KIT_BE_0004_S2.md

systems/KIT_BE_0004_S2.md

KIT_BE_0004_S2 -- The Night-Leyak -- a hunt among warded houses, and a person who is never the target

CANON SUBORDINATION — this document is PROPOSAL-TIER: it serves canon and never outranks it.
The canon: the CVD · the T1 foundation docs · the T0 registries (registries/) · the spine
(docs/spine/CH_*.md) · the region pages (_source/02_Tier_2_Region_Pages/). Authority order: docs/DOC_MAP.md § 0.
Canon served (structural — the registries this kit's canon rows live in, plus its chapter's spine node):
T0_Boss_Encounter_Registry · docs/spine/CH_04.md
READ THAT CANON FIRST — open it and derive from it before you build anything from this document.
If this document disagrees with canon, CANON WINS and this document is the defect — fix the
document, never the canon. Nothing here is applied until it is ratified into canon.
PROPOSAL-TIER. This kit serves canon and never outranks it. It writes no registry row.
The law it obeys: docs/proposals/combat/KIT_SCALING_TABLE.md. The intelligence scale:
docs/proposals/combat/INTELLIGENCE_TIERS.md. The body it fights with is the bestiary
lane's: docs/proposals/bestiary/BESTIARY_ELEVATION_DOCTRINE.md and its sheets. This file
describes the FIGHT; it never restates the BODY. Authors no magnitude -- no damage, no
health, no timing, no coefficient. Those are Phase-5M's behind the tuning firewall.

identity

fieldvalue
bandB3 (SUB-BOSS)
kit classELEVATED
intelligence tiersorcerous (evidence rule A2)
canon rowsBE_0004_S2
chapterCH_04
canon verbsbanish / perceive
authored abilities6 physical + 6 non-ordinary = 12 (band floor 12, ceiling 18)
phases2 (canon: 2 phases (BE_0004_S2 -- the night-hunt among the warded houses; its retreat as the ward holds and the daytime self is perceived))
counter classesany, cover, dodge_only, neutralize, parry_only, trigger_interrupt, weak_point

Silhouette read. Something at head height between two houses that has no body under it.

Opener (MHM-G10, the cheap lesson first). THE PASSING -- it crosses the lane once, at distance, and does not turn. Free, unpunishing, and it teaches the encounter's rule: it will not enter a warded threshold, so the map is already divided into places it can be and places it cannot.

phases -- evolve, never swap

phasenamewhat it PUSHES (nothing pops)
1the night-huntit works the unwarded ground between houses. The player's job is to hold thresholds and read, not to chase.
2the retreatBE_0004_S2's evolve-not-swap clause: it MULTIPLIES ITS FLIGHT-PATHS rather than adding attacks. Same repertoire, more routes, and the perception problem gets harder while the combat problem does not.

the kit

#abilityphasekindbody origintell shapecounterelementlore ground + mechanismnote
1The Passing1physicalthe night-form, crossing the lane at distanceit crosses and does not turnany----
2The Unwarded Lane1non-ordinarythe form, testing which thresholds are heldit moves along the houses that have no offering at the doorcovernoneLORE GROUND: BE_0004_S2's counter -- 'hold the warded threshold alongside Balian Made Sari' -- and EG_0032's blood-site ward. MECHANISM: the ward is a real boundary in this world and the leyak's own tradition is that it respects one; element none because the boundary is a practice, not an element.The map IS the mechanic.
3Low Pass1physicalthe form dropping to head height and acceleratingit comes down to the level of the doorwaysdodge_only----
4The Sick Light1non-ordinarythe form's own glow, brightening as it feedsthe light gets stronger and the lane gets darkerneutralizeFireLORE GROUND: the attested Balinese account of the leyak's night-form carrying its own light, carried on BE_0004_S2 target_type = folklore_malevolent_being. MECHANISM: the glow is the taking made visible, so brightness is a status readout rather than an attack. Element Fire because the carrier is light and heat and nothing else -- the smallest honest family, chosen rather than inflated.Neutralize is the balian's ward, which dims it.
5The Sudden Reverse1physicala full stop and return along the same lineit stops mid-lane without slowing firstany----
6The Feeding Tell1non-ordinarythe form settling over an unwarded thresholdit stops moving and the house behind it goes quiettrigger_interruptnoneLORE GROUND: BE_0004_S2 win_condition = PURGE;PERCEIVE. MECHANISM: the harm is done to SOMEONE, so the encounter's clock is a person's, not a health bar's; the interrupt is reaching the threshold before the quiet finishes. Element none.The fail state is somebody else's.
7Rooftop Line1physicala run along the compound wall topsit is above the wall line rather than between the housescover----
8The Pengiwa Tell1non-ordinarythe night-form's connection to its daytime selfone detail of the form is wrong in a way that belongs to a specific living personweak_pointnoneLORE GROUND: BE_0004_S2's own counter, verbatim -- 'perceive the tell that ties the night-form to its daytime pengiwa self'. MECHANISM: the tie is the vulnerability, and PERCEIVING it is what ends the encounter. Element none. CARE: the tell is a mark on the FORM, never a physiognomy on a person, and perceiving it never makes the daytime person a combat target -- see the care read.The named weak point, and the reason secondary_verb = perceive.
9The Multiplied Paths2non-ordinarythe form, taking three lanes in one cycleit appears on a lane it has not used before, twice runningcovernoneLORE GROUND: BE_0004_S2's evolve-not-swap clause -- 'multiplies its flight-paths rather than adding attacks'. MECHANISM: it is not stronger, it is less predictable. Element none.PATTERN COUNTER: the answer is which lanes it has NOT used, which is a memory problem.
10The Ward Test2physicala direct approach to a held thresholdit comes at a door that is wardedparry_only----It tests whether the holding is real. The parry is the balian's and the player's together.
11The Dimming2non-ordinarythe form's light failing under the completed wardthe glow goes out in stages rather than at onceneutralizeFireLORE GROUND: BE_0004_S2 win_condition = PURGE;PERCEIVE, has_nonkill_path = TRUE. MECHANISM: the ward does not destroy it, it ends the hunt -- the light going out IS the retreat. Element Fire, the same carrier as ability 4, inverted.The win, and nothing dies.
12The Withdrawal2physicalthe form leaving over the paddy line, unhurriedit goes away from the houses instead of along themany----has_nonkill_path = TRUE. It retreats. It is not destroyed and the daytime person is not touched, which is the row's own shape.

