KIT_MF_CERVID.md

systems/KIT_MF_CERVID.md

KIT_MF_CERVID -- the cervid grammar -- a fight that is mostly a chase, and a stag that is not prey

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_Creature_Roster · docs/spine/CH_02.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
bandB1 (MUNDANE FAUNA)
kit classMUNDANE
intelligence tiercunning (evidence rule A6)
canon rowsCR_0006
chapterCH_02
canon verbsno boss row; collect_verb FIGHT
authored abilities8 physical + 0 non-ordinary = 8 (band floor 5, ceiling 9)
phases2 (fill (no boss row declares a count; B1's 1-2 fill range, taken at 2))
counter classesany, cover, dodge_only, neutralize, parry_only

Silhouette read. Ears first, then the whole animal already leaving.

Opener (MHM-G10, the cheap lesson first). FREEZE -- it stops dead and looks straight at you. Free, harmless, and the only moment in the encounter when the player has a shot; every skill this animal has is a variant of how it breaks that stillness.

phases -- evolve, never swap

phasenamewhat it PUSHES (nothing pops)
1the quarrya flight-first animal running a real evasion repertoire. There is no damage in this phase in either direction unless the player creates it.
2cornered, or in rutthe stag stops running. Nothing from phase 1 is lost -- it will still break and go the moment a line opens -- and the antler set, the rear strike and the stand are pushed on top.

the kit

#abilityphasebody origintell shapecounternote
1Freeze1the whole body, still, ears tracking independently of the headeverything stops except the earsanyThe opener, and the entire hunt in one move: the animal is buying information and giving the player exactly one window.
2Break and Bound1hindquarters; the stotting gait that changes direction mid-airthe tail flares white a beat before the first bounddodge_onlyIt is not running away in a line. Each bound can turn, and the flare is the honest tell -- this animal signals its own flight, which is real behaviour and a gift to the player.
3Downwind Circle1a wide sustained trot, always keeping your scent on its noseit arcs rather than flees straightneutralizeTier-2 risk management on an animal that has no weapons. Neutralize is the wind: move to its upwind side, or mask, and the circle stops working.
4Cover Break1a standing start straight into the understorythe head drops to shoulder height and points at a gapcoverIt reads the arena for exits and takes them. The player who has already closed the gap gets the encounter; the player who has not gets a chase.
5Herd Scatter1the whole group, exploding outward on the alarmone animal barks and every animal moves at onceanyThe reason hunting this animal is a positioning problem. It is also the kit's only group behaviour, and it is a dispersal rather than a coordination -- deer are not a pack and this kit refuses to make them one.
6Antler Set2forelegs planted wide, head lowered, the rack presented as a wallit stops and lowers instead of turningparry_onlyThe moment the encounter inverts. A cornered rusa stag is not prey and the wall is real.
7Antler Drive2hindquarters driving through a set headthe set head lifts a hand's width before it comesdodge_onlyThe push that follows the wall. Short, committed, and answerable by leaving the line rather than by meeting it.
8Rear Strike2both forelegs, thrown from a rear-upthe forequarters come off the ground entirelycoverThe move players do not expect from a deer and the one that punishes crowding it from the front. Real behaviour, and it hits like a hammer.

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 economy -- the three currencies (MHM-G4)

partmoveset subtraction on breaklegibility gainmaterial the economy wants
the antler rackAntler Set (6) loses the wall and Antler Drive (7) leaves the moveset entirelythe silhouette changes at any range, which is the clearest legibility gain in the batchshed-grade antler, the chapter's first tool-handle and glue reagent

the arena, both directions (MHM-G13)

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

channelwhat the player sees or hears
posturethe head comes DOWN and stays down; a deer that has lowered its head is not fleeing
breaththe alarm-snorting stops and the breathing goes deep and even
vocalthe bark is replaced by the rutting roar, which is the sound of an animal that has stopped negotiating
openerFreeze is retired and Antler Set becomes the opener

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

IT ENTERS by already being present and unaware -- this is the one encounter in the chapter the player can begin on their own terms. IT RELOCATES constantly and by design; the chase IS the encounter. IT LEAVES the moment a line opens, in either phase, which is why the non-kill outcome is the DEFAULT here rather than a mercy. WHAT IT DOES TO THE ARENA: it teaches it to you. Following a deer is how a player learns where the gaps in the understory are, and the chapter uses that.

the care read

ORDINARY FAUNA, an introduced population, prey. No register attaches. The row carries a [FLAG] that its tameable status is unspecified in the source; this kit takes no position on taming and the flag stays where it is.

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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