systems/KIT_BE_0009_S1.md
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_09.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.
| field | value |
|---|---|
| band | B3 (SUB-BOSS) |
| kit class | MUNDANE |
| intelligence tier | sapient (evidence rule A1) |
| canon rows | BE_0009_S1 |
| chapter | CH_09 |
| canon verbs | part-break / protect |
| authored abilities | 12 physical + 0 non-ordinary = 12 (band floor 12, ceiling 18) |
| phases | 2 (canon: 2 phases (BE_0009_S1 -- the extraction under way; the rig collapsed once its rigging is cut and the site defended)) |
| counter classes | any, cover, dodge_only, neutralize, parry_only, trigger_interrupt |
Silhouette read. A crew, a set of winches, and a monolith already half off its base.
Opener (MHM-G10, the cheap lesson first). THE TAKE-UP -- a winch is tightened one turn and the whole rig creaks. No attack. Free, and it starts a clock: the stone is moving, and the encounter is a race against a machine.
| phase | name | what it PUSHES (nothing pops) |
|---|---|---|
| 1 | the extraction | the rig is working and the player has to stop it. The crew defends the machine, not themselves. |
| 2 | the collapse | BE_0009_S1's evolve-not-swap clause: TIGHTER CREW COORDINATION, NO NEW MACHINERY. They get better; the rig does not get bigger. |
| # | ability | phase | body origin | tell shape | counter | note |
|---|---|---|---|---|---|---|
| 1 | The Take-Up | 1 | a winch drum and four men | the rig creaks and the stone shifts a hand's width | any | |
| 2 | The Guyline Web | 1 | the rigging's own spread anchors | there are more lines than there are men | cover | |
| 3 | Bar and Lever | 1 | a crewman with a pry bar at the base | he goes low and gets under the stone | dodge_only | |
| 4 | The Foreman's Count | 1 | his voice, keeping the crew on one beat | all four winches turn together | neutralize | The coordination is the machine. Breaking the count is the row's own counter -- 'sever the extraction rigging to stall the haul' has a human half. |
| 5 | The Loaded Line | 1 | a guyline under full tension | a rope stops sagging | trigger_interrupt | Cutting a loaded line is dangerous to everyone. The interrupt is doing it at the slack beat. |
| 6 | The Fallen-Stele Shelf | 1 | the crew using the site's own broken stone as cover | they work from behind the fallen shelf | cover | EG_0116 is COVER class and enemy_usable = TRUE. They are using an already-fallen stele, not a standing one. |
| 7 | The Threatened Drop | 1 | the rig, deliberately slackened | the stone tilts toward the ground rather than away | trigger_interrupt | He will break the thing rather than lose it, and the player has to decide how fast to push. |
| 8 | The Tightened Count | 2 | the same four winches, on a shorter beat | the drums turn without the call | neutralize | MHM-G10's variant law: ability 4's root without its audible cue. |
| 9 | The Crew Screen | 2 | men between the player and the rig | they stop working and stand in the lane | parry_only | |
| 10 | Sledge Rush | 2 | a crewman with a sectioning hammer | the hammer goes above the shoulder | dodge_only | |
| 11 | The Anchor Shift | 2 | the rig re-anchored to a new point | a guyline moves to ground it was not on | any | PATTERN COUNTER: which anchor is currently load-bearing changes every cycle, and cutting the unloaded one achieves nothing. |
| 12 | The Rig Down | 2 | the whole assembly, failing | the creak stops | any | win_condition = PART_BREAK. The win is a machine, not a man. |
CLASS PURITY (tooth T5). Every move above is physical. No element family, no vril
mechanism, no non-ordinary affordance appears in this kit, because this being's own canon
row carries no hollow row, no lore home and nothing that elevates it. It is dangerous the
way the real animal or the real person is dangerous, engineered up until it reads at the
shipped combat camera. TIMID here would mean BORING-PHYSICAL, never insufficiently magical.
| part | moveset subtraction on break | legibility gain | material the economy wants |
|---|---|---|---|
| the load-bearing guyline | The Take-Up (1), The Loaded Line (5) and The Threatened Drop (7) lose their tension | the stone stops moving, which is the only readout the encounter needs | nothing harvested -- and see the care read; the stele is not a resource |
| the winch drum's pawl | The Tightened Count (8) and The Anchor Shift (11) cannot re-load | the drums spin free and the crew has to hold the load by hand | iron gear, which the chapter's smithing line can use |
| the foreman's count | The Foreman's Count (4) and The Crew Screen (9) lose their discipline | the winches turn out of time and the rig starts fighting itself | the extraction order -- naming who commissioned it, a Thread-22 item |
EG_0116 Stele-Plain Straw-and-Basalt Ground and Fallen-Stele Shelf -- CARE-BOUND, GEOMETRY ONLY: hard_blocked, HL_0001;HL_0004;HL_0007, COVER, enemy_usable = TRUE, attack_verbs = none. The ground and the already-fallen stele give cover to both sides and are never broken further, cut or moved by anyone.EG_0115 Aksumite Monolithic Granite Stele -- CARE-BOUND, GEOMETRY ONLY: hard_blocked, HL_0001;HL_0004;HL_0007, enemy_usable = FALSE, attack_verbs = none. THE STANDING STELE IS THE THING BEING PROTECTED. It is never damaged by the player, never used as cover, never climbed, and the encounter's entire win condition is that it stays where it is.EG_0119 Occupation-Era Extraction Rigging and Sectioning Gear -- BOTH: enemy_usable = TRUE, CONSTRICTION, transient_combat, no care ref. THE RIG IS THE ONLY THING IN THIS FIGHT EITHER SIDE MAY DESTROY, and destroying it is the win.EG_0117 Trilingual Stele Inscription Face -- CARE-BOUND, GEOMETRY ONLY: hard_blocked, attack_verbs = none. Referenced, read, never touched.| channel | what the player sees or hears |
|---|---|
| posture | the crew stops facing the stone and starts facing the player |
| breath | the winch rhythm becomes ragged |
| vocal | the count stops being spoken and becomes a whistle |
| opener | The Take-Up is retired; The Crew Screen becomes the opener |
THEY ENTER already at work -- the encounter begins mid-extraction. THEY RELOCATE around the rig, never away from it. THEY LEAVE when the rig does. WHAT THEY DO TO THE ARENA: they are trying to remove part of it, and the whole encounter is the argument about that.
care_tier = elevated, target_type = occupier_apparatus, threads = T22. THE STELE IS NEVER DAMAGED BY THE PLAYER AND IS NOT A RESOURCE. HL_0004 binds: this is an occupation-era extraction and the antagonist is the apparatus that ordered it, routed per CVD 17.1 -- ability 12's part-break yields the extraction ORDER, which names who commissioned it. win_condition = PART_BREAK: the encounter is won against a machine.
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.