
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  ]
@@ -167,9 +154,7 @@
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  "val": 1
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  }
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  ],
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- "effect": {
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- "description": "When a signature weapon is acquired, choose its damage type – Explosive, Energy, or Kinetic."
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- }
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+ "effect": "When a signature weapon is acquired, choose its damage type – Explosive, Energy, or Kinetic."
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  },
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  {
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  "id": "pg_medium_signature",
@@ -196,9 +181,7 @@
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  "val": 2
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  }
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  ],
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- "effect": {
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- "description": "When a signature weapon is acquired, choose its damage type – Explosive, Energy, or Kinetic."
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- }
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+ "effect": "When a signature weapon is acquired, choose its damage type – Explosive, Energy, or Kinetic."
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  },
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  {
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  "id": "pg_heavy_signature",
@@ -231,20 +214,7 @@
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  "val": 4
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  }
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  ],
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- "effect": {
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- "description": "When a signature weapon is acquired, choose its damage type – Explosive, Energy, or Kinetic."
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- }
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- },
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- {
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- "id": "missing_pilotarmor",
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- "name": "ERR: DATA NOT FOUND",
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- "type": "Armor",
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this Pilot Gear. This is likely the result of a missing or outdated content pack.",
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- "tags": [
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- {
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- "id": "tg_personal_armor"
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- }
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- ]
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+ "effect": "When a signature weapon is acquired, choose its damage type – Explosive, Energy, or Kinetic."
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  },
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  {
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  "id": "pg_light_hardsuit",
@@ -354,9 +324,7 @@
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  "id": "pg_mobility_hardsuit",
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  "name": "Mobility Hardsuit",
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  "type": "Armor",
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- "effect": {
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- "description": "These hardsuits have integrated flight systems, allowing pilots to fly when they move or Boost. Flying pilots must end their turn on the ground (or another surface) or begin falling."
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- },
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+ "effect": "These hardsuits have integrated flight systems, allowing pilots to fly when they move or Boost. Flying pilots must end their turn on the ground (or another surface) or begin falling.",
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  "bonuses": [
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  {
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  "id": "pilot_evasion",
@@ -384,9 +352,7 @@
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  "id": "pg_stealth_hardsuit",
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  "name": "Stealth Hardsuit",
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  "type": "Armor",
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- "effect": {
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- "description": "As a quick action, pilots wearing stealth hardsuits can become Invisible. They cease to be Invisible if they take any damage."
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- },
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+ "effect": "As a quick action, pilots wearing stealth hardsuits can become Invisible. They cease to be Invisible if they take any damage.",
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  "bonuses": [
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  {
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  "id": "pilot_evasion",
@@ -418,24 +384,11 @@
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  }
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  ]
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  },
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- {
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- "id": "missing_pilotgear",
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- "name": "ERR: DATA NOT FOUND",
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- "type": "Gear",
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this Pilot Gear. This is likely the result of a missing or outdated content pack.",
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- "tags": [
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- {
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- "id": "tg_gear"
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- }
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- ]
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- },
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  {
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  "id": "pg_corrective",
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  "name": "Corrective",
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  "type": "Gear",
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- "effect": {
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- "description": "Expend a charge to apply correctives to Down and Out pilots, immediately bringing them back to consciousness at 1 HP."
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- },
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+ "effect": "Expend a charge to apply correctives to Down and Out pilots, immediately bringing them back to consciousness at 1 HP.",
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  "description": "This clear, plastic-like sheet can be placed over the wounds of severely injured pilots. It instantly begins to stabilize them, injecting medicine and deploying nanites to stitch wounds shut.",
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  "actions": [
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  {
@@ -459,9 +412,7 @@
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  "id": "pg_frag_grenades",
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  "name": "Frag Grenades",
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  "type": "Gear",
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- "effect": {
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- "description": "Expend a charge for the following effect:<ul><li><b>Frag Grenade</b> (Grenade, Range 5, Blast 1): Affected characters must succeed on an Agility save or take 2 Explosive damage.</li></ul>"
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- },
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+ "effect": "Expend a charge for the following effect:<ul><li><b>Frag Grenade</b> (Grenade, Range 5, Blast 1): Affected characters must succeed on an Agility save or take 2 Explosive damage.</li></ul>",
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  "actions": [
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  {
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  "name": "Use Frag Grenade",
@@ -503,9 +454,7 @@
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  "id": "pg_patch",
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  "name": "Patch",
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  "type": "Gear",
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- "effect": {
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- "description": "Expend a charge to apply a patch to either yourself or an adjacent pilot, restoring half their maximum HP. Patches have no effect on Down and Out pilots."