ELEVATED, AND NOT ELEMENTAL BY DEFAULT (KIT_SCALING_TABLE 3.1b). 6 of the 12 moves

above are non-ordinary and each names its element family, its lore ground and its

mechanism. The rest are a body doing physical things, and they are marked physical rather

than dressed up. An elevated kit is one that CONTAINS the non-ordinary; it is not one in

which everything glows.

part economy -- the three currencies (MHM-G4)

partmoveset subtraction on breaklegibility gainmaterial the economy wants
the sick lightThe Sick Light (4) and The Dimming (11) resolve; the form loses its own illumination and has to use the village'sit becomes hard for the PLAYER to track as well, which is a real cost and a real choicenothing harvested
the unwarded threshold (the arena's part)completing a ward removes that lane from The Unwarded Lane (2) and The Multiplied Paths (9) permanentlythe leyak's route map visibly shrinks, cycle by cyclenothing extracted -- the ward is the villagers' and the balian's practice, and the player assists rather than performs it

the arena, both directions (MHM-G13)

escalation, announced in the body before the numbers (MHM-G7)

channelwhat the player sees or hears
postureit stops travelling horizontally and starts arriving from above
breathnone. The channel is the VILLAGE's: the dogs stop barking, all at once, and stay stopped
vocalthe balian's chanting is answered -- there is a second voice under it that is not hers
openerThe Passing is retired; Low Pass becomes the opener

turf and relocation (MHM-G8, MHM-G9)

IT ENTERS along the unwarded lanes and never through a held door. IT RELOCATES constantly and by design; this is a map problem. IT LEAVES over the paddy. WHAT IT DOES TO THE ARENA: it makes every threshold in the village a binary, which turns a residential compound into a board.

the care read

THE HARDEST LINE IN CHAPTER 4, AND IT IS ABSOLUTE. HL_0002 and HL_0005 bind. Balinese practice distinguishes penengen and pengiwa, and the BALIAN IS AN ALLY IN THIS ENCOUNTER -- Balian Made Sari holds the threshold WITH the player, and the healer is never conflated with the leyak at any point. THE DAYTIME PERSON IS NEVER A COMBAT TARGET. Ability 8 perceives the TIE, and win_condition = PURGE;PERCEIVE resolves by the ward holding and the hunt ending -- there is no path in this encounter, on any difficulty, that leads the player to a house to accuse or kill someone. That is the same standing rule CR_0151 states for the polo, applied here: the record of lethal violence against accused neighbours is exactly why the game never offers an accused villager as a target. The malevolence seats in the NIGHT-FORM and in the practice it comes from, and the mark stays on the form.

difficulty-mode expression

This kit is authored ONCE, at Fading. The five modulators of KIT_SCALING_TABLE section 4

express it across the ladder: active_ability_set grows upward through reserved follow-ups

on roots the player already learned, window_class tightens, answer_tree_depth prunes

toward the single true answer, hazard_concurrency rises with the arena rows above, and

phase_overlap interleaves the phase cycles. No second kit exists and no number here changes

with the tier.

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