@massif/lancer-data 4.0.0-beta.20 → 4.0.0-beta.22

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package/lib/actions.json CHANGED
@@ -287,9 +287,36 @@
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  "name": "Jockey",
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  "activation": "Full",
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  "terse": "Attempt to attack a mech on foot as a pilot.",
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- "detail": "When you JOCKEY, you aggressively attack an enemy mech while on foot. It cannot be emphasized enough how foolhardy and dangerous this is.<br>To JOCKEY, you must be adjacent to a mech. As a full action, make a contested skill check against the mech, using GRIT (or a relevant trigger, at the GM’s discretion). The mech contests with HULL. On a success, you manage to climb onto the mech, sharing its space and moving with it. The mech can attempt to shake you off by succeeding on another contested skill check as a full action; alternatively, you can jump off as part of your movement on your turn.<br>When you successfully JOCKEY, choose one of the following options:<br>• DISTRACT: The mech is IMPAIRED and SLOWED until the end of its next turn.<br>• SHRED: Deal 2 heat to the mech by ripping at wiring, paneling, and so on.<br>• DAMAGE: Deal 4 kinetic damage to the mech by attacking joints, hatches, and so on.<br>On each of your subsequent turns, you can continue to choose from the options above as full actions, as long as you don't stop jockeying (or get thrown off).",
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+ "detail": "When you JOCKEY, you aggressively attack an enemy mech while on foot. It cannot be emphasized enough how foolhardy and dangerous this is.<br>To JOCKEY, you must be adjacent to a mech. As a full action, make a contested skill check against the mech, using GRIT (or a relevant trigger, at the GM’s discretion). The mech contests with HULL. On a success, you manage to climb onto the mech, sharing its space and moving with it. The mech can attempt to shake you off by succeeding on another contested skill check as a full action; alternatively, you can jump off as part of your movement on your turn.",
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  "pilot": true
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  },
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+ {
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+ "id": "act_jockey_distract",
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+ "name": "Distract",
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+ "activation": "Jockey",
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+ "terse": "IMPAIR and SLOW a mech until the end of its next turn.",
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+ "detail": "IMPAIR and SLOW a mech until the end of its next turn.",
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+ "add_status": [
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+ { "id": "impaired", "duration": "end_next_turn_target" },
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+ { "id": "slow", "duration": "end_next_turn_target" }
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+ ]
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+ },
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+ {
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+ "id": "act_jockey_shred",
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+ "name": "Shred",
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+ "activation": "Jockey",
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+ "terse": "Deal 2 Heat",
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+ "detail": "Deal 2 heat to the mech by ripping at wiring, paneling, and so on.",
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+ "damage": [{ "type": "heat", "val": 2 }]
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+ },
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+ {
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+ "id": "act_jockey_distract",
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+ "name": "Damage",
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+ "activation": "Jockey",
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+ "terse": "Deal 4 Kinetic Damage",
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+ "detail": "Deal 4 kinetic damage to the mech by attacking joints, hatches, and so on.",
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+ "damage": [{ "type": "kinetic", "val": 4 }]
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+ },
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  {
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  "id": "act_brace",
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  "name": "Brace",
package/lib/frames.json CHANGED
@@ -1862,6 +1862,19 @@
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  "description": "<code class='horus'>No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of sorts, a system that seeks order and narrative from a mess they are given?<br>I order it for them. Me. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them that they are their own redeemers (and yet, am I not just as culpable - as worthy of credit?).<br>So, go now. Enter. Free yourself.</code>",
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  "active_name": "Maze",
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  "active_effect": "Choose a character within Sensors: they become Stunned as you hurl their systems into a metaphysical information trap so tangled they can do nothing but try and escape. At the end of their next turn, they can make a Systems save at +3 difficulty. On a success, they are no longer Stunned. This save can be repeated at the end of each of their turns, gaining +1 accuracy each time until successful.",
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+ "active_effects": [
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+ {
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+ "name": "Maze",
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+ "detail": "Choose a character within Sensors: they become Stunned as you hurl their systems into a metaphysical information trap so tangled they can do nothing but try and escape. At the end of their next turn, they can make a Systems save at +3 difficulty. On a success, they are no longer Stunned. This save can be repeated at the end of each of their turns, gaining +1 accuracy each time until successful.",
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+ "add_status": [
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+ {
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+ "id": "stunned",
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+ "save": "sys",
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+ "accuracy": -3
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+ }
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+ ]
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+ }
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+ ],
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  "activation": "Full",
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  "passive_name": "Metafold Maze",
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  "passive_actions": [
package/lib/systems.json CHANGED
@@ -3053,7 +3053,7 @@
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  "save": "agi",
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  "add_special": [
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  {
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- "condition": "Affected by Flak Launcher",
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+ "attribute": "Affected by Flak Launcher",
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  "duration": "next_turn_end_target",
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  "detail": "You can’t fly until the end of your next turn."