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- },
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+ "effect": "Expend a charge to apply a patch to either yourself or an adjacent pilot, restoring half their maximum HP. Patches have no effect on Down and Out pilots.",
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  "description": "“Patch” is pilot slang for any kind of modern first aid gear, including sprayable medi-gel and instant-acting medical patches.",
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  "actions": [
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  {
@@ -529,9 +478,7 @@
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  "id": "pg_stims",
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  "name": "Stims",
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  "type": "Gear",
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- "effect": {
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- "description": "Expend a charge for one of the following effects:<ul><li><b>Kick:</b> Keeps a pilot awake and alert for up to 30 hours.</li><li><b>Freeze:</b> Keeps a pilot calm and emotionally stable; deadens fear and other strong reactions.</li><li><b>Juice:</b> Heighten senses and alertness, reduce fatigue, and shorten reaction times. Juice occasionally provokes rage in some users.</li></ul>"
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- },
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+ "effect": "Expend a charge for one of the following effects:<ul><li><b>Kick:</b> Keeps a pilot awake and alert for up to 30 hours.</li><li><b>Freeze:</b> Keeps a pilot calm and emotionally stable; deadens fear and other strong reactions.</li><li><b>Juice:</b> Heighten senses and alertness, reduce fatigue, and shorten reaction times. Juice occasionally provokes rage in some users.</li></ul>",
535
482
  "description": "These chemical stimulants are sometimes administered automatically by injectors built into a pilot’s suit, or even implanted within their body. Uncontrolled use can be addictive and dangerous to health in the long-term and is a problem for some pilots.",
536
483
  "actions": [
537
484
  {
@@ -555,9 +502,7 @@
555
502
  "id": "pg_thermite_charge",
556
503
  "name": "Thermite Charge",
557
504
  "type": "Gear",
558
- "effect": {
559
- "description": "Expend a charge for the following effect:<ul><li><b>Thermite Charge</b> (Mine, Burst 1): This charge must be remotely detonated as a quick action. Affected characters must succeed on an Engineering save or take 3 Energy AP. Thermal charges automatically hit objects, dealing 10 Energy AP.</li></ul>"
560
- },
505
+ "effect": "Expend a charge for the following effect:<ul><li><b>Thermite Charge</b> (Mine, Burst 1): This charge must be remotely detonated as a quick action. Affected characters must succeed on an Engineering save or take 3 Energy AP. Thermal charges automatically hit objects, dealing 10 Energy AP.</li></ul>",
561
506
  "deployables": [
562
507
  {
563
508
  "name": "Thermite Charge",
@@ -568,7 +513,28 @@
568
513
  {
569
514
  "name": "Detonate",
570
515
  "activation": "Quick",
571
- "detail": "Affected characters must succeed on an Engineering save or take 3 Energy AP. Thermal charges automatically hit objects, dealing 10 Energy AP.",
516
+ "detail": "Affected characters must succeed on an Engineering save or take 3 Energy AP.",
517
+ "damage": [
518
+ {
519
+ "type": "Energy",
520
+ "val": 3,
521
+ "ap": true,
522
+ "save": "eng"
523
+ }
524
+ ],
525
+ "pilot": true
526
+ },
527
+ {
528
+ "name": "Detonate (vs. Object)",
529
+ "activation": "Quick",
530
+ "detail": "Thermal charges automatically hit objects, dealing 10 Energy AP.",
531
+ "damage": [
532
+ {
533
+ "type": "Energy",
534
+ "val": 10,
535
+ "ap": true
536
+ }
537
+ ],
572
538
  "pilot": true
573
539
  }
574
540
  ]
@@ -742,9 +708,7 @@
742
708
  "id": "pg_sleeping_bag",
743
709
  "name": "Sleeping Bag",
744
710
  "type": "Gear",
745
- "effect": {
746
- "description": "You can climb into your sleeping bag, gaining Immunity to burn, protection against vacuum, and enough air to last an hour; however, while in the sleeping bag you are Stunned and can’t take actions other than to exit the bag as a full action."
747
- },
711
+ "effect": "You can climb into your sleeping bag, gaining Immunity to burn, protection against vacuum, and enough air to last an hour; however, while in the sleeping bag you are Stunned and can’t take actions other than to exit the bag as a full action.",
748
712
  "description": "Coming in a variety of sizes, sleeping bags are a field necessity. They’re designed to fold out from a hardsuit, fit within a mech’s cockpit, resist fire and changes in temperature, and – when necessary – seal against vacuum.",
749
713
  "tags": [
750
714
  {
@@ -796,4 +760,4 @@
796
760
  }
797
761
  ]
798
762
  }
799
- ]
763
+ ]
package/lib/reserves.json CHANGED
@@ -170,7 +170,7 @@
170
170
  "bonuses": [
171
171
  {
172
172
  "id": "core_power",
173
- "val": 2
173
+ "val": 1
174
174
  }
175
175
  ]
176
176
  },
@@ -211,10 +211,67 @@
211
211
  "description": "+1 ACCURACY to skill checks made with one skill – HULL, AGILITY, SYSTEMS or ENGINEERING.",
212
212
  "synergies": [
213
213
  {
214
- "locations": ["hase"],
214
+ "locations": ["stats"],
215
215
  "detail": "+1 ACCURACY to skill checks made with one skill – HULL, AGILITY, SYSTEMS or ENGINEERING."
