KIT_MF_SUID.md

systems/KIT_MF_SUID.md

KIT_MF_SUID -- the suid grammar -- the animal that does not bluff twice

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 tierferal (evidence rule A7)
canon rowsCR_0004
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, parry_only, trigger_interrupt, weak_point

Silhouette read. Shoulder, head and tusk in one line, pointed at you.

Opener (MHM-G10, the cheap lesson first). GROUND STAMP -- a single hard forefoot strike and a head-toss that goes nowhere. It is the bluff, it is free, and it is the last warning the player will get.

phases -- evolve, never swap

phasenamewhat it PUSHES (nothing pops)
1warningthe boar is telling you to leave and it means it. Every move here is recoverable and the encounter can end without a fight.
2no longer warningthe bluffs are spent. Nothing is removed -- it still stamps and still displays -- but those now come AFTER a charge rather than instead of one, which is the whole tragedy of this animal: the same behaviours mean the opposite thing.

the kit

#abilityphasebody origintell shapecounternote
1Ground Stamp1one forefoot, driven straight down; the head tosses on the same beata single hard stamp with no forward travelanyMHM-G10 exactly: the cheapest, most legible move in the animal's whole vocabulary, and every dangerous move below is this shape with the brakes off.
2Broadside Display1the whole trunk turning side-on, hackles up along the spineit shows you its length instead of its frontanyThe one move that is genuinely safe to be near, which is what makes the moment it stops showing you its side legible as danger.
3Short Charge1hindquarters driving; the head stays low and levelthe head drops below the shoulder linedodge_onlyCommitted and straight. It cannot turn inside its own charge and the player learns that here, cheaply, on the version that stops short.
4Tusk Hook1a neck-and-shoulder rotation at the end of a passthe head cants to one side as it arrivesparry_onlyThe upward rip that follows a charge that connected. A parry answers it; a dodge into the cant does not, because the hook is aimed where a dodge goes.
5Wheel1forefeet planting, hindquarters swinging around themthe forefeet stop dead while the back end keeps movingcoverHow a committed animal buys a second commitment. The wheel is slow and it is the punish window the whole kit is built around.
6Full Charge2the entire mass, from a run-up it takes across the whole arenait goes silent and its head comes UP to sight the line before droppingdodge_onlyThe Short Charge's dangerous variant: same shape, no brakes, and one extra beat of tell bought by the head coming up. A charge from a body with mass is the most dangerous single move in the mundane vocabulary and it is worth the whole encounter.
7Trample Follow2the forelimbs, driven down onto a downed targetit stops on top of you rather than running throughtrigger_interruptThe punish for being knocked flat. The interrupt is a roll timed to the first descent, and it is why being downed by this animal is a mistake rather than a death.
8Bristle Guard2the dorsal hackles and the shoulder shield of hardened hidethe spine ridge stands up and stays upweak_pointThe reason a frontal fight is a bad fight: the front third is armoured and the answer is the flank behind the shoulder shield -- a named part, so the weak point is real.

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 shoulder shieldBristle Guard (8) stops paying: frontal answers become viable and the fight simplifiesthe hide plate cracks visibly and the hackles no longer stand along that sideboar shield-hide -- the chapter's first armour reagent
a tuskTusk Hook (4) loses its lift; the pass still hurts and it no longer throwsthe asymmetry is visible from any angle, and the animal starts favouring the intact side on every wheeltusk ivory

the arena, both directions (MHM-G13)

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

channelwhat the player sees or hears
posturethe broadside is abandoned and it faces you square -- there is no third posture
breaththe chuffing becomes a fast continuous huffing through the nose
vocalthe teeth-clacking (a real threat display, and the last one) starts and does not stop
openerGround Stamp is retired; Short Charge becomes the opener and Full Charge is now live

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

IT ENTERS from cover at close range, because that is where its charge is worth most. IT RELOCATES only by charging -- there is no repositioning move in this kit and that absence is authored. IT LEAVES in phase 1 if the player gives it a line out, which is the non-kill path and it costs nothing but ground. WHAT IT DOES TO THE ARENA: nothing. It is the one body in the chapter that takes the arena exactly as it finds it, and that contrast is what makes the varanid's thermal ownership read as intelligence.

the care read

ORDINARY FAUNA, DANGEROUS_GAME, huntable, and the row says so. No cultural register attaches. This is the chapter's honest first kill and the first time the game asks whether the player wanted one -- the boar offers an exit in phase 1 and the player who takes it loses nothing but the meat.

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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