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  }
package/lib/tags.json CHANGED
@@ -71,7 +71,8 @@
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  {
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  "id": "tg_loading_after",
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  "name": "Loading (Multiple Uses)",
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- "description": "This weapon must be reloaded after {VAL} uses. Mechs can reload with Stabilize and some systems. The user can choose to reload this weapon at the end of their turn, allowing them to fire it again on the same turn. This is a COMP/CON-specific alias for the LOADING tag, and all rules pertaining to LOADING apply."
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+ "description": "This weapon must be reloaded after {VAL} uses. Mechs can reload with Stabilize and some systems. The user can choose to reload this weapon at the end of their turn, allowing them to fire it again on the same turn. This is a COMP/CON-specific alias for the LOADING tag, and all rules pertaining to LOADING apply.",
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+ "hidden": true
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  },
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  {
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  "id": "tg_ordnance",
@@ -206,17 +207,20 @@
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  {
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  "id": "tg_personal_armor",
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  "name": "Personal Armor",
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- "description": "This gear offers protection in combat, but it is obvious to observers and usually can’t be hidden. Only one piece of Personal Armor can be worn at a time. Putting on Personal Armor takes 10–20 minutes, and while wearing it, pilots have restricted mobility and dexterity. Nobody wears armor unless they’re expecting to go into a warzone."
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+ "description": "This gear offers protection in combat, but it is obvious to observers and usually can’t be hidden. Only one piece of Personal Armor can be worn at a time. Putting on Personal Armor takes 10–20 minutes, and while wearing it, pilots have restricted mobility and dexterity. Nobody wears armor unless they’re expecting to go into a warzone.",
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+ "hidden": true
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  },
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  {
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  "id": "tg_pilot_weapon",
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  "name": "Pilot Weapon",
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- "description": "On missions, pilots can take up to two weapons. All pilot weapons are pilot-scale and can’t be used by mechs."
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+ "description": "On missions, pilots can take up to two weapons. All pilot weapons are pilot-scale and can’t be used by mechs.",
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+ "hidden": true
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  },
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  {
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  "id": "tg_gear",
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  "name": "Gear",
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- "description": "This is a tool, piece of equipment, or another item. Pilots can have up to three of these at a time."
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+ "description": "This is a tool, piece of equipment, or another item. Pilots can have up to three of these at a time.",
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+ "hidden": true
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  },
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  {
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  "id": "tg_sidearm",
@@ -263,8 +267,7 @@
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  {
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  "id": "tg_exotic",
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  "name": "Exotic Gear",
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- "description": "EXOTIC GEAR is a general tag for equipment that exists outside the traditional licensing system.",
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- "filter_ignore": true
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+ "description": "EXOTIC GEAR is a general tag for equipment that exists outside the traditional licensing system."
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  },
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  {
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  "id": "tg_recharge",
package/lib/talents.json CHANGED
@@ -51,7 +51,7 @@
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  "detail": "As a quick action on your turn, you may spin up your thrusters. If you end your turn flying, you may nominate a character within a Range equal to your Speed and within line of sight, and gain the Supersonic reaction.",
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  "add_special": [
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  {
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- "condition": "Supersonic Target"
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+ "attribute": "Supersonic Target"
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  }
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  ]
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  },
@@ -82,7 +82,7 @@
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  "detail": "Any mech skill checks and saves either you or your Bondmate makes while you are adjacent gain +1 Accuracy. If both characters have this talent, this increases to +2 Accuracy.",
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  "add_special": [
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  {
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- "condition": "Bondmate",
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+ "attribute": "Bondmate",
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  "target": "ally",
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  "detail": "Any mech skill checks and saves either you or your Bondmate makes while you are adjacent gain +1 Accuracy. If both characters have this talent, this increases to +2 Accuracy."
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  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@massif/lancer-data",
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- "version": "4.0.0-beta.20",
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+ "version": "4.0.0-beta.22",
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  "description": "Data for the LANCER TTRPG",
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  "main": "index.js",
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  "scripts": {