216
216
  }
217
- ]
217
+ ],
218
+ "deprecated": true
219
+ },
220
+ {
221
+ "id": "reserve_systems_reinforcement_hull",
222
+ "name": "Systems reinforcement (HULL)",
223
+ "type": "Mech",
224
+ "label": "Resource",
225
+ "description": "+1 ACCURACY to HULL skill checks.",
226
+ "bonuses": [
227
+ {
228
+ "id": "hull",
229
+ "accuracy": 1
230
+ }
231
+ ],
232
+ "deprecated": true
233
+ },
234
+ {
235
+ "id": "reserve_systems_reinforcement_agility",
236
+ "name": "Systems reinforcement (AGILITY)",
237
+ "type": "Mech",
238
+ "label": "Resource",
239
+ "description": "+1 ACCURACY to AGILITY skill checks.",
240
+ "bonuses": [
241
+ {
242
+ "id": "agility",
243
+ "accuracy": 1
244
+ }
245
+ ],
246
+ "deprecated": true
247
+ },
248
+ {
249
+ "id": "reserve_systems_reinforcement_systems",
250
+ "name": "Systems reinforcement (SYSTEMS)",
251
+ "type": "Mech",
252
+ "label": "Resource",
253
+ "description": "+1 ACCURACY to SYSTEMS skill checks.",
254
+ "bonuses": [
255
+ {
256
+ "id": "systems",
257
+ "accuracy": 1
258
+ }
259
+ ],
260
+ "deprecated": true
261
+ },
262
+ {
263
+ "id": "reserve_systems_reinforcement_engineering",
264
+ "name": "Systems reinforcement (ENGINEERING)",
265
+ "type": "Mech",
266
+ "label": "Resource",
267
+ "description": "+1 ACCURACY to ENGINEERING skill checks.",
268
+ "bonuses": [
269
+ {
270
+ "id": "engineering",
271
+ "accuracy": 1
272
+ }
273
+ ],
274
+ "deprecated": true
218
275
  },
219
276
  {
220
277
  "id": "reserve_smart_ammo",
@@ -222,10 +279,10 @@
222
279
  "type": "Mech",
223
280
  "label": "Ammo",
224
281
  "description": "All weapons of your choice can be fired as if they are SMART.",
225
- "synergies": [
282
+ "active_effects": [
226
283
  {
227
- "locations": ["weapon"],
228
- "detail": "All weapons of your choice can be fired as if they are SMART"
284
+ "name": "Smart Ammo",
285
+ "detail": "All weapons of your choice can be fired as if they are SMART."
229
286
  }
230
287
  ]
231
288
  },
@@ -235,10 +292,9 @@
235
292
  "type": "Mech",
236
293
  "label": "Resource",
237
294
  "description": "IMMUNITY to the SLOWED condition.",
238
- "synergies": [
295
+ "add_resist": [
239
296
  {
240
- "locations": ["move"],
241
- "detail": "Your mech has IMMUNITY to the SLOWED condition."
297
+ "immunity": "slowed"
242
298
  }
243
299
  ]
244
300
  },
@@ -248,6 +304,12 @@
248
304
  "type": "Mech",
249
305
  "label": "Resource",
250
306
  "description": "During this mission your mech can FLY when moving, but must end movement on land.",
307
+ "active_effects": [
308
+ {
309
+ "name": "Jump Jets",
310
+ "detail": "Your mech can FLY when moving, but must end movement on land."
311
+ }
312
+ ],
251
313
  "synergies": [
252
314
  {
253
315
  "locations": ["move"],
@@ -289,9 +351,15 @@
289
351
  "type": "Tactical",
290
352
  "label": "Skill/Action",
291
353
  "description": "Training or enhancement that provides +1 ACCURACY to a particular mech skill or action for the duration of this mission.",
354
+ "active_effects": [
355
+ {
356
+ "name": "Accuracy",
357
+ "detail": "+1 ACCURACY to a particular mech skill or action for the duration of this mission."
358
+ }
359
+ ],
292
360
  "synergies": [
293
361
  {
294
- "locations": ["other"],
362
+ "locations": ["stats"],
295
363
  "detail": "+1 ACCURACY to a particular mech skill or action for the duration of this mission."
296
364
  }
297
365
  ]
@@ -320,7 +388,8 @@
320
388
  "damage": [
321
389
  {
322
390
  "type": "Explosive",
323
- "val": "3d6"
391
+ "val": "3d6",
392
+ "aoe": true
324
393
  }
325
394
  ]
326
395
  }